|
Health |
9,000
|
Meter Multiplier |
1.0x
|
Walkspeed |
16th
|
Homing Dash Speed |
18th
|
Homing Dash Duration |
110
|
Height |
20.00
|
Weight |
4
|
Jump Height |
-
|
Jump Duration |
-
|
Side Step Dash Invul |
N/A
|
Front Step Dash Total |
-
|
Side Step Dash Total |
-
|
Back Step Dash Total |
-
|
Has Forced A Ender |
Yes
|
Has Forced B Ender |
Yes
|
Has Forced C Ender |
No
|
Introduction
ULTIMATE DOUBLE NAKED DTR
The ultimate form of the Anti-Honnouji Academy Mechanized Weapon: Dotonbori Robo DTR (Dotonbori Robo), developed by Takarada Conglomerate under Nudist Beach's technical assistance. The final form is achieved by combining both Aikuro Mikisugi's and Tsumugu Kinagase's DTRs.
Overview
I really hope you nor your opponent planned on having much fun, unless you're a sadist like myself. DTR's gameplan will almost always revolve around 2 aspects; zoning with his gun/projectiles and locking the opponent into blocking for all of eternity, or being up close and personal abusing the armor on his various attacks to face tank whatever is thrown at you and counter hit. these are the two and only two things DTR can do but he does them so well he's considered by many to be the one of the most terrifying characters to face.
Playstyle
DTR is an armored chip damage monster who rules the skies.
|
Strengths |
Weaknesses
|
- Ignorance: DTR has armor on nearly every move that he has, allowing him to be ignorant of many character's tools and make minor mistakes in combat.
- Ungiving: DTR's Long Range Attacks don't grant the opponent any meter, neither on block nor hit, allowing him to combo opponents without the threat of a burst for much longer than most characters and makes mistakes against him very costly. This also allows him to pressure the opponent's block without giving them any meter.
- Unreachable: DTR has the highest jump height in the game, giving him unparalleled air control and can jail out opponents via constant zoning from heights that certain characters cannot reliably reach or contest.
- Chip Damage: DTR is the only character that can deal damage even when the opponent blocks, he also steals meter on block which allows him to just flat out not even bother interacting with the opponent and instead just chip away at their health and meter from afar.
|
- Low Health: With only 9,000 health, DTR has the second lowest health in the game, while his armor can save him from some minor mistakes, one mistake can cost him the game.
- Lumbering Giant: DTR has a massive hurtbox, an extremely slow homing dash, and slow walkspeed, letting him potentially get clipped if he gets too careless.
- Bad Sidestep: DTR's Side Step Dash lacks any side step invulnerability and instead has 600 Threshold Armor, while this can be useful against specific Break Attacks like Gamagoori's 5C, this just makes certain Break Attacks against DTR completely unavoidable or extremely hard to deal with.
- One Trick Pony: A significant chunk of DTR's kit is extremely situational, leaving him to use the same few tools over and over in most situations, this makes and breaks his matchup spread as any character that can deal with his tools will most likely just kill him with little to no contest.
|
Valor Level 1
Valor Level 2
- Close Ranged Attack special enhanced
Walkspeed Ranking: 16th
Homing Dash Speed Ranking: 17th
Notables
- DTR can perform Dash attacks from a vertical or horizontal Step Dash.
Close Ranged Attacks
5A
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
5A
|
240, 280
|
0, 0
|
-
|
30
|
Sliding Knockdown
|
-
|
+300 Damage
|
- DTR advances forward with two punches.
|
5AA
|
240, 280
|
0, 50
|
-
|
-
|
Sliding Knockdown
|
-
|
+300 Damage
|
- Followup two punches.
- DTR can cancel out before the second punch with any attack
|
5AAA (Ender)
|
1710
|
0
|
-
|
-
|
Sliding Knockdown
|
-
|
+300 Damage
|
Valor Level 1
|
2110
|
0
|
-
|
-
|
Sliding Knockdown
|
-
|
+300 Damage
|
- DTR is invincible during the first part of the attack.
- Attack can be performed on whiff.
- In Valor Level 1, DTR instead pulls out a blade and swings around him, stabbing the opponent afterwards.
|
|
5AAB
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Normal
|
1380
|
-
|
2
|
-
|
Knockdown
|
-
|
+300 Damage
|
Valor Level 1
|
2380
|
-
|
2
|
-
|
Knockdown
|
-
|
+300 Damage
|
- DTR pulls out a machine gun and fires 3 anti-life fiber needles simultaneously in a spread formation that can wallsplat.
- In Valor Level 1, the amount of anti-life fiber needles increases to 5.
|
|
4/6A (Ender)
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Normal
|
800
|
0
|
5
|
-
|
Knockdown
|
-
|
+600 Damage
|
Valor Level 1
|
1310
|
0
|
5
|
-
|
Knockdown
|
-
|
+600 Damage
|
- Multihit rapid spin followup.
- In Valor Level 1, the attack gains a massive vacuum effect
|
|
2/8A (Ender)
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
10, 440
|
-
|
-1, 5
|
-
|
Knockdown
|
Guard Crush
|
+300 Damage
|
- DTR throws an exploding grenade at an angle down at the opponent that can Guard Crush.
- Tracks the opponent before throwing regardless of distance.
- Distance traveled is based on the opponent's position.
|
|
4/6A
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
380
|
25
|
-
|
33
|
Knockdown
|
-
|
+600 Damage
|
- DTR charges ahead with a flex.
|
|
2/8A
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
500, 80, 220
|
0, 0, 50
|
4, 2, 5
|
17
|
Sliding Knockdown
|
-
|
+600 Damage
|
- DTR hops upwards, then dives headfirst to the ground.
- Uppercut Invulnerability on startup.
- Can cancel into j.B or j.C once in the air.
|
|
d.A
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
d.A
|
1080
|
0
|
4
|
11
|
Sliding Knockdown
|
-
|
+300 Damage
|
DTR charges ahead and performs a multihit leg kick.
|
d2.A
|
100, 1080
|
0
|
4
|
11
|
Sliding Knockdown
|
-
|
+300 Damage
|
If performed from a Back Step Dash, DTR will rush forward a large distance and bash the opponent with 100 damage before doing d.A.
|
|
j.A
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
440
|
50
|
-
|
33
|
Knockdown
|
-
|
+300 Damage
|
- DTR advances forward in the air then stomps downwards.
- Guard Point on start up.
|
|
sp.A
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Normal
|
1800
|
0
|
-
|
11
|
Knockdown
|
-
|
+1450 Damage
|
Valor Level 1
|
2900
|
0
|
-
|
11
|
Knockdown
|
-
|
+2150 Damage
|
- DTR pulls out the S.S. Naked Sun and jets into the air at an angle.
- Guard Point on startup.
- At Valor Level 2, it receives additional hits and extra counter hit damage.
- On hit, the opponent loses four bars of meter and receives meter cooldown for 15 seconds.
|
|
Long Ranged Attacks
5B
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
5B
|
100, 30 each
|
25, 0
|
-
|
31
|
Knockdown
|
-
|
+300 Damage
|
- DTR pulls out a machine gun and fires 16 anti-life fiber needles straight ahead.
- The machine gun itself deals 100 damage if it hits the opponent.
- Can move while active.
- Threshold Armor on startup.
- Threshold is 600 damage before it wears off.
- At Valor Level 1, 25 needles are fired.
- Hitting the opponent with enough anti-life fiber needles causes them to lose meter, even on block.
|
5BB
|
500
|
0
|
-
|
-
|
Sliding Knockdown
|
-
|
+300 Damage
|
Valor Level 1
|
600
|
0
|
-
|
-
|
Knockdown
|
-
|
+300 Damage
|
- A followup heavy projectile from the machine gun that has good pushback on block.
- At Valor Level 1, the opponent is launched into the air on hit.
|
|
5[B]
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
100, 310 each
|
25, 0
|
-
|
80
|
Sliding Knockdown
|
Guard Crush
|
+600 Damage
|
Once charged, DTR calls down 3 missiles that home in on the opponent.
- The machine gun itself deals 100 damage if it hits the opponent.
- Can move while active.
- Dash cancelable while charging.
- Threshold Armor on startup.
- Threshold is 600 damage before it wears off.
- At Valor Level 1, 6 missiles are fired.
|
|
d.B
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
100, 50 each
|
25, 0
|
-
|
16
|
Launch
|
-
|
+300 Damage
|
- DTR pulls out a machine gun and fires 8 anti-life fiber needles straight ahead.
- The machine gun itself deals 100 damage if it hits the opponent.
- At Valor Level 1, 20 needles are fired.
|
|
j.B
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
j.B
|
100, 40 each
|
25, 0
|
-
|
36
|
Sliding Knockdown
|
-
|
+300 Damage
|
- DTR pulls out a machine gun and fires 24 anti-life fiber needles at a downwards angle.
- The machine gun itself deals 100 damage if it hits the opponent.
- Threshold Armor on startup.
- Threshold is 600 damage before it wears off.
- Can be canceled into j.A or j.C at any point.
- At Valor Level 1, 42 needles are fired.
|
j.BB
|
300 each
|
0
|
-
|
-
|
Sliding Knockdown
|
Guard Crush
|
+300 Damage
|
- DTR calls down 2 missiles that home in on the opponent.
- At Valor Level 1, 4 missiles are fired.
|
|
j.[B]
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
100, 510 each
|
25, 0
|
-
|
140
|
Knockdown
|
Guard Crush
|
+600 Damage
|
- Once charged, DTR calls down 3 missiles that land around the field.
- The missiles disappear if DTR is hit.
- The machine gun itself deals 100 damage if it hits the opponent.
- Can move while active.
- Dash cancelable while charging.
- Threshold Armor on startup.
- Threshold is 600 damage before it wears off.
- At Valor Level 1, 6 missiles are fired.
|
|
sp.B
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Normal
|
1540
|
100
|
-
|
11
|
Knockdown
|
-
|
+300 Damage
|
- Unlike other attacks using his gun, the bullets of Sp.B give meter but may still trigger a bullet proc.
- A missile is then fired as a finisher that can wallsplat.
- Can move while active.
|
Valor Level 1
|
3940
|
100
|
-
|
11
|
Knockdown
|
Guard Crush
|
+300 Damage
|
- DTR pulls out a machine gun and fires 42 anti-life fiber needles straight ahead.
- Can move while active.
- At Valor Level 1, DTR calls down a volley of missiles as he's firing which can Guard Crush.
|
|
Break Attacks
5C
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
Guard Break
|
Counter Hit
|
10, 300
|
25 each
|
-1 / 8
|
31
|
Knockdown
|
+300 Damage
|
+300 Damage
|
- DTR throws out two grenades onto the field.
- The grenade throw can be blocked, doesn't guard break.
- Can have up to 10 grenades out at a time.
- The oldest pair of grenades will disappear when the limit has been reached.
- Pressing 5C again will detonate the oldest pair of grenades, guard breaking the opponent and can wallsplat.
- Mashing 5C when multiple pairs of grenades are out will detonate all grenades in sequence from oldest pair to newest pair until mashing has stopped.
- Can change the trajectory of the throw in any direction.
|
|
d.C
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
Guard Break
|
Counter Hit
|
10, 300
|
25 each
|
-1 / 8
|
31
|
Knockdown
|
+300 Damage
|
+300 Damage
|
- DTR throws out three grenades onto the field.
- The grenade throw can be blocked, doesn't guard break.
- Can have up to 10 grenades out at a time.
- The oldest pair of grenades will disappear when the limit has been reached.
- Pressing 5C afterwards will detonate all grenades simultaneously, guard breaking the opponent and can wallsplat.
- Can change the trajectory of the throw in any direction.
|
|
j.C
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
Guard Break
|
Counter Hit
|
10, 300
|
25 each
|
-1 / 8
|
28
|
Knockdown
|
+300 Damage
|
+300 Damage
|
- DTR throws out two grenades onto the field.
- The grenade throw can be blocked, doesn't guard break.
- Can have up to 10 grenades out at a time.
- The oldest pair of grenades will disappear when the limit has been reached.
- Pressing 5C afterwards will detonate the oldest pair of grenades, guard breaking the opponent and can wallsplat.
- Mashing 5C when multiple pairs of grenades are out will detonate all grenades in sequence from oldest pair to newest pair until mashing has stopped.
- Can change the trajectory of the throw in any direction.
|
|
G+C
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
Guard Break
|
Counter Hit
|
600 each
|
25 each
|
8
|
-
|
Knockdown
|
+600 Damage
|
+600 Damage
|
- Guarding and then pressing C causes all grenades on the field to flash red for 3.5 seconds before exploding.
- The grenades explode prematurely if the opponent gets close to them.
- Can be performed on the ground or in the air.
|
|
d.G+C
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
Guard Break
|
Counter Hit
|
600 each
|
25 each
|
8
|
-
|
Knockdown
|
+600 Damage
|
+600 Damage
|
Dashing version of G+C, DTR will flip around and gain armor before initiating his ignition.
- The grenades explode prematurely if the opponent gets close to them.
|
|
sp.C
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
Guard Break
|
Counter Hit
|
10, 500 each
|
0, 0, 25 each
|
-
|
11
|
Knockdown
|
+300 Damage
|
+600 Damage
|
- DTR throws out three grenades that immediately explode on contact with the ground.
- The grenade throw can be blocked, doesn't guard break.
- Depending on the direction you input, the three grenades are thrown in a certain pattern.
- Horizontal input = Horizontal line
- Vertical input = Vertical line
- No input = Three grenades grouped together in the center
|
|
General Moves
Pursuit Dash
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Normal
|
100
|
50
|
-
|
20
|
Knockdown
|
-
|
+300 Damage
|
Valor Level 1
|
400
|
50
|
-
|
20
|
Knockdown
|
-
|
+300 Damage
|
- Doing a forward step dash causes DTR to rush at the opponent at full speed.
- Threshold Armor on startup.
- Threshold is 600 damage before it wears off.
|
|
Step Dash
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Normal
|
N/A
|
N/A
|
N/A
|
1
|
N/A
|
N/A
|
N/A
|
DTR performs a Step Dash.
- DTR's Side Step Dash has no Sidestep Invulnerability, and instead has Threshold Armor.
- Threshold is 600 damage before it wears off.
|
Valor Level 1
|
N/A
|
N/A
|
N/A
|
1
|
N/A
|
N/A
|
N/A
|
In Valor Level 1, DTR's Side Step Dash gains Guard Point after the Threshold Armor wears off, it also applies to his Aerial Side Step Dash.
- Threshold is 600 damage before it wears off.
|
|
Homing Dash
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
50
|
25
|
-
|
19
|
Sliding Knockdown
|
-
|
+300 Damage
|
- DTR homes in on the opponent and quickly attacks.
- On hit, can perform d.A, d.B, or d.C afterwards.
- Homing Dash can be canceled into Dash attacks after the initial startup.
- Allows you to armor through low priority projectiles after the initial startup.
- Dash cancelable after the initial startup.
|
|
Aerial Homing Dash
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
50
|
25
|
-
|
17
|
Knockdown
|
-
|
+300 Damage
|
- DTR homes in on the opponent and quickly attacks.
- On hit, can perform j.A, j.B, or j.C afterwards.
- Allows you to armor through low priority projectiles after the initial startup.
- Air dash cancelable after the initial startup.
|
|
Valor Burst
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
1500
|
-
|
-
|
15
|
Bloody Valor / Sliding Knockdown
|
Guard Crush
|
+300 Damage
|
- A Burst that has been performed while your character is in a free state.
- Once activated, you become invincible and release a multi-hit shockwave.
- On hit, Bloody Valor will commence.
- At Valor Level 3, Valor Burst won't trigger Bloody Valor and will only cause a Sliding Knockdown.
|
|
Counter Burst
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
10
|
-
|
-
|
15
|
Sliding Knockdown
|
-
|
+590 Damage
|
- A Burst that has been performed under the effects of hitstun or blockstun.
- Once activated, you become invincible and knockback the opponent.
- Counter Burst can be performed in the air.
- You will not be able to perform any action until you land on the ground.
- Meter Cooldown for 7 seconds.
|
|
FIBER LOST SECRET ARTS
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
SEN-I-SOSHITSU
|
-
|
-
|
-
|
SEN-I-SOSHITSU
|
-
|
SEN-I-SOSHITSU
|
- Uses the same animation as 4/6A.
|
|
Colors
Notable Players
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
External Links