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==== Universal Mechanics ==== | |||
===== <span class="invisible-header">Throw</span> ===== | |||
{{MoveData | |||
|image=WW7_Dandy_Placeholder_sprite.png | |||
|caption= Banbutsu Gousokkyuu Nage | |||
|name= Ground Throw | |||
|linkname= Ground Throw | |||
|input= 4/6B | |||
|data= | |||
{{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 | |||
}} | |||
}} | |||
===== <span class="invisible-header">Air Throw</span> ===== | |||
{{MoveData | |||
|image=WW7_Dandy_Placeholder_sprite.png | |||
|caption= Kuuchuu Banbutsu Gousokkyuu Nage | |||
|name= Air Throw | |||
|linkname= Air Throw | |||
|input= J.4/6B | |||
|data= | |||
{{AttackData-WW7 | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Command Grab</span> ===== | |||
{{MoveData | |||
|image=WW7_Dandy_Placeholder_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 | |||
}} | |||
}} | |||
===== <span class="invisible-header">Universal Overhead</span> ===== | |||
{{MoveData | |||
|image= WW7_Dandy_Placeholder_sprite.png | |||
|caption= Buster Heel | |||
|name= Overhead | |||
|linkname= Overhead | |||
|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 | |||
}} | |||
}} | |||
===== <span class="invisible-header">Pursuit</span> ===== | |||
{{MoveData | |||
|image= WW7_Dandy_Placeholder_sprite.png | |||
|caption= Overdrive Elbow | |||
|name= Pursuit | |||
|linkname= Pursuit | |||
|input= When a opponent is down 8+any move | |||
|data= | |||
{{AttackData-WW7 | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Rissing attack</span> ===== | |||
{{MoveData | |||
|image= WW7_Dandy_Placeholder_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 | |||
}} | |||
}} | |||
===== <span class="invisible-header">Super mode</span> ===== | |||
{{MoveData | |||
|image= WW7_Dandy_Placeholder_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. | |||
}} | |||
}} | |||
== Special Moves == | == Special Moves == |
Revision as of 22:07, 7 May 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. 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.
Pros | Cons |
|
|
Move List
Normal Moves
5A
Standing Normals
5A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14 | Mid | 10 | y | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 5 | 4 | +8 | +1 | |
|
5B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
34 | Mid | 25 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 7 | 18 | 0 | -10 | |
|
5C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
17 | Low | 15 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 4 | 8 | +5 | +1 | |
|
5D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
42 | Mid | 25 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 8 | 21 | -4 | -14 | |
|
Crouching Normals
2A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
13 | Low | 10 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 4 | 8 | +5 | +1 | |
|
2B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
32 | Low | 0 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 | 5 | 18 | KND | -8 | |
|
2C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
15 | Low | 10 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
12 | 5 | 8 | +4 | 0 | |
|
2D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
19+19 | Mid,Low | 15 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 6 (9) 8 | 26 | -9 | -19 | |
|
Air Normals
J.A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14 | high | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 4 | GND | - | - | |
|
J.B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
34 | high | 15 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 8 | GND | - | - | |
|
J.C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
17 | high | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 17 | GND | - | - | |
|
J.D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
42 | high | 15 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8 | 17 | GND | - | - | |
|
Command Normals
WallJump
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
- | - | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
|
Universal Mechanics
Throw
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
49 | Thw | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | WSL | - | |
|
Air Throw
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
49 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | WSL | - | |
|
Command Grab
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
63 | Thw | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | WSL | - | |
|
Universal Overhead
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
34 | High | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
24 | 4 | 23 | -2 | -12 | |
|
Pursuit
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
42 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
48 | 4 | 21 | KND | -33 | |
|
Rissing attack
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
34 | High | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | 11 | 25 | KND | -21 | |
|
Super mode
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 | |
|
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