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[ TATSUNOKO VS CAPCOM MAIN PAGE & CHARACTER SELECT ]
Tuesday
Jan192010

Doronjo - Tatsunoko

 

"Only true beauty can achieve victory and I am the definition of true beauty!"

TATSUNOKO VS CAPCOM BIO:

Doronjo is a mysterious beauty who leads the Dorombo Gang (which includes her henchmen, Tonzura and Boyacky). She can be easily spotted by her wisps of blond hair peaking from behind her mask and her perfect form-fitting outfit. Although the Dorombo Gang keeps busy with many different evil activities, they are focused on finding the fabled Dokuro Stone, which they believe will lead them to the world’s greatest treasure.

 

CHARACTER ORGIN:

Doronjo originated as a villain in the long-running Yatterman anime TV series which started in January 1977. Doronjo leads Boyacky and Tonzra in locating the Dokuro Stone. She is known for her vanity, intelligence and leadership and follows the orders of Dokurobei. She uses Boyacky and Tonzura to do most of her work.

 

 

 

GAMEPLAY DETAILS

Doronjo is a very tricky character who has many powerful abilities that may not be immediately recognised by newer players. She takes some skill and dedication to use, but her ability to summon various attacks across the stage allow her to lure her opponents into devious traps and resets. Because she can move while her specials are attacking, she's able to put great pressure on her opponents once she starts going. The catch is that her specials also take some time to come out, meaning that she occasionally needs help getting momentum.

 

CHARACTER STATS

Difficulty: Advanced

Style: screen control

Defensive power: Her HP is quite high and she has many ways of shutting down direct approaches

Offensive power: While her combos are hard, they can deal a lot of damage under the right situations. She has some nasty resets too

Approach strength: Strong. She can attack the opponent anywhere on screen, forcing them to keep moving at all times.

Combo ability: strong. She has relaunch combos off her piglet bomb specials as well as some other tricks to keep  her combos going, however she is heavily reliant on baroque in order to get her more damaging combos started.

Meter Usage: Moderate. She has some nice tricks she can do with her 'In the Beginning' hyper and may need to use it frequently to give herself breathing space.

Key Techniques: Players must learn how to zone using aerial rock abandon and piglet flare-up. Learning how to baroque her summons is vital for starting Doronjo's more powerful combos. Players will also need to learn how to set up her Naniwa Clutch resets.

Partner Options: Doronjo has some very damaging Delayed Hyper Combinations with Soki. Other characters who can help her are Frank West for his useful assist, and anyone with a projectile or anti-air assist.

Monday
Jan182010

Special Moves

AIZUWAKAMATSU PUNCH

   
QUARTER CIRCLE FORWARD + ATTACK

Doronjo points and summons Boyacky in front of her, who attacks with a series of rapid punches while advancing forwards before going away. the button pressed determines the speed at which Boyacky advances as well as startup time, with light being the fastest. It has some startup time and both Boyacky and Doronjo are vulnerable, but if used correctly it can be a good pressure tool, especially when coupled with baroque.

 

PIGLET FLARE UP

   
FORWARD DOWN DOWN-FORWARD + ATTACK

Doronjo summons Boyacky, who then pushes a button and summons a palm tree on some point of the stage, complete with the trademark exploding robot piggy which detonates after a moment. Due to this being a double-summon, it's a very unusual attack that can be quite deadly if used correctly. While it takes a long time for this move to do anything, it's usually used in combination with Tonzura grab, or just to annoy and control space on the screen. If it hits, the opponent is blown high into the air and knocked down. The button pressed determines the position on screen, with light being to the far left, mid being in the middle of the stage, and strong being to the far right. The commands are not inverted if Doronjo moves to the other side of the opponent.

ROCK ABANDON

  
QUARTER CIRCLE BACK + ATTACK

Doronjo summons Tonzura in front of her, who throws a boulder at the opponent. As a summoned projectile it travels in an arc and has significant startup time, but Doronjo is able to move while the attack is coming out. Button pressed determines the distance the boulder is thrown, with light being the closest. The strong version will often miss standing targets completely. While it has it's uses, Tonzura drop is generally preferred as Doronjo's harassment tool of choice.

 

ROCK ABANDON - IN AIR

IN AIR   
QUARTER CIRCLE BACK + ATTACK

While airborn, Doronjo points and calls Tonzura to fall from the sky, dropping a rock on the opponent. This projectile accellerates downwards vertically and comes out quickly, making it one of her most useful specials. Doronjo floats while she uses this attack, meaning it can be used safely to stall and annoy the opponent from any range. The button pressed determines where the projectile falls, with light being to the far left, mid being in the middle of the stage, and strong being to the far right. The commands are not inverted if Doronjo moves to the other side of the opponent.

 

NANIWA CLUTCH

   
BACK DOWN DOWN-BACK + ATTACK

Arguably Doronjo's most useful special attack. Tonzura pops up and attempts to grab the opponent. If successful he will hold them in place for a while before dropping them on the floor. Often used to combo into the Boyacky Bomb or to set up for some particularly nasty Delayed Hyper combinations, this attack is not only unblockable but is also a meaty, meaning that it has many active frames to grab the opponent and therefore can't be escaped by jumping on many occasions. It can be wiggled out of, but usually holds the opponent long enough to confirm a hit. Using this special in combination with baroque and partner assists, Doronjo can set up completely unblockable traps with relative ease, also allowing her to use some very powerful resets. The button pressed determines where Tonzura pops up, with light being to the far left, mid being in the middle of the stage, and strong being to the far right. The commands are not inverted if Doronjo moves to the other side of the opponent. 

 

SUPER COMFY


DOWN, DOWN + ATTACK

A special command. Doronjo lays down on the ground. When in this posture she can't move or block, but she becomes a very small target. most standing attacks and projectiles will go over her head. Because it counts as a special move, she can cancel out of normals with it. While lazing about, Doronjo can use any of her summoning specials other than Tonzura drop. During this state she can attack with M or H. Pressing M will cause her to do a twirling kick as she gets up, which hits many times. Pressing H causes her to do her launcher.

 

KISS (can be performed in the air)

Taunt ( - Button )

Doronjo's taunt creates a small heart projectile which lingers in front of her for a while and causes minor damage. Along with her other assists and summons, it actually can be a decent defensive move since the projectile hangs around for some time. If used in the air she will float in place for a while, meaning that this move can help with stalling.

Sunday
Jan172010

Hyper Combos

IN THE BEGINNING - HYPER COMBO LEVEL 1

    
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS

Doronjo summons Boyacky who then pushes a button before staring up at the sky. After a second or so, a gigantic ball of trash will fall on the stage and roll towards the opponent. This attack takes a long time to come out, but Doronjo is free to move almost immediately after activation. It doesn't go away if she's hit, and if the super is canceled after Boyacky pushes his button, it will continue coming even when the partner switches in. Because the attack itself takes up such a huge portion of the screen, it's useful for gaining momentum which Doronjo often requires. She can use the ball to cover herself by hiding behind it, going for mixups and pressure or even laying down some traps while the opponent is distracted. If the move hits it does some decent damage, but it only hits twice at the most.

 

PUNCHING BAG FIESTA - HYPER COMBO LEVEL 1

    
 QUARTER CIRCLE BACK + ANY TWO ATTACKS

Doronjo poses in a seductive fashion for a moment. If hit by any physical attack while in this state, her minions will pop up and beat up on the opponent while she takes a puff from her pipe, after which she will finish off with a kick. It's a counter-super so it requires some prediction, but it is quite powerful if it lands. Doronjo does have better use for her meter, and In The Beginning is often a more useful super to invest in. This move can be useful against aggressive characters with predictable offense, such as Karas.

 

SUPREME EVIL PLAN - HYPER COMBO LEVEL 3

   
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS

As usual, Doronjo's 'supreme' evil plan involves something backfiring horribly. Doronjo kneels on the ground and raises her arms in distress, ready to recieve her 'punishment' for failing (as happens often in the Yatterman anime.) a palm tree with a pig will pop up and then explode in front of her. If it hits the opponent, Doronjo will pedal away with her minions on their trademark tandem bike while the opponent is juggled on explosions behind them. Finally the explosions catch up to the villainous trio and they are blown away with their clothes ripped and a skull-shaped mushroom cloud forming in the background. If it misses, Doronjo is blown into a knockdown. Despite how it looks, this super doesn't deal any damage to Doronjo. It's one of the most powerful level 3 attacks in the game, but also one of the slowest. Doronjo is completely invulnerable during the startup, so it can be used to punish unconfirmed supers at closer range, such as Ryu's tatsumaki super.

 

Saturday
Jan162010

Assists

Assist

Doronjo pops in and blows a kiss, just like her taunt. Only useful for continuing combos in the corner, but midscreen it can be used as a sort of shield since the projectile does hang around for some time. Not a bad assist, but not amazing either.

 

Variable Hyper Combination

When called into a Variable Hyper combination, Doronjo will use her In The Beginning Super.