Super Street Fighter IV AE/Deejay: Difference between revisions

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{{SSFIVMoveListRow | Climax Beat | db (charge) df db u + 3p | armorbreak }}
{{SSFIVMoveListRow | Climax Beat | db (charge) df db u + 3p | armorbreak }}
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== AE Changes ==
==The Basics==
==Combos==
==Strategy==
==Matchups==





Revision as of 04:43, 2 June 2011

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Dee Jay

SSFIV-DeeJay Face.jpg

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

Name
Command
Notes
Knee Shot
(during angled jump) d + lk
high

Throws

Name
Command
Notes
Swing Over Launch
f or n + lp + lk
throw
Flip Throw
b + lp + lk
throw

Special Moves

Name
Command
Notes
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

Name
Command
Notes
Sobat Carnival
b (charge) f b f + k

Ultra Combos

Name
Command
Notes
Sobat Festival
b (charge) f b f + 3k
Climax Beat
db (charge) df db u + 3p
armorbreak


AE Changes

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 ch/sp/su 3 2 7 +2 +5
Close Strong.gif HL 70 100 40 sp/su 4 5 10 -1 +2
Close Fierce.gif HL 50*70 70*130 30*30 sp/su 5 2(4)4 22 -8 -4
Close Short.gif HL 30 50 20 sp/su 5 2 6 +3 +6
Close Forward.gif HL 70 100 40 sp/su 5 2 9 +3 +6
Close Roundhouse.gif HL 70*60 120*80 60*20 - 6 3(2)4 18 -4 0
Far Jab.gif HL 30 50 20 ch/sp/su 3 3 7 +1 +4
Far Strong.gif HL 90 110 40 - 7 3 13 -2 +1
Far Fierce.gif HL 100 200 60 - 8 4 23 -9 -5
Far Short.gif HL 40 50 20 sp/su 5 2 7 +2 +5
Far Forward.gif HL 50*60 50*100 40*40 sp/su 5 1*4 16 -3 0
Far Roundhouse.gif HL 110 200 60 - 11 4 23 -9 -5
crouch Jab.gif HL 20 50 20 ch/sp/su 4 2 6 +3 +6
crouch Strong.gif HL 80 80 40 sp/su 6 2 12 0 +3
crouch Fierce.gif HL 90 200 60 sp/su 7 6 19 -7 -3
crouch Short.gif L 30 50 20 ch/sp/su 5 3 11 -3 0
crouch Forward.gif L 70 90 40 - 5 4 15 -5 -
crouch Roundhouse.gif L 100 140 60 - 14 9 15 -6 -
Jump up Jab.gif H 40 50 20 - 5 19 - - -
Jump up Strong.gif H 70 80 40 - 7 8 - - -
Jump up Fierce.gif H 120 150 60 - 7 3 - - -
Jump up Short.gif H 50 60 20 - 5 11 - - -
Jump up Forward.gif H 90 100 40 - 9 8 - - -
Jump up Roundhouse.gif H 120 150 60 - 9 4 - - -
Jump forward Jab.gif H 40 50 20 - 5 19 - - -
Jump forward Strong.gif H 70 80 40 - 7 6 - - -
Jump forward Fierce.gif H 120 140 60 - 5 6 - - -
Jump forward Short.gif H 50 60 20 - 3 12 - - -
Jump forward Forward.gif H 90 100 40 - 6 4 - - -
Jump forward Roundhouse.gif H 130 150 60 - 7 4 - - -
Knee Shot (Down.gif+Short.gif air) H 50 60 20 - 4 18 - - -
Focus Attack LVL1 HL 60 100 20 - 22 2 36 -22 -22
Focus Attack LVL2 HL 80 150 40 - 17+12 2 36 -16 -
Focus Attack LVL3 - 140 200 60 - 64 3 36 - -
Forward Throw 0.85 120 100 40 - 3 2 20 - -
Back Throw 0.87 120 80 40 - 3 2 20 - -
Air Slasher HL 50 50 20/20 su 12 - ??37 0 +3
Air Slasher EX.gif HL 50*50 50*50 -250/0 su 13 - ??52 +1 +5
Double Rolling Sobat Short.gif HL 80 90 20/40 su 12 2 21 -5 -
Double Rolling Sobat Forward.gif HL 60*40 70*50 20/30*20 su 14 2(14)2 23 -7 0
Double Rolling Sobat Roundhouse.gif HL 80*40 90*50 20/30*20 su 14 2(14)2 24 -9 -1
Double Rolling Sobat EX.gif HL 80*60 90*70 -250/0 su 15 2(7)4 25 -8 -
Jacknife Maximum Short.gif HL 120 50 30/20 - 6 2 18+11 -10 -
Jacknife Maximum Forward.gif HL 70*30 50*50 20/20*15 - 6 2(7)2 19+11 -20 -
Jacknife Maximum Roundhouse.gif HL 40*40*30 50*50*50 20/15*20*10 - 6 2(7)2(10)2 16+15 -33 -
Jackknife Maximum EX.gif 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 Jab.gif(??2) HL 25*25*60 40*40*60 0/10x3 su 4 2(2)[2(2)2](2)2 24 -5 -
Machinegun Upper Strong.gif(??2) HL 25*25*60 50*50*60 0/10x3 su 4 2(2)[2(2)2](2)2 26 -7 -
Machinegun Upper Fierce.gif(??2) HL 30*30*60 60*60*60 0/10x3 su 4 2(2)[2(2)2](2)2 30 -11 -
Machinegun Upper EX.gif (??nashi) HL 16x4*50 25x4*60 -250/0 - 12 2(4)2(2)2(2)2(2)2 24 -5 -
Machinegun Upper EX.gif (??ari) HL 16x7*50 25x7*60 0/0 - 12 ??? 28 -9 -
Super Combo Short.gif HL 40x6*110 0 -1000/0 - 1+6 ??? 31 -12 -
Super Combo Forward.gif HL 40x6*110 0 -1000/0 - 1+10 ??? 30 -12 -
Super Combo Roundhouse.gif 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 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: