Adol's closest friend and a man renowned for his strength and aptitude
for wall crushing. He joined Goban's band of thieves after departing
from his home in Felghana, but after he met Adol at Darm Tower, the
two started travelling the world together in search of adventure.
Dogi is the closest thing to a grappler one can find in this game, and as such is extremely polarizing. His lack of pokes and slow mobility forces him to be careful and patient in neutral, especially since he doesn't have a single useful neutral tool. That's right: no projectile, no pokes (his attacks are the shortest in the game), no anti-airs, poor air-to-airs and poor mobility. However, once he gets in, Dogi can do what he does best: crushing walls. In this case, the walls are his opponent's stamina and health bars. His attacks does a lot of stamina damage, letting him easily stun his opponents. And once they're stunned, chances are they're gonna die because Dogi will perform his signature Quake Loops, which deals up to 50% damage with max reps. If Dogi procs Heavy, he will be able to turn this 50% damage combo into a 80% damage combo, if not more.
Dogi is recommended for players who are addicted to big numbers, as well as for grappler mains in other games. Similar to:
Playstyle
Dogi is a powerhouse who struggles a lot in neutral. However, he becomes extremely menacing once he manages to get in
Strengths
Weaknesses
Bulky: Dogi is one of the tankiest characters in the game.
Bar Crusher: Dogi's damage output is one of the highest in the game, being able to effortlessly break 3k damage without EX or status effects. His stamina damage is also very high.
Touch of Death: With status effects, Dogi becomes able to kill several characters in one touch.
Super Armor: A lot of Dogi's Skills are armored, which can help him for approaches or mashing through his opponents' offense.
Pitiful Reach: Dogi's attacks have overall the shortest range out of anyone in the cast.
No Neutral: The only thing Dogi can rely on in neutral is his poor movement and sometimes use his armored Skills in order to get in.
Awkward Skills: Most of Dogi's Skills aren't really of much use for most of the match.
Status Reliant: Dogi relies on status effects in order to be effective. As such, he will suffer a lot if he can't manage to apply it.
Low AP: Dogi's low AP makes his customization options quite limited.
All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)
Movelist
Normal attacks
Ground Normal Link ABC
A
A
B
B
C
C
Version
Damage
Impact
SP Cost
Cooldown
Properties
A
182
3
-
-
-
B
182
9+6
-
-
-
C
182
18+8
-
-
-
A:
Total: 18
B:
Total: 20
C:
Total: 25
The worst normal link in the entire game. While it does a lot of damage, it's also very slow for it range, or rather it's lack thereof. None of the hits comboes into each other (although Dogi's A does combo into j.A), and if that wasn't enough, it's also randomly punishable on hit since it randomly knocks opponents down. Solely useful during pressure.
A will only hit opponents in front of Dogi starting frame 5
Has a random chance of causing a knockdown on hit
Charge Attack [A]
Version
Damage
Impact
SP Cost
Cooldown
Properties
Ground [A]
205
8
-
-
Soft Armor
Air j.[A]
205
9
-
-
Soft Armor
Dash d.[A]
205
7
-
-
Soft Armor
Ground:
Total: 25
Air:
Total: 24
Dash:
Total: 18
Like all Charge Attacks, this move is important for Dogi since it's his best way of gaining SP. The fact that it's armored also makes it quite useful in neutral despite its small range. However, it gives very little reward on hit without cancelling it into a Skill, making it a pretty bad combo starter. Works very well at the end of them though.
Has a random chance of causing a knockdown on hit
Gives 28 SP on contact
Air Normal Link j.AB
j.A
j.A
j.B
j.B
Version
Damage
Impact
SP Cost
Cooldown
Properties
j.A
182
4
-
-
-
j.B
182
11+5
-
-
-
j.A:
Total: 24
j.B:
Total: 17
When it comes to aerial combat, these normals are lackluster at best. However, combining them with homing dash makes them high risk, high reward options from the midrange. On hit, Dogi can immediately go into Quake Loops. On block (or whiff), chances are Dogi's getting hit.
Falling Attack j.C
Damage
Impact
SP Cost
Cooldown
Properties
182
8
-
-
-
Total: 21
Due to variable frame data, the active frames will be represented by this bar
A diving attack.
Frame data assumes as low to the ground as possible
Rising Attack Attack while dodging
Damage
Impact
SP Cost
Cooldown
Properties
182
8
1 AP
-
Hard Armor 1-10
Total: 25
"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.
Skills
Combination S1
Initial hits
Initial hits
Final hit
Final hit
Damage
Impact
SP Cost
Cooldown
Properties
415
3
12 / 11 / 11 / 10 / 9
-
Soft Armor
Ground:
Total: 40
Air:
Total: 33
Cheap combo ender that doesn't lead into anything on hit. However, it works very well at the end of a blockstring, as it will do tons of guard damage.
Might Quake S2
The reason you play Dogi
The reason you play Dogi
Damage
Impact
SP Cost
Cooldown
Properties
350
16
10 / 9 / 9 / 8 / 8
-
Soft Armor, Stagger
Strike:
Total: 30
Stagger:
Total: 30
Dogi wouldn't be viable if this move didn't exist. While it's slow and locks Dogi in place, it's also armored and hits very far. What's more, it staggers opponents on hit, and thus lets Dogi continue his offense. This is particularly useful during combos, and opens a loop that does an obscene amount of damage (see below). Also, contrary to what the animation may suggest, Might Quake can hit airborne opponents, and as such can be used as a very potent anti-air.
Another good trait of Might Quake is its sheer damage on Petrified opponents. Indeed, Might Quake will hit twice, dealing up to roughly 7k damage at once. While this heavily scales Dogi's combos, this still gives him the potential to ToD the entire roster with proper routing, including Cruxie.
Air version is only active once Dogi touches the ground
Straight Right S3
Damage
Impact
SP Cost
Cooldown
Properties
850
14
25 / 23 / 22 / 20 / 19
-
Hard Armor 1-4, Soft Armor
Ground:
Total: 35
Air:
Total: 26
Dogi's cheapest reversal. He can also use this to bruteforce his way in.
Earth Knocker S4
Damage
Impact
SP Cost
Cooldown
Properties
1020
18
22 / 20 / 19 / 18 / 17
-
Hard Armor 1-4, Soft Armor Projectile, Stagger
Stagger:
Total: 32
Shockwaves:
Total: 32
Air:
Total: 35
Pretty bad projectile. Very risky to use in offense due to its lack of armor, and pushes opponents far away from Dogi on hit. However, if he manages to only hit with the initial shockwave (or the back projectile), the opponent will be staggered, allowing him to go into Quake Loops. Dogi can also exploit that huge knockback on the projectiles to combo into his EXTRA Skill's later frame (this can only be realistically done when Gravity Blade is equipped)
Back projectile disappears slightly sooner than front projectile
Frame data assumes point blank
Blaster Kick S5
Initial hits
Initial hits
Final hit
Final hit
Damage
Impact
SP Cost
Cooldown
Properties
1580
8+5
50 / 45 / 43 / 40 / 38
-
Hard Armor
Ground:
Total: 48
Air:
Total: 37
Dogi's combo ender of choice, whenever available. Can also be used as a quick reversal. Sends the opponent flying away on hit.
8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Flaming Rage S6
Damage
Impact
SP Cost
Cooldown
Properties
1650
8+5
45 / 41 / 39 / 36 / 34
-
Hard Armor
Ground:
Total: 42
Air:
Total: 43
8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Ultimate Strike EXTRA Skill
Slam
Slam
Punch
Punch
Damage
Impact
SP Cost
Cooldown
Properties
2200
8
100 EXTRA
-
Invincible
Total: 84
While its short duration makes it bad during EX trades, Dogi's EXTRA Skill is still a valuable asset of his toolkit, namely during combos. On top of sometimes being able to exploit Petrify glitch, Dogi can combo off of it if he connects with the later frames of the punch. A way to set this up is to land Might Quake > Earth Knocker on an opponent being affected by Heavy.
The opponent can still cast Skills or use their assist during the freeze
Builds
Note: These builds are mostly here in order to guide new players into how to exploit Dogi's potential to its fullest. Don't be afraid to experiment!
Recommended accessories
Gravity Blade - Allows Dogi to comfortably combo into (and out of) his EXTRA Skill for extreme damage
Recommended Skills
Might Quake - If a Dogi doesn't use this Skill, then that Dogi is trolling
Straight Right
Blaster Kick
Earth Knocker - Allows Dogi to set up a meaty EXTRA Skill during combos
Recommended Support
Anelace - Passive super armor makes Dogi's offense impossible to challenge while also making approaches easier
Ries - SP Regen allows Dogi to better abuse his armored Skills while also severely increasing his damage output
General Strategy
Neutral
Explain how Dogi approaches neutral, ideally at close, mid and long range
Offense
Explain how Dogi's offense works
Defense
Explain how Dogi can defend himself from incoming attacks. Don't forget to mention how he can recover once he's on the back foot
General Counterplay
List some general Dogi counterplay. This includes, but isn't limited to, knowledge checks or gimmicks
Combos
Combo Terminology Table
Symbol
Meaning
>
Cancel from the previous move to the following move.
,
Link from the previous move to the following move.
dl./delay
Delay before using the following move.
X(w)/whiff
Whiff the following move (do not hit).
jc
Jump Cancel.
wc
Walk Cancel.
d./dash
Dash air attacks. Done by pressing the dodge button while standing still.
Dogi's BnB, also known as Quake Loops. Will catch basically every single thing the opponent might do before S2 lands. Does up to 6k damage with 11 reps (maximum without using any builds)
With accessories
RA jc, j.C > j.S2, Quake Loops (1.7k damage minimum)
Airborne Medallion
Quake Loop starter from Rising Attack. Connecting j.C can be a bit difficult at first.
Quake Loops > j.S2, S4 > EX, Assist, S5, Quake Loops (a lot of damage)
Gravity Blade (Ries and Kevin are recommended for this combo)
EX setup when an opponent gets procced by Heavy. While not exactly a combo, escaping is very difficult for the opponent. The assist call won't cause any rehits, but it will still reset damage scaling.
With assists
Combo (damage)
Specify which assist is required for this combo to work
Combo description
With accessories and assists
Combo (damage)
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