Tatsunoko vs Capcom: Ultimate All Stars/Doronjo

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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
  • Complete Screen Control
  • Unblockables without baroque
  • Absolute vortex machine off a stray hit
  • Insane blockstrings and crossups/crossunders
  • If timed correctly, can get a hit off incoming with 100% certainty
  • 5 Anti-airs which are terrible, 2 of them require you to be psychic, 1 is only good for shallow jump-ins
  • Does not have a good "get off me" move, has to advancing guard perfectly, crossover counter, or burst
  • Supers are very underwhelming, her counter super is very easy to avoid unless perfectly timed
  • Needs baroque or partner to be threatening; if lacking either, her options (while still decent) become very limiting compared to the rest of the cast
  • For damaging combos she effectively has one route, most damage is done off mixups and resets
  • Assist requires a bit of effort to be useful
TVC Doronjo Art.png

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
  • If Boyacky is hit BEFORE pressing he presses the button, the ball never comes and you just wasted a meter. However if Boyacky is hit AFTER hitting 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 while 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 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.

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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