Ultra Street Fighter IV/Deejay

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< Ultra Street Fighter IV
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Ultra Street Fighter IVUSFIV-Header.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

Dee Jay is probably the most altered character in Arcade Edition. The changes made to him practically make him a brand-new character altogether. Dee Jay is now much closer to his original Super Turbo counterpart, with a bit of Vanilla SSF4 Guile thrown in for good measure. His Air Slashers now have much less recovery and can be utilized much more like Sonic Booms. Dee Jay has now at last regained the infamous Up Kick juggle from Super Turbo which practically defined him. Dee Jay veterans will be very pleased that they can now play in a similar fashion to what they could 15 years ago.


Ultra SFIV Changes

TBW


Moves

Unique Attacks

  Name Nickname Command Notes
File:No image.png high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Throws

  Name Nickname Command Notes
File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Special Moves

  Name Nickname Command Notes
File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Super Combo

  Name Nickname Command Notes
File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Ultra Combos

  Name Nickname Command Notes
File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


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 Forces stand
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 -*su 6 3(2)4 18 -2 0 1st hit forces stand, [air hit] limited juggle knockdown, 2nd hit pursuit property
Far Jab.gif HL 30 50 20 ch/sp/su 3 3 7 +1 +4
Far Strong.gif HL 90 110 40 sp 7 3 13 -2 +1
Far Fierce.gif HL 100 200 60 - 8 4 23 -9 -5 Forces stand, Only -4 on hit vs crouching opponents, [Standing counter-hit or air Counter-hit] floats opponent
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 - Hard knockdown
crouch Roundhouse.gif L 100 140 60 - 14 9 15 -6 - Hard knockdown, [Air hit] Limited juggle knockdown
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 - - - [Air hit] limited juggle knockdown, pursuit property
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 - - - Legs projectile invincible during startup
Focus Attack LVL1 HL 60 100 20 - 10+12 2 36 -22 -22
Focus Attack LVL2 HL 80 150 40 - 18+11 2 36 -16 -
Focus Attack LVL3 - 140 200 60 - 64 3 36 - -
Forward Throw 0.85 120 100 40 - 3 2 20 - - Hard knockdown
Back Throw 0.87 120 80 40 - 3 2 20 - - Hard knockdown
Air Slasher HL 50 50 20/20 su 12 - Total 37 0 +3 14~15f cancellable, charge 50f
Air Slasher EX.gif HL 50*50 50*50 -250/0 su 13 - Total 52 +1 +5 28~31f cancellable, pursuit property, 2nd hit releases on 27f, charge 50f
Double Rolling Sobat Short.gif HL 90 90 20/40 su 12 2 21 -5 - 1~13f lower body strike and projectile invincible, armor break, charge 50f
Double Rolling Sobat Forward.gif HL 60*50 70*50 20/30*20 su*- 14 2(14)2 23 -7 0 1~11f unthrowable, armor break, pursuit property, charge 50f
Double Rolling Sobat Roundhouse.gif HL 80*50 90*50 20/30*20 su*- 14 2(14)2 24 -9 -1 1~11f unthrowable, armor break, pursuit property, charge 50f
Double Rolling Sobat EX.gif HL 80*60 90*70 -250/0 su*- 15 2(7)4 25 -8 - 1~7f Invincible, 8~11f projectile invincible, 8~15f unthrowable, 1~11f & 17~23f airborne, armor break, pursuit property, charge 50f
Jacknife Maximum Short.gif HL 120 50 30/20 - 6 2 18 + After landing 11 -10 - 1~6f Invincible, 3f~ airborne, pursuit property, charge 55f
Jacknife Maximum Forward.gif HL 70*30 50*50 20/20*15 - 6 2(7)2 19 + After landing 11 -20 - 1~6f strike and projectile invincible, 3f~ airborne, pursuit property, charge 55f
Jacknife Maximum Roundhouse.gif HL 40*40*30 50*50*50 20/15*20*10 - 6 2(7)2(10)2 16 + After landing 15 -33 - 1~5f unthrowable, 3f~ airborne, pursuit property, charge 55f
Jackknife Maximum EX.gif HL 50*20x4*50 50*20x4*50 -250/0 - 4 1(4)1(5)1(8)1(3)1(5)1 15 + After landing 11 -22 - 1~8f Invincible, 3f~ airborne, pursuit property
Machinegun Upper Jab.gif HL 20*20*50 40*40*60 20/10x3 -*su*- 12 2(2)2(4)2 30 -11 - 1~23f head strike and projectile invincible, armor break, charge 55f
Machinegun Upper Strong.gif HL 30*20*50 40*40*60 20/10x3 -*su*- 12 2(2)2(4)2 30 -11 - 1~23f head strike and projectile invincible, armor break, charge 55f
Machinegun Upper Fierce.gif HL 35*35*50 40*40*60 20/10x3 -*su*- 12 2(2)2(4)2 30 -11 - 1~23f head strike and projectile invincible, armor break, charge 55f
Machinegun Upper (followup 1) HL 15*15*50 30*30*60 0/10x3 -*su*- 3 2(2)2(4)2 30 -11 - Armor break
Machinegun Upper Jab.gif(followup 2) HL 25*25*60 40*40*60 0/10x3 -*su*- 4 2(2)[2(2)2](2)2 24 -5 - Armor break, [] only hits once
Machinegun Upper Strong.gif(followup 2) HL 25*25*60 50*50*60 0/10x3 -*su*- 4 2(2)[2(2)2](2)2 26 -7 - Armor break, [] only hits once
Machinegun Upper Fierce.gif(followup 2) HL 30*30*60 60*60*60 0/10x3 -*su*- 4 2(2)[2(2)2](2)2 30 -11 - Armor break, [] only hits once
Machinegun Upper EX.gif (no mash) HL 16x4*50 25x4*60 -250/0 - 12 2(4)2(2)2(2)2(2)2 24 -5 - 1~4f Invincible, 5~31f strike and projectile invincible (translate), armor break, projectile hitbox, charge 55f
Machinegun Upper EX.gif (with mash) HL 16x7*50 25x7*60 0/0 - 12 2(1)2(2)2(2)2(3)2(2)2(2)2(2)2 28 -9 - 1~4f Invincible, 5~31f strike and projectile invincible (translate), armor break, projectile hitbox, charge 55f
Super Combo Short.gif HL 40x6*110 0 -1000/0 - 1+6 2(17)2(18)2(2)2(10)2(4)2(32)2 31 -12 - 1~7f Invincible, 38~48f airborne, Untechable limited juggle knockdown, pursuit property, 6th hit cancels into Ultra, charge 55f
Super Combo Forward.gif HL 40x6*110 0 -1000/0 - 1+10 2(16)3(17)2(3)1(10)2(4)3(31)3 30 -12 - 1~10f Invincible, 42~52f & 60~80f & 92~103f airborne, Untechable limited juggle knockdown, pursuit property, 6th hit cancels into Ultra, charge 55f
Super Combo Roundhouse.gif HL 40x6*110 0 -1000/0 - 1+12 2(17)2(18)2(2)2(10)2(4)2(32)2 31 -12 - 1~11f Invincible, 44~54f & 62~83f & 94~105f airborne, Untechable limited juggle knockdown, pursuit property, 6th hit cancels into Ultra, charge 55f
Ultra Combo 1 HL 60x5*173 0 0/0 - 1+11 2(18)2(25)2(5)2(23)2(21)2 58 -29 - 1~11f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f
Ultra Combo 2 HL 45x8[45*456] 0 0/0 - 1+7 {2(2)} x 7*2 48 -29 - 1~7f Invincible, 8~11f upper body strike and projectile invincible, Hard knockdown, armor break, pursuit property, 1st hit goes into animation, [] refers to animation, charge 55f
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: