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
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5 | 3 | 13 | - | 640 | - | A regular jab. Can actually link from 2A if the opponent is close enough, making 5A -> 2A -> 5A a viable route. Also works as a decent anti-air, stopping most IAD normals clean. | |
6 | 3 | 14 | - | 640 | - | A standard crouching jab, mostly good for hit confirms. Can link into 5A after being chained. Doesn't hit low. | |
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 2B. | |
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 5C even if the opponent advancing guards, as it ignores pushback. | |
17 | 4 | 22 | - | 2560 | - | Doronjo steps forward and kicks. Follows up well after 2B or j.C. If the opponent is standing, this opens up tree loops and many of her blockstrings. | |
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. | |
14 | 5 | 32 | - | 2160 | - | Doronjo leans back and raises her leg. Slightly better AA than 3C but requires a strong read due to its bad startup. Lifts the opponent for a soft knockdown, but does not launch airborne opponents. | |
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. | |
9 | 5 | - | - | 1280 | Overhead | Doronjo sticks her leg out horizontally. Slower than 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. | |
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 j.C -> 2B -> 5C will ignore pushblock. Can cause forced rolls. | |
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. | |
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
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 10 | 15 | - | - | 1760 | - | Same animation as j.C. |
Counter Tag | 28 | 2 | - | - | 2160 | - | Same animation as 3C. Can combo into any normal. |
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. |
Forward Throw | - | - | - | - | 4586 | Throw | Doronjo grabs and slaps the opponent. If a tree explodes, you can combo off it. |
Back Throw | - | - | - | - | 4800 | Throw | Doronjo throws the opponent down and kicks them. Combo if a tree explodes afterward. |
Air Forward Throw | - | - | - | - | 5600 | Throw | It's a throw. |
Air Back Throw | - | - | - | - | 5600 | Throw | It's a throw. |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
236X |
34/42/58 -> 3(3)3(3)3(3)3(3) |
- | 39 (if stopped) 77 (if successful) |
- | 4838 | Projectile (?) | Boyacky appears and starts punching. If knocked out before punching, he just leaves. Ignores pushblock and is a decent combo starter. Not the best move but has utility. Times well on incoming for free setups. |
623X |
4 | - | - | - | 3776 | Projectile | Boyacky summons a tree. The button pressed determines its position. Absorbs one projectile. Used for offense, defense, and combos. Piglet Flare-up disables Aizuwakamatzu Punch and supers while active. |
214X |
18 | - | - | - | 4480 | Overhead/OTG | Tonzura throws a rock. Absorbs one projectile. Hits OTG. If baroqued into 2B it becomes unblockable. Also disables other moves while active. |
(air)214X |
10 | - | - | - | 4480 | Overhead/OTG | Doronjo stalls mid-air to drop a rock. Can be baroqued into an unblockable. Hard to break but absorbs projectiles. Also disables other moves. |
421X |
6 | - | - | - | 2 | Command Grab | Tonzura grabs grounded opponents. Safe from Megacrash. Ignores supers if timed correctly. Also disables certain moves while active. |
22 |
19 | - | 17 | - | - | - | Doronjo lays down and low profiles most attacks. Can dodge some supers. From here, she can taunt, call Boyacky/Tonzura, or use other comfy moves. |
22->2C |
2 | 21 | 26 | - | - | - | Doronjo breakdances. Hard knockdown and can be comboed with assist or baroque. |
22-C |
14 | 11 | 41 | - | 4836 | Launcher | Doronjo launches from her comfy position, works like 3C. |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
236XX |
3+2 | - | - | - | 8000 (per hit) | f3-6 Invincible | Boyacky appears and presses a button, as he looks up one of the gang's mangled robot comes crashing down and rolls off screen. The ball is active from where ever doronjo summoned it and rolls to the side she is facing when summoned. Hits twice but does not combo into itself. If Piglet-flare up or 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 Guard/Giant Armor
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214XX |
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. Super is not available if any move that incorporates Tonzura or Boyacky is active. |
623XX |
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, but because of 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. Useable on giants |
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