Howdy all, I'm here to post a little basic primer on playing that saucy villaness known as Doronjo. She's the one with the two henchmen in her portrait (she wears a mask with pointy eaars thats red white and black with a D smack in the middle of it).
How does she play:
To put it simply, Doronjo may be the closest thing to the MvC2 'too much shit on screen' on syndrome, as her all her specials consist of calling out her henchmen to do her bidding. I'm sure with time there will be some crazy set ups utilizing her henchmen, but for now we're going to take it nice and slow. If you have anything to add, or if there are corrections that need to be made, let me know!
5A - Doronjo extends her hand upwards, somewhat of a playful slap.
5B - Dornojoa smacks your head with the bottom of her PEACE PIPE.
5C - Moving foward a little, she goes straight for a kick in the balls / chest.
2A - A quick karate chop to the shins.
2B - Laying on the floor somewhat, she extends her foot out a bit, good length.
2C - Tilting her head back, she does a full vertical split. Yummy (This does not knock down).
3C - Her launcher. It hits twice, you cancel from the first hit.
All of these can combo into each other, but you can combo anything after 2C.
j.A - Picking her feet up, she comes downward with both knees. Can be used to cross up, but a bit trick.
j.B - A full fledged jump kick, think Dictator's j.FK in CvS2. Can also be used to cross up, but much easier to do so then with j.A.
- Pulling her legs up a bit, Doronjo executes my favorite ANYTHING in the game, she comes down ass first. This move is sexy good
. Her wonderfully round bottom has a hitbox that will lead to great ambiguous cross ups. First off, simply doing j.C moves you foward a bit, so it provides excellent momentum to use for making your opponent guess which side you'll land on. Secondly, you can dash into the corner (when your opponent already occupies it) with this even as player 1. If you AD, jump, then AD again and j.C you'll land infront of them instead (where as if you just iAD and j.C you will land in the corner). I looooove this normal~
Her specials can be interrupted, so be wary!
236A/B/C - Her green suited henchman comes out right in front of her from a portal on the floor, salutes quickly, and does a little jig going forward while pummeling his fists. Kinda like Jojo's stand in JBA. The hitbox on this is deceptive, it can actually be used as an anti-air somewhat, try it out. Good to use in the corner in conjunction with her j.C.
214A/B/C - Her purple suited henchman pops up from the floor in front of her and quickly tosses a boulder. Pretty damn quick, and can be used well for spacing / zoning from far away along with your partner assist. Not entirely sure if you have to block for 214A/B yet.
623A/B/C - The green suit comes out again, this time with a controller in his hand. Pushing a button on it, a tree pops up from another portal, and a robotic pig scitters up it and quickly explodes. Good sized hitbox on the explosion. Don't think you can combo after the explosion. Take note
, this special correlates to the buttons you press, not the strength of the attack. So if you're P1, but on the right side of the screen (facing left) and do 623A, the tree will pop up all the way on the far left end of the screen. Remember that!
22 - Doronjo lays onthe ground ALL SEXY LIKE, her head resting on her palm. From here she can do one of many things.
-- 5C - This is her 3C, it will launch your opponent.
-- 2C - Eddy Gordo-esque multi hitting move. This knocks the opponent far away from you (and down as well). You can combo her regular 2C into this if done quickly enough (which is about the only combo option 2C gets really).
-- Any special (outside of her air special of course). Having henchmen is a good thing.
-- Taunt. KISSOU
I'm sure this move will have its purposes later on down the road (lord knows what she may able to just lie down under) but for now it's best to stay away from it.
421A/B/C - Purple henchman pops up from the floor and grabs your opponent. Think of summoning Jill's LK zombies but in certain spots on the screen. If you don't combo from the hold they will simply fall to the floor where they are. This move has the same button spacial properties of 623X.
J.214A/B/C - Calling her purple suited henchman again, he plummets from the sky, with a large rock in tow (think mini gamma crush, haha). You can combo from this move. Please note that this move also has the same spacial properties as 623X.
236AB - Calling out the green henchman, he comes out pushes a button, then disappears. After a slight delay a GIANT (I'm talking nearly the entire width of the screen) robotic spherical head (that looks like the purple henchman) falls down, rolls over you, then off screen. This thing is huge, and it rolls INFRONT of both of you, so try going bonkers for mixups when that happens. The drawback is that with the delay it takes to fall down, your opponent can simply hit the green henchman and cancel the super out all together. You CAN cancel into this from other specials, but it must be done very quickly. Also this hits your opponent on the way in and out (ie as soon it makes contact with them, and then bites them in the ass before exiting the screen).
214AB - A universal counter (I hope?), this thing stays out foreverrrrrrrr and does pretty damn good damage to boot. It doesn't counter projectiles, and I'm not sure if it counters supers yet either, but it's just the tool you can abuse to make people who incessantly IAD j.C over and over think twice. Great for when your opponent's next character is coming in after their other character is dead.
623AB - Her level 3 super. Doronjo kneels down and prays to that damn robotic pig, who comes out and explodes. If it hits, you're treated to a small cut scene of Dornojo and her boys peddaling on that trademark 3 man bike of theirs while trying to avoid the exploisions around them. The super ends with a skull shaped mushroom cloud sending them flying.
The MINUS BUTTON - Taunt - Doronjo blows a little kiss that comes out in the shape of a fluffy pink heart. If it hits, the heart causes a tiny bit of stagger, so if you can get it to hit, combo asap! You can taunt while standing (crouching and taunting will yield you the standing taunt), jumping, and from her 22X special. Saucy.
Doronjo is not a combo based character, she has just what she needs to do some damage, but most of her time is going to spent around smart use of her specials and supers.
5ABC, 3C (I would say cancel after the first hit), sj, j.a, j.b, j.a, j.b, j.c.
I personally use j.a, j.b, j.b, j.c as an air combo at the moment.
5A, 2A, 5B, 2B, 5C, 3C (1 hit), j.a, j.b, j.a, j.b, j.C.
Jump in BnB-
iad j.A, j.B, land, extended BnB.
STRATS FOR NOW
I'm telling you that j.C is really good. You will be making 'ass puns' all day the more you use it. Make sure to accustom yourself to the momentum it gives you so you can cross up properly with it. If you IAD straight foward and j.C you'll overshoot them a bit, so make sure to incorporate that little push j.C gives you.
At the moment 22 ducks under every projectile in the game, but I'll need to test more to see what exactly doesn't go over her (full charged mega buster is an example, it will hit her).
That's all I've got at the moment, I'll be playing her much more indepth this weekend with other people, so I'll see if I can vids or just continue to take notes on what I may find.