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{{TvCOverviewHeader | {{TvCOverviewHeader | ||
|header=Normal Moves | |header=Normal Moves | ||
|move=[[File:Doro 5A.webm|thumb|{{ | |move=[[File:Doro 5A.webm|thumb|{{TvCInput|5A}}]] | ||
|startup=5 | |startup=5 | ||
|active=3 | |active=3 | ||
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|damage=640 | |damage=640 | ||
|properties=- | |properties=- | ||
|notes=A regular jab. Can actually link from {{ | |notes=A regular jab. Can actually link from {{TvCInput|2A}} if the opponent is close enough, making {{TvCInput|5A}} -> {{TvCInput|2A}} -> {{TvCInput|5A}} a viable route. Also works as a decent anti-air, stopping most IAD normals clean. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro 2A.webm|thumb|{{ | |move=[[File:Doro 2A.webm|thumb|{{TvCInput|2A}}]] | ||
|startup=6 | |startup=6 | ||
|active=3 | |active=3 | ||
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|damage=640 | |damage=640 | ||
|properties=- | |properties=- | ||
|notes=A standard crouching jab, mostly good for hit confirms. Can link into {{ | |notes=A standard crouching jab, mostly good for hit confirms. Can link into {{TvCInput|5A}} after being chained. Doesn't hit low. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro 5B.webm|thumb|{{ | |move=[[File:Doro 5B.webm|thumb|{{TvCInput|5B}}]] | ||
|startup=8 | |startup=8 | ||
|active=2 | |active=2 | ||
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|damage=1280 | |damage=1280 | ||
|properties=- | |properties=- | ||
|notes=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 {{ | |notes=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 {{TvCInput|2B}}. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro 2B.webm|thumb|{{ | |move=[[File:Doro 2B.webm|thumb|{{TvCInput|2B}}]] | ||
|startup=9 | |startup=9 | ||
|active=4 | |active=4 | ||
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|damage=1280 | |damage=1280 | ||
|properties=Low | |properties=Low | ||
|notes=Your absolute best friend. Hits 1/4th screen away, low profiles, and is an extremely strong hit confirm. Always links into {{ | |notes=Your absolute best friend. Hits 1/4th screen away, low profiles, and is an extremely strong hit confirm. Always links into {{TvCInput|5C}} even if the opponent advancing guards, as it ignores pushback. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro 5C.webm|thumb|{{ | |move=[[File:Doro 5C.webm|thumb|{{TvCInput|5C}}]] | ||
|startup=17 | |startup=17 | ||
|active=4 | |active=4 | ||
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|damage=2560 | |damage=2560 | ||
|properties=- | |properties=- | ||
|notes=Doronjo steps forward and kicks. Follows up well after {{ | |notes=Doronjo steps forward and kicks. Follows up well after {{TvCInput|2B}} or {{TvCInput|j.C}}. If the opponent is standing, this opens up tree loops and many of her blockstrings. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro 3C.webm|thumb|{{ | |move=[[File:Doro 3C.webm|thumb|{{TvCInput|3C}}]] | ||
|startup=13 | |startup=13 | ||
|active=10 | |active=10 | ||
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{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro 2C.webm|thumb|{{ | |move=[[File:Doro 2C.webm|thumb|{{TvCInput|2C}}]] | ||
|startup=14 | |startup=14 | ||
|active=5 | |active=5 | ||
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|damage=2160 | |damage=2160 | ||
|properties=- | |properties=- | ||
|notes=Doronjo leans back and raises her leg. Slightly better AA than {{ | |notes=Doronjo leans back and raises her leg. Slightly better AA than {{TvCInput|3C}} but requires a strong read due to its bad startup. Lifts the opponent for a soft knockdown, but does not launch airborne opponents. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro jA.webm|thumb|{{ | |move=[[File:Doro jA.webm|thumb|{{TvCInput|j.A}}]] | ||
|startup=5 | |startup=5 | ||
|active=10 | |active=10 | ||
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{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro jB.webm|thumb|{{ | |move=[[File:Doro jB.webm|thumb|{{TvCInput|j.B}}]] | ||
|startup=9 | |startup=9 | ||
|active=5 | |active=5 | ||
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|damage=1280 | |damage=1280 | ||
|properties=Overhead | |properties=Overhead | ||
|notes=Doronjo sticks her leg out horizontally. Slower than {{ | |notes=Doronjo sticks her leg out horizontally. Slower than {{TvCInput|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. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro jC.webm|thumb|{{ | |move=[[File:Doro jC.webm|thumb|{{TvCInput|j.C}}]] | ||
|startup=10 | |startup=10 | ||
|active=15 | |active=15 | ||
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|damage=2800 | |damage=2800 | ||
|properties=Overhead | |properties=Overhead | ||
|notes=Doronjo sticks her butt out, and it's hard to challenge outside of invincible moves. When used as an IAD, the route {{ | |notes=Doronjo sticks her butt out, and it's hard to challenge outside of invincible moves. When used as an IAD, the route {{TvCInput|j.C}} -> {{TvCInput|2B}} -> {{TvCInput|5C}} will ignore pushblock. Can cause forced rolls. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
| move=[[File:Doro Kiss.webm|thumb| | |move=[[File:Doro Kiss.webm|thumb|Taunt]] | ||
|startup= 18 | |startup=18 | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
|blockadv=- | |blockadv=- | ||
|damage=2000 | |damage=2000 | ||
|properties=- | |properties=- | ||
|notes=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. | |notes=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. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro Kiss Air.webm|thumb| | |move=[[File:Doro Kiss Air.webm|thumb|j.Taunt]] | ||
|startup=20 | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=2000 | |||
|properties=- | |||
|notes=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. | |||
}} | }} | ||
{{TvCOverviewHeader | {{TvCOverviewHeader | ||
|header=Universal Mechanics | |header=Universal Mechanics | ||
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|damage=1760 | |damage=1760 | ||
|properties=- | |properties=- | ||
|notes=Same animation as {{ | |notes=Same animation as {{TvCInput|j.C}}. | ||
}} | }} | ||
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|damage=2160 | |damage=2160 | ||
|properties=- | |properties=- | ||
|notes=Same animation as {{ | |notes=Same animation as {{TvCInput|3C}}. Can combo into any normal. | ||
}} | }} | ||
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|damage=4586 | |damage=4586 | ||
|properties=Throw | |properties=Throw | ||
|notes=Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab you can combo off of it | |notes=Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab, you can combo off of it. | ||
}} | }} | ||
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|damage=4800 | |damage=4800 | ||
|properties=Throw | |properties=Throw | ||
|notes=Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab you can combo off of it | |notes=Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab, you can combo off of it. | ||
}} | }} | ||
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|notes=It's a throw. | |notes=It's a throw. | ||
}} | }} | ||
{{TvCOverviewHeader | {{TvCOverviewHeader | ||
|header=Special Moves | |header=Special Moves | ||
|move=[[File:Doro Punch.webm|thumb|{{ | |move=[[File:Doro Punch.webm|thumb|{{TvCInput|236X}} Aizuwakamatzu Punch]] | ||
|startup=34/42/58 -> <br>3(3)3(3)3(3)3(3) | |startup=34/42/58 -> <br>3(3)3(3)3(3)3(3) | ||
|active=- | |active=- | ||
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|damage=4838 | |damage=4838 | ||
|properties=Projectile (?) | |properties=Projectile (?) | ||
|notes=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, | |notes=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 can be used. Arguably not a great move, but it has some utility. 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 {{TvCInput|421X}} (Naniwa Clutch) or {{TvCInput|214X}} (Rock Abandon) from it. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro Tree.webm|thumb|{{ | |move=[[File:Doro Tree.webm|thumb|{{TvCInput|623X}} Piglet Flare-up]] | ||
|startup=4 | |startup=4 | ||
|active=- | |active=- | ||
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|damage=3776 | |damage=3776 | ||
|properties=Projectile | |properties=Projectile | ||
|notes=Boyacky appears and summons a tree. The button determines where. {{ | |notes=Boyacky appears and summons a tree. The button determines where. {{TvCInput|A}} spawns to the left, {{TvCInput|B}} center, {{TvCInput|C}} 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, {{TvCInput|236X}} (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. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro Rock Abandon.webm|thumb|{{ | |move=[[File:Doro Rock Abandon.webm|thumb|{{TvCInput|214X}} Rock Abandon (Ground)]] | ||
|startup=18 | |startup=18 | ||
|active=- | |active=- | ||
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|damage=4480 | |damage=4480 | ||
|properties=Overhead/OTG | |properties=Overhead/OTG | ||
|notes=Tonzura | |notes=Tonzura appears and tosses a rock, which hits overhead. If used with Baroque and {{TvCInput|2B}}, it becomes unblockable. {{TvCInput|A}} version tosses a rock right in front of the summoning spot, {{TvCInput|B}} throws it full screen, and {{TvCInput|C}} throws offscreen as an anti-air. Hits OTG. Absorbs one projectile. If active, {{TvCInput|421X}} (Naniwa Clutch), {{TvCInput|214XX}} (Punching Bag Fiesta), and {{TvCInput|236XX}} (Supreme Evil Plan) cannot be used. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro Rock Abandon Air.webm|thumb|{{ | |move=[[File:Doro Rock Abandon Air.webm|thumb|{{TvCInput|(air)214X}} Rock Abandon (Air)]] | ||
|startup=10 | |startup=10 | ||
|active=- | |active=- | ||
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|damage=4480 | |damage=4480 | ||
|properties=Overhead/OTG | |properties=Overhead/OTG | ||
|notes=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 {{ | |notes=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 {{TvCInput|2B}}. The rock can be broken by the opponent, but it is very difficult. Hits OTG. Absorbs one projectile. If active, {{TvCInput|421X}} (Naniwa Clutch), {{TvCInput|214XX}} (Punching Bag Fiesta), and {{TvCInput|236XX}} (Supreme Evil Plan) cannot be used. Can perform again in the air if stalled long enough with her air taunt and dashes. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro Clutch.webm|thumb|{{ | |move=[[File:Doro Clutch.webm|thumb|{{TvCInput|421X}} Naniwa Clutch]] | ||
|startup=6 | |startup=6 | ||
|active=- | |active=- | ||
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|damage=2 | |damage=2 | ||
|properties=Command Grab | |properties=Command Grab | ||
|notes=Tonzura appears and grabs grounded opponents. Megacrash safe, can ignore supers if active late enough. Hitting an opponent after grab makes them airborne. {{ | |notes=Tonzura appears and grabs grounded opponents. Megacrash safe, can ignore supers if active late enough. Hitting an opponent after grab makes them airborne. {{TvCInput|A}} spawns on the left side, {{TvCInput|B}} center, {{TvCInput|C}} right side. If active, {{TvCInput|214X}} (Rock Abandon), {{TvCInput|214XX}} (Punching Bag Fiesta), and {{TvCInput|236XX}} (Supreme Evil Plan) cannot be used. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro Comfy.webm|thumb|{{ | |move=[[File:Doro Comfy.webm|thumb|{{TvCInput|2}}{{TvCInput|2}} Get Comfy]] | ||
|startup=19 | |startup=19 | ||
|active=- | |active=- | ||
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|damage=- | |damage=- | ||
|properties=- | |properties=- | ||
|notes=Doronjo lays down | |notes=Doronjo lays down on 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 {{TvCInput|8}}. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro Comfy Spin.webm|thumb|{{ | |move=[[File:Doro Comfy Spin.webm|thumb|{{TvCInput|2}}{{TvCInput|2}} -> {{TvCInput|2C}} Doron Spin]] | ||
|startup=2 | |startup=2 | ||
|active=21 | |active=21 | ||
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|damage=- | |damage=- | ||
|properties=- | |properties=- | ||
|notes=Doronjo does a breakdance move after getting comfy. It causes a hard knockdown. You can call assist or | |notes=Doronjo does a breakdance move after getting comfy. It causes a hard knockdown. You can call an assist or Baroque to combo after, but that's it. Use this to set up Oki if you have a hit confirm but no Baroque or assist available. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro Comfy Launch.webm|thumb|{{ | |move=[[File:Doro Comfy Launch.webm|thumb|{{TvCInput|2}}{{TvCInput|2}} -> {{TvCInput|C}} Doronsalt]] | ||
|startup=14 | |startup=14 | ||
|active=11 | |active=11 | ||
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|damage=4836 | |damage=4836 | ||
|properties=Launcher | |properties=Launcher | ||
|notes=Doronjo launches from her comfy position, works like {{ | |notes=Doronjo launches from her comfy position, works like {{TvCInput|3C}}. | ||
}} | }} | ||
{{TvCOverviewHeader | {{TvCOverviewHeader | ||
|header=Super Moves | |header=Super Moves | ||
|move=[[File:Doro in the beginning.webm|thumb|{{ | |move=[[File:Doro in the beginning.webm|thumb|{{TvCInput|236XX}} In The Beginning]] | ||
|startup=3+2 | |startup=3+2 | ||
|active=- | |active=- | ||
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|damage=8000 (per hit) | |damage=8000 (per hit) | ||
|properties=f3-6 Invincible | |properties=f3-6 Invincible | ||
|notes=Boyacky appears and presses a button, as he looks up one of the gang's mangled | |notes=Boyacky appears and presses a button, as he looks up one of the gang's mangled robots comes crashing down and rolls off-screen. The ball is active from wherever Doronjo summoned it and rolls to the side she is facing when summoned. Hits twice but does not combo into itself. If {{TvCInput|623X}} (Piglet Flare-up) or {{TvCInput|236X}} (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 Armor** | ||
*If Boyacky is hit | * If Boyacky is hit **before** pressing the button, the ball never comes and you just wasted a meter. However, if Boyacky is hit **after** pressing 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. | ||
*Another weird quirk of the ball is that if Doronjo summons the ball | * Another weird quirk of the ball is that if Doronjo summons the ball 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 | * 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. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro Punching Bag.webm|thumb|{{ | |move=[[File:Doro Punching Bag.webm|thumb|{{TvCInput|214XX}} Punching Bag Fiesta]] | ||
|startup=1+0 | |startup=1+0 | ||
|active=- | |active=- | ||
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|damage=16143 | |damage=16143 | ||
|properties=Counter | |properties=Counter | ||
|notes=Doronjo poses and waits for the opponent to touch her with a physical attack | |notes=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.** This super is not available if any move that incorporates Tonzura or Boyacky is active. | ||
}} | }} | ||
{{TvCOverview | {{TvCOverview | ||
|move=[[File:Doro Supreme.webm|thumb|{{ | |move=[[File:Doro Supreme.webm|thumb|{{TvCInput|623XX}} Supreme Evil Plan]] | ||
|startup=1+51 | |startup=1+51 | ||
|active=- | |active=- | ||
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|damage=30398 | |damage=30398 | ||
|properties=- | |properties=- | ||
|notes=Dokurobei is pissed and punishing the Doronbo crew | |notes=Dokurobei is pissed and punishing the Doronbo crew. Once this super is activated, Doronjo is **100% invincible** until she hits the ground. However, due to 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. **Usable on Giants.** | ||
}} | }} | ||
Latest revision as of 15:01, 18 March 2025
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 |
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Moves List
Normal Moves
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5 | 3 | 13 | - | 640 | - | A regular jab. Can actually link from a viable route. Also works as a decent anti-air, stopping most IAD normals clean. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
6 | 3 | 14 | - | 640 | - | A standard crouching jab, mostly good for hit confirms. Can link into after being chained. Doesn't hit low. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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 . |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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 even if the opponent advancing guards, as it ignores pushback. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
17 | 4 | 22 | - | 2560 | - | Doronjo steps forward and kicks. Follows up well after . If the opponent is standing, this opens up tree loops and many of her blockstrings. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
14 | 5 | 32 | - | 2160 | - | Doronjo leans back and raises her leg. Slightly better AA than but requires a strong read due to its bad startup. Lifts the opponent for a soft knockdown, but does not launch airborne opponents. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
9 | 5 | - | - | 1280 | Overhead | Doronjo sticks her leg out horizontally. Slower than 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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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 will ignore pushblock. Can cause forced rolls. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 10 | 15 | - | - | 1760 | - | Same animation as . |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Counter Tag | 28 | 2 | - | - | 2160 | - | Same animation as . Can combo into any normal. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Forward Throw | - | - | - | - | 4586 | Throw | Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab, you can combo off of it. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Back Throw | - | - | - | - | 4800 | Throw | Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab, you can combo off of it. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Air Forward Throw | - | - | - | - | 5600 | Throw | It's a throw. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Air Back Throw | - | - | - | - | 5600 | Throw | It's a throw. |
Special Moves
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
34/42/58 -> 3(3)3(3)3(3)3(3) |
- | 39 (if stopped) 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 can be used. Arguably not a great move, but it has some utility. 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 (Rock Abandon) from it. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
19 | - | 17 | - | - | - | Doronjo lays down on 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 . |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
2 | 21 | 26 | - | - | - | Doronjo does a breakdance move after getting comfy. It causes a hard knockdown. You can call an assist or Baroque to combo after, but that's it. Use this to set up Oki if you have a hit confirm but no Baroque or assist available. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
14 | 11 | 41 | - | 4836 | Launcher | Doronjo launches from her comfy position, works like . |
Super Moves
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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.** This super is not available if any move that incorporates Tonzura or Boyacky is active. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. However, due to 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. **Usable on Giants.** |
The Basics
Doronjo controls the entire screen with her summons, setting traps and converting any mistake into a painful vortex for her enemies. While learning to manage her complex moves can be difficult, she becomes a highly rewarding and strategic character once mastered.
Advanced Strategy
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Match-Ups
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Notable Players
Notable Players
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Pops | ![]() Doronjo |
![]() Alex |
Youtube |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Kurasa | ![]() Doronjo |
![]() Chun-Li |
Youtube |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Hyperdon Gigaraver |
![]() Doronjo |
![]() Chun-Li |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Mothman LGrinta |
![]() Doronjo |
![]() Yatterman-2 |
Youtube |