Alien Challenge/Dougster

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AlienCha Dougster icon.png

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
  • 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.
  • 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.

Normal Moves

Standing Normals

Close

c.LP
AlienCha Dougster cLP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 - - - - Mid - - -

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.

c.MP
AlienCha Dougster cMP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
8 - - - - Mid - - -

Another shoulder check but slightly farther reaching this time. This move can be used to create solid gapless throw setups using j.46P whiff.

c.HP
AlienCha Dougster cHPfLP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
12 - - - - Mid - - -

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.

c.LK
AlienCha Dougster cLK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 - - - - Mid - - -

A quick knee hit that doesn't hit quite as high as c.LP and is just mostly outclassed as a quick close normal.

c.MK
AlienCha Dougster cMK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
8 - - - - Mid - - -

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.

c.HK
AlienCha Dougster cHK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
12 - - - - Mid - - -

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.

Far

f.LP
AlienCha Dougster cHPfLP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 - - - - Mid - - -

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.

f.MP
AlienCha Dougster fMP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
8 - - - - Mid - - -

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.

f.HP
AlienCha Dougster fHP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
12 - - - - Mid - - -

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.

f.LK
AlienCha Dougster fLK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 - - - - Mid - - -

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.

f.MK
AlienCha Dougster fMK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
8 - - - - Mid - - -

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.

f.HK
AlienCha Dougster fHK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
12 - - - - Mid - - -

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.

Crouching Normals

2LP
AlienCha Dougster 2LP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 - - - - Mid - - -

A crouching palm attack. Just a pretty standard crouching jab.

2MP
AlienCha Dougster 2MP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
8 - - - - Mid - - -

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.

2HP
AlienCha Dougster 2HP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
12 - - - - Mid - - -

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.

2LK
AlienCha Dougster 2LK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 - - - - Mid - - -

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.

2MK
AlienCha Dougster 2MK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
8 - - - - Mid - - -

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.

2HK
AlienCha Dougster 2HK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
12 - - - - Low - - -

A standard sweep with decent range. Your only low option. Can also be used to setup an unblockable using j.46P whiff.

Jumping Normals

j.LP
AlienCha Dougster jLP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 - - - - High - - -

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.

j.MP
AlienCha Dougster jMP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
8 - - - - High - - -

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.

j.HP
AlienCha Dougster jHP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) 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.

j.LK
AlienCha Dougster jLK.png
Damage Chip Damage Startup Active 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.

j.MK
AlienCha Dougster jMK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) 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.

j.HK
AlienCha Dougster jHK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) 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.

Throw

Football Slam Dunk
6MP or 6HP near the opponent
AlienCha Dougster Throw.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) 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.

Special Moves

Bullfighting Technique
236P
AlienCha Dougster 236P.png
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.

Uppercut
214P
AlienCha Dougster 214P.png
Version 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
AlienCha Dougster 236K.png
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.

Lightning Charge
46K
AlienCha Dougster 46K 641236K.png
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
AlienCha Dougster 646K.png
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
AlienCha Dougster j46P.png
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
AlienCha Dougster 46K 641236K.png
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
AlienCha Dougster 4641236P.png
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 36 (Heavy starter)
32 (Medium starter)
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. Link
Normal starter, grounded opponent, super available Any grounded normal > 632146K 48/44/40 depending on starter Simple combo into super. Probably won't use this much with how strong Dougster's fireball super is. Link
Normal starter, standing opponent Any grounded normal > 214LP/MP > (2MK > 214LP)x5 128
(24 / loop rep)
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. Link
Normal starter, crouching opponent Any grounded normal > 214LP/MP > f.MK > 214LP > (microwalk forward f.MK > 214LP)x4 128
(24 / loop rep)
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. Link
Heavy normal starter, grounded opponent Any Heavy normal > j.46P(whiff) > (microwalk Heavy normal > (slight delay) j.46P (whiff))x10 128
(12 / loop rep)
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. Link
Max range 2MK starter, Standing opponent 2MK > j.46P (whiff) > microwalk > (2MK > 214LP)x5 128
(24 / loop rep)
This is possibly your most deadly confirm allowing for a max range 2MK infinite combo. Link
Max range 2MK starter, crouching opponent 2MK > j.46P (whiff) > (microwalk f.MK > 214LP)x5 128
(24 / loop rep)
The crouching version of the above combo. Link

Matchups

AlienCha Burnie icon.png
Burnie[No Data]
(Unknown)
[Character Page]
AlienCha Claus icon.png
Claus[No Data]
(Unknown)
[Character Page]
AlienCha Dougster icon.png
Dougster[No Data]
(Mirror)
[Character Page]
AlienCha Drew icon.png
Drew[No Data]
(Unknown)
[Character Page]
AlienCha Fang icon.png
Fang[No Data]
(Unknown)
[Character Page]
AlienCha Jean Paul icon.png
Jean Paul[No Data]
(Unknown)
[Character Page]
AlienCha Melanie icon.png
Melanie[No Data]
(Unknown)
[Character Page]
AlienCha Nic-san icon.png
Nic-san[No Data]
(Unknown)
[Character Page]
AlienCha Stevareno icon.png
Stevareno[No Data]
(Unknown)
[Character Page]


General
Controls (Notation)
FAQ
System
Characters
Burnie
Claus
Dougster
Drew
Fang
Jean Paul
Melanie
Nic-san
Stevareno