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[[Category: Waku Waku 7]] | [[Category: Waku Waku 7]] | ||
{{Waku Waku 7}} | {{Waku Waku 7}} |
Revision as of 16:16, 22 April 2021
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. 236P is a great long-range tool that can push opponents away, or bring them closer when 4P 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.
Pros | Cons |
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Move List
Move | Command |
---|---|
[Hissastsu Waza] | |
Banmotsu Gou Soku Kyuu Nage | When close, b/f + D |
Air Banmotsu Gou Soku Kyuu Nage | When close in air, b/f/d + D |
High Hissatsu Rope | qcf + P |
High Hissatsu Rope Ren Hai Hanabi | P,P after High Hissatsu Rope |
High Hissatsu Rope Gouin Teikiatsu | b + P after High Hissatsu Rope |
High Hissatsu Rope Taifuu Mouda | 360 + P after High Hissatsu Rope G.T. |
Low Hissatsu Rope | qcf + K |
Low Hissatsu Rope Ren Hai Hanabi | K,K after Low Hissatsu Rope |
Low Hissatsu Rope Gouin Teikiatsu | b + K after Low Hissatsu Rope |
Low Hissatsu Rope Taifuu Mouda | 360 + K after Low Hissatsu Rope G.T. |
Air Hissatsu Rope | Jump, qcf + P |
Air Hissatsu Rope Ren Hai Hanabi | P,P after Air Hissatsu Rope |
Air Hissastu Gouin Teikiatsu | b + P after Air Hissatsu Rope |
Air Hissatsu Rope Taifuu Mouda | 360 + P after Air Hissatsu Rope G.T. |
Kyou Ijin Tei Hatsu Hi Ken | f,d,df + P |
Natsumi: Ranpoo Nage | qcb,qcb + K |
Ranpoo: Natsumi Nage | qcb,qcb + P |
[Powered Up Hissatsu Waza] | |
ES High Hissatsu Rope | qcf + 2P |
ES Low Hissatsu Rope | qcf + 2K |
ES Air Hissatsu Rope | Jump, qcf + 2P |
ES Kyou Ijin Karada Hatsu Hi Ken | f,d,df + 2P |
[Miscellaneous Attacks] | |
Forward Dash Cancel | C/D/A/B during forward dash |
Axe Kick | Press HP + HK |
[DokiDoki] | |
Jou Shi Ka Shi Ten Nage | When close, hcb + B |
[HaraHara] | |
Tai Shoumetsu Ryuushi Kasoku Ken | d,d + 2P/2K |
[DokiDoki] | |
Kyou Ten Dou Chi Ginga Gekitotsu Otoshi | qcf,hcb + 2P |
Dai Youryou Seiden Ken | f,b,f,b,f + 2P |
Special Moves
Special Moves
High Hissatsu Rope qcf + P
Ren Hai Hanabi P you should press P just after Dandy releases his rope; you can, however, tap P to get the follow up to come out more reliably
Gouin Teikiatsu b + P enter the b + P motion after the rope is sent out; you can choose to perform it when the rope reaches its maximum length, allowing you to perform a Gouin Teikiatsu with more screen range; you can hold b and tap P to get the follow up to come out more reliably
Taifuu Mouda 360 + P grounds opponent
Air Hissatsu Rope qcf + P in air
Ren Hai Hanabi P you should press P just after Dandy releases his rope; you can, however, tap P to get the follow up to come out more reliably
Gouin Teikiatsu b + P enter the b + P motion after the rope is sent out; you can choose to perform it when the rope reaches its maximum length, allowing you to perform a Gouin Teikiatsu with more screen range; you can hold b and tap P to get the follow up to come out more reliably
Taifuu Mouda 360 + P grounds opponent
Kyou Ijin Tei Hatsu Hi f, d, df + P must be blocked low; grounds
opponent
Low Hissatsu Rope qcf + K must be blocked low
Ren Hai Hanabi K you should press K just after Dandy releases his rope; you can, however, tap K to get the follow up to come out more reliably
Gouin Teikiatsu b + K enter the b + K motion after the rope is sent out; you can choose to perform it when the rope reaches its maximum length, allowing you to perform a Gouin Teikiatsu with more screen range; you can hold b and tap K to get the follow up to come out more reliably
Taifuu Mouda 360 + K grounds opponent
Ranpuu Nage qcb, qcb + P Dandy J can only perform
normal attacks while this move is active
Natsumi Nage qcb, qcb + K Dandy J can only perform
normal attacks while this move is active; grounds opponent
Jou Shi Ka Shi Ten Nage hcb + HK close unblockable; grounds opponent
Super Special Moves
EX High Hissatsu Rope qcf + LP+HP grounds opponent
EX Air Hissatsu Rope qcf + LP+HP in air grounds opponent
EX Kyou Ijin Tei H. H. f, d, df + LP+HP the first part must be blocked low; last hit knocks opponent against the wall if it connects (not blocked)
EX Low Hissatsu Rope qcf + LK+HK must be blocked low; grounds opponent
EX Taifuu Mouda 360 + LP+HP after a Gouin Teikiatsu grounds opponent from a high or air Hissatsu Rope OR 360 + LK+HK after a Gouin Teikiatsu from low Hissatsu Rope
WakuWaku
DokiDoki
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 f, b, f, b, f + LP+HP grounds opponent
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