Line 1: | Line 1: | ||
=Introduction= | =Introduction= | ||
=Move List= | =Move List= | ||
{| class=wikitable | |||
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 | [Hissastsu Waza] | ||
High Hissatsu Rope Gouin Teikiatsu | Banmotsu Gou Soku Kyuu Nage | ||
High Hissatsu Rope Taifuu Mouda 360 + P after High Hissatsu Rope G.T. | When close, b/f + D | ||
Low Hissatsu Rope | |- | ||
Low Hissatsu Rope Ren Hai Hanabi K,K after Low Hissatsu Rope | Air Banmotsu Gou Soku Kyuu Nage | ||
Low Hissatsu Rope Gouin Teikiatsu b + K after Low Hissatsu Rope | When close in air, b/f/d + D | ||
Low Hissatsu Rope Taifuu Mouda 360 + K after Low Hissatsu Rope G.T. | |- | ||
Air Hissatsu Rope Jump, qcf + P | High Hissatsu Rope | ||
Air Hissatsu Rope Ren Hai Hanabi P,P after Air Hissatsu Rope | qcf + P | ||
Air Hissastu Gouin Teikiatsu b + P after Air Hissatsu Rope | |- | ||
Air Hissatsu Rope Taifuu Mouda 360 + P after Air Hissatsu Rope G.T. | High Hissatsu Rope Ren Hai Hanabi | ||
Kyou Ijin Tei Hatsu Hi Ken f,d,df + P | P,P after High Hissatsu Rope | ||
Natsumi: Ranpoo Nage qcb,qcb + K | |- | ||
Ranpoo: Natsumi Nage qcb,qcb + P | High Hissatsu Rope Gouin Teikiatsu | ||
b + P after High Hissatsu Rope | |||
|- | |||
ES High Hissatsu Rope qcf + 2P | High Hissatsu Rope Taifuu Mouda | ||
ES Low Hissatsu Rope qcf + 2K | 360 + P after High Hissatsu Rope G.T. | ||
ES Air Hissatsu Rope Jump, qcf + 2P | |- | ||
ES Kyou Ijin Karada Hatsu Hi Ken f,d,df + 2P | Low Hissatsu Rope | ||
qcf + K | |||
|- | |||
Forward Dash Cancel C/D/A/B during forward dash | Low Hissatsu Rope Ren Hai Hanabi | ||
Axe Kick Press HP + HK | K,K after Low Hissatsu Rope | ||
|- | |||
Low Hissatsu Rope Gouin Teikiatsu | |||
Jou Shi Ka Shi Ten Nage | b + K after Low Hissatsu Rope | ||
|- | |||
Low Hissatsu Rope Taifuu Mouda | |||
Tai Shoumetsu Ryuushi Kasoku Ken d,d + 2P/2K | 360 + K after Low Hissatsu Rope G.T. | ||
|- | |||
Air Hissatsu Rope | |||
Kyou Ten Dou Chi Ginga Gekitotsu Otoshi qcf,hcb + 2P | Jump, qcf + P | ||
Dai Youryou Seiden Ken f,b,f,b,f + 2P | |- | ||
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 | Special Moves |
Revision as of 12:47, 8 December 2015
Introduction
Move List
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