Dong Dong Never Die/System

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Normals

  • Dong Dong Never Die: Judgment Day has 4 attack buttons: A (light punch), B (heavy punch), C (light kick), and D (heavy kick).
  • Every charcter has standing, crouching, and jumping versions of each of these.
  • Some characters also have close stand versions of these, which come out instead of the standing version when your character is close to the opponent.

Command Normals

  • Some characters have command normals. Generally, these are performed with some combination of 4 or 6 + an attack button.

Blocking

As with most 2D fighters, DDND:JD employs a mid/low/overhead blocking system. Low attacks can only be blocked while crouching and overhead attacks can only be blocked while standing. Mid attacks can be blocked in either states. Lows include crouching kicks and moves like Dong Dong's D Silk Road followup. Overheads include all jumping normals and moves like the third hit of Fei Fei's Deadly Flower rekka.

Dashing

66 will cause your character to dash. Wu Liao Jun, Jiang Bao, and Bioman have step dashes, which function differently from the rest of the cast. For everyone else, the following rules apply:

  • For the first 15 frames of the dash, the character is locked into the dash animation, regardless of whether you continue to hold forward or not. During this window, the dash can be canceled into a jump, but cannot be canceled into any other action.
  • After the first 15 frames, the dash becomes cancelable into any grounded action. Inputting any non-forwards direction will cause the character to stop dashing.
  • Characters accelerate slightly while dashing, so the longer you have been dashing for, the faster your character will travel.

44 will cause your character to backdash. Da Lan and Sun Wukong have unique backdashes that function differently from the rest of the cast. For everyone else, the following rules apply:

  • Every backdash has a set distance.
  • All backdashes have 20 frames of invulnerability on startup.
  • All backdashes also have a significant amount of airborne frames, which can be helpful on defense as it will cause most grabs to whiff and may mess up your opponent's combos.
  • Backdashes can be canceled into the following actions after landing: backdash, forward dash, throws, normals, command normals, specials, supers, golden roll.

Rolling

Normal rolls are performed by pressing any forward or backward direction+E.

  • Pressing any backwards direction and E will perform a back roll, and pressing any forwards direction and E will perform a forward roll.
  • Normal rolls are invincible to all strikes and throws starting from frame 1 and allow you to pass through the opponent.
  • Total roll duration, travel distance, and travel speed varies from character to character.
  • All rolls are vulnerable during the final 15 frames.

Golden rolls, also known as roll cancel or RC, are performed by inputting any forward or backward direction+F.

  • Inputting any backwards direction and F will perform a back roll, and inputting any forwards direction and F will perform a forward roll.
  • Like normal rolls, golden rolls are invincible to all strikes and throws starting from frame 1 and allow you to pass through the opponent.
  • Golden rolls freeze the opponent for some amount of time when performed. The duration of the freeze varies from character to character.
  • Backwards golden rolls freeze the opponent for longer than forwards golden rolls.
  • If the opponent is behind your character, you will automatically turn around to face them when you perform a golden roll.
  • Golden rolls can be canceled into from nearly any grounded move. This gives them a variety of applications in combos and pressure.
  • Attempting to perform a golden roll in a neutral state while you have less than 1 full bar of meter will result in you performing a regular roll instead, with reduced startup. This is because, when you have no meter, golden roll redirects to the character's tech roll animation.

Dead Angle Attack

A Dead Angle Attack (DAA) is executed by pressing any forward direction+E in blockstun.

  • DAA costs 1 bar to execute.
  • All DAAs have the same frame data: 15f startup, 10f, active, 40f recovery.
  • DAA is invincible during startup and the active frames.
  • DAAs are not invincible during the recovery frames, but it is possible to block during the recovery frames. However, it is not possible to tech throws.
  • DAAs deal damage and can KO the opponent.
  • DAA cannot be canceled in any way.

Knockdowns

  • You may tech roll by pressing any backward or forward direction+E as you get knocked down. Try to time the input just before the lowest part of your character's body would touch the ground.
  • The tech roll window is 15 frames.
  • Tech rolls use the same animations and parameters as normal rolls. However, depending on the character, they have between 6-12 less frames of startup.
  • If a character does not tech roll, they stay knocked down for a significant amount of time. Tech rolling is crucial to avoid giving your opponent oki.
  • However, just like regular rolls, tech rolls are vulnerable during their later frames. If the opponent predicts your tech option, they may be able to hit you out of the recovery with a move and extend their combo. The combo counter and scaling are not reset if your tech roll gets caught, but gravity scaling is.

Cancel System

Cancel Hierarchy
  • DDND's cancel hierarchy goes light normals > heavy normals > command normals > specials > supers/golden roll.
  • Any move earlier in the hierarchy can be canceled into any move later in the hierarchy. For example, heavy normals can be canceled into command normals, specials, supers, and golden roll, but not light normals.
  • Most supers can be canceled into supers or into golden roll, with some exceptions.
  • Throws can only be canceled into golden roll.
  • Heavy air normals can be canceled into command normals and up after landing.
  • Universal overheads can also be canceled into command normals and up after landing.
  • Some characters have moves that do not obey the cancel hierarchy. For example, Wu Liao Jun's divekicks are command normals, but they cannot be cancelled into from his heavy air normals, only his light air normals.
Cancel Windows
  • Generally, normals can be canceled starting from the first active frame until the very last frame of recovery.
  • The same applies for most specials. For projectile moves, the cancel window generally starts on the frame the projectile appears.
  • The cancel window for throws generally starts on the frame the throw deals damage.
  • The cancel window for supers varies significantly from super to super. Some supers are not cancelable at all.

Hitstun and Blockstun

Hitstun and blockstun have a number of quirks in DDND.

Hitstun Animations

  • Different characters have different grounded hitstun animation lengths. For example, Dong Dong's crouching hitstun animation is 42f long, while Gouki's is 53f long. This is an extreme example, though: most characters have fairly similar hitstun numbers.
  • Different characters also have different properties on their air hit animations. For example, different characters may get knocked back at different speeds by certain moves, may start moving at different times after getting hit, and the point at which pushback stops kicking in upon the character reaching the corner may be slightly different.
  • This, along with the fact that characters' hurtboxes during hit animations vary wildly, means that there are many character-specific combos in DDND.
  • Characters can change whether they are standing or crouching as they are getting comboed. When a character gets hit, the game will use whatever hit reaction corresponds with the direction the player is holding For example, if a character is holding down when they get hit, they will use the corresponding crouching hitstun animation, even if they were standing when they got hit. This makes moves that whiff on crouchers significantly worse if the opponent begins holding down on reaction to getting hit.

Blockstun Animations

  • Every character has four blockstun animations: standing light, standing heavy, crouching light, and crouching heavy.
  • Standing and crouching light blockstun lasts 24 frames for most characters.
  • Standing and crouching heavy blockstun lasts 36 frames for most characters.
  • Jian Ci Lang receives 2 less frames of blockstun on each animation (so 22 frames for light blockstun, 34 frames for heavy blockstun).
  • Characters can change whether they are crouching or standing mid-blockstring, just like they can change whether they're standing or crouching mid-combo.
  • Stand blocking results in slightly more pushback than crouch blocking. This makes stand blocking slightly better for escaping from pressure (assuming your opponent doesn't use a low), and makes crouch blocking slightly better for block punishment.
  • While in a blockstun animation, characters will automatically block all incoming attacks even if the blocking direction is released. This automatically protects against crossups during blockstrings. However, in order to block overhead and low attacks, you still need to be either standing or crouching.
  • Because you still need to hold a downward direction (1/2/3) to block lows in a true blockstring, and because you need to hold exactly forward (6) to tech a throw, the majority of characters can set up true 50/50s off a point-blank light normal, by either canceling to 2D, or going for a tick throw. Because the throw tech window is 20 frames, it's possible to mostly, but not perfectly, defend against this mix by holding down or down-forward, then swapping to exactly forward for a brief time about once every 20 frames.

Gravity Scaling

  • DDND features a gravity scaling system, which serves to limit combo length. The more hits an airborne character receives, the faster they will fall.
  • Whenever a character gets hit in midair, a hidden value called "gravity points" will increase by a certain amount. The amount by which gravity points increase, and the amount by which they affect the comboed character's gravity, depends on the hit reaction of the move they got hit with.
  • Gravity points are set to 0 when a character hits the ground.
  • Air resets increase gravity points by 15. Their gravity is increased by .01 for every 3 gravity points.
  • Diagonal and vertical air juggles (but not super juggles) increase gravity points by 8. Their gravity is increased by .01 for every 5 gravity points.
  • Spikes, low angle launches, and ground slams increase gravity points by 4, but their gravity is not affected by gravity scaling.
  • Short pause+launch and long pause+launch increase gravity points by 8, but their gravity is not affected by gravity scaling.
  • Super juggles, snowman, dark freeze, head down ground slam, and grounded hit animations do not interact with the gravity scaling system at all.

Throws

  • Throws are input by pressing 6 + B/D.
  • The throw input is not proximity-based: 6B/D will result in a throw attempt regardless of how far you are from the opponent. With good spacing, this allows you to whiff-punish moves with extended hurtboxes with throw.
  • Throws come out on frame 1, and have 1 active frame.
  • If the throw whiffs, then your character will go right into a 5B or 5D.
  • Throws can only connect on grounded opponents. They can connect against opponents who are in hitstun or blockstun.
  • Characters can still be thrown while in prejump frames. That means that holding up on wakeup will not allow you to escape a meaty throw. Instead, try a wakeup roll, invincible move, or simply teching the throw.
  • Throws cannot be blocked.
  • If a throw hits, the recipient can tech the throw by inputting any forward direction during the first 20 frames of the throw animation. If any backward direction is inputted during this window, the recipient will be locked out from teching the throw. Throws can only be teched if the character was in a neutral stance (not in the animation of any move) or in blockstun when the throw connected.
  • Teching a throw results in the throwing character being put into the Heavy Stand Blockstun animation, while the thrown character is pushed some distance away. The throwing character gains 6 meter as a result of this interaction.
  • After teching a throw, there is a 5-frame window of time where a character is completely inactionable and vulnerable. This can be used to set up "tech traps" by using a slow projectile or something like Mo Shu Shi's summons.
  • Because the throwing character is put into a blockstun animation, it is possible to perform actions available from blockstun, such as alpha counters and Jiang Bao's parry. When attempting to throw an opponent in the corner, it is generally possible to punish them with an alpha counter even if they tech the throw.

Meter

There is one meter in DDND.

  • Meter is spent to perform supers, golden rolls, and dead angle attacks. Golden rolls, dead angle attacks, and most supers cost one bar.
  • Each character starts the match with a number of bars of meter equal to the number of stars in their "Spirit" rating.
  • Each bar contains 200 units of meter.
  • A maximum of six bars can be stocked at any time.
  • Meter is retained between rounds.

Building Meter

Meter is built in five ways.

1. You get meter every time you hit the opponent.

  • Each hit builds the same amount of meter, regardless of what type or strength of move it was.
  • Supers build meter on hit.
  • Throws (including command grabs) do not build any meter.
  • Every character builds a different amount of meter per hit, as detailed on their character page under "Character Data".

2. You build meter every time you get hit.

  • Each hit builds the same amount of meter.
  • Every character builds a different amount of meter per hit, as detailed on their character page under "Character Data".
  • The same rules governing whether you build meter on hit seem to apply when you get hit, i.e. getting thrown builds no meter.

3. You build meter every time you perform a special move.

  • The amount of meter built varies from special to special.
  • Meter is gained whether the move hits, whiffs, or is blocked, and stacks with the meter gain from hitting the opponent.
  • The point in the move's animation where you actually gain the meter varies from move to move. If the move is interrupted before then, you may not gain any meter.

4. You build meter every time you block an attack.

  • You gain 3 meter each time you enter light blockstun
  • You gain 6 meter each time you enter heavy blockstun.

5. Having your throw be teched also puts you into heavy blockstun, resulting in you gaining 6 meter.

Chip Damage

  • All specials and supers deal chip damage when blocked, equal to 20% of the move's normal damage.
  • Some characters have additional moves that deal chip damage when blocked. For example, Dong Dong deals chip damage on all normals while under the effects of Violence Install.
  • Chip damage is always rounded down. So a move that deals 10 damage normally will deal 2 chip damage, but a move that deals 9 damage normally will deal only 1 chip damage.

Star Ratings

On the character select screen, characters have ratings on different attributes on a scale of 1 to 4 stars. The meaning of the star ratings are as follows:

Power: The amount of damage your normals do to opponents.

Damage (Light Normals)
Rating Damage (LP) Damage (LK)
6-8 6-8
⭐⭐ 9-10 9-10
⭐⭐⭐ 11-13 11-13
⭐⭐⭐⭐ 14-16 13-15

Heavy normal damage multiplies light damage by 2.


Speed: Your run speed.


Health: The amount of hitpoints that your character has.

Health
Rating Hit Points
270-310
⭐⭐ 310-350
⭐⭐⭐ 350-370
⭐⭐⭐⭐ 370-420


Spirit: The amount of meter that you start a game with. You start with a number of bars equal to the number of stars in the spirit rating.

Combo Scaling

  • Damage is reduced by a flat 4% for every hit in the combo counter.
  • For example, if there are currently 20 hits in the combo counter, damage will be reduced by 4*20=80%.
  • This means that multi-hitting moves will scale damage very quickly while single-hitting moves will barely scale at all.
  • The minimum amount of damage a hit can deal is 1, and damage numbers always round up.
  • Grabs, including hitgrabs, are unaffected by combo scaling because they reduce the opponent's life total directly.

Rage

When a character falls below 1/3 of their Max HP, they will enter a state called rage. This is indicating by their health bar flashing. While in rage, all of the character's supers will be powered up. The effects of rage vary from super to super. Effects include dealing more damage, having additional hits, extra properties such as being able to combo afterwards, or more duration (in the case of install supers).

Round Start

There is a short period at the start of each round where characters can walk around and jump, but not dash, attack, or take other actions. Players can take this opportunity to adjust their screen positioning, either walking towards their opponent to start the round at point-blank or retreating to fullscreen. Faster characters can also push their opponent to the corner if both players hold forward. For some characters, the amount of time they have to reposition at the beginning of the first round has a random element due to different entry animations having different durations.

Advanced/Situational Techniques

Corner Crossup Protection

DDND has some corner crossup protection in the right corner, and none in the left corner. This means that if you do a forwards jump over the opponent when they're in the left corner, the game will consider you to be to the left of them and you can cross them up with a jump normal. But if you do a forwards jump over the opponent when they're in the right corner, the game will usually consider you to still be on the left, so you can't cross them up. It's still possible to cross up in the right corner in some matchups, but it generally requires delaying your button significantly.

Combo Scaling Reset

If an airborne character is put into a grounded hitstun animation (which a few moves can do), then if that character is allowed to reach the end of that animation without getting hit again, they will be put into an actionable falling state. When this happens, the game considers the combo to have "ended," and the combo counter and scaling will be reset. However, because most characters do not have a frame 1 invincible air option, if you time an attack to hit the opponent right as they're entering the falling state, the opponent will likely be unable to prevent themselves from getting hit, effectively resulting in an inescapable combo reset. This technique notably does not result in gravity scaling being reset, so combo options are limited. However, this is still a useful technique to "scaling crush" and increase your maximum damage potential when cashing out all your resources on a game-winning combo.

Corner Restand Glitch

Normally, when a character lands after getting hit in the air, they become invincible upon reaching the ground. However, 2D Fighter Maker has an odd quirk when processing situations where a character hits the edge of the screen and the ground on the same frame. If a character hits the edge of the screen and the ground on the same exact frame, then the character will retain the hurtboxes of their air hit animation for exactly 1 frame after landing. If the character is hit on that exact frame, they will be considered to be grounded, and the hit will be processed as if they were on the ground. The combo counter and damage scaling will not be reset. This allows you to "restand" opponents by hitting them with a normal or any other move that causes a standing or crouching hit animation on grounded connect.

Curiously, despite the game processing the hit as if the opponent is grounded, a restanded opponent will occasionally enter their actionable falling state for a brief moment after the grounded hit animation completes. This normally only happens if an airborne opponent is put into a grounded hit animation.

It is currently unknown whether the restand glitch results in gravity scaling being reset.

This situation comes up very rarely, as it requires frame-perfect timing in a 100 fps game, and requires incredibly precise spacing as well. It also requires some amount of distance from the corner, so the corner can't be used to consistently set up restand situations. However, it can potentially open up some really damaging combos when it happens.


General
Controls
HUD
System
FAQ
Netplay
Links
Dong Dong
A Shuang
Ken
Yin Yin
Ming Boy
Liu Mang
Wu Liao Jun
Jie Mei Hua
Characters
GOUKI
Terminator
Mian Hua Tang
Jian Ci Lang
Magician
Jiang Bao
Jie Jie
Xiao Pan
Huo Chai Ren
Mario
Sun Wukong
Da Lan
Zhuge Liang
Fei Fei
Sheng Hua Nan
Korone