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{{TVC Character Intro|char=Doronjo|content= | {{TVC Character Intro|char=Doronjo|content= | ||
==Introduction== | ==Introduction== | ||
Doronjo from the Time Bokan Series, enemy of Yatterman and the only | 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. | |||
{{Content Box|content= | {{Content Box|content= | ||
Line 11: | Line 13: | ||
* Unblockables without baroque | * Unblockables without baroque | ||
* Absolute vortex machine off a stray hit | * Absolute vortex machine off a stray hit | ||
* | * Insane blockstrings and crossups/crossunders | ||
* If timed correctly can get a hit off incoming with 100% certainty | * If timed correctly, can get a hit off incoming with 100% certainty | ||
|cons= | |cons= | ||
* 5 Anti-airs which are terrible, 2 of them require you to be psychic, 1 is only good for shallow jump-ins | * 5 Anti-airs which are terrible, 2 of them require you to be psychic, 1 is only good for shallow jump-ins | ||
* Does not have a good "get off me" move, | * 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 | * 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 requires a bit of effort to be useful | ||
}} | }} | ||
}} | }} | ||
}} | }} | ||
==Moves List== | ==Moves List== | ||
===Normal Moves=== | ===Normal Moves=== | ||
{| class = wikitable style="text-align: center;" | {| class = wikitable style="text-align: center;" | ||
! Move | ! Move | ||
|| Startup | |||
|| Active | |||
|| Recovery | |||
|| Block Adv | |||
|| Damage <br> (Billions) | |||
|| Properties | |||
|| Notes | |||
|- | |- | ||
| [[File:Doro 5A.webm|thumb| | | [[File:Doro 5A.webm|thumb|{{TvC-Colors|blue|'''5A'''}}]] | ||
|| 5 | |||
|| 3 | |||
|| 13 | |||
|| - | |||
|| 640 | |||
|| - | |||
|| A regular jab. Can actually link from {{TvC-Colors|yellow|'''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| ''' | | [[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| | | [[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| | | [[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| | | [[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| | | [[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|''' | | [[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| | | [[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| | | [[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| | | [[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|''' | | [[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|''' | | [[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=== | ===Universal Mechanics=== | ||
{| class = wikitable style="text-align: center;" | {| class = wikitable style="text-align: center;" | ||
! Move | ! Move | ||
|| Startup | |||
|| Active | |||
|| Recovery | |||
|| Block Adv | |||
|| Damage <br> (Billions) | |||
|| Properties | |||
|| Notes | |||
|- | |- | ||
| '''VAR starter''' || 10 || 15 || - || - || 1760 || - || Same animation as | | '''VAR starter''' | ||
|| 10 | |||
|| 15 | |||
|| - | |||
|| - | |||
|| 1760 | |||
|| - | |||
|| Same animation as {{TvC-Colors|red|'''j.C'''}}. | |||
|- | |- | ||
| '''Counter Tag''' || 28 || 2 || - || - || 2160 || - || Same animation as | | '''Counter Tag''' | ||
|| 28 | |||
|| 2 | |||
|| - | |||
|| - | |||
|| 2160 | |||
|| - | |||
|| Same animation as {{TvC-Colors|red|'''3C'''}}. Can combo into any normal. | |||
|- | |- | ||
| '''Assist <br> (Kiss)''' || 44 || - || - || - || 2000 || Projectile <br> no Autocorrect || The best worst assist. | | '''Assist <br> (Kiss)''' | ||
|| 44 | |||
|| - | |||
|| - | |||
|| - | |||
|| 2000 | |||
|| Projectile <br> 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. | |||
|- | |- | ||
| '''Forward Throw''' || - || - || - || - || 4586 || Throw || Doronjo grabs and slaps the opponent | | '''Forward Throw''' | ||
|| - | |||
|| - | |||
|| - | |||
|| - | |||
|| 4586 | |||
|| Throw | |||
|| Doronjo grabs and slaps the opponent. If a tree explodes, you can combo off it. | |||
|- | |- | ||
| '''Back Throw''' || - || - || - || - || 4800 || Throw || Doronjo throws | | '''Back Throw''' | ||
|| - | |||
|| - | |||
|| - | |||
|| - | |||
|| 4800 | |||
|| Throw | |||
|| Doronjo throws the opponent down and kicks them. Combo if a tree explodes afterward. | |||
|- | |- | ||
| '''Air Forward Throw''' || - || - || - || - || 5600 || Throw || It's a throw | | '''Air Forward Throw''' | ||
|| - | |||
|| - | |||
|| - | |||
|| - | |||
|| 5600 | |||
|| Throw | |||
|| It's a throw. | |||
|- | |- | ||
| '''Air Back Throw''' || - || - || - || - || 5600 || Throw || It's a throw | | '''Air Back Throw''' | ||
|| - | |||
|| - | |||
|| - | |||
|| - | |||
|| 5600 | |||
|| Throw | |||
|| It's a throw. | |||
|} | |} | ||
===Special Moves=== | ===Special Moves=== | ||
{| class = wikitable style="text-align: center;" | {| class = wikitable style="text-align: center;" | ||
! Move | ! Move | ||
|| Startup | |||
|| Active | |||
|| Recovery | |||
|| Block Adv | |||
|| Damage <br> (Billions) | |||
|| Properties | |||
|| Notes | |||
|- | |- | ||
| [[File:Doro Punch.webm|thumb| | | [[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| | | [[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| | | [[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| | | [[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| | | [[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| | | [[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| | | [[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| | | [[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=== | ===Super Moves=== | ||
{| class = wikitable style="text-align: center;" | {| class = wikitable style="text-align: center;" | ||
! Move | ! Move | ||
|| Startup | |||
|| Active | |||
|| Recovery | |||
|| Block Adv | |||
|| Damage <br> (Billions) | |||
|| Properties | |||
|| Notes | |||
|- | |- | ||
|[[File:Doro in the beginning.webm|thumb| | | [[File:Doro in the beginning.webm|thumb|{{TvC-Colors|green|'''In The Beginning'''}}]] <br> 236XX | ||
|| 3+2 | |||
|| - | |||
|| - | |||
|| - | |||
|| 8000 (per hit) | |||
|| f3-6 Invincible | |||
|| Boyacky summons a robot that rolls across the screen. Hits twice but doesn't combo into itself. Ignores armor but disables other specials while active. DHCs can interrupt it. | |||
|- | |- | ||
| [[File:Doro Punching Bag.webm|thumb| | | [[File:Doro Punching Bag.webm|thumb|{{TvC-Colors|green|'''Punching Bag Fiesta'''}}]] <br> 214XX | ||
|| 1+0 | |||
|| - | |||
|| - | |||
|| - | |||
|| 16143 | |||
|| Counter | |||
|| Doronjo poses, and if hit by a physical attack, she calls Tonzura and Boyacky to pummel the opponent. Counters Megacrash but doesn't counter Giants. | |||
|- | |- | ||
|[[File:Doro Supreme.webm|thumb| | | [[File:Doro Supreme.webm|thumb|{{TvC-Colors|green|'''Supreme Evil Plan'''}}]] <br> 623XX | ||
|| 1+51 | |||
|| - | |||
|| - | |||
|| - | |||
|| 30398 | |||
|| - | |||
|| Dokurobei punishes Doronbo, making Doronjo invincible until she lands. Huge startup and small hitbox but deals massive damage. Usable on giants. | |||
|} | |} | ||
==Strategy== | ==Strategy== | ||
Doronjo is an oddball character | Doronjo is an oddball character, extremely dependent on her assist and baroque. Without either, her normals are decent, but she lacks blockstrings, and her special attacks make her vulnerable. | ||
With an assist or baroque, Doronjo becomes a momentum-based character. Calling Piglet Flare-up and immediately baroquing allows her to command entire sections of the stage uncontested. Combined with her Rock Abandon, opponents must respect her space. | |||
Her mixups shine with setups like tree BBQ {{TvC-Colors|yellow|'''j.B'''}} Rockdrop {{TvC-Colors|yellow|'''j.B'''}} for multiple overheads, or simply letting the rock drop and then {{TvC-Colors|yellow|'''2B'''}} into a combo. Alternatively, Tree BBQ {{TvC-Colors|blue|'''2A'''}} into {{TvC-Colors|green|'''214A'''}} creates an unblockable setup or forces the opponent to juggle into a tree explosion. | |||
Her blockstring routes, like IAD {{TvC-Colors|red|'''j.C'''}} -> {{TvC-Colors|yellow|'''2B'''}} -> {{TvC-Colors|red|'''5C'''}} completely ignore pushblock. Additionally, Rock Abandon setups can trigger unblockable bugs against advancing guards. | |||
Doronjo can zone well too, hopping and dropping rocks to shut down other zoners like Saki. Thanks to baroque, she can stay airborne for extended periods, making her air game formidable. | |||
==Match-Ups== | ==Match-Ups== | ||
Doronjo is a decent giant killer with Rock Abandon dealing damage and Piglet Flare-up controlling space. Supreme Evil Plan is effective against giant-specific moves, and In The Beginning breaks armor, though it is harder to set up. | |||
Her worst matchups are characters that pressure her relentlessly (Joe the Condor, Yatterman-1, Batsu, Zero), while her best matchups are those she can outrun or zone (Tekkaman, Alex, Casshan). Overall, her matchups are fairly balanced within the cast. | |||
Her | |||
==Trivia== | ==Trivia== | ||
* Doronjo's Costume 2 (Medium Punch) resembles Conchita from Godhand | * Doronjo's Costume 2 (Medium Punch) resembles Conchita from Godhand. Boyacky and Tonzura’s costumes change to reflect Bruce and Felix from Godhand. | ||
{{Navbox-TVC}} | {{Navbox-TVC}} | ||
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]] | [[Category: Tatsunoko vs Capcom: Ultimate All Stars]] |
Revision as of 20:09, 11 September 2024
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 |
---|---|
|
|
Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5 | 3 | 13 | - | 640 | - | A regular jab. Can actually link from 2A if the opponent is close enough, making 5A -> 2A -> 5A a viable route. Also works as a decent anti-air, stopping most IAD normals clean. | |
6 | 3 | 14 | - | 640 | - | A standard crouching jab, mostly good for hit confirms. Can link into 5A after being chained. Doesn't hit low. | |
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 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 5C even if the opponent advancing guards, as it ignores pushback. | |
17 | 4 | 22 | - | 2560 | - | Doronjo steps forward and kicks. Follows up well after 2B or j.C. If the opponent is standing, this opens up tree loops and many of her blockstrings. | |
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. | |
14 | 5 | 32 | - | 2160 | - | Doronjo leans back and raises her leg. Slightly better AA than 3C but requires a strong read due to its bad startup. Lifts the opponent for a soft knockdown, but does not launch airborne opponents. | |
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. | |
9 | 5 | - | - | 1280 | Overhead | Doronjo sticks her leg out horizontally. Slower than 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. | |
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.C -> 2B -> 5C will ignore pushblock. Can cause forced rolls. | |
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. | |
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
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 10 | 15 | - | - | 1760 | - | Same animation as j.C. |
Counter Tag | 28 | 2 | - | - | 2160 | - | Same animation as 3C. Can combo into any normal. |
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. |
Forward Throw | - | - | - | - | 4586 | Throw | Doronjo grabs and slaps the opponent. If a tree explodes, you can combo off it. |
Back Throw | - | - | - | - | 4800 | Throw | Doronjo throws the opponent down and kicks them. Combo if a tree explodes afterward. |
Air Forward Throw | - | - | - | - | 5600 | Throw | It's a throw. |
Air Back Throw | - | - | - | - | 5600 | Throw | It's a throw. |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
236X |
34/42/58 -> 3(3)3(3)3(3)3(3) |
- | 39 (if stopped) 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. |
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. |
214X |
18 | - | - | - | 4480 | Overhead/OTG | Tonzura throws a rock. Absorbs one projectile. Hits OTG. If baroqued into 2B it becomes unblockable. Also disables other moves while active. |
(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. |
421X |
6 | - | - | - | 2 | Command Grab | Tonzura grabs grounded opponents. Safe from Megacrash. Ignores supers if timed correctly. Also disables certain moves while active. |
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. |
22->2C |
2 | 21 | 26 | - | - | - | Doronjo breakdances. Hard knockdown and can be comboed with assist or baroque. |
22-C |
14 | 11 | 41 | - | 4836 | Launcher | Doronjo launches from her comfy position, works like 3C. |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
236XX |
3+2 | - | - | - | 8000 (per hit) | f3-6 Invincible | Boyacky summons a robot that rolls across the screen. Hits twice but doesn't combo into itself. Ignores armor but disables other specials while active. DHCs can interrupt it. |
214XX |
1+0 | - | - | - | 16143 | Counter | Doronjo poses, and if hit by a physical attack, she calls Tonzura and Boyacky to pummel the opponent. Counters Megacrash but doesn't counter Giants. |
623XX |
1+51 | - | - | - | 30398 | - | Dokurobei punishes Doronbo, making Doronjo invincible until she lands. Huge startup and small hitbox but deals massive damage. Usable on giants. |
Strategy
Doronjo is an oddball character, extremely dependent on her assist and baroque. Without either, her normals are decent, but she lacks blockstrings, and her special attacks make her vulnerable.
With an assist or baroque, Doronjo becomes a momentum-based character. Calling Piglet Flare-up and immediately baroquing allows her to command entire sections of the stage uncontested. Combined with her Rock Abandon, opponents must respect her space.
Her mixups shine with setups like tree BBQ j.B Rockdrop j.B for multiple overheads, or simply letting the rock drop and then 2B into a combo. Alternatively, Tree BBQ 2A into 214A creates an unblockable setup or forces the opponent to juggle into a tree explosion.
Her blockstring routes, like IAD j.C -> 2B -> 5C completely ignore pushblock. Additionally, Rock Abandon setups can trigger unblockable bugs against advancing guards.
Doronjo can zone well too, hopping and dropping rocks to shut down other zoners like Saki. Thanks to baroque, she can stay airborne for extended periods, making her air game formidable.
Match-Ups
Doronjo is a decent giant killer with Rock Abandon dealing damage and Piglet Flare-up controlling space. Supreme Evil Plan is effective against giant-specific moves, and In The Beginning breaks armor, though it is harder to set up.
Her worst matchups are characters that pressure her relentlessly (Joe the Condor, Yatterman-1, Batsu, Zero), while her best matchups are those she can outrun or zone (Tekkaman, Alex, Casshan). Overall, her matchups are fairly balanced within the cast.
Trivia
- Doronjo's Costume 2 (Medium Punch) resembles Conchita from Godhand. Boyacky and Tonzura’s costumes change to reflect Bruce and Felix from Godhand.