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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|} | |} | ||
Has very very good recovery, allowing for easy combos. Also good to mash for stopping advancing attacks like Honda headbutt and Blanka ball. Old Deejay has a slightly fatter hitbox on this move. | |||
*<b>Close/Far Standing Strong:</b> <!--(Base max activation range: 8) Close and Far versions are separate internally, but they trigger the same move--> | *<b>Close/Far Standing Strong:</b> <!--(Base max activation range: 8) Close and Far versions are separate internally, but they trigger the same move--> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCell| 1}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCell| 1}} | ||
|} | |} | ||
Nice walking anti-air. Especially considering you don't have to worry about it coming out as a close or far normal. | |||
*<b>Crouching Strong:</b> | *<b>Crouching Strong:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} | ||
|} | |} | ||
Very nice hitbox which makes it good to stick out and catch limbs with. One nice advantage for old Deejay, is that he can cancel this attack. | |||
*<b>Close Standing Fierce:</b> (Base max activation range: 40) | *<b>Close Standing Fierce:</b> (Base max activation range: 40) | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} | ||
|} | |} | ||
Usually the first hit will combo into the second. Does decent damage and dizzy if both hits connect, but in general this move wants to be avoided due to how slow it is, and DJ has better ways of dealing damage. | |||
*<b>Far Standing Fierce:</b> | *<b>Far Standing Fierce:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 6}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan| 3 | 8}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 6}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan| 3 | 8}} | ||
|} | |} | ||
This uses the same animation as a max-out fireball, so it doubles as a fake fireball. Very useful. | |||
*<b>Crouching Fierce:</b> | *<b>Crouching Fierce:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 4}} |{{STDiagramCellColSpan| 2 | 12}} |{{STDiagramCell| 6}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 4}} |{{STDiagramCellColSpan| 2 | 12}} |{{STDiagramCell| 6}} | ||
|} | |} | ||
Nice move to halt certain advancing moves like Balrog's low rush. Some players like to use this move to cancel into Machine Gun Upper. | |||
*<b>Close Standing Short:</b> (Base max activation range: 24) | *<b>Close Standing Short:</b> (Base max activation range: 24) | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|} | |} | ||
Decent tick, cancels into itself and cr lk for mixups/combos. Good move as a meaty since it has only 1 frame of recovery. | |||
*<b>Far Standing Short:</b> | *<b>Far Standing Short:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} | ||
|} | |} | ||
This move usually has to be blocked low, good for ending combos that include crouching short, and ok for ticks. Old Deejay has better priority on this attack, making it an effective counter poke. | |||
*<b>Crouching Short:</b> | *<b>Crouching Short:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} | ||
|} | |} | ||
Decent range and priority, but crouch strong and forward are usually better for counters. This is a good move to use after a crossup vs opponents mashing throw/reversal, hit them low and go into a combo. | |||
*<b>Close Standing Forward:</b> (Base max activation range: 16) | *<b>Close Standing Forward:</b> (Base max activation range: 16) | ||
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|- | |- | ||
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}} | {{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}} | ||
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}} | |||
|- | |- | ||
|} | |} | ||
Very low recovery, which makes it a good move for surprise tick throws. | |||
*<b>Far Standing Forward:</b> | *<b>Far Standing Forward:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 6}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 7}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 6}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 7}} | ||
|} | |} | ||
Old Deejay has better priority on the second hit, making it a good anti air, usually he has better options though, you also need time to get it out. | |||
*<b>Crouching Forward:</b> | *<b>Crouching Forward:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 6}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 6}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 6}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 6}} | ||
|} | |} | ||
One of the rare non-Roundhouse sweeps. Excellent hitbox. Use this in instances where Deejay's sweep might trade or lose outright. It makes for an excellent anti-air sweep and decent meaty attack. | |||
*<b>Close Standing Roundhouse:</b> (Base max activation range: 8) | *<b>Close Standing Roundhouse:</b> (Base max activation range: 8) | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 7}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 7}} | ||
|} | |} | ||
The strict activation range makes this move difficult to utilize. Quite fast to come out, if they are right above you, and you have time, this can be decent. More so as old Deejay because the second part has better priority as an anti air. | |||
*<b>Far Standing Roundhouse:</b> | *<b>Far Standing Roundhouse:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 9}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan| 3 | 13}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 9}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan| 3 | 13}} | ||
|} | |} | ||
Excellent poke. Hit's mid against most of the cast so you can use it to bludgeon people whether they are crouching or not. | |||
*<b>Crouching Roundhouse:</b> | *<b>Crouching Roundhouse:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 8}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 15}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 8}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 15}} | ||
|} | |} | ||
Deejay's slide sweep. Probably the worst slide sweep in the game but it still has its uses. Notice how the last active hitbox angles up vertically. | |||
====Aerial Normals==== | ====Aerial Normals==== |
Revision as of 09:06, 12 April 2018
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 |
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--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: (Base max activation range: 42)
Damage | 4[0] | ![]() |
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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 |
Decent for pressure sometimes as it can be rapid fired, and has only 1 frame of recovery, making it quite safe.
- Far Standing Jab:
Damage | 4[0] | ![]() |
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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 |
Can be useful in some cases to beat moves by mashing it, such as Honda headbutts, Blanka balls, scissor kicks from dictator etc.
- Crouching Jab:
Damage | 4[0] | ![]() |
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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 |
Has very very good recovery, allowing for easy combos. Also good to mash for stopping advancing attacks like Honda headbutt and Blanka ball. Old Deejay has a slightly fatter hitbox on this move.
- Close/Far Standing Strong:
Damage | 22[0] | ![]() |
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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 |
Nice walking anti-air. Especially considering you don't have to worry about it coming out as a close or far normal.
- Crouching Strong:
Damage | 22[0] | ![]() |
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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 |
Very nice hitbox which makes it good to stick out and catch limbs with. One nice advantage for old Deejay, is that he can cancel this attack.
- Close Standing Fierce: (Base max activation range: 40)
Damage | 28[1] + 4[1] | ![]() |
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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 |
Usually the first hit will combo into the second. Does decent damage and dizzy if both hits connect, but in general this move wants to be avoided due to how slow it is, and DJ has better ways of dealing damage.
- Far Standing Fierce:
Damage | 28[1] | ![]() |
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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 |
This uses the same animation as a max-out fireball, so it doubles as a fake fireball. Very useful.
- Crouching Fierce:
Damage | 28[1] | ![]() |
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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 |
Nice move to halt certain advancing moves like Balrog's low rush. Some players like to use this move to cancel into Machine Gun Upper.
- Close Standing Short: (Base max activation range: 24)
Damage | 4[0] | ![]() |
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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 |
Decent tick, cancels into itself and cr lk for mixups/combos. Good move as a meaty since it has only 1 frame of recovery.
- Far Standing Short:
Damage | 4[0] | ![]() |
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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 |
This move usually has to be blocked low, good for ending combos that include crouching short, and ok for ticks. Old Deejay has better priority on this attack, making it an effective counter poke.
- Crouching Short:
Damage | 4[0] | ![]() |
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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 |
Decent range and priority, but crouch strong and forward are usually better for counters. This is a good move to use after a crossup vs opponents mashing throw/reversal, hit them low and go into a combo.
- Close Standing Forward: (Base max activation range: 16)
Damage | 24[0] | ![]() |
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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 |
Very low recovery, which makes it a good move for surprise tick throws.
- Far Standing Forward:
Damage | 24[0] + 4[0] | ![]() |
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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 |
Old Deejay has better priority on the second hit, making it a good anti air, usually he has better options though, you also need time to get it out.
- Crouching Forward:
Damage | 22[0] | ![]() |
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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 |
One of the rare non-Roundhouse sweeps. Excellent hitbox. Use this in instances where Deejay's sweep might trade or lose outright. It makes for an excellent anti-air sweep and decent meaty attack.
- Close Standing Roundhouse: (Base max activation range: 8)
Damage | 30[1] | ![]() |
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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 |
The strict activation range makes this move difficult to utilize. Quite fast to come out, if they are right above you, and you have time, this can be decent. More so as old Deejay because the second part has better priority as an anti air.
- Far Standing Roundhouse:
Damage | 30[1] | ![]() |
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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 |
Excellent poke. Hit's mid against most of the cast so you can use it to bludgeon people whether they are crouching or not.
- Crouching Roundhouse:
Damage | 30[1] | ![]() |
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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 |
Deejay's slide sweep. Probably the worst slide sweep in the game but it still has its uses. Notice how the last active hitbox angles up vertically.
Aerial Normals
- Neutral/Diagonal Jumping Jab:
Damage | 12[0] | ![]() |
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Stun | 1~7(-2) | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
- Neutral Jumping Strong:
Damage | 22[0] | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 50(+10) | ||||||
Frame Count | 3 | 4 | 14 | 5 | 4 | ∞ | |
Simplified | 3 | 18 | ∞ |
- Diagonal Jumping Strong:
Damage | 22[0] | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 50(+10) | ||||||
Frame Count | 3 | 4 | 14 | 5 | 4 | ∞ | |
Simplified | 7 | 14 | ∞ |
- Neutral Jumping Fierce:
Damage | 28[0] | ![]() |
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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] | ![]() |
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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] | ![]() |
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Stun | 1~7(-2) | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
- Diagonal Jumping Short:
Damage | 20[0] | ![]() |
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Stun | 1~7(-2) | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
- Neutral Jumping Forward:
Damage | 24[0] | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 50(+10) | |||||||
Frame Count | 2 | 4 | 14 | 5 | 5 | 4 | ∞ | |
Simplified | 6 | 14 | ∞ |
- Diagonal Jumping Forward:
Damage | 24[0] | ![]() |
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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] | ![]() |
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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] | ![]() |
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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] | ![]() |
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Stun | 1~7(-2) | |||
Stun Timer | 40 | |||
Frame Count | 2 | 40 | ∞ |
Can be used as an ambiguous crossup.
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 | ![]() |
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Stun | 7~13 | ||||
Stun Timer | 100 | ||||
Range | (from axis) | 48 | |||
(from throwable box) | 18 |
- Funky Shout Throw: (←/→ + Strong/Fierce)
Seems to have better recovery than kick throw, might be preferred in situations where you want to stay close.
- Monkey Flip: (←/→ + Forward/Roundhouse)
They end up further away than punch throw, especially if not teched, this may be favoured if you want them away from you.
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:
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Frame Count | 3 | 2 | 2 |
Simplified | 7 |
- Active:
- Jab Version:
Damage | 17[1] | ![]() |
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Stun | 3~9 | ||||
Stun Timer | 90 | ||||
Frame Count | 1 | 3 | 10 | 1... | |
Simplified | 37 |
- Strong Version:
Damage | 18[1] | ![]() |
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Stun | 3~9 | ||||
Stun Timer | 90 | ||||
Frame Count | 1 | 2 | 9 | 1... | |
Simplified | 37 |
- Fierce Version:
Damage | 20[1] | ![]() |
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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] | ![]() |
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Stun | 9~15 | |||||||
Stun Timer | 100 | |||||||
Frame Advantage | -14 / -10 | |||||||
Frame Count | 4 | 7 | 3 | 1 | 3 | 2 | 4 | |
Simplified | 14 | 10 |
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Frame Count | 1 | 3 | 4 | 3 | 6 | 5 | 4 |
Simplified | 26 |
- Forward/Roundhouse Versions:
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Frame Count (Forward) | 1 | 1 | 4 | 4 | 3 |
Simplified (Forward) | 13 | ||||
Frame Count (Rh) | 1 | 1 | 4 | 4 | 3 |
Simplified (Rh) | 13 |
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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:
- Without mashing:
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.