No edit summary |
|||
Line 1: | Line 1: | ||
=Introduction= | =Introduction= | ||
=Move List= | =Move List= | ||
[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 == | ||
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 == | == Super Special Moves == | ||
EX 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 grounds opponent | |||
Gouin Teikiatsu | |||
from a high or air | |||
Hissatsu Rope OR | |||
360 + LK+HK after | |||
a Gouin Teikiatsu | |||
from low Hissatsu | |||
Rope | |||
== WakuWaku == | == WakuWaku == | ||
== DokiDoki == | == DokiDoki == | ||
Supers | |||
------ | |||
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 == | == 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 | |||
=Combos= | =Combos= |
Revision as of 11:32, 8 December 2015
Introduction
Move List
[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 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 grounds opponent
Gouin Teikiatsu from a high or air Hissatsu Rope OR 360 + LK+HK after a Gouin Teikiatsu from low Hissatsu Rope
WakuWaku
DokiDoki
Supers
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