Ultra Street Fighter IV/Deejay: Difference between revisions

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#REDIRECT [[Ultra_Street_Fighter_IV/Dee_Jay]]
 
{{USFIVHeader}}
{{USFIVCharacterHeader|Dee Jay|DeeJay|
Dee Jay has managed to fuse his two true loves together: fighting and dancing.  Using his impeccable rhythm and flexibility from dancing, Dee Jay managed to literally dance around his opponents and defeat them in a Street Fight.  with his prowess as a kickboxer.  But despite what may happen on the dance floor or in the ring, Dee Jay never gets his spirits down and a smile never leaves his face.  And as he builds up more wins and gains more popularity as a Street Fighter, it certainly couldn't hurt his record sales!
|
While he has very few aspects in which he excels, Dee Jay provides a variety of different playstyles that he can easily switch between depending on what the situation calls for. His Air Slashers can allow him to play a zoning game, and his other special moves like Machinegun Upper and Double Rolling Sobat allow him to act as an effective rushdown character. No matter which playstyle you choose, you should always aim to get your opponent into the corner. With no room for your opponent to back up, they will be much more susceptible to being hit by Dee Jay's attacks, which will have more combo potential and mix-up ambiguity.}}
 
'''Players to Watch'''
 
[http://www.youtube.com/results?search_query=Kitasenju+Dee+Jay+USF4 Kitasenju DJ] (JP)
 
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Deejay/Omega|Click for Omega SF4 version]]
 
== Ultra SFIV Changes ==
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Dee_Jay Dee Jay SF4 Changelist]
 
== Character Specific Data ==
Dee Jay{{USFIVCharacterData|1000|1000|75%|0.055|0.04|1.53|41 (4+37)|1.98|1.62|1.15|19|0.90|27|8|8|11|0.85|0.87|31|21|Knee Shot|Crouch LK, Crouch MK, Crouch HK|Crouch MK, Crouch HK (vs. Ground)|Drouble Rolling Sobat, EX Double Rolling Sobat, Machine Gun Upper, EX Machine Gun Upper, Climax Beat|22|29|64|-3|-11|+3|-5|Close HP (1st Hit), LP/MP/HP Air Slasher, EX Air Slasher (Corner Only), MK Double Rolling Sobat (1st Hit), HK Double Rolling Sobat (1st Hit) (Char Specific), Machine Gun Upper (2nd Hit), Machine Gun Upper Followup (4th Hit), EX Machine Gun Upper (Any Hit but Last), EX Machine Gun Upper Followup (Any Hit but Last)|}}
 
 
== Frame Data (At A Glance) ==
{{USFIVFrameDataGlanceTableHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|ch/sp/su|3|2|7|11|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close {{mp}}|70|100|40|HL|sp/su|4|5|10|18|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close {{hp}}|50*70|70*130|30*30|HL|sp/su*-|5|2(4)4|22|36|18|22|-8|-4|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close {{lk}}|30|50|20|HL|sp/su|5|2|6|12|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close {{mk}}|70|100|40|HL|sp/su|5|2|9|15|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|70*60|120*80|60*20|HL|-*su|6|3(2)4|18|32|20|22|-2|0|Distance restriction: 1.05||||[1st Hit]: Forces stand|[1st Hit]: Forces stand|Reset|Reset|-|-|-|-|-|-|JP: 0*1|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far {{lp}}|30|50|20|HL|ch/sp/su|3|3|7|12|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far {{mp}}|90|110|40|HL|sp|6|3|13|21|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far {{hp}}|100|200|60|HL|-|8|4|23|34|18|22[23]|-9|-5[-4]|[] refers to vs crouching||||[2~4F]: Forces stand|[1F]: Free Juggle, [2~4F]: Reset|Reset|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far {{lk}}|40|50|20|HL|sp/su|5|2|7|13|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far {{mk}}|50*60|50*100|40*40|HL|sp/su*-|5|1*4|16|25|17|20|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far {{hk}}|110|200|60|HL|-|11|4|23|37|18|22|-9|-5|Distance restriction: 1.05||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|20|50|20|HL|ch/sp/su|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|80|80|40|HL|sp/su|6|2|12|19|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|90|200|60|HL|sp/su|7|6|19|31|18|22|-7|-3|Only 1st active frame special/super cancelable||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|30|50|20|L|ch/sp/su|4|3|11|17|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|80|90|40|L|-|5|4|15|23|14|-|-5|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|100|140|60|L|-|14|9|15|37|18|-|-6|-|||||Hard Knockdown|Hard Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|40|50|20|H|-|5|19|-|23|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~23F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|70|80|40|H|-|7|8|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~14F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|120|150|60|H|-|7|3|-|9|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 1~9F|-|-|JP: 1|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|50|60|20|H|-|5|11|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|90|100|40|H|-|9|8|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~16F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|120|150|60|H|-|9|4|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~18F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|40|50|20|H|-|5|19|-|23|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~23F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|70|80|40|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|120|140|60|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|50|60|20|H|-|3|12|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~14F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|90|100|40|H|-|6|4|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|130|150|60|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Knee Shot|Jump Knee|(in air) {{d}} + lk||(In air) {{Down}}+{{lk}}|30|60|20|H|-|4|18|-|21|||-|-|Causes Dee Jay to fall slightly faster during jump||||||Reset|Reset|-|-|-|Lower  body: 1~3F|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+12|2|36|59|16|16|-22|-22|range: 1.757|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150|40|HL|-|18+11|2|36|66|22|-|-16|-|range: 1.757||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|140|200|60|-|-|64|3|36|102|-|-|-|-|range: 1.757, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~63F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|20|HL|-|10+12|2|36|59|16|16|-22|-22|Range: 1.757, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|120|150|40|HL|-|18+11|2|36|66|22|-|-16|-|Range: 1.757, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|210|200|60|-|-|64|3|36|102|-|-|-|-|Range:  1.757, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~64F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|20|HL|-|10+12|2|36|59|22|-|-16|-|Range:  1.757, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Swing Over Launch|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|120|100|40|0.873|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Flip Throw|Back Throw|b + {{lp}} + lk||Back Throw|120|80|40|0.879|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Air Slasher|Fireball, Max Out|b (charge) {{f}} + {{p}} ex||Air Slasher|50|50|20/20|HL|su|12|-|26|37|-|-|0|3|Chip damage 15, 14~15f cancellable, Charge 50F, Flight speeds LP: 0.045, MP: 0.065, HP: 0.08||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataGlanceRow|EX Air Slasher|EX Fireball, EX Max Out|||Air Slasher {{ex}}|50*50|50*50|-250/0|HL|su|13|-|40|52|-|-|1|5|28~31f cancellable, 2nd hit releases on 27f, Charge 50F, opponent gains 10x2 meter on hit, flight speed (both): 0.1||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*2|}}
{{USFIVFrameDataGlanceRow|Double Rolling Sobat|Dread Kicks|b (charge) {{f}} + {{k}} {{ex}} armorbreak||Double Rolling Sobat {{lk}}|90|90|20/40|HL|su|12|2|21|34|19|-|-4|-|Charge 50F, cannot be performed while fireball is on screen|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|Lower body: 1~13F|Lower body: 1~13F|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Double Rolling Sobat {{mk}}|60*50|70*50|20/30*20|HL|su*-|14|2(14)2|23|54|18|25|-7|0|Charge 50F, cannot be performed while fireball is on screen|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|1~11F|-|JP: 0*1|}}
{{USFIVFrameDataGlanceRow|||||Double Rolling Sobat {{hk}}|80*50|90*50|20/30*20|HL|su*-|14|2(14)2|24|55|17|25|-9|-1|Charge 50F, cannot be performed while fireball is on screen|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|1~11F|-|JP: 0*1|}}
{{USFIVFrameDataGlanceRow|EX Double Rolling Sobat|EX Dread Kicks|||Double Rolling Sobat {{ex}}|80*60|90*70|-250/0|HL|su*-|15|2(7)4|25|52|-|-|-8|-|Charge 50F, cannot be performed while fireball is on screen, opponent gains 15*10 meter on hit|X|||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~7F|-|All: 8~11F|8~15F|1~11F, 17~23F|"JP: 1*2
JS: 1*99"|}}
{{USFIVFrameDataGlanceRow|Jackknife Maximum|Up Kicks|d (charge) {{u}} + {{k}} ex||Jacknife Maximum {{lk}}|120|50|30/20|HL|-|6|2|18 + After landing 11|36|-|-|-10|-|Charge 55F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~6F|-|-|-|3F~|-|}}
{{USFIVFrameDataGlanceRow|||||Jacknife Maximum {{mk}}|70*30|50*50|20/20*15|HL|-|6|2(7)2|19 + After landing 11|46|-|-|-20|-|Charge 55F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|All: 1~6F|All: 1~6F|-|3F~|JP: 3*2|}}
{{USFIVFrameDataGlanceRow|||||Jacknife Maximum {{hk}}|40*40*30|50*50*50|20/15*20*10|HL|-|6|2(7)2(10)2|16 + After landing 15|59|-|-|-33|-|Charge 55F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|1~5F|3F~|JP: 2*2*3|}}
{{USFIVFrameDataGlanceRow|EX Jackknife Maximum|EX Up Kicks|||Jackknife Maximum {{ex}}|50*20x4*50|50*20x4*50|-250/0|HL|-|4|1(4)1(5)1(8)<br>1(3)1(5)1|15 + After landing 11|60|5|-|-22|-|Charge 55F, opponent gains 10x6 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8F|-|-|-|3F~|JP: 0*1*2*3*4*5|}}
{{USFIVFrameDataGlanceRow|Machine Gun Upper|Machine Gun Punch|d (charge) {{u}} + {{p}} (continue pressing {{p}} for extentsion) {{ex}} armorbreak||Machinegun Upper {{lp}}|20*20*50|40*40*60|20/10x3|HL|-*su*-|12|2(2)2(4)2|30|53|21|-|-11|-|Charge 55F|X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|Head: 1~23F|Head: 1~23F|-|-|Last hit JS: 99|}}
{{USFIVFrameDataGlanceRow|||||Machinegun Upper {{mp}}|30*20*50|40*40*60|20/10x3|HL|-*su*-|12|2(2)2(4)2|30|53|21|-|-11|-|Charge 55F|X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|Head: 1~23F|Head: 1~23F|-|-|Last hit JS: 99|}}
{{USFIVFrameDataGlanceRow|||||Machinegun Upper {{hp}}|35*35*50|40*40*60|20/10x3|HL|-*su*-|12|2(2)2(4)2|30|53|21|-|-11|-|Charge 55F|X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|Head: 1~23F|Head: 1~23F|-|-|Last hit JS: 99|}}
{{USFIVFrameDataGlanceRow|Machine Gun Upper (Followup 1)|Machine Gun Punch (Followup 1)|||Machinegun Upper (followup 1)|15*15*50|30*30*60|0/10x3|HL|-*su*-|3|2(2)2(4)2|30|44|21|-|-11|-||X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|Last hit JS: 99|}}
{{USFIVFrameDataGlanceRow|Machine Gun Upper (Followup 2)|Machine Gun Punch (Followup 2)|||Machinegun Upper {{lp}}(followup 2)|25*25*60|40*40*60|0/10x3|HL|-*su*-|4|2(2)<br>[2(2)2]<br>(2)2|24|41|21|-|-5|-|[] only hits once|X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|Last hit JS: 99|}}
{{USFIVFrameDataGlanceRow|||||Machinegun Upper {{mp}}(followup 2)|25*25*60|50*50*60|0/10x3|HL|-*su*-|4|2(2)<br>[2(2)2]<br>(2)2|26|43|21|-|-7|-|[] only hits once|X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|Last hit JS: 99|}}
{{USFIVFrameDataGlanceRow|||||Machinegun Upper {{hp}}(followup 2)|30*30*60|60*60*60|0/10x3|HL|-*su*-|4|2(2)<br>[2(2)2]<br>(2)2|30|47|21|-|-11|-|[] only hits once|X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|Last hit JS: 99|}}
{{USFIVFrameDataGlanceRow|EX Machine Gun Upper|EX Machine Gun Punch|||Machinegun Upper {{ex}} (no mash)|16x4*50|25x4*60|-250/0|HL|su|6|2(4)2(2)<br>2(2)2(2)2|24|55|18|-|-8|-|Charge 55F, opponent gains 5x4*10 meter on hit|X|X||[1st~4th Hit]: Forces Stand, [5th Hit]: Soft Knockdown|[1st~4th Hit]: Forces Stand, [5th Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~2F|All but midsection: 3~4F, Upper body: 5~25F|All but midsection: 3~4F, Upper body: 5~25F|1~7F|-|-|}}
{{USFIVFrameDataGlanceRow|EX Machine Gun Upper (Full)|EX Machine Gun Punch (Full)|||Machinegun Upper {{ex}} (with mash)|16x7*50|25x7*60|0/0|HL|su|6|2(1)2(2)2(2)<br>2(3)2(2)2(2)<br>2(2)2|28|69|18|-|-12|-|Charge 55F, opponent gains 5x7*10 meter on hit|X|X||[1st~7th Hit]: Forces Stand, [8th Hit]: Soft Knockdown|[1st~7th Hit]: Forces Stand, [8th Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~2F|All but midsection: 3~4F, Upper body: 5~25F|All but midsection: 3~4F, Upper body: 5~25F|1~7F|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Sobat Carnival|Super|b (charge) {{f}} {{b}} {{f}} + k||Super Combo {{lk}}|40x6*110|0|-1000/0|HL|-|1+6|2(17)2(18)<br>2(2)2(10)2(4)<br>2(32)2|31|134|21|-|-12|-|6th hit cancels into Ultra I, charge 55F, opponent gains 10x7 meter on hit||||[5th~7th Hit]: Hard Knockdown|[5th~7th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7F|-|-|-|38~48F|JP: 1~7 sequentially|}}
{{USFIVFrameDataGlanceRow|||||Super Combo {{mk}}|40x6*110|0|-1000/0|HL|-|1+10|2(16)3(17)<br>2(3)1(10)2(4)<br>3(31)3|30|137|21|-|-12|-|6th hit cancels into Ultra I, charge 55F, opponent gains 10x7 meter on hit||||[5th~7th Hit]: Hard Knockdown|[5th~7th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10F|-|-|-|42~52F, 60~80F, 92~103F|JP: 1~7 sequentially|}}
{{USFIVFrameDataGlanceRow|||||Super Combo {{hk}}|40x6*110|0|-1000/0|HL|-|1+12|2(17)2(18)<br>2(2)2(10)2(4)<br>2(32)2|31|140|21|-|-12|-|6th hit cancels into Ultra I, charge 55F, opponent gains 10x7 meter on hit||||[5th~7th Hit]: Hard Knockdown|[5th~7th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11F|-|-|-|44~54F, 62~83F, 94~105F|JP: 1~7 sequentially|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Sobat Festival|Ultra I|b (charge) {{f}} {{b}} {{f}} + 3k||Ultra Combo 1|60x5*173|0|0/0|HL|-|0+11|2(18)2(25)<br>2(5)2(23)<br>2(21)2|58|172|31|-|-29|-|Charge 55F, opponent gains 10x7 meter on hit, last hit is projectile and breaks armor|X|X||[3rd~7th Hit]: Hard Knockdown|[3rd~7th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11F|-|-|-|-|JP: 1*2*3*1*2*3*0|}}
{{USFIVFrameDataGlanceRow|Climax Beat|Ultra II|{{db}} (charge) {{df}} {{db}} {{u}} + 3p||Ultra Combo 2|45*8x42*81<br>[56*45x6]|0|0/0|HL|-|0+7|{2(2)x7}*2|48|84|21|-|-29|-|1st hit goes into animation, [] refers to non-cinematic juggle, charge 55F, opponent gains 5x44 meter on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7F|Upper body: 8~11F|Upper body: 8~11F|-|-|JP: 1|}}
{{USFIVFrameDataGlanceHeader}}
|-
|}
 
== Moves ==
 
 
=== Standing Close Normals ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|DeeJay|CloseLP|
Close LP|Close Jab|Close {{lp}}||
 
3f light that does 30 damage unlike Crouch {{LP}}, but hard to make use of that trait in places where it'd be important.
}}
{{USFIVMoveListRow|DeeJay|CloseMP|
Close MP|Close Strong|Close {{mp}}||
Decent anti air. Beware of the range because Close {{mp}} and this have different anti air timings.
}}
{{USFIVMoveListRow|DeeJay|CloseHP|
Close HP|Close Fierce|Close {{hp}}||
Infamous force stand move that whiffs on most crouchers. It's not like the routes are that useful even if It worked, since you can only cancel the first weak hit, and the hitstun is not needed for anything, really. Can be ignored for the most part.
}}
{{USFIVMoveListRow|DeeJay|CloseLK|
Close LK|Close Short|Close {{lk}}||
(No uses/strategies)
}}
{{USFIVMoveListRow|DeeJay|CloseMK|
Close MK|Close Forward|Close {{mk}}||
Quite nice frame advantage on hit, most used after crossups to link into other stuff.
}}
{{USFIVMoveListRow|DeeJay|CloseHK|
Close HK|Close Roundhouse|Close {{hk}}||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 
 
=== Standing Far Normals ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|DeeJay|FarLP|
Far LP|Far Jab|{{lp}}||
Alright normal but not used for anything special.
}}
{{USFIVMoveListRow|DeeJay|FarMP|
Far MP|Far Strong|{{mp}}||
Outside of Up-Kicks, this is Dee Jay's most common anti air.
}}
{{USFIVMoveListRow|DeeJay|FarHP|
Far HP|Far Fierce|{{hp}}||
(No uses/strategies)
}}
{{USFIVMoveListRow|DeeJay|FarLK|
Far LK|Far Short|{{lk}}||
Decently ranged option for the speed it has
}}
{{USFIVMoveListRow|DeeJay|FarMK|
Far MK|Far Forward|{{mk}}||
First hit is special cancelable. Acts as an easier link alternative than Crouch {{mp}}
}}
{{USFIVMoveListRow|DeeJay|FarHK|
Far HK|Far Roundhouse|{{hk}}||
Reserved for dealing jumps from far away.
}}
{{USFIVMoveListFooter}}
 
 
=== Crouching Normals ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|DeeJay|Crouch LP|
Crouch LP|Crouch Jab|{{d}} + {{lp}}||
3f, used in combos to Bridge into other normals, quite useful overall. Only real problem is that It only deals 20 damage instead of the usual 30.
}}
{{USFIVMoveListRow|DeeJay|Crouch MP|
Crouch MP|Crouch Strong|{{d}} + {{mp}}||
Most reliable option in combos compared to Far {{mk}} but harder to link into. Absolutely disgusting hitbox, hits way more below than the animation would lead someone to believe, making it great as a counterpoke to most crouching buttons.
}}
{{USFIVMoveListRow|DeeJay|Crouch HP|
Crouch HP|Crouch Fierce|{{d}} + {{hp}}||
Dee Jay's strongest cancel, mostly used after a Focus crumple to go into MGU.
}}
{{USFIVMoveListRow|DeeJay|Crouch LK|
Crouch LK|Crouch Short|{{d}} + {{lk}}||
30 damage low starter. Doesnt have the frame advantage of Crouch {{lp}} but naturally chains into it, so adding as many Crouch {{lk}} as possible will add to the combo damage
}}
{{USFIVMoveListRow|DeeJay|Crouch MK|
Crouch MK|Crouch Forward|{{d}} + {{mk}}||
Knockdowns and does good damage, Basically Dee Jay's "regular" sweep. Used in combos where charging isn't feasible and as a whiff punish.
}}
{{USFIVMoveListRow|DeeJay|Crouch HK|
Crouch HK|Crouch Roundhouse|{{d}} + {{hk}}||
Slide. Goes under fireballs and *can* be used as an anti air, although you tend to have better options for that. Can be made safe if spaced, and even plus on block.
}}
{{USFIVMoveListFooter}}
 
 
=== Neutral Jumping Normals ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|DeeJay|Neutral LP|
Neutral Jump LP|Neutral Jump Jab|{{u}} + {{lp}}||
(No uses/strategies)
}}
{{USFIVMoveListRow|DeeJay|Neutral MP|
Neutral Jump MP|Neutral Jump Strong|{{u}} + {{mp}}||
(No uses/strategies)
}}
{{USFIVMoveListRow|DeeJay|Neutral HP|
Neutral Jump HP|Neutral Jump Fierce|{{u}} + {{hp}}||
Slam to the ground. Quite nice hitbox so not horrible against opponents that use moves with lots of downward priority to beat Far {{mp}}
}}
{{USFIVMoveListRow|DeeJay|Neutral LK|
Neutral Jump LK|Neutral Jump Short|{{u}} + {{lk}}||
(No uses/strategies)
}}
{{USFIVMoveListRow|DeeJay|Neutral MK|
Neutral Jump MK|Neutral Jump Forward|{{u}} + {{mk}}||
 
GREAT priority, beats a lot of air normals outright
 
}}
{{USFIVMoveListRow|DeeJay|Neutral HK|
Neutral Jump HK|Neutral Jump Roundhouse|{{u}} + {{hk}}||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 
 
=== Diagonal Jumping Normals ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|DeeJay|Diagonal LP|
Diagonal Jump LP|Diagonal Jump Jab|{{ub}} / {{uf}} + {{lp}}||
(No uses/strategies)
}}
{{USFIVMoveListRow|DeeJay|Diagonal MP|
Diagonal Jump MP|Diagonal Jump Strong|{{ub}} / {{uf}} + {{mp}}||
(No uses/strategies)
}}
{{USFIVMoveListRow|DeeJay|Diagonal HP|
Diagonal Jump HP|Diagonal Jump Fierce|{{ub}} / {{uf}} + {{hp}}||
(No uses/strategies)
}}
{{USFIVMoveListRow|DeeJay|Diagonal LK|
Diagonal Jump LK|Diagonal Jump Short|{{ub}} / {{uf}} + {{lk}}||
(No uses/strategies)
}}
{{USFIVMoveListRow|DeeJay|Diagonal MK|
Diagonal Jump MK|Diagonal Jump Forward|{{ub}} / {{uf}} + {{mk}}||
Dee Jay's crossup, makes a perfect companion to Knee Shot mixups.
}}
{{USFIVMoveListRow|DeeJay|Diagonal HK|
Diagonal Jump HK|Diagonal Jump Roundhouse|{{ub}} / {{uf}} + {{hk}}||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 
 
=== Unique Attacks ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|DeeJay|Knee Shot|
Knee Shot|Jump Knee|(in air) {{d}} + {{lk}}||
Great air command normal. Knee Shot will completely halt Dee Jay's momentum and stick out a hitbox until landing. Great for baiting anti airs, and most notably, used after knockdowns to setup tricky offense, since Knee Shot almost always hits on the front.
}}
{{USFIVMoveListFooter}}
 
 
=== Focus Attacks ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|DeeJay|Focus Attack(
Level1)|Focus Attack (Level 1)|Level 1 Focus|{{mp}} + {{mk}}||
(No uses/strategies)
}}
{{USFIVMoveListRow|DeeJay|Focus Attack(
Level2)|Focus Attack (Level 2)|Level 2 Focus|{{mp}} + {{mk}}||
(No uses/strategies)
}}
{{USFIVMoveListRow|DeeJay|Focus Attack(
Level3)|Focus Attack (Level 3)|Level 3 Focus|{{mp}} + {{mk}}||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 
 
=== Throws ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|DeeJay|SwingOverLaunch|
Swing Over Launch|Forward Throw|{{f}} or {{n}} + {{lp}} + {{lk}}||
Plenty of frame advantage, can setup safejumps very easily.
}}
{{USFIVMoveListRow|DeeJay|Flip Throw|
Flip Throw|Back Throw|{{b}} + {{lp}} + {{lk}}||
Sends the opponent fullscreen away, letting Dee Jay return to neutral on his own terms by giving him enough time to send out a {{lp}} Air Slasher afterwards.
}}
{{USFIVMoveListFooter}}
 
 
=== Special Moves ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|DeeJay|Air Slasher|
Air Slasher|Fireball, Max Out|{{b}} (charge) {{f}} + {{p}} {{ex}}||
Dee Jay's versión of Guile's Sonic Boom, and probably his best feature even though It has worse frame data in basically every way by itself, Still, Dee Jay can use after a lot of knockdowns and follow afterwards to go into his Knee Shot pressure, giving it more offense applications than Sonic Boom.
}}
{{USFIVMoveListRow|DeeJay|EXAirSlasher|
{{ex}} Air Slasher|{{ex}} Fireball, {{ex}} Max Out|||
Horrible for fireball wars, with very high recovery and not being instant unlike other {{ex}} Fireballs. Should only be used in Corner Combos as It doesnt push Dee Jay out and the long animation actually let's him charge quite comfortably.
}}
{{USFIVMoveListRow|DeeJay|Doubl eRollingSobat|
Double Rolling Sobat|Dread Kicks|{{b}} (charge) {{f}} + {{k}} {{ex}} {{armorbreak}}||
Often shortened to just Sobat. Dee Jay's take on Dictator's Knee Press. {{lk}} Sobat knockdowns on hit, making it your go to special to cancel into on combos. Notably, {{lk}} Sobat has total low invul, making It great when used on neutral against characters relying on low pokes, and is safe most of the time if properly spaced. <br> {{mk}} and {{hk}} do more damage but dont knockdown and dont even leave Dee Jay plus on hit ({{hk}} Sobat is even -1, although the range afterwards tends to make it safe anyway.) All versions can special cancel and that also means they are your main way to go into FADC combos. <br> {{ex}} Sobat has invul on startup but opponents can often block by the time it goes into its active frame so use with caution.
}}
{{USFIVMoveListRow|DeeJay|JackknifeMaximum|
Jackknife Maximum|Up-Kicks|{{d}} (charge) {{u}} + {{k}} {{ex}}||
AKA "Up-Kicks". Dee Jay's take on Guile's Flash Kick, but is an even better anti air. If Dee Jay has charge, it is by far his best anti air, but unlike Guile, he cant FADC it, doesnt hit on crouching opponents, and also doesnt have the same arsenal of anti airs. <br>If landed as an anti air, It combos into weaker versions, but only once. For example, {{hk}} Up-Kicks leads into {{mk}} Up-Kicks, but you can't do {{lk}} Up-Kicks afterwards. {{ex}} Up-Kicks is an even better anti air but as a reversal it's on the slower side.
}}
{{USFIVMoveListRow|DeeJay|MachineGunUpper|
Machine Gun Upper|Machine Gun Punch|{{d}} (charge) {{u}} + {{p}} (continue pressing {{p}} for extentsion) {{ex}} {{armorbreak}}||
Often written as MGU. Dee Jay's take on...nothing, really, this is a move of his own through and through. This move makes Dee Jay switch from a low damage character to one of the highest damaging characters for resources spent when optimally mashed. The range is quite bad and it being a charge move doesnt do it any favors, but the damage is massive, so using it as a punish or after Focus crumples are you main ways of landing it. Because it's used as a punish, {{lp}} and {{mp}} dont really see use since {{hp}} does more damage. <br> {{ex}} MGU launches the opponent for a juggle, setting up a combo with {{hk}} Up-Kicks, or a 1 bar ultra setup into U2.
}}
{{USFIVMoveListRow|DeeJay|MachineGunUpper(
Followup1)|Machine Gun Upper (Followup 1)|Machine Gun Punch (Followup 1)|||
(No uses/strategies)
}}
{{USFIVMoveListRow|DeeJay|MachineGunUpper(
Followup2)|Machine Gun Upper (Followup 2)|Machine Gun Punch (Followup 2)|||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 
 
=== Super Combo ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|DeeJay|SobatCarnival|
Sobat Carnival|Super Combo|{{b}} (charge) {{f}} {{b}} {{f}} + {{k}}||
Notable for being Ultra cancelable, which is quite rare in USFIV, but has the usual problems Super Combos have in the SFIV engine where other metered options are too good to pass. With full resources it's by far Dee Jay's best combo tool.
}}
{{USFIVMoveListFooter}}
 
 
=== Ultra Combos ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|DeeJay|SobatFestival|
Sobat Festival|Ultra Combo I|{{b}} (charge) {{f}} {{b}} {{f}} + {{3k}}||
Non-Cinematic Ultra often used as a fireball answer on neutral.  Latter hits have a tendency to drop if the first hit landed from max range however, making it quite inconsistent. Does quite good chip damage so it can be used as a round ender a lot of the time if your previous combo didn't quite kill.
}}
{{USFIVMoveListRow|DeeJay|ClimaxBeat|
Climax Beat|Ultra Combo II|{{db}} (charge) {{df}} {{db}} {{u}} + {{3p}} {{armorbreak}}||
Dee Jay's high damage Ultra. Much harder to land than U1. Often used after crumples or {{ex}} MGU, making it quite damaging for the amount of resources spent.
}}
{{USFIVMoveListFooter}}
 
==The Basics==
 
==Combos==
 
==Strategy==
 
==Matchups==
 
{{#vardefine:player|Dee Jay}}<!--
--->{{#vardefine:spacing|-0.75em}}<!--
---><!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Abel</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    = Abel
| icon        =Abel
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Adon</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Adon
| icon        =Adon
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Akuma/Gouki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Akuma
| icon        =Akuma
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Balrog/Boxer</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Balrog
| icon        =Balrog
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Blanka</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Blanka
| icon        =Blanka
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">C. Viper</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =C. Viper
| icon        =CViper
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Cammy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cammy
| icon        =Cammy
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Chun-Li</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Chun-Li
| icon        =ChunLi
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Cody</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cody
| icon        =Cody
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Dan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dan
| icon        =Dan
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Decapre</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Decapre
| icon        =Decapre
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Dee Jay (Mirror)</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Deejay
| icon        =DeeJay
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Dhalsim</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dhalsim
| icon        =Dhalsim
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Dudley</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dudley
| icon        =Dudley
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">E. Honda</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =E. Honda
| icon        =EHonda
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">El Fuerte</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =El Fuerte
| icon        =ElFuerte
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Elena</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Elena
| icon        =Elena
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Evil Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Evil Ryu
| icon        =Evil_Ryu
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Fei Long</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Fei Long
| icon        =FeiLong
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Gen</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gen
| icon        =Gen
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Gouken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gouken
| icon        =Gouken
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Guile</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guile
| icon        =Guile
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Guy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guy
| icon        =Guy
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Hakan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hakan
| icon        =Hakan
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Hugo</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hugo
| icon        =Hugo
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Ibuki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ibuki
| icon        =Ibuki
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Juri</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Juri
| icon        =Juri
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Ken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ken
| icon        =Ken
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">M. Bison/Dictator</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =M. Bison
| icon        =MBison
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Makoto</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Makoto
| icon        =Makoto
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Oni</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Oni
| icon        =Oni
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Poison</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Poison
| icon        =Poison
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Rolento</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rolento
| icon        =Rolento
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Rose</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rose
| icon        =Rose
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Rufus</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rufus
| icon        =Rufus
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ryu
| icon        =Ryu
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Sagat</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sagat
| icon        =Sagat
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Sakura</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sakura
| icon        =Sakura
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Seth</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Seth
| icon        =Seth
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">T. Hawk</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =T. Hawk
| icon        =THawk
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Vega/Claw</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Vega
| icon        =Vega
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Yang</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yang
| icon        =Yang
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Yun</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yun
| icon        =Yun
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Zangief</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Zangief
| icon        =Zangief
| favorability =
| data        =
}}</div>
 
==Frame Data==
{{USFIVFrameDataTableHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|ch/sp/su|3|2|7|11|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close {{mp}}|70|100|40|HL|sp/su|4|5|10|18|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close {{hp}}|50*70|70*130|30*30|HL|sp/su*-|5|2(4)4|22|36|18|22|-8|-4|||||[1st hit]: Forces stand|[1st hit]: Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close {{lk}}|30|50|20|HL|sp/su|5|2|6|12|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close {{mk}}|70|100|40|HL|sp/su|5|2|9|15|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|70*60|120*80|60*20|HL|-*su|6|3(2)4|18|32|20|22|-2|0|Distance restriction: 1.05||||[1st Hit]: Forces stand|[1st Hit]: Forces stand|Reset|Reset|-|-|-|-|-|-|JP: 0*1|}}
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far {{lp}}|30|50|20|HL|ch/sp/su|3|3|7|12|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far {{mp}}|90|110|40|HL|sp|6|3|13|21|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far {{hp}}|100|200|60|HL|-|8|4|23|34|18|22[23]|-9|-5[-4]|[] refers to vs crouching||||[2~4F]: Forces stand|[1F]: Free Juggle, [2~4F]: Reset|Reset|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far {{lk}}|40|50|20|HL|sp/su|5|2|7|13|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far {{mk}}|50*60|50*100|40*40|HL|sp/su*-|5|1*4|16|25|17|20|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far {{hk}}|110|200|60|HL|-|11|4|23|37|18|22|-9|-5|Distance restriction: 1.05||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|{{d}} + {{lp}}||Crouch {{lp}}|20|50|20|HL|ch/sp/su|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|{{d}} + {{mp}}||Crouch {{mp}}|80|80|40|HL|sp/su|6|2|12|19|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|{{d}} + {{hp}}||Crouch {{hp}}|90|200|60|HL|sp/su|7|6|19|31|18|22|-7|-3|Only 1st active frame special/super cancelable||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|{{d}} + {{lk}}||Crouch {{lk}}|30|50|20|L|ch/sp/su|4|3|11|17|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|{{d}} + {{mk}}||Crouch {{mk}}|80|90|40|L|-|5|4|15|23|14|-|-5|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|{{d}} + {{hk}}||Crouch {{hk}}|100|140|60|L|-|14|9|15|37|18|-|-6|-|||||Hard Knockdown|Hard Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|{{u}} + {{lp}}||Neutral Jump {{lp}}|40|50|20|H|-|5|19|-|23|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~23F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|{{u}} + {{mp}}||Neutral Jump {{mp}}|70|80|40|H|-|7|8|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~14F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|{{u}} + {{hp}}||Neutral Jump {{hp}}|120|150|60|H|-|7|3|-|9|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 1~9F|-|-|JP: 1|}}
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|{{u}} + {{lk}}||Neutral Jump {{lk}}|50|60|20|H|-|5|11|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|{{u}} + {{mk}}||Neutral Jump {{mk}}|90|100|40|H|-|9|8|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~16F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|{{u}} + {{hk}}||Neutral Jump {{hk}}|120|150|60|H|-|9|4|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~18F|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|{{ub}} / {{uf}} + {{lp}}||Angled Jump {{lp}}|40|50|20|H|-|5|19|-|23|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~23F|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|{{ub}} / {{uf}} + {{mp}}||Angled Jump {{mp}}|70|80|40|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12F|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|{{ub}} / {{uf}} + {{hp}}||Angled Jump {{hp}}|120|140|60|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|{{ub}} / {{uf}} + {{lk}}||Angled Jump {{lk}}|50|60|20|H|-|3|12|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~14F|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|{{ub}} / {{uf}} + {{mk}}||Angled Jump {{mk}}|90|100|40|H|-|6|4|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|{{ub}} / {{uf}} + {{hk}}||Angled Jump {{hk}}|130|150|60|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}}
{{USFIVFrameDataRow|Knee Shot|Jump Knee|(in air) {{d}} + {{lk}}||(In air) {{Down}}+{{lk}}|30|60|20|H|-|4|18|-|21|||-|-|Causes Dee Jay to fall slightly faster during jump||||||Reset|Reset|-|-|-|Lower  body: 1~3F|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|{{mp}} + {{mk}}||Level 1 Focus|60|100|20|HL|-|10+12|2|36|59|16|16|-22|-22|range: 1.757|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|{{mp}} + {{mk}}||Level 2 Focus|80|150|40|HL|-|18+11|2|36|66|22|-|-16|-|range: 1.757||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|{{mp}} + {{mk}}||Level 3 Focus|140|200|60|-|-|64|3|36|102|-|-|-|-|range: 1.757, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~63F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|{{lp}} + {{mp}} + {{mk}}||Level 1 Red Focus|90|100|20|HL|-|10+12|2|36|59|16|16|-22|-22|Range: 1.757, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|{{lp}} + {{mp}} + {{mk}}||Level 2 Red Focus|120|150|40|HL|-|18+11|2|36|66|22|-|-16|-|Range: 1.757, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|{{lp}} + {{mp}} + {{mk}}||Level 3 Red Focus|210|200|60|-|-|64|3|36|102|-|-|-|-|Range:  1.757, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~64F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|{{lp}} + {{mp}} + {{mk}}||Level 1 EX Red Focus|90|100|20|HL|-|10+12|2|36|59|22|-|-16|-|Range:  1.757, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Swing Over Launch|Forward Throw|{{f}} or {{n}} + {{lp}} + {{lk}}||Forward Throw|120|100|40|0.873|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Flip Throw|Back Throw|{{b}} + {{lp}} + {{lk}}||Back Throw|120|80|40|0.879|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Air Slasher|Fireball, Max Out|{{b}} (charge) {{f}} + {{p}} {{ex}}||Air Slasher|50|50|20/20|HL|su|12|-|26|37|-|-|0|3|Chip damage 15, 14~15f cancellable, Charge 50F, Flight speeds LP: 0.045, MP: 0.065, HP: 0.08||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataRow|EX Air Slasher|EX Fireball, EX Max Out|||Air Slasher {{ex}}|50*50|50*50|-250/0|HL|su|13|-|40|52|-|-|1|5|28~31f cancellable, 2nd hit releases on 27f, Charge 50F, opponent gains 10x2 meter on hit, flight speed (both): 0.1||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*2|}}
{{USFIVFrameDataRow|Double Rolling Sobat|Dread Kicks|{{b}} (charge) {{f}} + {{k}} {{ex}} armorbreak||Double Rolling Sobat {{lk}}|90|90|20/40|HL|su|12|2|21|34|19|-|-4|-|Charge 50F, cannot be performed while fireball is on screen|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|Lower body: 1~13F|Lower body: 1~13F|-|-|-|}}
{{USFIVFrameDataRow|||||Double Rolling Sobat {{mk}}|60*50|70*50|20/30*20|HL|su*-|14|2(14)2|23|54|18|25|-7|0|Charge 50F, cannot be performed while fireball is on screen|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|1~11F|-|JP: 0*1|}}
{{USFIVFrameDataRow|||||Double Rolling Sobat {{hk}}|80*50|90*50|20/30*20|HL|su*-|14|2(14)2|24|55|17|25|-9|-1|Charge 50F, cannot be performed while fireball is on screen|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|1~11F|-|JP: 0*1|}}
{{USFIVFrameDataRow|EX Double Rolling Sobat|EX Dread Kicks|||Double Rolling Sobat {{ex}}|80*60|90*70|-250/0|HL|su*-|15|2(7)4|25|52|-|-|-8|-|Charge 50F, cannot be performed while fireball is on screen, opponent gains 15*10 meter on hit|X|||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~7F|-|All: 8~11F|8~15F|1~11F, 17~23F|"JP: 1*2
JS: 1*99"|}}
{{USFIVFrameDataRow|Jackknife Maximum|Up Kicks|d (charge) {{u}} + {{k}} {{ex}}||Jackknife Maximum {{lk}}|120|50|30/20|HL|-|6|2|18 + After landing 11|36|-|-|-10|-|Charge 55F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~6F|-|-|-|3F~|-|}}
{{USFIVFrameDataRow|||||Jackknife Maximum {{mk}}|70*30|50*50|20/20*15|HL|-|6|2(7)2|19 + After landing 11|46|-|-|-20|-|Charge 55F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|All: 1~6F|All: 1~6F|-|3F~|JP: 3*2|}}
{{USFIVFrameDataRow|||||Jackknife Maximum {{hk}}|40*40*30|50*50*50|20/15*20*10|HL|-|6|2(7)2(10)2|16 + After landing 15|59|-|-|-33|-|Charge 55F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|1~5F|3F~|JP: 2*2*3|}}
{{USFIVFrameDataRow|EX Jackknife Maximum|EX Up Kicks|||Jackknife Maximum {{ex}}|50*20x4*50|50*20x4*50|-250/0|HL|-|4|1(4)1(5)1(8)<br>1(3)1(5)1|15 + After landing 11|60|5|-|-22|-|Charge 55F, opponent gains 10x6 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8F|-|-|-|3F~|JP: 0*1*2*3*4*5|}}
{{USFIVFrameDataRow|Machine Gun Upper|Machine Gun Punch|{{d}} (charge) {{u}} + {{p}} (continue pressing {{p}} for extension) {{ex}} armorbreak||Machine Gun Upper {{lp}}|20*20*50|40*40*60|20/10x3|HL|-*su*-|12|2(2)2(4)2|30|53|21|-|-11|-|Charge 55F|X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|Head: 1~23F|Head: 1~23F|-|-|Last hit JS: 99|}}
{{USFIVFrameDataRow|||||Machine Gun Upper {{mp}}|30*20*50|40*40*60|20/10x3|HL|-*su*-|12|2(2)2(4)2|30|53|21|-|-11|-|Charge 55F|X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|Head: 1~23F|Head: 1~23F|-|-|Last hit JS: 99|}}
{{USFIVFrameDataRow|||||Machine Gun Upper {{hp}}|35*35*50|40*40*60|20/10x3|HL|-*su*-|12|2(2)2(4)2|30|53|21|-|-11|-|Charge 55F|X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|Head: 1~23F|Head: 1~23F|-|-|Last hit JS: 99|}}
{{USFIVFrameDataRow|Machine Gun Upper (Followup 1)|Machine Gun Punch (Followup 1)|||Machine Gun Upper (followup 1)|15*15*50|30*30*60|0/10x3|HL|-*su*-|3|2(2)2(4)2|30|44|21|-|-11|-||X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|Last hit JS: 99|}}
{{USFIVFrameDataRow|Machine Gun Upper (Followup 2)|Machine Gun Punch (Followup 2)|||Machine Gun Upper {{lp}}(followup 2)|25*25*60|40*40*60|0/10x3|HL|-*su*-|4|2(2)<br>[2(2)2]<br>(2)2|24|41|21|-|-5|-|[] only hits once|X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|Last hit JS: 99|}}
{{USFIVFrameDataRow|||||Machine Gun Upper {{mp}}(followup 2)|25*25*60|50*50*60|0/10x3|HL|-*su*-|4|2(2)<br>[2(2)2]<br>(2)2|26|43|21|-|-7|-|[] only hits once|X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|Last hit JS: 99|}}
{{USFIVFrameDataRow|||||Machine Gun Upper {{hp}}(followup 2)|30*30*60|60*60*60|0/10x3|HL|-*su*-|4|2(2)<br>[2(2)2]<br>(2)2|30|47|21|-|-11|-|[] only hits once|X|||[1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|Last hit JS: 99|}}
{{USFIVFrameDataRow|EX Machine Gun Upper|EX Machine Gun Punch|||Machine Gun Upper {{ex}} (no mash)|16x4*50|25x4*60|-250/0|HL|su|6|2(4)2(2)<br>2(2)2(2)2|24|55|18|-|-8|-|Charge 55F, opponent gains 5x4*10 meter on hit|X|X||[1st~4th Hit]: Forces Stand, [5th Hit]: Soft Knockdown|[1st~4th Hit]: Forces Stand, [5th Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~2F|All but midsection: 3~4F, Upper body: 5~25F|All but midsection: 3~4F, Upper body: 5~25F|1~7F|-|-|}}
{{USFIVFrameDataRow|EX Machine Gun Upper (Full)|EX Machine Gun Punch (Full)|||Machinegun Upper {{ex}} (with mash)|16x7*50|25x7*60|0/0|HL|su|6|2(1)2(2)2(2)<br>2(3)2(2)2(2)<br>2(2)2|28|69|18|-|-12|-|Charge 55F, opponent gains 5x7*10 meter on hit|X|X||[1st~7th Hit]: Forces Stand, [8th Hit]: Soft Knockdown|[1st~7th Hit]: Forces Stand, [8th Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~2F|All but midsection: 3~4F, Upper body: 5~25F|All but midsection: 3~4F, Upper body: 5~25F|1~7F|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Sobat Carnival|Super|b (charge) {{f}} {{b}} {{f}} + k||Super Combo {{lk}}|40x6*110|0|-1000/0|HL|-|1+6|2(17)2(18)<br>2(2)2(10)2(4)<br>2(32)2|31|134|21|-|-12|-|6th hit cancels into Ultra I, charge 55F, opponent gains 10x7 meter on hit||||[5th~7th Hit]: Hard Knockdown|[5th~7th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7F|-|-|-|38~48F|JP: 1~7 sequentially|}}
{{USFIVFrameDataRow|||||Super Combo {{mk}}|40x6*110|0|-1000/0|HL|-|1+10|2(16)3(17)<br>2(3)1(10)2(4)<br>3(31)3|30|137|21|-|-12|-|6th hit cancels into Ultra I, charge 55F, opponent gains 10x7 meter on hit||||[5th~7th Hit]: Hard Knockdown|[5th~7th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10F|-|-|-|42~52F, 60~80F, 92~103F|JP: 1~7 sequentially|}}
{{USFIVFrameDataRow|||||Super Combo {{hk}}|40x6*110|0|-1000/0|HL|-|1+12|2(17)2(18)<br>2(2)2(10)2(4)<br>2(32)2|31|140|21|-|-12|-|6th hit cancels into Ultra I, charge 55F, opponent gains 10x7 meter on hit||||[5th~7th Hit]: Hard Knockdown|[5th~7th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11F|-|-|-|44~54F, 62~83F, 94~105F|JP: 1~7 sequentially|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Sobat Festival|Ultra I|{{b}} (charge) {{f}} {{b}} {{f}} + 3k||Ultra Combo 1|60x5*173|0|0/0|HL|-|0+11|2(18)2(25)<br>2(5)2(23)<br>2(21)2|58|172|31|-|-29|-|Charge 55F, opponent gains 10x7 meter on hit, last hit is projectile and breaks armor|X|X||[3rd~7th Hit]: Hard Knockdown|[3rd~7th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11F|-|-|-|-|JP: 1*2*3*1*2*3*0|}}
{{USFIVFrameDataRow|Climax Beat|Ultra II|{{db}} (charge) {{df}} {{db}} {{u}} + 3p||Ultra Combo 2|45*8x42*81<br>[56*45x6]|0|0/0|HL|-|0+7|{2(2)x7}*2|48|84|21|-|-29|-|1st hit goes into animation, [] refers to non-cinematic juggle, charge 55F, opponent gains 5x44 meter on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7F|Upper body: 8~11F|Upper body: 8~11F|-|-|JP: 1|}}
{{USFIVFrameDataHeader}}
|-
|}
 
 
=====Notes=====
 
{{Navbox-USFIV}}
[[Category:Ultra Street Fighter IV]]

Latest revision as of 05:36, 28 June 2025