Waku Waku 7/Dandy J

From SuperCombo Wiki


WW7 dandy.png

Dandy J is a famous treasure hunter who is traveling around the world with Natsumi and Rampoo. He started his current quest when he was asked to find the legendary Waku Waku 7 treasure.

Dandy J is a combination of a zoner and mixup character, controlling a lot of space midscreen. 236A/B is a great long-range tool that can push opponents away, or bring them closer when 4A/B is used after. He becomes most intimidating after knocking the opponent down, utilizing Rampoo Nage and Natsumi Nage to setup a pressure situation he can capitalize on.


Dandy J
Pros Cons
  • Normals inflict good amount of Dizzy
  • Forward Dash can be canceled
  • Backdash has a lot of invinvibility
  • Can Crouch cancel moves like 5A making chains that are not suposed to work
  • 2 DokiDoki's
  • Has the worst movement speed in the game
  • Rampoo Nage and Natsumi Nage disallow special usage while active

Move List

Normal Moves

5A

Standing Normals

5A
c./f.5A
WW7 Dandy c.5A sprite.png
Ww7 Dandy f.5A sprite.png
Damage Guard Dizzy Cancel
14 Mid 10 y
Startup Active Recovery Adv. Hit Adv. Guard
4 5 4 +8 +1
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.
5B
c./f.5B
WW7 Dandy c.5B sprite.png
WW7 Dandy f.5B sprite.png
Damage Guard Dizzy Cancel
34 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
11 7 18 0 -10
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.
5C
c./f.5C
WW7 Dandy c.5C sprite.png
WW7 Dandy f.5C sprite.png
Damage Guard Dizzy Cancel
17 Low 15 n
Startup Active Recovery Adv. Hit Adv. Guard
7 4 8 +5 +1
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.
5D
c./f.5D
WW7 Dandy c.5D sprite.png
WW7 Dandy f.5D sprite.png
Damage Guard Dizzy Cancel
42 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
11 8 21 -4 -14
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.

Crouching Normals

2A
2A
WW7 Dandy 2A sprite.png
Damage Guard Dizzy Cancel
13 Low 10 n
Startup Active Recovery Adv. Hit Adv. Guard
6 4 8 +5 +1
  • placeholder
2B
2B
WW7 Dandy 2B sprite.png
Damage Guard Dizzy Cancel
32 Low 0 n
Startup Active Recovery Adv. Hit Adv. Guard
10 5 18 KND -8
  • placeholder
2C
2C
WW7 Dandy 2C sprite.png
Damage Guard Dizzy Cancel
15 Low 10 n
Startup Active Recovery Adv. Hit Adv. Guard
12 5 8 +4 0
  • placeholder
2D
2D
WW7 Dandy 2D x1 sprite.png
WW7 Dandy 2D x2 sprite.png
Damage Guard Dizzy Cancel
19+19 Mid,Low 15 n
Startup Active Recovery Adv. Hit Adv. Guard
7 6 (9) 8 26 -9 -19
  • placeholder

Air Normals

J.A
J.A
WW7 Dandy j.A sprite.png
Damage Guard Dizzy Cancel
14 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
6 4 GND - -
  • placeholder
J.B
J.B
WW7 Dandy j.B sprite.png
Damage Guard Dizzy Cancel
34 high 15 n
Startup Active Recovery Adv. Hit Adv. Guard
15 8 GND - -
  • placeholder
J.C
J.C
WW7 Dandy j.C sprite.png
Damage Guard Dizzy Cancel
17 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
7 17 GND - -
  • placeholder
J.D
J.D
WW7 Dandy j.D sprite.png
Damage Guard Dizzy Cancel
42 high 15 n
Startup Active Recovery Adv. Hit Adv. Guard
8 17 GND - -
  • placeholder

Command Normals

WallJump
Dash
66
WW7 Dandy Dash Sprite.png
Damage Guard Dizzy Cancel
- - - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -
  • Can follow with (cancel) or (stand cancel).
  • Dandy J is the only character who has a forward dash instead of a run, and can extend its range to half-screen distance by holding [6].
  • The distance of the dash is not set and can be shortened at any time during the leap by releasing 6, or pressing 2/4 before the ending roll.
  • Dandy J "stand canceling" his forward dash is actually him doing an aerial attack that never hits, so it follows the same rules as any aerial attack. In which case instead of his roll animation that cannot be interrupted or canceled, Dandy J goes into landing frames which can be canceled and leaves him standing——an immensely faster recovery time.

Universal Mechanics

Throw
Ground Throw
4/6B
WW7 Dandy Throw sprite.png
Banbutsu Gousokkyuu Nage
Damage Guard Dizzy Cancel
49 Thw 20 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable.
  • Can be throw softened within 25F
Air Throw
Air Throw
J.4/6B
WW7 Dandy Placeholder sprite.png
Kuuchuu Banbutsu Gousokkyuu Nage
Damage Guard Dizzy Cancel
49 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable.
  • Can be throw softened within 28F.


Command Grab
Command Grab
63214D
WW7 Dandy Throw sprite.png
Damage Guard Dizzy Cancel
63 Thw 20 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable
Universal Overhead
Middle Attack
A/B+C/D
WW7 Dandy Overhead sprite.png
Buster Heel
Damage Guard Dizzy Cancel
34 High 20 -
Startup Active Recovery Adv. Hit Adv. Guard
24 4 23 -2 -12
  • A overhead that can be reacted
  • Air Unblockable
Pursuit
Pursuit
When a opponent is down 8+any move
WW7 Dandy Pursuit sprite.png
Overdrive Elbow
Damage Guard Dizzy Cancel
42 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
48 4 21 KND -33
  • Universal Pursuit mechanich.
  • In general is not very used due to long start up and that your opponent can mash out of knockdown to get up quicker.
Rissing attack
Rissing attack
When down, [8]
WW7 Dandy Placeholder sprite.png
Revenge Kick
Damage Guard Dizzy Cancel
34 High 20 -
Startup Active Recovery Adv. Hit Adv. Guard
13 11 25 KND -21
  • Universal reversal mechanic
  • Good to use when being down but can be punished if the opponent blocks it
Super mode
Super Mode
Any 3 buttons
WW7 Dandy SuperMode sprite.png
Damage Guard Dizzy Cancel
55 Mid 50 -
Startup Active Recovery Adv. Hit Adv. Guard
32 1 (1) 1 (1) 1 (1) 1 16 KND -20
  • Air Unblockable
  • 1~38F: invincible.

Special Moves

236X
Hissatsu Rope
236A/B
WW7 Dandy 236 A B sprite.png
236A/B Damage Guard Dizzy Cancel
6+7+7+6 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
26 16 39 -30 -34
  • Air Unblockable.
  • Can follow with A/B, 4A/B, or 360A/B, but only the Punch versions.
  • Both the A- and B-versions, and all of the follow-ups, are the same.
  • Up to three rings appear along the Hissatsu Rope during its duration, on 26F, 28F, 31F. These determine how many rings appear during 4A/B.
A/B Damage Guard Dizzy Cancel
1~2/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 30 18 -9 -5
4A/B Damage Guard Dizzy Cancel
9/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 26~36 14~ -28 -11

Can follow with 360X, but only the Punch version.

  • VACUUMs opponent on hit or guard.
360A/B Damage Guard Dizzy Cancel
6~7/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 30 58 KND -44

Super Special 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 Gouin Teikiatsu grounds opponent from a high or air Hissatsu Rope OR 360 + LK+HK after a Gouin Teikiatsu from low Hissatsu Rope

WakuWaku

DokiDoki

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

WW7 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Fernandez
Rai
Slash
Tesse
PolitankZ
Mauru
DandyJ
Arina
Bonus Kun