Super Street Fighter IV AE/Deejay

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Dee Jay

SSFIV-DeeJay Face.jpg

Dee Jay has managed to fuse his two true loves together: fighting and dancing. Using his impeccable rhythm and flexibility from dancing, Dee Jay managed to literally dance around his opponents and defeat them in a Street Fight. with his prowess as a kickboxer. But despite what may happen on the dance floor or in the ring, Dee Jay never gets his spirits down and a smile never leaves his face. And as he builds up more wins and gains more popularity as a Street Fighter, it certainly couldn't hurt his record sales!


In a nutshell

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


Moves

Unique Attacks

Name
Command
Notes
Knee Shot
(during angled jump) D.png + Lk.png
High.png

Throws

Name
Command
Notes
Swing Over Launch
F.png or N.png + Lp.png + Lk.png
Throw.png
Flip Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Air Slasher
B.png (charge) F.png + P.png
Ex.png
Double Rolling Sobat
B.png (charge) F.png + K.png
Ex.png Armorbreak.png
Jackknife Maximum
D.png (charge) U.png + K.png
Ex.png
Machine Gun Upper
D.png (charge) U.png + P.png (continue pressing P.png repeatedly)
Ex.png Armorbreak.png

Super Combo

Name
Command
Notes
Sobat Carnival
B.png (charge) F.png B.png F.png + K.png

Ultra Combos

Name
Command
Notes
Sobat Festival
B.png (charge) F.png B.png F.png + 3k.png
Climax Beat
Db.png (charge) Df.png Db.png U.png + 3p.png
Armorbreak.png


AE ver. 2012 Changes

Air Slasher

Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.


Far Standing Medium Punch

Expanded hitbox to end of glove, and made cancelable into a special move.


Sobat Festival

Made canceling into this move possible on penultimate hit of Sobat Carnival Super Combo.


Double Rolling Sobat

Expanded hitbox along attacking foot for medium version’s second hit only when first hit connected. Changed damage from 80 to 90 for light, 100 to 110 for medium, and 120 to 130 for heavy version.


Close Standing Heavy Kick

Made first hit do forcible stand-up damage when it connects with opponents on the ground. Expanded second hit’s hitbox downward.Made attacker have a -2F (dis)advantage when second hit is blocked. Made second hit super-cancelable.


AE Changes

  • Far Standing Light Punch's hittable box around his arm was removed, so it's more difficult to beat this attack.
  • Crouching Medium Punch's priority was strengthened, and it deals more damage.
  • Close Standing Medium Punch's active frames were increased by 1, making it a total of 5 active frames, so it's easier to use as a close anti air.
  • Far Standing Medium Kick was changed to be a 2-hit normal, and it got adjusted in damage distribution, in startup, and in the total duration. Now, the 1st hit is cancelable, so combos such as Crouching Light Punch, into Far Standing Medium Kick, into Special Moves and also Close Standing Medium Kick into Far Standing Medium Kick into Special Moves combos are possible.
  • Close Standing Hard Kick is now a techable knockdown against air opponents. You can now do juggle combos after the second hit.
  • Far Standing Hard Kick's startup is 1 frame faster, and the active frames for it was increased by 1.
  • Crouching Hard Kick's distance was shortened, but has more active frames, and it will recover faster after the active frames end.
  • Foward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier.
  • Air Slasher's recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher. Opponent's attack will now be registered as a counter hit if you get hit out while doing this, the opponent can punish.
  • Light Dread Kicks' startup was changed to 12 frames, and his lower body invincibility was lengthened as well. It's comboable from Light attacks now. It's throw invincibility and airborne state were removed.
  • Medium and Hard EX Dread Kicks 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo is possible.
  • Machinegun Upper's damage was increased.
  • Light Jacknife Maximum damage was increased, and is completely invincible until active frames end.
  • Hard Kick and EX Jacknife Maximum are now less likely to whiff attacks on hit.
  • Ultra 2's has less recovery after the cinematic.
  • Forward dash has more frames where you can input a Super or Ultra command. As a result, his forward dash into Ultra 2 is easier than it was before.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 ch/sp/su 3 2 7 +2 +5
Close Strong.gif HL 70 100 40 sp/su 4 5 10 -1 +2
Close Fierce.gif HL 50*70 70*130 30*30 sp/su*- 5 2(4)4 22 -8 -4 Forces stand
Close Short.gif HL 30 50 20 sp/su 5 2 6 +3 +6
Close Forward.gif HL 70 100 40 sp/su 5 2 9 +3 +6
Close Roundhouse.gif HL 70*60 120*80 60*20 -*su 6 3(2)4 18 -2 0 1st hit forces stand, [air hit] limited juggle knockdown, 2nd hit pursuit property
Far Jab.gif HL 30 50 20 ch/sp/su 3 3 7 +1 +4
Far Strong.gif HL 90 110 40 sp 7 3 13 -2 +1
Far Fierce.gif HL 100 200 60 - 8 4 23 -9 -5 Forces stand, Only -4 on hit vs crouching opponents, [Standing counter-hit or air Counter-hit] floats opponent
Far Short.gif HL 40 50 20 sp/su 5 2 7 +2 +5
Far Forward.gif HL 50*60 50*100 40*40 sp/su 5 1*4 16 -3 0
Far Roundhouse.gif HL 110 200 60 - 11 4 23 -9 -5
Crouch Jab.gif HL 20 50 20 ch/sp/su 4 2 6 +3 +6
Crouch Strong.gif HL 80 80 40 sp/su 6 2 12 0 +3
Crouch Fierce.gif HL 90 200 60 sp/su 7 6 19 -7 -3
Crouch Short.gif L 30 50 20 ch/sp/su 5 3 11 -3 0
Crouch Forward.gif L 70 90 40 - 5 4 15 -5 - Hard knockdown
Crouch Roundhouse.gif L 100 140 60 - 14 9 15 -6 - Hard knockdown, [Air hit] Limited juggle knockdown
Jump Up Jab.gif H 40 50 20 - 5 19 - - -
Jump Up Strong.gif H 70 80 40 - 7 8 - - -
Jump Up Fierce.gif H 120 150 60 - 7 3 - - - [Air hit] limited juggle knockdown, pursuit property
Jump Up Short.gif H 50 60 20 - 5 11 - - -
Jump Up Forward.gif H 90 100 40 - 9 8 - - -
Jump Up Roundhouse.gif H 120 150 60 - 9 4 - - -
Jump Forward Jab.gif H 40 50 20 - 5 19 - - -
Jump Forward Strong.gif H 70 80 40 - 7 6 - - -
Jump Forward Fierce.gif H 120 140 60 - 5 6 - - -
Jump Forward Short.gif H 50 60 20 - 3 12 - - -
Jump Forward Forward.gif H 90 100 40 - 6 4 - - -
Jump Forward Roundhouse.gif H 130 150 60 - 7 4 - - -
Knee Shot (Down.gif+Short.gif air) H 50 60 20 - 4 18 - - - Legs projectile invincible during startup
Focus Attack LVL1 HL 60 100 20 - 10+12 2 36 -22 -22
Focus Attack LVL2 HL 80 150 40 - 18+11 2 36 -16 -
Focus Attack LVL3 - 140 200 60 - 64 3 36 - -
Forward Throw 0.85 120 100 40 - 3 2 20 - - Hard knockdown
Back Throw 0.87 120 80 40 - 3 2 20 - - Hard knockdown
Air Slasher HL 50 50 20/20 su 12 - Total 37 0 +3 14~15f cancellable, charge 50f
Air Slasher EX.gif HL 50*50 50*50 -250/0 su 13 - Total 52 +1 +5 28~31f cancellable, pursuit property, 2nd hit releases on 27f, charge 50f
Double Rolling Sobat Short.gif HL 90 90 20/40 su 12 2 21 -5 - 1~13f lower body strike and projectile invincible, armor break, charge 50f
Double Rolling Sobat Forward.gif HL 60*50 70*50 20/30*20 su*- 14 2(14)2 23 -7 0 1~11f unthrowable, armor break, pursuit property, charge 50f
Double Rolling Sobat Roundhouse.gif HL 80*50 90*50 20/30*20 su*- 14 2(14)2 24 -9 -1 1~11f unthrowable, armor break, pursuit property, charge 50f
Double Rolling Sobat EX.gif HL 80*60 90*70 -250/0 su*- 15 2(7)4 25 -8 - 1~7f Invincible, 8~11f projectile invincible, 8~15f unthrowable, 1~11f & 17~23f airborne, armor break, pursuit property, charge 50f
Jacknife Maximum Short.gif HL 120 50 30/20 - 6 2 18 + After landing 11 -10 - 1~6f Invincible, 3f~ airborne, pursuit property, charge 55f
Jacknife Maximum Forward.gif HL 70*30 50*50 20/20*15 - 6 2(7)2 19 + After landing 11 -20 - 1~6f strike and projectile invincible, 3f~ airborne, pursuit property, charge 55f
Jacknife Maximum Roundhouse.gif HL 40*40*30 50*50*50 20/15*20*10 - 6 2(7)2(10)2 16 + After landing 15 -33 - 1~5f unthrowable, 3f~ airborne, pursuit property, charge 55f
Jackknife Maximum EX.gif HL 50*20x4*50 50*20x4*50 -250/0 - 4 1(4)1(5)1(8)1(3)1(5)1 15 + After landing 11 -22 - 1~8f Invincible, 3f~ airborne, pursuit property
Machinegun Upper Jab.gif HL 20*20*50 40*40*60 20/10x3 -*su*- 12 2(2)2(4)2 30 -11 - 1~23f head strike and projectile invincible, armor break, charge 55f
Machinegun Upper Strong.gif HL 30*20*50 40*40*60 20/10x3 -*su*- 12 2(2)2(4)2 30 -11 - 1~23f head strike and projectile invincible, armor break, charge 55f
Machinegun Upper Fierce.gif HL 35*35*50 40*40*60 20/10x3 -*su*- 12 2(2)2(4)2 30 -11 - 1~23f head strike and projectile invincible, armor break, charge 55f
Machinegun Upper (followup 1) HL 15*15*50 30*30*60 0/10x3 -*su*- 3 2(2)2(4)2 30 -11 - Armor break
Machinegun Upper Jab.gif(followup 2) HL 25*25*60 40*40*60 0/10x3 -*su*- 4 2(2)[2(2)2](2)2 24 -5 - Armor break, [] only hits once
Machinegun Upper Strong.gif(followup 2) HL 25*25*60 50*50*60 0/10x3 -*su*- 4 2(2)[2(2)2](2)2 26 -7 - Armor break, [] only hits once
Machinegun Upper Fierce.gif(followup 2) HL 30*30*60 60*60*60 0/10x3 -*su*- 4 2(2)[2(2)2](2)2 30 -11 - Armor break, [] only hits once
Machinegun Upper EX.gif (no mash) HL 16x4*50 25x4*60 -250/0 - 12 2(4)2(2)2(2)2(2)2 24 -5 - 1~4f Invincible, 5~31f strike and projectile invincible (translate), armor break, projectile hitbox, charge 55f
Machinegun Upper EX.gif (with mash) HL 16x7*50 25x7*60 0/0 - 12 2(1)2(2)2(2)2(3)2(2)2(2)2(2)2 28 -9 - 1~4f Invincible, 5~31f strike and projectile invincible (translate), armor break, projectile hitbox, charge 55f
Super Combo Short.gif HL 40x6*110 0 -1000/0 - 1+6 2(17)2(18)2(2)2(10)2(4)2(32)2 31 -12 - 1~7f Invincible, 38~48f airborne, Untechable limited juggle knockdown, pursuit property, 6th hit cancels into Ultra, charge 55f
Super Combo Forward.gif HL 40x6*110 0 -1000/0 - 1+10 2(16)3(17)2(3)1(10)2(4)3(31)3 30 -12 - 1~10f Invincible, 42~52f & 60~80f & 92~103f airborne, Untechable limited juggle knockdown, pursuit property, 6th hit cancels into Ultra, charge 55f
Super Combo Roundhouse.gif HL 40x6*110 0 -1000/0 - 1+12 2(17)2(18)2(2)2(10)2(4)2(32)2 31 -12 - 1~11f Invincible, 44~54f & 62~83f & 94~105f airborne, Untechable limited juggle knockdown, pursuit property, 6th hit cancels into Ultra, charge 55f
Ultra Combo 1 HL 60x5*173 0 0/0 - 0+11 2(18)2(25)2(5)2(23)2(21)2 58 -29 - 1~11f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f
Ultra Combo 2 HL 45x8[45*456] 0 0/0 - 0+7 {2(2)} x 7*2 48 -29 - 1~7f Invincible, 8~11f upper body strike and projectile invincible, Hard knockdown, armor break, pursuit property, 1st hit goes into animation, [] refers to animation, charge 55f
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: