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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 it 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. It has an abundance of Specials and Hypers, along with EX versions of some of its Specials, giving it great versatility. However, because of the nature of Ironcommando's characters, it has some cheap elements, though Dancing Banana is significantly more balanced than his other characters. It also has two cheap palettes.

Dancing Banana's main strength lies in its incredibile comboability. It can easiliy chain attacks together and perform huge combo strings. It 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 its Normals is below average to compensate and it has a damage dampener, though its Hypers actually deal above average damage. It also has a lot of tactical moves. For example, its medium range and EX Banana Kick can counter projectiles. One of its throws takes away 500 Power from the opponent if it succeeds, provived the opponent has more than 500 Power; it won't take away any Power if the opponent's Power is below 500. Its Triple bananarang can hit twice and deal huge damage. Its Sugar Rush also deals a lot of damage if its succeeds.

Its 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 the 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.

Its 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 its A.I. is set to 0 or 1, but becomes much easier, though it still occasionally performs combos of a few hits. When its A.I. setting is above 5, its A.I. 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 [ Button-D ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.

Specials

Name Command Input Properties
Single Bananarang QCF (X)Button-x ProjSoftknockdown*
IroncommandoDancingBananaS1
Name Command Input Properties
Triple Mini Aerial Bananas QCF (X)Button-x AironlyProjSoftknockdown*
IroncommandoDBananaS1-1
Name Command Input Properties
Double Bananarang QCF (Y)Button-y ProjSoftknockdown*
IroncommandoDancingBananaS2
Name Command Input Properties
Single Aerial Banana QCF (Y)Button-y AironlyProjSoftknockdown*
IroncommandoDBananaS2-1
Name Command Input Properties
Triple bananarang QCF (Z)Button-z ProjSoftknockdown*
Uses 500 Power
IroncommandoDancingBananaS3
Name Command Input Properties
Triple Bouncy Aerial Bananas QCF (Z)Button-z AironlyProjSoftknockdown*
Uses 500 Power
IroncommandoDBananaS3-1
Name Command Input Properties
Flipper Punch DP (X)Button-x Launcher template
IroncommandoDancingBananaS4
Name Command Input Properties
Shoryuken DP (Y)Button-y Softknockdown
IroncommandoDancingBananaS5
Name Command Input Properties
Baseball Upper DP (Z)Button-z Softknockdown
Uses 500 Power
IroncommandoDancingBananaS6
Name Command Input Properties
Bum Rush QCB (X)Button-x
IroncommandoDancingBananaS7
Name Command Input Properties
Sugar Rush QCB (Y)Button-y Softknockdown
IroncommandoDancingBananaS8
Name Command Input Properties
Banana Kick (short range) QCF (A)Button-a Projnull
IroncommandoDancingBananaS9
Name Command Input Properties
Banana Kick (medium range) QCF (B)Button-b Proj
IroncommandoDBananaS10
Name Command Input Properties
Banana Kick EX QCF (C)Button-c ProjProjnullSoftknockdown
Uses 500 Power
IroncommandoDBananaS11
Name Command Input Properties
Aerial Drive QCB (A)Button-a / (B)Button-b AirokHardknockdown
IroncommandoDBananaS12

Hypers

Name Command Input Properties
Mega Bananarang QCF (X)Button-x+(Y)Button-y ProjSoftknockdown
Uses 1000 Power
IroncommandoDancingBananaH1
Name Command Input Properties
Banana Bounder QCF (X)Button-x+(Y)Button-y AironlyProjHardknockdown
Uses 1000 Power
IroncommandoDancingBananaH2
Name Command Input Properties
Peanut Butter Jelly Time!!! QCB (X)Button-x+(Y)Button-y Softknockdown
Uses 1000 Power
IroncommandoDancingBananaH3
Name Command Input Properties
Mega Banana Kick QCF (A)Button-a+(B)Button-b ProjHardknockdown
Uses 1000 Power
IroncommandoDancingBananaH4
Name Command Input Properties
Super Drive Kick QCB (A)Button-a+(B)Button-b AirokSoftknockdown
Uses 1000 Power
IroncommandoDancingBananaH5 1 IroncommandoDancingBananaH5 2
Ground Aerial
Name Command Input Properties
Multi Bananarangs QCF (Y)Button-y+(Z)Button-z Proj
Uses 2000 Power
IroncommandoDancingBananaH6
Name Command Input Properties
Banana Blitz QCF (Y)Button-y+(Z)Button-z AironlyProj
Uses 2000 Power
IroncommandoDancingBananaH7
Name Command Input Properties
Tropical Twister QCB (B)Button-b+(C)Button-c Uses 2000 Power
IroncommandoDancingBananaH8
Name Command Input Properties
Fruit Blender Button-F+(Y)Button-y+(Z)Button-z CommandGrabUnblockable
In front of opponent
Uses 3000 Power
IroncommandoDancingBananaH9
Name Command Input Properties
Shun Banana Satsu (X)Button-x (X)Button-x Button-F (A)Button-a (Z)Button-z CommandGrabUnblockableOHKO
Rotten Banana only
Uses 3000 Power
IroncommandoDancingBananaH10

Others

Name Command Input Properties
Dodge slide (A)Button-a+(X)Button-x Invincible*
[ Button-B ] during input to go backwards
Not usable as Rotten Banana
IroncommandoDBananaO1 1
[ Button-B ]
IroncommandoDBananaO1 2
Name Command Input Properties
Banana warp (A)Button-a+(X)Button-x Invincible
[ Button-B ] during input to go backwards
Only usable as Rotten Banana
IroncommandoDBananaO2 1
[ Button-B ]
IroncommandoDBananaO2 2
Name Command Input Properties
Power Charge [ (B)Button-b+(Y)Button-y ] Only usable as Rotten Banana
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, Donkey Kong appears and eats it (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]
  • This character has Anti-Cheap tactics that activate on certain cheap characters like Rare Akuma. It will spam Hypers as in if the A.I. setting was set to the secret A.I.

Edits

This character has not been edited.

References

  1. Mortal Kombat Mishaps #1 - YouTube

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