Ultra Street Fighter IV/Deejay/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

DeeJay

SSFIV-DeeJay Face.jpg


In a nutshell


Omega Dee Jay's moveset has been overhauled into that of a motion character, giving him a lot more freedom of movement without sacrificing his ability to convert into damage. In most ways he still plays similarly to his USF4 version, with massive quality of life changes that make him a more consistent character all around. Frame data and hitbox improvements make Dee Jay a real threat up close. There are three completely new moves unique to his Omega version: a 3HK overhead, a 6HK command normal that leads into a target combo juggle, and an airborne flip kick (Waning Moon) that gives Dee Jay safe pressure at the risk of being anti-aired during its slow startup.

Dee Jay lost a few of his effective tools from Ultra. His Air Knee Shot no longer alters his jump trajectory very much, so his air game is much weaker. His LK Sobat, formerly a great low-crushing poke, is now much more unsafe on block. Fireballs are also much worse on block, so they must be spaced out a bit to be used safely; this nerf is especially significant in the corner where pushback can't usually save him. It remains to be seen whether the sum total of his changes makes him a better or worse character overall.

Many of Dee Jay's EX moves received drastic changes. His EX Sobat, formerly a great anti-fireball tool, is now a 2-bar combo ender called Maximum Hurricane that does great damage in exchange for less neutral utility. EX Air Slasher now only throws one projectile, allowing for pressure or combo extensions, and the 2nd fireball can be thrown by tapping PP again, similar to Nash from SFV. EX Jackknife Maximum has a completely different animation, starting with a grounded attack that transitions to a followup on hit. Finally, EX Machine Gun Upper has a new animation, doing great damage and giving Dee Jay his most consistent combo ender in exchange for losing the ability to follow up with a juggle.


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Dee Jay
Detailed Frame Data with USF4 Comparisons - Dee Jay

  • General/Movement Changes:
    • Forward Dash: 3f faster (19f > 16f)
    • Back Dash: slightly farther distance
    • Throw: slightly shorter range


  • Normal Move Changes:
    • cl.5HP 1st hit forces stand (2nd hit still whiffs vs. crouch block); safer on hit/block
    • cl.5HK does 30 less damage, now knocks down; safer on block unless 2nd hit whiffs vs. crouch block on shorter characters
    • far.5HP is 4f safer on hit/block at -1/-5
    • far.5HK is 3f safer on hit/block at -2/-6

    • 2MP is 5f better on hit/block at +5/+2, can now be used for confirms
    • 2HP is 2f faster, 5f better on hit/block at +2/-2
    • 2MK now special cancels (still knocks down); does 10 more damage, 60 more stun
      • Can juggle into LP/EX MGU, HK/EX Jackknife, EX Sobat, EX Fireball, or Super on hit
    • 2HK is 3f faster, does 10 more damage, 60 more stun; worse on block and fewer active frames so it can't be spaced as safely

    • Sunrise Heel (3MK) - New attack, Overhead; fast but not comboable and slightly unsafe on block
    • Maximum High (6HK) - New attack, whiffs on crouching opponents, can be juggled into
      • Leads to Funky Summersault (+ 2HK) Target Combo, has a very long hitconfirm window
    • Knee Shot (Air 2LK) - No longer changes jump trajectory, puts airborne opponents into limited juggle state


  • Special Move Changes (note - all specials are now motion inputs):
    • Air Slasher (236P) - LP is slow with good frame advantage, HP is fast but very unsafe
      • EX is fast + advantageous, allowing for combo loops; hitting PP again throws a 2nd fireball that knocks down (can juggle afterward)
    • Double Rolling Sobat (236K) - all versions now knock down and do more damage; 2nd hit of MK/HK version can Super cancel
      • LK/MK are faster, HK is slower; LK is much more unsafe at -7
      • EX version is now Maximum Hurricane; costs 2 bars, does great damage/stun
    • Jackknife Maximum (623K) - all versions do more damage and significantly more stun; LK version is 2f faster, hits grounded opponents
      • EX version now has a grounded hit, can FADC for safety; goes into followup animation on hit; much more unsafe on block
    • Machine Gun Upper (214P) - mashed versions have a somewhat different knockdown; last mashed hit cannot cancel into Super/Focus
      • LP/MP/EX versions are upper body invuln, HP version is lower body invuln
      • EX version is much stronger and a little less unsafe, but has no mashed version; cannot FADC or juggle afterward
    • Waning Moon (63214K) - slow flip kick similar to Elena's Mallet Smash; only the EX version is an overhead
      • All versions are safe on block and can combo afterward on hit; has 1f better advantage vs. short crouching characters


  • Super/Ultra Changes:
    • Super (236236+K) - now 0 on block, although it whiffs over crouching opponents midscreen (except Hugo)
      • Can cancel from any special except Jackknife, including the 2nd hit of Sobat for a good damage buff in combos
      • No longer cancels to Ultra 1, which was his most important way of landing it; big nerf to his chip kill potential
    • Ultra 1 (236236+KKK) - lost its main setup, so mostly only used for fireball punishing
    • Ultra 2 (214214+PPP) - can no longer get cinematic version in juggles, making it weaker in most cases; EX MGU no longer works as a setup
      • Slightly more unsafe on block, and cinematic version does 10 more damage


  • Moves with ending Input Buffer:
    • Close 5LP, 5LK, 5MK, 5HK; Far 5LP, 5LK; 2LP, 2MP, Focus Attack + Forward Dash
    • LP/EX Air Slasher (236LP/PP, + 2nd EX), Machine Gun Upper mashed extension (214P~mash P), Waning Moon (63214K)

Character Specific Data

Dee Jay

VITALS
Health: 1000 Stun: 1000
WALKING
Forward Walk Speed: 0.055 Back Walk Speed: 0.040
JUMPING
Jump Total Frames: 4+37+4 Jump Distance: 1.98 Forward, 1.62 Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.15
Back Dash Frames: 27 Back Dash Distance: 0.93
FA + Forward Dash Frames: 18 FA + Back Dash Frames: 22
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-16 FA + Back Dash Airborne: 4-12
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -3 Lv1 FA + Back Dash (Block): -7
Lv2 FA + Forward Dash (Block): +3 Lv2 FA + Back Dash (Block): -1

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 2 7 2 5 30 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 4 2*3 10 -1 2 70 100 M Sp Su 1 hit, first 2 frames hit grounded, last 3 frames hit anti-air
5HP (Close) cl. Hp.png 5 2(4)4 17 -3(-9) 1 50*70 70*130 M Sp Su / Su 2 hits; 1st hit forces stand, 2nd hit whiffs on crouch block vs. some characters (~E. Honda and shorter)
5LK (Close) cl. Lk.png 5 2 6 3 6 30 50 M Sp Su -
5MK (Close) cl. Mk.png 5 2 9 3 6 70 100 M Sp Su -
5HK (Close) cl. Hk.png 6 3(2)4 16 0(-7) KD 60*40 120*80 M - / Su 2 hits; 1st hit forces stand, 2nd hit whiffs on crouch block vs. some characters (~Akuma or shorter); puts opponent into limited juggle state and has juggle potential itself; KD Adv: +48
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 3 3 6 2 5 30 50 M Ch Sp Su -
5MP (Far) far. Mp.png 4 2 13 -1 2 90 110 M Sp Su -
5HP (Far) far. Hp.png 8 7 16 -5 -1 100 200 M - -
5LK (Far) far. Lk.png 5 2 7 2 5 40 50 M Sp Su -
5MK (Far) far. Mk.png 5 1*4 16 -3 0 50*60 50*100 M Sp Su / - 1st hit only connects at very specific range
5HK (Far) far. Hk.png 11 1*3 21 -6 -2 110 200 M - 1 hit; 1st active frame hits above Dee Jay, so Hit/Block Adv. is based on 2nd active frame
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 1 6 4 7 20 50 M Ch Sp Su -
2MP Down.gifMp.png 6 2 10 2 5 80 80 M Sp Su -
2HP Down.gifHp.png 5 5 15 -2 2 90 200 M Sp Su Only 1st active frame is cancellable with less range than later active frames, making combos character and spacing specific
2LK Down.gifLk.png 4 3 11 -3 0 30 50 L Ch Sp Su -
2MK Down.gifMk.png 5 4 14 -4 KD 90 150 L Sp Su Knocks down, but can juggle into 214LP/PP, 623H/KK, 236KK, 236PP, or Super; KD Adv: +27
2HK Down.gifHk.png 11 4 22 -8(-5) KD 110 200 L - 6-16f low profile (+ semi-low profile before and after); KD Adv: +16~19
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Sunrise Heel
(Overhead)
Downright.gifMk.png 14
(15/16)
5 12 -4 1(2) 80 100 H - 1st active frame hits above/behind Dee Jay; 2nd or 3rd active frame hits depending on opponent's crouching height (1f better Adv vs. short characters)
Maximum High Right.gifHk.png 9 3 18 -3 0 80 100 M TC Whiffs on crouching opponents; has juggle potential; very long TC confirm window
+ Funky Summersault + Down.gifHk.png 6 1(2)2 13+11 land -11(-7) KD 80*20*50 100*20*70 M - 5-17f full invuln (useful for reacting to Focus armor); high juggle potential; Block Adv. varies based on distance, opponent width, stand/crouch; KD Adv: +40
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 5 19 - - - 40 50 H - -
j.MP (angled) Upright.gifMp.png 7 6 - - - 70 80 H - -
j.HP (angled) Upright.gifHp.png 5 6 - - - 120 140 H - -
j.LK (angled) Upright.gifLk.png 3 12 - - - 50 60 H - -
j.MK (angled) Upright.gifMk.png 6 4 - - - 90 100 H - -
j.HK (angled) Upright.gifHk.png 7 2*2 - - - 130 (100) 150 H - 1 hit with 2 sets of active frames; (Less damage and knocks down vs. airborne opponents)
j.LP (neutral) Up.gifLp.png 5 19 - - - 40 50 H - -
j.MP (neutral) Up.gifMp.png 7 8 - - - 70 80 H - -
j.HP (neutral) Up.gifHp.png 7 3 - - - 120 150 H - Knocks down vs. airborne opponents
j.LK (neutral) Up.gifLk.png 5 11 - - - 50 60 H - -
j.MK (neutral) Up.gifMk.png 9 8 - - - 90 100 H - -
j.HK (neutral) Up.gifHk.png 9 4 - - - 120 150 H - -
Knee Shot Air Down.gifLk.png 4 20 - - - 50 60 H - Diagonal jump only; causes limited juggle state on airborne opponents; much floatier jump arc than USF4 version
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+12 2 36 -22 KD 100 150 M Dash KD Adv: +11; +30 after Forward Dash, +26 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 36 -16 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 64 3 36 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Swing Over Launch
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +9
Flip Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +6
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Air Slasher
(Fireball)
Qcf.pngLp.png
236+LP
20 - 24 -5 4 50 50 M Su Slower travel speed
MP Air Slasher
(Fireball)
Qcf.pngMp.png
236+MP
13 - 31 -8 -3 50 50 M Su Medium travel speed
HP Air Slasher
(Fireball)
Qcf.pngHp.png
236+HP
10 - 35 -12 -7 50 50 M Su Faster travel speed
Ex.png Air Slasher
(Fireball)
Qcf.png2p.png
236+PP
10 - 24 2 6 50 50 M FA Can delay followup EX fireball
+ Ex.png Air Slasher 2nd
(2nd Fireball)
+ 2p.png 5 - 23 3 KD 50 50 M FA Puts opponent into limited juggle state; KD Adv: +49 (from close range)
LP Machine Gun Upper Qcb.pngLp.png
214+LP
8 2(2)2(4)2 30 -11 KD 20x2*50 40x2*60 M Su 1-19f upper body invuln; only 2nd hit is cancellable into Super or Extension; KD Adv: +35
+ LP Mashed Extension + mash Lp.png - *(4)2(15)1 29 -9 KD 20x2*
25x2*60
40x4*60 M Su* Final hit not cancellable; damage/stun scaling occurs on 3rd hit, 150/220 if done raw; KD Adv: +43
MP Machine Gun Upper Qcb.pngMp.png
214+MP
12 2(2)2(4)2 30 -11 KD 30x2*50 40x2*60 M Su 1-23f upper body invuln; only 2nd hit is cancellable into Super or Extension; KD Adv: +35
+ MP Mashed Extension + mash Mp.png - *(5)2(4)
2(15)1
29 -9 KD 30x2*15*
25x2*80
40x2*30*
50x2*60
M Su* Final hit not cancellable; damage/stun scaling occurs on 3rd/4th hits, 179/238 if done raw; KD Adv: +43
HP Machine Gun Upper Qcb.pngHp.png
214+HP
17 2(2)2(4)2 30 -11 KD 35x2*50 40x2*60 M Su 1-28f lower body invuln; only 2nd hit is cancellable into Super or Extension; KD Adv: +35
+ HP Mashed Extension + mash Hp.png - see
Notes
29 -9 KD 35x2*15x2*
30x3*60
40x2*30x2*
60x4
M Su* Final hit not cancellable; damage/stun scaling occurs on 3rd/5th hits, 220/332 if done raw; Active Frame distribution: 2(2)2(2)2(2)2(3)2(2)2(2)2(15)1; KD Adv: +43
Ex.png Machine Gun Upper Qcb.png2p.png
214+PP
9 2(4)2(5)2(4)
2(4)2(3)2
25 -6 KD 10x12*100 0*300 M - 1-40f upper body invuln; no mashed version; KD Adv: +38
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Double Rolling Sobat Qcf.pngLk.png
236+LK
11 5 19 -7 KD 120 200 M Su 3-10f lower body invuln; KD Adv: +25
MK Double Rolling Sobat Qcf.pngMk.png
236+MK
13 2(11)2 22 -7 KD 80*60 150*50 M Su 1-11f throw invuln; 2 hits; KD Adv: +26
HK Double Rolling Sobat Qcf.pngHk.png
236+HK
18 2(13)2 22 -6 KD 100*70 150*50 M Su 1-16f throw invuln; 2 hits; KD Adv: +26
Ex.pngEx.png Maximum Hurricane
(EX Sobat)
Qcf.png2k.png
236+KK
13 2(15)2(10)5 25 -9 KD 50x2*80*140 0*250 M FA 3-31f projectile invuln; Costs 2 bars; if 1st hit isn't in range, it is too slow to punish fireballs; first 3 hits FA cancellable; KD Adv: +37
LK Jackknife Maximum
(Upkicks)
Dp.pngLk.png
623+LK
4 3 19+11 land -12 KD 140 200 M - 1-6f full invuln, airborne until land; KD Adv: +34
MK Jackknife Maximum
(Upkicks)
Dp.pngMk.png
623+MK
6 2(7)2 19+11 land -20
(-11)
KD 100*50 150*50 M - 1-6f projectile invuln, airborne 3f until land; (Block Adv. if 2nd hit connects vs. tall character); whiffs on crouching characters ~Akuma or shorter; KD Adv: +37
HK Jackknife Maximum
(Upkicks)
Dp.pngHk.png
623+HK
6 2(7)2(10)2 16+15 land -33
(-24/-12)
KD 80*40x2 100*50x2 M - 1-5f throw invuln, airborne until land; has juggle potential; (Block Adv. if 2nd/3rd hit connects vs. tall character); whiffs on crouching characters ~Fei Long or shorter; KD Adv: +39
Ex.png Jackknife Maximum
(Upkicks)
Dp.png2k.png
236+KK
4 5 32+30 land -48 KD 50*140 0*200 M FA 1-14f full invuln; Auto-followup on hit; KD Adv: +43
LK Waning Moon
(Crescent Kick)
Hcb.pngLk.png
63214+LK
29 4 1+14 land -1(0) 4(5) 80 100 M - Airborne 12f until land; 1f better Hit/Block Adv vs. short crouching characters; KD vs. airborne opponents
MK Waning Moon
(Crescent Kick)
Hcb.pngMk.png
63214+MK
29 4 1+14 land -1(0) 4(5) 80 100 M - Airborne 12f until land; 1f better Hit/Block Adv vs. short crouching characters; KD vs. airborne opponents
HK Waning Moon
(Crescent Kick)
Hcb.pngHk.png
63214+HK
29 4 1+14 land -1(0) 4(5) 80 100 M - Airborne 12f until land; 1f better Hit/Block Adv vs. short crouching characters; KD vs. airborne opponents
Ex.png Waning Moon
(Crescent Kick)
Hcb.png2k.png
63214+KK
23 2(1)4 1+14 land -1 4(5) 60*50 80*70 H*H - Airborne 12f until land; 2 hits, both overhead; 1f better Hit Adv vs. short crouching characters; KD vs. airborne opponents
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Sobat Carnival
(Super)
Qcf.pngQcf.pngK.png
236236+K
1+7 2(16)3(17)
2(3)1(10)
2(4)2(32)3
18 0 KD 40x6*170 - M - 1-28f full invuln; KD Adv: +71
Sobat Festival
(Ultra 1)
Qcf.pngQcf.png3k.png
236236+KKK
0+11 2(18)2(25)
2(6)2(22)
2(21)2
58 -29 KD 60x5*173 - M - 1-12f full invuln; all hits are true blockstring; KD Adv: +97
Climax Beat
(Cinematic Ultra 2)
Qcb.pngQcb.png3p.png
214214+PPP
0+7 (2(2)x7)*2 48 -33 KD 23x2*
8x42*90
- M - 1-8f full invuln, 9-12f upper body invuln; occurs if first 2 active frames connect; KD Adv: +19
Climax Beat
(Non-Cinematic Ultra 2)
Qcb.pngQcb.png3p.png
214214+PPP
0+7 (2(2)x7)*2 48 -33 KD 23*15x6*75 - M - 1-8f full invuln, 9-12f upper body invuln; occurs in juggles or if first 2 active frames whiff; KD Adv: +81
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • 251/400, 0 bar -- 2LK, cl.5LP, 2HP xx HK Sobat
  • 181/295, 0 bar -- 2LK, 2LK, 2LP, 2LK xx MK Sobat
  • 261/425, 1 bar -- 2LK, 2LP x2, 2MK xx EX Machine Gun Upper
  • 336/456, 1 bar -- EX Waning Moon, cl.5LP, cl.5MK, 2MP xx MK Sobat
    • most consistent route
  • 371/550, 1 bar -- EX Waning Moon, cl.5MK, 2HP xx HK Sobat
    • vs. shorter crouching opponents; link directly to 2HP if farther away
  • 361/515, 1 bar -- Waning Moon, cl.5LP, cl.5MK, 2MK xx EX Machine Gun Upper
    • Omit cl.5MK if opponent is standing
  • 222/310, 0 bar -- Waning Moon, 2LK xx MK Sobat
    • If the opponent is far and standing


Punishes:

  • 296/460, 0 bar -- cl.5MK, 2HP xx HK Sobat
    • 2MP can also work as a starter, but less consistent
  • 435/696, 2 bar -- cl.5MK, 2HP xx HK Sobat (1 hit) xx FADC, 2MP, 2HP xx HK Sobat
  • 583/460, 4 bar -- cl.5MK, 2HP xx HK Sobat (2-hit) xx Super
  • 331/379, 0 bar -- 2LP, cl.5HK, 6HK > 2HK TC, U2
    • End in Super for 479 damage instead


-- Ranged Punishes --

  • LK Sobat, Super, U1
  • far.5LK xx MK Sobat
  • 2MK xx HK Jackknife


Counterhit Confirms:

  • CH cl.5MK, U2


Ultra Setups:

  • cl.5HK, 6HK > 2HK, juggle U2
  • CH cl.5MK, U2
  • HK Jackknife, U2 (corner only)
  • cl.5MK, 2MP xx EX Air Slasher xx Lv. 2 Focus, U1 / cinematic U2

Useful Info

Reversals:

  • LK/EX Jackknife Maximum (Dp.pngLk.png/2k.png / 623LK/KK) - only the EX version can FADC
  • LP/MP/EX Machine Gun Upper (Qcb.pngLp.png/Mp.png/2p.png / 214LP/MP/PP) - all have upper body invincibility
  • HP Machine Gun Upper (Qcb.pngHp.png / 214HP) - has lower body invincibility if you predict a low, but too slow to beat crouching lights
  • Double Sobat (Qcf.pngK.png / 236K) - LK is 3f lower body invuln, MK/HK are 1f throw invuln
  • Super (Qcf.pngQcf.pngK.png / 236236+K) - fast, safe if stand blocked, very invincible
  • Ultra 1 / Ultra 2 - both invincible, U2 is generally better

Anti-Airs:

  • LK Jackknife Maximum (Dp.pngLk.png / 623LK) - most consistent version, EX is much worse now
  • cl.5MP - for close/crossup jumps
  • far.5HP - farther ranges, otherwise forward movement can make Dee Jay whiff under opponent
  • far.5HK - mid/far range
  • 2HK - low profiles, has an extra AA hitbox on his foot; must hit in a particular way to allow juggle
  • 6HK - average hitbox for far range AA, but gives 2HK Target Combo as a juggle
  • Knee Shot - juggles opponent when used as air-to-air
  • j.LK / nj.HP / j.HK - all decent air-to-airs; HP/HK slam opponent down, LK is fast

Anti-Focus:

  • Double Sobat (Qcf.pngK.png / 236K) - Armor Break, reasonably fast
  • Machine Gun Upper (Qcb.pngP.png / 214P) - fast and multi-hit, especially EX
  • 6HK > 2HK TC - if 6HK is absorbed, the TC followup has invincibility that can beat focus release
  • Super (Qcf.pngQcf.pngK.png / 236236+K) - fast and invincible, especially useful as a cancel when you see a move focus absorbed
  • Ultra 1 / Ultra 2 - either one can be done on reaction, although U2 may whiff if opponent is too far and backdashes

Anti-Projectile:

  • Super / Ultra 1 - both have decent range and go through projectiles
  • EX Sobat (Maximum Hurricane) - 3f projectile invuln, but not very useful beyond mid range
  • MK Jackknife - can be used to beat fireball blockstrings if there is a gap; can also beat air fireballs

Juggles:

  • cl.5HK: juggle into 6HK > 2HK TC
  • 6HK > 2HK Target Combo: juggle into U2 or Super
  • EX Air Slasher 2nd Hit: HK Jackknife up close, EX Sobat from farther range
  • 2MK: cancel into HK Jackknife, EX Machine Gun Upper, or EX Sobat
  • EX Jackknife xx FADC: 6HK > 2HK TC
  • Knee Shot (air-to-air): 6HK > 2HK TC
  • 2HK Anti-Air: juggle HK Jackknife if you get the juggleable hit (can also get 6HK > 2HK, but very tight)
  • Machine Gun Upper mash extension: juggle Super
  • HK Jackknife: Super (strict timing, piano kicks for easier timing; last hit may drop at some ranges?)


Miscellaneous:

  • While U2 is notably weaker, it's still the preferred Ultra in most matchups because it's a better reversal and can still add some damage in combos. U1 can still be a threat vs. projectiles, and occasionally as a punish when U2 doesn't have enough range.


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Abel
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