Threebeat Combo (Light Punch, Medium Kick, Medium Kick)
4, 9, 14
12, 31, 35
300, 400, 625
High
--
Second hit always scales to 80%, third hit to 70%.
--
+4, +2, +3
-1, -3, -8
3, 3, 3
6, 20, 19
Medium Punch, Heavy Punch, Heavy Kick
7, 11, 13
22, 41, 45
600, 500, 600
High
--
Third hit always scales to 80% (480).
--
+5, -2, Knockdown +34
+2, -9, -13
3, 7, 3
13, 24, 30
Funky Dance (Medium Punch, Medium Punch, Heavy Punch (Back + Heavy Punch))
7, 12, 20 (--)
22, 30, 45
600, 500, 900
High
--
Third hit does not combo, but leaves a 3 frame gap between the second and third hit, which is a frametrap. Using Back + Heavy Punch cancels the third hit, but leaves DeeJay at -3 on hit (-5 on block) after the second hit.
--
+5, +2, Knockdown +43 (-4)
+2, -2, -8 (-6)
3, 2, 2 (--)
13, 17, 24 (23)
Jump Medium Punch, Jump Heavy Punch
6, 8
--
700, 700
Overhead
--
Target Combo can only be done on an air hit.
--
+10..., Knockdown +**
+6..., --
4, 7
3 Landing
Air Slasher (Light Punch)
21
Back Charge, Forward + Light Punch
21
--
--
A feint / fake fireball.
--
--
--
--
--
Air Slasher (Medium Punch)
17
Back Charge, Forward + Medium Punch
44
600
High
--
--
0...
-5...
**
27
Air Slasher (Heavy Punch)
17
Back Charge, Forward + Heavy Punch
60
500, 500
High
--
--
+3...
-3...
**
16, 26
Air Slasher (Overdrive)
10
Back Charge, Forward + PP
46
500, 500
High
If used close (up to about one character length away), a standard double hit will occur. If used far, a large circular ring will appear, which knocks down on hit.
--
+5... (Knockdown +70...)
+2...
**
16, 26
Jackknife Maximum (Light Kick)
23
Down Charge, Up + Light Kick
51
--
--
Feint that allows Dee Jay to use any jump attack after 22 frames.
--
--
--
--
28
Jackknife Maximum (Medium Kick)
6
Down Charge, Up + Medium Kick
54
600, 500
High
Limited Juggle State on hit. Cannot hit crouching opponents. First hit has 4 active frames as of December 2024 patch.
--
Knockdown +41
-32
4, 4
28
Jackknife Maximum (Heavy Kick)
6
Down Charge, Up + Heavy Kick
66
600, 200, 500
High
Limited Juggle State on hit. Cannot hit crouching opponents.
--
Knockdown +42
-44
4, 5, 4
32
Jackknife Maximum (Overdrive)
6
Down Charge, Up + KK
77 whiff / 102 hit
300, 300, 300, 300, 300
High
Fully invincible on frames 1-11. First hit can hit crouching opponents.
--
Knockdown +23
-55
6, 3, 3, 3, 3
44 whiff / 38 hit
Rolling Sobat (Light Kick)
26
Down, Down-Forward, Forward + Light Kick
26
--
--
A feint that moves Dee Jay forward.
--
--
--
--
--
Rolling Sobat (Medium Kick)
12
Down, Down-Forward, Forward + Medium Kick
37
1000
High
--
--
Knockdown +34
-6
3
23
Rolling Sobat (Heavy Kick)
15
Down, Down-Forward, Forward + Heavy Kick
37
700, 700
High
--
--
+2
-10
3, 4
18, 24
Rolling Sobat (Overdrive)
19
Down, Down-Forward, Forward + KK
51
700, 600
High
--
--
Knockdown +39
-2
2, 3
9, 19
Machine Gun Upper (Light Punch)
15
Down, Down-Back, Back + Light Punch
53 whiff / 74 hit
1650 Total
High
--
--
Knockdown +34
-19
**
35
Machine Gun Upper (Medium Punch)
22
Down, Down-Back, Back + Medium Punch
60 whiff / 86 hit
1900 Total
High
--
--
Knockdown +32
-19
**
35
Machine Gun Upper (Heavy Punch)
28
Down, Down-Back, Back + Heavy Punch
66 whiff / 123 hit
2200 Total
High
--
--
Knockdown +40
-19
**
35
Machine Gun Upper (Overdrive)
28
Down, Down-Back, Back + PP
66 whiff / 229 hit
2500 Total
High
--
--
Knockdown +23
-19
**
35
Jus Cool
13 (8)
Down, Down-Back, Back + K (Down, Down-Back, Back + KK)
37 (48)
-- (500)
-- (High)
Overdrive version is a Limited Juggle State on hit, data in parenthesis.
--
-- (Knockdown +33)
-- (-22)
-- (5)
-- (36)
Jus Cool > Light Kick
13+12 (25+9)
Down, Down-Back, Back + Kick > Light Kick
37 (3)
800 (900)
Low
Overdrive in Parenthesis. Delay required to make overdrive followup combo.
--
+2 (Knockdown +37)
-3 (-2)
3 (3)
22 (19)
Jus Cool > Medium Kick
13+25 (25+19)
Down, Down-Back, Back + Kick > Medium Kick
43 (40)
1000 (1100)
Overhead
Overdrive in Parenthesis. If only the overdrive's followup hits, it will be +7... on hit based on spacing.
--
Knockdown +27... (+7 / Knockdown +14...)
+1 (-2)
5 (5)
16 (17)
Jus Cool > Heavy Kick
13+15 (25+11)
Down, Down-Back, Back + Kick > Heavy Kick
44 (36)
1000 (1000)
High
Overdrive in Parenthesis.
--
Knockdown +45... (Knockdown +54...)
-10 (-8)
5 (5)
25 (21)
Jus Cool > Forward + Punch
13 (19)
Down, Down-Back, Back + Kick > Forward + Punch
**
--
--
A forward dash followup, projectile invulnerable frames 1-20 after dash startup (1-17 overdrive). Overdrive in Parenthesis.
--
-- (Knockdown +40)
-- (Knockdown -15)
--
27 (22)
Jus Cool > Forward + Punch > Back + Punch
13+17 (19+16)
Down, Down-Back, Back + Kick > Forward + Punch > Back + Punch
**
--
--
A back dash followup. Overdrive in parenthesis.
--
-- (Knockdown +24)
-- (-31)
-- (**)
29 (22)
The Greatest Sobat (Level 1)
7
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
2000
High
Breaks armor.
--
Knockdown +32
-12
4
33
Lowkey Sunrise Festival (Level 2)
12
Down, Down-Forward, Forward, Down, Down-Forward, Forward + Light Punch
300 (...2600)
High
Fully invincible on frames 1-16. Breaks armor. Easiest/most consistent rhythm to hit. Followup rhythm combo button order is: LP, MP, HP, LK, MK, HK (no ender for this version). Full followup data in parenthesis.
--
+6 (...Knockdown +29)
-29
5
46
Marvelous Sunrise Festival (Level 2)
12
Down, Down-Forward, Forward, Down, Down-Forward, Forward + Medium Punch
300 (1700...2800)
High
Fully invincible on frames 1-16. Breaks armor. More difficult rhythm to hit than LK version, but easier than HK version. Followup rhythm combo button order is: LP, MP, HP, LK, MK, HK (then choose HP or HK for the ender). Full followup data in parenthesis.
--
+6 (**)
-29
5
46
Headliner Sunrise Festival (Level 2)
12
Down, Down-Forward, Forward, Down, Down-Forward, Forward + Heavy Punch
200 (1700...3000)
High
Fully invincible on frames 1-16. Breaks armor. The most difficult rhythm to hit. Followup rhythm combo button order is: LP, MP, HP, LK, MK, HK (then choose HP or HK for the ender). Full followup data in parenthesis.
--
+6 (**)
-29
5
46
Weekend Pleasure (Level 3)
9
Down, Down-Back, Back, Down, Down-Back, Back + P
4000 (4500)
High
Fully invincible on frames 1-13. Breaks armor. Critical Art in parenthesis.
--
Knockdown +26 (Knockdown +22)
-28
6
48