Dee Jay

Menu

Normal Attacks

Hitbox Image
Standing Light Punch
4
12
300
High
Chain, Special, Super, Target Combo
--
--
+4
-1
3
6
Hitbox Image
Standing Medium Punch
7
22
600
High
Target Combo
--
--
+5
+2
3
13
Hitbox Image
Standing Heavy Punch
9
32
800
High
Frames 9-10: Special, Super
Only the early/close frames (9-10) are cancellable. The late/far active frames are not cancellable.
--
+3
-4
6
18
Hitbox Image
Standing Light Kick
5
18
300
High
Special, Super
--
--
+2
-2
2
12
Hitbox Image
Standing Medium Kick
9
27
600
High
--
--
--
+6
-1
3
16
Hitbox Image
Standing Heavy Kick
12
36
800
High
--
--
--
+1
-5
3
26
Hitbox Image
Crouching Light Punch
5
15
300
High
Chain, Special, Super
--
--
+4
-1
3
8
Hitbox Image
Crouching Medium Punch
6
23
600
High
Special, Super
--
--
+4
-1
4
14
Hitbox Image
Crouching Heavy Punch
8
29
800
High
--
Forces stand on hit.
--
+6
-2
2
20
Hitbox Image
Crouching Light Kick
5
16
200
Low
Chain
--
--
+2
-2
2
10
Hitbox Image
Crouching Medium Kick
8
30
700
Low
--
--
--
Knockdown +29
-6
4
19
Hitbox Image
Crouching Heavy Kick
14
38
900
Low
--
--
--
Knockdown +33...+42
-11...-2
10
15

Unique Attacks

Hitbox Image
Forward + Medium Kick
19
39
700
High
--
--
--
+6
+1
5
16
Hitbox Image
Back + Heavy Kick
7
32
500, 300
High
Special, Super
Both hits are cancellable.
--
+1
-5
6
20
Speedy Maracas
133...
133...
Builds super meter as long as Dee Jay dances. Continues dancing until punch buttons are released. Minimum 133 frames. Can be cancelled into from Air Slasher.

Target Combos

Light Punch, Medium Kick, Medium Kick
4, 9, 14
12, 29, 37
300, 400, 625
High
--
Second hit always scales to 90% (360), third hit to 80% (500).
--
+4, +2, +2
-1, -3, -8
3, 3, 3
6, 18, 21
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
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 -4 on hit (-6 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

Jump Attacks

Hitbox Image
Jump Light Punch
4
--
300
Overhead
--
--
--
+6...
+2....
7
3 Landing
Hitbox Image
Jump Medium Punch
6
--
700
Overhead
Target Combo
Limited Juggle State on air hit.
--
+10...
+6...
4
3 Landing
Hitbox Image
Jump Heavy Punch
9
--
800
Overhead
--
Knockdown on aerial hit.
--
+9...
+5...
6
3 Landing
Hitbox Image
Jump Light Kick
4
--
300
Overhead
--
--
--
+6...
+2...
6
3 Landing
Hitbox Image
Jump Medium Kick
8
--
500
Overhead
--
Crosses Up.
--
+9...
+6...
6
3 Landing
Hitbox Image
Jump Heavy Kick
10
--
800
Overhead
--
--
--
+9...
+4...
5
3 Landing
Hitbox Image
Forward Jump, Down + Light Kick
6
--
300
Overhead
--
Active until landing, regardless of height. Halts upward momentum if used during the rising part of a jump.
--
+6...
+3...
3 Landing

Special Moves

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
Jacknife Maximum (Light Kick)
23
Down Charge, Up + Light Kick
51
--
--
Feint that allows Dee Jay to use any jump attack after 23 frames.
--
--
--
--
28
Hitbox Image
Jacknife Maximum (Medium Kick)
6
Down Charge, Up + Medium Kick
54
600, 500
High
Limited Juggle State on hit. Cannot hit crouching opponents.
--
Knockdown +41
-32
3, 4
28
Hitbox Image
Jacknife 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
Hitbox Image
Jacknife 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)

Super Arts

The Greatest Sobat (Level 1)
7
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
1800
High
Breaks armor.
--
Knockdown +32
-24
4
45
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

Misc.

Stats
Health — 10,000
Forward Walk Speed — 4.30
Back Walk Speed — 3.20
Forward Dash — 19 frames / 150.00 distance
Back Dash — 23 frames / 90.000 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 113 (hit)
1200
Throw
--
--
--
+34
3
23
Back Throw
5
30 (whiff) / 124 (hit)
1200
Throw
--
--
--
+22
3
23