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

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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 """Villian""" in TvC
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.


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=


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* 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
* 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, have 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 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 !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
 
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes
|-
|-
| [[File:Doro 5A.webm|thumb|<span style="color:#87CEEB;">'''5A'''</span>]] || 5 || 3 || 13 || - || 640 || - || A regular old jab. Can actually link from <span style="color:#FFD700;">'''2A'''</span> if the opponent is close enough, making <span style="color:#87CEEB;">'''5A'''</span> <span style="color:#87CEEB;">'''2A'''</span> <span style="color:#87CEEB;">'''5A'''</span> a viable route. Also works as a decent anti-air, stops most IAD normals clean.
| [[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| '''<span style="color:#87CEEB;">2A</span>''']] || 6 || 3 || 14 || - || 640 || - || A standard <span style="color:#87CEEB;">2A</span>, mostly good for hit confirms, as noted above it can link into 5A after being chained. Doesn't hit low.
| [[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|<span style="color:#FFD700;">'''5B'''</span>]] || 8 || 2 || 23 || - || 1280 || - || Medium attack, has decent range, hitbox extends to her pipe. Can be used as a meaty on wakeup to force opponent in blockstun for tree shenanigans. Can be used in combos but not as preferred as <span style="color:#FFD700;">'''2B'''</span>.
| [[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|<span style="color:#FFD700;">'''2B'''</span>]] || 9 || 4 || 23 || - || 1280 || Low || Your absolute best friend. Hits 1/4th screen away, low profiles, extremely strong hit confirm. Regardless of how far away Doronjo is, it will always link into <span style="color:#FF6347;">'''5C'''</span>, and in the event your opponent does an advancing guard she will absolutely ignore the pushback if chained to <span style="color:#FF6347;">'''5C'''</span>
| [[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|<span style="color:#FF6347;">'''5C'''</span>]] || 17 || 4 || 22 || - || 2560 || - || Doronjo will step forward and kick, if followed from <span style="color:#FFD700;">'''2B'''</span> or <span style="color:#FF6347;">'''j.C'''</span>, she will ignore pushblock. If opponent is standing this is your entry to tree loops or basically all of her blockstrings
| [[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| <span style="color:#FF6347;">'''3C'''</span>]] || 13 || 10 || 23 || - || 2340 || Launcher || Doronjo's launcher, pretty standard. Could be used as an anti-air but it's not reliable. First hit launches if opponent is airborne, second hit launches regardless
| [[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|'''<span style="color:#FF6347;">2C</span>''']] || 14 || 5 || 32 || - || 2160 || - || Doronjo leans back and raises her leg in the air. It can be a slightly better AA than <span style="color:#FF6347;">3C</span> but requires you to basically read your opponent's mind because the startup is so bad. Lifts opponent airborne and creates a soft knockdown, does not launch airborne opponents.
| [[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|<span style="color:#87CEEB;">'''j.A'''</span>]] || 5 || 10 || - || - || 720 || Overhead || Doronjo sticks her knees out at a 45 degree angle. Because of the quick startup you can scrape people out of crouch guard by performing right out of jump or stuff some air-to-air encounters. Also if used as an IAD it can be a fantastic tick throw setup
| [[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|<span style="color:#FFD700;">'''j.B'''</span>]] || 9 || 5 || - || - || 1280|| Overhead || Doronjo sticks her whole leg horizontally. It's not as fast as <span style="color:#87CEEB;">'''j.A'''</span>, but is a much better Air to Air because of the length. Can create some ambiguous crossup situations and if used with Tonzura grab can become a cross-under.
| [[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| <span style="color:#FF6347;">'''j.C'''</span>]] || 10 || 15 || - || - || 2800 || Overhead || Doronjo sticks her butt out and outside of invincible moves it's a very hard move to challenge. When used as an IAD, the route <span style="color:#FF6347;">'''j.C'''</span> -> <span style="color:#FFD700;">'''2B'''</span> -> <span style="color:#FF6347;">'''5C'''</span> will ignore pushblock. If AG'd early she'll plop right to the ground, if AG'd late and canceled into rock abandon or taunt she'll drift to the opposite end of the screen. Can cause forced roll.
| [[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|'''<span style="color:#90EE90;">Taunt</span>''']] || 18 || - || - || - || 2000 || - || Doronjo blows a kiss, it's a standing projectile that sticks out for a while and has a large hitbox, it's more commonly seen in tree combos thanks to its crazy hitstun and rarely in neutral. Very slight homing properties.
| [[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|'''<span style="color:#90EE90;">Air Taunt</span>''']] || 20 || - || - || - || 2000 || - || Doronjo blows a kiss in the air. It stops all her momentum, so if you're trying to avoid the ground you can do this. If you perform a rock abandon, and then kiss, by the time her animation finishes you can drop another one. Very 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===
===Universal Mechanics===
{| class = wikitable style="text-align: center;"
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
 
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes
|-
|-
| '''VAR starter''' || 10 || 15 || - || - || 1760 || - || Same animation as <span style="color:#FF6347;">'''j.C'''</span>
| '''VAR starter'''  
|| 10  
|| 15  
|| -  
|| -  
|| 1760  
|| -  
|| Same animation as {{TvC-Colors|red|'''j.C'''}}.
|-
|-
| '''Counter Tag''' || 28 || 2 || - || - || 2160 || - || Same animation as <span style="color:#FF6347;">'''3C'''</span>, can combo into any normal.
| '''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. It's a very slow moving projectile with no range, but the hitbox is large. Best for combos but if you can play oki you could do some meaty crossups with it or make a small shield for your character. Moves Horizontally.
| '''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, if you setup a tree and throw before the tree explodes you can combo off it
| '''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 them to the ground and gives a kick, if a tree is about to explode 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 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 !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
 
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes
|-
|-
| [[File:Doro Punch.webm|thumb|<span style="color:#90EE90;">'''"Aizuwakamatzu Punch"'''</span> <br> 236X]] || 34/42/58 -> <br>3(3)3(3)3(3)3<br>(3)3(3)3(3) || - || 39(if stopped) <br>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 cannot be used. Arguably not a great move, it has some utility but 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 Naniwa Clutch or rock abandon from it.
| [[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|<span style="color:#90EE90;">'''Piglet Flare-up'''</span> <br> 623X]]|| 4|| - || - || - || 3776 || Projectile || Boyacky appears and summons a tree. The button determines where. <span style="color:#87CEEB;">'''A'''</span> spawns to the left, <span style="color:#FFD700;">'''B'''</span> center, <span style="color:#FF6347;">'''C'''</span> 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 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.
| [[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|<span style="color:#90EE90;">'''Rock Abandon (Ground)'''</span> <br> 214X]]|| 18 || - || - || - || 4480 || Overhead/OTG || Tonzura Appears and tosses a rock, the rock hits overhead. If used with baroque and <span style="color:#FFD700;">2B</span> it becomes unblockable. <span style="color:#87CEEB;">A</span> version tosses a rock right in front of the summoning spot, <span style="color:#FFD700;">B</span> throws it full screen, and <span style="color:#FF6347;">C</span> throws offscreen as an anti-air. Hits OTG. Absorbs one Projectile. If active, Naniwa Clutch, Punching Bag Fiesta, and Supreme Evil Plan cannot be used.
| [[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|<span style="color:#90EE90;">'''Rock Abandon (Air)'''</span> <br> (air)214X]]|| 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 <span style="color:#FFD700;">2B</span>. The rock can be broken by the opponent but it is very difficult. Hits OTG. Absorbs one Projectile. If active, Naniwa Clutch, Punching Bag Fiesta, and Supreme Evil Plan cannot be used. Can perform again in the air if stalled long enough with her air taunt and dashes.
| [[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|<span style="color:#90EE90;">'''Naniwa Clutch'''</span> <br> 421X]]|| 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. <span style="color:#87CEEB;">A</span> spawns on the left side, <span style="color:#FFD700;">B</span> center, <span style="color:#FF6347;">C</span> right side. If active, Rock Abandon, Punching Bag Fiesta, and Supreme Evil Plan cannot be used.
| [[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| <span style="color:#90EE90;">'''Get Comfy'''</span><br>22]] || 19 || - || 17 || - || - || - || Doronjo lays down in 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 8.
| [[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|<span style="color:#90EE90;">'''Doron Spin'''</span><br> 22->2C]] || 2 || 21 || 26 || - || - || - || Doronjo does a breakdance move after getting comfy. It causes a hard knockdown. You can call assist or baroque to combo after, but that's it. Use this to setup Oki if you have a hitconfirm but no baroque or assist available.
| [[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| <span style="color:#90EE90;">'''Doronsalt'''</span> <br>22->C]]|| 14 || 11 || 41 || - || - || 4836 || Doronjo goes from comfy to <span style="color:#FF6347;">3C</span>, works as her normal launcher
| [[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 !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
 
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes
|-
|-
|[[File:Doro in the beginning.webm|thumb|<span style="color:#90EE90;"> '''In The Beginning'''</span> <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'''''
| [[File:Doro in the beginning.webm|thumb|{{TvC-Colors|green|'''In The Beginning'''}}]] <br> 236XX  
*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.
|| 3+2  
*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.
|| -  
|| -  
|| 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|<span style="color:#90EE90;">'''Punching Bag Fiesta'''</span> <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 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| <span style="color:#90EE90;">'''Supreme Evil Plan'''</span> <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'''''
| [[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 and she is extremely dependent on her assist and baroque. Without either she has some okay normals, but no blockstrings and her special attacks make her a sitting duck.
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.
 
However with an assist or baroque she can be an EXTREMELY momentum based character. Calling a piglet flare up and immediately doing a baroque will basically let her command an entire section of the stage uncontested, combined with her rock throw and your opponent needs to respect you. Her combo game with baroque expands hard with her able to pull off 40Bil damage off 10% baroque. <span style="color:#FF6347;">'''j.C'''</span> and <span style="color:#FFD700;">'''j.B'''</span> are extremely good air moves that can lock down opponents and help set up pressure.
 
Also by throwing out a tree she has a chance to create her own mixups. Tree BBQ <span style="color:#FFD700;">j.B</span> rockdrop <span style="color:#FFD700;">j.B</span> gives you a chance to hit three overheads or just let the rock drop and then <span style="color:#FFD700;">2B</span> into a combo. Alternatively Tree BBQ <span style="color:#87CEEB;">2A</span> <span style="color:#90EE90;">214A</span> can either set you up for an unblockable or your opponent will punish you only to get juggled by the tree, and since your opponent tried to hit you, that's free red life, giving you another tree loop ready to go.
 
Also in pressure you can break through block with a naniwa clutch if you know your opponent isn't going for chicken block, and as stated above, any Advancing guard is useless as the block route of IAD <span style="color:#FF6347;">j.C</span> -> <span style="color:#FFD700;">2B</span> -> <span style="color:#FF6347;">5C</span> ignores all pushblock no matter when the AG starts.
 
On top of this, if you do an IAD <span style="color:#FF6347;">j.C</span> and immediately call a <span style="color:#90EE90;">rock abandon</span> while the opponent performs an advancing guard you can activate one of two bugs with Doronjo depending on their timing. If they time early Doronjo will land immediately while the rock still falls giving you a free unblockable or a chance to start pressure, if they AG late Doronjo will float full screen to the opposite end of the screen letting you regain a moment to figure out your next move.
 
Inversely she can be a very good zoning character, hopping in the air dropping rocks can shut down even the likes of Saki if done correctly, and thanks to baroque she can stay in the air for a good 2-3 Tatsuseconds if she wanted.
 
Doronjo also has raw tag setups. There are multiple ways to set it up, but as long as you are active before the tree explodes you can tag out, and the incoming character can even combo off of it.
 
If you're on the line and need to squeeze out that last bit of life from your opponent you can megacrash, <span style="color:#90EE90;">rock abandon</span> and baroque to get the last bit of damage out if it's an emergency.
 
As long as she has space, a partner, or red life Doronjo can easily turn neutral into her game. But under overwhelming pressure or zoning she has to scramble to get the upper hand.
 
===Synergy===
Doronjo's Assist is not the worst, but it's definitely near the bottom. It provides a great amount of hitstun and can be a temporary shield but it has much more use as a combo extender which is still not that great.
 
However with Naniwa clutch you can DHC into almost any super you need including Joe's Desperado Cannon. <span style="color:#FF6347;">5C</span> has enough hitstun to let Alex Stungun headbutt while she performs in the beginning. Inversely if you're willing to spend 3 meters because you did a bad super you can DHC over to Doronjo's ball super and DHC back to save yourself, or DHC into punching bag fiesta if you perform an unsafe super. Her DHC synergy is pretty solid.
 
==Combos==
 
NOTE: Because of her weird control scheme, I'm going to do a little notation here. I'll type in something like <span style="color:#90EE90;">Piglet Flare-up</span> (far), which means assuming that Doronjo is mid screen facing right, she'll summon a <span style="color:#FF6347;">C</span> Tree. As well, <span style="color:#90EE90;">Piglet Flare-up</span> (Close) assuming that she is midscreen facing right would be a <span style="color:#FFD700;">B</span> Tree.
Also since <span style="color:#90EE90;">Piglet-Flare up</span> has a summon and an explosion part, the explosion portion of the tree will be denoted by (Explosion).
 
 
No Baroque, No Partners:
 
Megacrash -> <span style="color:#90EE90;">Rock abandon</span> (Far)
 
<span style="color:#90EE90;">Piglet Flare-up</span> -> <span style="color:#90EE90;">air rock abandon</span> (OTG)


<span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">C</span> <span style="color:#FF6347;">3C</span> <span style="color:#87CEEB;">j.A</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FF6347;">j.C</span>
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.


(Corner only) <span style="color:#90EE90;">Punching Bag Fiesta</span> <span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">C</span> <span style="color:#FF6347;">3C</span> <span style="color:#87CEEB;">j.A</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FF6347;">j.C</span>
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.


<span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">C</span> <span style="color:#FFD700;">2C</span> <span style="color:#90EE90;">22</span> <span style="color:#FFD700;">2C</span>
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.


<span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">C</span> <span style="color:#FFD700;">2C</span> <span style="color:#90EE90;">22</span> <span style="color:#FF6347;">C</span> <span style="color:#87CEEB;">j.A</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FF6347;">j.C</span>
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.
 
<span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">C</span> <span style="color:#FF6347;">3C</span> <span style="color:#87CEEB;">j.A</span> <span style="color:#FFD700;">j.B</span> <span style="color:#90EE90;">air Rock Abandon</span> (Note the rock abandon is not part of the combo, but with Doronjo's super jump it can turn into an ambiguous crossup and upon landing you can actually combo off the rock with <span style="color:#FFD700;">j.B</span> which also crosses up)
 
<span style="color:#90EE90;">Naniwa clutch</span> -> <span style="color:#FFD700;">j.B</span> <span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">3C</span> <span style="color:#87CEEB;">j.A</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FF6347;">j.C</span>
 
<span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">C</span> <span style="color:#FF6347;">3C</span> <span style="color:#90EE90;">TK Rock Abandon</span> <span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">C</span> <span style="color:#FF6347;">3C</span> <span style="color:#87CEEB;">j.A</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FF6347;">j.C</span> (Note: This combo is extremely hard the rock abandon has to be frame one from the TK, in the event that you drop this, it can be converted into a blockstring since the opponent will be low enough)
 
 
With Baroque:
(Midscreen) <span style="color:#90EE90;">Piglet Flare-up</span>(Far) BBQ Forward throw (Explosion) <span style="color:#FFD700;">5B</span> <span style="color:#FF6347;">3C</span> <span style="color:#87CEEB;">j.A</span> <span style="color:#87CEEB;">j.A</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FF6347;">j.C</span>
 
(midscreen) <span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">C</span> <span style="color:#90EE90;">Piglet Flare-up</span>(far) BBQ <span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FFD700;">2B</span> <span style="color:#FFD700;">2C</span> (Explosion) <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">3C</span> <span style="color:#87CEEB;">j.A</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FF6347;">j.C</span>
 
(midscreen) <span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">C</span> <span style="color:#90EE90;">Piglet Flare-up</span>(far) BBQ <span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FFD700;">2B</span> <span style="color:#FFD700;">2C</span> (Explosion) <span style="color:#90EE90;">214C</span> <span style="color:#90EE90;">Piglet Flare-up</span>(far) <span style="color:#87CEEB;">5A</span> <span style="color:#FFD700;">5B</span> <span style="color:#FFD700;">2B</span> (Explosion) <span style="color:#FFD700;">5B</span> <span style="color:#FF6347;">3C</span> <span style="color:#87CEEB;">j.A</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FF6347;">j.C</span>
 
<span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FFD700;">2B</span> <span style="color:#FF6347;">C</span> <span style="color:#90EE90;">Naniwa Clutch</span> (far) 66 <span style="color:#87CEEB;">2A</span> <span style="color:#87CEEB;">2A</span> <span style="color:#90EE90;">236A+B</span> <span style="color:#FFD700;">j.B</span> <span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">3C</span> <span style="color:#87CEEB;">j.A</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FF6347;">j.C</span>
 
<span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FFD700;">2B</span> <span style="color:#FF6347;">C</span> <span style="color:#90EE90;">Naniwa Clutch</span> (far) <span style="color:#FFD700;">9</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FFD700;">9</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FF6347;">3C</span> <span style="color:#87CEEB;">j.A</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FF6347;">j.C</span>
 
 
Baroque and Partner:
(Corner)<span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">C</span> <span style="color:#90EE90;">Piglet Flare-up</span>(far) BBQ <span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FFD700;">2B</span> <span style="color:#FFD700;">2C</span> <span style="color:#90EE90;">214C</span> (Explosion) <span style="color:#90EE90;">Piglet Flare-up</span>(far) <span style="color:#87CEEB;">5A</span> <span style="color:#FFD700;">5B</span> <span style="color:#FFD700;">2C</span> (Explosion) <span style="color:#87CEEB;">5A</span> <span style="color:#87CEEB;">5A</span> <span style="color:#FFD700;">5B</span> <span style="color:#FF6347;">5C</span> (P)artner <span style="color:#90EE90;">Piglet</span>(Far) <span style="color:#FFD700;">5B</span> <span style="color:#FFD700;">2C</span> <span style="color:#90EE90;">214C</span> (Explosion) <span style="color:#90EE90;">Piglet</span> (Far) <span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FFD700;">2C</span> (Explosion) <span style="color:#87CEEB;">A</span> <span style="color:#87CEEB;">A</span> <span style="color:#FFD700;">B</span> <span style="color:#FF6347;">3C</span> <span style="color:#87CEEB;">j.A</span> <span style="color:#FFD700;">j.B</span> <span style="color:#FF6347;">j.C</span>
 
==Unblockable Setups==
 
Doronjo probably has baroque unblockables but she has Doronjo specific tech she can take advantage of.
 
<span style="color:#90EE90;">214A</span> BBQ <span style="color:#FFD700;">2B</span> is a traditional unblockable. The rock hits overhead, she hits low, simple.
 
Calling out a <span style="color:#90EE90;">naniwa clutch</span> and "dropping" a combo can lead to an unblockable grab.
 
She can also BBQ <span style="color:#90EE90;">Rock abandon</span> and hit low for an unblockable, or if you know your opponent is liberal with AG you can IAD <span style="color:#FF6347;">j.C</span> -> <span style="color:#90EE90;">rock abandon</span> which can give you a baroqueless cancel to <span style="color:#FFD700;">2B</span> with if they AG.


==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.


Kinda Decent Giant Killer, <span style="color:#90EE90;">Rock Abandon</span> does decent damage and <span style="color:#90EE90;">Trees</span> are a strong tool. <span style="color:#90EE90;">Supreme Evil Plan</span> is a good anti-giant tool if PTX does a chain saw with no baroque or super, as well if Lightan tries to drop kick or raw super. <span style="color:#90EE90;">In The Beginning</span> breaks armor but is slightly difficult to setup.
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 bad matchups tend to include characters that can pressure her immensely (Joe the Condor, Yatterman-1, Batsu, Zero) and her more favorable matchups are anyone she can outrun or space out (Tekkaman, Alex, Casshan). However much like the rest of the cast, there are no overwhelmingly "bad" matchups.


==Trivia==
==Trivia==
* Doronjo's Costume 2 (Medium Punch) resembles Conchita from Godhand, Boyacky and Tonzura's costumes are changed to reflect Bruce and Felix from Godhand respectively as well.
* 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
  • 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
  • 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, 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 requires a bit of effort to be useful
TVC Doronjo Art.png

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.

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants