MUGEN Database
Register
Advertisement
Vegeta4Kids
WARNING!
Both this article and the content documented in it contain language that may be considered offensive to some users. Continue reading and/or choose to download the content at your own discretion.

IT'S PEANUT BUTTER JELLY TIME! While this character is surprisingly balanced compared to Ironcommando's other characters, that doesn't take away from the fact that he has incredible comboability and a brutal (though configurable) A.I. that will definitely go bananas on the opponent if not taken care of quickly.

Dancing Banana (PEANUT BUTTER JELLY TIME)
IroncommandoDancingBananaPortrait
Character portrait

Creator

Ironcommando

Download

Ironcommando's Site

Resolution

Low

Gameplay[]

DancingBananaidle

Dancing Banana is a six-button character. He has an abundance of Specials and Hypers, along with EX versions of some of his Specials, giving him great versatility. However, because of the nature of Ironcommando's characters, he has some cheap elements, though Dancing Banana is significantly more balanced than his other characters. He also has two cheap palettes.

Dancing Banana's main strength lies in his incredible comboability. He can easily chain attacks together and perform huge combo strings. He can chain weaker moves into stronger moves and can also chain combos into Hypers. By just mashing buttons, a lot of damage can be dealt. However, the damage of his Normals is below average to compensate and he has a damage dampener, though his Hypers actually deal above average damage. He also has a lot of tactical moves. For example, his medium range and EX Banana Kick can counter projectiles. One of its throws takes away 500 Power from the opponent if he succeeds, provided the opponent has more than 500 Power; he won't take away any Power if the opponent's Power is below 500. His Triple bananarang can hit twice and deal huge damage. His Sugar Rush also deals a lot of damage if he succeeds.

His Hypers can deal a lot of damage and can be chained from combos, making them rather cheap. Most of them have a lot of range and are hard to avoid. They are also very easy to activate. Peanut Butter Jelly Time!!! is rather useless compared to its other Hypers because it has very short range, doesn't deal more damage than its other level 1 Hypers and makes Dancing Banana vulnerable to damage. It also ends when Dancing Banana gets hit during the Hyper. Mega Bananarang, Mega Banana Kick and Multi Bananarangs deal huge damage and are hard to avoid, making them the most useful of its Hypers. Fruit Blender is both unblockable and deals almost half of the opponent's Life worth of damage if its succeeds.

His A.I. is notable for being incredibily brutal, though it's configurable by editing the config file that comes with the character. On its default setting, 4, it is incredibily hard to beat by a human player and a non-cheap character because it performs very long combos and gives the opponent almost no chances to attack. It also often uses its Hypers. When his A.I. is set to 0 or 1, it becomes much easier, though it still occasionally performs combos of a few hits. When his A.I. setting is above 5, it becomes cheap and it gains additional cheap traits, like having no damage dampener, gaining Power more quickly and having Hyper Armor. If the A.I. is set above a certain number, a secret A.I. will be activated that spams Hypers and pretty much guarantees a loss.

Stats[]

Life
1000

Power
3000

Attack
100

Defence
100

Movelist[]

Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.

Icons encased in square brackets [ Down ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.

Specials[]

Single Bananarang
Command Input Properties
Down, Down-Right, Right X Move is attributed as a projectileMove knocks down opponent on hit*
IroncommandoDancingBananaS1
Triple Mini Aerial Bananas
Command Input Properties
Down, Down-Right, Right X Move can only be used while airborneMove is attributed as a projectileMove knocks down opponent on hit*
IroncommandoDBananaS1-1
Double Bananarang
Command Input Properties
Down, Down-Right, Right Y Move is attributed as a projectileMove knocks down opponent on hit*
IroncommandoDancingBananaS2
Single Aerial Banana
Command Input Properties
Down, Down-Right, Right Y Move can only be used while airborneMove is attributed as a projectileMove knocks down opponent on hit*
IroncommandoDBananaS2-1
Triple bananarang
Command Input Properties
Down, Down-Right, Right Z Move is attributed as a projectileMove knocks down opponent on hit*
Uses 500 Power
IroncommandoDancingBananaS3
Triple Bouncy Aerial Bananas
Command Input Properties
Down, Down-Right, Right Z Move can only be used while airborneMove is attributed as a projectileMove knocks down opponent on hit*
Uses 500 Power
IroncommandoDBananaS3-1
Flipper Punch
Command Input Properties
Right, Down, Down-Right X Move launches the opponent upwards to initiate an air combo
IroncommandoDancingBananaS4
Shoryuken
Command Input Properties
Right, Down, Down-Right Y Move knocks down opponent on hit
IroncommandoDancingBananaS5
Baseball Upper
Command Input Properties
Right, Down, Down-Right Z Move knocks down opponent on hit
Uses 500 Power
IroncommandoDancingBananaS6
Bum Rush
Command Input Properties
Down, Down-Left, Left X
IroncommandoDancingBananaS7
Sugar Rush
Command Input Properties
Down, Down-Left, Left Y Move knocks down opponent on hit
IroncommandoDancingBananaS8
Banana Kick (short range)
Command Input Properties
Down, Down-Right, Right A Move can nullify or absorb enemy projectiles
IroncommandoDancingBananaS9
Banana Kick (medium range)
Command Input Properties
Down, Down-Right, Right B Move is attributed as a projectile
IroncommandoDBananaS10
Banana Kick EX
Command Input Properties
Down, Down-Right, Right C Move is attributed as a projectileMove can nullify or absorb enemy projectilesMove knocks down opponent on hit
Uses 500 Power
IroncommandoDBananaS11
Aerial Drive
Command Input Properties
Down, Down-Left, Left A / B Move can be used while grounded or airborneMove knocks down opponent on hit
IroncommandoDBananaS12

Hypers[]

Mega Bananarang
Command Input Properties
Down, Down-Right, Right X+Y Move is attributed as a projectileMove knocks down opponent on hit
Uses 1000 Power
IroncommandoDancingBananaH1
Banana Bounder
Command Input Properties
Down, Down-Right, Right X+Y Move can only be used while airborneMove is attributed as a projectileMove knocks down opponent on hit
Uses 1000 Power
IroncommandoDancingBananaH2
Peanut Butter Jelly Time!!!
Command Input Properties
Down, Down-Left, Left X+Y Move knocks down opponent on hit
Uses 1000 Power
IroncommandoDancingBananaH3
Mega Banana Kick
Command Input Properties
Down, Down-Right, Right A+B Move is attributed as a projectileMove knocks down opponent on hit
Uses 1000 Power
IroncommandoDancingBananaH4
Super Drive Kick
Command Input Properties
Down, Down-Left, Left A+B Move can be used while grounded or airborneMove knocks down opponent on hit
Uses 1000 Power
IroncommandoDancingBananaH5 1 IroncommandoDancingBananaH5 2
Ground Aerial
Multi Bananarangs
Command Input Properties
Down, Down-Right, Right Y+Z Move is attributed as a projectile
Uses 2000 Power
IroncommandoDancingBananaH6
Banana Blitz
Command Input Properties
Down, Down-Right, Right Y+Z Move can only be used while airborneMove is attributed as a projectile
Uses 2000 Power
IroncommandoDancingBananaH7
Tropical Twister
Command Input Properties
Down, Down-Left, Left B+C Uses 2000 Power
IroncommandoDancingBananaH8
Fruit Blender
Command Input Properties
Right+Y+Z Move is attributed as a throw, works against grounded opponentsMove cannot be blocked
In front of opponent
Uses 3000 Power
IroncommandoDancingBananaH9
Shun Banana Satsu
Command Input Properties
X X Right A Z Move is attributed as a throw, works against grounded opponentsMove cannot be blockedMove is guaranteed to K.O
Rotten Banana only
Uses 3000 Power
IroncommandoDancingBananaH10

Others[]

Dodge slide
Command Input Properties
A+X Move grants full invincibility*
[ Left ] during input to go backwards
Not usable as Rotten Banana
IroncommandoDBananaO1 1
[ Left ]
IroncommandoDBananaO1 2
Banana warp
Command Input Properties
A+X Move grants full invincibility
[ Left ] during input to go backwards
Only usable as Rotten Banana
IroncommandoDBananaO2 1
[ Left ]
IroncommandoDBananaO2 2
Power Charge
Command Input Properties
[ B+Y ] Gradually increases Power while held
Power must be less than 3000
IroncommandoDBananaO3

Palette Gallery[]

DancingBananapal1
Button-a
DancingBananapal2
Button-b
DancingBananapal3
Button-c
banana banana2 banana3
DancingBananapal4
Button-x
DancingBananapal5
Button-y
DancingBananapal6
Button-z
banana4 banana5 banana6
DancingBananapal7
Button-s+Button-a
DancingBananapal8
Button-s+Button-b
DancingBananapal9
Button-s+Button-c
banana7 banana8 banana9
DancingBananapal10
Button-s+Button-x
DancingBananapal11
Button-s+Button-y
DancingBananapal12
Button-s+Button-z
banana10 (Inverted colours) bananarotten (Rotten Banana) bananaghost (Ghost Banana)

Rotten Banana[]

RottenBananaidle

In this palette mode, Dancing Banana gains traits similar to Akuma, like being able to use the Asura Warp and its own version of the Shun Goku Satsu. It also has no damage dampener, has a very fast Power Charge and can spam Bananarangs.

Ghost Banana[]

GhostBananaidle

Ghost Banana is immune to most throws and projectiles, but can still be hit by physical attacks. Like Rotten Banana, it gains Power quickly and can spam Bananarangs, though it still has a damage dampener.

Victory quotes[]

This character does not have any victory quotes, meaning it uses the screenpack's default.

Videos[]

Trivia[]

  • When Dancing Banana is K.O.'d starting from the second round, Donkey Kong appears and eats him (this is actually a reference to a scene in Mortal Kombat Mishaps); this does not occur when either the Rotten Banana or Ghost Banana palettes are selected.[1]

Edits[]

This character has not been edited.

References[]

Advertisement