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