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
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5 | 3 | 13 | - | 640 | - | A regular jab. Can actually link from 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 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 . |
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 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 . 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 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 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 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 . |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Counter Tag | 28 | 2 | - | - | 2160 | - | Same animation as . 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 can be used. Arguably not a great move, but it has some utility. 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 (Rock Abandon) from it. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
19 | - | 17 | - | - | - | Doronjo lays down on 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 . |
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 an assist or Baroque to combo after, but that's it. Use this to set up Oki if you have a hit confirm 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 . |
Super Moves
Super Moves
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.** This 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. However, due to 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. **Usable 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 | ![]() Doronjo |
![]() Alex |
Youtube |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Kurasa | ![]() Doronjo |
![]() Chun-Li |
Youtube |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Hyperdon Gigaraver |
![]() Doronjo |
![]() Chun-Li |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Mothman LGrinta |
![]() Doronjo |
![]() Yatterman-2 |
Youtube |