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| ==Introduction==
| | {{SSFIVAEHeader}} |
| | {{SSFIVCharacterHeader|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! |
| | | |
| | Those that view Dee Jay as an alternate Guile are in for a huge shock. Dee Jay actually cannot be played in a similarly defensive nature, and must rely on his bag of tricks a lot more than Guile. Ambiguous cross-ups, a jump arc changing Down + Light Kick, and combos that lead into an untechable Crouching Medium Kick are more of what Dee Jay relies on. Also, it's very helpful that, when he does get knocked down, his EX Jackknife Maximum makes him impossible to play cross-up games on him, which removes a lot of the opponent's mix-up options on a rising Dee Jay.}} |
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| ==Move Analysis==
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| ===Normal Moves===
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| ===Normal Throws=== | | == Moves == |
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| ===Command Normals=== | | ==== Unique Attacks ==== |
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| ===Focus / Saving Attack===
| | {{SSFIVMoveListHeader}} |
| | {{SSFIVMoveListRow | Knee Shot | (during angled jump) d + lk | high }} |
| | {{MoveListFooter}} |
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| ===Special Moves=== | | ==== Throws ==== |
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| ===Super Move===
| | {{SSFIVMoveListHeader}} |
| | {{SSFIVMoveListRow | Swing Over Launch | f or n + lp + lk | throw }} |
| | {{SSFIVMoveListRow | Flip Throw | b + lp + lk | throw }} |
| | {{MoveListFooter}} |
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| ===Ultra Moves=== | | ==== Special Moves ==== |
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| ==The Basics==
| | {{SSFIVMoveListHeader}} |
| | {{SSFIVMoveListRow | Air Slasher | b (charge) f + p | ex }} |
| | {{SSFIVMoveListRow | Double Rolling Sobat | b (charge) f + k | ex armorbreak }} |
| | {{SSFIVMoveListRow | Jackknife Maximum | d (charge) u + k | ex }} |
| | {{SSFIVMoveListRow | Machine Gun Upper | d (charge) u + p (continue pressing p repeatedly) | ex armorbreak }} |
| | {{MoveListFooter}} |
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| ==Combos== | | ==== Super Combo ==== |
| | {{SSFIVMoveListHeader}} |
| | {{SSFIVMoveListRow | Sobat Carnival | b (charge) f b f + k | }} |
| | {{MoveListFooter}} |
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| ==Strategy== | | ==== Ultra Combos ==== |
| | {{SSFIVMoveListHeader}} |
| | {{SSFIVMoveListRow | Sobat Festival | b (charge) f b f + 3k | }} |
| | {{SSFIVMoveListRow | Climax Beat | db (charge) df db u + 3p | armorbreak }} |
| | {{MoveListFooter}} |
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| ==Matchups==
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| ==Frame Data== | | ==Frame Data== |
Dee Jay
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!
In a nutshell
Those that view Dee Jay as an alternate Guile are in for a huge shock. Dee Jay actually cannot be played in a similarly defensive nature, and must rely on his bag of tricks a lot more than Guile. Ambiguous cross-ups, a jump arc changing Down + Light Kick, and combos that lead into an untechable Crouching Medium Kick are more of what Dee Jay relies on. Also, it's very helpful that, when he does get knocked down, his EX Jackknife Maximum makes him impossible to play cross-up games on him, which removes a lot of the opponent's mix-up options on a rising Dee Jay.
Moves
Unique Attacks
Knee Shot
(during angled jump) d + lk
high
Throws
Swing Over Launch
f or n + lp + lk
throw
Flip Throw
b + lp + lk
throw
Special Moves
Air Slasher
b (charge) f + p
ex
Double Rolling Sobat
b (charge) f + k
ex armorbreak
Jackknife Maximum
d (charge) u + k
ex
Machine Gun Upper
d (charge) u + p (continue pressing p repeatedly)
ex armorbreak
Super Combo
Sobat Carnival
b (charge) f b f + k
Ultra Combos
Sobat Festival
b (charge) f b f + 3k
Climax Beat
db (charge) df db u + 3p
armorbreak
Frame Data
|
Block
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Super Meter
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Frames
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Move Name
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HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
3
|
2
|
7
|
+2
|
+5
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|
|
Close
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HL
|
70
|
100
|
40
|
sp/su
|
4
|
5
|
10
|
-1
|
+2
|
|
|
Close
|
HL
|
50*70
|
70*130
|
30*30
|
sp/su
|
5
|
2(4)4
|
22
|
-8
|
-4
|
|
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Close
|
HL
|
30
|
50
|
20
|
sp/su
|
5
|
2
|
6
|
+3
|
+6
|
|
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Close
|
HL
|
70
|
100
|
40
|
sp/su
|
5
|
2
|
9
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+3
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+6
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|
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Close
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HL
|
70*60
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120*80
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60*20
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-
|
6
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3(2)4
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18
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-4
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0
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Far
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HL
|
30
|
50
|
20
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ch/sp/su
|
3
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3
|
7
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+1
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+4
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Far
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HL
|
90
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110
|
40
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-
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7
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3
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13
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-2
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+1
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Far
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HL
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100
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200
|
60
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-
|
8
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4
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23
|
-9
|
-5
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|
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Far
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HL
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40
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50
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20
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sp/su
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5
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2
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7
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+2
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+5
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|
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Far
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HL
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50*60
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50*100
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40*40
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sp/su
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5
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1*4
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16
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-3
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0
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Far
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HL
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110
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200
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60
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-
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11
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4
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23
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-9
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-5
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|
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crouch
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HL
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20
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50
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20
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ch/sp/su
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4
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2
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6
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+3
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+6
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|
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crouch
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HL
|
80
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80
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40
|
sp/su
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6
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2
|
12
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0
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+3
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|
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crouch
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HL
|
90
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200
|
60
|
sp/su
|
7
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6
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19
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-7
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-3
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crouch
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L
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30
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50
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20
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ch/sp/su
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5
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3
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11
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-3
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0
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crouch
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L
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70
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90
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40
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-
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5
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4
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15
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-5
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-
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crouch
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L
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100
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140
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60
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-
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14
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9
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15
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-6
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-
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Jump up
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H
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40
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50
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20
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-
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5
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19
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-
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-
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-
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|
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Jump up
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H
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70
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80
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40
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-
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7
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8
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-
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-
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-
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|
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Jump up
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H
|
120
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150
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60
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-
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7
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3
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-
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-
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-
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|
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Jump up
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H
|
50
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60
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20
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-
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5
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11
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-
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-
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-
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Jump up
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H
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90
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100
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40
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-
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9
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8
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-
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-
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-
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Jump up
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H
|
120
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150
|
60
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-
|
9
|
4
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-
|
-
|
-
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Jump forward
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H
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40
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50
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20
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-
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5
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19
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-
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-
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-
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Jump forward
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H
|
70
|
80
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40
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-
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7
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6
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-
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-
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-
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|
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Jump forward
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H
|
120
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140
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60
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-
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5
|
6
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-
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-
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-
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|
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Jump forward
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H
|
50
|
60
|
20
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-
|
3
|
12
|
-
|
-
|
-
|
|
|
Jump forward
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H
|
90
|
100
|
40
|
-
|
6
|
4
|
-
|
-
|
-
|
|
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Jump forward
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H
|
130
|
150
|
60
|
-
|
7
|
4
|
-
|
-
|
-
|
|
|
Knee Shot ( + air)
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H
|
50
|
60
|
20
|
-
|
4
|
18
|
-
|
-
|
-
|
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|
Focus Attack LVL1
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HL
|
60
|
100
|
20
|
-
|
22
|
2
|
36
|
-22
|
-22
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Focus Attack LVL2
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HL
|
80
|
150
|
40
|
-
|
17+12
|
2
|
36
|
-16
|
-
|
|
|
Focus Attack LVL3
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-
|
140
|
200
|
60
|
-
|
64
|
3
|
36
|
-
|
-
|
|
|
Forward Throw
|
0.85
|
120
|
100
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
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|
Back Throw
|
0.87
|
120
|
80
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
|
|
Air Slasher
|
HL
|
50
|
50
|
20/20
|
su
|
12
|
-
|
??37
|
0
|
+3
|
|
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Air Slasher
|
HL
|
50*50
|
50*50
|
-250/0
|
su
|
13
|
-
|
??52
|
+1
|
+5
|
|
|
Double Rolling Sobat
|
HL
|
80
|
90
|
20/40
|
su
|
12
|
2
|
21
|
-5
|
-
|
|
|
Double Rolling Sobat
|
HL
|
60*40
|
70*50
|
20/30*20
|
su
|
14
|
2(14)2
|
23
|
-7
|
0
|
|
|
Double Rolling Sobat
|
HL
|
80*40
|
90*50
|
20/30*20
|
su
|
14
|
2(14)2
|
24
|
-9
|
-1
|
|
|
Double Rolling Sobat
|
HL
|
80*60
|
90*70
|
-250/0
|
su
|
15
|
2(7)4
|
25
|
-8
|
-
|
|
|
Jacknife Maximum
|
HL
|
120
|
50
|
30/20
|
-
|
6
|
2
|
18+11
|
-10
|
-
|
|
|
Jacknife Maximum
|
HL
|
70*30
|
50*50
|
20/20*15
|
-
|
6
|
2(7)2
|
19+11
|
-20
|
-
|
|
|
Jacknife Maximum
|
HL
|
40*40*30
|
50*50*50
|
20/15*20*10
|
-
|
6
|
2(7)2(10)2
|
16+15
|
-33
|
-
|
|
|
Jackknife Maximum
|
HL
|
50*20x4*50
|
50*20x4*50
|
-250/0
|
-
|
4
|
???
|
15+11
|
-22
|
-
|
|
|
Machinegun Upper
|
HL
|
20*20*50
|
40*40*60
|
20/10x3
|
su
|
12
|
2(2)2(4)2
|
30
|
-11
|
-
|
|
|
Machinegun Upper (??1)
|
HL
|
15*15*50
|
30*30*60
|
0/10x3
|
su
|
3
|
2(2)2(4)2
|
30
|
-11
|
-
|
|
|
Machinegun Upper (??2)
|
HL
|
25*25*60
|
40*40*60
|
0/10x3
|
su
|
4
|
2(2)[2(2)2](2)2
|
24
|
-5
|
-
|
|
|
Machinegun Upper (??2)
|
HL
|
25*25*60
|
50*50*60
|
0/10x3
|
su
|
4
|
2(2)[2(2)2](2)2
|
26
|
-7
|
-
|
|
|
Machinegun Upper (??2)
|
HL
|
30*30*60
|
60*60*60
|
0/10x3
|
su
|
4
|
2(2)[2(2)2](2)2
|
30
|
-11
|
-
|
|
|
Machinegun Upper (??nashi)
|
HL
|
16x4*50
|
25x4*60
|
-250/0
|
-
|
12
|
2(4)2(2)2(2)2(2)2
|
24
|
-5
|
-
|
|
|
Machinegun Upper (??ari)
|
HL
|
16x7*50
|
25x7*60
|
0/0
|
-
|
12
|
???
|
28
|
-9
|
-
|
|
|
Super Combo
|
HL
|
40x6*110
|
0
|
-1000/0
|
-
|
1+6
|
???
|
31
|
-12
|
-
|
|
|
Super Combo
|
HL
|
40x6*110
|
0
|
-1000/0
|
-
|
1+10
|
???
|
30
|
-12
|
-
|
|
|
Super Combo
|
HL
|
40x6*110
|
0
|
-1000/0
|
-
|
1+12
|
???
|
31
|
-12
|
-
|
|
|
Ultra Combo 1
|
HL
|
60x5*173
|
0
|
0/0
|
-
|
1+11
|
??
|
58
|
-29
|
-
|
|
|
Ultra Combo 2
|
HL
|
45x8[45*456]
|
0
|
0/0
|
-
|
1+7
|
{2(2)} x 7*2
|
48
|
-29
|
-
|
|
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|
Block
|
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Super Meter
|
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Frames
|
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Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes: