Tatsunoko vs Capcom: Ultimate All Stars/Doronjo: Difference between revisions

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|cons=
|cons=
* 5 Anti-airs which are terrible, 2 of them require you to be psychic, 1 is only good for shallow jump-ins
* She has 5 anti-airs, but they all require you to be physic or know exactly which one to use where, giving a ton of mental slack
* Does not have a good "get off me" move, has to advancing guard perfectly, crossover counter, or burst
* Does not have a good "get off me" move, has to advancing guard perfectly, crossover counter, or burst
* Supers are very underwhelming, her counter super is very easy to avoid unless perfectly timed
* Supers are very underwhelming, her counter super is very easy to avoid unless perfectly timed
* Needs baroque or partner to be threatening; if lacking either, her options (while still decent) become very limiting compared to the rest of the cast
* Needs baroque or partner to be threatening; if lacking either, her options (while still decent) become very limiting compared to the rest of the cast
* For damaging combos she effectively has one route, most damage is done off mixups and resets
* For damaging combos she effectively has one route, most damage is done off mixups and resets
* Assist requires a bit of effort to be useful
* Assist is incredibly unorthodox, requiring you to really think outside the box to use it effectively
}}
}}
}}
}}
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==Moves List==
==Moves List==
===Normal Moves===
{| class = "wikitable" style="text-align: center;"
! Move
|| Startup
|| Active
|| Recovery
|| Block Adv
|| Damage <br> (Billions)
|| Properties
|| Notes
|-
| [[File:Doro 5A.webm|thumb|{{TvC-Colors|blue|'''5A'''}}]]
|| 5
|| 3
|| 13
|| -
|| 640
|| -
|| A regular jab. Can actually link from {{TvC-Colors|blue|'''2A'''}} if the opponent is close enough, making {{TvC-Colors|blue|'''5A'''}} -> {{TvC-Colors|blue|'''2A'''}} -> {{TvC-Colors|blue|'''5A'''}} a viable route. Also works as a decent anti-air, stopping most IAD normals clean.
|-
| [[File:Doro 2A.webm|thumb|{{TvC-Colors|blue|'''2A'''}}]]
|| 6
|| 3
|| 14
|| -
|| 640
|| -
|| A standard crouching jab, mostly good for hit confirms. Can link into {{TvC-Colors|blue|'''5A'''}} after being chained. Doesn't hit low.
|-
| [[File:Doro 5B.webm|thumb|{{TvC-Colors|yellow|'''5B'''}}]]
|| 8
|| 2
|| 23
|| -
|| 1280
|| -
|| Medium attack with decent range, extending to her pipe. Can be used as a meaty on wakeup to force opponent into blockstun for tree shenanigans. Can be used in combos but not as preferred as {{TvC-Colors|yellow|'''2B'''}}.
|-
| [[File:Doro 2B.webm|thumb|{{TvC-Colors|yellow|'''2B'''}}]]
|| 9
|| 4
|| 23
|| -
|| 1280
|| Low
|| Your absolute best friend. Hits 1/4th screen away, low profiles, and is an extremely strong hit confirm. Always links into {{TvC-Colors|red|'''5C'''}} even if the opponent advancing guards, as it ignores pushback.
|-
| [[File:Doro 5C.webm|thumb|{{TvC-Colors|red|'''5C'''}}]]
|| 17
|| 4
|| 22
|| -
|| 2560
|| -
|| Doronjo steps forward and kicks. Follows up well after {{TvC-Colors|yellow|'''2B'''}} or {{TvC-Colors|red|'''j.C'''}}. If the opponent is standing, this opens up tree loops and many of her blockstrings.
|-
| [[File:Doro 3C.webm|thumb|{{TvC-Colors|red|'''3C'''}}]]
|| 13
|| 10
|| 23
|| -
|| 2340
|| Launcher
|| Doronjo’s launcher. Standard but unreliable as an anti-air. First hit launches if the opponent is airborne; second hit launches regardless.
|-
| [[File:Doro 2C.webm|thumb|{{TvC-Colors|red|'''2C'''}}]]
|| 14
|| 5
|| 32
|| -
|| 2160
|| -
|| Doronjo leans back and raises her leg. Slightly better AA than {{TvC-Colors|red|'''3C'''}} but requires a strong read due to its bad startup. Lifts the opponent for a soft knockdown, but does not launch airborne opponents.
|-
| [[File:Doro jA.webm|thumb|{{TvC-Colors|blue|'''j.A'''}}]]
|| 5
|| 10
|| -
|| -
|| 720
|| Overhead
|| Doronjo sticks her knees out at a 45-degree angle. Can scrape crouching guards by performing this move right out of a jump or can stuff some air-to-air encounters. Great for IAD tick throw setups.
|-
| [[File:Doro jB.webm|thumb|{{TvC-Colors|yellow|'''j.B'''}}]]
|| 9
|| 5
|| -
|| -
|| 1280
|| Overhead
|| Doronjo sticks her leg out horizontally. Slower than {{TvC-Colors|blue|'''j.A'''}} but a stronger air-to-air due to its length. Can create ambiguous crossups, and when used with Tonzura’s grab, can become a cross-under.
|-
| [[File:Doro jC.webm|thumb|{{TvC-Colors|red|'''j.C'''}}]]
|| 10
|| 15
|| -
|| -
|| 2800
|| Overhead
|| Doronjo sticks her butt out, and it's hard to challenge outside of invincible moves. When used as an IAD, the route {{TvC-Colors|red|'''j.C'''}} -> {{TvC-Colors|yellow|'''2B'''}} -> {{TvC-Colors|red|'''5C'''}} will ignore pushblock. Can cause forced rolls.
|-
| [[File:Doro Kiss.webm|thumb|{{TvC-Colors|green|'''Taunt'''}}]]
|| 18
|| -
|| -
|| -
|| 2000
|| -
|| Doronjo blows a kiss, a projectile that sticks out for a while with a large hitbox. More commonly seen in tree combos due to its crazy hitstun. Slight homing properties.
|-
| [[File:Doro Kiss Air.webm|thumb|{{TvC-Colors|green|'''Air Taunt'''}}]]
|| 20
|| -
|| -
|| -
|| 2000
|| -
|| Doronjo blows a kiss in the air. Stops her momentum, useful for avoiding the ground. Can combo multiple kisses with Rock Abandon. Slight homing properties.
|}


===Universal Mechanics===
{{TvCOverviewHeader
{| class = "wikitable" style="text-align: center;"
|header=Normal Moves
! Move
|move=[[File:Doro 5A.webm|thumb|{{TvCInput|5A}}]]
|| Startup
|startup=5
|| Active
|active=3
|| Recovery
|recovery=13
|| Block Adv
|blockadv=-
|| Damage <br> (Billions)
|damage=640
|| Properties
|properties=-
|| Notes
|notes=A regular jab. Can actually link from {{TvCInput|2A}} if the opponent is close enough, making {{TvCInput|5A}} -> {{TvCInput|2A}} -> {{TvCInput|5A}} a viable route. Also works as a decent anti-air, stopping most IAD normals clean.
|-
}}
| '''VAR starter'''  
 
|| 10  
{{TvCOverview
|| 15  
|move=[[File:Doro 2A.webm|thumb|{{TvCInput|2A}}]]
|| -  
|startup=6
|| -  
|active=3
|| 1760  
|recovery=14
|| -  
|blockadv=-
|| Same animation as {{TvC-Colors|red|'''j.C'''}}.
|damage=640
|-
|properties=-
| '''Counter Tag'''  
|notes=A standard crouching jab, mostly good for hit confirms. Can link into {{TvCInput|5A}} after being chained. Doesn't hit low.
|| 28  
}}
|| 2  
 
|| -  
{{TvCOverview
|| -  
|move=[[File:Doro 5B.webm|thumb|{{TvCInput|5B}}]]
|| 2160  
|startup=8
|| -  
|active=2
|| Same animation as {{TvC-Colors|red|'''3C'''}}. Can combo into any normal.
|recovery=23
|-
|blockadv=-
| '''Assist <br> (Kiss)'''  
|damage=1280
|| 44  
|properties=-
|| -  
|notes=Medium attack with decent range, extending to her pipe. Can be used as a meaty on wakeup to force opponent into blockstun for tree shenanigans. Can be used in combos but not as preferred as {{TvCInput|2B}}.
|| -  
}}
|| -  
 
|| 2000  
{{TvCOverview
|| Projectile <br> no Autocorrect  
|move=[[File:Doro 2B.webm|thumb|{{TvCInput|2B}}]]
|| The best worst assist. Slow-moving projectile with limited range but a large hitbox. Best for combos, but useful for meaty crossups or creating small shields.
|startup=9
|-
|active=4
| '''Forward Throw'''  
|recovery=23
|| -  
|blockadv=-
|| -  
|damage=1280
|| -  
|properties=Low
|| -  
|notes=Your absolute best friend. Hits 1/4th screen away, low profiles, and is an extremely strong hit confirm. Always links into {{TvCInput|5C}} even if the opponent advancing guards, as it ignores pushback.
|| 4586  
}}
|| Throw  
 
|| Doronjo grabs and slaps the opponent. If a tree explodes, you can combo off it.
{{TvCOverview
|-
|move=[[File:Doro 5C.webm|thumb|{{TvCInput|5C}}]]
| '''Back Throw'''  
|startup=17
|| -  
|active=4
|| -  
|recovery=22
|| -  
|blockadv=-
|| -  
|damage=2560
|| 4800  
|properties=-
|| Throw  
|notes=Doronjo steps forward and kicks. Follows up well after {{TvCInput|2B}} or {{TvCInput|j.C}}. If the opponent is standing, this opens up tree loops and many of her blockstrings.
|| Doronjo throws the opponent down and kicks them. Combo if a tree explodes afterward.
}}
|-
 
| '''Air Forward Throw'''  
{{TvCOverview
|| -  
|move=[[File:Doro 3C.webm|thumb|{{TvCInput|3C}}]]
|| -  
|startup=13
|| -  
|active=10
|| -  
|recovery=23
|| 5600  
|blockadv=-
|| Throw  
|damage=2340
|| It's a throw.
|properties=Launcher
|-
|notes=Doronjo’s launcher. Standard but unreliable as an anti-air. First hit launches if the opponent is airborne; second hit launches regardless.
| '''Air Back Throw'''  
}}
|| -  
 
|| -  
{{TvCOverview
|| -
|move=[[File:Doro 2C.webm|thumb|{{TvCInput|2C}}]]
|| -  
|startup=14
|| 5600
|active=5
|| Throw
|recovery=32
|| It's a throw.
|blockadv=-
|}
|damage=2160
|properties=-
|notes=Doronjo leans back and raises her leg. Slightly better AA than {{TvCInput|3C}} but requires a strong read due to its bad startup. Lifts the opponent for a soft knockdown, but does not launch airborne opponents.
}}
 
{{TvCOverview
|move=[[File:Doro jA.webm|thumb|{{TvCInput|j.A}}]]
|startup=5
|active=10
|recovery=-
|blockadv=-
|damage=720
|properties=Overhead
|notes=Doronjo sticks her knees out at a 45-degree angle. Can scrape crouching guards by performing this move right out of a jump or can stuff some air-to-air encounters. Great for IAD tick throw setups.
}}
 
{{TvCOverview
|move=[[File:Doro jB.webm|thumb|{{TvCInput|j.B}}]]
|startup=9
|active=5
|recovery=-
|blockadv=-
|damage=1280
|properties=Overhead
|notes=Doronjo sticks her leg out horizontally. Slower than {{TvCInput|j.A}} but a stronger air-to-air due to its length. Can create ambiguous crossups, and when used with Tonzura’s grab, can become a cross-under.
}}
 
{{TvCOverview
|move=[[File:Doro jC.webm|thumb|{{TvCInput|j.C}}]]
|startup=10
|active=15
|recovery=-
|blockadv=-
|damage=2800
|properties=Overhead
|notes=Doronjo sticks her butt out, and it's hard to challenge outside of invincible moves. When used as an IAD, the route {{TvCInput|j.C}} -> {{TvCInput|2B}} -> {{TvCInput|5C}} will ignore pushblock. Can cause forced rolls.
}}
 
{{TvCOverview
|move=[[File:Doro Kiss.webm|thumb|Taunt]]
|startup=18
|active=-
|recovery=-
|blockadv=-
|damage=2000
|properties=-
|notes=Doronjo blows a kiss, a projectile that sticks out for a while with a large hitbox. More commonly seen in tree combos due to its crazy hitstun. Slight homing properties.
}}
 
{{TvCOverview
|move=[[File:Doro Kiss Air.webm|thumb|j.Taunt]]
|startup=20
|active=-
|recovery=-
|blockadv=-
|damage=2000
|properties=-
|notes=Doronjo blows a kiss in the air. Stops her momentum, useful for avoiding the ground. Can combo multiple kisses with Rock Abandon. Slight homing properties.
}}
{{TvCOverviewHeader
|header=Universal Mechanics
|move='''VAR starter'''
|startup=10
|active=15
|recovery=-
|blockadv=-
|damage=1760
|properties=-
|notes=Same animation as {{TvCInput|j.C}}.
}}
 
{{TvCOverview
|move='''Counter Tag'''
|startup=28
|active=2
|recovery=-
|blockadv=-
|damage=2160
|properties=-
|notes=Same animation as {{TvCInput|3C}}. Can combo into any normal.
}}
 
{{TvCOverview
|move='''Assist (Kiss)'''
|startup=44
|active=-
|recovery=-
|blockadv=-
|damage=2000
|properties=Projectile <br> no Autocorrect
|notes=The best worst assist. Slow-moving projectile with limited range but a large hitbox. Best for combos, but useful for meaty crossups or creating small shields.
}}
 
{{TvCOverview
|move='''Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=4586
|properties=Throw
|notes=Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab, you can combo off of it.
}}
 
{{TvCOverview
|move='''Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=4800
|properties=Throw
|notes=Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab, you can combo off of it.
}}
 
{{TvCOverview
|move='''Air Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=It's a throw.
}}
 
{{TvCOverview
|move='''Air Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=It's a throw.
}}
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Doro Punch.webm|thumb|{{TvCInput|236X}} Aizuwakamatzu Punch]]
|startup=34/42/58 -> <br>3(3)3(3)3(3)3(3)
|active=-
|recovery=39 (if stopped) <br> 77 (if successful)
|blockadv=-
|damage=4838
|properties=Projectile (?)
|notes=Boyacky appears and starts punching the opponent. If he's knocked out before he starts punching, he just leaves. He ignores pushblock and is a decent combo starter. Opponents can dash or act before he begins punching. Can absorb one projectile. If active, Piglet Flare-up and none of her supers can be used. Arguably not a great move, but it has some utility. Piglet Flare-up tends to be in use more often. If timed correctly on incoming, the opponent cannot push it or respond in any decent way. You can get a free {{TvCInput|421X}} (Naniwa Clutch) or {{TvCInput|214X}} (Rock Abandon) from it.
}}
 
{{TvCOverview
|move=[[File:Doro Tree.webm|thumb|{{TvCInput|623X}} Piglet Flare-up]]
|startup=4
|active=-
|recovery=-
|blockadv=-
|damage=3776
|properties=Projectile
|notes=Boyacky appears and summons a tree. The button determines where. {{TvCInput|A}} spawns to the left, {{TvCInput|B}} center, {{TvCInput|C}} right. Once the tree is active, nothing in the game can stop it. Used for offense, defense, and combos. Absorbs one projectile. If BBQ canceled early enough, you have an almost completely safe raw tag. If active, {{TvCInput|236X}} (Aizuwakamatzu Punch) and her supers are not usable. If Boyacky is hit before he presses the button, no tree comes out. You can use yourself (via BBQ) or a partner as a shield to protect him during this period of time.
}}
 
{{TvCOverview
|move=[[File:Doro Rock Abandon.webm|thumb|{{TvCInput|214X}} Rock Abandon (Ground)]]
|startup=18
|active=-
|recovery=-
|blockadv=-
|damage=4480
|properties=Overhead/OTG
|notes=Tonzura appears and tosses a rock, which hits overhead. If used with Baroque and {{TvCInput|2B}}, it becomes unblockable. {{TvCInput|A}} version tosses a rock right in front of the summoning spot, {{TvCInput|B}} throws it full screen, and {{TvCInput|C}} throws offscreen as an anti-air. Hits OTG. Absorbs one projectile. If active, {{TvCInput|421X}} (Naniwa Clutch), {{TvCInput|214XX}} (Punching Bag Fiesta), and {{TvCInput|236XX}} (Supreme Evil Plan) cannot be used.
}}
 
{{TvCOverview
|move=[[File:Doro Rock Abandon Air.webm|thumb|{{TvCInput|(air)214X}} Rock Abandon (Air)]]
|startup=10
|active=-
|recovery=-
|blockadv=-
|damage=4480
|properties=Overhead/OTG
|notes=Doronjo stops all momentum and summons Tonzura from the top of the screen holding a rock. The closer to the top of the screen your opponent is, the faster it hits. Can become unblockable if BBQ'd into {{TvCInput|2B}}. The rock can be broken by the opponent, but it is very difficult. Hits OTG. Absorbs one projectile. If active, {{TvCInput|421X}} (Naniwa Clutch), {{TvCInput|214XX}} (Punching Bag Fiesta), and {{TvCInput|236XX}} (Supreme Evil Plan) cannot be used. Can perform again in the air if stalled long enough with her air taunt and dashes.
}}
 
{{TvCOverview
|move=[[File:Doro Clutch.webm|thumb|{{TvCInput|421X}} Naniwa Clutch]]
|startup=6
|active=-
|recovery=-
|blockadv=-
|damage=2
|properties=Command Grab
|notes=Tonzura appears and grabs grounded opponents. Megacrash safe, can ignore supers if active late enough. Hitting an opponent after grab makes them airborne. {{TvCInput|A}} spawns on the left side, {{TvCInput|B}} center, {{TvCInput|C}} right side. If active, {{TvCInput|214X}} (Rock Abandon), {{TvCInput|214XX}} (Punching Bag Fiesta), and {{TvCInput|236XX}} (Supreme Evil Plan) cannot be used.
}}


===Special Moves===
{{TvCOverview
{| class = "wikitable" style="text-align: center;"
|move=[[File:Doro Comfy.webm|thumb|{{TvCInput|2}}{{TvCInput|2}} Get Comfy]]
! Move
|startup=19
|| Startup
|active=-
|| Active
|recovery=17
|| Recovery
|blockadv=-
|| Block Adv
|damage=-
|| Damage <br> (Billions)
|properties=-
|| Properties
|notes=Doronjo lays down on the ground, low profiles everything and dodges projectiles. It can dodge some supers like Volnutt's machine gun arm. From this position, she can taunt (Taunt comes out at a 45-degree angle), call out Tonzura or Boyacky, use two comfy normals, or stand up with {{TvCInput|8}}.
|| Notes
}}
|-
| [[File:Doro Punch.webm|thumb|{{TvC-Colors|green|'''Aizuwakamatzu Punch'''}}]] <br> 236X
|| 34/42/58 -> <br>3(3)3(3)3(3)3(3)
|| -
|| 39 (if stopped) <br> 77 (if successful)
|| -
|| 4838
|| Projectile (?)
|| Boyacky appears and starts punching. If knocked out before punching, he just leaves. Ignores pushblock and is a decent combo starter. Not the best move but has utility. Times well on incoming for free setups.
|-
| [[File:Doro Tree.webm|thumb|{{TvC-Colors|green|'''Piglet Flare-up'''}}]] <br> 623X
|| 4
|| -
|| -
|| -
|| 3776
|| Projectile
|| Boyacky summons a tree. The button pressed determines its position. Absorbs one projectile. Used for offense, defense, and combos. Piglet Flare-up disables Aizuwakamatzu Punch and supers while active.
|-
| [[File:Doro Rock Abandon.webm|thumb|{{TvC-Colors|green|'''Rock Abandon (Ground)'''}}]] <br> 214X
|| 18
|| -
|| -
|| -
|| 4480
|| Overhead/OTG
|| Tonzura throws a rock. Absorbs one projectile. Hits OTG. If baroqued into {{TvC-Colors|yellow|'''2B'''}} it becomes unblockable. Also disables other moves while active.
|-
| [[File:Doro Rock Abandon Air.webm|thumb|{{TvC-Colors|green|'''Rock Abandon (Air)'''}}]] <br> (air)214X
|| 10
|| -
|| -
|| -
|| 4480
|| Overhead/OTG
|| Doronjo stalls mid-air to drop a rock. Can be baroqued into an unblockable. Hard to break but absorbs projectiles. Also disables other moves.
|-
| [[File:Doro Clutch.webm|thumb|{{TvC-Colors|green|'''Naniwa Clutch'''}}]] <br> 421X
|| 6
|| -
|| -
|| -
|| 2
|| Command Grab
|| Tonzura grabs grounded opponents. Safe from Megacrash. Ignores supers if timed correctly. Also disables certain moves while active.
|-
| [[File:Doro Comfy.webm|thumb|{{TvC-Colors|green|'''Get Comfy'''}}]] <br> 22
|| 19  
|| -  
|| 17  
|| -  
|| -  
|| -  
|| Doronjo lays down and low profiles most attacks. Can dodge some supers. From here, she can taunt, call Boyacky/Tonzura, or use other comfy moves.
|-
| [[File:Doro Comfy Spin.webm|thumb|{{TvC-Colors|green|'''Doron Spin'''}}]] <br> 22->{{TvC-Colors|red|2C }}
|| 2
|| 21
|| 26
|| -
|| -
|| -
|| Doronjo breakdances. Hard knockdown and can be comboed with assist or baroque.
|-
| [[File:Doro Comfy Launch.webm|thumb|{{TvC-Colors|green|'''Doronsalt'''}}]] <br> 22-{{TvC-Colors|red|C }}
|| 14
|| 11
|| 41
|| -
|| 4836
|| Launcher
|| Doronjo launches from her comfy position, works like {{TvC-Colors|red|'''3C'''}}.
|}


===Super Moves===
{{TvCOverview
{| class = "wikitable" style="text-align: center;"
|move=[[File:Doro Comfy Spin.webm|thumb|{{TvCInput|2}}{{TvCInput|2}} -> {{TvCInput|2C}} Doron Spin]]
! Move
|startup=2
|| Startup
|active=21
|| Active
|recovery=26
|| Recovery
|blockadv=-
|| Block Adv
|damage=-
|| Damage <br> (Billions)
|properties=-
|| Properties
|notes=Doronjo does a breakdance move after getting comfy. It causes a hard knockdown. You can call an assist or Baroque to combo after, but that's it. Use this to set up Oki if you have a hit confirm but no Baroque or assist available.
|| Notes
}}
|-
| [[File:Doro in the beginning.webm|thumb|{{TvC-Colors|green|'''In The Beginning'''}}]] <br> 236XX
|| 3+2  
|| -  
|| -
|| -
|| 8000 (per hit)
|| f3-6 Invincible
|| Boyacky appears and presses a button, as he looks up one of the gang's mangled robot comes crashing down and rolls off screen. The ball is active from where ever doronjo summoned it and rolls to the side she is facing when summoned. Hits twice but does not combo into itself. If Piglet-flare up or Aizuwakamatzu Punch is active this super will not activate, likewise those attacks and all of her supers are not available while this super is active. '''''Breaks Guard/Giant Armor'''''
*If Boyacky is hit BEFORE pressing he presses the button, the ball never comes and you just wasted a meter. However if Boyacky is hit AFTER hitting the button you can use him like normal while the ball comes crashing down. If Boyacky does not get hit at all he has a squashed animation that lasts until after the ball goes off screen and results in a slower recovery.
*Another weird quirk of the ball is that if Doronjo summons the ball while mid combo, the opponent will be completely invincible to the ball until the combo counter is inactive, however if she summons the ball outside of a combo, then the ball can interrupt your combo.
*Yet ANOTHER weird quirk of this super is that if you perform this super and then DHC to another character within a few frames (~2 or 3), Boyacky simply will not appear at all and the super will never happen, resulting in a wasted meter.
|-
| [[File:Doro Punching Bag.webm|thumb|{{TvC-Colors|green|'''Punching Bag Fiesta'''}}]] <br> 214XX
|| 1+0
|| -  
|| -  
|| -  
|| 16143
|| Counter
||  Doronjo poses and waits for the opponent to touch her with a physical attack, once hit she'll call out Tonzura and Boyacky to pummel them. After the initial super flash, the opponent loses the ability to Baroque for a few frames. If she gets hit in the corner, she can combo from any move possible. Counters Megacrash. Also it counters Yatterman-1's projectile and she gets a special animation for him. Does not Counter Giants. Super is not available if any move that incorporates Tonzura or Boyacky is active.
|-
| [[File:Doro Supreme.webm|thumb|{{TvC-Colors|green|'''Supreme Evil Plan'''}}]] <br> 623XX
|| 1+51
|| -
|| -
|| -
|| 30398
|| -
|| Dokurobei is pissed and punishing the Doronbo crew, once this super is activated Doronjo is 100% invincible until she hits the ground, but because of its huge startup and small hitbox it's either a gigantic read or a combo setup. Seen extremely rarely but thanks to its damage it's not to be ignored. Unfortunately the bike cannot be used in battle....Not available if Tonzura or Boyacky is performing an attack. '''''Useable on giants'''''
|}
|}


{{TvCOverview
|move=[[File:Doro Comfy Launch.webm|thumb|{{TvCInput|2}}{{TvCInput|2}} -> {{TvCInput|C}} Doronsalt]]
|startup=14
|active=11
|recovery=41
|blockadv=-
|damage=4836
|properties=Launcher
|notes=Doronjo launches from her comfy position, works like {{TvCInput|3C}}.
}}
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Doro in the beginning.webm|thumb|{{TvCInput|236XX}} In The Beginning]]
|startup=3+2
|active=-
|recovery=-
|blockadv=-
|damage=8000 (per hit)
|properties=f3-6 Invincible
|notes=Boyacky appears and presses a button, as he looks up one of the gang's mangled robots comes crashing down and rolls off-screen. The ball is active from wherever Doronjo summoned it and rolls to the side she is facing when summoned. Hits twice but does not combo into itself. If {{TvCInput|623X}} (Piglet Flare-up) or {{TvCInput|236X}} (Aizuwakamatzu Punch) is active, this super will not activate; likewise, those attacks and all of her supers are not available while this super is active. **Breaks Armor**
* If Boyacky is hit **before** pressing the button, the ball never comes and you just wasted a meter. However, if Boyacky is hit **after** pressing the button, you can use him like normal while the ball comes crashing down. If Boyacky does not get hit at all, he has a squashed animation that lasts until after the ball goes off-screen and results in a slower recovery.
* Another weird quirk of the ball is that if Doronjo summons the ball mid-combo, the opponent will be completely invincible to the ball until the combo counter is inactive. However, if she summons the ball outside of a combo, then the ball can interrupt your combo.
* Yet **another** weird quirk of this super is that if you perform this super and then **DHC** to another character within a few frames (~2 or 3), Boyacky simply will not appear at all and the super will never happen, resulting in a wasted meter.
}}
{{TvCOverview
|move=[[File:Doro Punching Bag.webm|thumb|{{TvCInput|214XX}} Punching Bag Fiesta]]
|startup=1+0
|active=-
|recovery=-
|blockadv=-
|damage=16143
|properties=Counter
|notes=Doronjo poses and waits for the opponent to touch her with a physical attack; once hit, she'll call out Tonzura and Boyacky to pummel them. After the initial super flash, the opponent loses the ability to Baroque for a few frames. If she gets hit in the corner, she can combo from any move possible. **Counters Megacrash.** Also, it counters Yatterman-1's projectile, and she gets a special animation for him. **Does not counter Giants.** This super is not available if any move that incorporates Tonzura or Boyacky is active.
}}
{{TvCOverview
|move=[[File:Doro Supreme.webm|thumb|{{TvCInput|623XX}} Supreme Evil Plan]]
|startup=1+51
|active=-
|recovery=-
|blockadv=-
|damage=30398
|properties=-
|notes=Dokurobei is pissed and punishing the Doronbo crew. Once this super is activated, Doronjo is **100% invincible** until she hits the ground. However, due to its huge startup and small hitbox, it's either a **gigantic read** or a **combo setup**. Seen extremely rarely, but thanks to its damage, it's **not** to be ignored. **Unfortunately, the bike cannot be used in battle...** Not available if Tonzura or Boyacky is performing an attack. **Usable on Giants.**
}}
=The Basics=
Doronjo controls the entire screen with her summons, setting traps and converting any mistake into a painful vortex for her enemies. While learning to manage her complex moves can be difficult, she becomes a highly rewarding and strategic character once mastered.
=Advanced Strategy=
[Content placeholder]
=Match-Ups=
[Content placeholder]
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = Pops
| point = Doronjo
| anchor = Alex
| pointportrait = TvC_Doronjo_Face.png
| anchorportrait = TvC_Alex_Face.png
| social = [https://www.youtube.com/user/oreo311 Youtube]
}}
{{TvC-Players
| name = Kurasa
| point = Doronjo
| anchor = Chun-Li
| pointportrait = TvC_Doronjo_Face.png
| anchorportrait = TvC_Chun-Li_Face.png
| social = [https://www.youtube.com/@Kurasa/videos Youtube]
}}
{{TvC-Players
| name = Hyperdon<br>Gigaraver
| point = Doronjo
| anchor = Chun-Li
| pointportrait = TvC_Doronjo_Face.png
| anchorportrait = TvC_Chun-Li_Face.png
| social =
}}
{{TvC-Players
| name = Mothman <br> LGrinta
| point = Doronjo
| anchor = Yatterman-2
| pointportrait = TvC_Doronjo_Face.png
| anchorportrait = TvC_Yatterman-2_Face.png
| social = [https://www.youtube.com/user/LnGrinta Youtube]
}}
{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 15:01, 18 March 2025

Introduction

Doronjo from the Time Bokan Series, enemy of Yatterman and the only Villain in TvC.

Doronjo is assisted by her two assistants, Tonzura (the larger purple character) and Boyacky (the green character), and works as a team character much like Juda from HnK or the Lowain Bros from Granblue. As such, she can be confusing or even intimidating for new players, but once you get the hang of her control scheme, she's definitely a fun character to play.

Strengths Weaknesses
  • Complete Screen Control
  • Unblockables without baroque
  • Absolute vortex machine off a stray hit
  • Insane blockstrings and crossups/crossunders
  • If timed correctly, can get a hit off incoming with 100% certainty
  • She has 5 anti-airs, but they all require you to be physic or know exactly which one to use where, giving a ton of mental slack
  • Does not have a good "get off me" move, has to advancing guard perfectly, crossover counter, or burst
  • Supers are very underwhelming, her counter super is very easy to avoid unless perfectly timed
  • Needs baroque or partner to be threatening; if lacking either, her options (while still decent) become very limiting compared to the rest of the cast
  • For damaging combos she effectively has one route, most damage is done off mixups and resets
  • Assist is incredibly unorthodox, requiring you to really think outside the box to use it effectively
TVC Doronjo Art.png

Moves List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 3 13 - 640 - A regular jab. Can actually link from

TVC-2.png TVC-L.png   if the opponent is close enough, making TVC-L.png -> TVC-2.png TVC-L.png -> TVC-L.png

a viable route. Also works as a decent anti-air, stopping most IAD normals clean.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 3 14 - 640 - A standard crouching jab, mostly good for hit confirms. Can link into

TVC-L.png

after being chained. Doesn't hit low.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 2 23 - 1280 - Medium attack with decent range, extending to her pipe. Can be used as a meaty on wakeup to force opponent into blockstun for tree shenanigans. Can be used in combos but not as preferred as

TVC-2.png TVC-M.png

.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 4 23 - 1280 Low Your absolute best friend. Hits 1/4th screen away, low profiles, and is an extremely strong hit confirm. Always links into

TVC-H.png

even if the opponent advancing guards, as it ignores pushback.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 4 22 - 2560 - Doronjo steps forward and kicks. Follows up well after

TVC-2.png TVC-M.png   or j.TVC-H.png

. If the opponent is standing, this opens up tree loops and many of her blockstrings.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 10 23 - 2340 Launcher Doronjo’s launcher. Standard but unreliable as an anti-air. First hit launches if the opponent is airborne; second hit launches regardless.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14 5 32 - 2160 - Doronjo leans back and raises her leg. Slightly better AA than

TVC-3.png TVC-H.png

but requires a strong read due to its bad startup. Lifts the opponent for a soft knockdown, but does not launch airborne opponents.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 10 - - 720 Overhead Doronjo sticks her knees out at a 45-degree angle. Can scrape crouching guards by performing this move right out of a jump or can stuff some air-to-air encounters. Great for IAD tick throw setups.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 5 - - 1280 Overhead Doronjo sticks her leg out horizontally. Slower than

j.TVC-L.png

but a stronger air-to-air due to its length. Can create ambiguous crossups, and when used with Tonzura’s grab, can become a cross-under.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 15 - - 2800 Overhead Doronjo sticks her butt out, and it's hard to challenge outside of invincible moves. When used as an IAD, the route

j.TVC-H.png   -> TVC-2.png TVC-M.png -> TVC-H.png

will ignore pushblock. Can cause forced rolls.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
18 - - - 2000 - Doronjo blows a kiss, a projectile that sticks out for a while with a large hitbox. More commonly seen in tree combos due to its crazy hitstun. Slight homing properties.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20 - - - 2000 - Doronjo blows a kiss in the air. Stops her momentum, useful for avoiding the ground. Can combo multiple kisses with Rock Abandon. Slight homing properties.

Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 10 15 - - 1760 - Same animation as

j.TVC-H.png

.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Counter Tag 28 2 - - 2160 - Same animation as

TVC-3.png TVC-H.png

. Can combo into any normal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Assist (Kiss) 44 - - - 2000 Projectile
no Autocorrect
The best worst assist. Slow-moving projectile with limited range but a large hitbox. Best for combos, but useful for meaty crossups or creating small shields.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 4586 Throw Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab, you can combo off of it.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 4800 Throw Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab, you can combo off of it.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 5600 Throw It's a throw.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 5600 Throw It's a throw.

Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
34/42/58 ->
3(3)3(3)3(3)3(3)
- 39 (if stopped)
77 (if successful)
- 4838 Projectile (?) Boyacky appears and starts punching the opponent. If he's knocked out before he starts punching, he just leaves. He ignores pushblock and is a decent combo starter. Opponents can dash or act before he begins punching. Can absorb one projectile. If active, Piglet Flare-up and none of her supers can be used. Arguably not a great move, but it has some utility. Piglet Flare-up tends to be in use more often. If timed correctly on incoming, the opponent cannot push it or respond in any decent way. You can get a free

TVC-421.png TVC-AT.png   (Naniwa Clutch) or TVC-214.png TVC-AT.png

(Rock Abandon) from it.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
4 - - - 3776 Projectile Boyacky appears and summons a tree. The button determines where.

TVC-L.png   spawns to the left, TVC-M.png center, TVC-H.png right. Once the tree is active, nothing in the game can stop it. Used for offense, defense, and combos. Absorbs one projectile. If BBQ canceled early enough, you have an almost completely safe raw tag. If active, TVC-236.png TVC-AT.png

(Aizuwakamatzu Punch) and her supers are not usable. If Boyacky is hit before he presses the button, no tree comes out. You can use yourself (via BBQ) or a partner as a shield to protect him during this period of time.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
18 - - - 4480 Overhead/OTG Tonzura appears and tosses a rock, which hits overhead. If used with Baroque and

TVC-2.png TVC-M.png   , it becomes unblockable. TVC-L.png version tosses a rock right in front of the summoning spot, TVC-M.png throws it full screen, and TVC-H.png throws offscreen as an anti-air. Hits OTG. Absorbs one projectile. If active, TVC-421.png TVC-AT.png (Naniwa Clutch), TVC-214.png TVC-AT.png TVC-AT.png (Punching Bag Fiesta), and TVC-236.png TVC-AT.png TVC-AT.png

(Supreme Evil Plan) cannot be used.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 - - - 4480 Overhead/OTG Doronjo stops all momentum and summons Tonzura from the top of the screen holding a rock. The closer to the top of the screen your opponent is, the faster it hits. Can become unblockable if BBQ'd into

TVC-2.png TVC-M.png   . The rock can be broken by the opponent, but it is very difficult. Hits OTG. Absorbs one projectile. If active, TVC-421.png TVC-AT.png (Naniwa Clutch), TVC-214.png TVC-AT.png TVC-AT.png (Punching Bag Fiesta), and TVC-236.png TVC-AT.png TVC-AT.png

(Supreme Evil Plan) cannot be used. Can perform again in the air if stalled long enough with her air taunt and dashes.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 - - - 2 Command Grab Tonzura appears and grabs grounded opponents. Megacrash safe, can ignore supers if active late enough. Hitting an opponent after grab makes them airborne.

TVC-L.png   spawns on the left side, TVC-M.png center, TVC-H.png right side. If active, TVC-214.png TVC-AT.png (Rock Abandon), TVC-214.png TVC-AT.png TVC-AT.png (Punching Bag Fiesta), and TVC-236.png TVC-AT.png TVC-AT.png

(Supreme Evil Plan) cannot be used.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
19 - 17 - - - Doronjo lays down on the ground, low profiles everything and dodges projectiles. It can dodge some supers like Volnutt's machine gun arm. From this position, she can taunt (Taunt comes out at a 45-degree angle), call out Tonzura or Boyacky, use two comfy normals, or stand up with

TVC-8.png

.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2 21 26 - - - Doronjo does a breakdance move after getting comfy. It causes a hard knockdown. You can call an assist or Baroque to combo after, but that's it. Use this to set up Oki if you have a hit confirm but no Baroque or assist available.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14 11 41 - 4836 Launcher Doronjo launches from her comfy position, works like

TVC-3.png TVC-H.png

.

Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
3+2 - - - 8000 (per hit) f3-6 Invincible Boyacky appears and presses a button, as he looks up one of the gang's mangled robots comes crashing down and rolls off-screen. The ball is active from wherever Doronjo summoned it and rolls to the side she is facing when summoned. Hits twice but does not combo into itself. If

TVC-623.png TVC-AT.png   (Piglet Flare-up) or TVC-236.png TVC-AT.png (Aizuwakamatzu Punch) is active, this super will not activate; likewise, those attacks and all of her supers are not available while this super is active. **Breaks Armor**

  • If Boyacky is hit **before** pressing the button, the ball never comes and you just wasted a meter. However, if Boyacky is hit **after** pressing the button, you can use him like normal while the ball comes crashing down. If Boyacky does not get hit at all, he has a squashed animation that lasts until after the ball goes off-screen and results in a slower recovery.
  • Another weird quirk of the ball is that if Doronjo summons the ball mid-combo, the opponent will be completely invincible to the ball until the combo counter is inactive. However, if she summons the ball outside of a combo, then the ball can interrupt your combo.
  • Yet **another** weird quirk of this super is that if you perform this super and then **DHC** to another character within a few frames (~2 or 3), Boyacky simply will not appear at all and the super will never happen, resulting in a wasted meter.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+0 - - - 16143 Counter Doronjo poses and waits for the opponent to touch her with a physical attack; once hit, she'll call out Tonzura and Boyacky to pummel them. After the initial super flash, the opponent loses the ability to Baroque for a few frames. If she gets hit in the corner, she can combo from any move possible. **Counters Megacrash.** Also, it counters Yatterman-1's projectile, and she gets a special animation for him. **Does not counter Giants.** This super is not available if any move that incorporates Tonzura or Boyacky is active.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+51 - - - 30398 - Dokurobei is pissed and punishing the Doronbo crew. Once this super is activated, Doronjo is **100% invincible** until she hits the ground. However, due to its huge startup and small hitbox, it's either a **gigantic read** or a **combo setup**. Seen extremely rarely, but thanks to its damage, it's **not** to be ignored. **Unfortunately, the bike cannot be used in battle...** Not available if Tonzura or Boyacky is performing an attack. **Usable on Giants.**

The Basics

Doronjo controls the entire screen with her summons, setting traps and converting any mistake into a painful vortex for her enemies. While learning to manage her complex moves can be difficult, she becomes a highly rewarding and strategic character once mastered.

Advanced Strategy

[Content placeholder]

Match-Ups

[Content placeholder]


Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Pops
TvC Doronjo Face.png

Doronjo
TvC Alex Face.png

Alex
Youtube
Player Name Point Character Anchor Character Social Media
Kurasa
TvC Doronjo Face.png

Doronjo
TvC Chun-Li Face.png

Chun-Li
Youtube
Player Name Point Character Anchor Character Social Media
Hyperdon
Gigaraver
TvC Doronjo Face.png

Doronjo
TvC Chun-Li Face.png

Chun-Li
Player Name Point Character Anchor Character Social Media
Mothman
LGrinta
TvC Doronjo Face.png

Doronjo
TvC Yatterman-2 Face.png

Yatterman-2
Youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants