Dong Dong
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Character Type: Shoto/All-Arounder
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Home Province: Sichuan
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Power: ⭐⭐
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Speed: ⭐⭐⭐
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Health: ⭐⭐
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Spirit: ⭐⭐
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Character Overview
Dong Dong (Chinese text placeholder) is the main character of the game, destined to save the world from Skynet and the elusive Biochemical Man just like John Connor. He is a well-rounded and easy character to pick up as he has a tool for almost every situation, with his fireball and his rekka series being standouts. His main weakness is having mediocre damage compared to his competitors even when considering his great combo game.
Strengths
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Weaknesses
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- Vast movelist: Dong Dong's specials give him flexibility when in action and makes his matchups even at worst.
- Air Super: Dong Dong's 2141236B air super gives him good frame advantage and combo extension unseen with the rest of the cast.
- High/Low Mixups: Dong Dong's Diamond Edge (623D) rekka series gives him follow-ups that can either hit high or low, or even jump behind the opponent to start combos.
- Solid buttons: Even in a game with really good normals, Dong Dong has some of the best normals in their class.
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- Mediocre Damage: Compared to characters like Bioman, Yin Yin, and Xiao Pan, Dong Dong needs to burn meter in order to match their meterless damage output.
- Meter Dependent: Due to his great supers and RC being locked behind meter, Dong Dong may be more limited whenever you're out of meter.
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Character Data
Health: 330
Meter Build per Hit: 9
Meter Build per Enemy Hit/Special Use: 7
Walk Speed: 3.00 (Normal) / 4.00 (Install)
Run Speed: 5.80 (Normal) / 8.00 (Install)
Prejump Frames: 10 (Normal) / 8 (Install)
Light Block Meter Gain: 3 (Normal) / 0 (Install)
Heavy Block Meter Gain: 6 (Normal) / 0 (Install)
Normals
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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10
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Mid
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8
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8
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6
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Light Hitstun
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Light Air Reset
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Light Blockstun
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0
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A decently fast light that can be used for whiff punishes or filling combos, but the range is traded off by it being almost entirely jointed.
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5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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20
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Mid
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15
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6
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22
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Heavy Hitstun
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Heavy Air Reset
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Heavy Blockstun
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0
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This move has really good range and allows you to start into any of his specials, making it a good whiff punish button. However, its high startup and recovery makes it more committal so it might be more preferable to use 5D despite the lower range.
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5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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10
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Mid
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10
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10
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9
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Light Hitstun
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Light Air Reset
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Light Blockstun
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0
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Hits lower where 5A wouldn't be able to do the job. Ideal against characters like Mario or Ming Boy but otherwise this move is comparable to 5A.
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5D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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20
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Mid
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12
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15
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23
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Heavy Hitstun
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Heavy Air Reset
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Heavy Blockstun
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0
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This move is ideal for near footsies / mid-range poking, cancelling into 236P Flaming Palm or 623D Diamond Edge series on block will help keep the pressure up on the defensive.
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2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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10
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Mid
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8
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8
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8
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Light Hitstun
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Light Air Reset
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Light Blockstun
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0
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A good footsies normal to use because of its fast framedata and chains well in combos, and also helps when hitting enemies after a Diamond Edge Dunk ender in the corner to extend combos.
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2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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20
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Mid
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10
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20
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26
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Heavy Hitstun
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Heavy Air Reset
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Heavy Blockstun
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0
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Dong Dong's best anti-air tool, this is a monster button that starts fast and is active for a while. Its high active frames help to catch air approaches that would otherwise give Dong Dong trouble, like Wu Liao Jun's divekick. The fast startup also makes this a good button to keep combos going.
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2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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10
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Low
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10
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9
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10
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Light Hitstun
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Light Air Reset
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Light Blockstun
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0
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A freakishly long-range button that allows Dong Dong to stuff any DP attempts that anyone could be making. Doesn't have the rapid-fire potential that 2A has, but it doesn't need it.
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2D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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20
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Mid
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15
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8
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23
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Heavy Hitstun
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Heavy Air Reset
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Heavy Blockstun
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0
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A versatile sweep that allows him to punish from afar. Due to how hit reactions work, 2D is actually your best corner combo starter before doing Diamond Edge.
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j.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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10
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High
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8
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8
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∞
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Light Hitstun
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Light Air Reset
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Light Blockstun
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0
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An average air-to-air and combo filler button.
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j.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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20
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High
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12
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10
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∞
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Heavy Hitstun
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Heavy Air Reset
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Heavy Blockstun
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0
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Only really useful as an air-to-air or jump-in button against certain characters. Gets outclassed by the other air buttons.
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j.C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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10
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High
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10
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8
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∞
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Light Hitstun
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Light Air Reset
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Light Blockstun
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0
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A swiss-army knife of an air button. This has a very good hitbox for cross-ups and has good reach to contest with other air buttons. Not the fastest button versus j.A but is a vital tool for any air approaches.
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j.D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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20
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High
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11
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15
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∞
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Heavy Hitstun
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Heavy Air Reset
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Heavy Blockstun
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0
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One of Dong Dong's god buttons. Its reach and startup makes it amazing as a jump-in and as an air-to-air, but you need to be aware of anti-airs.
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Double Kick 6C > 6C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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20
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Mid
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16
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10
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25
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Heavy Hitstun
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Heavy Air Reset
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Heavy Blockstun
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0
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Dong Dong's command normal. The first hit is useful as a way to set up tick throws, otherwise it's not crucial to use.
Frame data assumes that both Double Kicks were inputted. First 6C recovery is 10f.
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Universal Moves
Light Universal Overhead 22C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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15
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High
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18
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∞ until landing
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10
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Light Hitstun
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Light Floaty Juggle / Null
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Light Blockstun
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0
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Fast overhead but doesn't allow for combos most of the time. Only useful to mix things up, otherwise just mediocre. Recovery can be cancelled into a special or super.
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Heavy Universal Overhead 22D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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15
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High
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24
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∞ until landing
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10
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Light Hitstun
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Light Floaty Juggle / Null
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Light Blockstun
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0
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Travels a little further and much higher up than the light version, but its stubby hitbox still makes it decent at best. Use both versions sparingly to keep your enemies on your toes. Recovery can be cancelled into a special or super.
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Dead Angle Attack 6E (during blockstun)
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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20
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Mid
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15
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10
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40
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Heavy Hitstun
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Heavy Air Reset
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Heavy Blockstun
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0
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Invulnerable during startup and active frames. The hitbox is definitely on the smaller side compared to other DAAs, but it's a much needed get-off-me tool against aggressive characters. Costs 1 meter to use.
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Special / Nirvana Moves
Light Flaming Palm 236A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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20
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Mid
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23
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Traveling
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70
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Fire (Heavy) Hitstun
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Fire Diagonal Launch
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Heavy Blockstun
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10
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Dong Dong's slow fireball. A very good special to keep enemies at bay and to force them to jump or roll (it can sometimes even hit airborne enemies). It also has utility as a combo continuation when using Roll Cancel since projectiles continue to travel during the screen freeze. Although not a huge deal, Dong Dong's hands hurtbox do not disappear during recovery unlike B version so keep this in mind mid-screen.
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Hard Flaming Palm 236B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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20
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Mid
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23
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Traveling
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70
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Fire (Heavy) Hitstun
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Fire Diagonal Launch
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Heavy Blockstun
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10
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Dong Dong's fast fireball, it's very good and covers all bases that you'd expect a fireball to.
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Light Dragon Fist 623A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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20 (2 hits)
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Mid
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6
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40
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∞ until landing, 20 landing
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Fire (Heavy) Hitstun
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Fire Diagonal Launch
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Heavy Blockstun
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10
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Has upper-body invulnerability for the first 16 frames. A decent enough DP, it doesn't travel very far horizontally or vertically.
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Hard Dragon Fist 623B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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30 (3 hits)
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Mid
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6
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40
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∞ until landing, 20 landing
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Fire (Heavy) Hitstun
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Fire Diagonal Launch
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Heavy Blockstun
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10
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Has upper-body invulnerability for the first 16 frames, travels much higher than A version. This is the version that you're going to use more often because neither of Dong Dong's DPs are safe, so the better vertical reach that this move has allows you to punish someone high up in the air. Cancel into air super to get good damage and a combo starter in some situations!
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Spinning Legs 236K (air ok)
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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18
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Mid
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12
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18(3)9
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∞ until landing, 20 landing
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Light Vertical Launch
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Light Vertical Launch / Light Air Juggle
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Heavy Blockstun
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10
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Due to there being no hurtbox on the legs, this can make for a good whiff punish tool near-footsies range! You can instantly cancel into air super to make yourself safe and to deal more damage.
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Reaction
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Air Hit Reaction
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Block Reaction
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Meter Build
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24
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Mid
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12
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40
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∞ until landing, 20 landing
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Big Diagonal Launch
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Big Diagonal Launch / Light Air Juggle
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Heavy Blockstun
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10
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Same use-case as C version but travels much farther. This can potentially punish long-range jointed buttons.
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