
Dee Jay
Dee Jay has managed to fuse his two true loves together: fighting and dancing. Using his impeccable rhythm and flexibility from dancing, Dee Jay managed to literally dance around his opponents and defeat them in a Street Fight. with his prowess as a kickboxer. But despite what may happen on the dance floor or in the ring, Dee Jay never gets his spirits down and a smile never leaves his face. And as he builds up more wins and gains more popularity as a Street Fighter, it certainly couldn't hurt his record sales!
In a nutshell
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.
Players to Watch
Kitasenju DJ (JP)
Ultra SFIV Changes
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 ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 7 | 2 | 5 |
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 4 | 5 | 10 | -1 | 2 |
Close HP | Close ![]() |
50*70 | 70*130 | 30*30 | HL | sp/su*- | 5 | 2(4)4 | 22 | -8 | -4 |
Close LK | Close ![]() |
30 | 50 | 20 | HL | sp/su | 5 | 2 | 6 | 3 | 6 |
Close MK | Close ![]() |
70 | 100 | 40 | HL | sp/su | 5 | 2 | 9 | 3 | 6 |
Close HK | Close ![]() |
70*60 | 120*80 | 60*20 | HL | -*su | 6 | 3(2)4 | 18 | -2 | 0 |
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 3 | 7 | 1 | 4 |
Far MP | Far ![]() |
90 | 110 | 40 | HL | sp | 6 | 3 | 13 | -2 | 1 |
Far HP | Far ![]() |
100 | 200 | 60 | HL | - | 8 | 4 | 23 | -9 | -5[-4] |
Far LK | Far ![]() |
40 | 50 | 20 | HL | sp/su | 5 | 2 | 7 | 2 | 5 |
Far MK | Far ![]() |
50*60 | 50*100 | 40*40 | HL | sp/su*- | 5 | 1*4 | 16 | -3 | 0 |
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 11 | 4 | 23 | -9 | -5 |
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 6 | 3 | 6 |
Crouch MP | Crouch ![]() |
80 | 80 | 40 | HL | sp/su | 6 | 2 | 12 | -3 | 0 |
Crouch HP | Crouch ![]() |
90 | 200 | 60 | HL | sp/su | 7 | 6 | 19 | -7 | -3 |
Crouch LK | Crouch ![]() |
30 | 50 | 20 | L | ch/sp/su | 4 | 3 | 11 | -3 | 0 |
Crouch MK | Crouch ![]() |
80 | 90 | 40 | L | - | 5 | 4 | 15 | -5 | - |
Crouch HK | Crouch ![]() |
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 ![]() |
40 | 50 | 20 | H | - | 5 | 19 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
70 | 80 | 40 | H | - | 7 | 8 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
120 | 150 | 60 | H | - | 7 | 3 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
50 | 60 | 20 | H | - | 5 | 11 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 9 | 8 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
120 | 150 | 60 | H | - | 9 | 4 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
40 | 50 | 20 | H | - | 5 | 19 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
70 | 80 | 40 | H | - | 7 | 6 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
120 | 140 | 60 | H | - | 5 | 6 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
50 | 60 | 20 | H | - | 3 | 12 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
90 | 100 | 40 | H | - | 6 | 4 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
130 | 150 | 60 | H | - | 7 | 4 | - | - | - |
Knee Shot | (In air) ![]() ![]() |
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 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+12 | 2 | 36 | -22 | -22 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | 40 | HL | - | 18+11 | 2 | 36 | -16 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 210 | 200 | 60 | - | - | 64 | 3 | 36 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+12 | 2 | 36 | -16 | - |
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 | 0.873 | - | 3 | 2 | 20 | - | - |
Flip Throw | Back Throw | 120 | 80 | 40 | 0.879 | - | 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 | - | 26 | 0 | 3 |
EX Air Slasher | Air Slasher ![]() |
50*50 | 50*50 | -250/0 | HL | su | 13 | - | 40 | 1 | 5 |
Double Rolling Sobat | Double Rolling Sobat ![]() |
90 | 90 | 20/40 | HL | su | 12 | 2 | 21 | -4 | - |
Double Rolling Sobat ![]() |
60*50 | 70*50 | 20/30*20 | HL | su*- | 14 | 2(14)2 | 23 | -7 | 0 | |
Double Rolling Sobat ![]() |
80*50 | 90*50 | 20/30*20 | HL | su*- | 14 | 2(14)2 | 24 | -9 | -1 | |
EX Double Rolling Sobat | Double Rolling Sobat ![]() |
80*60 | 90*70 | -250/0 | HL | su*- | 15 | 2(7)4 | 25 | -8 | - |
Jackknife Maximum | Jacknife Maximum ![]() |
120 | 50 | 30/20 | HL | - | 6 | 2 | 18 + After landing 11 | -10 | - |
Jacknife Maximum ![]() |
70*30 | 50*50 | 20/20*15 | HL | - | 6 | 2(7)2 | 19 + After landing 11 | -20 | - | |
Jacknife Maximum ![]() |
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 ![]() |
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 ![]() |
20*20*50 | 40*40*60 | 20/10x3 | HL | -*su*- | 12 | 2(2)2(4)2 | 30 | -11 | - |
Machinegun Upper ![]() |
30*20*50 | 40*40*60 | 20/10x3 | HL | -*su*- | 12 | 2(2)2(4)2 | 30 | -11 | - | |
Machinegun Upper ![]() |
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 ![]() |
25*25*60 | 40*40*60 | 0/10x3 | HL | -*su*- | 4 | 2(2) [2(2)2] (2)2 |
24 | -5 | - |
Machinegun Upper ![]() |
25*25*60 | 50*50*60 | 0/10x3 | HL | -*su*- | 4 | 2(2) [2(2)2] (2)2 |
26 | -7 | - | |
Machinegun Upper ![]() |
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 ![]() |
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 ![]() |
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 | Super Combo ![]() |
40x6*110 | 0 | -1000/0 | HL | - | 1+6 | 2(17)2(18) 2(2)2(10)2(4) 2(32)2 |
31 | -12 | - |
Super Combo ![]() |
40x6*110 | 0 | -1000/0 | HL | - | 1+10 | 2(16)3(17) 2(3)1(10)2(4) 3(31)3 |
30 | -12 | - | |
Super Combo ![]() |
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 | Ultra Combo 1 | 60x5*173 | 0 | 0/0 | HL | - | 0+11 | 2(18)2(25) 2(5)2(23) 2(21)2 |
58 | -29 | - |
Climax Beat | Ultra Combo 2 | 45*8x42*81 [56*45x6] |
0 | 0/0 | HL | - | 0+7 | {2(2)x7}*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 ![]() |
|
~~ Uses and Strategies ~~
| ||||
File:No image.png |
Close MP |
Close Strong | Close ![]() |
|
~~ Uses and Strategies ~~ Decent anti air. Beware of the range because Close | ||||
File:No image.png |
Close HP |
Close Fierce | Close ![]() |
|
~~ Uses and Strategies ~~ Infamous force stand move that whiffs on most crouchers. It's not like the routes are that useful even if It worked, since you can only cancel the first weak hit, and the hitstun is not needed for anything, really. Can be ignored for the most part. | ||||
File:No image.png |
Close LK |
Close Short | Close ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MK |
Close Forward | Close ![]() |
|
~~ Uses and Strategies ~~ Quite nice frame advantage on hit, most used after crossups to link into other stuff. | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | ![]() |
|
~~ Uses and Strategies ~~ Alright normal but not used for anything special. | ||||
File:No image.png |
Far MP |
Far Strong | ![]() |
|
~~ Uses and Strategies ~~ Outside of Up-Kicks, this is Dee Jay's most common anti air. | ||||
File:No image.png |
Far HP |
Far Fierce | ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | ![]() |
|
~~ Uses and Strategies ~~ Decently ranged option for the speed it has | ||||
File:No image.png |
Far MK |
Far Forward | ![]() |
|
~~ Uses and Strategies ~~ First hit is special cancelable. Acts as an easier link alternative than Crouch | ||||
File:No image.png |
Far HK |
Far Roundhouse | ![]() |
|
~~ Uses and Strategies ~~ Reserved for dealing jumps from far away. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | ![]() ![]() |
|
~~ Uses and Strategies ~~ 3f, used in combos to Bridge into other normals, quite useful overall. Only real problem is that It only deals 20 damage instead of the usual 30. | ||||
File:No image.png |
Crouch MP |
Crouch Strong | ![]() ![]() |
|
~~ Uses and Strategies ~~ Most reliable option in combos compared to Far | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | ![]() ![]() |
|
~~ Uses and Strategies ~~ Dee Jay's strongest cancel, mostly used after a Focus crumple to go into MGU. | ||||
File:No image.png |
Crouch LK |
Crouch Short | ![]() ![]() |
|
~~ Uses and Strategies ~~ 30 damage low starter. Doesnt have the frame advantage of Crouch | ||||
File:No image.png |
Crouch MK |
Crouch Forward | ![]() ![]() |
|
~~ Uses and Strategies ~~ Knockdowns and does good damage, Basically Dee Jay's "regular" sweep. Used in combos where charging isn't feasible and as a whiff punish. | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | ![]() ![]() |
|
~~ Uses and Strategies ~~ Slide. Goes under fireballs and *can* be used as an anti air, although you tend to have better options for that. Can be made safe if spaced, and even plus on block. |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | ![]() ![]() |
|
~~ Uses and Strategies ~~ Slam to the ground. Quite nice hitbox so not horrible against opponents that use moves with lots of downward priority to beat Far | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | ![]() ![]() |
|
~~ Uses and Strategies ~~
| ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Dee Jay's crossup, makes a perfect companion to Knee Shot mixups. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Knee Shot |
Jump Knee | (in air) ![]() ![]() |
|
~~ Uses and Strategies ~~ Great air command normal. Knee Shot will completely halt Dee Jay's momentum and stick out a hitbox until landing. Great for baiting anti airs, and most notably, used after knockdowns to setup tricky offense, since Knee Shot almost always hits on the front. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Swing Over Launch |
Forward Throw | ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Plenty of frame advantage, can setup safejumps very easily. | ||||
File:No image.png |
Flip Throw |
Back Throw | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Sends the opponent fullscreen away, letting Dee Jay return to neutral on his own terms by giving him enough time to send out a |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Air Slasher |
Fireball, Max Out | ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Dee Jay's versión of Guile's Sonic Boom, and probably his best feature even though It has worse frame data in basically every way by itself, Still, Dee Jay can use after a lot of knockdowns and follow afterwards to go into his Knee Shot pressure, giving it more offense applications than Sonic Boom. | ||||
File:No image.png |
|
![]() ![]() |
||
~~ Uses and Strategies ~~ Horrible for fireball wars, with very high recovery and not being instant unlike other | ||||
File:No image.png |
Double Rolling Sobat |
Dread Kicks | ![]() ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Often shortened to just Sobat. Dee Jay's take on Dictator's Knee Press. | ||||
File:No image.png |
Jackknife Maximum |
Up-Kicks | ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ AKA "Up-Kicks". Dee Jay's take on Guile's Flash Kick, but is an even better anti air. If Dee Jay has charge, it is by far his best anti air, but unlike Guile, he cant FADC it, doesnt hit on crouching opponents, and also doesnt have the same arsenal of anti airs. | ||||
File:No image.png |
Machine Gun Upper |
Machine Gun Punch | ![]() ![]() ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Often written as MGU. Dee Jay's take on...nothing, really, this is a move of his own through and through. This move makes Dee Jay switch from a low damage character to one of the highest damaging characters for resources spent when optimally mashed. The range is quite bad and it being a charge move doesnt do it any favors, but the damage is massive, so using it as a punish or after Focus crumples are you main ways of landing it. Because it's used as a punish, | ||||
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 | ![]() ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Notable for being Ultra cancelable, which is quite rare in USFIV, but has the usual problems Super Combos have in the SFIV engine where other metered options are too good to pass. With full resources it's by far Dee Jay's best combo tool. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Sobat Festival |
Ultra Combo I | ![]() ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Non-Cinematic Ultra often used as a fireball answer on neutral. Latter hits have a tendency to drop if the first hit landed from max range however, making it quite inconsistent. Does quite good chip damage so it can be used as a round ender a lot of the time if your previous combo didn't quite kill. | ||||
File:No image.png |
Climax Beat |
Ultra Combo II | ![]() ![]() ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Dee Jay's high damage Ultra. Much harder to land than U1. Often used after crumples or |
The Basics
Combos
Strategy
Matchups
Abel
Abel[No Data] [character page] |
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Adon
Adon[No Data] [character page] |
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Akuma/Gouki
Akuma[No Data] [character page] |
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Balrog/Boxer
Balrog[No Data] [character page] |
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Blanka
Blanka[No Data] [character page] |
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C. Viper
C. Viper[No Data] [character page] |
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Cammy
Cammy[No Data] [character page] |
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Chun-Li
Chun-Li[No Data] [character page] |
---|
Cody
Cody[No Data] [character page] |
---|
Dan
Dan[No Data] [character page] |
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Decapre
Decapre[No Data] [character page] |
---|
Dee Jay (Mirror)
Deejay[No Data] [character page] |
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Dhalsim
Dhalsim[No Data] [character page] |
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Dudley
Dudley[No Data] [character page] |
---|
E. Honda
E. Honda[No Data] [character page] |
---|
El Fuerte
El Fuerte[No Data] [character page] |
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Elena
Elena[No Data] [character page] |
---|
Evil Ryu
Evil Ryu[No Data] [character page] |
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Fei Long
Fei Long[No Data] [character page] |
---|
Gen
Gen[No Data] [character page] |
---|
Gouken
Gouken[No Data] [character page] |
---|
Guile
Guile[No Data] [character page] |
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Guy
Guy[No Data] [character page] |
---|
Hakan
Hakan[No Data] [character page] |
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Hugo
Hugo[No Data] [character page] |
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Ibuki
Ibuki[No Data] [character page] |
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Juri
Juri[No Data] [character page] |
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Ken
Ken[No Data] [character page] |
---|
M. Bison/Dictator
M. Bison[No Data] [character page] |
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Makoto
Makoto[No Data] [character page] |
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Oni
Oni[No Data] [character page] |
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Poison
Poison[No Data] [character page] |
---|
Rolento
Rolento[No Data] [character page] |
---|
Rose
Rose[No Data] [character page] |
---|
Rufus
Rufus[No Data] [character page] |
---|
Ryu
Ryu[No Data] [character page] |
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Sagat
Sagat[No Data] [character page] |
---|
Sakura
Sakura[No Data] [character page] |
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Seth
Seth[No Data] [character page] |
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T. Hawk
T. Hawk[No Data] [character page] |
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Vega/Claw
Vega[No Data] [character page] |
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Yang
Yang[No Data] [character page] |
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Yun
Yun[No Data] [character page] |
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Zangief
Zangief[No Data] [character page] |
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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 ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 7 | 11 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 4 | 5 | 10 | 18 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HP | Close ![]() |
50*70 | 70*130 | 30*30 | HL | sp/su*- | 5 | 2(4)4 | 22 | 36 | -8 | -4 | 18 | 22 | [1st hit]: Forces stand | [1st hit]: Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Close LK | Close ![]() |
30 | 50 | 20 | HL | sp/su | 5 | 2 | 6 | 12 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MK | Close ![]() |
70 | 100 | 40 | HL | sp/su | 5 | 2 | 9 | 15 | 3 | 6 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
70*60 | 120*80 | 60*20 | HL | -*su | 6 | 3(2)4 | 18 | 32 | -2 | 0 | 20 | 22 | Distance restriction: 1.05 | [1st Hit]: Forces stand | [1st Hit]: Forces stand | Reset | Reset | - | - | - | - | - | - | JP: 0*1 | |||
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 3 | 7 | 12 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
90 | 110 | 40 | HL | sp | 6 | 3 | 13 | 21 | -2 | 1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
100 | 200 | 60 | HL | - | 8 | 4 | 23 | 34 | -9 | -5[-4] | 18 | 22[23] | [] refers to vs crouching | [2~4F]: Forces stand | [1F]: Free Juggle, [2~4F]: Reset | Reset | Free Juggle | - | - | - | - | - | - | - | |||
Far LK | Far ![]() |
40 | 50 | 20 | HL | sp/su | 5 | 2 | 7 | 13 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
50*60 | 50*100 | 40*40 | HL | sp/su*- | 5 | 1*4 | 16 | 25 | -3 | 0 | 17 | 20 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 11 | 4 | 23 | 37 | -9 | -5 | 18 | 22 | Distance restriction: 1.05 | Reset | Reset | - | - | - | - | - | - | - | |||||
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 6 | 11 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
80 | 80 | 40 | HL | sp/su | 6 | 2 | 12 | 19 | -3 | 0 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
90 | 200 | 60 | HL | sp/su | 7 | 6 | 19 | 31 | -7 | -3 | 18 | 22 | Only 1st active frame special/super cancelable | Reset | Reset | - | - | - | - | - | - | - | |||||
Crouch LK | Crouch ![]() |
30 | 50 | 20 | L | ch/sp/su | 4 | 3 | 11 | 17 | -3 | 0 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
80 | 90 | 40 | L | - | 5 | 4 | 15 | 23 | -5 | - | 14 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Crouch HK | Crouch ![]() |
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 ![]() |
40 | 50 | 20 | H | - | 5 | 19 | - | 23 | - | - | Reset | Reset | - | - | - | Lower body: 1~23F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
70 | 80 | 40 | H | - | 7 | 8 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~14F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
120 | 150 | 60 | H | - | 7 | 3 | - | 9 | - | - | Soft Knockdown | Soft Knockdown | - | - | - | Lower body: 1~9F | - | - | JP: 1 | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
50 | 60 | 20 | H | - | 5 | 11 | - | 15 | - | - | Reset | Reset | - | - | - | Lower body: 1~15F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 9 | 8 | - | 16 | - | - | Reset | Reset | - | - | - | Lower body: 1~16F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
120 | 150 | 60 | H | - | 9 | 4 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~18F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
40 | 50 | 20 | H | - | 5 | 19 | - | 23 | - | - | Reset | Reset | - | - | - | Lower body: 1~23F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
70 | 80 | 40 | H | - | 7 | 6 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~12F | - | - | - | ||||||||
Angled Jump HP | Angled Jump ![]() |
120 | 140 | 60 | H | - | 5 | 6 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~10F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
50 | 60 | 20 | H | - | 3 | 12 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~14F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
90 | 100 | 40 | H | - | 6 | 4 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~5F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
130 | 150 | 60 | H | - | 7 | 4 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~6F | - | - | - | ||||||||
Knee Shot | (In air) ![]() ![]() |
30 | 60 | 20 | H | - | 4 | 18 | - | 21 | - | - | Causes Dee Jay to fall slightly faster during jump | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | |||||||
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 | 16 | 16 | range: 1.757 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 80 | 150 | 40 | HL | - | 18+11 | 2 | 36 | 66 | -16 | - | 22 | - | range: 1.757 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 140 | 200 | 60 | - | - | 64 | 3 | 36 | 102 | - | - | - | - | range: 1.757, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~63F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+12 | 2 | 36 | 59 | -22 | -22 | 16 | 16 | Range: 1.757, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | 40 | HL | - | 18+11 | 2 | 36 | 66 | -16 | - | 22 | - | Range: 1.757, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 210 | 200 | 60 | - | - | 64 | 3 | 36 | 102 | - | - | - | - | Range: 1.757, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~64F (99 hits) | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+12 | 2 | 36 | 59 | -16 | - | 22 | - | Range: 1.757, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | 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 | 0.873 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Flip Throw | Back Throw | 120 | 80 | 40 | 0.879 | - | 3 | 2 | 20 | 24 | - | - | - | - | 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 | - | 26 | 37 | 0 | 3 | - | - | Chip damage 15, 14~15f cancellable, Charge 50F, Flight speeds LP: 0.045, MP: 0.065, HP: 0.08 | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1 | |||||
EX Air Slasher | Air Slasher ![]() |
50*50 | 50*50 | -250/0 | HL | su | 13 | - | 40 | 52 | 1 | 5 | - | - | 28~31f cancellable, 2nd hit releases on 27f, Charge 50F, opponent gains 10x2 meter on hit, flight speed (both): 0.1 | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1*2 | |||||
Double Rolling Sobat | Double Rolling Sobat ![]() |
90 | 90 | 20/40 | HL | su | 12 | 2 | 21 | 34 | -4 | - | 19 | - | Charge 50F, cannot be performed while fireball is on screen | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Lower body: 1~13F | Lower body: 1~13F | - | - | - | ||
Double Rolling Sobat ![]() |
60*50 | 70*50 | 20/30*20 | HL | su*- | 14 | 2(14)2 | 23 | 54 | -7 | 0 | 18 | 25 | Charge 50F, cannot be performed while fireball is on screen | X | Soft Knockdown | Soft Knockdown | - | - | - | - | 1~11F | - | JP: 0*1 | |||||
Double Rolling Sobat ![]() |
80*50 | 90*50 | 20/30*20 | HL | su*- | 14 | 2(14)2 | 24 | 55 | -9 | -1 | 17 | 25 | Charge 50F, cannot be performed while fireball is on screen | X | Soft Knockdown | Soft Knockdown | - | - | - | - | 1~11F | - | JP: 0*1 | |||||
EX Double Rolling Sobat | Double Rolling Sobat ![]() |
80*60 | 90*70 | -250/0 | HL | su*- | 15 | 2(7)4 | 25 | 52 | -8 | - | - | - | Charge 50F, cannot be performed while fireball is on screen, opponent gains 15*10 meter on hit | 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 | "JP: 1*2
JS: 1*99" | ||
Jackknife Maximum | Jackknife Maximum ![]() |
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~ | - | |||
Jackknife Maximum ![]() |
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~ | JP: 3*2 | ||||
Jackknife Maximum ![]() |
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: 2*2*3 | ||||
EX Jackknife Maximum | Jackknife Maximum ![]() |
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 | - | 5 | - | Charge 55F, opponent gains 10x6 meter on hit | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~8F | - | - | - | 3F~ | JP: 0*1*2*3*4*5 | |||
Machine Gun Upper | Machine Gun Upper ![]() |
20*20*50 | 40*40*60 | 20/10x3 | HL | -*su*- | 12 | 2(2)2(4)2 | 30 | 53 | -11 | - | 21 | - | Charge 55F | X | [1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Head: 1~23F | Head: 1~23F | - | - | Last hit JS: 99 | |||
Machine Gun Upper ![]() |
30*20*50 | 40*40*60 | 20/10x3 | HL | -*su*- | 12 | 2(2)2(4)2 | 30 | 53 | -11 | - | 21 | - | Charge 55F | X | [1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Head: 1~23F | Head: 1~23F | - | - | Last hit JS: 99 | ||||
Machine Gun Upper ![]() |
35*35*50 | 40*40*60 | 20/10x3 | HL | -*su*- | 12 | 2(2)2(4)2 | 30 | 53 | -11 | - | 21 | - | Charge 55F | X | [1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Head: 1~23F | Head: 1~23F | - | - | Last hit JS: 99 | ||||
Machine Gun Upper (Followup 1) | Machine Gun Upper (followup 1) | 15*15*50 | 30*30*60 | 0/10x3 | HL | -*su*- | 3 | 2(2)2(4)2 | 30 | 44 | -11 | - | 21 | - | X | [1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | Last hit JS: 99 | ||||
Machine Gun Upper (Followup 2) | Machine Gun Upper ![]() |
25*25*60 | 40*40*60 | 0/10x3 | HL | -*su*- | 4 | 2(2) [2(2)2] (2)2 |
24 | 41 | -5 | - | 21 | - | [] only hits once | X | [1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | Last hit JS: 99 | |||
Machine Gun Upper ![]() |
25*25*60 | 50*50*60 | 0/10x3 | HL | -*su*- | 4 | 2(2) [2(2)2] (2)2 |
26 | 43 | -7 | - | 21 | - | [] only hits once | X | [1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | Last hit JS: 99 | ||||
Machine Gun Upper ![]() |
30*30*60 | 60*60*60 | 0/10x3 | HL | -*su*- | 4 | 2(2) [2(2)2] (2)2 |
30 | 47 | -11 | - | 21 | - | [] only hits once | X | [1st~2nd Hit]: Forces Stand, [3rd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | Last hit JS: 99 | ||||
EX Machine Gun Upper | Machine Gun Upper ![]() |
16x4*50 | 25x4*60 | -250/0 | HL | su | 6 | 2(4)2(2) 2(2)2(2)2 |
24 | 55 | -8 | - | 18 | - | Charge 55F, opponent gains 5x4*10 meter on hit | X | X | [1st~4th Hit]: Forces Stand, [5th Hit]: Soft Knockdown | [1st~4th Hit]: Forces Stand, [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 ![]() |
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 | - | 18 | - | Charge 55F, opponent gains 5x7*10 meter on hit | X | X | [1st~7th Hit]: Forces Stand, [8th Hit]: Soft Knockdown | [1st~7th Hit]: Forces Stand, [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 | Super Combo ![]() |
40x6*110 | 0 | -1000/0 | HL | - | 1+6 | 2(17)2(18) 2(2)2(10)2(4) 2(32)2 |
31 | 134 | -12 | - | 21 | - | 6th hit cancels into Ultra I, charge 55F, opponent gains 10x7 meter on hit | [5th~7th Hit]: Hard Knockdown | [5th~7th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~7F | - | - | - | 38~48F | JP: 1~7 sequentially | |||
Super Combo ![]() |
40x6*110 | 0 | -1000/0 | HL | - | 1+10 | 2(16)3(17) 2(3)1(10)2(4) 3(31)3 |
30 | 137 | -12 | - | 21 | - | 6th hit cancels into Ultra I, charge 55F, opponent gains 10x7 meter on hit | [5th~7th Hit]: Hard Knockdown | [5th~7th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~10F | - | - | - | 42~52F, 60~80F, 92~103F | JP: 1~7 sequentially | ||||
Super Combo ![]() |
40x6*110 | 0 | -1000/0 | HL | - | 1+12 | 2(17)2(18) 2(2)2(10)2(4) 2(32)2 |
31 | 140 | -12 | - | 21 | - | 6th hit cancels into Ultra I, charge 55F, opponent gains 10x7 meter on hit | [5th~7th Hit]: Hard Knockdown | [5th~7th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~11F | - | - | - | 44~54F, 62~83F, 94~105F | JP: 1~7 sequentially | ||||
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 | Ultra Combo 1 | 60x5*173 | 0 | 0/0 | HL | - | 0+11 | 2(18)2(25) 2(5)2(23) 2(21)2 |
58 | 172 | -29 | - | 31 | - | Charge 55F, opponent gains 10x7 meter on hit, last hit is projectile and breaks armor | X | X | [3rd~7th Hit]: Hard Knockdown | [3rd~7th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~11F | - | - | - | - | JP: 1*2*3*1*2*3*0 | |
Climax Beat | Ultra Combo 2 | 45*8x42*81 [56*45x6] |
0 | 0/0 | HL | - | 0+7 | {2(2)x7}*2 | 48 | 84 | -29 | - | 21 | - | 1st hit goes into animation, [] refers to non-cinematic juggle, charge 55F, opponent gains 5x44 meter on hit | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~7F | Upper body: 8~11F | Upper body: 8~11F | - | - | JP: 1 | ||
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 |