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

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== Character Specific Data ==
== 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|}}
'''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 ==
== Frame Data ==

Revision as of 20:26, 22 April 2022

Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

DeeJay

SSFIV-DeeJay Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • Throw: slightly shorter range
  • Movement Changes:
    • Forward Dash: 3f faster (19f > 16f)
    • Back Dash: slightly farther distance
  • Normal Move Changes:
  • Command Normal Changes:
    • Sunrise Heel (3MK) - New attack, Overhead
    • Maximum High (6HK) - New attack, whiffs on crouching opponents, can be juggled into
      • Leads to Funky Summersault (+ 2,8HK) Target Combo
    • Knee Shot (Air 2LK) - No longer changes jump trajectory, puts airborne opponents into limited juggle state
  • Special Move Changes:
  • Super/Ultra Changes:

Character Specific Data

Dee Jay

VITALS
Health: 1000 Stun: 1000
WALKING
Forward Walk Speed: 0.055 Back Walk Speed: 0.040
JUMPING
Jump Total Frames: 4+37+4 Jump Distance: 1.98 Forward, 1.62 Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.15
Back Dash Frames: 27 Back Dash Distance: 0.93
FA + Forward Dash Frames: 18 FA + Back Dash Frames: 22
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-16 FA + Back Dash Airborne: 4-12
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -3 Lv1 FA + Back Dash (Block): -7
Lv2 FA + Forward Dash (Block): +3 Lv2 FA + Back Dash (Block): -1

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png s a r B H D S hit c -
5MP (Close) cl. Mp.png s a r B H D S hit c -
5HP (Close) cl. Hp.png s a r B H D S hit c -
5LK (Close) cl. Lk.png s a r B H D S hit c -
5MK (Close) cl. Mk.png s a r B H D S hit c -
5HK (Close) cl. Hk.png s a r B H D S hit c -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png s a r B H D S hit c -
5MP (Far) far. Mp.png s a r B H D S hit c -
5HP (Far) far. Hp.png s a r B H D S hit c -
5LK (Far) far. Lk.png s a r B H D S hit c -
5MK (Far) far. Mk.png s a r B H D S hit c -
5HK (Far) far. Hk.png s a r B H D S hit c -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png s a r B H D S M c -
2MP Down.gifMp.png s a r B H D S M c -
2HP Down.gifHp.png s a r B H D S M c -
2LK Down.gifLk.png s a r B H D S L c -
2MK Down.gifMk.png s a r B H D S L c -
2HK Down.gifHk.png s a r B KD D S L c KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Command Normals
(Overhead)
Right.gifMp.png s a r B H D S hit c -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Target Combos Lp.png>Mp.png s a r B H D S hit c -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png s a - - - D 50 H - -
j.MP (angled) Upright.gifMp.png s a - - - D 100 H - -
j.HP (angled) Upright.gifHp.png s a - - - D 200 H - -
j.LK (angled) Upright.gifLk.png s a - - - D 50 H - -
j.MK (angled) Upright.gifMk.png s a - - - D 100 H - -
j.HK (angled) Upright.gifHk.png s a - - - D 200 H - -
j.LP (neutral) Up.gifLp.png s a - - - D 50 H - -
j.MP (neutral) Up.gifMp.png s a - - - D 100 H - -
j.HP (neutral) Up.gifHp.png s a - - - D 200 H - -
j.LK (neutral) Up.gifLk.png s a - - - D 50 H - -
j.MK (neutral) Up.gifMk.png s a - - - D 100 H - -
j.HK (neutral) Up.gifHk.png s a - - - D 200 H - -
Air Command Normals Air Down.gifLk.png s a r B H D S hit c -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png s a r -22 KD D S M Dash KD Adv: +x; +x after Forward Dash, +x after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png s a r -16 crumple D S M Dash -
Focus Attack Lv. 3 Mp.pngMk.png s a r crumple crumple D S - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
x
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD D S T - KD Adv: +x
x
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD D S T - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Air Slasher
(Fireball)
Qcf.pngLp.png
236+LP
s a r B H D S hit c notes
MP Air Slasher
(Fireball)
Qcf.pngMp.png
236+MP
s a r B H D S hit c notes
HP Air Slasher
(Fireball)
Qcf.pngHp.png
236+HP
s a r B H D S hit c notes
Ex.png Air Slasher
(Fireball)
Qcf.png2p.png
236+PP
s a r B H D S hit c notes
+ Ex.png Air Slasher 2nd
(2nd Fireball)
+ 2p.png s a r B H D S hit c notes
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Sobat Carnival
(Super)
Qcf.pngQcf.pngK.png
236236+K
s a r B KD D - hit - -
Sobat Festival
(Ultra 1)
Qcf.pngQcf.png3k.png
236236+KKK
s a r B KD D - hit - -
Climax Beat
(Ultra 2)
Qcb.pngQcb.png3p.png
214214+PPP
s a r B KD D - hit - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief