Line 179: | Line 179: | ||
'''Reversals''': | '''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''': | '''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 | |||
* '''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''': | '''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''': | '''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''': | '''Juggles''': | ||
* | * '''cl.5HK:''' juggle into 6HK > 2HK TC | ||
* '''6HK > 2HK Target Combo:''' juggle into U2 | |||
* '''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 (can also get 6HK > 2HK, but very tight) | |||
'''Miscellaneous''': | '''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}} | {{Navbox-OSFIV}} | ||
[[Category:Ultra Street Fighter IV]] | [[Category:Ultra Street Fighter IV]] |
Revision as of 20:05, 28 October 2022

DeeJay
In a nutshell
(Intro paragraph to describe overall gameplay)
Notable Changes from USF4 to Omega
Bafcord Omega Doc - Dee Jay
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
- Air Slasher (236P) - LP is slow with good frame advantage, HP is fast but very unsafe
- 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
- Super (236236+K) - now 0 on block, although it whiffs over crouching opponents midscreen (except Hugo)
- 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
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. ![]() |
3 | 2 | 7 | 2 | 5 | 30 | 50 | M | Ch Sp Su | - |
5MP (Close) | cl. ![]() |
4 | 2*3 | 10 | -1 | 2 | 70 | 100 | M | Sp Su | 1 hit, first 2 frames hit grounded, last 3 frames hit anti-air |
5HP (Close) | cl. ![]() |
5 | 2(4)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) |
5LK (Close) | cl. ![]() |
5 | 2 | 6 | 3 | 6 | 30 | 50 | M | Sp Su | - |
5MK (Close) | cl. ![]() |
5 | 2 | 9 | 3 | 6 | 70 | 100 | M | Sp Su | - |
5HK (Close) | cl. ![]() |
6 | 3(2)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 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
5LP (Far) | far. ![]() |
3 | 3 | 6 | 2 | 5 | 30 | 50 | M | Ch Sp Su | - |
5MP (Far) | far. ![]() |
4 | 2 | 13 | -1 | 2 | 90 | 110 | M | Sp Su | - |
5HP (Far) | far. ![]() |
8 | 7 | 16 | -5 | -1 | 100 | 200 | M | - | - |
5LK (Far) | far. ![]() |
5 | 2 | 7 | 2 | 5 | 40 | 50 | M | Sp Su | - |
5MK (Far) | far. ![]() |
5 | 1*4 | 16 | -3 | 0 | 50*60 | 50*100 | M | Sp Su / - | 1st hit only connects at very specific range |
5HK (Far) | far. ![]() |
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 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
2LP | ![]() ![]() |
4 | 1 | 6 | 4 | 7 | 20 | 50 | M | Ch Sp Su | - |
2MP | ![]() ![]() |
6 | 2 | 10 | 2 | 5 | 80 | 80 | M | Sp Su | - |
2HP | ![]() ![]() |
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 |
2LK | ![]() ![]() |
4 | 3 | 11 | -3 | 0 | 30 | 50 | L | Ch Sp Su | - |
2MK | ![]() ![]() |
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 |
2HK | ![]() ![]() |
11 | 4 | 22 | -8(-5) | KD | 110 | 200 | L | - | 6-16f low profile (+ semi-low profile before and after); KD Adv: +16~19 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Sunrise Heel (Overhead) |
![]() ![]() |
14 (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) |
Maximum High | ![]() ![]() |
9 | 3 | 18 | -3 | 0 | 80 | 100 | M | TC | Whiffs on crouching opponents; has juggle potential; very long TC confirm window |
+ Funky Summersault | + ![]() ![]() |
6 | 1(2)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 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
j.LP (angled) | ![]() ![]() |
5 | 19 | - | - | - | 40 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
7 | 6 | - | - | - | 70 | 80 | H | - | - |
j.HP (angled) | ![]() ![]() |
5 | 6 | - | - | - | 120 | 140 | H | - | - |
j.LK (angled) | ![]() ![]() |
3 | 12 | - | - | - | 50 | 60 | H | - | - |
j.MK (angled) | ![]() ![]() |
6 | 4 | - | - | - | 90 | 100 | H | - | - |
j.HK (angled) | ![]() ![]() |
7 | 2*2 | - | - | - | 130 (100) | 150 | H | - | 1 hit with 2 sets of active frames; (Less damage and knocks down vs. airborne opponents) |
j.LP (neutral) | ![]() ![]() |
5 | 19 | - | - | - | 40 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
7 | 8 | - | - | - | 70 | 80 | H | - | - |
j.HP (neutral) | ![]() ![]() |
7 | 3 | - | - | - | 120 | 150 | H | - | Knocks down vs. airborne opponents |
j.LK (neutral) | ![]() ![]() |
5 | 11 | - | - | - | 50 | 60 | H | - | - |
j.MK (neutral) | ![]() ![]() |
9 | 8 | - | - | - | 90 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
9 | 4 | - | - | - | 120 | 150 | H | - | - |
Knee Shot | Air ![]() ![]() |
4 | 20 | - | - | - | 50 | 60 | H | - | Diagonal jump only; causes limited juggle state on airborne opponents; much floatier jump arc than USF4 version |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Focus Attack Lv. 1 | ![]() ![]() |
10+12 | 2 | 36 | -22 | KD | 100 | 150 | M | Dash | KD Adv: +11; +30 after Forward Dash, +26 after Back Dash |
Focus Attack Lv. 2 | ![]() ![]() |
18+11 | 2 | 36 | -16 | crumple | 80 | 150 | M | Dash | - |
Focus Attack Lv. 3 | ![]() ![]() |
64 | 3 | 36 | crumple | crumple | 140 | 200 | - | Dash | Unblockable |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Swing Over Launch (Forward Throw) |
![]() ![]() |
3 | 2 | 24 | - | KD | 170 | 200 | T | - | KD Adv: +9 |
Flip Throw (Back Throw) |
![]() ![]() ![]() |
3 | 2 | 24 | - | KD | 170 | 200 | T | - | KD Adv: +6 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Air Slasher (Fireball) |
![]() ![]() 236+LP |
20 | - | 24 | -5 | 4 | 50 | 50 | M | Su | Slower travel speed |
MP Air Slasher (Fireball) |
![]() ![]() 236+MP |
13 | - | 31 | -8 | -3 | 50 | 50 | M | Su | Medium travel speed |
HP Air Slasher (Fireball) |
![]() ![]() 236+HP |
10 | - | 35 | -12 | -7 | 50 | 50 | M | Su | Faster travel speed |
![]() (Fireball) |
![]() ![]() 236+PP |
10 | - | 24 | 2 | 6 | 50 | 50 | M | FA | Can delay followup EX fireball |
+ ![]() (2nd Fireball) |
+ ![]() |
5 | - | 23 | 3 | KD | 50 | 50 | M | FA | Puts opponent into limited juggle state; KD Adv: +49 (from close range) |
LP Machine Gun Upper | ![]() ![]() 214+LP |
8 | 2(2)2(4)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 |
+ LP Mashed Extension | + mash ![]() |
- | *(4)2(15)1 | 29 | -9 | KD | 20x2* 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 |
MP Machine Gun Upper | ![]() ![]() 214+MP |
12 | 2(2)2(4)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 |
+ MP Mashed Extension | + mash ![]() |
- | *(5)2(4) 2(15)1 |
29 | -9 | KD | 30x2*15* 25x2*80 |
40x2*30* 50x2*60 |
M | Su* | Final hit not cancellable; damage/stun scaling occurs on 3rd/4th hits, 179/238 if done raw; KD Adv: +43 |
HP Machine Gun Upper | ![]() ![]() 214+HP |
17 | 2(2)2(4)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 |
+ HP Mashed Extension | + mash ![]() |
- | see Notes |
29 | -9 | KD | 35x2*15x2* 30x3*60 |
40x2*30x2* 60x4 |
M | Su* | Final hit not cancellable; damage/stun scaling occurs on 3rd/5th hits, 220/332 if done raw; Active Frame distribution: 2(2)2(2)2(2)2(3)2(2)2(2)2(15)1; KD Adv: +43 |
![]() |
![]() ![]() 214+PP |
9 | 2(4)2(5)2(4) 2(4)2(3)2 |
25 | -6 | KD | 10x12*100 | 0*300 | M | - | 1-40f upper body invuln; no mashed version; KD Adv: +38 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LK Double Rolling Sobat | ![]() ![]() 236+LK |
11 | 5 | 19 | -7 | KD | 120 | 200 | M | Su | 3-10f lower body invuln; KD Adv: +25 |
MK Double Rolling Sobat | ![]() ![]() 236+MK |
13 | 2(11)2 | 22 | -7 | KD | 80*60 | 150*50 | M | Su | 1-11f throw invuln; 2 hits; KD Adv: +26 |
HK Double Rolling Sobat | ![]() ![]() 236+HK |
18 | 2(13)2 | 22 | -6 | KD | 100*70 | 150*50 | M | Su | 1-16f throw invuln; 2 hits; KD Adv: +26 |
![]() ![]() (EX Sobat) |
![]() ![]() 236+KK |
13 | 2(15)2(10)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 |
LK Jackknife Maximum (Upkicks) |
![]() ![]() 623+LK |
4 | 3 | 19+11 land | -12 | KD | 140 | 200 | M | - | 1-6f full invuln, airborne until land; KD Adv: +34 |
MK Jackknife Maximum (Upkicks) |
![]() ![]() 623+MK |
6 | 2(7)2 | 19+11 land | -20 (-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 |
HK Jackknife Maximum (Upkicks) |
![]() ![]() 623+HK |
6 | 2(7)2(10)2 | 16+15 land | -33 (-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 |
![]() (Upkicks) |
![]() ![]() 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 |
LK Waning Moon (Crescent Kick) |
![]() ![]() 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 |
MK Waning Moon (Crescent Kick) |
![]() ![]() 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 |
HK Waning Moon (Crescent Kick) |
![]() ![]() 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 |
![]() (Crescent Kick) |
![]() ![]() 63214+KK |
23 | 2(1)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 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Sobat Carnival (Super) |
![]() ![]() ![]() 236236+K |
1+7 | 2(16)3(17) 2(3)1(10) 2(4)2(32)3 |
18 | 0 | KD | 40x6*170 | - | M | - | 1-28f full invuln; KD Adv: +71 |
Sobat Festival (Ultra 1) |
![]() ![]() ![]() 236236+KKK |
0+11 | 2(18)2(25) 2(6)2(22) 2(21)2 |
58 | -29 | KD | 60x5*173 | - | M | - | 1-12f full invuln; all hits are true blockstring; KD Adv: +97 |
Climax Beat (Cinematic Ultra 2) |
![]() ![]() ![]() 214214+PPP |
0+7 | (2(2)x7)*2 | 48 | -33 | KD | 23x2* 8x42*90 |
- | M | - | 1-8f full invuln, 9-12f upper body invuln; occurs if first 2 active frames connect; KD Adv: +19 |
Climax Beat (Non-Cinematic Ultra 2) |
![]() ![]() ![]() 214214+PPP |
0+7 | (2(2)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 |
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:
- LK/EX Jackknife Maximum (
/
/ 623LK/KK) - only the EX version can FADC
- LP/MP/EX Machine Gun Upper (
/
/
/ 214LP/MP/PP) - all have upper body invincibility
- HP Machine Gun Upper (
/ 214HP) - has lower body invincibility if you predict a low, but too slow to beat crouching lights
- Double Sobat (
/ 236K) - LK is 3f lower body invuln, MK/HK are 1f throw invuln
- Super (
/ 236236+K) - fast, safe if stand blocked, very invincible
- Ultra 1 / Ultra 2 - both invincible, U2 is generally better
Anti-Airs:
- LK Jackknife Maximum (
/ 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
- 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 (
/ 236K) - Armor Break, reasonably fast
- Machine Gun Upper (
/ 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 (
/ 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
- 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 (can also get 6HK > 2HK, but very tight)
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.