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== AE Changes == | == AE Changes == | ||
* Far Standing Light Punch's hittable box around his arm was removed, so it's more difficult to beat this attack. | |||
* Crouching Medium Punch's priority was strengthened, and it deals more damage. | |||
* Close Standing Medium Punch's active frames were increased by 1, making it a total of 5 active frames, so it's easier to use as a close anti air. | |||
* Far Standing Medium Kick was changed to be a 2-hit normal, and it got adjusted in damage distribution, in startup, and in the total duration. Now, the 1st hit is cancelable, so combos such as Crouching Light Punch, into Far Standing Medium Kick, into Special Moves and also Close Standing Medium Kick into Far Standing Medium Kick into Special Moves combos are possible. | |||
* Close Standing Hard Kick is now a techable knockdown against air opponents. You can now do juggle combos after the second hit. | |||
* Far Standing Hard Kick's startup is 1 frame faster, and the active frames for it was increased by 1. | |||
* Crouching Hard Kick's distance was shortened, but has more active frames, and it will recover faster after the active frames end. | |||
* Toward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier. | |||
* Air Slasher's (Fireball) recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher. Opponent's attack will now be registered as a counter hit if you get hit out while doing this, so if the opponent jumps in on you, you will be in a world of hurt. | |||
* Light Dread Kicks' (Double Rolling Sobat) startup was changed to 12 frames, and his lower body invincibility was lengthened as well. It's comboable from Light attacks now. It's throw invincibility and airborne state were removed. | |||
* Medium, Hard and EX Dread Kicks (Double Rolling Sobat) 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo may be great. | |||
* Machinegun Upper's damage was increased. | |||
* Light Jacknife Maximum (Up Kicks) damage was increased, and is completely invincible until active frames end. | |||
* Hard Kick and EX Jacknife Maximum are now less likely to whiff attacks on hit. | |||
* Ultra 2's has less recovery after the cinematic. | |||
* Forward dash has more frames where you can input a Super or Ultra command. As a result, his forward dash into Ultra 2 is easier than it was before. | |||
Revision as of 22:32, 2 June 2011


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
Throws
Special Moves
Super Combo
Ultra Combos
AE Changes
- Far Standing Light Punch's hittable box around his arm was removed, so it's more difficult to beat this attack.
- Crouching Medium Punch's priority was strengthened, and it deals more damage.
- Close Standing Medium Punch's active frames were increased by 1, making it a total of 5 active frames, so it's easier to use as a close anti air.
- Far Standing Medium Kick was changed to be a 2-hit normal, and it got adjusted in damage distribution, in startup, and in the total duration. Now, the 1st hit is cancelable, so combos such as Crouching Light Punch, into Far Standing Medium Kick, into Special Moves and also Close Standing Medium Kick into Far Standing Medium Kick into Special Moves combos are possible.
- Close Standing Hard Kick is now a techable knockdown against air opponents. You can now do juggle combos after the second hit.
- Far Standing Hard Kick's startup is 1 frame faster, and the active frames for it was increased by 1.
- Crouching Hard Kick's distance was shortened, but has more active frames, and it will recover faster after the active frames end.
- Toward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier.
- Air Slasher's (Fireball) recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher. Opponent's attack will now be registered as a counter hit if you get hit out while doing this, so if the opponent jumps in on you, you will be in a world of hurt.
- Light Dread Kicks' (Double Rolling Sobat) startup was changed to 12 frames, and his lower body invincibility was lengthened as well. It's comboable from Light attacks now. It's throw invincibility and airborne state were removed.
- Medium, Hard and EX Dread Kicks (Double Rolling Sobat) 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo may be great.
- Machinegun Upper's damage was increased.
- Light Jacknife Maximum (Up Kicks) damage was increased, and is completely invincible until active frames end.
- Hard Kick and EX Jacknife Maximum are now less likely to whiff attacks on hit.
- Ultra 2's has less recovery after the cinematic.
- Forward dash has more frames where you can input a Super or Ultra command. As a result, his forward dash into Ultra 2 is easier than it was before.