Dong Dong Never Die/Controls
How to Map Controls
In the top left of the game window, select 选项 (O) and then 键盘 (K).
Numpad Notation
All input notations assume that the player is facing right. So, 6 corresponds to forward, 5 to neutral, 4 to back, etc. All directional inputs will use numpad notation.
Basic Movement
- 4/6 - Walk left/right. 4 will also allow you to block mid and overhead attacks.
- 1/2/3 - Crouch. 1 will also allow you to block mid and low attacks.
- 66 - Forward dash, hold to run (some characters, such as Jiang Bao, cannot run and always move forward a set distance when they dash)
- 44 - Backward dash
- 7/8/9 - Back/neutral/forward jump
Buttons
A - Light punch (LP)
B - Heavy punch (HP)
C - Light kick (LK)
D - Heavy kick (HK)
E - Defensive actions
F - Golden roll
Select - Pause
Universal Actions
Normals: There are four attack buttons in DDND: A, B, C, and D. Every character has a standing, crouching, and jumping version of each of these.
Close Normals: Some characters also have close versions of these normals, which only come out when standing in close proximity to the opponent.
Command Normals: Most characters have one or more command normals. Generally, these are executed by pressing either 4 or 6 and an attack button.
Throws: Every character can execute a throw when close to the opponent by pressing 6 and either B or D. B throws throw the opponent in front of your character, while D throws throw the opponent behind your character. It is important to note that throws can hit the opponent in blockstun!
Throw Tech: Throws can be teched by inputting any forward direction during the first 20 frames of an opponent's throw animation. Inputting any backward direction during this window will lock you out of teching the throw, however.
Roll: Every character can perform forward and back rolls by inputting 4/6+E while grounded. Rolls are invincible on startup, but vulnerable during the later frames. Rolls can be canceled into any move from frames 7-12, allowing you to perform kara moves with them.
Golden Roll: Every character also has a metered version of roll, performed by inputting 4/6+F while grounded. Golden roll has less recovery than regular roll, is fully invincible, and can be canceled into from anything that can be canceled into a super, as well as throws. They also pause the opponent for some number of frames, with backwards golden roll pausing the opponent for longer. Canceling a move into golden roll is known as a "roll cancel" (RC).
Dead Angle Attack: Executed by pressing 6+E while in blockstun. Your character will perform an invincible counter move that knocks the opponent down on hit. Costs 1 bar to perform.
Tech Roll: Executed by pressing 4/6+E as you get knocked down. Your character will roll and get up much faster. However, this maneuver is vulnerable near the end, just like a normal roll.