input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 300 | 4 | 3 | 6 | 12 | +4 | -1 | LH | Chn Sp SA TC | 13 (12 TC) |
5MP | 600 | 7 | 3 | 13 | 22 | +5 | +2 | LH | TC | 21 (~MP), 17 (~HP) |
5HP | 800(700) | 9 | 6 | 18 | 32 | +3(+8) | -4(+1) | LH | Sp SA (close) | 16 |
5LK | 300 | 5 | 2 | 12 | 18 | +2 | -2 | LH | Sp SA | 14 |
5MK | 600 | 9 | 3 | 16 | 27 | +6 | -1 | LH | - | |
5HK | 800 | 12 | 3 | 22(26) | 36(40) | +1 | -5 | LH | - | |
2LP | 300 | 5 | 3 | 8 | 15 | +4 | -1 | LH | Chn Sp SA | 13 |
2MP | 600 | 6 | 4 | 14 | 23 | +4 | -1 | LH | Sp SA | 19(15) |
2HP | 800 | 8 | 2 | 20 | 29 | +6 | -2 | LH | - | |
2LK | 200 | 5 | 2 | 10 | 16 | +2 | -2 | L | Chn | |
2MK | 700 | 8 | 4 | 19 | 30 | KD +29 | -6 | L | - | |
2HK | 900 | 14 | 10 | 15 | 38 | HKD +33(+42) | -11(-2) | L | - | |
j.LP | 300 | 4 | 7 | 3 land | - | +4(+9) | 0(+5) | H | - | |
j.MP | 700 | 6 | 4 | 3 land | - | +10(+11) | +6(+7) | H | TC | |
j.HP | 800 | 9 | 6 | 3 land | - | +8(+15) | +4(+11) | H | - | |
j.LK | 300 | 4 | 6 | 3 land | - | +6(+9) | +2(+5) | H | - | |
j.MK | 500 | 8 | 6 | 3 land | - | +9(+13) | +5(+9) | H | - | |
j.HK | 800 | 10 | 5 | 3 land | - | +8(+15) | +4(+11) | H | - | |
6MK | 700 | 19(21) | 5 | 16 | 39 | +5(+6) | +1(+2) | LH | SA | 19(18) |
4HK | 500,300 (800) | 7 | 2,4 | 20 | 32 | +1 | -5 | LH | Sp SA | 34 |
j.2LK | 300 | 6 | until land | 3 land | - | +5(+11) | +2(+8) | H | - | |
5LP~MK | 400(320) | 9 | 3 | 20 | 31 | +2 (Whiff -19) | -3 (Whiff -24) | LH | TC | 35-36 (17) |
5LP~MK~MK | 625(438) | 14 | 3 | 19 | 35 | +3 | -8 | LH | - | |
5MP~HP | 500 | 11 | 7 | 24 | 41 | -2(+2) | -11(-7) | LH | TC | 42-43 |
5MP~HP~HK | 600(480) | 13 | 3 | 30 | 45 | KD +34 | -13 | LH | SA | 72-73 |
5MP~MP | 500 | 12 | 2 | 17(19) | 30(32) | +2 | -2 | LH | TC | 15 (~HP on CH) |
5MP~MP~HP | 900 | 20 | 2 | 24 | 45 | KD +43 | -8 | LH | - | |
5MP~MP~4HP | - | - | - | 22 total | 22 | -3 | -5 | - | - | |
j.MP~HP | 700 | 8 | 7 | 3 land | - | - | - | H | - |
< Street Fighter 6 | Dee Jay
Frame Data Tables
Character Data
Dee_Jay | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
10000 | 0.8 | 0.043 | 0.032 | 19 | 23 | 1.50 | 0.90 | 4+38+3 | 1.90 | 1.52 | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +8 | -7 | +3 | -2 | +8 | +3 | 13 | 8 | 9 |
5MP | +9 | -14 | +9 | +6 | 21 | 18 | 11 | |||
5HP | 20% Starter | +7(+12) | -22(-17) | +17 | +10 | +7(+12) | 0(+5) | 27 | 20 | 13 |
5LK | 20% Starter | +6 | -12 | +5 | +1 | +6 | +2 | 16 | 12 | 9 |
5MK | +10 | -17 | +10 | +3 | 25 | 18 | 11 | |||
5HK | 20% Starter | +18 Stagger | -23 | +5 | -1 | 26 | 20 | 13 | ||
2LP | 20% Starter | +8 | -9 | +5 | 0 | +8 | +3 | 15 | 10 | 9 |
2MP | +8 | -16 | +12 | +7 | +8 | +3 | 22 | 17 | 11 | |
2HP | +12 Stagger | -20 | +10 | +2 | 28 | 20 | 13(20) | |||
2LK | 20% Starter | +6 | -10 | +6 | +2 | 14 | 10 | 9 | ||
2MK | HKD +29 | -21 | KD +29 | -2 | 17 | 11 | ||||
2HK | HKD +52(+61) | -23(-14) | HKD +33(+42) | -7(+2) | 14 | 13 | ||||
j.LP | +8(+13) | -7(-2) | 13 | 9 | 9 | |||||
j.MP | +14(+15) | -3(-2) | 15 | 11 | 11 | |||||
j.HP | +12(+19) | -9(-2) | 19 | 15 | 13 | |||||
j.LK | +10(+13) | -5(-2) | 13 | 9 | 9 | |||||
j.MK | +13(+17) | -6(-2) | 17 | 13 | 11 | |||||
j.HK | +12(+19) | -9(-2) | 19 | 15 | 13 | |||||
6MK | +9(+10) | -17(-16) | +9(+10) | +5(+6) | 24 | 20 | 12 | |||
4HK | +5 | -24 | +17/+12 | +7/+6 | +5 | -1 | 27,25 (27 total) | 17,19 (21 total) | 13,13 | |
j.2LK | +9(+15) | -8(-2) | 15 | 12 | 9 | |||||
5LP~MK | 20% Starter | +6 | -19 | 25 | 20 | 11 | ||||
5LP~MK~MK | +7 | 25 | 14 | 11 | ||||||
5MP~HP | +2 | 29 | 20 | 9 | ||||||
5MP~HP~HK | KD +34 | 20 | 12 | |||||||
5MP~MP | +6 | -19 | 21 | 19 | 11 | |||||
5MP~MP~HP | KD +43 | -24 | 18 | 15 | ||||||
5MP~MP~4HP | +1 | |||||||||
j.MP~HP | 13 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250(150) | 300 (210) | 150 (75) |
5MP | 4000 | [6000] | 2000 | 500 (350) | 250 (125) |
5HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 4000 | [6000] | 2000 | 700 (490) | 350 (175) |
5HK | 6000 | [8000] | 3000 | 1000 (700) | 500 (250) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
2HP | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 4000 | [6000] | 2000 | 600 (420) | 300 (150) |
2HK | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
6MK | 4000 | [6000] | 2000 | 500 (350) | 250 (125) |
4HK | 3000,2000 | [4000x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
j.2LK | 1500 | [2000] | 2000 | 300 (210) | 150 (75) |
5LP~MK | 2000 | [2000] | 250 | 300 (210) | 150 (75) |
5LP~MK~MK | 2000 | [4000] | 500 | 400 (280) | 200 (100) |
5MP~HP | 3000 | [7000] | 2000 | 1000 (700) | 500 (250) |
5MP~HP~HK | 5000 | 2500 | 1000 (700) | 500 (250) | |
5MP~MP | 1000 | [4000] | 400 | 300 (210) | 150 (75) |
5MP~MP~HP | 7000 | [7000] | 2500 | 1000 (700) | 500 (250) |
5MP~MP~4HP | |||||
j.MP~HP | 2000 | 1000 (700) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 1.04 | 1 | 1 | 0 | |||
5MP | 1.18 | 1 | 1 | 0 | |||
5HP | 1.796 (0.962) | 1 | 1 | 0 | |||
5LK | 1.239 | 1 | 1 | 0 | |||
5MK | 1.618 | 1 | 1 | 0 | |||
5HK | 1.939 | 1 | 1 | 0 | |||
2LP | 1.18 | 1 | 1 | 0 | |||
2MP | 1.225 | 1 | 1 | 0 | |||
2HP | 1.449 | 1 | 1 | 0 | |||
2LK | 1.22 | 1 | 1 | 0 | |||
2MK | 1.52 | 1 | 1 | 0 | |||
2HK | 12-23 Air (Legs/Upper Body) | 2.186 (1.622) | 1 air | 1 | 0 | ||
j.LP | 1.02 | 1 | 1 | 0 | |||
j.MP | 0.91 | 1 air | 10 | 2 | |||
j.HP | 0.78 | 1 | 1 | 0 | |||
j.LK | 0.95 | 1 | 1 | 0 | |||
j.MK | 1.35 | 1 | 1 | 0 | |||
j.HK | 1.19 | 1 | 1 | 0 | |||
6MK | 2.234 (2.00) | 1 | 1 | 5 | |||
4HK | 4-12 Air (Head) | 0.962 (0.92) | 1 | 1 | 0(1) | ||
j.2LK | 1 | 1 | 0 | ||||
5LP~MK | 1 | 1 | 0 | ||||
5LP~MK~MK | |||||||
5MP~HP | 1 | 1 | 1 | ||||
5MP~HP~HK | 1 | 1 | 2 | ||||
5MP~MP | 0 | 1 | |||||
5MP~MP~HP | 1 | 1 | 2 | ||||
5MP~MP~4HP | |||||||
j.MP~HP | 99 | 50 |
input | Notes |
---|---|
input | Notes |
5LP | Chains into 5LP/2LP/2LK; very low recovery makes it safer than most lights when Perfect Parried; [4]6LP cancel: -9/-14; 236LK cancel: -14/-19 |
5MP | Good combo/frame trap starter with 2 different Target Combo follow-ups |
5HP | The first 2 active frames are cancelable, can hit crouching, and force stand (important for [2]8HK combo routes); active frames 3-6 deal 100 less damage and have much longer range, but are not cancelable and whiff on crouching opponents (unless they extend a vertical hurtbox); much better frame advantage on a long-range connect (useful as a shimmy tool and punish starter); [4]6LP cancel: +5/-2; 236LK cancel: 0/-7 |
5LK | Good buffer tool; combos into 236HK on hit, or 236KK on Punish Counter making it a useful 5f punish tool; [4]6LP cancel: -6/-10; 236LK cancel: -11/-15; DR cancel is delayed until after 2nd active frame |
5MK | Decent neutral poke that can lead to combos at close range |
5HK | Great poke that leads to full Drive Rush conversions on Punish Counter (or a spinning limited juggle state on airborne Punish Counter); 4f extra recovery on whiff; extends a hurtbox 1f before active that is vulnerable to projectiles |
2LP | Chains into 5LP/2LP/2LK; [4]6LP cancel: -7/-12; 236LK cancel: -12/-17; topmost hurtbox on frames 1-7 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2MP | Good combo/buffer tool and meaty normal; good hitbox priority against low pokes; very long special hitconfirm window (but only 15f when canceling to 236KK); [4]6LP cancel: 0/-5; 236LK cancel: -5/-10 |
2HP | Forces Stand on hit (important combo starter for [2]8K routes); good combo/punish starter; Punish Counter vs. airborne causes limited juggle state and Hard Knockdown (but generally no juggle follow-up) |
2LK | Chains into 5LP/2LP/2LK |
2MK | Acts like a sweep, but safer (difficult for many characters to punish); HKD on Punish Counter only; good hitbox priority; has an extended hurtbox on whiff until the end of recovery |
2HK | Can anti-air (solid hitbox, but slow startup); puts airborne opponents into limited juggle state (better juggle adv. on CH/PC) |
j.LP | Can be used as a fuzzy instant overhead |
j.MP | Puts airborne opponents into limited juggle state; can chain to j.HP for a spike knockdown (very lenient 25f cancel window); shifts Dee Jay's hurtbox upward during startup |
j.HP | Causes spike knockdown vs. airborne opponents |
j.LK | Decent air-to-air normal |
j.MK | Cross-up |
j.HK | Decent jump-in that hits in front of Dee Jay before swinging his leg downward |
6MK | The first 2 active frames only hit airborne opponents (great vertical hitbox that causes a spike knockdown); () refers to startup vs. grounded opponents and 1f better advantage vs. crouching opponents; not an overhead despite the animation; good tool for oki or approaching in neutral with long range and forward movement |
4HK | Forces Stand on hit; good anti-air but cannot hit cross-up; 1st hit puts airborne opponents into limited juggle state; 2nd hit causes air reset (Punish Counter causes both hits to juggle); if only 2nd hit connects, it deals the full 800 damage and Drive/Super meter gain; CH/PC advantage carries through both hits; [4]6LP cancel: +5/-5 1st hit, 0/-6 2nd hit; 236LK cancel: 0/-10 1st hit, -5/-11 2nd hit; 2nd hit special/DR cancel is delayed until after active frames; juggle limit of the 2nd hit is increased by 1 only when the first hit connects |
j.2LK | Forward Jump only; alters jump trajectory (up to 5f faster than normal jump depending on timing); can get better advantage when spaced out or vs. crouching opponents (non-meaty Knee Shot vs. crouching is usually around +9 oH / +6 oB); Punish Counter state from 2nd active frame until end of landing recovery |
5LP~MK | 2-3f blockstring gap between hits; () refers to scaled damage after 5LP combo starter; can whiff on crouching opponents at max range (will not whiff if 5LP hits as a Punish Counter) |
5LP~MK~MK | Leaves opponent in range for a strike/throw mixup on hit; always a true blockstring after 5LP~MK; () refers to scaled damage from 5LP combo starter, but also is scaled to 500 damage if the first MK begins the combo |
5MP~HP | At max 5MP range, HP hits late for improved frame advantage (but active frames 5-7 whiff on crouching opponents); always a true blockstring from 5MP; continues limited juggle state if juggled into (after Drive Rush, airborne crumple, or wall splat) |
5MP~HP~HK | () refers to scaled damage after 5MP combo starter; puts opponent into spinning limited juggle state; Super cancel is delayed until after 1st recovery frame |
5MP~MP | True blockstring from 5MP, but can be delayed significantly (up to 4f blockstring gap); landing a counter-hit allows 5MP~MP~HP to fully combo; continues limited juggle state if juggled into (after Drive Rush, airborne crumple, or wall splat); great in Drive Rush juggles that can get fullscreen corner carry; 2f extra recovery on block |
5MP~MP~HP | Doesn't combo on grounded hit unless 5MP~MP lands as a counter-hit; unsafe ender on block with a 3f blockstring gap (can frame trap opponent's button if they try to challenge); works will in Drive Rush juggles; puts opponent into limited juggle state |
5MP~MP~4HP | Similar animation to 5MP~MP~HP; used to bait opponents that expect Dee Jay to stop at 5MP~MP or frame trap with the HP ender; Dee Jay is in a counter-hit state for entire feint duration |
j.MP~HP | Causes spike knockdown vs. airborne opponents |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +34 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +22 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD +34 | ||||
4LPLK | 20% Immediate | HKD +22 | ||||
HPHK | 200 | 20% Starter (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.80 | |||||
4LPLK | 0.80 | |||||
HPHK | 1-27 | 2.52 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 1.66 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.66 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | Allows corner throw loop by walking or dashing; dash + whiff 5LP sets up +3 situation |
4LPLK | After back throw into corner, Dee Jay is +3 after dash (out of throw range but can beat wakeup buttons with 2MP); must Drive Rush for true strike/throw oki |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66 | See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.763 (min/throw), 2.535 (min/block), 2.713 (max/final DR frame) |
MPMK or 66 | See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
[4]6LP | - | - | - | 21 | 21 | - | - | - | - | |
[4]6MP | 600 | 17 | - | 27 | 44 | 0 | -5 | LH | SA3 22PP | 4 |
[4]6HP | 500x2 | 17(34) | - | 43 | 60 | +3 | -3 | LH | SA3 22PP | 21 |
[4]6PP | 500x2 | 10(23) | [11(1)~] | 35 | 45 | +5 (KD +69) | +2 | LH | SA2 SA3 | 17 |
[2]8LK | - | 23 | - | 22+6 land | 51 | - | - | - | - | |
[2]8MK | 600,500 (1100) | 6 | 4(9)4 | 22+10 land | 54 | KD +41 | -32 | LH | - | |
[2]8HK | 600,200,500 (1300) | 6 | 5(7)5(8)4 | 17+15 land | 66 | KD +42(+37) | -44 | LH | - | |
[2]8KK | 300x5 (1500) | 6 | 6(7)3(9)3 | 29+15 land | 77 | KD +23 | -55 | LH | - | |
236LK | - | - | - | 26 | 26 | - | - | - | - | |
236MK | 1000 | 12 | 3 | 23 | 37 | KD +34 | -6(-4) | LH | SA3 | 18 |
236HK | 700x2 (1400) | 15 | 3(18)4 | 24 | 63 | +2 | -10 | LH | SA3 (1st) | 16 |
236KK | 700,600 (1300) | 19 | 2(9)3 | 19 | 51 | KD +39 | -2 | LH | SA2 SA3 (2nd) | 45 |
214LP | 1650 (800) | 15 | 4 | 35 | 53 | KD +34 | -19 | LH | SA3 | 48 hit / 10 blk |
214MP | 1900 (800) | 22 | 4 | 35 | 60 | KD +32 | -19 | LH | SA3 | 57 hit / 10 blk |
214HP | 2200 (800) | 28 | 4 | 35 | 66 | KD +40 | -19 | LH | SA3 | 90 hit / 10 blk |
214PP | 2500 (800) | 28 | 4 | 35 | 66 | HKD +23 | -19 | LH | SA2 SA3 | 116 hit / 10 blk |
214K | - | 13 | - | 24 | 37 | - | - | - | - | |
214K~LK | 800 | 13+12 | 3 | 20(22)(25) | 34(36)(39) | +2 | -3 | L | SA3 | 16 |
214K~MK | 1000 | 13+25 | 3 | 16 | 43 | HKD +27(+28) | +1 | H | - | |
214K~HK | 1000 | 13+15 | 5 | 25 | 44 | KD +45 | -10 | LH | SA3 | 20 |
214K~6P | - | 13 | - | 27 | 40 | - | - | - | - | |
214K~6P~4P | - | 13+17 | - | 29 | 59 | - | - | - | - | |
214KK | 500 | 8 | 5 | 36 | 48 | KD +33 | -22 | LH | - | |
214KK~LK | 900 | 25+9 | 3 | 19(24) | 30(35) | +6 | -2 | L | SA2 SA3 | 16 |
214KK~MK | 1100 | 25+19 | 5 | 17 | 40 | +5(+7) | -4(-2) | H | - | |
214KK~HK | 1000 | 25+11 | 5 | 21 | 36 | KD +55(+57) | -8 | LH | SA2 SA3 | 20 |
214KK~6P | - | 19 | - | 22 | 41 | KD +40 | -15 | - | - | |
214KK~6P~4P | - | 19+16 | - | 22 | 57 | KD +24 | -31 | - | - | |
22PP | - | 88 minimum | - | 38 | 126~ | - | - | - | - | |
22PP | - | 95(168) minimum | - | 38 | 133~ | - | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
[4]6LP | ||||||
[4]6MP | 150 | +4 | -17 | 23 | 8 | |
[4]6HP | 125x2 | +7 | -16 | 24,24 | 8,8 | |
[4]6PP | 125x2 | 20% Starter | +9 (KD +69) | -13 | 26,26 (24,24) | 11,6 (9,9) |
[2]8LK | ||||||
[2]8MK | 150 | KD +41 | -47 | 17 | 8,10 | |
[2]8HK | 150 | KD +42 | -59 | 17 | 6,6(4),10 | |
[2]8KK | 75 | KD +23 | -70 | 17 | 5,5,8,5,12 | |
236LK | ||||||
236MK | 250 | KD +34 | -24(-22) | 20 | 13 | |
236HK | 175x2 | 25% Starter | +6 | -26 | 21,18 | 11,13 |
236KK | 175,150 | 20% Starter; Combo (2 hits) | KD +39 | -20 | 11,20 | 12,15 |
214LP | 37 | KD +34 | -37 | 20 | 3x8,15 / 7 | |
214MP | 25 | KD +32 | -37 | 20 | 3x11,20 / 7 | |
214HP | 25 | KD +40 | -37 | 20 | 3x15,20 / 7 | |
214PP | 25 | Combo (2 hits) | HKD +23 | -37 | 20 | 3x15,10(16),20 / 7 |
214K | ||||||
214K~LK | 200 | 20% Starter | +6 | -21 | 20 | 12 |
214K~MK | 250 | 30% Starter | HKD +51(+53) OTG | -17 | 20 | 9 |
214K~HK | 250 | KD +45 | -28 | 20 | 14 | |
214K~6P | ||||||
214K~6P~4P | ||||||
214KK | 125 | KD +33 | -40 | 20 | 12 | |
214KK~LK | 225 | +16 | -20 | 20 | 12 | |
214KK~MK | 275 | +9(+11) | -20(-17) | 18 | 9 | |
214KK~HK | 250 | Combo (2 hits) | KD +65(+57) | -24 | 18 | 14 |
214KK~6P | KD +40 | |||||
214KK~6P~4P | KD +24 | |||||
22PP | ||||||
22PP |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
[4]6LP | |||||
[4]6MP | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
[4]6HP | 2500x2 | [1500x2] | 750x2 | 450x2 (315x2) | 225x2 (112x2) |
[4]6PP | 1250x2 | [2500x2] | -20000 | 300x2 (210x2) | 150x2 (75x2) |
[2]8LK | |||||
[2]8MK | 4000 | [2500x2] | 1000x2 (1000) | 500x2 (350x2) | 250 (125) |
[2]8HK | 4000 | [5000] | 1000,500x2 (1000) | 600,300x2 (420,210x2) | 300 (150) |
[2]8KK | 4200 | -20000 | 200x5 (140x5) | 100 (50) | |
236LK | |||||
236MK | 4000 | [7000] | 2000 | 1000 (700) | 500 (250) |
236HK | 2000x2 | [3500x2] | 1000x2 | 750x2 (525x2) | 375x2 (187x2) |
236KK | 2000x2 | [3500x2] | -20000 | 750x2 (525x2) | 375x2 (187x2) |
214LP | 3000 | [2000,3000] | 200x8,1000 (200) | 1700[600] (1190[420]) | 50 (25) |
214MP | 3000 | [2750,2250] | 200x11,1000 (200) | 1700[600] (1190[420]) | 50 (25) |
214HP | 3000 | [2600,2400] | 200x15,1000 (200) | 2100[600] (1470[420]) | 50 (25) |
214PP | 3000 | [3000,2000] | -20000 | 2100,1000[600] (1470,700[420]) | 50 (25) |
214K | |||||
214K~LK | 4000 | [7000] | 2000 | 1000 (700) | 500 (250) |
214K~MK | 6000 | [7000] | 2000 | 1000 (700) | 500 (250) |
214K~HK | 4000 | [7000] | 2000 | 1000 (700) | 500 (250) |
214K~6P | |||||
214K~6P~4P | |||||
214KK | 4000 | [5000] | -20000 | 1000 (700) | 500 (250) |
214KK~LK | 4000 | [7000] | 1000 (700) | 500 (250) | |
214KK~MK | 4000 | [7000] | 1000 (700) | 500 (250) | |
214KK~HK | 4000 | [7000] | 1000 (700) | 500 (250) | |
214KK~6P | |||||
214KK~6P~4P | |||||
22PP | 2000 + 49/frame | ||||
22PP | 2000 + 49/frame |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
[4]6LP | |||||||
[4]6MP | 1 | 1 | 1 | ||||
[4]6HP | 1,1 | 1,1 | 1,1 | ||||
[4]6PP | 1 far | 1,2 | 7,8 close / 8,10 far | ||||
[2]8LK | 6-45 (FKD) | ||||||
[2]8MK | 1-5 Air, 5-6 Throw | 5-44 (FKD) | 1.595 (1st) | 1,1 | 1,3 | 1,3 | |
[2]8HK | 1-9 Air, 5-6 Throw | 5-51 (FKD) | 1.59 (1st) | 1,1,1 | 1,3,99 | 4,3,12 | |
[2]8KK | 1-11 Full | 5-62 (FKD) | 1.75 (1st) | 1,1,10x3 | 1,1,10x3 | 6,7,50x3 | |
236LK | |||||||
236MK | 2.128 (2.014) | 1 | 1 | 10 | |||
236HK | 3.353 (2.33) | 1 | 1,1 | 13,14 | |||
236KK | 3.405 (2.255) | 10,10 | 1,1 | 13,14 | |||
214LP | 1.035 | 1 | 1,1 | 0,5 | |||
214MP | 1.275 | 1 | 1,1 | 0,5 | |||
214HP | 1.641 | 20 (1 air) | 1x12,20 | 3x4,8x5,15x3,20 | |||
214PP | 1.641 | 1 air | 1x16 | 5x4,10x4,12x4,15x3,20,99 | |||
214K | |||||||
214K~LK | 1 air | 1 | 10 | ||||
214K~MK | 1 | 10 | |||||
214K~HK | 15-19 Air (Leg) | 1 | 1 | 10 | |||
214K~6P | 1-20 Projectile | ||||||
214K~6P~4P | |||||||
214KK | 0.819 | 1 | 1 | 1 | |||
214KK~LK | 1 air | 1 | 10 | ||||
214KK~MK | 4 air / '"`UNIQ--templatestyles-00000000-QINU`"'1 PC | 4 | 10 | ||||
214KK~HK | 6-36 Upper Body | 2 (0 PC ground) | 2 | 10 | |||
214KK~6P | 1-17 Projectile | ||||||
214KK~6P~4P | |||||||
22PP | |||||||
22PP |
input | Notes |
---|---|
input | Notes |
[4]6LP | 45 charge time (holds charge for 10f after release); feint that can be used to bait opponent's reaction or extend close range combos/blockstrings |
[4]6MP | 45 charge time (holds charge for 10f after release); 1-hit projectile; safest zoning option against jumps and anti-projectile moves; can be canceled into Speedy Maracas after 23f even on whiff |
[4]6HP | 45 charge time (holds charge for 10f after release); throws two 1-hit projectiles; useful option in fireball wars but very vulnerable to jumps and anti-projectile moves; Counter-hit/Punish Counter bonus advantage applies to both hits; () refers to startup of 2nd fireball; recovery is counted after first projectile startup; 2nd projectile moves faster than the 1st; can be canceled into Speedy Maracas after 35f even on whiff |
[4]6PP | 45 charge time (holds charge for 10f after release); throws two 1-hit projectiles at close range; Counter-hit/Punish Counter bonus advantage carries through both hits; from farther ranges, they merge into a single 2-hit projectile that knocks down on hit (puts opponent into limited juggle state); powerful option for zoning, pressure, Burnout chip sequences, and fireball wars; very low pushback on block, allowing for corner loops and pressure; puts airborne opponents into limited juggle state; projectile starts moving forward on frame 22; can be canceled into Speedy Maracas after 31f even on whiff |
[2]8LK | 40f charge time (holds charge for 12f after release); startup refers to earliest air normal timing; 6f landing recovery only applies to empty jump version (air normals have the usual 3f landing recovery) |
[2]8MK | 40f charge time (holds charge for 12f after release); whiffs on crouching opponents unless they extend a vertical attack hurtbox; puts opponent into limited juggle state (can follow up with [2]8HK/KK or SA1 depending on distance from opponent); can trade with jump-ins due to short invincibility window; cannot hit cross-up |
[2]8HK | 40f charge time (holds charge for 12f after release); whiffs on crouching opponents unless they extend a vertical attack hurtbox; gives a perfect safe jump setup when connecting vs. grounded opponents; when juggled after [2]8MK, the +37 KD Adv. sets up a safe jump with j.2LK; last hit ends juggle state due to +100 juggle count increase; cannot hit cross-up |
[2]8KK | 40f charge time (holds charge for 12f after release); 2nd/3rd hits whiff on crouching opponents unless they extend a vertical hurtbox; puts opponent into limited juggle state; cannot hit cross-up; at close range, may cross over opponents on whiff/block; on hit only, Dee Jay performs 2 extra hits that spike the opponent to the ground |
236LK | Useful feint for mixups and for frame-kill setups; Distance: 0.945 |
236MK | Good neutral and whiff punish tool, especially against low pokes; can be spaced to be safe on block |
236HK | Stays close to opponent for +2 strike/throw mixup on hit; Counter-hit/Punish Counter bonus frame advantage carries through both hits; when canceled to SA3, weaker than MK version due to missing the 2nd hit |
236KK | Low crush 14-28f (not airborne); puts opponent into limited juggle state (can only combo into SA2/SA3 vs. grounded, but much more lenient juggle state vs. airborne opponents); somewhat weak to Drive Impact because only 2nd hit is Super cancelable |
214LP | Damage Distribution: 150x5,200x3,300; () refers to damage on high juggle (puts opponent into limited juggle state); combo/juggle tool; combos naturally from 2MP; doesn't play out full animation on block or on high juggle connect; cancels on 1st or 8th hit; Punish Counter Drive Dmg refers to before and after Super cancelable hit; good anti-air hitbox but cannot hit cross-up and is too slow for practical AA purposes |
214MP | Damage Distribution: 100x5,150x3,200x3,350; () refers to damage on high juggle (puts opponent into limited juggle state); combo/juggle tool; combos naturally from 5HP; doesn't play out full animation on block or on high juggle connect; cancels on 1st or 11th hit; Punish Counter Drive dmg refers to before and after Super cancelable hit; good anti-air hitbox but cannot hit cross-up and is too slow for practical AA purposes |
214HP | Damage Distribution: 100x4,150x4,100x4,180x3,260; () refers to damage on high juggle (puts opponent into limited juggle state, and can potentially link SA3 for huge damage); combo/juggle tool; requires CH/PC/DR 5HP or 4HK(1st) to combo on the ground; doesn't play out full animation on block or on high juggle connect; cancels on 1st or 13th hit; Punish Counter Drive dmg refers to before and after Super cancelable hit; good anti-air hitbox but cannot hit cross-up and is too slow for practical AA purposes |
214PP | Damage Distribution: 100x12,150x3,200,650; () refers to damage on high juggle; combo/juggle tool; requires CH/PC/DR 5HP or 4HK(1st) to combo on the ground; doesn't play out full animation on block or on high juggle connect; cancel occurs on 1st or 2nd to last hit; Punish Counter Drive dmg refers to before and after Super cancelable hit; good anti-air hitbox but cannot hit cross-up and is too slow for practical AA purposes |
214K | Can input follow-ups on frames 13-25 (variable timing allows stronger mixups and reaction to opponent's response); useful shimmy tool that can be canceled into to bait the opponent's defensive button press; Distance: 0.602 back |
214K~LK | Safe low ender; 2f extra recovery on hit, 5f extra recovery on whiff or vs. armor; good for whiff punishing after baiting opponent with 214K; against opponents in Burnout, canceling from 5HP into 214K~LK allows for a frame trap that leads to counter-hit combos |
214K~MK | 12-22f low crush (not airborne); gives great oki on hit or additional pressure on block; causes spike knockdown vs. airborne opponents; causes limited juggle OTG bounce on Punish Counter |
214K~HK | Upper body hurtbox shrinks down on frames 6-14 and 20-44; puts the opponent into limited juggle state; can work as an anti-air if opponent jumps during Sway startup and can hit cross-up; the upper hitbox whiffs on crouching opponents unless they extend a vertical hurtbox (can only hit crouchers at very close range) |
214K~6P | Startup refers to fastest 214K animation before 6P can be input, recovery refers to 6P dash animation; cancelable into 4P backdash on frames 18-23 of dash; can low profile under many high attacks while dashing; Distance: 2.36 forward |
214K~6P~4P | Startup refers to fastest 214K + 6P animation before 4P can be input, recovery refers to the 4P dash animation; only 1f faster than letting 6P dash finish and ending with regular backdash; Distance: 1.0 back |
214KK | Can input attack follow-ups on frames 25-37 (frames 13-25 of the sway itself), and can input 6P dash follow-up after frame 19; puts opponent into limited juggle state; attack follow-ups can be input 3f earlier on block, allowing for 4f frame trap with LK follow-up; Distance: 0.74 back |
214KK~LK | Safe low ender; 5f extra recovery on whiff or vs. armor; good for whiff punishing after baiting opponent with 214KK; earliest timing on block gives 4f gap that can set up trade combos into 5HP |
214KK~MK | Safe overhead ender that can lead to follow-up combos on hit; 12-22f low crush (not airborne); first 2 active frames whiff on most standing characters (can hit airborne or tall characters); +6 on hit vs. all crouching characters (most likely scenario due to being an overhead); causes OTG bounce vs. airborne opponents (can juggle into any Super, OD Jackknife, or MK/HK Sobat); Punish Counter vs. airborne gives a more lenient juggle state on ground bounce |
214KK~HK | Puts the opponent into limited juggle state (free juggle state on grounded Punish Counter; requires initial 214KK to whiff); the upper hitbox whiffs on crouching opponents unless they extend a vertical hurtbox (can only hit crouchers at very close range); can work as an anti-air if opponent jumps during Sway startup, and can hit cross-up |
214KK~6P | Can be input after 19f of 214KK (startup refers to this pre-dash period); hit/block adv. refers to data after 214KK attack connects (fastest timing); can cancel into 4P backdash on frames 18-23 of dash; can low profile under many high attacks while dashing; after 214KK launch, can dash to switch sides and follow up with a juggled [2]8K or SA1; Distance: 2.0 forward |
214KK~6P~4P | Hit/block advantage refers to data after 214KK attack connects (fastest timing); only 1f faster than letting 6P dash finish and ending with regular backdash; Distance: 1.0 back |
22PP | Can hold buttons to extend dance; counter-hit state for entire duration; can be canceled into from any version of [4]6P (remains in a Punish Counter state afterwards); builds Super Art gauge (2000 after 88f, then 49 per frame beginning on frame 109 when held); recovery starts after 88f when tapped or when buttons are released; takes 272f to build 1 bar; if Dee Jay reaches 2 bars of Super Gauge, transitions to a new dance animation with more recovery |
22PP | If Dee Jay reaches 2 bars of meter, he enters a second dance animation that lasts an extra 73f; can hold buttons to extend dance; counter-hit state for entire duration; can be canceled into from any version of [4]6P (remains in a Punish Counter state afterwards); builds Super Art gauge (2000 after 68f, then 49 per frame beginning on frame 96 when held); recovery starts after 95f when tapped (168f if tapping puts Dee Jay at 2 bars), or when buttons are released; takes 259f to go from 2 to 3 bars |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236K | 2000 | 7 | 4 | 33 | 43 | HKD +44 | -12 | LH |
236236LP | 300 (~2600) | 12 | 5 | 46 | 62 | +6 | -29 | LH |
~LP (1) | 175 | 11 | 4 | 25 | +6 (KD +41) | - | - | |
~MP (2) | 175 | 10 | 3 | 23 | +6 | - | - | |
~HP (3) | 175 | 12 | 3 | 24 | +6 | - | - | |
~LK (4) | 175 | 15 | 4 | 35 | +6 | - | - | |
~MK (5) | 200 | 17 | 3 | 47 | +6 | - | - | |
~HK (End) | 500,900 | 18 | 3(5)3 | 79 | HKD +29 | - | - | |
236236MP | 300 (1700~2800) | 12 | 5 | 46 | 62 | +6 | -29 | LH |
~LP (1) | 100(200) | 11 | 4 | 25 | +6 | - | - | |
~MP (2) | 100(200) | 10 | 3 | 23 | +6 | - | - | |
~HP (3) | 100(200) | 12 | 3 | 24 | +6 | - | - | |
~LK (4) | 100(200) | 15 | 4 | 35 | +6 | - | - | |
~MK (5) | 100(200) | 17 | 3 | 47 | +6 | - | - | |
~HK (6) | 400,600(200x2) | 18 | 3(5)3 | 79(64) | HKD +19 (KD +46) | - | - | |
~HP (End) | 400,700 | 1 | - | 181 total | 181 | HKD +24(+18) | - | - |
~HK (End) | 1100 | 1 | - | 151 total | 151 | HKD +34(+37) | - | - |
236236HP | 200 (1700~3000) | 12 | 5 | 46 | 62 | +6 | -29 | LH |
~LP (1) | 100(200) | 11 | 4 | 25 | +6 (KD +41~42) | - | - | |
~MP (2) | 100(200) | 10 | 3 | 23 | +6 | - | - | |
~HP (3) | 100(200) | 12 | 3 | 24 | +6 | - | - | |
~LK (4) | 100(250) | 15 | 4 | 35 | +6 | - | - | |
~MK (5) | 100(250) | 17 | 3 | 47(46) | +6 | - | - | |
~HK (6) | 400,600(250x2) | 18 | 3(5)3 | 79(64) | HKD +19 (KD +46) | - | - | |
~HP (End) | 400,800 | 1 | - | 181 total | HKD +24(+18) | - | - | |
~HK (End) | 1200 | 1 | - | 151 total | HKD +34(+37) | - | - | |
214214P | 4000 | 9 | 5 | 48 | 61 | HKD +26 | -28 | LH |
214214P | 4500 | 9 | 5 | 48 | 61 | HKD +22 | -28 | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236K | 500 | 30% Minimum; 40% Starter | HKD +79 Crumple | -35 | 25 | 18 |
236236LP | 750 | 40% Minimum; 25% Starter; Combo (3 hits) | +10 | -49 | 22 | 6(8) oH / 11(13) oB |
~LP (1) | 40% Minimum | 6 | ||||
~MP (2) | 40% Minimum | 7 | ||||
~HP (3) | 40% Minimum | 6 | ||||
~LK (4) | 40% Minimum | 5 | ||||
~MK (5) | 40% Minimum | 0 | ||||
~HK (End) | 40% Minimum | 9,26 | ||||
236236MP | 750 | 40% Minimum; 25% Starter; Combo (3 hits) | +10 | -49 | 22 | 4(6) oH / 11(13) oB |
~LP (1) | 40% Minimum | 6(4) | ||||
~MP (2) | 40% Minimum | 7(5) | ||||
~HP (3) | 40% Minimum | 6(4) | ||||
~LK (4) | 40% Minimum | 5(3) | ||||
~MK (5) | 40% Minimum | 0 | ||||
~HK (6) | 40% Minimum | 9,21(9,9) | ||||
~HP (End) | 40% Minimum | |||||
~HK (End) | 40% Minimum | |||||
236236HP | 750 | 40% Minimum; 25% Starter; Combo (3 hits) | +10 | -49 | 22 | 3(5) oH / 11(13) oB |
~LP (1) | 40% Minimum | 6(3) | ||||
~MP (2) | 40% Minimum | 7(4) | ||||
~HP (3) | 40% Minimum | 6(3) | ||||
~LK (4) | 40% Minimum | 5(2) | ||||
~MK (5) | 40% Minimum | 0 | ||||
~HK (6) | 40% Minimum | 9,21(9,9) | ||||
~HP (End) | 40% Minimum | |||||
~HK (End) | 40% Minimum | |||||
214214P | 1000 | 50% Minimum; 10% Immediate (Sp) | HKD +26 | -51 | 25 | 15 |
214214P | 1250 | 50% Minimum; 10% Immediate (Sp) | HKD +22 | -51 | 25 | 15 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236K | 2500 | 5000 | -10000 | -10000 |
236236LP | 5000 | 1000 (10000 total) | -20000 | -20000 |
~LP (1) | 800 | |||
~MP (2) | 800 | |||
~HP (3) | 800 | |||
~LK (4) | 800 | |||
~MK (5) | 800 | |||
~HK (End) | 2500x2 | |||
236236MP | 5000 | 500 (5000-10000 total) | -20000 | -20000 |
~LP (1) | 500 | |||
~MP (2) | 500 | |||
~HP (3) | 500 | |||
~LK (4) | 500 | |||
~MK (5) | 500 | |||
~HK (6) | 1000x2 | |||
~HP (End) | 5000 | |||
~HK (End) | 5000 | |||
236236HP | 5000 | 500 | -20000 | -20000 |
~LP (1) | 500 | |||
~MP (2) | 500 | |||
~HP (3) | 500 | |||
~LK (4) | 500 | |||
~MK (5) | 500 | |||
~HK (6) | 1000x2 | |||
~HP (End) | 5000 | |||
~HK (End) | 5000 | |||
214214P | 7500 | 15000 | -30000 | -30000 |
214214P | 10000 | 20000 | -30000 | -30000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236K | Break | 1.82 | 1 air / '"`UNIQ--templatestyles-00000002-QINU`"'-1 CH/PC ground / '"`UNIQ--templatestyles-00000003-QINU`"'0 PC air | 1 | 19 | ||
236236LP | 1-16 Full | Break | 2.477 (2.37) | 0 | 0 | 99 | |
~LP (1) | 1-25 Projectile | 1 | 50 | ||||
~MP (2) | 1-21 Projectile | 1 | 50 | ||||
~HP (3) | 1-28 Projectile | 1 | 50 | ||||
~LK (4) | 1-31 Projectile | 1 | 50 | ||||
~MK (5) | 1-38 Projectile | 1 | 50 | ||||
~HK (End) | 1-28 Projectile | 1,1 | 50 | ||||
236236MP | 1-16 Full | Break | 2.477 (2.37) | 0 | 0 | 99 | |
~LP (1) | 1-25(27) Projectile | 1 | 50 | ||||
~MP (2) | 1-21(23) Projectile | 1 | 50 | ||||
~HP (3) | 1-27(28) Projectile | 1 | 50 | ||||
~LK (4) | 1-29(31) Projectile | 1 | 50 | ||||
~MK (5) | 1-38 Projectile | 1 | 50 | ||||
~HK (6) | 1-28(34) Projectile | 1,1 | 50 | ||||
~HP (End) | 1-181 Full | ||||||
~HK (End) | 1-151 Full | ||||||
236236HP | 1-16 Full | Break | 2.477 (2.37) | 0 | 0 | 99 | |
~LP (1) | 1-25(26) Projectile | 1 | 50 | ||||
~MP (2) | 1-21(23) Projectile | 1 | 50 | ||||
~HP (3) | 1-27(28) Projectile | 1 | 50 | ||||
~LK (4) | 1-29(31) Projectile | 1 | 50 | ||||
~MK (5) | 1-38 Projectile | 1 | 50 | ||||
~HK (6) | 1-28(36) Projectile | 1,1 | 50 | ||||
~HP (End) | 1-181 Full | ||||||
~HK (End) | 1-151 Full | ||||||
214214P | 1-13 Full | Break | 1.613 | 99 | |||
214214P | 1-13 Full | Break | 1.613 | 99 |
input | Notes |
---|---|
input | Notes |
236236K | Crumples on Counter-hit (HKD +66) and on Punish Counter (HKD +79); after crumple, Dee Jay is +4 on CH and +6 on PC before opponent becomes airborne, after which opponent is in a juggle state; causes sliding Hard Knockdown vs. airborne opponents; Punish Counter vs. airborne opponents causes a wall bounce and free juggle state (opponent can fly over Dee Jay's head if near the corner); 4-14f low crush (not airborne); does not extend hurtbox during attack (can force a trade vs. some projectiles for a follow-up combo); cannot be used as a reversal like most Lv.1 Supers; high pushback on block makes it safe against most characters when spaced |
236236LP | LP~MP~HP~LK~MK~HK follow-ups (on hit only) must be manually timed (LP sequence is easiest but lowest damage and cannot use cinematic HP/HK enders); all follow-ups up to MK are +6 on hit with no additional damage scaling; full invincibility extended 1-29f on hit; KD +27 when juggled into; forces stand; cannot hit cross-up; applies 30% scaling to Super Art gain until end of combo |
~LP (1) | Comes out on hit only; 45f timing window after 236236LP; KD +41 when juggled into (can juggle afterwards) |
~MP (2) | Comes out on hit only; f timing window after 236236LP~LP; KD +57 OTG Bounce when juggled into |
~HP (3) | Comes out on hit only; f timing window after 236236LP~LP~MP; KD +49 when juggled into (can juggle afterwards) |
~LK (4) | Comes out on hit only; f timing window after 236236LP~LP~MP~HP; KD +41 when juggled into |
~MK (5) | Comes out on hit only; f timing window after 236236LP~LP~MP~HP~LK; KD +32 when juggled into |
~HK (End) | Comes out on hit only; f timing window after 236236LP~LP~MP~HP~LK~MK; HKD +28 when juggled into |
236236MP | LP~MP~HP~LK~MK~HK follow-ups (on hit only) must be manually timed (MP sequence gives medium damage with medium difficulty); perfect rhythm gives more damage; non-perfect rhythm ender cannot follow up after the crumple knockdown; all follow-ups up to MK are +6 on hit with no additional damage scaling; full invincibility extended 1-29f on hit; KD +27 when juggled into; forces stand; cannot hit cross-up; applies 30% scaling to Super Art gain until end of combo |
~LP (1) | Comes out on hit only; () refers to correct rhythm timing; 11f timing window after 236236MP; KD +41 when juggled into (can juggle afterward) |
~MP (2) | Comes out on hit only; () refers to correct rhythm timing; 18f timing window after 236236MP~LP; KD +57 OTG Bounce when juggled into |
~HP (3) | Comes out on hit only; () refers to correct rhythm timing; 16f timing window after 236236MP~LP~MP; KD +48~49 when juggled into (can juggle afterward) |
~LK (4) | Comes out on hit only; () refers to correct rhythm timing; 19f timing window after 236236MP~LP~MP~HP; KD +40~41 when juggled into |
~MK (5) | Comes out on hit only; () refers to correct rhythm timing; 19f timing window after 236236MP~LP~MP~HP~LK; KD +32 when juggled into |
~HK (6) | Comes out on hit only; () refers to correct rhythm timing; 22f timing window after 236236MP~LP~MP~HP~LK~MK; KD +26 when juggled into |
~HP (End) | Switches sides; only possible after landing all rhythm timings; () refers to KD Adv. when juggled into; 42f timing window after 236236MP~LP~MP~HP~LK~MK~HK |
~HK (End) | Stays on same side; only possible after landing all rhythm timings; () refers to KD Adv. when juggled into; 42f timing window after 236236MP~LP~MP~HP~LK~MK~HK |
236236HP | LP~MP~HP~LK~MK~HK follow-ups (on hit only) must be manually timed (HP sequence gives highest damage with hardest difficulty); perfect rhythm gives more damage; non-perfect rhythm ender cannot follow up after the crumple knockdown; all follow-ups up to MK are +6 on hit with no additional damage scaling; full invincibility extended 1-29f on hit; KD +27 when juggled into; forces stand; cannot hit cross-up; applies 30% scaling to Super Art gain until end of combo |
~LP (1) | Comes out on hit only; 9f timing window after 236236HP; KD +41~42 when juggled into (can juggle afterward) |
~MP (2) | Comes out on hit only; () refers to correct rhythm timing; 9f timing window after 236236HP~LP; KD +57 OTG Bounce when juggled into |
~HP (3) | Comes out on hit only; () refers to correct rhythm timing; 9f timing window after 236236HP~LP~MP; KD +49 when juggled into (can juggle afterward) |
~LK (4) | Comes out on hit only; () refers to correct rhythm timing; 9f timing window after 236236HP~LP~MP~HP; KD +41 when juggled into |
~MK (5) | Comes out on hit only; () refers to correct rhythm timing; 13f timing window after 236236HP~LP~MP~HP~LK; KD +32 when juggled into |
~HK (6) | Comes out on hit only; () refers to correct rhythm timing; 15f timing window after 236236HP~LP~MP~HP~LK~MK; KD +26~27 when juggled into |
~HP (End) | Switches sides; only possible after landing all rhythm timings; () refers to KD Adv. when juggled into; 42f timing window after 236236HP~LP~MP~HP~LK~MK~HK |
~HK (End) | Stays on same side; only possible after landing all rhythm timings; () refers to KD Adv. when juggled into; 42f timing window after 236236HP~LP~MP~HP~LK~MK~HK |
214214P | Cannot hit cross-up; cinematic time regenerates ~2 Drive bars for Dee Jay |
214214P | Cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.3 Drive bars for Dee Jay |