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Created from what was left of the Most_Mysterious persona, Dee Bee Kaw is a rather combo-heavy character with a variety of useful moves, including a command grab of many types and an anti-air projectile that doubles as a reversal. Alongside this are a lot of pop culture references, including BlazBlue's button layout, Robert Garcia's rapid kick, and the most inescapable of clichés, including the Proton Cannon, Road Roller!, and a Raging Demon invincible to projectiles and throws.

Dee Bee Kaw (Most_Mysterious)
TheNoneDBK-Portrait
Character portrait

Creator

The_None

Download

Logical Bends

Resolution

Low


Gameplay[]

TheNoneDBKStandAnimation

Dee Bee Kaw is primarily a four-button character, primarily using X, Y, or Z and A, but also uses B and C for ACTA and Konami, two "cheat codes" that put him into a differing state. X, Y, or Z is used for his Normals with strength dependent on the pressed button, while A is used for The Drive, an aerial dashing attack that uses the directions to determine the movements that DBK will make, with no direction moving him forward, Left moving him back a bit before moving him in a forward arc, Down moving him upward (Up if in the air), and in the air, Left moving him downward before moving him forward and Down moving him downward. He has a variety of Command Normals, including Nod Ya Head ([Right]+Y), a ground-bouncing overhead attack with DBK slamming his head downward, Rising Knee ([Right]+Z), a launcher that can either start or extend a juggling combo, Backflip #611 ([Up]+Y), an aerial upward kick that can be used as an air-to-air if not extending a juggle after Rising Knee, and Incoming Kartwheel (Right Right [Right]+X) and Combo Kartwheel (close [Down]+Y [Down]+Z), two identical-looking overhead cartwheels that are only differed by the former being a dash attack and the latter being a part of a chain. DBK has two throws both activated using Y+Z, with one activated while grounded and the other activated while in the air; the grounded throw launches the opponent toward the wall while pushing DBK backward, and the aerial throw simply drops the opponent on the ground, but can be comboed into if not in the middle of a chain. His system has multiple notable features, including fast movement options like running, backdashing, and four jumping levels similar to The King of Fighters, a dodge (Tasmanian Dodge), an Alpha Counter (Guard Counter), a Custom Combo-type system (BRAZIL TIME), and a guard crush system, where he will be opened up if he guards too much (noted with a red or yellow bubble with an exclamation mark). The most notable system DBK has is the Neurotic Gauge, which fills up if he either hits or gets hit, can randomly alter his Normals and The Drive if it is above a green level and can mess up thinking processes, but can be emptied with Grab Some Pillz to prevent any slip-ups in a neutral state.

Dee Bee Kaw has very loose comboability, making him a very offensive character. He has multiple chaining combinations and a majority of his Normals are not just Special-cancellable during these chains, but also largely safe on hit, allowing for easy linking ability. He also has a juggling system that allows any move to juggle into any move as long as the same move has not already been used in juggling, but this only applies to certain moves; a majority of his Normals and Specials follow this rule, but moves with both grounded and aerial versions, like Gen'ei Kyaku, do not. Alongside this, a lot of his moves do not just hit grounded and aerial opponents, but also falling opponents closer to the ground, which allows him to keep combo momentum if the opponent has not fallen on the ground. Some moves, like Maherl Bomb, hit downed opponents, and two of these moves (specifically Rocket Jumpin' and BURN TO THE GROUND) launch the opponent off the ground for DBK to extend his combos. BRAZIL TIME, the Custom Combo-type system mentioned earlier, encourages combo creativity, reducing Normal cancelling restrictions and juggle limits, but not Special cancelling restrictions, prompting the player to think of unique strings that could not be used outside of the system; the system also has little-to-no downsides and lasts for 12 seconds, unlike a regular Custom Combo system, allowing DBK to block during this state alongside keep the state if he is hit.

Dee Bee Kaw has a moveset that is different from average characters and does not fit into any archetype. RISING GRANDPA is not only an anti-air projectile with invulnerability, but can be used to juggle the opponent as well due to its far reach. Gen'ei Kyaku and Bangy Bangy are effective in extending combos, but only the former is best used for the purpose as it can keep combo momentum and puts the opponent in a closer position to him, and Pro At Bo is a versatile command grab that launches the opponent at the wall and Beartrap Condurum is a projectile that traps the opponent, which can allow them to start combos. He also has a variety of EX Specials that make various moves more effective; the EX Pro At Bo travels a far distance and gains startup invulnerability, the EX Gen'ei Kyaku is a series of moving kicks that looks identical to Chun-Li's Houyouku-sen and is jump-cancellable and an overall useful pressure tool, and the EX Maherl Bomb is an excellent pursuit tool as it not only keeps the OTG property of the original but also has a homing property, allowing it to move with the opponent. Dee Bee Kaw's Hypers also help in his offense, as A THUD. A WHO is a randomized projectile that can range from a simple multi-hit projectile to a tool that can be dangerous in combos, and Inch Shaking and Temperature's risin it's gettin hot can be used to extend them with the former being a low-hitting barrage of kicks and the latter being a vertical-range geyser with the appearance of Pyron that hits downed opponents. His Level 2 Hypers are even more offensive and damaging, with Hamster Chariot being an autocombo string ending in a wall bounce, and SCUM-LIKE, TACTFUL, TRUE is an invincible command grab that references the Road Roller! and Misogi, but whiffs on low crouchers; his lone Level 3 Hyper, Shun Goku Hamusuta Satsu, is an invincible Raging Demon that deals more than 50% of the opponent's life, but is only invincible to projectiles and throws, making it still vulnerable to strikes.

Dee Bee Kaw's A.I. is very offensive, utilizing the character's advantages to create long combo strings and mix-ups. To break the opponent's blocking habits, it will use multiple lows and overheads, including Maherl Bomb, Nod Ya Head, and most of his jumping and crouching attacks. It will commonly try to start combos with Beartrap Condurum and Gen'ei Kyaku, but he can commonly get himself caught in the former and the latter is rather punishable if blocked. It will also try to end combos using his aerial throw or Temperature's risin it's gettin hot, but will also try to pursuit on downed opponents using BURN TO THE GROUND or Rocket Jumpin'. DBK's safe moves and fast movements may be a challenge for most players, but if they are skilled enough they can punish his moves with a long combo to fill his Neurotic Gauge.

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[]

The Drive
Command Input Properties
A Move can be used while grounded or airborne
During non-Neurotic state: Move has invincibility to enemy projectilesMove knocks down opponent on hit*
Direction travelled depends on the direction held
During Neurotic state: Move is attributed as a projectileMove knocks down opponent on hit
Direction of rocket depends on the direction held

RISING GRANDPA
Command Input Properties
[Down] Up X, Y, or Z or
[Down] Up X+Y, X+Z, or Y+Z
Move grants full invincibility
X, Y, or Z version: Move can be jump cancelledMove is attributed as a projectileMove knocks down opponent on hit
Distance varies with button pressed
X+Y, X+Z, or Y+Z version: Move knocks down opponent on hit

Pro At Bo
Command Input Properties
Left, Down-Left, Down, Down-Right, Right, Up-Right, Up, Up-Left X, Y, or Z or
Right, Down-Right, Down, Down-Left, Left, Up-Left, Up, Up-Right X, Y, or Z or
Left, Down-Left, Down, Down-Right, Right, Up-Right, Up, Up-Left X+Y, X+Z, or Y+Z or
Right, Down-Right, Down, Down-Left, Left, Up-Left, Up, Up-Right X+Y, X+Z, or Y+Z
Move is attributed as a throw, works against grounded opponentsMove causes opponent to bounce off the wall
Active frames depend on button(s) pressed
X+Y, X+Z, or Y+Z version: Move has invincibility during startup frames

Gen'ei Kyaku
Command Input Properties
Down, Down-Left, Left X, Y, or Z or
Down, Down-Left, Left X+Y, X+Z, or Y+Z
Move knocks down opponent on hit
Z version includes extra attack
X+Y, X+Z, or Y+Z version: Move can be jump cancelled

Aerial Gen'ei Kyaku
Command Input Properties
Down, Down-Left, Left X, Y, or Z or
Down, Down-Left, Left X+Y, X+Z, or Y+Z
Move can only be used while airborneMove knocks down opponent on hit
Aerial movement varies with button pressed
X+Y, X+Z, or Y+Z version: Move causes opponent to bounce off the wall

Maherl Bomb
Command Input Properties
Left, Down-Left, Down, Down-Right, Right X, Y, or Z / A or
Left, Down-Left, Down, Down-Right, Right X+Y, X+Z, or Y+Z
Move must be blocked while standingMove can hit opponents that are lying on the groundMove knocks down opponent on hit*
X, Y, or Z version: Move grants full invincibility*
Distance varies with button pressed
X+Y, X+Z, or Y+Z version: Move grants full invincibilityMove follows the opponent

Beartrap Condurum
Command Input Properties
Down Down X Move traps the opponent for a set duration
Can affect Dee Bee Kaw

BURN TO THE GROUND
Command Input Properties
Down Down Y Move must be blocked while crouchingMove can hit opponents that are lying on the groundMove knocks down opponent on hit*

Bangy Bangy
Command Input Properties
Down Down Z Move knocks down opponent on hit
Move can be held to extend duration

Rocket Jumpin'
Command Input Properties
Down Down A Move is attributed as a projectileMove can hit opponents that are lying on the groundMove knocks down opponent on hit

Guard Counter
Command Input Properties
Y+Z during blockstun Move grants full invincibilityMove knocks down opponent on hit
Uses 500 Power

Hypers[]

A THUD. A WHO
Command Input Properties
Down, Down-Right, Right Down, Down-Right, Right X, Y, or Z Move is attributed as a projectileMove knocks down opponent on hit
Kaiser Wave: Move causes opponent to bounce off the wall
Happy Thanksgiving: Can affect Dee Bee Kaw, projectile multiplies on hit
Punishment For Moving Your Feet: Move traps the opponent for a set duration
Uses 1000 Power
Shinkuu Hadouken
Kaiser Wave
Proton Cannon
Thermidor
Happy Thanksgiving
Proton Kanon
Punishment For Moving Your Feet
The XJ220 Of Doom
OTW
Inch Shaking
Command Input Properties
Down, Down-Left, Left Down, Down-Left, Left X, Y, or Z Move must be blocked while crouchingMove can hit opponents that are lying on the groundMove causes opponent to bounce off the wall
Uses 1000 Power

Throne Room Reject
Command Input Properties
[Left] Right Left Right X, Y, or Z Move must be blocked while standingMove can hit opponents that are lying on the groundMove knocks down opponent on hit
Uses 1000 Power

Temperature's risin it's gettin hot
Command Input Properties
Up, Up-Right, Right, Down-Right, Down X, Y, or Z Move can only be used while airborneMove must be blocked while standingMove must be blocked while in the airMove can hit opponents that are lying on the groundMove knocks down opponent on hit
Uses 1000 Power

Hamster Chariot
Command Input Properties
[Left] Right Left Right X+Y, X+Z, or Y+Z Move must be blocked while either standing or crouchingMove causes opponent to bounce off the wall
Uses 2000 Power

SCUM-LIKE, TACTFUL, TRUE
Command Input Properties
Down Down X+Y, X+Z, or Y+Z Move is attributed as a throw, works against grounded opponentsMove has invincibility during startup frames*
Whiffs on crouch blocking opponents
Uses 2000 Power

Shun Goku Hamusuta Satsu
Command Input Properties
X X Right Y Z Move is attributed as a throw, works against grounded opponentsMove grants full invincibility*Move cannot be blocked
Uses 3000 Power

Others[]

Tasmanian Dodge
Command Input Properties
X+Y Move grants full invincibility*
Can be used while blocking or during any Normal at the cost of 1000 Power

Grab Some Pillz
Command Input Properties
[Down]+Start Depletes Neurotic Gauge completely
Inflicts Dee Bee Kaw with Move can stun or make opponent dizzy state if Neurotic Gauge is at a green or empty level

BRAZIL TIME
Command Input Properties
X+Y+Z Disables juggle checks and Normal cancel regulations
Disables Power and Power gain for remainder of the match
Effect lasts 13 seconds
Requires 1000 Power

Stop dead short
Command Input Properties
X during The Drive Cancels remainder of attack animation into jumping state

Slow brake
Command Input Properties
Y during The Drive Move grants full invincibility*

Upper brake
Command Input Properties
Z during The Drive Cancels remainder of attack animation into jumping state

ACTA
Command Input Properties
A C Up A Permanent Neurotic behavior for remainder of the match

Konami
Command Input Properties
Up Up Down Down Left Right Left Right B A or
Up Up Down Down Left Right Left Right Y X
Freezes animation until command is performed again

Palette Gallery[]

TheNoneDBK-Pal1
Button-a
TheNoneDBK-Pal2
Button-b
TheNoneDBK-Pal3
Button-c
dlc4 dlc5 dlc6
TheNoneDBK-Pal4
Button-x
TheNoneDBK-Pal5
Button-y
TheNoneDBK-Pal6
Button-z
dlc1 dlc2 dlc3
TheNoneDBK-Pal7
Button-s+Button-a
TheNoneDBK-Pal8
Button-s+Button-b
TheNoneDBK-Pal9
Button-s+Button-c
dlc7 (Geese Howard's colors) dlc8 (Dink Smallwood's colours) dlc9
TheNoneDBK-Pal10
Button-s+Button-x
TheNoneDBK-Pal11
Button-s+Button-y
TheNoneDBK-Pal12
Button-s+Button-z
dlc10 dlc11 dlc12 (Freakazoid's colours)
For any additional palettes besides the above, see Alternative palettes.

Victory quotes[]

General[]

Here's your lesson kiddies, this is almost how you do an original character.
I don't just sell stuff, I am actually involved in these.
My schedule is not what you'd want to touch.
I slapped hoes that can take abuse better than you.
I'm off for a gig now. Don't worry, I know how to catch on.
Your moves are Micheal Bay, mine are David Lynch.
You're funny. You took this fight so seriously and you still lost.
And now I'm off to interview this fire fighter about how much you suck.
You couldn't make spiderman gimp motherfucka your bitch
It was in your face but you couldn't grab IT.
An executive has a hard time messing with me, let alone you.
You aren't impressing my boss, kid.

Videos[]

Trivia[]

  • Dee Bee Kaw has a special intro against Big Eli King.
  • Dee Bee Kaw has a "hit list" special intro when he fights against certain characters and authors.
    • The characters in question are Rugal Bernstein, Roche, Segalow, Dairou, Deathstroke, Fox, MelvanaInChains and The_None's Shang Tsung, Noob Saibot, Lien Neville, Robber Soul, Alessi, Saki Shinjo, Lieselotte, Scharlachrot, Mr. Big (misattributed without a period), Trigger, Virginia, Folo, Nobuko, Silvio, Otto, Yuri, Warusaki3's Kuroko, Seth Ra, Mr. Bear, Nostalgia Critic, and Angry Joe, while the authors in question are tetchi, Jenngra505, n, tengu, men, beppu, Seravy, Speedy9199, Matachi, LoZmaster3000, Daniel9999999, ショクシュスキー&UJI, EvilSlayerX5, S. Jeric, ANIMARAZ, Gulthor, and Bizarro_Toro.
  • Dee Bee Kaw references various M.U.G.E.N in-jokes, fighting games, and generally popular culture.
    • The Drive, when in a non-Neurotic state, references Taokaka's Drive in the BlazBlue games, which was a similar dashing attack which could be broken by pressing any attack button.
    • RISING GRANDPA is a reference to a misinterpretation of Terry Bogard calling out his Rising Upper attack, which was later turned into a video by Jesuszilla that depicted a rising Joseph Joestar set to the audio clip.
    • Gen'ei Kyaku is a reference to a move performed by Robert Garcia of the same name, while its aerial version is a reference to Kenshiro having a similar type of move that he could perform in the air.
    • Maherl Bomb references the eponymous Breakers character, who had a similar balloon-type drop.
    • Beartrap Condurum will randomly reference the South Park episode Clubhouses, where Fat Abbott, a parody of Fat Albert, suggests to capture an abusive stepdad in a bear trap.
    • Temperature's risin it's gettin hot is a reference to a version of Shen Woo that would turn into Pyron during an autocombo Hyper, which many in the M.U.G.E.N community deemed generally odd and out-of-character for him.

Edits[]

This character has been edited. For a full list of edits, see Edits.
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