Ultra Street Fighter IV/Deejay

From SuperCombo Wiki
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

While he has very few aspects in which he excels, Dee Jay provides a variety of different playstyles that he can easily switch between depending on what the situation calls for. His Air Slashers can allow him to play a zoning game, and his other special moves like Machinegun Upper and Double Rolling Sobat allow him to act as an effective rushdown character. No matter which playstyle you choose, you should always aim to get your opponent into the corner. With no room for your opponent to back up, they will be much more susceptible to being hit by Dee Jay's attacks, which will have more combo potential and mix-up ambiguity.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Crouch LK: Startup reduced to 4 frames from 5 frames
  • Stand MP: Startup reduced to 6 frames from 7 frames
  • Crouch MP: Hitbox expanded forward
  • Crouch MK: Damage increased to 80 from 70
  • Stand HP: Late Active Frames on hit vs. airborne opponents now floats on Counter Hit
  • Crouch HP: Hitbox expanded forward
  • Knee Shot (Andgled Jump 2 + LK): Hit Stun increased by 3 frames
  • Air Slasher: Chip damage increased to 15 from 12; regular damage unchanged
  • Double Rolling Sobat: Light version changed from -5 to -3 on block
  • Double Rolling Sobat: 1st hit Hit Stun of Medium version increased by 2 frames; on hit is now +8 from +6 after EX Focus Cancel --> Forward Dash
  • EX Machine Gun Upper: Startup reduced to 6 frames from 12 frames; full invincibility changed to frames 1-2 from frames 1-4; all-but-midsection invincibility changed to frames 3-4 from frames 5-9; above-the-chest invincibility changed to frames 5-25 from frames 10-31; now Throw Invincible during frames 1-7
  • EX Machine Gun Upper: On block is now -8 from -5, -12 from -9 on fully mashed version;
  • EX Machine Gun Upper: Hitbox on first hit slightly expanded forward; floats the opponent higher on hit, with or without mash;
  • EX Machine Gun Upper: All hits can be EX Focus cancelled on hit or block, with or without mash

(New to Ultra SFIV Console Digital Release)

  • Double Rolling Sobat: Light version lower-body invincibility removed
  • EX Machine Gun Upper: Pushback on block reduced
  • Sobat Festival (UC1): Travels farther during the first two kicks
  • Climax Beat (UC2): Damage reduced to 460 total from 501 total; recovery after cinematic version reduced by 11 frames


Character Specific Data

Dee Jay

VITALS
Health: 1000 Stun: 1000 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.055 Forward Dash Distance: 1.15
Back Walk Speed: 0.04 Forward Dash Total Frames: 19
JUMPING Back Dash Distance: 0.90
Jump Height Apex: 1.53 Back Dash Total Frames: 27
Jump Total Frames: 41 (4+37) Back Dash Invincibility: 8
Forward Jump Distance: 1.98 Back Dash Airborne: 8
Back Jump Distance 1.62 Back Dash Recovery: 11
THROWS WAKE-UP TIMING
Forward Throw Range: 0.85 Face Up Total Frames: 31
Back Throw Range: 0.87 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Knee Shot Hard Knockdowns: Crouch MK, Crouch HK (vs. Ground)
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Drouble Rolling Sobat, EX Double Rolling Sobat, Machine Gun Upper, EX Machine Gun Upper, Climax Beat
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 22 L1 EX Red Focus Attack Combo Lead-Ins: Close HP (1st Hit), LP/MP/HP Air Slasher, EX Air Slasher (Corner Only), MK Double Rolling Sobat (1st Hit), HK Double Rolling Sobat (1st Hit) (Char Specific), Machine Gun Upper (2nd Hit), Machine Gun Upper Followup (4th Hit), EX Machine Gun Upper (Any Hit but Last), EX Machine Gun Upper Followup (Any Hit but Last)
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 64
L1 Focus Attack Forward Dash: -3 L2 FA Forward Dash (On Block): +3
L1 Focus Attack Back Dash: -11 L2 FA Back Dash (On Block): -5


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 3 2 7 +2 +5
Close MP Close Strong.gif 70 100 40 HL sp/su 4 5 10 -1 +2
Close HP Close Fierce.gif 50*70 70*130 30*30 HL sp/su*- 5 2(4)4 22 -8 -4
Close LK Close Short.gif 30 50 20 HL sp/su 5 2 6 +3 +6
Close MK Close Forward.gif 70 100 40 HL sp/su 5 2 9 +3 +6
Close HK Close Roundhouse.gif 70*60 120*80 60*20 HL -*su 6 3(2)4 18 -2 0
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 3 3 7 +1 +4
Far MP Far Strong.gif 90 110 40 HL sp 6 3 13 -2 +1
Far HP Far Fierce.gif 100 200 60 HL - 8 4 23 -9 -5
Far LK Far Short.gif 40 50 20 HL sp/su 5 2 7 +2 +5
Far MK Far Forward.gif 50*60 50*100 40*40 HL sp/su 5 1*4 16 -3 0
Far HK Far Roundhouse.gif 110 200 60 HL - 11 4 23 -9 -5
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 6 +3 +6
Crouch MP Crouch Strong.gif 80 80 40 HL sp/su 6 2 12 0 +3
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 7 6 19 -7 -3
Crouch LK Crouch Short.gif 30 50 20 L ch/sp/su 4 3 11 -3 0
Crouch MK Crouch Forward.gif 80 90 40 L - 5 4 15 -5 -
Crouch HK Crouch Roundhouse.gif 100 140 60 L - 14 9 15 -6 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 5 19 - - -
Neutral Jump MP Neutral Jump Strong.gif 70 80 40 H - 7 8 - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 150 60 H - 7 3 - - -
Neutral Jump LK Neutral Jump Short.gif 50 60 20 H - 5 11 - - -
Neutral Jump MK Neutral Jump Forward.gif 90 100 40 H - 9 8 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 120 150 60 H - 9 4 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 40 50 20 H - 5 19 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 70 80 40 H - 7 6 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 120 140 60 H - 5 6 - - -
Diagonal Jump LK Diagonal Jump Short.gif 50 60 20 H - 3 12 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 90 100 40 H - 6 4 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 130 150 60 H - 7 4 - - -
Knee Shot (air) Down.gif+Short.gif 30 60 20 H - 4 18 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+12 2 36 -22 -22
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 36 -16 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 3 36 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Swing Over Launch Forward Throw 120 100 40 0.85 - 3 2 20 - -
Flip Throw Back Throw 120 80 40 0.87 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Air Slasher Air Slasher 50 50 20/20 HL su 12 - 25 0 +3
EX Air Slasher Air Slasher EX.gif 50*50 50*50 -250/0 HL su 13 - 39 +1 +5
Double Rolling Sobat Double Rolling Sobat Short.gif 90 90 20/40 HL su 12 2 21 -3 -
Double Rolling Sobat Forward.gif 60*50 70*50 20/30*20 HL su*- 14 2(14)2 23 -7 0
Double Rolling Sobat Roundhouse.gif 80*50 90*50 20/30*20 HL su*- 14 2(14)2 24 -9 -1
EX Double Rolling Sobat Double Rolling Sobat EX.gif 80*60 90*70 -250/0 HL su*- 15 2(7)4 25 -8 -
Jackknife Maximum Jacknife Maximum Short.gif 120 50 30/20 HL - 6 2 18 + After landing 11 -10 -
Jacknife Maximum Forward.gif 70*30 50*50 20/20*15 HL - 6 2(7)2 19 + After landing 11 -20 -
Jacknife Maximum Roundhouse.gif 40*40*30 50*50*50 20/15*20*10 HL - 6 2(7)2(10)2 16 + After landing 15 -33 -
EX Jackknife Maximum Jackknife Maximum EX.gif 50*20x4*50 50*20x4*50 -250/0 HL - 4 1(4)1(5)1(8)1(3)1(5)1 15 + After landing 11 -22 -
Machine Gun Upper Machinegun Upper Jab.gif 20*20*50 40*40*60 20/10x3 HL -*su*- 12 2(2)2(4)2 30 -11 -
Machinegun Upper Strong.gif 30*20*50 40*40*60 20/10x3 HL -*su*- 12 2(2)2(4)2 30 -11 -
Machinegun Upper Fierce.gif 35*35*50 40*40*60 20/10x3 HL -*su*- 12 2(2)2(4)2 30 -11 -
Machine Gun Upper (Followup 1) Machinegun Upper (followup 1) 15*15*50 30*30*60 0/10x3 HL -*su*- 3 2(2)2(4)2 30 -11 -
Machine Gun Upper (Followup 2) Machinegun Upper Jab.gif(followup 2) 25*25*60 40*40*60 0/10x3 HL -*su*- 4 2(2)[2(2)2](2)2 24 -5 -
Machinegun Upper Strong.gif(followup 2) 25*25*60 50*50*60 0/10x3 HL -*su*- 4 2(2)[2(2)2](2)2 26 -7 -
Machinegun Upper Fierce.gif(followup 2) 30*30*60 60*60*60 0/10x3 HL -*su*- 4 2(2)[2(2)2](2)2 30 -11 -
EX Machine Gun Upper Machinegun Upper EX.gif (no mash) 16x4*50 25x4*60 -250/0 HL su 6 2(4)2(2)2(2)2(2)2 24 -8 -
EX Machine Gun Upper (Full) Machinegun Upper EX.gif (with mash) 16x7*50 25x7*60 0/0 HL su 6 2(1)2(2)2(2)2(3)2(2)2(2)2(2)2 28 -12 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Sobat Carnival Sobat Carnival Short.gif 40x6*110 0 -1000/0 HL - 1+6 2(17)2(18)2(2)2(10)2(4)2(32)2 31 -12 -
Sobat Carnival Forward.gif 40x6*110 0 -1000/0 HL - 1+10 2(16)3(17)2(3)1(10)2(4)3(31)3 30 -12 -
Sobat Carnival Roundhouse.gif 40x6*110 0 -1000/0 HL - 1+12 2(17)2(18)2(2)2(10)2(4)2(32)2 31 -12 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Sobat Festival Sobat Festival 60x5*173 0 0/0 HL - 1+11 2(18)2(25)2(5)2(23)2(21)2 58 -29 -
Climax Beat Climax Beat 55*8x42*80 (? Ultra Change) 0 0/0 HL - 1+7 {2(2)} x 7*2 48 -29 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Nuetral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / uf + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / uf + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Knee Shot

Jump Knee (in air) d + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Swing Over Launch

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Flip Throw

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Air Slasher

Fireball, Max Out b (charge) f + p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

EX Air Slasher

EX Fireball, EX Max Out

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Double Rolling Sobat

Dread Kicks b (charge) f + k ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jackknife Maximum

Up Kicks d (charge) u + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Machine Gun Upper

Machine Gun Punch d (charge) u + p (continue pressing p for extentsion) ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Machine Gun Upper (Followup 1) Machine Gun Punch (Followup 1)

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Machine Gun Upper (Followup 2) Machine Gun Punch (Followup 2)

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Sobat Carnival

Super Combo b (charge) f b f + k

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Sobat Festival

Ultra Combo I b (charge) f b f + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Climax Beat

Ultra Combo II db (charge) df db u + 3p armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 3 2 7 11 +2 +5 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 4 5 10 18 -1 +2 14 17 Reset Reset - - - - - - -
Close HP Close Fierce.gif 50*70 70*130 30*30 HL sp/su*- 5 2(4)4 22 36 -8 -4 18 22 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL sp/su 5 2 6 12 +3 +6 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 70 100 40 HL sp/su 5 2 9 15 +3 +6 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 70*60 120*80 60*20 HL -*su 6 3(2)4 18 32 -2 0 20 22 1st Hit: Forces stand 1st Hit: Forces stand Reset Reset - - - - - - 2nd Hit JP: ?
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 3 3 7 12 +1 +4 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 90 110 40 HL sp 6 3 13 21 -2 +1 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 100 200 60 HL - 8 4 23 34 -9 -5 18 22 Forces stand, Only -4 on hit vs crouching opponents, [Standing counter-hit or air Counter-hit] floats opponent Forces stand Free Juggle Reset Free Juggle - - - - - - -
Far LK Far Short.gif 40 50 20 HL sp/su 5 2 7 13 +2 +5 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 50*60 50*100 40*40 HL sp/su 5 1*4 16 25 -3 0 17 20 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 11 4 23 37 -9 -5 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 6 11 +3 +6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 80 80 40 HL sp/su 6 2 12 19 0 +3 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 7 6 19 31 -7 -3 18 22 Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 30 50 20 L ch/sp/su 4 3 11 17 -3 0 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 80 90 40 L - 5 4 15 23 -5 - 14 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Crouch HK Crouch Roundhouse.gif 100 140 60 L - 14 9 15 37 -6 - 18 - Hard Knockdown Hard Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 5 19 - 23 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 70 80 40 H - 7 8 - 14 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 150 60 H - 7 3 - 9 - - Soft Knockdown Soft Knockdown - - - - - - JP: ?
Neutral Jump LK Neutral Jump Short.gif 50 60 20 H - 5 11 - 15 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 90 100 40 H - 9 8 - 16 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 120 150 60 H - 9 4 - 12 - - Reset Reset - - - - - - -
Diagonal Jump LP Diagonal Jump Jab.gif 40 50 20 H - 5 19 - 23 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 70 80 40 H - 7 6 - 12 - - Reset Reset - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 120 140 60 H - 5 6 - 10 - - Reset Reset - - - - - - -
Diagonal Jump LK Diagonal Jump Short.gif 50 60 20 H - 3 12 - 14 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 90 100 40 H - 6 4 - 9 - - Reset Reset - - - - - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 130 150 60 H - 7 4 - 10 - - Reset Reset - - - - - - -
Knee Shot (air) Down.gif+Short.gif 30 60 20 H - 4 18 - 21 - - Causes Dee Jay to fall slightly faster during jump Reset Reset - - - Legs: During startup - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+12 2 36 59 -22 -22 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 36 66 -16 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 3 36 102 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Swing Over Launch Forward Throw 120 100 40 0.85 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Flip Throw Back Throw 120 80 40 0.87 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Air Slasher Air Slasher 50 50 20/20 HL su 12 - 25 37 0 +3 Chip damage 15, 14~15f cancellable, charge 50f Soft Knockdown Soft Knockdown - - - - - - -
EX Air Slasher Air Slasher EX.gif 50*50 50*50 -250/0 HL su 13 - 39 52 +1 +5 28~31f cancellable, 2nd hit releases on 27f, charge 50f Soft Knockdown Soft Knockdown - - - - - - 1st Hit JP: ?, 2nd Hit JP: ?
Double Rolling Sobat Double Rolling Sobat Short.gif 90 90 20/40 HL su 12 2 21 34 -3 - Charge 50f X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 1~13f - - -
Double Rolling Sobat Forward.gif 60*50 70*50 20/30*20 HL su*- 14 2(14)2 23 54 -7 0 Charge 50f X 2nd Hit: Soft Knockdown 2nd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~11f - 2nd Hit JP: ?
Double Rolling Sobat Roundhouse.gif 80*50 90*50 20/30*20 HL su*- 14 2(14)2 24 55 -9 -1 Charge 50f X 2nd Hit: Soft Knockdown 2nd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~11f - 2nd Hit JP: ?
EX Double Rolling Sobat Double Rolling Sobat EX.gif 80*60 90*70 -250/0 HL su*- 15 2(7)4 25 52 -8 - Charge 50f X 2nd Hit: Soft Knockdown 2nd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~7f - All: 8~11f 8~15f 1~11f, 17~23f 1st Hit JP: ?, 2nd Hit JP: ?
Jackknife Maximum Jacknife Maximum Short.gif 120 50 30/20 HL - 6 2 18 + After landing 11 36 -10 - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~6f - - - 3f~ JP: ?
Jacknife Maximum Forward.gif 70*30 50*50 20/20*15 HL - 6 2(7)2 19 + After landing 11 46 -20 - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - All: 1~6f All: 1~6f - 3f~ airborne JP: ?
Jacknife Maximum Roundhouse.gif 40*40*30 50*50*50 20/15*20*10 HL - 6 2(7)2(10)2 16 + After landing 15 59 -33 - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~5f 3f~ JP: ?
EX Jackknife Maximum Jackknife Maximum EX.gif 50*20x4*50 50*20x4*50 -250/0 HL - 4 1(4)1(5)1(8)1(3)1(5)1 15 + After landing 11 60 -22 - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~8f - - - 3f~ JP: ?
Machine Gun Upper Machinegun Upper Jab.gif 20*20*50 40*40*60 20/10x3 HL -*su*- 12 2(2)2(4)2 30 53 -11 - Charge 55f X 3rd Hit: Soft Knockdown 3rd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - Head: 1~23f Head: 1~23f - - -
Machinegun Upper Strong.gif 30*20*50 40*40*60 20/10x3 HL -*su*- 12 2(2)2(4)2 30 53 -11 - Charge 55f X 3rd Hit: Soft Knockdown 3rd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - Head: 1~23f Head: 1~23f - - -
Machinegun Upper Fierce.gif 35*35*50 40*40*60 20/10x3 HL -*su*- 12 2(2)2(4)2 30 53 -11 - Charge 55f X 3rd Hit: Soft Knockdown 3rd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - Head: 1~23f Head: 1~23f - - -
Machine Gun Upper (Followup 1) Machinegun Upper (followup 1) 15*15*50 30*30*60 0/10x3 HL -*su*- 3 2(2)2(4)2 30 44 -11 - X 3rd Hit: Soft Knockdown 3rd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Machine Gun Upper (Followup 2) Machinegun Upper Jab.gif(followup 2) 25*25*60 40*40*60 0/10x3 HL -*su*- 4 2(2)[2(2)2](2)2 24 41 -5 - [] only hits once X 3rd Hit: Soft Knockdown 3rd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Machinegun Upper Strong.gif(followup 2) 25*25*60 50*50*60 0/10x3 HL -*su*- 4 2(2)[2(2)2](2)2 26 43 -7 - [] only hits once X 3rd Hit: Soft Knockdown 3rd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Machinegun Upper Fierce.gif(followup 2) 30*30*60 60*60*60 0/10x3 HL -*su*- 4 2(2)[2(2)2](2)2 30 47 -11 - [] only hits once X 3rd Hit: Soft Knockdown 3rd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Machine Gun Upper Machinegun Upper EX.gif (no mash) 16x4*50 25x4*60 -250/0 HL su 6 2(4)2(2)2(2)2(2)2 24 55 -8 - Charge 55f X X 5th Hit: Soft Knockdown 5th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~2f All but midsection: 3~4f, Upper body: 5~25f All but midsection: 3~4f, Upper body: 5~25f 1~7f - -
EX Machine Gun Upper (Full) Machinegun Upper EX.gif (with mash) 16x7*50 25x7*60 0/0 HL su 6 2(1)2(2)2(2)2(3)2(2)2(2)2(2)2 28 69 -12 - Charge 55f X X 8th Hit: Soft Knockdown 8th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~2f All but midsection: 3~4f, Upper body: 5~25f All but midsection: 3~4f, Upper body: 5~25f 1~7f - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Sobat Carnival Sobat Carnival Short.gif 40x6*110 0 -1000/0 HL - 1+6 2(17)2(18)2(2)2(10)2(4)2(32)2 31 134 -12 - 6th hit cancels into Ultra I, charge 55f 5th-7th Hit: Hard Knockdown 5th-7th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~7f - - - 38~48f JP: ?
Sobat Carnival Forward.gif 40x6*110 0 -1000/0 HL - 1+10 2(16)3(17)2(3)1(10)2(4)3(31)3 30 137 -12 - 6th hit cancels into Ultra I, charge 55f 5th-7th Hit: Hard Knockdown 5th-7th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~10f - - - 42~52f, 60~80f, 92~103f JP: ?
Sobat Carnival Roundhouse.gif 40x6*110 0 -1000/0 HL - 1+12 2(17)2(18)2(2)2(10)2(4)2(32)2 31 140 -12 - 6th hit cancels into Ultra I, charge 55f 5th-7th Hit: Hard Knockdown 5th-7th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - 1~11f - - - 44~54f, 62~83f, 94~105f JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Sobat Festival Sobat Festival 60x5*173 0 0/0 HL - 1+11 2(18)2(25)2(5)2(23)2(21)2 58 172 -29 - Charge 55f 3rd-7th Hit: Hard Knockdown 3rd-7th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11f - - - - JP: ?
Climax Beat Climax Beat 55*8x42*80 (? Ultra Change) 0 0/0 HL - 1+7 {2(2)} x 7*2 48 84 -29 - 1st hit goes into animation, [] refers to animation, charge 55f X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~7f Upper body: 8~11f Upper body: 8~11f - - JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: