Waku Waku 7/Dandy J: Difference between revisions

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<div id="container" style="display: inline-block;">
{{Infobox Character WW7
<div id="sub-container-pros-cons" style="float:above; width:70%; display:block; min-width:700px;">
|name=Dandy J
{{FP Box
|image=WW7_dandy.png
|header=
|fdash=31~46 frames
|content=  
|bstep= 30 frames (1~27F: invincible)
[[File:WW7_dandy.png|frameless|left]]
|prejump=  3 frames
'''Dandy J''' is a famous treasure hunter who is traveling around the world with Natsumi and Rampoo. He started his current quest when he was asked to find the legendary Waku Waku 7 treasure.
|jumpd= 43 frames
|landing=4 frames
|jumpa=109
|fjumpdt=92
|bjumpdt= 91
|fdashdt= 124~244
|bstepdt=94
|kdr=28 frames
|chain= None; but can chain 5LP → 2P/K
}}


{{TOClimit|3}}


{{StrengthsAndWeaknesses
== Move List ==
| intro =  
 
[[File:WW7_dandy_iddle.gif|frameless|center|Mauru]]
=== Standing Normals ===
| pros =
===== <span class="invisible-header">5A</span> =====
*'''PLACEHOLDER'''
{{MoveData
| cons =
|image=WW7 Dandy c.5A sprite.png
*'''PLACEHOLDER'''
|image2=Ww7 Dandy f.5A sprite.png
|caption=
|caption2=
|name=c./f.5A
|linkname=c./f.5A
|input=
|data=
{{AttackData-WW7
|Damage=14
|Guard= Mid
|Dizzy= 10
|Cancel= y
|Startup= 4
|Active= 5
|Recovery= 4
|Adv. Hit= +8
|Adv. Guard= +1
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data.
Close-
*Can chain into itself
*Can be crouch cancelled to allow for a combo into ES "Uppercut" (623AB)
Far-
*Has slightly longer range than 5B
*Can be crouch cancelled for meter build
}}
}}
 
===== <span class="invisible-header">5B</span> =====
{{MoveData
|image=WW7 Dandy c.5B sprite.png
|image2=WW7 Dandy f.5B sprite.png
|caption=
|name=c./f.5B
|linkname=c./f.5B
|input=
|data=
{{AttackData-WW7
|Damage=34
|Guard= Mid
|Dizzy= 25
|Cancel= n
|Startup= 11
|Active= 7
|Recovery= 18
|Adv. Hit= 0
|Adv. Guard= -10
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data.
Close
*Can act as an anti air
Far
*Poke with decent range
}}
}}
 
===== <span class="invisible-header">5C</span> =====
{{MoveData
|image=WW7 Dandy c.5C sprite.png
|image2=WW7 Dandy f.5C sprite.png
|caption=
|name=c./f.5C
|linkname=c./f.5C
|input=
|data=
{{AttackData-WW7
|Damage=17
|Guard= Low
|Dizzy= 15
|Cancel= n
|Startup= 7
|Active= 4
|Recovery= 8
|Adv. Hit= +5
|Adv. Guard= +1
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data.
Close
*Can act as an anti air
Far
*Poke to stop approaches
*Slightly longer range than 5D
}}
}}
 
===== <span class="invisible-header">5D</span> =====
{{MoveData
|image=WW7 Dandy c.5D sprite.png
|image2=WW7 Dandy f.5D sprite.png
|caption=
|name=c./f.5D
|linkname=5D
|input=
|data=
{{AttackData-WW7
|Damage=42
|Guard= Mid
|Dizzy= 25
|Cancel= n
|Startup= 11
|Active= 8
|Recovery= 21
|Adv. Hit= -4
|Adv. Guard= -14
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data.
Close
*Okay anti-air, however, not the easiest to land
Far
*Another keep out poke in Dandy's arsenal
}}
}}
 
=== Crouching Normals ===
===== <span class="invisible-header">2A</span> =====
{{MoveData
|image=WW7 Dandy 2A sprite.png
|caption=
|name=2A
|linkname=2A
|input=
|data=
{{AttackData-WW7
|Damage=13
|Guard= Low
|Dizzy= 10
|Cancel= n
|Startup= 6
|Active= 4
|Recovery= 8
|Adv. Hit= +5
|Adv. Guard= +1
|description= *Fast poke with decent range
*Can be used to hide the crouching done while inputting 214214C/D
 
}}
}}
 
===== <span class="invisible-header">2B</span> =====
{{MoveData
|image=WW7 Dandy 2B sprite.png
|caption=
|name=2B
|linkname=2B
|input=
|data=
{{AttackData-WW7
|Damage=32
|Guard= Low
|Dizzy= 0
|Cancel= n
|Startup= 10
|Active= 5
|Recovery= 18
|Adv. Hit= KND
|Adv. Guard= -8
|description= *Decent poke to use for a knockdown
}}
}}
 
===== <span class="invisible-header">2C</span> =====
{{MoveData
|image=WW7 Dandy 2C sprite.png
|caption=
|name=2C
|linkname=2C
|input=
|data=
{{AttackData-WW7
|Damage=15
|Guard= Low
|Dizzy= 10
|Cancel= n
|Startup= 12
|Active= 5
|Recovery= 8
|Adv. Hit= +4
|Adv. Guard= 0
|description=*Fast poke with decent range
*Can be used to hide the crouching done while inputting 214214C/D
}}
}}
 
===== <span class="invisible-header">2D</span> =====
{{MoveData
|image=WW7 Dandy 2D x1 sprite.png
|image2=WW7 Dandy 2D x2 sprite.png
|caption=
|name=2D
|linkname=2D
|input=
|data=
{{AttackData-WW7
|Damage=19+19
|Guard= Mid,Low
|Dizzy= 15
|Cancel= n
|Startup= 7
|Active= 6 (9) 8
|Recovery= 26
|Adv. Hit= -9
|Adv. Guard= -19
|description= *With the use of crouch cancelled c.5A, this can be used as a combo ender
}}
}}
}}
}}
</div>


=Move List=
=== Air Normals ===
{| class=wikitable
===== <span class="invisible-header">J.A</span> =====
!Move
{{MoveData
!Command
|image= WW7 Dandy j.A sprite.png
|-
|caption=
![Hissastsu Waza]
|name=J.A
|-
|linkname=J.A
|Banmotsu Gou Soku Kyuu Nage           
|input=
|When close, b/f + D
|data=
|-
{{AttackData-WW7
|Air Banmotsu Gou Soku Kyuu Nage       
|Damage=14
|When close in air, b/f/d + D
|Guard= high
|-
|Dizzy=5
|High Hissatsu Rope                     
|Cancel= n
|qcf + P
|Startup= 6
|-
|Active= 4
|High Hissatsu Rope Ren Hai Hanabi     
|Recovery= GND
|P,P after High Hissatsu Rope
|Adv. Hit= -
|-
|Adv. Guard= -
|High Hissatsu Rope Gouin Teikiatsu   
|description= *One of your two attacks for stand cancels during dash
|b + P after High Hissatsu Rope
*Decent air to air button, allowing to strike opponent in front of him
|-
}}
|High Hissatsu Rope Taifuu Mouda       
}}
|360 + P after High Hissatsu Rope G.T.
 
|-
===== <span class="invisible-header">J.B</span> =====
|Low Hissatsu Rope                     
{{MoveData
|qcf + K
|image=WW7 Dandy j.B sprite.png
|-
|caption=
|Low Hissatsu Rope Ren Hai Hanabi       
|name=J.B
|K,K after Low Hissatsu Rope
|linkname=J.B
|-
|input=
|Low Hissatsu Rope Gouin Teikiatsu     
|data=
|b + K after Low Hissatsu Rope
{{AttackData-WW7
|-
|Damage=34
|Low Hissatsu Rope Taifuu Mouda         
|Guard= high
|360 + K after Low Hissatsu Rope G.T.
|Dizzy=15
|-
|Cancel= n
|Air Hissatsu Rope                     
|Startup= 15
|Jump, qcf + P
|Active= 8
|-
|Recovery= GND
|Air Hissatsu Rope Ren Hai Hanabi       
|Adv. Hit= -
|P,P after Air Hissatsu Rope
|Adv. Guard= -
|-
|description= *Air to air attack
|Air Hissastu Gouin Teikiatsu           
*Slow to start up however can strike opponents above him
|b + P after Air Hissatsu Rope
}}
|-
}}
|Air Hissatsu Rope Taifuu Mouda         
 
|360 + P after Air Hissatsu Rope G.T.
===== <span class="invisible-header">J.C</span> =====
|-
{{MoveData
|Kyou Ijin Tei Hatsu Hi Ken             
|image=WW7 Dandy j.C sprite.png
|f,d,df + P
|caption=
|-
|name=J.C
|Natsumi: Ranpoo Nage                   
|linkname=J.C
|qcb,qcb + K
|input=
|-
|data=
|Ranpoo: Natsumi Nage                   
{{AttackData-WW7
|qcb,qcb + P
|Damage=17
|-
|Guard= high
![Powered Up Hissatsu Waza]
|Dizzy=5
|-
|Cancel= n
|ES High Hissatsu Rope                 
|Startup= 7
|qcf + 2P
|Active= 17
|-
|Recovery= GND
|ES Low Hissatsu Rope                   
|Adv. Hit= -
|qcf + 2K
|Adv. Guard= -
|-
|description= *The other attack used for stand cancels
|ES Air Hissatsu Rope                   
*Good jump in attack to use alongside 214214C/D and force the opponent to block it.
|Jump, qcf + 2P
}}
|-
}}
|ES Kyou Ijin Karada Hatsu Hi Ken       
 
|f,d,df + 2P
===== <span class="invisible-header">J.D</span> =====
|-
{{MoveData
![Miscellaneous Attacks]
|image=WW7 Dandy j.D sprite.png
|-
|caption=
|Forward Dash Cancel                   
|name=J.D
|C/D/A/B during forward dash
|linkname=J.D
|-
|input=
|Axe Kick                               
|data=
|Press HP + HK
{{AttackData-WW7
|-
|Damage=42
![DokiDoki]
|Guard= high
|-
|Dizzy=15
|Jou Shi Ka Shi Ten Nage               
|Cancel= n
|When close, hcb + B
|Startup= 8
|-
|Active= 17
![HaraHara]
|Recovery= GND
|-
|Adv. Hit= -
|Tai Shoumetsu Ryuushi Kasoku Ken       
|Adv. Guard= -
|d,d + 2P/2K
|description= *Decent jump in attack
|-
*Can combo into c.5A on hit
![DokiDoki]
*Can grant a slight amount of advantage on block
|-
}}
|Kyou Ten Dou Chi Ginga Gekitotsu Otoshi
}}
|qcf,hcb + 2P
 
|-
=== Command Normals ===
|Dai Youryou Seiden Ken                 
===== <span class="invisible-header">WallJump</span> =====
|f,b,f,b,f + 2P
{{MoveData
|}
|image=WW7 Dandy Dash Sprite.png
|caption=
|name=Dash
|linkname=Dash
|input=66
|data=
{{AttackData-WW7
|Damage=
|Guard=
|Dizzy=
|Cancel= -
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= *Can follow with (cancel) or (stand cancel).
*Dandy J is the only character who has a forward dash instead of a run, and can extend its range to half-screen distance by holding [6].
 
*The distance of the dash is not set and can be shortened at any time during the leap by releasing 6, or pressing 2/4 before the ending roll.
 
*Dandy J "stand canceling" his forward dash is actually him doing an aerial attack that never hits, so it follows the same rules as any aerial attack. In which case instead of his roll animation that cannot be interrupted or canceled, Dandy J goes into landing frames which can be canceled and leaves him standing——an immensely faster recovery time.
}}
}}


== Special Moves ==
=== Universal Mechanics ===
Special Moves
===== <span class="invisible-header">Throw</span> =====
-------------
{{MoveData
High Hissatsu Rope      qcf + P         
|image=WW7 Dandy Throw sprite.png
     
|caption=  Banbutsu Gousokkyuu Nage
  Ren Hai Hanabi        P                        you should press P just after
|name= Ground Throw
                                                    Dandy releases his rope;
|linkname= Ground Throw
                                                    you can, however, tap P to
|input= 4/6B
                                                    get the follow up to come
|data=
                                                    out more reliably
{{AttackData-WW7
|Damage=49
|Guard= Thw
|Dizzy= 20
|Cancel= -
|Startup= 1
|Active= 1
|Recovery= -
|Adv. Hit= WSL
|Adv. Guard= -
|description= *Unblockable.
*Can be throw softened within 25F
}}
}}


  Gouin Teikiatsu        b + P                    enter the b + P motion after
===== <span class="invisible-header">Air Throw</span> =====
                                                    the rope is sent out; you
{{MoveData
                                                    can choose to perform it
|image=WW7 Dandy Air Throw sprite.png
                                                    when the rope reaches its
|caption= Kuuchuu Banbutsu Gousokkyuu Nage
                                                    maximum length, allowing
|name= Air Throw
                                                    you to perform a Gouin
|linkname= Air Throw
                                                    Teikiatsu with more screen
|input= J.4/6B
                                                    range; you can hold b and
|data=
                                                    tap P to get the follow up
{{AttackData-WW7
                                                    to come out more reliably
|Damage=49
|Guard= Thw
|Dizzy= 0
|Cancel= -
|Startup= 1
|Active= 1
|Recovery= -
|Adv. Hit= WSL
|Adv. Guard= -
|description= *Unblockable.
*Can be throw softened within 28F.
}}
}}


    Taifuu Mouda        360 + P                  grounds opponent
===== <span class="invisible-header">Command Grab</span> =====
{{MoveData
|image=WW7 Dandy Throw sprite.png
|caption=
|name= Command Grab
|linkname= WakuWaku Nage
|input= 63214D
|data=
{{AttackData-WW7
|Damage=63
|Guard= Thw
|Dizzy= 20
|Cancel= -
|Startup= 1
|Active= 1
|Recovery= -
|Adv. Hit= WSL
|Adv. Guard= -
|description=
*Unblockable
}}
}}


Air Hissatsu Rope        qcf + P in air  
===== <span class="invisible-header">Universal Overhead</span> =====
       
{{MoveData
  Ren Hai Hanabi        P                        you should press P just after
|image=WW7 Dandy Overhead sprite.png
                                                    Dandy releases his rope;
|caption= Buster Heel
                                                    you can, however, tap P to
|name=  Middle Attack
                                                    get the follow up to come
|linkname=  Overhead
                                                    out more reliably
|input= A/B+C/D
|data=
{{AttackData-WW7
|Damage=34
|Guard= High
  |Dizzy= 20
|Cancel= -
|Startup= 24
|Active= 4
|Recovery= 23
|Adv. Hit= -2
|Adv. Guard= -12
|description= *A overhead that can be reacted
*Air Unblockable
*Cannot be used while Kyoui Jintai Hakka Ken (214214X) is active
}}
}}


  Gouin Teikiatsu        b + P                    enter the b + P motion after
===== <span class="invisible-header">Pursuit</span> =====
                                                    the rope is sent out; you
{{MoveData
                                                    can choose to perform it
|image= WW7 Dandy Pursuit sprite.png
                                                    when the rope reaches its
|caption= Overdrive Elbow
                                                    maximum length, allowing
|name= Pursuit
                                                    you to perform a Gouin
|linkname= Pursuit
                                                    Teikiatsu with more screen
|input= When a opponent is down 8+any move
                                                    range; you can hold b and
|data=
                                                    tap P to get the follow up
{{AttackData-WW7
                                                    to come out more reliably
|Damage=42
|Guard= Mid
|Dizzy= 0
|Cancel= -
|Startup= 48
|Active= 4
|Recovery= 21
|Adv. Hit= KND
|Adv. Guard= -33
|description= *Universal Pursuit mechanich.
*In general is not very used due to long start up and that your opponent can mash out of knockdown to get up quicker.
*Dandy's pursuit has a strange property that allows for 214214C/D to hit the opponent if a pursuit attack lands first
}}
}}


    Taifuu Mouda        360 + P                  grounds opponent
===== <span class="invisible-header">Rissing attack</span> =====
{{MoveData
|image= WW7 Dandy RissingAttack sprite.png
|caption= Revenge Kick
|name= Rissing attack
|linkname= Reversal
|input= When down, [8]
|data=
{{AttackData-WW7
|Damage=34
|Guard= High
|Dizzy= 20
|Cancel= -
|Startup= 13
|Active= 11
|Recovery= 25
|Adv. Hit= KND
|Adv. Guard= -21
|description= *Universal reversal mechanic
*Good to use when being down but can be punished if the opponent blocks it
}}
}}


Kyou Ijin Tei Hatsu Hi  f, d, df + P            must be blocked low; grounds
===== <span class="invisible-header">Super mode</span> =====
                                                    opponent
{{MoveData
|image= WW7 Dandy SuperMode sprite.png
|caption=
|name= Super Mode
|linkname=
|input= Any 3 buttons
|data=
{{AttackData-WW7
|Damage=55
|Guard= Mid
|Dizzy= 50
|Cancel= -
|Startup= 32
|Active= 1 (1) 1 (1) 1 (1) 1
|Recovery= 16
|Adv. Hit= KND
|Adv. Guard= -20
|description= *Air Unblockable
*1~38F: invincible.


Low Hissatsu Rope        qcf + K                  must be blocked low
}}
}}


  Ren Hai Hanabi        K                        you should press K just after
=== Special Moves ===
                                                    Dandy releases his rope;
===== <span class="invisible-header">236X</span> =====
                                                    you can, however, tap K to
{{MoveData
                                                    get the follow up to come
|image= WW7 Dandy 236 A B sprite.png
                                                    out more reliably
|image2= WW7 Dandy j.236 A B sprite.png
|image3= WW7 Dandy 236A B 5P Energy sprite.png
|image4= WW7 Dandy 236 4P Energy sprite.png
|image5= WW7 Dandy 236A B 360P sprite.png
|image6= WW7 Dandy 236A B 360P Air sprite.png
|caption=
|name= Hissatsu Rope (Air OK)
|linkname=
|input= 236A/B
|data=
{{AttackData-WW7
|version= 236A/B
|Damage= 6+7+7+6
|Guard= Mid
|Dizzy= 0
|Cancel=
|Startup= 26
|Active= 16
|Recovery= 39
|Adv. Hit= -30
|Adv. Guard= -34
|description= *Air Unblockable.
*Can follow with A/B, 4A/B, or 360A/B, but only the Punch versions.
*Both the A- and B-versions, and all of the follow-ups, are the same.
*Up to three rings appear along the Hissatsu Rope during its duration, on 26F, 28F, 31F. These determine how many rings appear during 4A/B.
*Inputs can be done any time during Dandy J's extended rope: 26~42F. Later input just extend the range of the attack.


  Gouin Teikiatsu        b + K                    enter the b + K motion after
}}
                                                    the rope is sent out; you
{{AttackData-WW7
                                                    can choose to perform it
|version= A/B
                                                    when the rope reaches its
|Damage=1~2/n
                                                    maximum length, allowing
|Guard= Mid
                                                    you to perform a Gouin
|Dizzy= 0
                                                    Teikiatsu with more screen
|Cancel=
                                                    range; you can hold b and
|Startup= 1
                                                    tap K to get the follow up
|Active= 30
                                                    to come out more reliably
|Recovery= 18
|Adv. Hit= -9
|Adv. Guard= -5
|description=
}}
{{AttackData-WW7
|version= 4A/B
|Damage=9/n
|Guard= Mid
|Dizzy= 0
|Cancel=
|Startup= 1
|Active= 26~36
|Recovery= 14~
|Adv. Hit= -28
|Adv. Guard= -11~24
|description= Can follow with 360X, but only the Punch version.
*VACUUMs opponent on hit or guard.
}}
{{AttackData-WW7
|version= 360A/B
|Damage= 6~7/n 
|Guard= Mid
|Dizzy= 0
|Cancel=
|Startup= 1
|Active= 30
|Recovery= 58
|Adv. Hit= KND
|Adv. Guard= -44
|description=
}}
}}


    Taifuu Mouda        360 + K                  grounds opponent
===== <span class="invisible-header">Es 236A/B</span> =====
{{MoveData
|image= WW7 Dandy 236AB sprite.png
|image2= WW7 Dandy 236AB Air sprite.png
|image3= WW7 Dandy 236AB Energy sprite.png
|caption=
|name= ES Hissatsu Rope (Air OK)
|linkname=
|input= 236A/B
|data=
{{AttackData-WW7
|Damage=54~78
|Guard= Mid
|Dizzy= 0
|Cancel= -
|Startup= 12‼5
|Active= -
|Recovery= 49
|Adv. Hit= KND
|Adv. Guard= -31
|description= *Projectile (Tier 9).
*Lasts 18F.
}}
}}


Ranpuu Nage              qcb, qcb + P            Dandy J can only perform
===== <span class="invisible-header">Es 360A/B</span> =====
                                                    normal attacks while this
{{MoveData
                                                    move is active
|image= WW7 Dandy 236A B 360P sprite.png
|caption=
|name= ES Hissatsu Rope: Taifuu Mouda
|linkname=
|input= 360A/B
|data=
{{AttackData-WW7
|Damage=65
|Guard= Mid
|Dizzy= 0
|Cancel= -
|Startup= 2‼0
|Active= 75
|Recovery= 58
|Adv. Hit= KND
|Adv. Guard= -44
|description=  ES Taifuu Mouda is an enhanced ender to Dandy J's Hissatsu Rope multi-part; it can't be used solo.
}}
}}


Natsumi Nage            qcb, qcb + K            Dandy J can only perform
===== <span class="invisible-header">236X</span> =====
                                                    normal attacks while this
{{MoveData
                                                    move is active; grounds
|image= WW7 Dandy 236 C D sprite.png
                                                    opponent
|image3= WW7 Dandy 236A B 5P Energy sprite.png
|image4= WW7 Dandy 236 4P Energy sprite.png
|image5= WW7 Dandy 236A B 360P sprite.png
|caption=
|name= Shagami Hissatsu Rope 
|linkname=
|input= 236C/D
|data=
{{AttackData-WW7
|version= 236A/B
|Damage= 6+7+7+6
|Guard= Low
|Dizzy= 0
|Cancel=
|Startup= 26
|Active= 15
|Recovery= 44
|Adv. Hit= -35
|Adv. Guard= -39
|description= *Air Unblockable.
*Can follow with C/D, 4C/D, or 360C/D, but only the Kick versions.
*Both the C- and D-versions, and all of the follow-ups, are the same.
*Up to three rings appear along the Hissatsu Rope during its duration, on 26F, 28F, 30F. These determine how many rings appear during 4A/B.
*Inputs can be done any time during Dandy J's extended rope: 26~41F. Later input just extend the range of the attack.


Jou Shi Ka Shi Ten Nage hcb + HK close          unblockable; grounds opponent
  }}
{{AttackData-WW7
|version= C/D
|Damage=1~2/n
|Guard= Mid
|Dizzy= 0
|Cancel=
|Startup= 1
|Active= 30
|Recovery= 18
|Adv. Hit= -4~9
|Adv. Guard= -9
|description=
}}
{{AttackData-WW7
|version= 4C/D
|Damage=9/n
|Guard= Mid
|Dizzy= 0
|Cancel=
|Startup= 1
|Active= 26~36
|Recovery= 14~
|Adv. Hit= -29
|Adv. Guard= -23~31
|description= Can follow with 360X, but only the Kick version.
*VACUUMs opponent on hit or guard.
}}
{{AttackData-WW7
|version= 360C/D
|Damage= 6~7/n 
|Guard= Mid
|Dizzy= 0
|Cancel=
|Startup= 1
|Active= 30
|Recovery= 58
|Adv. Hit= KND
|Adv. Guard= -44
|description=
}}
}}


===== <span class="invisible-header">Es 236A/B</span> =====
{{MoveData
|image= WW7 Dandy 236CD sprite.png
|image2= WW7 Dandy 236AB Energy sprite.png
|caption=
|name= ES Shagami Hissatsu Rope
|linkname=
|input= 236C/D
|data=
{{AttackData-WW7
|Damage=54~78
|Guard= Mid
|Dizzy= 0
|Cancel= -
|Startup= 12‼5
|Active= -
|Recovery= 49
|Adv. Hit= KND
|Adv. Guard= -31
|description= *Projectile (Tier 9).
*Lasts 18F.
}}
}}


===== <span class="invisible-header">Es 360C/D</span> =====
{{MoveData
|image= WW7 Dandy 236A B 360P sprite.png
|caption=
|name= ES Shagami Hissatsu Rope: Taifuu Mouda
|linkname=
|input= 360C/D
|data=
{{AttackData-WW7
|Damage=65
|Guard= Mid
|Dizzy= 0
|Cancel= -
|Startup= 2‼0
|Active= 75
|Recovery= 59
|Adv. Hit= WSL
|Adv. Guard= -17
|description=  ES Taifuu Mouda is an enhanced ender to Dandy J's Shagami Hissatsu Rope multi-part; it can't be used solo.
}}
}}


== Super Special Moves ==
===== <span class="invisible-header">623X</span> =====
{{MoveData
|image=WW7 Dandy 623A B sprite.png
|image2= WW7 Dandy 22AB sprite.png
|caption=
|caption2=
|name= Kyoui Jintai Hakka Ken
|linkname=623X
|input=623A/B/AB
|data=
{{AttackData-WW7
        |version=623A
|Damage=56
|Guard= Low
        |Dizzy= 30
        |Cancel= -
        |Startup= 14
        |Active= 18
        |Recovery= 10
        |Adv. Hit= KND
        |Adv. Guard= -15
        |description= *Air Unblockable


EX High Hissatsu Rope   
}}
qcf + LP+HP             
{{AttackData-WW7
grounds opponent
|header=no
|version=623B
|Damage=63
        |Guard= Low
        |Dizzy= 30
        |Cancel= -
        |Startup= 14
        |Active= 18
        |Recovery= 10
        |Adv. Hit= KND
        |Adv. Guard= -15
        |description= *Air unblockable
}}
{{AttackData-WW7
|header=no
|version=623AB
        |subtitle=ES: "Kyoui Jintai Hakka Ken"
|Damage=96
        |Guard= Low,Mid
        |Dizzy= 0
        |Cancel= -
        |Startup= 6‼3
        |Active= 8 (4) 8 (4) 8 (4) 8 (13) 7
        |Recovery= 30
        |Adv. Hit= WSL
        |Adv. Guard= -17
        |description= *Air Unblockable
}}
}}


EX Air Hissatsu Rope   
===== <span class="invisible-header">623X</span> =====
qcf + LP+HP in air     
{{MoveData
grounds opponent
|image= WW7 Dandy 214214A B sprite.png
|image2= WW7 Dandy 214214C D sprite.png
|caption=
|caption2=
|name= Kyoui Jintai Hakka Ken
|linkname=214214X
|input=214214X
|data=
{{AttackData-WW7
        |version=214214 A/B
|Damage=14
|Guard= Mid
        |Dizzy= 0
        |Cancel= -
        |Startup= 88
        |Active=
        |Recovery=
        |Adv. Hit= KND
        |Adv. Guard=
        |description= *Projectile (Tier 0).
*Lasts 37F. (88F is the fastest time after input for Rampoo to hit.)
*SEMI-TRACKS the opponent's location. The arc in which Rampoo is thrown has a wide minimum range. If Natsumi and the opponent are close to one another, she will throw Rampoo behind them. If they are about two character's width or more apart, she throws Rampoo wherever the opponent is located.
*If the screen is fully stretched out, Natsumi can throw Rampoo up to half- screen distance.
*After input, Dandy J can only perform basic attacks or normal throws.


EX Kyou Ijin Tei H. H.  
}}
f, d, df + LP+HP          
{{AttackData-WW7
the first part must be blocked low; last hit knocks opponent against the wall if it connects (not blocked)
|header=no
|version=214214 C/D
|Damage=41
        |Guard= Mid
        |Dizzy= 0
        |Cancel= -
        |Startup= 93
        |Active=
        |Recovery=
        |Adv. Hit= KND
        |Adv. Guard=
         |description= *Projectile (Tier 0).
*Lasts 32F. (93F is the fastest time after input for Natsumi to hit.)
*SEMI-TRACKS the opponent's location. The arc in which Natsumi is thrown is much steeper than Natsumi: Rampoo Nage, able to hit opponents up close.
*If the screen is fully stretched out, Rampoo can throw Natsumi up to 1/3- screen distance.
*After input, Dandy J can only perform basic attacks or normal throws.
}}
}}


EX Low Hissatsu Rope   
=== DokiDoki ===
qcf + LK+HK             
===== <span class="invisible-header">DokiDoki</span> =====
must be blocked low; grounds opponent
{{MoveData
|image= WW7 Dandy 64646AB sprite.png
|caption=
|name= Daiyouryou Seiden Ken
|linkname=
|input= 64646AB
|data=
{{AttackData-WW7
|Damage=95
|Guard= Mid
|Dizzy= 0
|Cancel= -
|Startup= 12‼12
|Active= 2 (1) 1 (1) 1 (1) 1 (1) 1 (1) 2
|Recovery= 29
|Adv. Hit= KND
|Adv. Guard= -15
|description= *Air Unblockable
}}
  }}


EX Taifuu Mouda         
===== <span class="invisible-header">DokiDoki</span> =====
360 + LP+HP after a Gouin Teikiatsu  
{{MoveData
grounds opponent from a high or air Hissatsu Rope OR 360 + LK+HK after a Gouin Teikiatsu from low Hissatsu Rope
|image= WW7 Dandy 236 A B sprite.png
|image2= WW7 Dandy 2363214AB sprite.png
|caption=
|name= Kyoutendouchi Ginga Gekitotsu Otoshi
|linkname=
|input= 2363214AB
|data=
{{AttackData-WW7
|Damage=87
|Guard= Mid
|Dizzy= 0
|Cancel= -
|Startup= 12‼1
|Active= 8
|Recovery= 26
|Adv. Hit= KND
|Adv. Guard= -24
|description= *Throw on Hit
*Air Unblockable
  }}
  }}


== WakuWaku ==
=== HaraHara ===
===== <span class="invisible-header">HaraHara</span> =====
{{MoveData
|image= WW7 Dandy 22AB sprite.png
|image2= WW7 Dandy 22AB Energy sprite.png
|caption= You will never hit someone with this
|name= Tsuishoumetsu Ryuushikasoku Ken
|linkname=
|input= 22+AB/CD
|data=
{{AttackData-WW7
|version=22AB/CD
|Damage=155
|Guard= -
|Dizzy= 20
|Cancel= -
|Startup= 127
|Active= 1
|Recovery= 88
|Adv. Hit= WSL
|Adv. Guard= -
|description= *Unblockable


== DokiDoki ==
}}
{{AttackData-WW7
|version=Pillar
|Damage=153~241
|Guard= -
|Dizzy= 20
|Cancel= -
|Startup= 140
|Active= 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1
|Recovery= 68
|Adv. Hit= KND
|Adv. Guard= -
|description= *Unblockable.
*Getting caught in the pillar is considerably more deadly if Dandy J catches an airborne opponent, removing up to 95% of their HP!


Kyou Ten Dou Chi Ginga 
}}
qcf, hcb + LP+HP       
}}
rope must connect (not blocked) to perform the entire super; grounds opponent


Dai Youryou Seiden Ken 
=== Palette options ===
f, b, f, b, f + LP+HP   
{{ColorGallery | filePrefix=WW7_Dandy_Color_| colors=
grounds opponent
{{ColorGallery/Color|1|  text=Color 1 }}
{{ColorGallery/Color|2|  text=Color 2 }}
{{ColorGallery/Color|3|  text=Color 3 }}
{{ColorGallery/Color|4|  text=Color 4 }}
{{ColorGallery/Color|5|  text=Color 5 }}
}}


== HaraHara ==
Hara Hara
---------
Tai Shoumetsu Ryuushi    d, d + LK+HK/LP+HP      unblockable; if the opponent
                                                    is close they will be
                                                    struck by Dandy J's fist
                                                    and be knocked against the
                                                    wall; the laser tower
                                                    CANNOT absorb projectiles
                                                    and grounds the opponent


=Combos=
=Strategies=


== Notable Players ==
{| class="wikitable" style="width:100%"
!width="91"|Name
!width="85"|Color
!width="125"|Location
! Contact
! Status
! Notes
! Example Play
|-
| Naldinho Ostman
|style="text-align:center;"| [[File:WW7_Dandy_Color_2.png|Ostman|100px]]
| '''Brasil'''
| [https://twitter.com/LilOstguy Twitter]
|'''active'''
| The Dandy J player, has seen a lot of success in tournaments.
| [https://www.youtube.com/watch?v=ZHDljBYL6pw&t=1077s Link]
|-
| HappyHizack
|style="text-align:center;"| [[File:WW7_Dandy_Color_4.png|HappyHizack|100px]]
| '''Japan'''
| None.
|'''active'''
| Also plays Arina. You can find him on the FC2 lobby.
| [https://www.youtube.com/watch?v=GuSi9CiqJoQ Link]
|}


[[Category: Waku Waku 7]]
[[Category: Waku Waku 7]]
{{Waku Waku 7}}
{{Waku Waku 7}}

Latest revision as of 16:09, 20 May 2024


Introduction

Dandy J is a famous treasure hunter who is traveling around the world with Natsumi and Rampoo. He started his current quest when he was asked to find the legendary Waku Waku 7 treasure.

Dandy J is a combination of a zoner and mixup character, controlling a lot of space midscreen. 236A/B is a great long-range tool that can push opponents away, or bring them closer when 4A/B is used after. He becomes most intimidating after knocking the opponent down, utilizing Rampoo Nage and Natsumi Nage to setup a pressure situation he can capitalize on.

Dandy J
Strengths Weaknesses
  • Normals inflict good amount of Dizzy
  • Forward Dash can be canceled
  • Backdash has a lot of invinvibility
  • Can Crouch cancel moves like 5A making chains that are not suposed to work
  • 2 DokiDoki's
  • Has the worst movement speed in the game
  • Rampoo Nage and Natsumi Nage disallow special usage while active
Dandy J
WW7 dandy.png
Character Data
Forward Dash Speed 31~46 frames
Back Step Duration 30 frames (1~27F: invincible)
Pre-jump Frames 3 frames
Jump Duration 43 frames
Landing Frames 4 frames
Jump Height Apex 109
Forward Jump Distance 92
Backward Jump Distance 91
Forward Dash Distance 124~244
Back Step Distance 94
Knockdown Recovery 28 frames
Chain Series None; but can chain 5LP → 2P/K

Move List

Standing Normals

5A
c./f.5A
WW7 Dandy c.5A sprite.png
Ww7 Dandy f.5A sprite.png
Damage Guard Dizzy Cancel
14 Mid 10 y
Startup Active Recovery Adv. Hit Adv. Guard
4 5 4 +8 +1
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.

Close-

  • Can chain into itself
  • Can be crouch cancelled to allow for a combo into ES "Uppercut" (623AB)

Far-

  • Has slightly longer range than 5B
  • Can be crouch cancelled for meter build
5B
c./f.5B
WW7 Dandy c.5B sprite.png
WW7 Dandy f.5B sprite.png
Damage Guard Dizzy Cancel
34 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
11 7 18 0 -10
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.

Close

  • Can act as an anti air

Far

  • Poke with decent range
5C
c./f.5C
WW7 Dandy c.5C sprite.png
WW7 Dandy f.5C sprite.png
Damage Guard Dizzy Cancel
17 Low 15 n
Startup Active Recovery Adv. Hit Adv. Guard
7 4 8 +5 +1
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.

Close

  • Can act as an anti air

Far

  • Poke to stop approaches
  • Slightly longer range than 5D
5D
c./f.5D
WW7 Dandy c.5D sprite.png
WW7 Dandy f.5D sprite.png
Damage Guard Dizzy Cancel
42 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
11 8 21 -4 -14
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.

Close

  • Okay anti-air, however, not the easiest to land

Far

  • Another keep out poke in Dandy's arsenal

Crouching Normals

2A
2A
WW7 Dandy 2A sprite.png
Damage Guard Dizzy Cancel
13 Low 10 n
Startup Active Recovery Adv. Hit Adv. Guard
6 4 8 +5 +1
  • Fast poke with decent range
  • Can be used to hide the crouching done while inputting 214214C/D
2B
2B
WW7 Dandy 2B sprite.png
Damage Guard Dizzy Cancel
32 Low 0 n
Startup Active Recovery Adv. Hit Adv. Guard
10 5 18 KND -8
  • Decent poke to use for a knockdown
2C
2C
WW7 Dandy 2C sprite.png
Damage Guard Dizzy Cancel
15 Low 10 n
Startup Active Recovery Adv. Hit Adv. Guard
12 5 8 +4 0
  • Fast poke with decent range
  • Can be used to hide the crouching done while inputting 214214C/D
2D
2D
WW7 Dandy 2D x1 sprite.png
WW7 Dandy 2D x2 sprite.png
Damage Guard Dizzy Cancel
19+19 Mid,Low 15 n
Startup Active Recovery Adv. Hit Adv. Guard
7 6 (9) 8 26 -9 -19
  • With the use of crouch cancelled c.5A, this can be used as a combo ender

Air Normals

J.A
J.A
WW7 Dandy j.A sprite.png
Damage Guard Dizzy Cancel
14 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
6 4 GND - -
  • One of your two attacks for stand cancels during dash
  • Decent air to air button, allowing to strike opponent in front of him
J.B
J.B
WW7 Dandy j.B sprite.png
Damage Guard Dizzy Cancel
34 high 15 n
Startup Active Recovery Adv. Hit Adv. Guard
15 8 GND - -
  • Air to air attack
  • Slow to start up however can strike opponents above him
J.C
J.C
WW7 Dandy j.C sprite.png
Damage Guard Dizzy Cancel
17 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
7 17 GND - -
  • The other attack used for stand cancels
  • Good jump in attack to use alongside 214214C/D and force the opponent to block it.
J.D
J.D
WW7 Dandy j.D sprite.png
Damage Guard Dizzy Cancel
42 high 15 n
Startup Active Recovery Adv. Hit Adv. Guard
8 17 GND - -
  • Decent jump in attack
  • Can combo into c.5A on hit
  • Can grant a slight amount of advantage on block

Command Normals

WallJump
Dash
66
WW7 Dandy Dash Sprite.png
Damage Guard Dizzy Cancel
- - - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -
  • Can follow with (cancel) or (stand cancel).
  • Dandy J is the only character who has a forward dash instead of a run, and can extend its range to half-screen distance by holding [6].
  • The distance of the dash is not set and can be shortened at any time during the leap by releasing 6, or pressing 2/4 before the ending roll.
  • Dandy J "stand canceling" his forward dash is actually him doing an aerial attack that never hits, so it follows the same rules as any aerial attack. In which case instead of his roll animation that cannot be interrupted or canceled, Dandy J goes into landing frames which can be canceled and leaves him standing——an immensely faster recovery time.

Universal Mechanics

Throw
Ground Throw
4/6B
WW7 Dandy Throw sprite.png
Banbutsu Gousokkyuu Nage
Damage Guard Dizzy Cancel
49 Thw 20 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable.
  • Can be throw softened within 25F
Air Throw
Air Throw
J.4/6B
WW7 Dandy Air Throw sprite.png
Kuuchuu Banbutsu Gousokkyuu Nage
Damage Guard Dizzy Cancel
49 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable.
  • Can be throw softened within 28F.
Command Grab
Command Grab
63214D
WW7 Dandy Throw sprite.png
Damage Guard Dizzy Cancel
63 Thw 20 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable
Universal Overhead
Middle Attack
A/B+C/D
WW7 Dandy Overhead sprite.png
Buster Heel
Damage Guard Dizzy Cancel
34 High 20 -
Startup Active Recovery Adv. Hit Adv. Guard
24 4 23 -2 -12
  • A overhead that can be reacted
  • Air Unblockable
  • Cannot be used while Kyoui Jintai Hakka Ken (214214X) is active
Pursuit
Pursuit
When a opponent is down 8+any move
WW7 Dandy Pursuit sprite.png
Overdrive Elbow
Damage Guard Dizzy Cancel
42 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
48 4 21 KND -33
  • Universal Pursuit mechanich.
  • In general is not very used due to long start up and that your opponent can mash out of knockdown to get up quicker.
  • Dandy's pursuit has a strange property that allows for 214214C/D to hit the opponent if a pursuit attack lands first
Rissing attack
Rissing attack
When down, [8]
WW7 Dandy RissingAttack sprite.png
Revenge Kick
Damage Guard Dizzy Cancel
34 High 20 -
Startup Active Recovery Adv. Hit Adv. Guard
13 11 25 KND -21
  • Universal reversal mechanic
  • Good to use when being down but can be punished if the opponent blocks it
Super mode
Super Mode
Any 3 buttons
WW7 Dandy SuperMode sprite.png
Damage Guard Dizzy Cancel
55 Mid 50 -
Startup Active Recovery Adv. Hit Adv. Guard
32 1 (1) 1 (1) 1 (1) 1 16 KND -20
  • Air Unblockable
  • 1~38F: invincible.

Special Moves

236X
Hissatsu Rope (Air OK)
236A/B
WW7 Dandy 236 A B sprite.png
WW7 Dandy j.236 A B sprite.png
WW7 Dandy 236A B 5P Energy sprite.png
WW7 Dandy 236 4P Energy sprite.png
WW7 Dandy 236A B 360P sprite.png
WW7 Dandy 236A B 360P Air sprite.png
236A/B Damage Guard Dizzy Cancel
6+7+7+6 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
26 16 39 -30 -34
  • Air Unblockable.
  • Can follow with A/B, 4A/B, or 360A/B, but only the Punch versions.
  • Both the A- and B-versions, and all of the follow-ups, are the same.
  • Up to three rings appear along the Hissatsu Rope during its duration, on 26F, 28F, 31F. These determine how many rings appear during 4A/B.
  • Inputs can be done any time during Dandy J's extended rope: 26~42F. Later input just extend the range of the attack.
A/B Damage Guard Dizzy Cancel
1~2/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 30 18 -9 -5
4A/B Damage Guard Dizzy Cancel
9/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 26~36 14~ -28 -11~24

Can follow with 360X, but only the Punch version.

  • VACUUMs opponent on hit or guard.
360A/B Damage Guard Dizzy Cancel
6~7/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 30 58 KND -44
Es 236A/B
ES Hissatsu Rope (Air OK)
236A/B
WW7 Dandy 236AB sprite.png
WW7 Dandy 236AB Air sprite.png
WW7 Dandy 236AB Energy sprite.png
Damage Guard Dizzy Cancel
54~78 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
12‼5 - 49 KND -31
  • Projectile (Tier 9).
  • Lasts 18F.
Es 360A/B
ES Hissatsu Rope: Taifuu Mouda
360A/B
WW7 Dandy 236A B 360P sprite.png
Damage Guard Dizzy Cancel
65 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
2‼0 75 58 KND -44

ES Taifuu Mouda is an enhanced ender to Dandy J's Hissatsu Rope multi-part; it can't be used solo.

236X
Shagami Hissatsu Rope
236C/D
WW7 Dandy 236 C D sprite.png
WW7 Dandy 236A B 5P Energy sprite.png
WW7 Dandy 236 4P Energy sprite.png
WW7 Dandy 236A B 360P sprite.png
236A/B Damage Guard Dizzy Cancel
6+7+7+6 Low 0 -
Startup Active Recovery Adv. Hit Adv. Guard
26 15 44 -35 -39
  • Air Unblockable.
  • Can follow with C/D, 4C/D, or 360C/D, but only the Kick versions.
  • Both the C- and D-versions, and all of the follow-ups, are the same.
  • Up to three rings appear along the Hissatsu Rope during its duration, on 26F, 28F, 30F. These determine how many rings appear during 4A/B.
  • Inputs can be done any time during Dandy J's extended rope: 26~41F. Later input just extend the range of the attack.
C/D Damage Guard Dizzy Cancel
1~2/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 30 18 -4~9 -9
4C/D Damage Guard Dizzy Cancel
9/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 26~36 14~ -29 -23~31

Can follow with 360X, but only the Kick version.

  • VACUUMs opponent on hit or guard.
360C/D Damage Guard Dizzy Cancel
6~7/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 30 58 KND -44
Es 236A/B
ES Shagami Hissatsu Rope
236C/D
WW7 Dandy 236CD sprite.png
WW7 Dandy 236AB Energy sprite.png
Damage Guard Dizzy Cancel
54~78 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
12‼5 - 49 KND -31
  • Projectile (Tier 9).
  • Lasts 18F.
Es 360C/D
ES Shagami Hissatsu Rope: Taifuu Mouda
360C/D
WW7 Dandy 236A B 360P sprite.png
Damage Guard Dizzy Cancel
65 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
2‼0 75 59 WSL -17

ES Taifuu Mouda is an enhanced ender to Dandy J's Shagami Hissatsu Rope multi-part; it can't be used solo.

623X
Kyoui Jintai Hakka Ken
623A/B/AB
WW7 Dandy 623A B sprite.png
WW7 Dandy 22AB sprite.png
623A Damage Guard Dizzy Cancel
56 Low 30 -
Startup Active Recovery Adv. Hit Adv. Guard
14 18 10 KND -15
  • Air Unblockable
623B Damage Guard Dizzy Cancel
63 Low 30 -
Startup Active Recovery Adv. Hit Adv. Guard
14 18 10 KND -15
  • Air unblockable
623AB
ES: "Kyoui Jintai Hakka Ken"
Damage Guard Dizzy Cancel
96 Low,Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
6‼3 8 (4) 8 (4) 8 (4) 8 (13) 7 30 WSL -17
  • Air Unblockable
623X
Kyoui Jintai Hakka Ken
214214X
WW7 Dandy 214214A B sprite.png
WW7 Dandy 214214C D sprite.png
214214 A/B Damage Guard Dizzy Cancel
14 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
88 - - KND -
  • Projectile (Tier 0).
  • Lasts 37F. (88F is the fastest time after input for Rampoo to hit.)
  • SEMI-TRACKS the opponent's location. The arc in which Rampoo is thrown has a wide minimum range. If Natsumi and the opponent are close to one another, she will throw Rampoo behind them. If they are about two character's width or more apart, she throws Rampoo wherever the opponent is located.
  • If the screen is fully stretched out, Natsumi can throw Rampoo up to half- screen distance.
  • After input, Dandy J can only perform basic attacks or normal throws.
214214 C/D Damage Guard Dizzy Cancel
41 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
93 - - KND -
  • Projectile (Tier 0).
  • Lasts 32F. (93F is the fastest time after input for Natsumi to hit.)
  • SEMI-TRACKS the opponent's location. The arc in which Natsumi is thrown is much steeper than Natsumi: Rampoo Nage, able to hit opponents up close.
  • If the screen is fully stretched out, Rampoo can throw Natsumi up to 1/3- screen distance.
  • After input, Dandy J can only perform basic attacks or normal throws.

DokiDoki

DokiDoki
Daiyouryou Seiden Ken
64646AB
WW7 Dandy 64646AB sprite.png
Damage Guard Dizzy Cancel
95 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
12‼12 2 (1) 1 (1) 1 (1) 1 (1) 1 (1) 2 29 KND -15
  • Air Unblockable
DokiDoki
Kyoutendouchi Ginga Gekitotsu Otoshi
2363214AB
WW7 Dandy 236 A B sprite.png
WW7 Dandy 2363214AB sprite.png
Damage Guard Dizzy Cancel
87 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
12‼1 8 26 KND -24
  • Throw on Hit
  • Air Unblockable

HaraHara

HaraHara
Tsuishoumetsu Ryuushikasoku Ken
22+AB/CD
WW7 Dandy 22AB sprite.png
You will never hit someone with this
WW7 Dandy 22AB Energy sprite.png
22AB/CD Damage Guard Dizzy Cancel
155 - 20 -
Startup Active Recovery Adv. Hit Adv. Guard
127 1 88 WSL -
  • Unblockable
Pillar Damage Guard Dizzy Cancel
153~241 - 20 -
Startup Active Recovery Adv. Hit Adv. Guard
140 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 68 KND -
  • Unblockable.
  • Getting caught in the pillar is considerably more deadly if Dandy J catches an airborne opponent, removing up to 95% of their HP!

Palette options

Color 1
Color 2
Color 3
Color 4
Color 5


Notable Players

Name Color Location Contact Status Notes Example Play
Naldinho Ostman Ostman Brasil Twitter active The Dandy J player, has seen a lot of success in tournaments. Link
HappyHizack HappyHizack Japan None. active Also plays Arina. You can find him on the FC2 lobby. Link

WW7 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Fernandez
Rai
Slash
Tesse
PolitankZ
Mauru
DandyJ
Arina
Bonus Kun