Tatsunoko vs Capcom: Ultimate All Stars/Doronjo

From SuperCombo Wiki

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
  • She has 5 anti-airs, but they all require you to be physic or know exactly which one to use where, giving a ton of mental slack
  • 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 is incredibly unorthodox, requiring you to really think outside the box to use it effectively
TVC Doronjo Art.png

Moves List

Normal Moves

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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 3 14 - 640 - A standard crouching jab, mostly good for hit confirms. Can link into 5A after being chained. Doesn't hit low.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 10 15 - - 1760 - Same animation as j.C.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Counter Tag 28 2 - - 2160 - Same animation as 3C. Can combo into any normal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 4586 Throw Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab you can combo off of it
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 4800 Throw Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab you can combo off of it
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 5600 Throw It's a throw.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 5600 Throw It's a throw.



Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
34/42/58 ->
3(3)3(3)3(3)3(3)
- 39 (if stopped)
77 (if successful)
- 4838 Projectile (?) Boyacky appears and starts punching the opponent. If he's knocked out before he starts punching, he just leaves. He ignores pushblock and is a decent combo starter. Opponents can dash or act before he begins punching. Can absorb one projectile. If active, piglet flare-up and none of her supers cannot be used. Arguably not a great move, it has some utility but piglet flare-up tends to be in use more often. If timed correctly on incoming, the opponent cannot push it or respond in any decent way. You can get a free Naniwa Clutch or Rock Abandon from it.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
4 - - - 3776 Projectile Boyacky appears and summons a tree. The button determines where. A spawns to the left, B center, C right. Once the tree is active, nothing in the game can stop it. Used for offense, defense, and combos. Absorbs one Projectile. If BBQ canceled early enough you have an almost completely safe raw tag. If active Aizuwakamatzu Punch and her supers are not usable. If Boyacky is hit before he presses the button no tree comes out. You can use yourself (via BBQ) or a partner as a shield to protect him during this period of time.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
18 - - - 4480 Overhead/OTG Tonzura Appears and tosses a rock, the rock hits overhead. If used with baroque and 2B it becomes unblockable. A version tosses a rock right in front of the summoning spot, B throws it full screen, and C throws offscreen as an anti-air. Hits OTG. Absorbs one Projectile. If active, Naniwa Clutch, Punching Bag Fiesta, and Supreme Evil Plan cannot be used.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 - - - 4480 Overhead/OTG Doronjo stops all momentum and summons Tonzura from the top of the screen holding a rock. The closer to the top of the screen your opponent is, the faster it hits. Can become unblockable if BBQ'd into 2B. The rock can be broken by the opponent but it is very difficult. Hits OTG. Absorbs one Projectile. If active, Naniwa Clutch, Punching Bag Fiesta, and Supreme Evil Plan cannot be used. Can perform again in the air if stalled long enough with her air taunt and dashes.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 - - - 2 Command Grab Tonzura appears and grabs grounded opponents. Megacrash safe, can ignore supers if active late enough. Hitting an opponent after grab makes them airborne. A spawns on the left side, B center, C right side. If active, Rock Abandon, Punching Bag Fiesta, and Supreme Evil Plan cannot be used.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
19 - 17 - - - Doronjo lays down in the ground, low profiles everything and dodges projectiles. It can dodge some supers like Volnutt's machine gun arm. From this position she can taunt (Taunt comes out at a 45 Degree Angle), call out Tonzura or Boyacky, use two comfy normals, or stand up with 8.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2 21 26 - - - Doronjo does a breakdance move after getting comfy. It causes a hard knockdown. You can call assist or baroque to combo after, but that's it. Use this to setup Oki if you have a hitconfirm but no baroque or assist available.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14 11 41 - 4836 Launcher Doronjo launches from her comfy position, works like 3C.



Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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 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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.

The Basics

Doronjo controls the entire screen with her summons, setting traps and converting any mistake into a painful vortex for her enemies. While learning to manage her complex moves can be difficult, she becomes a highly rewarding and strategic character once mastered.

Advanced Strategy

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Match-Ups

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Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Pops
TvC Doronjo Face.png

Doronjo
TvC Alex Face.png

Alex
Youtube
Player Name Point Character Anchor Character Social Media
Kurasa
TvC Doronjo Face.png

Doronjo
TvC Chun-Li Face.png

Chun-Li
Youtube
Player Name Point Character Anchor Character Social Media
Hyperdon
Gigaraver
TvC Doronjo Face.png

Doronjo
TvC Chun-Li Face.png

Chun-Li
Player Name Point Character Anchor Character Social Media
Mothman
LGrinta
TvC Doronjo Face.png

Doronjo
TvC Yatterman-2 Face.png

Yatterman-2
Youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants