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=Introduction=
{{TVC Character Intro|char=Doronjo|content=


=Moves List=
==Introduction==
==Normal Moves==
Doronjo from the Time Bokan Series, enemy of Yatterman and the only '''Villain''' in TvC.
*Select Button/Taunt Button-Blowing Kiss-Doronjo blows a kiss at her enemy (in which a heart appears). The heart travels slowly about 1/3 across the screen and does around 2,000 Billion Damage. You can use this to start off your ground combo (though the hit will delay, and in some cases, may confuse your opponent (why is he/she using this on me?))


==Special Moves==
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.
*Aizuwakamatsu Punch-236A/B/C-Doronjo calls out her tall and skinny assistant to attack her enemy. having the tall and skinny assistant do a series of pokes at her enemy. All three versions does the same number of hits (6 hits) and has the same damage output (around 4,800 Billion Damage). Each version has its own traveling distance. A version will have Dronojo's tall and skinny assistant travel 1/3rd across the screen, B version will have Doronjo's tall and skilly assistant travel less than half-way across the screen, and the C version will have Doronjo's tall and skinny assistant travel a little over half-way across the screen. This move can be used to start a ground combo (or during-you have to Baroque Doronjo's commanding the tall and skinny to come out and attack her enemy). This move is good to use to pressure your enemy, to gain ground (by following tall and skinny across the screen), and is great to use for block string pressure. However, your enemy can hit the tall and skinny assistant out of his attack, losing this particular special move for a few seconds.
*Piglet Flare-Up-623A/B/C-Doronjo calls the tall and skinny assistant to blow up her enemy...with a tree (attached to the tree a "Piglet" and a bomb). Each version has its own ignition spot. A version will place the tree on the far left end of the screen, B version will place the tree in the middle of the screen, and the C version will place the tree at the far right end of the screen. All three versions do the same number of hits (3 hits) and same damage output (around 4,028 Billion Damage). This is excellent to use during Doronjo's ground combos, because if the enemy is hit by Piglet Flare, the enemy will go into the air (and in a juggling state), giving Doronjo to continue her ground combos. This move is one of her major ground combo tools (and could lead into some major damage). This move can also be good to use for Doronjo to play "keep away" with the enemy.
*Rock Abandon-214A/B/C (this move can also be done in the air)-Doronjo calls out her smaller but stronger assistant to throw a rock at her enemy (or if Doronjo is in the air, the smaller strong assistant will land on the enemy with a giant rock). All versions (both ground and air) have the same number of hits (1 hit) and the same damage output (around 4,800 Billion Damage). However, each version has its own traveling distance (ground) and landing placement (air). Ground: A version travels about 1/3 across the screen, B version travels a little over half-way across the screen, and C version travels past the screen (this can be used as an anti-air or part of a ground combo if the enemy is high enough in the air to get hit by ground C Rock Abandon). Air: A version lands the short strong assistant at the far left end of the screen, B version lands the short strong assistant in the middle of the screen, and C version lands the short strong assistant at the far right end of the screen. You can use Rock Abandon in both ground and air combos (ground to extend, air to reset (in some cases)).
*Naniwa Clutch-421A/B/C-Doronjo calls out the short strong assistant to grab hold of her enemy. All three versions damage output is the same (0,002 Billion Damage). However, each version has its own spot where the short strong assistant pop out from the ground and grabs Doronjo's enemy. A version will place the short strong assistant to the far left end of the screen, B version will place the short strong assistant to the middle of the screen, and C version will place the short strong assistant to the far right of the screen. You can use this special move to reset your ground combos (and in some cases, come up with some nasty set-ups with Doronjo's In the Beginning super). The hold last for about 3 seconds, giving you jut enough time to do whatever you need/want.
*Super Comfy-Tap 22-Doronjo lays on the floor.
**Doron Somersault-Press C-Doronjo does her laucher (3C). She can follow-up with her air combo. It is possible to ground combo into this (with the proper Assist) or Baroque a move before doing Doron Somersault.
**Doron Spin-2C-Doronjo spins her legs around. This move can be used during a ground combo. This move does 4 hits, and does around 5,500 Billion Damage.
**Stand Up-Tap 8-Doronjo jumps up and returns to her neutral standing position.
**Notes:Doronjo can perform all of her special moves during Super Comfy (even her taunt!).


==Super Moves==
{{Content Box|content=
*In the Beginning-236+Any two attack buttons-Doronjo summons the tall and skinny assistant to attack her enemy with a giant ball of...(Doronjo's ship)? This does 1 hit, and does around 8,000 Billion Damage. The interesting thing about this super is that while it is possible to ground or air combo into In the Beginning, avoiding a reset is not possible. While the ball may hit twice, the second hit will not count. Plan ahead on your attacks with In the Beginning. Use this super to also gain ground (meaning this gives you the ability to get closer to your enemy).
 
*Punching Bag Fiesta-214+Any two attack buttons-A counter super move. Doronjo must get hit by her enemy in order for Punching Bag Fiesta to activate. Doronjo goes into a funny pose. If the enemy hits Doronjo, her two assistants will pop from below and attack her enemy (short strong assistant will hold the enemy (Naniwa Clutch) while tall and skinny assistant will do a series of poking attacks (Aizuwakamatsu Punch, ending the super with Doronjo doing her 5C (and causing the enemy to fly in the air). This super does 54 hits, and does around 16,140 Billion Damage. This move (like Karas'), is good to use to get offensive players off of your back (or to simply surprise your enemy with a counter-super). However, if your enemy does not attack you, you will be left open for attacks. The neat thing about this super is if you are able to do this super in the corner, you can continue to ground combo into Doronjo's launcher (3C) adding more damage.
{{ProConTable
*Supreme Evil Plan (Level 3 Super)-623+Any two attack buttons-Doronjo gets down on her knees and begs for mercy, when a tree bomb appears. If the enemy is hit by the tree bomb, Doronjo and her two assistants will go on a tricycle to avoid a series of tree bombs (all of this is happening while the enemy is being juggled), ending the super with Doronjo and her assistants flying from the huge exploding cloud. This super does 7 hits and does around 30,400 Billion Damage. This super can be used in a ground combo (with the right Assist). With the right second character, it is possible to Team Hyper Combo into Supreme Evil Plan.
|pros=
=As An Assist=
* Complete Screen Control
Doronjo jumps out and does her taunt move (Blowing Kiss). Same properties still apply. You can ground combo with Doronjo's Assist (even creating some interesting corner combos).
* 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
 
|cons=
* 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
}}
}}
}}
 
==Moves List==
 
{{TvCOverviewHeader
|header=Normal Moves
|move=[[File:Doro 5A.webm|thumb|{{TvCInput|5A}}]]
|startup=5
|active=3
|recovery=13
|blockadv=-
|damage=640
|properties=-
|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.
}}
 
{{TvCOverview
|move=[[File:Doro 2A.webm|thumb|{{TvCInput|2A}}]]
|startup=6
|active=3
|recovery=14
|blockadv=-
|damage=640
|properties=-
|notes=A standard crouching jab, mostly good for hit confirms. Can link into {{TvCInput|5A}} after being chained. Doesn't hit low.
}}
 
{{TvCOverview
|move=[[File:Doro 5B.webm|thumb|{{TvCInput|5B}}]]
|startup=8
|active=2
|recovery=23
|blockadv=-
|damage=1280
|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}}.
}}
 
{{TvCOverview
|move=[[File:Doro 2B.webm|thumb|{{TvCInput|2B}}]]
|startup=9
|active=4
|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.
}}
 
{{TvCOverview
|move=[[File:Doro 5C.webm|thumb|{{TvCInput|5C}}]]
|startup=17
|active=4
|recovery=22
|blockadv=-
|damage=2560
|properties=-
|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.
}}
 
{{TvCOverview
|move=[[File:Doro 3C.webm|thumb|{{TvCInput|3C}}]]
|startup=13
|active=10
|recovery=23
|blockadv=-
|damage=2340
|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.
}}
 
{{TvCOverview
|move=[[File:Doro 2C.webm|thumb|{{TvCInput|2C}}]]
|startup=14
|active=5
|recovery=32
|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.
}}
 
{{TvCOverview
|move=[[File:Doro Comfy.webm|thumb|{{TvCInput|2}}{{TvCInput|2}} Get Comfy]]
|startup=19
|active=-
|recovery=17
|blockadv=-
|damage=-
|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}}.
}}
 
{{TvCOverview
|move=[[File:Doro Comfy Spin.webm|thumb|{{TvCInput|2}}{{TvCInput|2}} -> {{TvCInput|2C}} Doron Spin]]
|startup=2
|active=21
|recovery=26
|blockadv=-
|damage=-
|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.
}}
 
{{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=
=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=
=Advanced Strategy=
[Content placeholder]


=Match-Ups=
=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}}
[[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

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Match-Ups

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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