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.
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
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
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
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
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
Damage
Guard
Dizzy
Cancel
13
Low
10
n
Startup
Active
Recovery
Adv. Hit
Adv. Guard
6
4
8
+5
+1
placeholder
2B
2B
Damage
Guard
Dizzy
Cancel
32
Low
0
n
Startup
Active
Recovery
Adv. Hit
Adv. Guard
10
5
18
KND
-8
placeholder
2C
2C
Damage
Guard
Dizzy
Cancel
15
Low
10
n
Startup
Active
Recovery
Adv. Hit
Adv. Guard
12
5
8
+4
0
placeholder
2D
2D
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
Damage
Guard
Dizzy
Cancel
14
high
5
n
Startup
Active
Recovery
Adv. Hit
Adv. Guard
6
4
GND
-
-
placeholder
J.B
J.B
Damage
Guard
Dizzy
Cancel
34
high
15
n
Startup
Active
Recovery
Adv. Hit
Adv. Guard
15
8
GND
-
-
placeholder
J.C
J.C
Damage
Guard
Dizzy
Cancel
17
high
5
n
Startup
Active
Recovery
Adv. Hit
Adv. Guard
7
17
GND
-
-
placeholder
J.D
J.D
Damage
Guard
Dizzy
Cancel
42
high
15
n
Startup
Active
Recovery
Adv. Hit
Adv. Guard
8
17
GND
-
-
placeholder
Command Normals
WallJump
Dash 66
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
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
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
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
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
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]
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
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 (Air OK) 236A/B
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.
Inputs can be done any time during Dandy J's extended rope: 26~42F. Later input just extend the range of the attack.
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
-11~24
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
Es 236A/B
ES Hissatsu Rope (Air OK) 236A/B
Damage
Guard
Dizzy
Cancel
54~78
Mid
0
-
Startup
Active
Recovery
Adv. Hit
Adv. Guard
12‼5
-
49
KND
-31
Projectile (Tier 9).
Lasts 18F.
Es 360A/B
ES Hissatsu Rope: Taifuu Mouda 360A/B
Damage
Guard
Dizzy
Cancel
65
Mid
0
-
Startup
Active
Recovery
Adv. Hit
Adv. Guard
2‼0
75
58
KND
-44
ES Taifuu Mouda is an enhanced ender to Dandy J's Hissatsu Rope multi-part; it can't be used solo.
236X
Shagami Hissatsu Rope 236C/D
236A/B
Damage
Guard
Dizzy
Cancel
6+7+7+6
Low
0
-
Startup
Active
Recovery
Adv. Hit
Adv. Guard
26
15
44
-35
-39
Air Unblockable.
Can follow with C/D, 4C/D, or 360C/D, but only the Kick versions.
Both the C- and D-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, 30F. These determine how many rings appear during 4A/B.
Inputs can be done any time during Dandy J's extended rope: 26~41F. Later input just extend the range of the attack.
C/D
Damage
Guard
Dizzy
Cancel
1~2/n
Mid
0
-
Startup
Active
Recovery
Adv. Hit
Adv. Guard
1
30
18
-4~9
-9
4C/D
Damage
Guard
Dizzy
Cancel
9/n
Mid
0
-
Startup
Active
Recovery
Adv. Hit
Adv. Guard
1
26~36
14~
-29
-23~31
Can follow with 360X, but only the Kick version.
VACUUMs opponent on hit or guard.
360C/D
Damage
Guard
Dizzy
Cancel
6~7/n
Mid
0
-
Startup
Active
Recovery
Adv. Hit
Adv. Guard
1
30
58
KND
-44
Es 236A/B
ES Shagami Hissatsu Rope 236C/D
Damage
Guard
Dizzy
Cancel
54~78
Mid
0
-
Startup
Active
Recovery
Adv. Hit
Adv. Guard
12‼5
-
49
KND
-31
Projectile (Tier 9).
Lasts 18F.
Es 360C/D
ES Shagami Hissatsu Rope: Taifuu Mouda 360C/D
Damage
Guard
Dizzy
Cancel
65
Mid
0
-
Startup
Active
Recovery
Adv. Hit
Adv. Guard
2‼0
75
59
WSL
-17
ES Taifuu Mouda is an enhanced ender to Dandy J's Shagami Hissatsu Rope multi-part; it can't be used solo.
623X
Kyoui Jintai Hakka Ken 623A/B/AB
623A
Damage
Guard
Dizzy
Cancel
56
Low
30
-
Startup
Active
Recovery
Adv. Hit
Adv. Guard
14
18
10
KND
-15
Air Unblockable
623B
Damage
Guard
Dizzy
Cancel
63
Low
30
-
Startup
Active
Recovery
Adv. Hit
Adv. Guard
14
18
10
KND
-15
Air unblockable
623AB ES: "Kyoui Jintai Hakka Ken"
Damage
Guard
Dizzy
Cancel
96
Low,Mid
0
-
Startup
Active
Recovery
Adv. Hit
Adv. Guard
6‼3
8 (4) 8 (4) 8 (4) 8 (13) 7
30
WSL
-17
Air Unblockable
623X
Kyoui Jintai Hakka Ken 214214X
214214 A/B
Damage
Guard
Dizzy
Cancel
14
Mid
0
-
Startup
Active
Recovery
Adv. Hit
Adv. Guard
88
-
-
KND
-
Projectile (Tier 0).
Lasts 37F. (88F is the fastest time after input for Rampoo to hit.)
SEMI-TRACKS the opponent's location. The arc in which Rampoo is thrown has a wide minimum range. If Natsumi and the opponent are close to one another, she will throw Rampoo behind them. If they are about two character's width or more apart, she throws Rampoo wherever the opponent is located.
If the screen is fully stretched out, Natsumi can throw Rampoo up to half- screen distance.
After input, Dandy J can only perform basic attacks or normal throws.
214214 C/D
Damage
Guard
Dizzy
Cancel
41
Mid
0
-
Startup
Active
Recovery
Adv. Hit
Adv. Guard
93
-
-
KND
-
Projectile (Tier 0).
Lasts 32F. (93F is the fastest time after input for Natsumi to hit.)
SEMI-TRACKS the opponent's location. The arc in which Natsumi is thrown is much steeper than Natsumi: Rampoo Nage, able to hit opponents up close.
If the screen is fully stretched out, Rampoo can throw Natsumi up to 1/3- screen distance.
After input, Dandy J can only perform basic attacks or normal throws.
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