Callie Rose (talk | contribs) (Created page with "{{Infobox Character SFIVR |name=X |image= |health=XYZ |chains=XYZ |forwarddash=X |backdash=X |movement=XYZ |content= == Introduction == <div style="width:800; margin-top:5px; padding:25px;"> ''Insert character description here.'' ----- Insert character introduction here. {{ProConTable | pros = * '''Pro 1:''' * '''Pro 2:''' * '''Pro 3:''' | cons = * '''Con 1:''' * '''Con 2:''' * '''Con 3:''' }} </div> }} == Normals == === Standing Normals === === <span class="invis...") |
(deejay. i think the pro/con table kind of sucks, someone could touch it up a bit, but SOMETHING is better than nothin) |
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{{Infobox Character SFIVR | {{Infobox Character SFIVR | ||
|name= | |name=Deejay | ||
|image= | |image= | ||
|health=XYZ | |health=XYZ | ||
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== Introduction == | == Introduction == | ||
<div style="width:800; margin-top:5px; padding:25px;"> | <div style="width:800; margin-top:5px; padding:25px;"> | ||
'' | ''Deejay's got serious problems. He wanted to kill Sagat's dad, but Dan got to him first, so now he's out for revenge.'' | ||
----- | ----- | ||
Originating in Super Street Fighter II, '''Deejay''' in Remix is an alternative take on the typical all-around shoto archetype, equipped with strong fireballs, an invincible reversal and a unique movement option in his '''shorthop.''' Like all of the charge characters in Ultra, Deejay's kit has been entirely overhauled input-wise, becoming a pure motion character. Despite having '''full chains''', his kit is uniquely different from other shoto-type characters, particularly in his projectile game. His fireball, '''Air Slasher,''' is a peculiar projectile that acts as an anti-air or anti-ground tool, depending on the version used, and can be walked behind in order to ensure Deejay's approach. '''Machinegun Upper''' now acts as Deejay's primary launcher, allowing for full juggles after the launch, and his '''Jackknife Maximum''' now acts as his primary anti-air tool, with additional followups available with the press of a kick button after the initial startup. | |||
Deejay's meter-spending options are excellent as well, between his strong EX moves and supers. While '''Sobat Carnival''' and '''Climax Beat''' are simple combo-enders, the real highlight is in his 236PPP super, known simply as '''Festival.''' This super is invincible on wakeup, an excellent anti-air, reflects projectiles and allows for combos from nearly anywhere on screen, working just as well as a combo starter as it does as an extender. Deejay is an easy to pick up character that likes to force the opponent to respond to his fireballs, and then capitalizes on their mistakes with high damage and a mixup afterwards. | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = | ||
* ''' | * '''Great Damage:''' Deejay's solid meterless damage becomes outright excellent when paired with his meter-dumping options, making him one of the highest-damaging shotos in the game. | ||
* '''Solid Anti-Air:''' Between his normals, Air Slasher, Jackknife Maximum, and Machinegun Upper, Deejay is adept at creating a no-fly zone over and around his head, making it hard for characters to push up on him. | |||
* ''' | |||
| cons = | | cons = | ||
* ''' | * '''Disappointing Mixups:''' None of Deejay's shorthop normals are overheads, and combined with the lack of reward on meterless overheads for him, this makes it difficult for him to run threatening okizeme at times. | ||
}} | }} | ||
</div> | </div> |
Latest revision as of 17:38, 23 August 2024
Introduction
Deejay's got serious problems. He wanted to kill Sagat's dad, but Dan got to him first, so now he's out for revenge.
Originating in Super Street Fighter II, Deejay in Remix is an alternative take on the typical all-around shoto archetype, equipped with strong fireballs, an invincible reversal and a unique movement option in his shorthop. Like all of the charge characters in Ultra, Deejay's kit has been entirely overhauled input-wise, becoming a pure motion character. Despite having full chains, his kit is uniquely different from other shoto-type characters, particularly in his projectile game. His fireball, Air Slasher, is a peculiar projectile that acts as an anti-air or anti-ground tool, depending on the version used, and can be walked behind in order to ensure Deejay's approach. Machinegun Upper now acts as Deejay's primary launcher, allowing for full juggles after the launch, and his Jackknife Maximum now acts as his primary anti-air tool, with additional followups available with the press of a kick button after the initial startup.
Deejay's meter-spending options are excellent as well, between his strong EX moves and supers. While Sobat Carnival and Climax Beat are simple combo-enders, the real highlight is in his 236PPP super, known simply as Festival. This super is invincible on wakeup, an excellent anti-air, reflects projectiles and allows for combos from nearly anywhere on screen, working just as well as a combo starter as it does as an extender. Deejay is an easy to pick up character that likes to force the opponent to respond to his fireballs, and then capitalizes on their mistakes with high damage and a mixup afterwards.
Strengths | Weaknesses |
---|---|
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Deejay | |
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[[File:|center|300px]] | |
Character Data | |
Health | XYZ |
Chains | XYZ |
Walkspeed | {{{walkspeed}}} |
Forward Dash Duration | X frames |
Forward Dash Distance | {{{dashdistance}}} |
Backdash Duration | X frames |
Backdash Invuln | {{{backdashinvuln}}} frames |
Unique Movement | XYZ |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |