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**Diagonal Jumping Roundhouse becomes active 1 frame later, but has an additional 4 frame hitbox while his leg is pointed upward, so it has more active frames; | **Diagonal Jumping Roundhouse becomes active 1 frame later, but has an additional 4 frame hitbox while his leg is pointed upward, so it has more active frames; | ||
*O.Dee Jay's Max Outs / Air Slashers have a 3 frame worse recovery, this is bad; | *O.Dee Jay's Max Outs / Air Slashers have a 3 frame worse recovery, this is bad; | ||
*O.Dee Jay's Machine Gun Upper does less damage overall, but has anti aerial properties in its startup, and lacks a | *O.Dee Jay's Machine Gun Upper does less damage overall, but has anti aerial properties in its startup, and lacks a hurtbox at his center which allows him to dodge some faster or meaty fireballs; | ||
O.Dee Jay is a waste of time... his lack of a proper crossup and anti airs really hurts him and he does not receive anything back... Only an MGU that can evade meaty projectiles... And he even has worse Max Outs... Not worthy. | O.Dee Jay is a waste of time... his lack of a proper crossup and anti airs really hurts him and he does not receive anything back... Only an MGU that can evade meaty projectiles... And he even has worse Max Outs... Not worthy. |
Revision as of 20:03, 18 August 2012
Introduction
Picking Old Dee Jay
To select O.Dee Jay, choose Dee Jay and then press ↓ ↓ ↑ ↑ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal | Secondary |
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--Born2SPD
New & Old Versions Comparison
Here is the list of differences:
- Obvious stuff: O.Dee Jay can not tech throws, does not have the Jackknife Maximum (upkicks) and Super;
- O.Dee Jay has a slower pre-jump animation by 2 frames;
- O.Dee Jay has some differences in some of his normals:
- Crouching Jab has better priority downward;
- Crouching Strong can be special canceled;
- Far Standing Short has better priority;
- Far Standing Forward second hit has better priority;
- Close Standing Roundhouse has a much fatter hitbox but it has a little less vertical priority as a anti air;
- Diagonal Jumping Strong animates like N.Dee Jay's Diagonal Jumping Fierce with a fatter hitbox but with worse air to ground priority;
- Diagonal Jumping Fierce animates like N.Dee Jay's Diagonal Jumping Strong;
- Diagonal Jumping Forward has better air to air priority but does not have crossup properties;
- Neutral Jumping Roundhouse has a fatter hitbox but worse priority;
- Diagonal Jumping Roundhouse becomes active 1 frame later, but has an additional 4 frame hitbox while his leg is pointed upward, so it has more active frames;
- O.Dee Jay's Max Outs / Air Slashers have a 3 frame worse recovery, this is bad;
- O.Dee Jay's Machine Gun Upper does less damage overall, but has anti aerial properties in its startup, and lacks a hurtbox at his center which allows him to dodge some faster or meaty fireballs;
O.Dee Jay is a waste of time... his lack of a proper crossup and anti airs really hurts him and he does not receive anything back... Only an MGU that can evade meaty projectiles... And he even has worse Max Outs... Not worthy.
Moves Analysis
Normal Moves
Ground Normals
- Close Standing Jab:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes* | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Far Standing Jab:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Crouching Jab:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Close/Far Standing Strong:
Damage | ? | ![]() |
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Stun | ?~? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | Yes/No | ||||
Frame Advantage | ? | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Strong:
Damage | ? | ![]() |
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Stun | ?~? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | Yes* | ||||
Frame Advantage | ? | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Close Standing Fierce:
Damage | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? | ? | ? |
- Far Standing Fierce:
Damage | ? | ![]() |
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Stun | ?~? | ||||||||
Stun Timer | ? | ||||||||
Chain Cancel | No | ||||||||
Special Cancel | No | ||||||||
Frame Advantage | ? | ||||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | 1 | |
Simplified | ? | ? | ? |
- Crouching Fierce:
Damage | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | Yes*/No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Close Standing Short:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Far Standing Short:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes* | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Crouching Short:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes* | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Close Standing Forward:
Damage | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Forward:
Damage | ?+? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? | ? |
- Crouching Forward:
Damage | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ||
Simplified | ? | ? | ? | ? |
- Close Standing Roundhouse:
Damage | ?+ | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? | ? | ? |
- Far Standing Roundhouse:
Damage | ? | ![]() |
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Stun | ?~? | |||||||
Stun Timer | ? | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Roundhouse:
Damage | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Aerial Normals
- Neutral/Diagonal Jumping Jab:
Damage | ? | ![]() |
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Stun | ?~? | ||
Stun Timer | ? | ||
Frame Count | ? | ∞ |
- Neutral Jumping Strong:
Damage | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Strong:
Damage | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Neutral Jumping Fierce:
Damage | ? | ![]() |
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Stun | ?~? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Fierce:
Damage | ? | ![]() |
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Stun | ?~? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Neutral Jumping Short:
Damage | ? | ![]() |
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Stun | ?~? | ||
Stun Timer | ? | ||
Frame Count | ? | ∞ |
- Diagonal Jumping Short:
Damage | ? | ![]() |
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Stun | ?~? | ||
Stun Timer | ? | ||
Frame Count | ? | ∞ |
- Neutral Jumping Forward:
Damage | ? | ![]() |
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Stun | ?~? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Forward:
Damage | ? | ![]() |
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Stun | ?~? | ||||||||
Stun Timer | ? | ||||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Neutral Jumping Roundhouse:
Damage | ? | ![]() |
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Stun | ?~? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Roundhouse:
Damage | ? | ![]() |
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Stun | ?~? | ||||||||
Stun Timer | ? | ||||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Command Normals
- Knee Shot: (Jump diagonally, ↙/↓/↘ + Short)
Damage | ? | ![]() |
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Stun | ?~? | ||
Stun Timer | ? | ||
Frame Count | ? | ∞ |
Throws
Dee Jay can throw using Strong, Fierce, Forward and Roundhouse. The direction of the joystick determines the direction the enemy gets thrown at. All his throws have the same range and do 32 points of damage (plus two more if behind in rounds).
- Funky Shout Throw: (←/→ + Strong/Fierce)
Damage | 32 | ![]() |
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Stun | 7~13 | |||
Stun Timer | 100 | |||
Range (from axis) | 48 | |||
(from throwable box) | 18 |
- Monkey Flip: (←/→ + Forward/Roundhouse)
Damage | 32 | ![]() |
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Stun | 7~13 | |||
Stun Timer | 100 | |||
Range (from axis) | 48 | |||
(from throwable box) | 18 |
Special Moves
All motions are listed under the assumption that O.Dee Jay is facing right.
- Max Out / Air Slasher: (Charge ←, →, P)
Detailed Input: (Charge ← for at least 61f, [0~7f] → [0~10/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)
- Startup:
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Frame Count | 3 | 2 | 2 |
Simplified | 7 |
- Active:
- Jab Version:
Damage | ? | ![]() |
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Stun | ?~? | ||||
Stun Timer | ? | ||||
Frame Count | 1 | 3 | 10 | 1... | |
Simplified | 37 |
- Strong Version:
Damage | ? | ![]() |
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Stun | ?~? | ||||
Stun Timer | ? | ||||
Frame Count | 1 | 2 | 9 | 1... | |
Simplified | 37 |
- Fierce Version:
Damage | ? | ![]() |
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Stun | ?~? | ||||
Stun Timer | ? | ||||
Frame Count | 1 | 1 | 6 | 1... | |
Simplified | 37 |
Dee Jay's Projectile. During the first active frames it has a quite fat hitbox, but some frames after it becomes slimmer (allowing Blanka to slide under it). Jab Version's hitbox stays bigger for 14 frames, Strong for 12 and Fierce for 8. Punch strength also determines the speed and damage. O.Dee Jay have 3 frames of additional recovery on this move.
- Double Rolling Sobat: (Charge ←, →, K)
Detailed Input: (Charge ← for at least 61f, [0~7f] → [0~10/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
- Short Version:
Damage | ? | ![]() |
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Stun | ?~? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | 8 | 2 | ? | ? | ? | ? | |
Simplified | ? | ? |
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Frame Count | ? | ? | ? | ? | ? | ? | ? |
Simplified | ? |
- Forward/Roundhouse Versions:
Damage (Frwrd) | ?+? | ![]() |
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Damage (Rh) | ?+? | |||||||
Stun | ?~? | |||||||
Stun Timer | ? | |||||||
Frame Count (Frwrd) | ? | 5 | 2 | ? | ? | ? | ? | |
Simplified (Frwrd) | ? | ? | ||||||
Frame Count (Rh) | ? | 5 | 2 | ? | ? | ? | ? | |
Simplified (Rh) | ? | ? |
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Frame Count (Frwrd) | ? | ? | ? | 5 | 2 |
Simplified (Frwrd) | ? | ||||
Frame Count (Rh) | ? | ? | ? | 5 | 2 |
Simplified (Rh) | ? |
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Frame Count (Frwrd) | ? | ? | ? | ? | ? | ? |
Simplified (Frwrd) | ? | ? | ||||
Frame Count (Rh) | ? | ? | ? | ? | ? | ? |
Simplified (Rh) | ? | ? |
Short version hits once, Forward and Roundhouse versions hit twice.
- Machine Gun Upper: (Charge ↓, ↑, P. Press P repeatedly)
Detailed Input: (Charge ↓ for 61f, [0~7f] ↑ [0~10/9/7/4f] Jab/Strong/Fierce/any P if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button. The mash part requires a P input every 2f? to combo)
- Full mashing:
Damage (Jab) | ? | ![]() |
File:ODeeJay mgu2anm.png | File:ODeeJay mgu3anm.png | File:ODeeJay mgu4anm.png | ![]() |
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Damage (Strng) | ? | |||||||||
Damage (Frc) | ? | |||||||||
Stun | ?~? | |||||||||
Stun Timer | ? | |||||||||
Frame Count (Jab) | ? | ? | ? | ? | ? | ? | ? | ? | ||
Simplified (Jab) | ? | ? | ? | ? | ? | ? | ||||
Frame Count (Strng) | ? | ? | ? | ? | ? | ? | ? | ? | ||
Simplified (Strng) | ? | ? | ? | ? | ? | ? | ||||
Frame Count (Frc) | ? | ? | ? | ? | ? | ? | ? | ? | ||
Simplified (Frc) | ? | ? | ? | ? | ? | ? |
- Without mashing:
Damage (Jab) | ? | ![]() |
File:ODeeJay mgu2anm.png | ![]() |
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Damage (Strng) | ? | ||||||||
Damage (Frc) | ? | ||||||||
Stun | ?~? | ||||||||
Stun Timer | ? | ||||||||
Frame Count (Jab) | ? | ? | ? | ? | ? | ? | ? | ? | |
Simplified (Jab) | ? | ? | ? | ? | |||||
Frame Count (Strng) | ? | ? | ? | ? | ? | ? | ? | ? | |
Simplified (Strng) | ? | ? | ? | ? | |||||
Frame Count (Frc) | ? | ? | ? | ? | ? | ? | ? | ? | |
Simplified (Frc) | ? | ? | ? | ? |
O.Dee Jay's only proper reversal. Can be used to avoid meaty projectiles on wakeup and to anti air. Proper technique is required to get the full four hits of the move to combo. Piano tap all three punches until you see the third hit connect, and then STOP.