Ultra Street Fighter IV/Deejay/Omega: Difference between revisions

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{{OSFIVHeader}}
#REDIRECT [[Ultra_Street_Fighter_IV/Dee_Jay/Omega]]
{{USFIVCharacterHeader|DeeJay|DeeJay|
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}}
 
(Intro paragraph to describe overall gameplay)
 
 
[[Image:USFIV-Header.png|thumb|center|150px|link=Ultra_Street_Fighter_IV/Deejay|Click for USF4 version]]
 
 
== Notable Changes from USF4 to Omega ==
[https://docs.google.com/document/d/1tzFmjhOFI664OxAv6Cn-LJ86tqYc3AJCuW7RDYcSszw/edit#heading=h.c9i8ezdwiwi4 Bafcord Omega Doc - Dee Jay]<br>
[https://docs.google.com/spreadsheets/d/1EMjOcWNOdvedIkvDJZlia21WmPbR0R-FPSHfMlbmDRU/edit#gid=628846899&range=A1 Detailed Frame Data with USF4 Comparisons - Dee Jay]
 
* '''Throw''': slightly shorter range
 
* Movement Changes:
** '''Forward Dash''': 3f faster (19f > 16f)
** '''Back Dash''': slightly farther distance
 
*Normal Move Changes:
** '''cl.5HP''' 1st hit forces stand (2nd hit still whiffs vs. crouch block); safer on hit/block
** '''cl.5HK''' does 30 less damage, now knocks down; safer on block unless 2nd hit whiffs vs. crouch block on shorter characters
** '''far.5HP''' is 4f safer on hit/block at -1/-5
** '''far.5HK''' is 3f safer on hit/block at -2/-6
** '''2MP''' is 5f better on hit/block at +5/+2, can now be used for confirms
** '''2HP''' is 2f faster, 5f better on hit/block at +2/-2
** '''2MK''' now special cancels (still knocks down); does 10 more damage, 60 more stun
*** Can juggle into LP/EX MGU, HK/EX Jackknife, EX Sobat, EX Fireball, or Super on hit
** '''2HK''' is 3f faster, does 10 more damage, 60 more stun; worse on block and fewer active frames so it can't be spaced as safely
 
* Command Normal Changes:
** '''Sunrise Heel''' (3MK) - New attack, Overhead; fast but not comboable and slightly unsafe on block
** '''Maximum High''' (6HK) - New attack, whiffs on crouching opponents, can be juggled into
*** Leads to '''Funky Summersault''' (+ 2HK) Target Combo, has a very long hitconfirm window
** '''Knee Shot''' (Air 2LK) - No longer changes jump trajectory, puts airborne opponents into limited juggle state
 
* Special Move Changes (note - all specials are now motion inputs):
** '''Air Slasher''' (236P) - LP is slow with good frame advantage, HP is fast but very unsafe
*** EX is fast + advantageous, allowing for combo loops; hitting PP again throws a 2nd fireball that knocks down (can juggle afterward)
** '''Double Rolling Sobat''' (236K) - all versions now knock down and do more damage; 2nd hit of MK/HK version can Super cancel
*** LK/MK are faster, HK is slower; LK is much more unsafe at -7
*** EX version is now '''Maximum Hurricane'''; costs 2 bars, does great damage/stun
** '''Jackknife Maximum''' (623K) - all versions do more damage and significantly more stun; LK version is 2f faster, hits grounded opponents
*** EX version now has a grounded hit, can FADC for safety; goes into followup animation on hit; much more unsafe on block
** '''Machine Gun Upper''' (214P) - mashed versions have a somewhat different knockdown; last mashed hit cannot cancel into Super/Focus
*** LP/MP/EX versions are upper body invuln, HP version is lower body invuln
*** EX version is much stronger and a little less unsafe, but has no mashed version; cannot FADC or juggle afterward
** '''Waning Moon''' (63214K) - slow flip kick similar to Elena's Mallet Smash; only the EX version is an overhead
*** All versions are safe on block and can combo afterward on hit; has 1f better advantage vs. short crouching characters
 
* Super/Ultra Changes:
** '''Super''' (236236+K) - now 0 on block, although it whiffs over crouching opponents midscreen (except Hugo)
*** Can cancel from any special except Jackknife, including the 2nd hit of Sobat for a good damage buff in combos
*** No longer cancels to Ultra 1, which was his most important way of landing it; big nerf to his chip kill potential
** '''Ultra 1''' (236236+KKK) - lost its main setup, so mostly only used for fireball punishing
** '''Ultra 2''' (214214+PPP) - can no longer get cinematic version in juggles, making it weaker in most cases; EX MGU no longer works as a setup
*** Slightly more unsafe on block, and cinematic version does 10 more damage
 
* Moves with ending Frame Buffer:
** cl.5LP, cl.5LK, cl.5MK, cl.5HK, far.5LP, far.5LK, 2LP, 2MP, Focus Attack + Forward Dash
** LP Air Slasher, EX Air Slasher (+ 2nd), mashed Machine Gun Upper extension, Waning Moon
 
== Character Specific Data ==
'''Dee Jay'''{{OmegaSFIVCharacterData|1000|1000|0.055|0.040|4+'''37'''+4|1.98 Forward, 1.62 Back|16|1.15|27|0.93|18|22|1-8|0|9-16|4-12|-3|-7|+3|-1|}}
 
== Frame Data ==
{{OmegaSFIVFrameDataTableHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|'''5LP''' (Close)|cl. {{lp}}|3|2|7|2|5|30|50|M|Ch Sp Su|-|}}
{{OSFIVFrameDataRow|'''5MP''' (Close)|cl. {{mp}}|4|2*3|10|-1|2|70|100|M|Sp Su|1 hit, first 2 frames hit grounded, last 3 frames hit anti-air|}}
{{OSFIVFrameDataRow|'''5HP''' (Close)|cl. {{hp}}|5|2<small>(4)</small>4|17|-3(-9)|1|50*70|70*130|M|Sp Su / Su|2 hits; 1st hit forces stand, 2nd hit whiffs on crouch block vs. some characters (~E. Honda and shorter)|}}
{{OSFIVFrameDataRow|'''5LK''' (Close)|cl. {{lk}}|5|2|6|3|6|30|50|M|Sp Su|-|}}
{{OSFIVFrameDataRow|'''5MK''' (Close)|cl. {{mk}}|5|2|9|3|6|70|100|M|Sp Su|-|}}
{{OSFIVFrameDataRow|'''5HK''' (Close)|cl. {{hk}}|6|3<small>(2)</small>4|16|0(-7)|KD|60*40|120*80|M|- / Su|2 hits; 1st hit forces stand, 2nd hit whiffs on crouch block vs. some characters (~Akuma or shorter); puts opponent into limited juggle state and has juggle potential itself; KD Adv: +48|}}
 
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|'''5LP''' (Far)|far. {{lp}}|3|3|6|2|5|30|50|M|Ch Sp Su|-|}}
{{OSFIVFrameDataRow|'''5MP''' (Far)|far. {{mp}}|4|2|13|-1|2|90|110|M|Sp Su|-|}}
{{OSFIVFrameDataRow|'''5HP''' (Far)|far. {{hp}}|8|7|16|-5|-1|100|200|M|-|-|}}
{{OSFIVFrameDataRow|'''5LK''' (Far)|far. {{lk}}|5|2|7|2|5|40|50|M|Sp Su|-|}}
{{OSFIVFrameDataRow|'''5MK''' (Far)|far. {{mk}}|5|1*4|16|-3|0|50*60|50*100|M|Sp Su / -|1st hit only connects at very specific range|}}
{{OSFIVFrameDataRow|'''5HK''' (Far)|far. {{hk}}|11|1*3|21|-6|-2|110|200|M|-|1 hit; 1st active frame hits above Dee Jay, so Hit/Block Adv. is based on 2nd active frame|}}
 
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|'''2LP'''|{{Down}}{{lp}}|4|1|6|4|7|20|50|M|Ch Sp Su|-|}}
{{OSFIVFrameDataRow|'''2MP'''|{{Down}}{{mp}}|6|2|10|2|5|80|80|M|Sp Su|-|}}
{{OSFIVFrameDataRow|'''2HP'''|{{Down}}{{hp}}|5|5|15|-2|2|90|200|M|Sp Su|Only 1st active frame is cancellable with less range than later active frames, making combos character and spacing specific|}}
{{OSFIVFrameDataRow|'''2LK'''|{{Down}}{{lk}}|4|3|11|-3|0|30|50|L|Ch Sp Su|-|}}
{{OSFIVFrameDataRow|'''2MK'''|{{Down}}{{mk}}|5|4|14|-4|KD|90|150|L|Sp Su|Knocks down, but can juggle into 214LP/PP, 623H/KK, 236KK, 236PP, or Super; KD Adv: +27|}}
{{OSFIVFrameDataRow|'''2HK'''|{{Down}}{{hk}}|11|4|22|-8(-5)|KD|110|200|L|-|'''6-16f low profile''' (+ semi-low profile before and after); KD Adv: +16~19|}}
 
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|Sunrise Heel<br>(Overhead)|{{Downright}}{{mk}}|14<br>(15/16)|5|12|-4|1(2)|80|100|H|-|1st active frame hits above/behind Dee Jay; 2nd or 3rd active frame hits depending on opponent's crouching height (1f better Adv vs. short characters)|}}
{{OSFIVFrameDataRow|Maximum High|{{Right}}{{hk}}|9|3|18|-3|0|80|100|M|TC|Whiffs on crouching opponents; has juggle potential; very long TC confirm window|}}
{{OSFIVFrameDataRow| + Funky Summersault|+ {{Down}}{{hk}}|6|1<small>(2)</small>2|13+11 land|-11(-7)|KD|80*20*50|100*20*70|M|-|'''5-17f full invuln''' (useful for reacting to Focus armor); high juggle potential; Block Adv. varies based on distance, opponent width, stand/crouch; KD Adv: +40|}}
 
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|'''j.LP''' (angled)|{{Upright}}{{lp}}|5|19|-|-|-|40|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MP''' (angled)|{{Upright}}{{mp}}|7|6|-|-|-|70|80|H|-|-|}}
{{OSFIVFrameDataRow|'''j.HP''' (angled)|{{Upright}}{{hp}}|5|6|-|-|-|120|140|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LK''' (angled)|{{Upright}}{{lk}}|3|12|-|-|-|50|60|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MK''' (angled)|{{Upright}}{{mk}}|6|4|-|-|-|90|100|H|-|-|}}
{{OSFIVFrameDataRow2|'''j.HK''' (angled)|{{Upright}}{{hk}}|7|2*2|-|-|-|130 (100)|150|H|-|1 hit with 2 sets of active frames; (Less damage and knocks down vs. airborne opponents)|}}
{{OSFIVFrameDataRow|'''j.LP''' (neutral)|{{Up}}{{lp}}|5|19|-|-|-|40|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MP''' (neutral)|{{Up}}{{mp}}|7|8|-|-|-|70|80|H|-|-|}}
{{OSFIVFrameDataRow|'''j.HP''' (neutral)|{{Up}}{{hp}}|7|3|-|-|-|120|150|H|-|Knocks down vs. airborne opponents|}}
{{OSFIVFrameDataRow|'''j.LK''' (neutral)|{{Up}}{{lk}}|5|11|-|-|-|50|60|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MK''' (neutral)|{{Up}}{{mk}}|9|8|-|-|-|90|100|H|-|-|}}
{{OSFIVFrameDataRow2|'''j.HK''' (neutral)|{{Up}}{{hk}}|9|4|-|-|-|120|150|H|-|-|}}
{{OSFIVFrameDataRow|Knee Shot|Air {{Down}}{{lk}}|4|20|-|-|-|50|60|H|-|Diagonal jump only; causes limited juggle state on airborne opponents; much floatier jump arc than USF4 version|}}
 
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|Focus Attack Lv. 1|{{mp}}{{mk}}|10+12|2|36|-22|KD|100|150|M|Dash|KD Adv: +11; +30 after Forward Dash, +26 after Back Dash|}}
{{OSFIVFrameDataRow|Focus Attack Lv. 2|{{mp}}{{mk}}|18+11|2|36|-16|crumple|80|150|M|Dash|-|}}
{{OSFIVFrameDataRow|Focus Attack Lv. 3|{{mp}}{{mk}}|64|3|36|crumple|crumple|140|200|-|Dash|Unblockable|}}
 
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|Swing Over Launch<br>(Forward Throw)|{{lp}}{{lk}}|3|2|24|-|KD|170|200|T|-|KD Adv: +9|}}
{{OSFIVFrameDataRow|Flip Throw<br>(Back Throw)|{{Left}}+{{lp}}{{lk}}|3|2|24|-|KD|170|200|T|-|KD Adv: +6|}}
 
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|LP Air Slasher<br>(Fireball)|{{Qcf}}{{lp}}<br>236+LP|20|-|24|-5|4|50|50|M|Su|Slower travel speed|}}
{{OSFIVFrameDataRow|MP Air Slasher<br>(Fireball)|{{Qcf}}{{mp}}<br>236+MP|13|-|31|-8|-3|50|50|M|Su|Medium travel speed|}}
{{OSFIVFrameDataRow|HP Air Slasher<br>(Fireball)|{{Qcf}}{{hp}}<br>236+HP|10|-|35|-12|-7|50|50|M|Su|Faster travel speed|}}
{{OSFIVFrameDataRow|{{ex}} Air Slasher<br>(Fireball)|{{Qcf}}{{2p}}<br>236+PP|10|-|24|2|6|50|50|M|FA|Can delay followup EX fireball|}}
{{OSFIVFrameDataRow2| + {{ex}} Air Slasher 2nd<br>(2nd Fireball)|+ {{2p}}|5|-|23|3|KD|50|50|M|FA|Puts opponent into limited juggle state; KD Adv: +49 (from close range)|}}
 
{{OSFIVFrameDataRow|LP Machine Gun Upper|{{Qcb}}{{lp}}<br>214+LP|8|2<small>(2)</small>2<small>(4)</small>2|30|-11|KD|20x2*50|40x2*60|M|Su|'''1-19f upper body invuln'''; only 2nd hit is cancellable into Super or Extension; KD Adv: +35|}}
{{OSFIVFrameDataRow|+ LP Mashed Extension|+ mash {{lp}}|-|*<small>(4)</small>2<small>(15)</small>1|29|-9|KD|20x2*<br>25x2*60|40x4*60|M|Su*|Final hit not cancellable; damage/stun scaling occurs on 3rd hit, 150/220 if done raw; KD Adv: +43|}}
{{OSFIVFrameDataRow|MP Machine Gun Upper|{{Qcb}}{{mp}}<br>214+MP|12|2<small>(2)</small>2<small>(4)</small>2|30|-11|KD|30x2*50|40x2*60|M|Su|'''1-23f upper body invuln'''; only 2nd hit is cancellable into Super or Extension; KD Adv: +35|}}
{{OSFIVFrameDataRow|+ MP Mashed Extension|+ mash {{mp}}|-|*<small>(5)</small>2<small>(4)</small><br>2<small>(15)</small>1|29|-9|KD|30x2*15*<br>25x2*80|40x2*30*<br>50x2*60|M|Su*|Final hit not cancellable; damage/stun scaling occurs on 3rd/4th hits, 179/238 if done raw; KD Adv: +43|}}
{{OSFIVFrameDataRow|HP Machine Gun Upper|{{Qcb}}{{hp}}<br>214+HP|17|2<small>(2)</small>2<small>(4)</small>2|30|-11|KD|35x2*50|40x2*60|M|Su|'''1-28f lower body invuln'''; only 2nd hit is cancellable into Super or Extension; KD Adv: +35|}}
{{OSFIVFrameDataRow|+ HP Mashed Extension|+ mash {{hp}}|-|see<br>Notes|29|-9|KD|35x2*15x2*<br>30x3*60|40x2*30x2*<br>60x4|M|Su*|Final hit not cancellable; damage/stun scaling occurs on 3rd/5th hits, 220/332 if done raw; Active Frame distribution: 2<small>(2)</small>2<small>(2)</small>2<small>(2)</small>2<small>(3)</small>2<small>(2)</small>2<small>(2)</small>2<small>(15)</small>1; KD Adv: +43|}}
{{OSFIVFrameDataRow2|{{ex}} Machine Gun Upper|{{Qcb}}{{2p}}<br>214+PP|9|2<small>(4)</small>2<small>(5)</small>2<small>(4)</small><br>2<small>(4)</small>2<small>(3)</small>2|25|-6|KD|10x12*100|0*300|M|-|'''1-40f upper body invuln'''; no mashed version; KD Adv: +38|}}
 
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|LK Double Rolling Sobat|{{Qcf}}{{lk}}<br>236+LK|11|5|19|-7|KD|120|200|M|Su|'''3-10f lower body invuln'''; KD Adv: +25|}}
{{OSFIVFrameDataRow|MK Double Rolling Sobat|{{Qcf}}{{mk}}<br>236+MK|13|2<small>(11)</small>2|22|-7|KD|80*60|150*50|M|Su|'''1-11f throw invuln'''; 2 hits; KD Adv: +26|}}
{{OSFIVFrameDataRow|HK Double Rolling Sobat|{{Qcf}}{{hk}}<br>236+HK|18|2<small>(13)</small>2|22|-6|KD|100*70|150*50|M|Su|'''1-16f throw invuln'''; 2 hits; KD Adv: +26|}}
{{OSFIVFrameDataRow2|{{ex}}{{ex}} Maximum Hurricane<br>(EX Sobat)|{{Qcf}}{{2k}}<br>236+KK|13|2<small>(15)</small>2<small>(10)</small>5|25|-9|KD|50x2*80*140|0*250|M|FA|'''3-31f projectile invuln'''; Costs 2 bars; if 1st hit isn't in range, it is too slow to punish fireballs; first 3 hits FA cancellable; KD Adv: +37|}}
 
{{OSFIVFrameDataRow|LK Jackknife Maximum<br>(Upkicks)|{{Dp}}{{lk}}<br>623+LK|4|3|19+11 land|-12|KD|140|200|M|-|'''1-6f full invuln, airborne until land'''; KD Adv: +34|}}
{{OSFIVFrameDataRow|MK Jackknife Maximum<br>(Upkicks)|{{Dp}}{{mk}}<br>623+MK|6|2<small>(7)</small>2|19+11 land|-20<br>(-11)|KD|100*50|150*50|M|-|'''1-6f projectile invuln, airborne 3f until land'''; (Block Adv. if 2nd hit connects vs. tall character); whiffs on crouching characters ~Akuma or shorter; KD Adv: +37|}}
{{OSFIVFrameDataRow|HK Jackknife Maximum<br>(Upkicks)|{{Dp}}{{hk}}<br>623+HK|6|2<small>(7)</small>2<small>(10)</small>2|16+15 land|-33<br>(-24/-12)|KD|80*40x2|100*50x2|M|-|'''1-5f throw invuln, airborne until land'''; has juggle potential; (Block Adv. if 2nd/3rd hit connects vs. tall character); whiffs on crouching characters ~Fei Long or shorter; KD Adv: +39|}}
{{OSFIVFrameDataRow2|{{ex}} Jackknife Maximum<br>(Upkicks)|{{Dp}}{{2k}}<br>236+KK|4|5|32+30 land|-48|KD|50*140|0*200|M|FA|'''1-14f full invuln'''; Auto-followup on hit; KD Adv: +43|}}
 
{{OSFIVFrameDataRow|LK Waning Moon<br>(Crescent Kick)|{{Hcb}}{{lk}}<br>63214+LK|29|4|1+14 land|-1(0)|4(5)|80|100|M|-|'''Airborne 12f until land'''; 1f better Hit/Block Adv vs. short crouching characters; KD vs. airborne opponents|}}
{{OSFIVFrameDataRow|MK Waning Moon<br>(Crescent Kick)|{{Hcb}}{{mk}}<br>63214+MK|29|4|1+14 land|-1(0)|4(5)|80|100|M|-|'''Airborne 12f until land'''; 1f better Hit/Block Adv vs. short crouching characters; KD vs. airborne opponents|}}
{{OSFIVFrameDataRow|HK Waning Moon<br>(Crescent Kick)|{{Hcb}}{{hk}}<br>63214+HK|29|4|1+14 land|-1(0)|4(5)|80|100|M|-|'''Airborne 12f until land'''; 1f better Hit/Block Adv vs. short crouching characters; KD vs. airborne opponents|}}
{{OSFIVFrameDataRow2|{{ex}} Waning Moon<br>(Crescent Kick)|{{Hcb}}{{2k}}<br>63214+KK|23|2<small>(1)</small>4|1+14 land|-1|4(5)|60*50|80*70|H*H|-|'''Airborne 12f until land'''; 2 hits, both overhead; 1f better Hit Adv vs. short crouching characters; KD vs. airborne opponents|}}
 
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow2|Sobat Carnival<br>(Super)|{{Qcf}}{{Qcf}}{{K}}<br>236236+K|1+7|2<small>(16)</small>3<small>(17)</small><br>2<small>(3)</small>1<small>(10)</small><br>2<small>(4)</small>2<small>(32)</small>3|18|0|KD|40x6*170|-|M|-|'''1-28f full invuln'''; KD Adv: +71|}}
 
{{OSFIVFrameDataRow|Sobat Festival<br>(Ultra 1)|{{Qcf}}{{Qcf}}{{3k}}<br>236236+KKK|0+11|2<small>(18)</small>2<small>(25)</small><br>2<small>(6)</small>2<small>(22)</small><br>2<small>(21)</small>2|58|-29|KD|60x5*173|-|M|-|'''1-12f full invuln'''; all hits are true blockstring; KD Adv: +97|}}
{{OSFIVFrameDataRow|Climax Beat<br>(Cinematic Ultra 2)|{{Qcb}}{{Qcb}}{{3p}}<br>214214+PPP|0+7|(2<small>(2)</small>x7)*2|48|-33|KD|23x2*<br>8x42*90|-|M|-|'''1-8f full invuln, 9-12f upper body invuln'''; occurs if first 2 active frames connect; KD Adv: +19|}}
{{OSFIVFrameDataRow|Climax Beat<br>(Non-Cinematic Ultra 2)|{{Qcb}}{{Qcb}}{{3p}}<br>214214+PPP|0+7|(2<small>(2)</small>x7)*2|48|-33|KD|23*15x6*75|-|M|-|'''1-8f full invuln, 9-12f upper body invuln'''; occurs in juggles or if first 2 active frames whiff; KD Adv: +81|}}
{{OmegaSFIVFrameDataHeader}}
|-
|}
 
== Combos ==
 
'''Confirms''':
* 251/400, 0 bar -- 2LK, cl.5LP, 2HP xx HK Sobat
* 181/295, 0 bar -- 2LK, 2LK, 2LP, 2LK xx MK Sobat
* 261/425, 1 bar -- 2LK, 2LP x2, 2MK xx EX Machine Gun Upper
* 336/456, 1 bar -- EX Waning Moon, cl.5LP, cl.5MK, 2MP xx MK Sobat
** most consistent route
* 371/550, 1 bar -- EX Waning Moon, cl.5MK, 2HP xx HK Sobat
** vs. shorter crouching opponents; link directly to 2HP if farther away
* 361/515, 1 bar -- Waning Moon, cl.5LP, cl.5MK, 2MK xx EX Machine Gun Upper
** Omit cl.5MK if opponent is standing
* 222/310, 0 bar -- Waning Moon, 2LK xx MK Sobat
** If the opponent is far and standing
 
 
'''Punishes''':
* 296/460, 0 bar -- cl.5MK, 2HP xx HK Sobat
** 2MP can also work as a starter, but less consistent
* 435/696, 2 bar -- cl.5MK, 2HP xx HK Sobat (1 hit) xx FADC, 2MP, 2HP xx HK Sobat
* 583/460, 4 bar -- cl.5MK, 2HP xx HK Sobat (2-hit) xx Super
* 331/379, 0 bar -- 2LP, cl.5HK, 6HK > 2HK TC, U2
** End in Super for 479 damage instead
 
 
-- Ranged Punishes --
* LK Sobat, Super, U1
* far.5LK xx MK Sobat
* 2MK xx HK Jackknife
 
 
'''Counterhit Confirms''':
* '''CH cl.5MK''', U2
 
 
'''Ultra Setups''':
* cl.5HK, 6HK > 2HK, juggle U2
* CH cl.5MK, U2
* HK Jackknife, U2 (corner only)
 
== Useful Info ==
 
'''Reversals''':
* '''LK/EX Jackknife Maximum''' ({{Dp}}{{lk}}/{{2k}} / 623LK/KK) - only the EX version can FADC
* '''LP/MP/EX Machine Gun Upper''' ({{Qcb}}{{lp}}/{{mp}}/{{2p}} / 214LP/MP/PP) - all have upper body invincibility
* '''HP Machine Gun Upper''' ({{Qcb}}{{hp}} / 214HP) - has lower body invincibility if you predict a low, but too slow to beat crouching lights
* '''Double Sobat''' ({{Qcf}}{{K}} / 236K) - LK is 3f lower body invuln, MK/HK are 1f throw invuln
* '''Super''' ({{Qcf}}{{Qcf}}{{K}} / 236236+K) - fast, safe if stand blocked, very invincible
* '''Ultra 1 / Ultra 2''' - both invincible, U2 is generally better
 
'''Anti-Airs''':
* '''LK Jackknife Maximum''' ({{Dp}}{{lk}} / 623LK) - most consistent version, EX is much worse now
* '''cl.5MP''' - for close/crossup jumps
* '''far.5HP''' - farther ranges, otherwise forward movement can make Dee Jay whiff under opponent
* '''far.5HK''' - mid/far range
* '''2HK''' - low profiles, has an extra AA hitbox on his foot; must hit in a particular way to allow juggle
* '''6HK''' - average hitbox for far range AA, but gives 2HK Target Combo as a juggle
* '''Knee Shot''' - juggles opponent when used as air-to-air
* '''j.LK / nj.HP / j.HK''' - all decent air-to-airs; HP/HK slam opponent down, LK is fast
 
'''Anti-Focus''':
* '''Double Sobat''' ({{Qcf}}{{K}} / 236K) - Armor Break, reasonably fast
* '''Machine Gun Upper''' ({{Qcb}}{{P}} / 214P) - fast and multi-hit, especially EX
* '''6HK > 2HK TC''' - if 6HK is absorbed, the TC followup has invincibility that can beat focus release
* '''Super''' ({{Qcf}}{{Qcf}}{{K}} / 236236+K) - fast and invincible, especially useful as a cancel when you see a move focus absorbed
* '''Ultra 1 / Ultra 2''' - either one can be done on reaction, although U2 may whiff if opponent is too far and backdashes
 
'''Anti-Projectile''':
* '''Super / Ultra 1''' - both have decent range and go through projectiles
* '''EX Sobat (Maximum Hurricane)''' - 3f projectile invuln, but not very useful beyond mid range
* '''MK Jackknife''' - can be used to beat fireball blockstrings if there is a gap; can also beat air fireballs
 
'''Juggles''':
* '''cl.5HK:''' juggle into 6HK > 2HK TC
* '''6HK > 2HK Target Combo:''' juggle into U2 or Super
* '''EX Air Slasher 2nd Hit:''' HK Jackknife up close, EX Sobat from farther range
* '''2MK:''' cancel into HK Jackknife, EX Machine Gun Upper, or EX Sobat
* '''EX Jackknife xx FADC:''' 6HK > 2HK TC
* '''Knee Shot''' (air-to-air): 6HK > 2HK TC
* '''2HK Anti-Air:''' juggle HK Jackknife if you get the juggleable hit (can also get 6HK > 2HK, but very tight)
* '''Machine Gun Upper mash extension:''' juggle Super
* '''HK Jackknife:''' Super (strict timing, piano kicks for easier timing; last hit may drop at some ranges?)
 
 
'''Miscellaneous''':
* While U2 is notably weaker, it's still the preferred Ultra in most matchups because it's a better reversal and can still add some damage in combos. U1 can still be a threat vs. projectiles, and occasionally as a punish when U2 doesn't have enough range.
 
 
{{Navbox-OSFIV}}
[[Category:Ultra Street Fighter IV]]

Latest revision as of 11:26, 28 June 2025