Overview
Dougster, known as Pīlì Bào (Chinese: 霹雳豹, lit. "Thunderbolt Panther") in the Chinese version, is a football player with a strong, complete kit and a scary ability to take rounds in a single hit. His lack of overwhelming strengths means that he has pretty fair matchups against most of the cast anyway, but a Dougster player will never find themselves regretting the pick for matchup reasons.
Strengths |
Weaknesses
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- Complete toolkit: With good pokes, a fireball series, an anti-air fireball series, a good divekick (j.46P) and a strong DP (214P), Dougster's got every tool you might need in this game.
- Strong ground game: With the aforementioned fireball and pokes, especially 2MK, Dougster controls the ground really well.
- Thrives in scramble situations: Dougster's 214P is a tool that gives him the upper hand in most up-close scrambles.
- Great conversions: Can confirm jump-ins, ground normals and even DP (at some ranges) into round-ending combos or blockstrings very reliably.
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- Subpar air normals: Dougster would struggle to jump-in even if the entire cast had no proper anti-airs, his air moves tend to lose to practically any grounded option. The fact that real anti-airs do exist means that getting in on anyone from the air is near impossible.
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Normal Moves
Standing Normals
Close
c.LP
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
|
Adv. (Hit)
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Adv. (Block)
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Properties
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4
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-
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-
|
-
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-
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Mid
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-
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-
|
-
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A quick shoulder check that can hit people out of jumps pretty well. Not often used because of its low blockstun but can be used to gapless blockstring into 214LP.
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|
c.MP
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
|
Adv. (Hit)
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Adv. (Block)
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Properties
|
8
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-
|
-
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-
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-
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Mid
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-
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-
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-
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Another shoulder check but slightly farther reaching this time. This move can be used to create solid gapless throw setups using j.46P whiff.
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|
c.HP
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
|
Adv. (Hit)
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Adv. (Block)
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Properties
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12
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-
|
-
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-
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-
|
Mid
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-
|
-
|
-
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Looks identical to f.LP. A slower close normal that whiffs most crouchers, only hitting Fang, Burnie, Claus, and Dougster is proximity guard. You don't really want to use this normal compared to all your other close normals.
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|
c.LK
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Damage
|
Chip Damage
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Startup
|
Active
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Recovery
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Guard
|
Adv. (Hit)
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Adv. (Block)
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Properties
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4
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-
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
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A quick knee hit that doesn't hit quite as high as c.LP and is just mostly outclassed as a quick close normal.
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|
c.MK
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
|
Adv. (Hit)
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Adv. (Block)
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Properties
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8
|
-
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-
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-
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-
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Mid
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-
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-
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-
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Similar case to c.LK, just doesn't check people as well as c.MP which is the same speed. Often comes out trying to use f.MK where its a similar enough move for it to not be an issue.
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|
c.HK
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
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Adv. (Hit)
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Adv. (Block)
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Properties
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12
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-
|
-
|
-
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-
|
Mid
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-
|
-
|
-
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Dougster's best close normal. A little slow but huge range and a lot of pushback. It's most deadly trait is being able to setup an unblockable if blocked by doing c.HK > j.46P whiff > c/f.HK instantly after, similar to unblockable attacks from jump ins.
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|
Far
f.LP
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
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Adv. (Hit)
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Adv. (Block)
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Properties
|
4
|
-
|
-
|
-
|
-
|
Mid
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-
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-
|
-
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Looks identical to c.HP. This move is much better than the move it shares an animation with due to being a spammable jab. A decent quick anti air option if you're panicked. Has okay range to disrupt some fireballs quickly at mid range. Whiffs most crouchers, only hitting Fang, Burnie, Claus, and Dougster is proximity guard.
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|
f.MP
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
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Adv. (Hit)
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Adv. (Block)
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Properties
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8
|
-
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-
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-
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-
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Mid
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-
|
-
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-
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An open palm attack. This move has some decent speed and size but is nearly completely outclassed by f.MK in usability due this move whiffing most crouchers, only hitting Fang, Burnie, Claus, and Dougster is proximity guard.
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|
f.HP
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
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Adv. (Hit)
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Adv. (Block)
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Properties
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12
|
-
|
-
|
-
|
-
|
Mid
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-
|
-
|
-
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Very similiar to the close version of this move but takes a big step forward this time. Covers a decent amount of space but due to its slow speed while whiffing most crouchers can make it quite bad to use at times, only hitting Fang, Burnie, Claus, and Dougster is proximity guard.
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|
f.LK
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
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Adv. (Hit)
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Adv. (Block)
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Properties
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4
|
-
|
-
|
-
|
-
|
Mid
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-
|
-
|
-
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A fast knee poke. Your main fast poke, has a lot of size for a jab. Combined with j.46P whiff, can easily setup gapless throws from a jab.
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|
f.MK
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
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Adv. (Hit)
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Adv. (Block)
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Properties
|
8
|
-
|
-
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-
|
-
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Mid
|
-
|
-
|
-
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One of your main standing buttons. Any touch of this on a grounded opponent could end the round. Often used to cancel into 214LP/MP depending on range to setup huge chip damage or an instant overhead dp into the infinite. Can also be used to setup an unblockable using j.46P whiff. Integral combo tool.
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f.HK
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
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Adv. (Hit)
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Adv. (Block)
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Properties
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12
|
-
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
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A far reaching kick. One of your most important pokes and one of your deadliest normals. Due to its blockstun, it's capable of setting up an unblockable by using j.46P whiff. It's also capable of comboing into many moves such as 236K, 646K, 46k, 214LP/MP, and Supers. A very used normal in all matchups except for Fang, due to being a standing normal.
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Crouching Normals
2LP
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
|
Adv. (Hit)
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Adv. (Block)
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Properties
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4
|
-
|
-
|
-
|
-
|
Mid
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-
|
-
|
-
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A crouching palm attack. Just a pretty standard crouching jab.
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|
2MP
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
|
Adv. (Hit)
|
Adv. (Block)
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Properties
|
8
|
-
|
-
|
-
|
-
|
Mid
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-
|
-
|
-
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A chop outwards. This move is not really ever used because it's just a slow way to cover space that 2LP already covers. It's not any bigger and just slower as an option. Can also be used to setup an unblockable using j.46P whiff.
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|
2HP
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
|
Adv. (Hit)
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Adv. (Block)
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Properties
|
12
|
-
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
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Easily Dougster's best punch normal, a low profile upwards punch. Remains a solid grounded option and able to beat out many jump ins without committing to a dp. Can also be used to setup an unblockable using j.46P whiff.
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|
2LK
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
|
Adv. (Hit)
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Adv. (Block)
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Properties
|
4
|
-
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
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An odd leaning backwards upwards kick. This move is actually an okay anti air and being mashable is helpful as well. It's just a standard light normal past its upwards angle and doesn't have much use vs a grounded opponent.
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|
2MK
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
|
Adv. (Hit)
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Adv. (Block)
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Properties
|
8
|
-
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
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A rolling kick. Dougster's most important move, a half screen kick normal. This is why your opponents will hold up or mash dp constantly against you once you enter the midrange. Any touch of this on a grounded opponent could end the round, being able to confirm into the j.46P infinite, or various 214LP/MP infinites. If it's blocked, you can unblockable using f.HK. Used in the standing infinite to not use a microwalk and can be done in a crouching version vs Fang where it's most important.
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|
2HK
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Damage
|
Chip Damage
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Startup
|
Active
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Recovery
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Guard
|
Adv. (Hit)
|
Adv. (Block)
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Properties
|
12
|
-
|
-
|
-
|
-
|
Low
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-
|
-
|
-
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A standard sweep with decent range. Your only low option. Can also be used to setup an unblockable using j.46P whiff.
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|
Jumping Normals
j.LP
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Damage
|
Chip Damage
|
Startup
|
Active
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Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
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Properties
|
4
|
-
|
-
|
-
|
-
|
High
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-
|
-
|
-
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An elbow attack that is probably Dougster's worst normal. It just really doesn't control much space and is outclassed as a fast air button that covers space in front by j.LK.
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|
j.MP
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
|
Adv. (Hit)
|
Adv. (Block)
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Properties
|
8
|
-
|
-
|
-
|
-
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High
|
-
|
-
|
-
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A slightly downwards angle punch. Dougster has a bad time getting good air normals but this one at least covers a slightly more downwards spot than most normals.
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|
j.HP
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Damage
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Chip Damage
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Startup
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Active
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Recovery
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Guard
|
Adv. (Hit)
|
Adv. (Block)
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Properties
|
12
|
-
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
This move is basically j.MP but was a two handed overhead smack. This move is basically just a slow j.MP.
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|
j.LK
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Damage
|
Chip Damage
|
Startup
|
Active
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Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
4
|
-
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
Possibly Dougster's best air normal, the quick knee poke. It's very active and very fast. It's mostly used to protect yourself in the air if people look to chase you jumping to use j.46P. Like all of Dougster's air normals, this covers right in front of you as well.
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|
j.MK
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Damage
|
Chip Damage
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Startup
|
Active
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Recovery
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Guard
|
Adv. (Hit)
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Adv. (Block)
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Properties
|
8
|
-
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
A kick out directly in front of you. This move adds to the sad story of Dougster air normals all doing the same exact thing in practice. This is probably one of the better options as an air to air, but that situation is not a common one.
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|
j.HK
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Damage
|
Chip Damage
|
Startup
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Active
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Recovery
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Guard
|
Adv. (Hit)
|
Adv. (Block)
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Properties
|
12
|
-
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
Probably Dougster's most different air normal and has some solid use. Dougster performs a more upwards angled kick which covers a decent amount of space. This is a decent normal due to its range and ability to protect against someone jumping at you but not much more use beyond that.
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|
Throw
Football Slam Dunk 6MP or 6HP near the opponent
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
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Properties
|
24 (8 x 3)
|
-
|
1
|
-
|
-
|
Unblockable
|
4
|
-
|
Throw
|
Dougster slams the opponent with a football 3 times. Resets to a fullscreen neutral situation after throw.
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|
Special Moves
Bullfighting Technique 236P
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Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
LP
|
16
|
5
|
-
|
-
|
-
|
Mid / High
|
-
|
-
|
-
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
MP
|
16
|
5
|
-
|
-
|
-
|
Mid / High
|
-
|
-
|
-
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
HP
|
16
|
5
|
-
|
-
|
-
|
Mid / High
|
-
|
-
|
-
|
Rising tackle. Not invulnerable. Initial hit is a grounded mid that turns into an airborne overhead. Button strength affects speed and distance.
Can go a bit further horizontally than 214P. Despite being a good anti-air option, the invulnerability on 214P relegates this to being a niche tool.
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|
Uppercut 214P
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Version
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Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
LP
|
16
|
5
|
-
|
-
|
-
|
Mid / High
|
-
|
-
|
Invulnerable through active
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
MP
|
16
|
5
|
-
|
-
|
-
|
Mid / High
|
-
|
-
|
Invulnerable through active
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
HP
|
16
|
5
|
-
|
-
|
-
|
Mid / High
|
-
|
-
|
Invulnerable through active
|
Dragon punch. Button strength affects speed and distance. Initial hit is a grounded mid that turns into an airborne overhead, but the grounded part will whiff all crouchers except Burnie, effectively making it an overhead at all spacings in most matchups.
Potentially the best DP series in the game because of the low recovery and great forward movement.
|
|
Flying Football Kick 236K
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
16
|
5
|
-
|
-
|
-
|
Mid
|
-
|
-
|
Projectile
|
Anti-air projectile. Button strength determines horizontal speed (and thus, the angle). Bounces off the opponent on contact. Whiffs crouchers at all ranges.
Useful to stuff airborne approaches preemptively. More effective the bigger the opposing character is, as smaller targets tend to be able to jump above and behind the fireball at some spacings. As such, this makes it particularly useful against Fang.
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|
Lightning Charge 46K
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
LK
|
16
|
5
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
MK
|
16
|
5
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
HK
|
16
|
5
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Dashing tackle series. Button strength affects speed and distance. Pushes you back to fullscreen upon contact with the opponent.
Dougster's low profile during this move allows him to hit through some otherwise very safe tools at fullscreen, like Drew's 214K.
|
|
Flying Cleat 646K
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
16
|
2
|
-
|
-
|
-
|
Mid
|
-
|
-
|
Projectile
|
Projectile. Button strength determines speed. Will collide with other projectiles. The initial kick does not have a hitbox.
This is Dougster's fireball. Enables pressuring the opponent from afar when combined with 236K to prevent them from jumping.
|
|
Lightning Charge j.46P
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
LP
|
16
|
5
|
-
|
-
|
0
|
High / Mid
|
-
|
-
|
-
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
MP
|
16
|
5
|
-
|
-
|
0
|
High / Mid
|
-
|
-
|
-
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
HP
|
16
|
5
|
-
|
-
|
0
|
High / Mid
|
-
|
-
|
-
|
Dive series. Button strength affects speed and distance, with heavier buttons falling slower and going farther. Remains active during the landing frame, during which it can be blocked low; because of this, j.46P has no recovery to speak of. Pushes you back to fullscreen upon contact with the opponent.
Can be canceled into from ground normals, for some reason, being active only for the landing frame then recovering instantly.
His jump-ins being mediocre at best, this is a crucial part of Dougster's air game, letting him mix up his landings.
|
|
Super Moves
100 Split Kicks 641236K
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
36
|
8
|
4
|
19
|
41
|
Mid
|
Knockdown
|
-12
|
Invulnerable Hitgrab
|
Dashes at the opponent, triggering a flurry of kicks on hit. The initial dash looks identical to 46K. Pushes you back to fullscreen on block.
|
|
Football 4641236P
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
16 x 3
|
4 x 3
|
-
|
-
|
-
|
High / Mid
|
Variable
|
Variable
|
Invulnerable Projectile
|
Dougster throws three footballs that bounce towards the opponent. The footballs hit overhead as long as he remains airborne. Just like 236K, they bounce off upon contact with the opponent. Has enough hitstun and blockstun to be converted off of.
Due to how this game works when blocking special moves during blockstun, blocking the second and third football after blocking the first one makes them inflict their full damage instead of their chip damage, meaning blocking the entirety of this super actually deals 36 damage instead of 12.
For some reason, this super can ONLY be used while on Player 1 side.
|
|
Gameplan
Neutral
Describe the character's neutral strategy.
Offense
Describe the character's offensive strategy.
Defense
Describe the character's defensive strategy.
Combos
Condition
|
Notation
|
Damage
|
Notes
|
Link
|
|
Normal starter, grounded opponent
|
Any medium or heavy starter > 646K/46LK
|
28 (Heavy starter) 24 (Medium starter)
|
Simple confirm into special that places you back at Dougster's preferred spacing.
|
Link
|
|
Normal starter, grounded opponent
|
Grounded Medium/Heavy normal > (slight delay) j.46P (whiff) > microwalk throw
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36 (Heavy starter) 32 (Medium starter)
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For some baffling reason you can cancel grounding normals into j.46P, this makes use of how you can whiff it to be able to perform a grounded throw combo. You have to perform a slight delay if you're close to the opponent but should always be done because its still doable at further ranges anyway.
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Link
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Normal starter, grounded opponent, super available
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Any grounded normal > 632146K
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48/44/40 depending on starter
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Simple combo into super. Probably won't use this much with how strong Dougster's fireball super is.
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Link
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Normal starter, standing opponent
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Any grounded normal > 214LP/MP > (2MK > 214LP)x5
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128 (24 / loop rep)
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Whether you do 214LP or MP depends on the distance but most of the time 214LP will connect. When using moves like max range f.HP/HK, 214MP is required.
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Link
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Normal starter, crouching opponent
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Any grounded normal > 214LP/MP > f.MK > 214LP > (microwalk forward f.MK > 214LP)x4
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128 (24 / loop rep)
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The crouching version of the infinite, this can be performed on standing characters too. Due to having to use a standing normal, dropping this combo against fang could mean death from a 214LP in the gap.
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Link
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Heavy normal starter, grounded opponent
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Any Heavy normal > j.46P(whiff) > (microwalk Heavy normal > (slight delay) j.46P (whiff))x10
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128 (12 / loop rep)
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Another infinite Dougster possesses allowing him to chain off any heavy normal for a potential KO or simply just end early with a throw. The delay is used as with the above throw combo. This can technically be done by chaining Medium normals together too but that's a very long combo that's very easy to drop.
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Link
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Max range 2MK starter, Standing opponent
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2MK > j.46P (whiff) > microwalk > (2MK > 214LP)x5
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128 (24 / loop rep)
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This is possibly your most deadly confirm allowing for a max range 2MK infinite combo.
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Link
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Max range 2MK starter, crouching opponent
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2MK > j.46P (whiff) > (microwalk f.MK > 214LP)x5
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128 (24 / loop rep)
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The crouching version of the above combo.
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Link
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Matchups