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Frame Data Dee Jay

FRaccie edited this page Oct 20, 2026 · 4 revisions

Dee Jay frame data

Frames at 60 per second, against a standing opponent at point blank. ° also measured in the game · KD knocks down · Total, Hitstun and Blockstun (counted from the first active frame) are at the right end.

Key: every mark and note
Mark Meaning
° also measured in the game
KD on hit: knocks down
2(6)2 active: 2 frames, a 6-frame gap, 2 frames
2(6)×4 2 active: 2 frames and a 6-frame gap, four times, then 2 frames
N hits ⁽ᵗ⁾ active: too long for the table; the full timing is under the table
Proj projectile; recovery counts from the throw
Air air move; on hit and on block depend on the height, so mostly none given; Recovery is the landing recovery
Whiffs cr. misses a crouching opponent; on block is against standing guard
No hit did not hit a standing opponent up close, so no hit numbers
No block never blocked in our runs, so no block numbers
Cinematic cinematic not simulated yet; only startup and invincibility
Inv invincible on these frames
Land landing recovery frames

Normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LP
cl.LP
3 2 7 +5° +2° 11 14 11
Far LP
far.LP
3 3 7 +4° +1 Whiffs cr. 12 14 11
Close LK
cl.LK
5 2 6 +6° +3° 12 14 11
Far LK
far.LK
5 2 7 +5° +2° 13 14 11
Close MP
cl.MP
4 5 10 +2° -1° 18 17 14
Far MP
far.MP
6 3 13 +1° -2 Whiffs cr. 21 17 14
Close MK
cl.MK
5 2 9 +6° +3° 15 17 14
Far MK
far.MK
5 5 16 0° -3° 25 20 17
Close HP
cl.HP
5 2(4)4 22 -4° -8 Whiffs cr. 36 22 18
Far HP
far.HP
8 4 23 -5° -9° 34 22 18
Close HK
cl.HK
6 3(2)4 18 0° -2° 32 22 20
Far HK
far.HK
11 4 23 -5° -8° 37 22 18
Crouch LP
cr.LP
4 2 6 +6° +3° 11 14 11
Crouch LK
cr.LK
4 3 11 0° -3° 17 14 11
Crouch MP
cr.MP
6 2 12 +3° 0° 19 17 14
Crouch MK
cr.MK
5 4 15 KD -5° 23 - 14
Crouch HP
cr.HP
7 6 19 -3° -7° 31 22 18
Crouch HK
cr.HK
14 9 15 KD -6° 37 - 18
Neutral Jump LP
nj.LP
5 19 5 - - Air · No hit - - -
Neutral Jump LK
nj.LK
5 11 5 - - Air · No hit - - -
Neutral Jump MP
nj.MP
7 8 5 - - Air · No hit - - -
Neutral Jump MK
nj.MK
9 8 5 - - Air · No hit - - -
Neutral Jump HP
nj.HP
7 3 5 - - Air · No hit - - -
Neutral Jump HK
nj.HK
9 4 5 - - Air · No hit - - -
Angled Jump LP
j.LP
5 19 5 - - Air · No hit - - -
Angled Jump LK
j.LK
3 12 5 - - Air · No hit - - -
Angled Jump MP
j.MP
7 6 5 - - Air · No hit - - -
Angled Jump MK
j.MK
6 4 5 - -23 Air · Whiffs cr. · No hit - - 12
Angled Jump HP
j.HP
5 6 5 - - Air · No hit - - -
Angled Jump HK
j.HK
7 4 5 - - Air · No hit - - -

Command normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Knee Shot
j.2LK
4 18 5 - - Air · No hit - - -

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Swing Over Launch
5+LP+LK
3 2 20 - - 24 - -
Flip Throw
4+LP+LK
3 2 20 - - 24 - -

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Air Slasher LP
[4]6+LP
12 - 25 +3° 0° Proj 37 29 26
Air Slasher MP
[4]6+MP
12 - 25 +3° 0° Proj 37 29 26
Air Slasher HP
[4]6+HP
12 - 25 +3° 0° Proj 37 29 26
EX Air Slasher
[4]6+PP
13 - 39 +5° +1° Proj 52 31 27
Jackknife Maximum LP
[2]8+LP
12 2(2)2(4)2 30 KD -11° 53 - 21
Jackknife Maximum MP
[2]8+MP
12 2(2)2(4)2 30 KD -11° 53 - 21
Jackknife Maximum HP
[2]8+HP
12 2(2)2(4)2 30 KD -11° 53 - 21
EX Machinegun Upper
[2]8+PP
- - - - - No hit · Inv 1-2 full, 3-7 throw 49 - -
Air Slasher LK
[4]6+LK
12 2 21 KD -4° 34 - 19
Air Slasher MK
[4]6+MK
14 2(14)2 23 0° -7° 54 25 18
Air Slasher HK
[4]6+HK
14 2(14)2 24 -1° -9° Inv 1-11 throw 55 25 17
EX Double Rolling Sobat
[4]6+KK
15 2(7)4 25 KD -8° Inv 1-7 full, 8-11 throw+projectile, 12-15 throw 52 - 21
Jackknife Maximum LK
[2]8+LK
6 2 29 KD -10 Whiffs cr. · Inv 1-7 full · Land 11 36 - 21
Jackknife Maximum MK
[2]8+MK
6 2(7)2 30 KD -20 Whiffs cr. · Inv 1-6 strike+projectile · Land 11 46 - 21
Jackknife Maximum HK
[2]8+HK
6 2(7)2(10)2 31 KD -33 Whiffs cr. · Inv 1-5 throw · Land 15 59 - 21
EX Jackknife Maximum
[2]8+KK
4 6 hits ⁽ᵗ⁾ 25 KD -21 Whiffs cr. · Inv 1-8 full · Land 11 59 - 24

Full active timing ⁽ᵗ⁾:

  • EX Jackknife Maximum [2]8+KK: 1(4)1(5)1(8)1(3)1(5)1

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Sobat Carnival
[4]646+LK
1+6 7 hits ⁽ᵗ⁾ - - - No hit · Inv 1-8 full - - -
Sobat Carnival
[4]646+MK
1+10 7 hits ⁽ᵗ⁾ - - - No hit · Inv 1-11 full - - -
Sobat Carnival
[4]646+HK
1+12 7 hits ⁽ᵗ⁾ - - - No hit · Inv 1-12 full - - -

Full active timing ⁽ᵗ⁾:

  • Sobat Carnival [4]646+LK: 2(17)2(18)2(2)2(10)2(4)2(32)1
  • Sobat Carnival [4]646+MK: 2(16)3(17)2(3)1(10)2(4)3(31)1
  • Sobat Carnival [4]646+HK: 2(17)2(18)2(2)2(10)2(4)2(32)1

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Sobat Festival
[4]646+KKK
0+11 5 hits ⁽ᵗ⁾ - - - No hit · Cinematic · Inv 1-12 full - - -

Full active timing ⁽ᵗ⁾:

  • Sobat Festival [4]646+KKK: 2(18)2(25)2(5)2(23)2

Ultra 2

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Climax Beat
[1]319+PPP
0+7 1(1)2(2)×7 2 - - - No hit · Cinematic · Inv 1-7 full, 8-97 strike+projectile - - -

Other

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Focus Attack (held)
5+MP+MK
22 2 36 -22 -22 59 16 16
Focus Attack (released early)
5]MP+MK[
12 2 36 -22 -22 49 16 16
Taunt
5+HP+HK
- - - - - 45 - -

Generated 2026-10-21 from the game's own files by Ember's battle simulator (build afd904246f24). Do not edit this page: it is rebuilt from the data.

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