Evil has a really nice ass ~ The Doronjo Thread ~

Here’s a set up into her junk super, but unfortunately it’s uses are limited, even worse outside the corner…

8~A+B+C~C > 2C > 5C > 421A/C > A+P (BRQ) > 2B > 236A+B > pause > 66A+P (Tekkaman) > B > junk ball hits > continue.

The damage from the super is minimal, from what I can tell the first hit does barely more than her 623A/B/C. Also while mid screen, the suer sends you indeffinately to the corner, meaning no matter how much you try to dash after them, you’ll never catch them mid screen. What makes it worse is that, from what I can tell, the second hit of the super is the most damaging and the hit box is so low to the ground, comboing it is rather difficult.

One interesting set-up I did find is this, although again, like with Doronjo, it’s uses are limited…

8~A+B+C~C > 2C > 5C > 421A/C > A+P (BRQ) > 2B > 236A+B > pause > 4P

Characters with fast enough attacks can combo after the tag in, but it seems that the hit box for the super has less priority once the character has switched, if no hit box at all…

I had high hopes for this super, but other than spamming, I can’t see any use for it at all. Even the tall skinny guy gets flattened, meaning he can’t be called untill way after the super has commenced…

What is the best option when you land a 421 grab from across the screen? I’ve been trying to dash up and launcher but it doesn’t always work, and even if it does, it’s very little damage.

This is where having a choice assist comes in. After a grab trap, you can 236+AB xx DHC into whatever. Aside from that, her best option is to dash in land either a modified ground chain or just launch into some juice.

From what I can tell, the super does no damage after a switch unless you reset the combo. Things like this seemed to have no effect after the switch…

8~A+B+C~C > 2C > 5C > 421A/C > A+P (BRQ) > 2B > 236A+B > 623A+B (Tekkaman)

Could be useful to get her out of there though…

Is the grabbed opponent still considered grounded? It looks like they are a little in the air.

Nope. They definitely leave the ground when grabbed. Has anyone scored two hits off the 236+AB super when they’re grabbed? It’s happened like twice to me and I really can’t tell what’s going on with that giant robot thing in the way.

I’ve got two vids of myself (Dor/Pol) vs Necrosis (Kar/Ryu) from the Jan 24 Chicago Screenz tournament.

[media=youtube]sm-qLnQJfgY[/media]
[media=youtube]mcVMCXEk448[/media]

They aren’t, but you can still get a modified ground chain depending on their location on the screen. With Dor/Pol as your team and your opponent being close to a corner, you can get this after the grab (I’m assuming that they are in the 2nd player corner. You’ll have to do 623+A if they are in the 1st player corner):

dash in - 5A - 5B - 5C~P xx 623+C - 5A - 5A - 5B xx 314+B - 5B - 3C /\ AERIEL RAVE! of choice

A couple things I don’t think have been mentioned.

You can combo into her level 3 super with an assist with something like,
5A, 5B, 2B, 5C ~ P, lvl3

I only tried it with morrigan assist, but I’m sure there’s plenty that work.
I think it’s much better use of her bar than spamming the big junk ball. Although her counter super is really good too, because even if you miss, you can DHC into safety.

Both the air and ground purple gorilla rock assists hit overhead, so there might be some unblockable setups with rock assist + low hit. I’m not sure if 2A is low, but 2B definitely is. Might have to baroque cancel to get the timing right, but even if it’s not truly unblockable it’s a good mixup.

I see i wasnt the only one to pick up the doronjo/polymar duo lol. her level 3 is sooo much easier to pull off with him

I think maybe this has been in a video already, but: [j.b, airdash, j.b, j.b] is a midscreen infinite that will carry taller characters (that are standing) to the corner.

Works on: Daimao, Ippatsu, Karas, Tekka, Ryu, Alex, and Soki

It might seem hard at first, but I think it’s worth learning simply because it works on Ryu and Karas, and those are two of the more popular characters. Once you get someone to the corner, unless it’s Tekka, Alex, Daimao, or Soki you’re probably better off ending it and finishing with an air combo or something because it’s much harder there. A bit situational because they have to be standing, but if you’re using an assist that keeps them grounded it’s not that hard to confirm and go in to during combos.

Interesting! I’m going to go practice it right now. Will report back with any new shit that I find.

I knew I forgot someone. It works on Polymar, too. Also it’s not as hard as I thought when you get to the corner. Once you’re in the corner, instead of jumping forward at your opponent jump straight up.

I couldn’t pull it off midscreen on Ryu, but it’s probably just my timing. Could you post a vid of it being done? This will be a great addition to my game once I get it down. I previously only knew of the J.B xx up-cancel xx J.B - J.B infinite.

http://d.hatena.ne.jp/video/niconico/sm6195909 - here’s a slight alternate inf with j.a. It looks like you can do it anywhere on screen now! enjoy!

Double post, bump, w/e it’s still contributing!

Tonzura grab trap: [media=youtube]UO4t1mpbAmQ[/media]

I’ve got a variation of the Tonzura grab combo. It’s 5A > 2A > 5B > 2B > 5C > 2C > Tonzura grab A or C > baroque > 5A

whether the last 5A hits or is blocked, the opponent is sent falling back into Tonzura’s grab. Because they’re coming down, they can’t jump to escape it.

I find Doronjo also works nicely with Viewtiful joe, since his bombs can allow her to self-inflict chip red life for baroque. And Six Cannon is a nice DHC to work with Tonzura grab too, even if the giant ball isn’t going to combo.

Oh, and the nice thing about this setup is that you can start your DHC as soon as you use the last 5A. It gives you plenty of time to set up for just about any slow super in the game. The only one I haven’t managed to get to work so far is Morrigan’s Valkyrie turn. >_>;

Edit: Something else that’s very nice about Doronjo: if you get the opponent with tonzura grab, then immediately tag out, you will get a safe tag in, and sometimes even allow the tagging character to combo from it. If the character has a move that hits OTG it’s even better.

Doronjo UAS thread please ;~;!

She can combo from her 2C into Super Comfy -> spinning kick easily

No Doro love around here eh?

Soon they’ll see…

I am switching up my team to Frank West/Doronjo so we will see how it goes.