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Dee Jay has managed to fuse his two true loves together: fighting and dancing. Using his impeccable rhythm and flexibility from dancing, Dee Jay managed to literally dance around his opponents and defeat them in a Street Fight. with his prowess as a kickboxer. But despite what may happen on the dance floor or in the ring, Dee Jay never gets his spirits down and a smile never leaves his face. And as he builds up more wins and gains more popularity as a Street Fighter, it certainly couldn't hurt his record sales! | Dee Jay has managed to fuse his two true loves together: fighting and dancing. Using his impeccable rhythm and flexibility from dancing, Dee Jay managed to literally dance around his opponents and defeat them in a Street Fight. with his prowess as a kickboxer. But despite what may happen on the dance floor or in the ring, Dee Jay never gets his spirits down and a smile never leaves his face. And as he builds up more wins and gains more popularity as a Street Fighter, it certainly couldn't hurt his record sales! | ||
| | | | ||
Dee Jay is probably the most altered character in Arcade Edition. The changes made to him practically make him a brand-new character altogether. Dee Jay is now much closer to his original Super Turbo counterpart, with a bit of Vanilla SSF4 Guile thrown in for good measure. His Air Slashers now have much less recovery and can be utilized much more like Sonic Booms. Dee Jay has now at last regained the infamous Up Kick juggle from Super Turbo which practically defined him. Dee Jay veterans will be very pleased that they can now play in a similar fashion to what they could 15 years ago.}} | |||
Line 12: | Line 12: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Knee Shot | (during angled jump) d + lk | high }} | {{SSFIVMoveListRow | Knee Shot | (during angled jump) {{d}} + {{lk}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 18: | Line 18: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Swing Over Launch | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Swing Over Launch | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Flip Throw | b + lp + lk | throw }} | {{SSFIVMoveListRow | Flip Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 25: | Line 25: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Air Slasher | b (charge) f + p | ex }} | {{SSFIVMoveListRow | Air Slasher | {{b}} (charge) {{f}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Double Rolling Sobat | b (charge) f + k | ex armorbreak }} | {{SSFIVMoveListRow | Double Rolling Sobat | {{b}} (charge) {{f}} + {{k}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Jackknife Maximum | d (charge) u + k | ex }} | {{SSFIVMoveListRow | Jackknife Maximum | {{d}} (charge) {{u}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Machine Gun Upper | d (charge) u + p (continue pressing p repeatedly) | ex armorbreak }} | {{SSFIVMoveListRow | Machine Gun Upper | {{d}} (charge) {{u}} + {{p}} (continue pressing {{p}} repeatedly) | {{ex}} {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Sobat Carnival | b (charge) f b f + k | }} | {{SSFIVMoveListRow | Sobat Carnival | {{b}} (charge) {{f}} {{b}} {{f}} + {{k}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Sobat Festival | b (charge) f b f + 3k | }} | {{SSFIVMoveListRow | Sobat Festival | {{b}} (charge) {{f}} {{b}} {{f}} + {{3k}} | }} | ||
{{SSFIVMoveListRow | Climax Beat | db (charge) df db u + 3p | armorbreak }} | {{SSFIVMoveListRow | Climax Beat | {{db}} (charge) {{df}} {{db}} {{u}} + {{3p}} | {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== AE ver. 2012 Changes == | |||
''Air Slasher'' | |||
Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge. | |||
''Far Standing Medium Punch'' | |||
Expanded hitbox to end of glove, and made cancelable into a special move. | |||
''Sobat Festival'' | |||
Made canceling into this move possible on penultimate hit of Sobat Carnival Super Combo. | |||
''Double Rolling Sobat'' | |||
Expanded hitbox along attacking foot for medium version’s second hit only when first hit connected. | |||
Changed damage from 80 to 90 for light, 100 to 110 for medium, and 120 to 130 for heavy version. | |||
''Close Standing Heavy Kick'' | |||
Made first hit do forcible stand-up damage when it connects with opponents on the ground. | |||
Expanded second hit’s hitbox downward.Made attacker have a -2F (dis)advantage when second hit is blocked. | |||
Made second hit super-cancelable. | |||
== AE Changes == | == AE Changes == | ||
* Far Standing Light Punch's hittable box around his arm was removed, so it's more difficult to beat this attack. | |||
* Crouching Medium Punch's priority was strengthened, and it deals more damage. | |||
* Close Standing Medium Punch's active frames were increased by 1, making it a total of 5 active frames, so it's easier to use as a close anti air. | |||
==The Basics== | * Far Standing Medium Kick was changed to be a 2-hit normal, and it got adjusted in damage distribution, in startup, and in the total duration. Now, the 1st hit is cancelable, so combos such as Crouching Light Punch, into Far Standing Medium Kick, into Special Moves and also Close Standing Medium Kick into Far Standing Medium Kick into Special Moves combos are possible. | ||
* Close Standing Hard Kick is now a techable knockdown against air opponents. You can now do juggle combos after the second hit. | |||
* Far Standing Hard Kick's startup is 1 frame faster, and the active frames for it was increased by 1. | |||
* Crouching Hard Kick's distance was shortened, but has more active frames, and it will recover faster after the active frames end. | |||
* Foward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier. | |||
* Air Slasher's recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher. Opponent's attack will now be registered as a counter hit if you get hit out while doing this, the opponent can punish. | |||
* Light Dread Kicks' startup was changed to 12 frames, and his lower body invincibility was lengthened as well. It's comboable from Light attacks now. It's throw invincibility and airborne state were removed. | |||
* Medium and Hard EX Dread Kicks 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo is possible. | |||
* Machinegun Upper's damage was increased. | |||
* Light Jacknife Maximum damage was increased, and is completely invincible until active frames end. | |||
* Hard Kick and EX Jacknife Maximum are now less likely to whiff attacks on hit. | |||
* Ultra 2's has less recovery after the cinematic. | |||
* Forward dash has more frames where you can input a Super or Ultra command. As a result, his forward dash into Ultra 2 is easier than it was before. | |||
==The Basics== | |||
==Combos== | ==Combos== | ||
Line 118: | Line 168: | ||
| align="center" |70*130 | | align="center" |70*130 | ||
| align="center" |30*30 | | align="center" |30*30 | ||
| align="center" |sp/su | | align="center" |sp/su*- | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |2(4)4 | | align="center" |2(4)4 | ||
Line 124: | Line 174: | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 160: | Line 210: | ||
| align="center" |120*80 | | align="center" |120*80 | ||
| align="center" |60*20 | | align="center" |60*20 | ||
| align="center" |- | | align="center" |-*su | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |3(2)4 | | align="center" |3(2)4 | ||
| align="center" |18 | | align="center" |18 | ||
| align="center" |- | | align="center" |-2 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |1st hit forces stand, [air hit] limited juggle knockdown, 2nd hit pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 188: | Line 238: | ||
| align="center" |110 | | align="center" |110 | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" | | | align="center" |sp | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |3 | | align="center" |3 | ||
Line 208: | Line 258: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" | | | align="center" |Forces stand, Only -4 on hit vs crouching opponents, [Standing counter-hit or air Counter-hit] floats opponent | ||
| | | | | | ||
|- | |- | ||
Line 253: | Line 303: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |20 | | align="center" |20 | ||
Line 267: | Line 317: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Strong.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 281: | Line 331: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Fierce.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |90 | | align="center" |90 | ||
Line 295: | Line 345: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Short.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |30 | | align="center" |30 | ||
Line 309: | Line 359: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Forward.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |70 | | align="center" |70 | ||
Line 320: | Line 370: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Roundhouse.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |100 | | align="center" |100 | ||
Line 334: | Line 384: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown, [Air hit] Limited juggle knockdown | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |40 | | align="center" |40 | ||
Line 351: | Line 401: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |70 | | align="center" |70 | ||
Line 365: | Line 415: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |120 | | align="center" |120 | ||
Line 376: | Line 426: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[Air hit] limited juggle knockdown, pursuit property | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 393: | Line 443: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |90 | | align="center" |90 | ||
Line 407: | Line 457: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |120 | | align="center" |120 | ||
Line 421: | Line 471: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |40 | | align="center" |40 | ||
Line 435: | Line 485: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |70 | | align="center" |70 | ||
Line 449: | Line 499: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |120 | | align="center" |120 | ||
Line 463: | Line 513: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 477: | Line 527: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |90 | | align="center" |90 | ||
Line 491: | Line 541: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |130 | | align="center" |130 | ||
Line 516: | Line 566: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs projectile invincible during startup | ||
| | | | | | ||
|- | |- | ||
Line 525: | Line 575: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+12 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |36 | | align="center" |36 | ||
Line 539: | Line 589: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |36 | | align="center" |36 | ||
Line 572: | Line 622: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 586: | Line 636: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 597: | Line 647: | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Total 37 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |14~15f cancellable, charge 50f | ||
| | | | | | ||
|- | |- | ||
Line 611: | Line 661: | ||
| align="center" |13 | | align="center" |13 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Total 52 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="center" | | | align="center" |28~31f cancellable, pursuit property, 2nd hit releases on 27f, charge 50f | ||
| | | | | | ||
|- | |- | ||
| |Double Rolling Sobat [[File:Short.gif]] | | |Double Rolling Sobat [[File:Short.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |90 | ||
| align="center" |90 | | align="center" |90 | ||
| align="center" |20/40 | | align="center" |20/40 | ||
Line 628: | Line 678: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~13f lower body strike and projectile invincible, armor break, charge 50f | ||
| | | | | | ||
|- | |- | ||
| |Double Rolling Sobat [[File:Forward.gif]] | | |Double Rolling Sobat [[File:Forward.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |60* | | align="center" |60*50 | ||
| align="center" |70*50 | | align="center" |70*50 | ||
| align="center" |20/30*20 | | align="center" |20/30*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |2(14)2 | | align="center" |2(14)2 | ||
Line 642: | Line 692: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |1~11f unthrowable, armor break, pursuit property, charge 50f | ||
| | | | | | ||
|- | |- | ||
| |Double Rolling Sobat [[File:Roundhouse.gif]] | | |Double Rolling Sobat [[File:Roundhouse.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80* | | align="center" |80*50 | ||
| align="center" |90*50 | | align="center" |90*50 | ||
| align="center" |20/30*20 | | align="center" |20/30*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |2(14)2 | | align="center" |2(14)2 | ||
Line 656: | Line 706: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |1~11f unthrowable, armor break, pursuit property, charge 50f | ||
| | | | | | ||
|- | |- | ||
Line 664: | Line 714: | ||
| align="center" |90*70 | | align="center" |90*70 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |2(7)4 | | align="center" |2(7)4 | ||
Line 670: | Line 720: | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~7f Invincible, 8~11f projectile invincible, 8~15f unthrowable, 1~11f & 17~23f airborne, armor break, pursuit property, charge 50f | ||
| | | | | | ||
|- | |- | ||
Line 681: | Line 731: | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |18+11 | | align="center" |18 + After landing 11 | ||
| align="center" |-10 | | align="center" |-10 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f Invincible, 3f~ airborne, pursuit property, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 695: | Line 745: | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |2(7)2 | | align="center" |2(7)2 | ||
| align="center" |19+11 | | align="center" |19 + After landing 11 | ||
| align="center" |-20 | | align="center" |-20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f strike and projectile invincible, 3f~ airborne, pursuit property, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 709: | Line 759: | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |2(7)2(10)2 | | align="center" |2(7)2(10)2 | ||
| align="center" |16+15 | | align="center" |16 + After landing 15 | ||
| align="center" |-33 | | align="center" |-33 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~5f unthrowable, 3f~ airborne, pursuit property, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 722: | Line 772: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" | | | align="center" |1(4)1(5)1(8)1(3)1(5)1 | ||
| align="center" |15+11 | | align="center" |15 + After landing 11 | ||
| align="center" |-22 | | align="center" |-22 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~8f Invincible, 3f~ airborne, pursuit property | ||
| | | | | | ||
|- | |- | ||
| |Machinegun Upper | | |Machinegun Upper [[File:jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |20*20*50 | | align="center" |20*20*50 | ||
| align="center" |40*40*60 | | align="center" |40*40*60 | ||
| align="center" |20/10x3 | | align="center" |20/10x3 | ||
| align="center" |su | | align="center" |-*su*- | ||
| align="center" |12 | |||
| align="center" |2(2)2(4)2 | |||
| align="center" |30 | |||
| align="center" |-11 | |||
| align="center" |- | |||
| align="center" |1~23f head strike and projectile invincible, armor break, charge 55f | |||
| | | |||
|- | |||
| |Machinegun Upper [[File:strong.gif]] | |||
| align="center" |HL | |||
| align="center" |30*20*50 | |||
| align="center" |40*40*60 | |||
| align="center" |20/10x3 | |||
| align="center" |-*su*- | |||
| align="center" |12 | |||
| align="center" |2(2)2(4)2 | |||
| align="center" |30 | |||
| align="center" |-11 | |||
| align="center" |- | |||
| align="center" |1~23f head strike and projectile invincible, armor break, charge 55f | |||
| | | |||
|- | |||
| |Machinegun Upper [[File:fierce.gif]] | |||
| align="center" |HL | |||
| align="center" |35*35*50 | |||
| align="center" |40*40*60 | |||
| align="center" |20/10x3 | |||
| align="center" |-*su*- | |||
| align="center" |12 | | align="center" |12 | ||
| align="center" |2(2)2(4)2 | | align="center" |2(2)2(4)2 | ||
Line 740: | Line 818: | ||
| align="center" |-11 | | align="center" |-11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~23f head strike and projectile invincible, armor break, charge 55f | ||
| | | | | | ||
|- | |- | ||
| |Machinegun Upper ( | | |Machinegun Upper (followup 1) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |15*15*50 | | align="center" |15*15*50 | ||
| align="center" |30*30*60 | | align="center" |30*30*60 | ||
| align="center" |0/10x3 | | align="center" |0/10x3 | ||
| align="center" |su | | align="center" |-*su*- | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |2(2)2(4)2 | | align="center" |2(2)2(4)2 | ||
Line 754: | Line 832: | ||
| align="center" |-11 | | align="center" |-11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Armor break | ||
| | | | | | ||
|- | |- | ||
| |Machinegun Upper [[File:Jab.gif]]( | | |Machinegun Upper [[File:Jab.gif]](followup 2) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |25*25*60 | | align="center" |25*25*60 | ||
| align="center" |40*40*60 | | align="center" |40*40*60 | ||
| align="center" |0/10x3 | | align="center" |0/10x3 | ||
| align="center" |su | | align="center" |-*su*- | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |2(2)[2(2)2](2)2 | | align="center" |2(2)[2(2)2](2)2 | ||
Line 768: | Line 846: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Armor break, [] only hits once | ||
| | | | | | ||
|- | |- | ||
| |Machinegun Upper [[File:Strong.gif]]( | | |Machinegun Upper [[File:Strong.gif]](followup 2) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |25*25*60 | | align="center" |25*25*60 | ||
| align="center" |50*50*60 | | align="center" |50*50*60 | ||
| align="center" |0/10x3 | | align="center" |0/10x3 | ||
| align="center" |su | | align="center" |-*su*- | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |2(2)[2(2)2](2)2 | | align="center" |2(2)[2(2)2](2)2 | ||
Line 782: | Line 860: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Armor break, [] only hits once | ||
| | | | | | ||
|- | |- | ||
| |Machinegun Upper [[File:Fierce.gif]]( | | |Machinegun Upper [[File:Fierce.gif]](followup 2) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |30*30*60 | | align="center" |30*30*60 | ||
| align="center" |60*60*60 | | align="center" |60*60*60 | ||
| align="center" |0/10x3 | | align="center" |0/10x3 | ||
| align="center" |su | | align="center" |-*su*- | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |2(2)[2(2)2](2)2 | | align="center" |2(2)[2(2)2](2)2 | ||
Line 796: | Line 874: | ||
| align="center" |-11 | | align="center" |-11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Armor break, [] only hits once | ||
| | | | | | ||
|- | |- | ||
| |Machinegun Upper [[File:EX.gif]] ( | | |Machinegun Upper [[File:EX.gif]] (no mash) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |16x4*50 | | align="center" |16x4*50 | ||
Line 810: | Line 888: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f Invincible, 5~31f strike and projectile invincible (translate), armor break, projectile hitbox, charge 55f | ||
| | | | | | ||
|- | |- | ||
| |Machinegun Upper [[File:EX.gif]] ( | | |Machinegun Upper [[File:EX.gif]] (with mash) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |16x7*50 | | align="center" |16x7*50 | ||
Line 820: | Line 898: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" | | | align="center" |2(1)2(2)2(2)2(3)2(2)2(2)2(2)2 | ||
| align="center" |28 | | align="center" |28 | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f Invincible, 5~31f strike and projectile invincible (translate), armor break, projectile hitbox, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 834: | Line 912: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1+6 | | align="center" |1+6 | ||
| align="center" | | | align="center" |2(17)2(18)2(2)2(10)2(4)2(32)2 | ||
| align="center" |31 | | align="center" |31 | ||
| align="center" |-12 | | align="center" |-12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~7f Invincible, 38~48f airborne, Untechable limited juggle knockdown, pursuit property, 6th hit cancels into Ultra, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 848: | Line 926: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1+10 | | align="center" |1+10 | ||
| align="center" | | | align="center" |2(16)3(17)2(3)1(10)2(4)3(31)3 | ||
| align="center" |30 | | align="center" |30 | ||
| align="center" |-12 | | align="center" |-12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~10f Invincible, 42~52f & 60~80f & 92~103f airborne, Untechable limited juggle knockdown, pursuit property, 6th hit cancels into Ultra, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 862: | Line 940: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1+12 | | align="center" |1+12 | ||
| align="center" | | | align="center" |2(17)2(18)2(2)2(10)2(4)2(32)2 | ||
| align="center" |31 | | align="center" |31 | ||
| align="center" |-12 | | align="center" |-12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~11f Invincible, 44~54f & 62~83f & 94~105f airborne, Untechable limited juggle knockdown, pursuit property, 6th hit cancels into Ultra, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 875: | Line 953: | ||
| align="center" |0/0 | | align="center" |0/0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |0+11 | ||
| align="center" | | | align="center" |2(18)2(25)2(5)2(23)2(21)2 | ||
| align="center" |58 | | align="center" |58 | ||
| align="center" |-29 | | align="center" |-29 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~11f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 889: | Line 967: | ||
| align="center" |0/0 | | align="center" |0/0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |0+7 | ||
| align="center" |{2(2)} x 7*2 | | align="center" |{2(2)} x 7*2 | ||
| align="center" |48 | | align="center" |48 | ||
| align="center" |-29 | | align="center" |-29 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~7f Invincible, 8~11f upper body strike and projectile invincible, Hard knockdown, armor break, pursuit property, 1st hit goes into animation, [] refers to animation, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 925: | Line 1,003: | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
[[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:24, 9 December 2020


Dee Jay
Dee Jay has managed to fuse his two true loves together: fighting and dancing. Using his impeccable rhythm and flexibility from dancing, Dee Jay managed to literally dance around his opponents and defeat them in a Street Fight. with his prowess as a kickboxer. But despite what may happen on the dance floor or in the ring, Dee Jay never gets his spirits down and a smile never leaves his face. And as he builds up more wins and gains more popularity as a Street Fighter, it certainly couldn't hurt his record sales!
In a nutshell
Dee Jay is probably the most altered character in Arcade Edition. The changes made to him practically make him a brand-new character altogether. Dee Jay is now much closer to his original Super Turbo counterpart, with a bit of Vanilla SSF4 Guile thrown in for good measure. His Air Slashers now have much less recovery and can be utilized much more like Sonic Booms. Dee Jay has now at last regained the infamous Up Kick juggle from Super Turbo which practically defined him. Dee Jay veterans will be very pleased that they can now play in a similar fashion to what they could 15 years ago.
Moves
Unique Attacks



Throws









Special Moves



















Super Combo





Ultra Combos











AE ver. 2012 Changes
Air Slasher
Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.
Far Standing Medium Punch
Expanded hitbox to end of glove, and made cancelable into a special move.
Sobat Festival
Made canceling into this move possible on penultimate hit of Sobat Carnival Super Combo.
Double Rolling Sobat
Expanded hitbox along attacking foot for medium version’s second hit only when first hit connected. Changed damage from 80 to 90 for light, 100 to 110 for medium, and 120 to 130 for heavy version.
Close Standing Heavy Kick
Made first hit do forcible stand-up damage when it connects with opponents on the ground. Expanded second hit’s hitbox downward.Made attacker have a -2F (dis)advantage when second hit is blocked. Made second hit super-cancelable.
AE Changes
- Far Standing Light Punch's hittable box around his arm was removed, so it's more difficult to beat this attack.
- Crouching Medium Punch's priority was strengthened, and it deals more damage.
- Close Standing Medium Punch's active frames were increased by 1, making it a total of 5 active frames, so it's easier to use as a close anti air.
- Far Standing Medium Kick was changed to be a 2-hit normal, and it got adjusted in damage distribution, in startup, and in the total duration. Now, the 1st hit is cancelable, so combos such as Crouching Light Punch, into Far Standing Medium Kick, into Special Moves and also Close Standing Medium Kick into Far Standing Medium Kick into Special Moves combos are possible.
- Close Standing Hard Kick is now a techable knockdown against air opponents. You can now do juggle combos after the second hit.
- Far Standing Hard Kick's startup is 1 frame faster, and the active frames for it was increased by 1.
- Crouching Hard Kick's distance was shortened, but has more active frames, and it will recover faster after the active frames end.
- Foward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier.
- Air Slasher's recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher. Opponent's attack will now be registered as a counter hit if you get hit out while doing this, the opponent can punish.
- Light Dread Kicks' startup was changed to 12 frames, and his lower body invincibility was lengthened as well. It's comboable from Light attacks now. It's throw invincibility and airborne state were removed.
- Medium and Hard EX Dread Kicks 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo is possible.
- Machinegun Upper's damage was increased.
- Light Jacknife Maximum damage was increased, and is completely invincible until active frames end.
- Hard Kick and EX Jacknife Maximum are now less likely to whiff attacks on hit.
- Ultra 2's has less recovery after the cinematic.
- Forward dash has more frames where you can input a Super or Ultra command. As a result, his forward dash into Ultra 2 is easier than it was before.