Super Street Fighter 2 Turbo/O. Dee Jay: Difference between revisions

From SuperCombo Wiki
Line 26: Line 26:
**Diagonal Jumping Strong animates like N.Dee Jay's Diagonal Jumping Fierce with a fatter hitbox but with worse air to ground priority, it also does less stun;
**Diagonal Jumping Strong animates like N.Dee Jay's Diagonal Jumping Fierce with a fatter hitbox but with worse air to ground priority, it also does less stun;
**Diagonal Jumping Fierce animates like N.Dee Jay's Diagonal Jumping Strong, it also does more stun;
**Diagonal Jumping Fierce animates like N.Dee Jay's Diagonal Jumping Strong, it also does more stun;
**Diagonal Jumping Forward has better air to air priority but does not have crossup properties;
**Diagonal Jumping Forward has better air to air priority but significantly worse crossup properties;
**Neutral Jumping Roundhouse has a fatter hitbox but worse priority;
**Neutral Jumping Roundhouse has a fatter hitbox but worse priority;
**Diagonal Jumping Roundhouse becomes active 1 frame later, but has an additional 4 frame hitbox while his leg is pointed upward, so it has more active frames;
**Diagonal Jumping Roundhouse becomes active 1 frame later, but has an additional 4 frame hitbox while his leg is pointed upward, so it has more active frames;
Line 33: Line 33:
*O.Dee Jay's Machine Gun Upper does less damage overall (i.e. the second hit does a lot less damage, and the third uses a lesser random damage table), but has anti aerial properties in its startup, and lacks a hurtbox at his center which allows him to dodge some faster or meaty fireballs;
*O.Dee Jay's Machine Gun Upper does less damage overall (i.e. the second hit does a lot less damage, and the third uses a lesser random damage table), but has anti aerial properties in its startup, and lacks a hurtbox at his center which allows him to dodge some faster or meaty fireballs;


O.Dee Jay is a waste of time... his lack of a proper crossup and anti airs really hurts him and he does not receive anything back... Only an MGU that can evade meaty projectiles... And he even has worse Max Outs... Not worthy.
O.Dee Jay is a waste of time... his go-to crossup and anti air moves are much worse, and he does not receive anything back... Only an MGU that can evade meaty projectiles... And he even has worse Max Outs... Not worthy.


==Moves Analysis==
==Moves Analysis==

Revision as of 22:16, 7 October 2017

ST Main Page
The Characters

Old Dee Jay's portrait in Super Turbo

Introduction

Picking Old Dee Jay

To select O.Dee Jay, choose Dee Jay and then press ↓ ↓ ↑ ↑ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.

Normal Secondary
Deejay-old1.gif Deejay-old2.gif

--Born2SPD

New & Old Versions Comparison

Here is the list of differences:

  • Obvious stuff: O.Dee Jay can not tech throws, does not have the Jackknife Maximum (upkicks) and Super;
  • O.Dee Jay has a slower pre-jump animation by 2 frames;
  • O.Dee Jay has some differences in some of his normals:
    • Crouching Jab has better priority downward;
    • Crouching Strong can be special canceled;
    • Far Standing Short has better priority;
    • Far Standing Forward second hit has better priority;
    • Close Standing Roundhouse has a much fatter hitbox but it has a little less vertical priority as a anti air;
    • Diagonal Jumping Strong animates like N.Dee Jay's Diagonal Jumping Fierce with a fatter hitbox but with worse air to ground priority, it also does less stun;
    • Diagonal Jumping Fierce animates like N.Dee Jay's Diagonal Jumping Strong, it also does more stun;
    • Diagonal Jumping Forward has better air to air priority but significantly worse crossup properties;
    • Neutral Jumping Roundhouse has a fatter hitbox but worse priority;
    • Diagonal Jumping Roundhouse becomes active 1 frame later, but has an additional 4 frame hitbox while his leg is pointed upward, so it has more active frames;
  • O.Dee Jay's Max Outs / Air Slashers have a 3 frame worse recovery, this is bad;
  • O.Dee Jay's Rolling Sobats do more stun on the first hit;
  • O.Dee Jay's Machine Gun Upper does less damage overall (i.e. the second hit does a lot less damage, and the third uses a lesser random damage table), but has anti aerial properties in its startup, and lacks a hurtbox at his center which allows him to dodge some faster or meaty fireballs;

O.Dee Jay is a waste of time... his go-to crossup and anti air moves are much worse, and he does not receive anything back... Only an MGU that can evade meaty projectiles... And he even has worse Max Outs... Not worthy.

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close Standing Jab:
Damage 4[0] ODeeJay stcljab1&3.png ODeeJay stcljab2.png ODeeJay stcljab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes*
Frame Advantage +8
Frame Count 3 4 1
Simplified 1 + 3 4 1


  • Far Standing Jab:
Damage 4[0] ODeeJay stfarjab1.png ODeeJay stfarjab2.png ODeeJay stfarjab3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +5
Frame Count 4 4 4
Simplified 1 + 4 4 4


  • Crouching Jab:
Damage 4[0] ODeeJay crjab1&3.png ODeeJay crjab2.png ODeeJay crjab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +9
Frame Count 2 3 1
Simplified 1 + 2 3 1


  • Close/Far Standing Strong:
Damage 22[0] ODeeJay stclstrng1 stfarstrng1.png ODeeJay stclstrng2 stfarstrng2.png ODeeJay stclstrng3 stfarstrng3.png ODeeJay stclstrng4 stfarstrng4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes / No
Frame Advantage +9 / +12
Frame Count 3 3 5 1
Simplified 1 + 3 8 1


  • Crouching Strong:
Damage 22[0] ODeeJay crstrng1.png ODeeJay crstrng2.png ODeeJay crstrng3.png ODeeJay crstrng4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes*
Frame Advantage +8
Frame Count 2 3 6 4
Simplified 1 + 5 6 4


  • Close Standing Fierce:
Damage 28[1] + 4[1] ODeeJay stclfrc1.png ODeeJay stclfrc2.png ODeeJay stclfrc3.png ODeeJay stclfrc4&6.png ODeeJay stclfrc5.png ODeeJay stclfrc4&6.png
Stun 10~16 + 1~7
Stun Timer 80 + 70
Chain Cancel No
Special Cancel No
Frame Advantage +6 / +12(+11)
Frame Count 3 3 4 2 5 5
Simplified 1 + 6 4 2 5 5


  • Far Standing Fierce:
Damage 28[1] ODeeJay stfarfrc1.png ODeeJay stfarfrc2.png ODeeJay stfarfrc3.png ODeeJay stfarfrc4.png ODeeJay stfarfrc5.png ODeeJay stfarfrc6.png ODeeJay stfarfrc7.png ODeeJay stfarfrc8.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +5 / +9
Frame Count 2 2 2 4 5 3 4 1
Simplified 1 + 6 9 8


  • Crouching Fierce:
Damage 28[1] ODeeJay crfrc1.png ODeeJay crfrc2.png ODeeJay crfrc3.png ODeeJay crfrc4.png ODeeJay crfrc5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel Yes* / No
Frame Advantage +4 / +7
Frame Count 2 2 3 9 6
Simplified 1 + 4 12 6


  • Close Standing Short:
Damage 4[0] ODeeJay stclshrt1&3.png ODeeJay stclshrt2.png ODeeJay stclshrt1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +8
Frame Count 3 4 1
Simplified 1 + 3 4 1


  • Far Standing Short:
Damage 4[0] ODeeJay stfarshrt1&3.png ODeeJay stfarshrt2.png ODeeJay stfarshrt1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes*
Frame Advantage +6
Frame Count 4 4 3
Simplified 1 + 4 4 3


  • Crouching Short:
Damage 4[0] ODeeJay crshrt1&3.png ODeeJay crshrt2.png ODeeJay crshrt1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes*
Frame Advantage +4
Frame Count 4 4 5
Simplified 1 + 4 4 5


  • Close Standing Forward:
Damage 24[0] ODeeJay stclfrwrd1.png ODeeJay stclfrwrd2.png ODeeJay stclfrwrd3&5.png ODeeJay stclfrwrd4.png ODeeJay stclfrwrd3&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +11
Frame Count 2 2 2 6 1
Simplified 1 + 6 6 1


  • Far Standing Forward:
Damage 24[0] + 4[0] ODeeJay stfarfrwrd1&6.png ODeeJay stfarfrwrd2.png ODeeJay stfarfrwrd3.png ODeeJay stfarfrwrd4.png ODeeJay stfarfrwrd5.png ODeeJay stfarfrwrd1&6.png
Stun 5~11 + 2~8
Stun Timer 60 + 60
Chain Cancel No
Special Cancel No
Frame Advantage +0 / +3(+2)
Frame Count 3 3 3 8 3 4
Simplified 1 + 6 3 8 7


  • Crouching Forward:
Damage 22[0] ODeeJay crfrwrd1&5.png ODeeJay crfrwrd2.png ODeeJay crfrwrd3.png ODeeJay crfrwrd4.png ODeeJay crfrwrd1&5.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage +6
Frame Count 3 3 6 3 3
Simplified 1 + 6 6 6


  • Close Standing Roundhouse:
Damage 30[1] ODeeJay stclrh1.png ODeeJay stclrh2.png ODeeJay stclrh3&5.png ODeeJay stclrh4.png ODeeJay stclrh3&5.png ODeeJay stclrh6.png
Stun 10~16 / 1~7
Stun Timer 80 / 70
Chain Cancel No
Special Cancel Yes / No
Frame Advantage +3 / +9
Frame Count 3 4 2 6 4 3
Simplified 1 + 3 4 2 6 7


  • Far Standing Roundhouse:
Damage 30[1] ODeeJay stfarrh1.png ODeeJay stfarrh2.png ODeeJay stfarrh3.png ODeeJay stfarrh4.png ODeeJay stfarrh5.png ODeeJay stfarrh6.png ODeeJay stfarrh7.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +4
Frame Count 3 3 3 5 4 4 5
Simplified 1 + 9 5 13


  • Crouching Roundhouse:
Damage 30[1] ODeeJay crrh1.png ODeeJay crrh2.png ODeeJay crrh3.png ODeeJay crrh4.png ODeeJay crrh5.png
Stun 5~11 / 10~16
Stun Timer 130 / 80
Chain Cancel No
Special Cancel No
Frame Advantage +1 / +5
Frame Count 4 4 4 2 15
Simplified 1 + 8 6 15

Aerial Normals

  • Neutral/Diagonal Jumping Jab:
Damage 12[0] ODeeJay njjab1 djjab1.png ODeeJay njjab2 djjab2.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 2


  • Neutral Jumping Strong:
Damage 22[0] ODeeJay njstrng1 djfrc2.png ODeeJay njstrng2 djfrc3.png ODeeJay njstrng3 djfrc4.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 3 4 14 5 4
Simplified 3 18


  • Diagonal Jumping Strong:
Damage 22[0] ODeeJay djstrng1.png ODeeJay djstrng2.png ODeeJay djstrng3.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 3 4 14 5 4
Simplified 7 14


  • Neutral Jumping Fierce:
Damage 28[0] ODeeJay njfrc1.png ODeeJay njfrc2.png ODeeJay njfrc3.png ODeeJay njfrc4.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 2 3 6 8 5 4
Simplified 5 6


  • Diagonal Jumping Fierce:
Damage 28[1] ODeeJay djfrc1.png ODeeJay njstrng1 djfrc2.png ODeeJay njstrng2 djfrc3.png ODeeJay njstrng3 djfrc4.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 2 4 4 8 5 4
Simplified 6 12


  • Neutral Jumping Short:
Damage 20[0] ODeeJay njshrt1.png ODeeJay njshrt2.png
Stun 1~7(-2)
Stun Timer 40



Frame Count 2


  • Diagonal Jumping Short:
Damage 20[0] ODeeJay djshrt1.png ODeeJay djshrt2.png
Stun 1~7(-2)
Stun Timer 40



Frame Count 2


  • Neutral Jumping Forward:
Damage 24[0] ODeeJay njfrwrd1&4 djrh5.png ODeeJay njfrwrd2.png ODeeJay njfrwrd3.png ODeeJay njfrwrd1&4 djrh5.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 2 4 14 5 5 4
Simplified 6 14


  • Diagonal Jumping Forward:
Damage 24[0] ODeeJay djfrwrd1&5.png ODeeJay djfrwrd2&4.png ODeeJay djfrwrd3.png ODeeJay djfrwrd2&4.png ODeeJay djfrwrd1&5.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 2 4 14 5 4 4 4
Simplified 6 14


  • Neutral Jumping Roundhouse:
Damage 28[1] ODeeJay njrh1.png ODeeJay njrh2&4.png ODeeJay njrh3.png ODeeJay njrh2&4.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 3 4 10 6 5 4
Simplified 7 10


  • Diagonal Jumping Roundhouse:
Damage 30[1] ODeeJay djrh1.png ODeeJay djrh2.png ODeeJay djrh3.png ODeeJay djrh4.png ODeeJay njfrwrd1&4 djrh5.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 2 4 4 8 4 4 4
Simplified 6 12

Command Normals

  • Knee Shot: (Jump diagonally, ↙/↓/↘ + Short)
Damage 12[0] ODeeJay ks1.png ODeeJay ks2.png ODeeJay ks3.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 2 40

Throws

Dee Jay can throw using Strong, Fierce, Forward and Roundhouse. The direction of the joystick determines the direction the enemy gets thrown at. All his throws have the same range and do 32 points of damage (plus two more if behind in rounds).

  • Normal Throws Throwboxes:
Damage 32 ODeeJay throwb.png ODeeJay throw.png ODeeJay throwf.png
Stun 7~13
Stun Timer 100
Range (from axis) 48
(from throwable box) 18
  • Funky Shout Throw: (←/→ + Strong/Fierce)


  • Monkey Flip: (←/→ + Forward/Roundhouse)

Special Moves

  • Max Out / Air Slasher: (Charge ←, →, P)

Detailed Input: (Charge ← for at least 61f, [0~7f] → [0~10/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)

  • Startup:
ODeeJay mo1.png ODeeJay mo2.png ODeeJay mo3.png
Frame Count 3 2 2
Simplified 7
  • Active:
  • Jab Version:
Damage 17[1] ODeeJay mo4.png ODeeJay mo5jab.png ODeeJay mo6jab.png ODeeJay mo7jab.png
Stun 3~9
Stun Timer 90


Frame Count 1 3 10 1...
Simplified 37
  • Strong Version:
Damage 18[1] ODeeJay mo4.png ODeeJay mo5strng.png ODeeJay mo6strng.png ODeeJay mo7strng.png
Stun 3~9
Stun Timer 90


Frame Count 1 2 9 1...
Simplified 37
  • Fierce Version:
Damage 20[1] ODeeJay mo4.png ODeeJay mo5frc.png ODeeJay mo6frc.png ODeeJay mo7frc.png
Stun 3~9
Stun Timer 90


Frame Count 1 1 6 1...
Simplified 37

Dee Jay's Projectile. During the first active frames it has a quite fat hitbox, but some frames after it becomes slimmer (allowing Blanka to slide under it). Jab Version's hitbox stays bigger for 14 frames, Strong for 12 and Fierce for 8. Punch strength also determines the speed and damage. O.Dee Jay have 3 frames of additional recovery on this move.

  • Double Rolling Sobat: (Charge ←, →, K)

Detailed Input: (Charge ← for at least 61f, [0~7f] → [0~10/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)

  • Short Version:
Damage 30[2] / 28[2] ODeeJay rs1.png ODeeJay rs2shrt.png ODeeJay rs3shrt.png ODeeJay rs4.png ODeeJay rs5.png ODeeJay rs6.png ODeeJay rs7.png
Stun 9~15
Stun Timer 100
Frame Advantage -14 / -10

Frame Count 4 7 3 1 3 2 4
Simplified 14 10
ODeeJay rs8.png ODeeJay rs9shrt.png ODeeJay rs10shrt.png ODeeJay rs11shrt.png ODeeJay rs12shrt.png ODeeJay rs13shrt.png ODeeJay rs14shrt.png
Frame Count 1 3 4 3 6 5 4
Simplified 26
  • Forward/Roundhouse Versions:
Forward Rh ODeeJay rs1.png ODeeJay rs2.png ODeeJay rs3.png ODeeJay rs4.png ODeeJay rs5.png ODeeJay rs6.png ODeeJay rs7.png
Damage (30[2] / 28[2]) + 18[2]
Stun 9~15 + 2~8
Stun Timer 100 + 90
Frame Advantage -24 / -22
-9(-10) / -4(-5)
-26 / -22
-11(-12) / -6(-7)
Frame Count (Forward) 4 4 3 1 1 1 1
Simplified (Forward) 11 4
Frame Count (Rh) 4 4 3 1 1 1 1
Simplified (Rh) 11 4
ODeeJay rs8.png ODeeJay rs9.png ODeeJay rs10.png ODeeJay rs11.png ODeeJay rs12.png
Frame Count (Forward) 1 1 4 4 3
Simplified (Forward) 13
Frame Count (Rh) 1 1 4 4 3
Simplified (Rh) 13
ODeeJay rs13.png ODeeJay rs14.png ODeeJay rs15.png ODeeJay rs16.png ODeeJay rs17.png ODeeJay rs18.png
Frame Count (Forward) 2 3 1 9 7 9
Simplified (Forward) 15 16
Frame Count (Rh) 2 3 1 9 9 9
Simplified (Rh) 15 18

Short version hits once, Forward and Roundhouse versions hit twice.

  • Machine Gun Upper: (Charge ↓, ↑, P. Press P repeatedly)

Detailed Input: (Charge ↓ for 61f, [0~7f] ↑ [0~10/9/7/4f] Jab/Strong/Fierce/any P if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button. The mash part requires a P input every 2f? to combo)

  • Full mashing:
Jab Strong Fierce ODeeJay mgu1.png File:ODeeJay mgu2anm.png File:ODeeJay mgu3anm.png File:ODeeJay mgu4anm.png ODeeJay mgu5.png ODeeJay mgu6.png ODeeJay mgu7.png ODeeJay mgu8.png
Damage 12[2] + 4[2] +
24[1] + 12[1]
12[2] + 4[2] +
26[1] + 12[1]
12[2] + 4[2] +
28[1] + 12[1]
Stun 0~5 + 0~5 + 0~5 + 9~15
Stun Timer 30 + 30 + 30 + 100
Frame Advantage +6
Frame Count (Jab) 4 7 7 7 4 4 14 11
Simplified (Jab) 4 10 11 4 4 25
Frame Count (Strong) 5 7 7 7 4 4 14 11
Simplified (Strong) 5 10 11 4 4 25
Frame Count (Fierce) 6 7 7 7 4 4 14 11
Simplified (Fierce) 6 10 11 4 4 25
  • Without mashing:
Damage 12[2] + 12[1] ODeeJay mgu1.png File:ODeeJay mgu2anm.png ODeeJay mgu3nomash.png ODeeJay mgu4nomash.png ODeeJay mgu5.png ODeeJay mgu6.png ODeeJay mgu7.png ODeeJay mgu8.png
Stun 0~5 + 9~15
Stun Timer 30 + 100
Frame Advantage -15 / +6

Frame Count (Jab) 4 7 6 5 4 4 14 11
Simplified (Jab) 4 22 4 25
Frame Count (Strong) 5 7 6 5 4 4 14 11
Simplified (Strong) 5 22 4 25
Frame Count (Fierce) 6 7 6 5 4 4 14 11
Simplified (Fierce) 6 22 4 25

O.Dee Jay's only proper reversal. Can be used to avoid meaty projectiles on wakeup and to anti air. Proper technique is required to get the full four hits of the move to combo. Piano tap all three punches until you see the third hit connect, and then STOP.

The Basics

Advanced Strategy

Match-ups

Template:Super Turbo