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=Move List= | =Move List= | ||
{| class=wikitable | {| class=wikitable | ||
! | !Move | ||
! | !Command | ||
|- | |- | ||
![Hissastsu Waza] | ![Hissastsu Waza] | ||
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Special Moves | Special Moves | ||
------------- | ------------- | ||
High Hissatsu Rope qcf + P | High Hissatsu Rope qcf + P | ||
Ren Hai Hanabi P you should press P just after | Ren Hai Hanabi P you should press P just after | ||
Dandy releases his rope; | Dandy releases his rope; | ||
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get the follow up to come | get the follow up to come | ||
out more reliably | out more reliably | ||
Gouin Teikiatsu b + P enter the b + P motion after | Gouin Teikiatsu b + P enter the b + P motion after | ||
the rope is sent out; you | the rope is sent out; you | ||
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tap P to get the follow up | tap P to get the follow up | ||
to come out more reliably | to come out more reliably | ||
Taifuu Mouda 360 + P grounds opponent | Taifuu Mouda 360 + P grounds opponent | ||
Air Hissatsu Rope qcf + P in air | |||
Air Hissatsu Rope qcf + P in air | |||
Ren Hai Hanabi P you should press P just after | Ren Hai Hanabi P you should press P just after | ||
Dandy releases his rope; | Dandy releases his rope; | ||
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get the follow up to come | get the follow up to come | ||
out more reliably | out more reliably | ||
Gouin Teikiatsu b + P enter the b + P motion after | Gouin Teikiatsu b + P enter the b + P motion after | ||
the rope is sent out; you | the rope is sent out; you | ||
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tap P to get the follow up | tap P to get the follow up | ||
to come out more reliably | to come out more reliably | ||
Taifuu Mouda 360 + P grounds opponent | Taifuu Mouda 360 + P grounds opponent | ||
Kyou Ijin Tei Hatsu Hi f, d, df + P must be blocked low; grounds | Kyou Ijin Tei Hatsu Hi f, d, df + P must be blocked low; grounds | ||
opponent | opponent | ||
Low Hissatsu Rope qcf + K must be blocked low | Low Hissatsu Rope qcf + K must be blocked low | ||
Ren Hai Hanabi K you should press K just after | Ren Hai Hanabi K you should press K just after | ||
Dandy releases his rope; | Dandy releases his rope; | ||
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get the follow up to come | get the follow up to come | ||
out more reliably | out more reliably | ||
Gouin Teikiatsu b + K enter the b + K motion after | Gouin Teikiatsu b + K enter the b + K motion after | ||
the rope is sent out; you | the rope is sent out; you | ||
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tap K to get the follow up | tap K to get the follow up | ||
to come out more reliably | to come out more reliably | ||
Taifuu Mouda 360 + K grounds opponent | Taifuu Mouda 360 + K grounds opponent | ||
Ranpuu Nage qcb, qcb + P Dandy J can only perform | Ranpuu Nage qcb, qcb + P Dandy J can only perform | ||
normal attacks while this | normal attacks while this | ||
move is active | move is active | ||
Natsumi Nage qcb, qcb + K Dandy J can only perform | Natsumi Nage qcb, qcb + K Dandy J can only perform | ||
normal attacks while this | normal attacks while this | ||
move is active; grounds | move is active; grounds | ||
opponent | opponent | ||
Jou Shi Ka Shi Ten Nage hcb + HK close unblockable; grounds opponent | Jou Shi Ka Shi Ten Nage hcb + HK close unblockable; grounds opponent | ||
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entire super; grounds | entire super; grounds | ||
opponent | opponent | ||
Dai Youryou Seiden Ken f, b, f, b, f + LP+HP grounds opponent | Dai Youryou Seiden Ken f, b, f, b, f + LP+HP grounds opponent | ||
Revision as of 15:18, 8 December 2015
Introduction
Move List
Move | Command |
---|---|
[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