Dan-Ku-Ga/J. McCoy

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Fighting Style:
"Boxing"

Introduction

Sorry, but I have a dream and I won't let anything stop me from reaching it!

BOXING IS AMERICA. This guy's great when he's in your face, not so great otherwise. His punishment tools and weird low jump give him a unique rushdown playstyle.

Strengths Weaknesses
  • Great damage and confirms if he has charge, including an inescapable reset
  • Extremely low jump arc lets him put on some scary pressure with double jump
  • Best high/low game thanks to the above, a safe slide, and the only grounded overhead in the game
  • Tight frame traps which can lead to high damage combos
  • Various specials make good ranged punishers ([4]6P, [4]6K, [4]64P)
  • He's a great dad
  • Somewhat stubby buttons
  • Limited movement due to his low jump and charge inputs
  • Has difficulty in some air-to-air situations due to none of his air normals hitting above him
  • Only reversal is [2]8P, high risk and sometimes punishable
  • Has "swiss cheese", i.e. can't utilise rapidfire jab due to Mash P

Stats

Forward walk speed Backward walk speed Prejump Jump length Backdash length Backdash distance Defense Stun
2.687500 2.015625 4 frames 33 frames 1-11 invulnerable, 12-15 vulnerable 80px 3968 512


Normals

Standing

5LP
DKG mccoy 5LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 1 5 4 +4 +2 HL Y - Reset

A great jab - 1f startup, chainable, second best in range to Barts 5LP. The presence of Mash P prevents you from spamming it, though.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.

n.5LP
DKG mccoy nLP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 2 5 4 +4 +2 HL Y - Reset

This is oddly slower than 5LP, but less characters crouch it. It's still one of his fastest close buttons and fills the same niche.
Crouched by Wulong, Liza.
Max activation range is 78px

5MP
DKG mccoy 5MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64 6 6 8 +4 +2 HL N - Reset

A hook with slightly more range than 5LP, but its slow startup and lack of cancel mean there’s not much use for it.

n.5MP
DKG mccoy nMP 1.png
DKG mccoy nMP 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 96 3 1+6 9 +2 ±0 HL Y/N - Reset

McCoy brings his fists together like a vice. Fast combo filler that, despite long active frames, makes a poor meaty as you can’t cancel the late hitbox. This can also be inconvenient of you use it from too far, where the initial hitbox whiffs and the late one hits.
Max activation range is 82px

5HP
DKG mccoy 5HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 6 10 14 -2 -4 HL N - Reset

McCoy throws a straight punch. It's got great reach because he leans into it, making it useful for whiff punishes when you lack charge. The hitbox is only slightly disjointed, making it prone to trading.
Crouched by Wulong, Liza (crouch blocks it).

n.5HP
DKG mccoy nHP 1.png
DKG mccoy nHP 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 5 3+8 12 -1 -3 HL Y/N - Reset

An uppercut with a deceptively long activation range, making it a natural anti-air. The initial hitbox can whiff near max range, but you're usually so close when using it in combos that it's not a problem. Cancelable into mash HP for an incredible amount of stun.
Max activation range is 92px

5LK
DKG mccoy 5LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 4 4 4 +5 +3 L N - Reset

A short-ranged kick at the ground, actually a standing low, though it's not very rewarding. Will beat some low pokes, since it pulls McCoy’s hurtbox back.

n.5LK
DKG mccoy nLK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 4 4 4 +5 +3 HL N - -

This has high startup for a close normal, but it's slightly easier to link into other normals. Max activation range is 62px

5MK
DKG mccoy 5MK.png
close is identical
close is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64 5 5 10 +3 +1 HL N - Reset

A high kick that works as a low-commitment anti-air, but may trade with some deeper jump-ins or divekicks.

5HK
DKG mccoy 5HK.png
close is identical
close is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 96 8 6 18 -2 -4 HL N - Reset

A spinning kick that makes a good counterpoke, due to being one of McCoy's few disjointed buttons.

Downward Blast
6HP
DKG mccoy 6HP 1.png
DKG mccoy 6HP 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128+64 16 3+10 6 +6 +4 H N - Reset, KD if both hit

A 2-hit overhead that can be hard to see coming. It's safe on hit and block, and if you land it meaty, you can combo 2MK if close, or 2HK/3HK if far. Be careful using 6HP as a meaty, it can whiff point-blank on most characters.
First hit whiffs crouching Wulong and Liza (crouch block gets hit).

Crouching

2LP
DKG mccoy 2LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 2 6 3 +4 +2 HL Y - Reset

A solid jab that’s more active than you’d expect, and especially useful for characters who can crouch 5LP. Has the same frame advantage as his other jabs. Its disjointed hitbox makes it surprisingly effective at stuffing some forward-moving specials. Against many airborne attacks with low hurtboxes, such as divekicks, this can lead to a reset by canceling into thunderbolt, boomerang crash, or jet upper.

2MP
DKG mccoy 2MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 96 6 6 9 +3 +1 HL Y - Reset

A slow elbow attack with long reach, more than 2MK. This makes it more reliable in combos off 6HP or in juggles/restand attempts.

2HP
DKG mccoy 2HP 1.png
DKG mccoy 2HP 2.png
DKG mccoy 2HP 3.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 4 2+2+8 12 -2 -4 HL N - Reset

A crouching uppercut that reaches a bit higher than n.5HP, and you can use it from any distance. With its fast startup and generous active frames, it's McCoy's best anti-air, though the initial hitbox can lose to jump-ins.

2LK
DKG mccoy 2LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 4 4 4 +5 +3 L Y - Reset

While slow compared to other 2LKs, this is still McCoy's fastest low. It's not chainable either, but it's got great range and you get solid reward from canceling into [4]6P.

2MK
DKG mccoy 2MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64 5 6 7 +5 +3 L Y - Reset

The go-to low button for its greater range, McCoy's 2MK is comparable to Kazuya 2MK, albeit on a charge character. Consistently combos into [4]6MP at max range, or [4]6HP a bit closer for extra damage.

2HK
DKG mccoy 2HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 96 8 14 8 KD -2 L N - KD

A boxer with kicks is already weird, but a boxer with a safe slide? Unheard of. This is your answer to fireballs if you don't have charge. It's also a good anti-air, as it will avoid jump-ins and guarantee knockdown.
When used point-blank, it puts you out of range of regular throws and most command grabs, but can be punished with some guard cancels. At a distance, it can be plus and frame trap into 2MK or n5HP.
Low profiles frame 9-22.

Dash Punch
3HP
DKG mccoy 3HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 10 24 24 -26 -28 HL N - Reset

Horrible sliding punch. Has slightly more reach than 2HK, but doesn’t hit low. It’s very active but the recovery just ruins it, and it's not as if the hitbox is good.

Slide Trip Double
3HK
DKG mccoy 3HK 1.png
DKG mccoy 3HK 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32+64 8 4(8)12 20 KD -12 L N - Reset/KD

A 2-hit slide that’s probably intended as part of a mixup with 2HK, since it looks the same up until the second hit. However, it’s very unsafe on block. It doesn’t go quite as low as 2HK until the second hit, so it will get hit by certain fireballs like Kazuya 236HP.
Low profiles frame 9-20, goes lower frame 21-38.

Jumping

Note: J. McCoy's neutral jump normals are the same as his diagonal jump normals.

j.LP
DKG mccoy jLP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64 2 Until landing - - - H - - Reset

A good all-purpose button that fits in a niche between j.MP/j.HP's vertical range, and j.MK/HK's horitontal range. Can instant overhead Azteca (frame perfect), Boggy, Barts, and Gonzales.

j.MP
DKG mccoy jMP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 96 4 18 4 - - H - - Reset

Slightly worse air-to-air but better jump-in than j.LP. It can be useful since it stays out for most of McCoy’s jump. Can instant overhead Barts (frame perfect) and Gonzales. Can stuff some anti-airs that normally beat his other air options.

j.HP
DKG mccoy jHP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 5 9 4 - - H - - Reset

This McCoy’s best jump-in, it hits very deep and is entirely disjointed. You can also throw it out twice in a jump. Can instant overhead Barts (frame perfect) and Gonzales.

j.LK
DKG mccoy jLK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 2 Until landing - - - H - - Reset

An funny knee attack with a tall hitbox that makes it a reliable instant overhead across the cast, though it's tricky to do from a backwards jump (seemingly impossible vs Wulong).

j.MK
DKG mccoy jMK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64 4 18 4 - - H - - Reset

A straight kick that’s useful as an air-to-air because it’s slightly disjointed. Has literally a pixel less horizontal range than j.HK, so they’ve both got their uses.

j.HK
DKG mccoy jHK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 96 6 8 4 - - H - - Reset

The big boot with a high hitbox. A useful button to approach with due to its long reach and short overall duration, letting you throw out two in a jump.

Diving Fists
j.2LK+MK+HK
DKG mccoy j2KKK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 21 23 26 KD -29 H - - KD

McCoy leaps to the ceiling and dives down at a 45° angle. This doesn’t bounce him back on hit or block like most divekicks, making it really unsafe but allowing him to start oki if it hits. It has higher startup than most divekicks, and causes McCoy to go higher than his normal jump.
Low profiles on recovery frame 49-60 (during recovery)

Throws

Gut Punches
4/6MP
DKG mccoy MPThrow range.png
Max range 48 px
Max range 48 px
DKG mccoy MPThrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 0 - - - - - - - - KD

McCoy’s first hold, rapid gut punches. As with all holds, this does poor damage, but has good frame advantage and doesn’t side switch. It has the most range of his throws by a hair.

Hard Toss
4/6HP
DKG mccoy HP-KThrow range.png
Max range 46 px
Max range 46 px
DKG mccoy HPThrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64 - - - - - - - - KD

Exactly what it sounds like. Does about twice the damage of his holds, and still has lots of frame advantage. Side switch makes this less ideal if they’re cornered.

Gut Knees
4/6MK/HK
DKG mccoy HP-KThrow range.png
Max range 46 px
Max range 46 px
DKG mccoy KThrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 0 - - - - - - - - KD

McCoy’s second hold. It’s like his first, but with slightly poorer range. It might be useful due to the OS with 5MK, a solid anti-air.

Special Moves

Boomerang Crush
[4]6P
DKG mccoy 46P 1.png
DKG mccoy 46P 2.png
DKG mccoy 46P 3.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP - 32+32+32 11 1(9)1(12)14 10 KD -4 HL - - KD,KD,Y
MP - 32+32+32 16 1(10)1(13)16 10 KD -6 HL - - KD,KD,Y
HP - 32+32+32 21 1(11)1(14)18 14 KD -12 HL - - KD,KD,Y

Boomer Rush! A 3 hit punch combo that launches, dealing slightly more damage on stronger versions. The first hit has very short range, so it’s worth canceling into [4]6MP for the extra distance. This is your best combo filler since you have ample time to follow up, especially against the wall. McCoy will skip to the first hit when makes contact with the opponent during startup, meaning any version can be as quick as 3 frames.
Be careful about this getting blocked, as it's possible to guard cancel between any hit, and hit 1 doesn't even combo into hit 2 on [4]6MP and [4]6HP. This is because the gap between hit 1 and 2 widens from 9/10/11 frames to 16/22/28 frames on hit or block.
Charge time: 50 frames

Sonic Bomber
[4]64P
DKG mccoy 464P.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
All - 192 12 10 8 KD +2 HL - - KD

McCoy throws an advancing straight punch that knocks down. Since it doesn't project hurtboxes during startup, you can use this as a counterpoke that often trades in McCoy's favor, including against fireballs. All versions move the same distance and are +2 on block point blank. Note that the input is strictly 64 after charging, otherwise you’ll get [4]6P.
Charge time: 60 frames

Jet Upper
[4]6K
DKG mccoy 46K 1.png
DKG mccoy 46K 2.png
DKG mccoy 46K 3.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LK - 64+64+32 10 3+3+3/11 42+4 KD -46 HL - - Y,Y,KD/KD
MK - 64+64+32 15 3+3+3/11 42+4 KD -46 HL - - Y,Y,KD/KD
HK - 64+64+32 20 3+3+3/11 42+4 KD -46 HL - - Y,Y,KD/KD

McCoy rushes forward and does a burning uppercut. This is a reliable combo ender and potential anti-fireball tool, though it's risky and hard to use on reaction. The LK version travels about halfscreen, the MK version a bit farther, and the HK version about 3/4 screen. If McCoy makes contact with the opponent during startup, he’ll skip to the first hit, meaning startup can be as quick as 1 frame for any version. Generally McCoy’s best guard cancel and ranged punish.
All versions low profile from frame 6 until active (6-10, 6-15, 6-20).
Charge time: 70 frames

Thunder Bolt
[2]8P
DKG mccoy 28P.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP - 224 34 18 26 KD - H - 1-8F KD
MP - 224 28 17 26 KD - H - 1-8F KD
HP - 224 24 18 26 KD - H - 1-8F KD

Before Dudley had this move in 2I, McCoy had it. Quickly jumping over the top of the screen, he comes down with a punch that’s difficult to beat and can cross up. On block, he bounces upwards, making it really punishable. Yeah, this is another hard read anti-fireball tool, though it can be useful for catching anyone sleeping on defense in general.
You can use this as a way to escape the corner due to its startup invincibility. It’s also possible to steer left or right while coming down, making it an even more ambiguous crossup or giving you more space from the corner.
Charge time: 50 frames

Spark Blow
Mash P
DKG mccoy mashP.png
DKG mccoy 464P.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP - - 0 40(12)10 8 KD +2 HL - - Reset, KD
MP - - 0 32(12)10 8 KD +2 HL - - Reset, KD
HP - - 0 48(12)10 8 KD +2 HL - - Reset, KD

The wacky mash move that ends with Sonic Bomber when you stop mashing P. It might not seem too useful outside of chip kills, but it deals tons of stun, so it can be clutch. It’s also frame 1, and has a solid hitbox for anti-airs, so mess around with it. Stick to Mash HP as it's the only version where hits can combo into each other. Spark Blow can be an effective guard cancel against multi-hit specials but you may be left punishable on grounded hit.
Requires 4 identical inputs to start. Each hit is active for 10, 8, and 6 frames for LP, MP, and HP respectively. Frame data listed assumes minimum mashing time.

Desperation

Destructive Combination
[1]32147MP+HP
DKG mccoy Super 1.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 0 21 4(10)4(11)4(10)4(10)3 19 KD -2 HL - 22-47F -

McCoy winds up and rushes forward, starting a 5-hit combo when he reaches the opponent. Otherwise he’ll continue to the other side of the screen before stopping. It does good damage and covers a good distance, but it's got some weird downsides. The gaps between hits are large enough to get guard canceled, It’s too slow to combo into, and it also doesn’t activate on airborne opponents so you can’t use it in juggles. When McCoy hits a wall, he stops while invincible for 16 frames.
Charge time: 30 frames

Combos

Midscreen

  • [4]6P [4]6HK
    Sub [4]6HK for 2HK to do similar damage but not wall break, or n.5HP xx Mash HP for more damage with a tighter timing
    [4]6LP j.HP j.HP works for more damage, but requires them to hit the wall or corner. [4]6MP j.MP j.HP also works for similar damage to [4]6HP [4]6HK
    Without the wall, [4]6LP/MP j.LP j.HK works
    [4]6P 2MP/2MK xx [2]8HP is a solid reset since it puts you above them, so it can be hard for some characters to hit you
    • 2LP 2LP xx [4]6P...
      • 2LK n.5MP xx [4]6P...
        • 2MP/2MK/n.5HP xx [4]6P...
          Bear in mind 2MP/2MK xx [4]6LP will drop at far ranges as seen here.
          j.HP n.5HP barely gives you enough charge for [4]6P
          • n.5HP xx Mash HP (3 hits)
            Character-specific, careful not to mash too much or the final hit won’t combo. Works on Gekkou, Wulong, J. McCoy, Boggy, Marco.
            Can be crouched between hits to escape - example
            • Meaty 6HP 3HK
            • Meaty 6HP 2MK xx [4]6P...
              • 2MK xx [4]6P (restand) 2MK xx [4]6HK
                The best you can get off a midscreen restand

                Wallbreak

                • j.HP n.5HP xx [4]6MP n.5HP xx Mash HP
                  Stuns characters with 512 or less

                  Corner-only

                  • 2MP/2MK xx [4]6P (restand) 2MK…
                    Restand loop. You can end it in stun after either 3 reps for 2MP or 4 reps for 2MK, with n.5HP xx Mash HP.
                    Redizzy possible, but requires you to go into n.5HP xx Mash HP after the 5th/6th rep respectively.
                    Starting with j.HP will cut off another loop's worth of stun.
                    • n.5HP xx [4]6P (restand) n.5HP...
                      Marco specific variation of the combo above, n.5HP restands him so dizzying and subsequently redizzying him is a lot easier.
                      Significantly less reps as a result of using n.5HP, 3 at the minimum granted you're starting with j.HP, as well as using the n.5HP xx Mash HP ender

                      2LP Resets

                      McCoy's 2LP's disjointed hitbox and special cancel properties give him the ability to create a reset situation against any character using a forward-moving airborne attack. This includes many special moves and universal divekicks. See below for a list of which attacks this can be used against and how the various enders can be escaped. Video Examples

                      • Liza
                      Usable against: Ester
                      Escapable by: Nothing found yet.
                      • Kazuya
                      Usable against: Divekick
                      Escapable by: j.LP (Thunderbolt). Boomerang Crash and Jet Upper will beat Kazuya's j.LP.
                      • Barts
                      Usable against: Divekick, Rolling Smash (distance/angle dependent and unreliable)
                      Escapable by: j.LP, Rolling Smash (Thunderbolt and Boomerang Crash). Use Jet Upper as an ender against Barts.
                      • Lihua
                      Usable against: Divekick
                      Escapable by: Nothing found yet.
                      • Gonzales
                      Usable against: Divekick
                      Escapable by: Nothing found yet.
                      • Marco
                      Usable against: Crusher Punch
                      Escapable by: j.LP (Thunderbolt). Use Boomerang Crash or Jet Upper as an ender against Marco.
                      • Gekkou
                      Usable against: Grounded Jigokugoma (Tatsu)
                      Escapable by: Air Shuriken (Thunderbolt, Boomerang Crash). Use Jet Upper as an ender against Gekkou.
                      • Wulong
                      Usable against: Shouten Ryuubu (Flip)
                      Escapable by: j.LP (Thunderbolt, Boomerang Crash). Use Jet Upper as an ender against Wulong.
                      • McCoy
                      Usable against: Divekick, Thunderbolt
                      Escapable by: Nothing found yet.
                      • Boggy
                      Usable against: Divekick, Risky Step
                      Escapable by: Nothing found yet
                      • Azteca
                      Usable against: Air Mystic Buzzsaw
                      Escapable by: j.LP (Thunderbolt), j.HP (causes Boomerang Crash to whiff under him), Air Mystic Buzzsaw (escapes all enders). You're better off punishing Air Mystic Buzzsaw with Jet Upper on block.

                      Strategy

                      General
                      FAQ
                      Controls
                      HUD
                      Mechanics
                      Esoterics
                      Characters
                      Kazuya
                      Barts
                      Gekkou
                      Wulong
                      Lihua
                      Liza
                      J. McCoy
                      Boggy
                      Marco
                      Gonzales
                      Azteca