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Dee Jay Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:09 p.m. PDT

Dee Jay Ultra Street Fighter 4 Character Guide

Character Overview
Guide by Nyoronoru

Dee Jay is a mixed bag character that can be played in both a zoning and rushdown style. He is equipped with both fireballs and extremely ambiguous crossups along with a strong knockdown game. His jump has a very unusual trajectory which adds up to his nasty crossup techniques. Dee Jay also has a good punish game with his slide, fast walk speed and Sobat Kicks.

Dee Jay's weaknesses lie in the fact that he has slow or narrowly applicable reversals. This fact alone makes it difficult for him to defeat offense-heavy characters. His damage output is also below average, forcing him to attack much more than most characters to get his KO. His backdash also is really bad, not traveling much distance to allow him more space in his zoning game.

+ Projectile has fast recovery.
+ Long-ranged low pokes.
+ Can cover great distance in his punish game.
+ Incredibly ambiguous crossup game.
+ Very fast walk speed.
+ A short jump with a wide arc.

- Low damage output.
- Mediocre normal anti-airs.
- Dashes are slow and have awful range and recovery.
- Reversals require extreme forethought.
- Jump is floaty.
- Has a very poor chip/block damage game.

Special Moves
Air Slasher (Max Out)


Dee Jay's projectile. Similar to other characters such as Chun-Li, Guile and Rose, Dee Jay can fire off a slow fireball and then walk behind it to create a shielded approach situation. The Light version travels the slowest, Hard the fastest but all Air Slashers have the same startup and recovery time.

Air Slashers have average startup time but shorter than average recovery time. You should have no problem keeping up in your occasional fireball conflict or pressuring with Air Slashers offensively. Another neat thing is that Air Slashers are much more safe on block at short range than traditional projectiles, so you can use them for chip damage in blockstrings.

Dee Jay's Air Slashers are both the core of his offense and his ultimate long range pressure tool. The slow speed they travel along with the fast recovery time make them optimal to approach opponents with. Try to master the positioning of your normal attacks in relation to your fireball.

EX Version: EX Air Slasher fires out two projectiles that travel at the same speed as the Hard Air Slasher. These are really hard to jump over for some characters so it can act as some guaranteed chip damage or a lockdown tool. Having two projectiles come out is useful for FADC combos but not fireball fights. The second projectile is just too slow to punish the recovery of any opponent's projectile.

Double Rolling Sobat (Dread Kicks)


Dee Jay does a sliding hop kick. The Light version only hits once, and has Dee Jay move the least amount of distance, but it knocks down. The Medium and Hard versions don't knock down. Every version of Double Rolling Sobat is unsafe on block, with the Light version being the least unsafe but still requiring extremely good spacing to be used without being punished.

Light Rolling Sobat "hops" at the beginning of the move, allowing you to avoid low attacks and throws for a very brief period of time. The lower-body invincibility does not overlap the attacking portion of the move, so it is still possible for Dee Jay to get poked out of the move by a low attack.

The Medium version leaves you at even frames on hit and right next to the opponent so you can begin Dee Jay's poke game. Hard Dread Kicks do the most damage but pushes you the farthest from the opponent. It's extremely easy to combo into any version of the Dread Kicks so you can choose to go for the knockdown or for the grounded approach.

EX Version: This version is invulnerable to attacks for a brief period on startup and is completely invincible to projectiles for the entire duration of the move. Since the hit invincibility of the move is very short-lived and the start-up is long, it's not a good idea to use this as a reversal. This is one of Dee Jay's best counters to projectiles though.

Jackknife Maximum (Up Kicks)


Dee Jay's anti-air attack. They all have the same startup speed, though the Light version naturally has the least amount of recovery. The Light version has the most invincibility to attacks and is the most reliable as an anti-air. The Medium version has some invincibility, but not enough to cover the attack. The Hard version has zero invincibility. None of the three regular Up Kicks are invincible to throws on startup.

Light Upkicks is a single-hit move that strikes closest to the ground. If you place the opponent in the air with a juggle you can follow up with Medium or Hard Up Kicks for a combo. You can also use Light Up Kicks as a desperado reversal against someone on the ground, but it's a really bad idea as it whiffs on crouching characters.

EX Version: The EX Jacknife Maximum is a really powerful attack. Not only does it have a nice amount of startup strike and throw invincibility, it has amazing auto-correct properties to catch crossup attacks consistently. You can also use it as a reversal in the case that you are very desperate to reset the situation, but EX Upkicks whiffs on crouching characters.

or (Mash)
Machine Gun Upper


Be sure to mash to get all of the punches out during this move, otherwise you'll get a weakened version. This move does solid damage and is the best combo ender if you are looking to build more EX meter while getting a knockdown. Regardless of the button pressed all versions have the same startup and recovery.

If you space this move carefully, it is safe on block and can't be punished. Due to its short horizontal range though you'll want to make sure you don't whiff with this move.

EX Version: EX Machine Gun Upper is mostly safe on block from maximum range, but this might be difficult to do since the range of the attack is pretty short. This version of the move can also combo into Ultra 2, with some situations making it easier to combo than others. It also allows you to juggle into other EX moves.

This version starts up a lot slower than the regular Machine Gun Uppers but it does have a slight amount of invincibility on startup. It's unlikely that it will help this move in terms of using it as a reversal though.

Super and Ultra Moves

Super — Sobat Carnival


The Light version of Sobat Carnival has the quickest startup time, but has Dee Jay move the least distance. The Hard version is the opposite with the longest startup but the farthest distance traveled. All versions of Sobat Carnival can travel through fireballs, and it is actually more consistent than Ultra 1 for doing so.

You will probably be using EX Up Kicks and EX Dread Kicks too much to have use for this Super though. If you're consistently knocking the opponent down and building up a lot of EX meter though then this Super might be just what you need as a finisher.

Ultra 1 — Sobat Festival
Ultra 1


Almost exactly the same as Sobat Carnival, with the ability to go through fireballs still included. You can combo into some of the hits of this Ultra from the EX version of Machine Gun Upper, but the damage isn't that great and if you try to do it outside of the corner, a lot of characters will drop out of the juggle allowing them to counter attack!

Also as a counter to fireballs, this Ultra doesn't travel very far at all. Many top Dee Jay players are sticking with Ultra 2 even against projectile characters because of these reasons.

Ultra 2 — Climax Beat
Ultra 2


Dee Jay's summons a flurry of punches to attack the opponent. It comes out relatively quickly, and you can either use it as an anti-air or combo into it.

EX Machine Gun Upper combos straight into Ultra 2 in the corner. If you want to combo midscreen you have to learn the Dash Ultra technique. Dashing into Ultra 2 is a little harder than normal with Dee Jay because his forward dash is a bit laggier than most characters. You can also simply walk slightly forward and perform Ultra 2, but this requires incredible precision with charge timing.

Important Note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

3 Hits
96 damage
Simple untechable knockdown combo.

Hard Air Slasher
3 Hits
90 Damage
It's wise to end a combo with an air slasher for chip damage if the oppponent is blocking.

Hard Rolling Sobat
5 Hits
172 Damage
The link from crouching Light Punch to crouching Medium Punch is one frame. However, it's a necessary damage addition to Dee Jay's combos so it is very worth your while to learn it.

Hard Rolling Sobat Sobat Carnival
9 Hits
410 Damage
A very damaging punish into Super.


Hard Machine Gun Upper
9 Hits
308 Damage
Jump-in big damage combo. Make sure to mash punches for the Upper.

EX Machine Gun Upper, juggle into Ultra 1
12 Hits
302 Damage
Has to be done in the corner. Also has the potential to drop characters if the juggle is not done high enough.

EX Machine Gun Upper, juggle with                  
EX Rolling Sobat
12 Hits
244 Damage
This is the standard midscreen followup to EX Machine Gun Upper. You can also juggle into EX Air Slasher if you want to knock the opponent down closer to you.

EX Machine Gun Upper, juggle w/ EX Up Kicks
15 Hits
278 Damage
This only works in the corner, but is more damaging than the other followups to EX Machine Gun Upper.

EX Machine Gun Upper, juggle with Ultra 2
52 Hits
403 Damage
Easily done in the corner. Can also be done midscreen, but is harder. This combo gives Dee Jay the big damage he really needs.

Notable Normal Moves

Knee Shot (Air Only)
Use this to quickly change the trajectory of Dee Jay's jump and perform an attack. You can also fake crossups with this move. It's Dee Jay's best jumping normal for baiting and shenanigans after a knockdown because of how quickly he drops.
Dee Jay's slide attack can go under fireballs right after it starts up. The timing is tricky and it's much harder to go under slow fireballs. This slide does knock down and it has good recovery, making it hard to punish.

The best use of this slide is to reposition yourself and as an anti-air. It's extremely hard for jumping opponents to hit Dee Jay while he is sliding as long as they land on his feet.

If the slide makes contact with an aerial opponent it is possible to juggle them with Ultra 2. This is very difficult and risky to do though.

Crouching Medium Kick
A really fast sweep move that you can combo into very easily. This sets one of Dee Jay's best pokes and sets up his close-range game.
Anti-Airs: Standing Medium or Hard Punch
Dee Jay's normal anti-air game isn't the best but it should do a good enough job to repel most jumpers. Standing Medium Punch is the most reliable normal.

Far Standing Hard Punch
If you land a counter-hit on a standing opponent with this move it will launch them in the air where you can follow up with a Slide. It's an unusual property that doesn't seem to have much use other than juggling people in the corner.

Jumping Medium Kick
Dee Jay's crossup attack. His ambiguous jump combined with this move is very difficult to block.
Tips and Tricks
As a Dee Jay player you should be able to switch from zoning mode to attack mode and back very quickly. Zoning with Dee Jay is only effective if you recognize your opponent's effective range quickly and manage to keep them out with fireballs and jumping attacks.

Comboing into your crouching Medium Kick should be a really high priority in your knockdown game. Once you have your knockdown, begin your confusing crossups and tick throws. Since Dee Jay's jump is so floaty, it is easy to fake crossups with either Knee Shot, jumping Medium Kick, jumping Hard Kick or jumping Hard Punch. It is imperative that you keep comboing into knockdowns with Dee Jay to keep the tricks/setups going and stun the opponent.
Other Resources and Credit
You can find more information about playing Dee Jay on the Central Character Discussion Thread on the forums
Contributions to this guide by Nyoronoru and DJ A.


cuttyb1987 said on March 11, 2010 at 9:48 p.m.

They said deejay is like his super turbo counter part no real bad match-ups like Ryu had so maybe thats good like that

Giubo said on March 12, 2010 at 1:07 a.m.

@ 126

Yeah, that's good stuff. Anyway i am worried about his AA, i can' t still understand if they are any good.

chickenwings said on March 14, 2010 at 12:57 a.m.

if short up kicks still has some inv frames on start up(which i highly doubt) that could work. But in turbo his main aa was standin strong along with standing fierce. U could aa with other normals but it take better spacing. I HOPE his normals remain in tact for sf4. Without them deejay will be terrible(just like guile).

YoucefCef said on March 14, 2010 at 3:27 p.m.

I'm thinking about switching my Guile for Dee-Jay in SSF4, if Guile is not be improved. Could Dee-Jay combo his Ultra1 (Ultra Rolling Sobat) after a Machine Gun Punch (at least at corners) ??

Giubo said on March 14, 2010 at 3:44 p.m.

@ YoucefCef

We don' t know these things yet :( sorry.

Don' t switch main, if you like Guile stick with him; anyway Guile is far different from DJ in terms of gameplay.

YoucefCef said on March 15, 2010 at 3:13 p.m.


I love Guile and I have more than 8000 fights with him, but when you hear Killian saiying cinically that the only way to combo into Ultra 2 is his Super, and that Sonic Hurricane is just useful to counter people, you simply want to cry...
For me, they don't qive a double quart circle for his Sonic Hurricane and don't improve Guile just because of politic reasons.

Giubo said on March 16, 2010 at 1:29 a.m.

@ YoucefCef

Maybe you are right, maybe not. Anyway my suggestion is to wait the final game, and see what happens before getting conclusions :). You know, also in SF2 turbo Guile's super was bad... but he was still PRETTY strong!

Be confident :)

cuttyb1987 said on March 31, 2010 at 9:53 p.m.

Deejay can combo into his ultra by using the corner and the ex machine gun upper but it seems ultra 2 is better than 1 so maybe their is hope.. His dashes are nice he may have a strong zone game and keep away cuz of the reach he has so 1 more month

DEEJAY_SSFIV said on April 12, 2010 at 5:35 p.m.


Steam said on April 16, 2010 at 4:29 p.m.

9 is an obsessed queer.

TheMasterPlayer said on April 17, 2010 at 7:18 a.m.

@ #37, lol.. i kinda thought that too.. but maybe he's just super excited about his main DeeJay...

THawk said on April 19, 2010 at 11:40 a.m.

Two easy way to land Ultra 2:

[1] Hard Kick Slide AA -> U2
[2] EX Machinegun Upper -> U2

It's that easy. Ultra 2 is not even a charge move. Does over 500 dmg.

Plus... he has the best Alt in the game... look out for all the Dee Jay's.

RandomJohn said on April 19, 2010 at 11:55 a.m.

Oh great, just like Guile, if it comes down to a projectile match, you can best believe I will drop you after one match. Worst and most boring fight is to have a projectile match over and over and over and over and I'll say it again...over again. I'm not here to make a living. So if I'm not having fun (win or lose), cya because I just kick you from my online game.

NumbahHwan said on April 23, 2010 at 8:43 a.m.

I just hope they have an option to make his voice like it was in Super Turbo "MEKS AOUT"

Giubo said on April 24, 2010 at 2:50 p.m.

@ 40

I agree with you, but that's Guile; if you say so also for DJ, obviously you don't know him ;), that's not Deejay he is very offensive and lots of combos, opposite from Guile's gameplay.

Eventhubs31 said on April 25, 2010 at 3:08 a.m.

Ken is faster and more offensive than Ryu, whereas Ryu is more turtle-like and can defend very well. However, Ryu can play an offensive game too. Similiarly, in SSF4, Deejay is to Ken as Guile is to Ryu. Only difference is that Ken has offensive optionas as well as some defensive options whereas Deejay is best played offense only. Ryu has defensive options as well as some offensive options whereas Guile is best played defense only. Hope that makes sense :)
and as dee-jay said "Why don't you turn your frown upside ddown?"

Psycho said on April 26, 2010 at 6:59 p.m.

Glad DeeJay kept his normals priority, he looks amazing in this game :)

OomackattackoO said on April 28, 2010 at 8:28 p.m.

lets do it!

Markus said on April 29, 2010 at 6:05 a.m.

Hey guys is it me or is Dee Jay's dread kicks unsafe on block? Just watched some videos of him and nearly everytime he used them they were punished if the opponent was blocking. If so, what were they thinking?! I know there were 34 other characters to balance and/or rebalance and that would've taken a lot of their time but this should have been obvious! Dee Jay's offensive pressure has taken a massive hit as a result and one of his main specials of the past is poor now.

ajyou003 said on April 29, 2010 at 2:49 p.m.

His special moves don't seem to have a lot of priority and can be punished. Even the EX Dread Kicks is still quite punishable. His normal attacks are pretty good and he has some nice combos to compensate for weaker specials.

Archangel said on April 29, 2010 at 5:26 p.m.

Dee Jay would be my chosen charge character, but I'm not very combo oriented and he seems to rely on them, as ajyou003 stated.

chickenwings said on April 30, 2010 at 9:30 a.m.


not to mention up kicks is now garabage and they destroyed moves like his st fierce and strong. They went out of there way to make sure he sucked. Compare his jab strong link with cody and it seriously laughable.

SaviorGabriel said on May 1, 2010 at 5:40 a.m.

On the day I got this game, I was playing a session with one of my friends. I had one match where I was playing Rose, and he was playing Dee Jay. At one point, he throws out an EX projectile, and by a pure fluke, I managed to snuff it out completely with two standard Soul Sparks. I saved the replay and watched to see how I managed to pull it off. I threw out an LP Soul Spark, and he threw out an EX projectile just as the Sou Spark was near him snuffing out the first projectile. Then I threw out a HP Soul Spark at the second projectile snuffing it out as well. It was more of a fluke than anything, but just knowing it's possible amazes me.

DK_DOOM said on May 2, 2010 at 10:37 a.m.

Dee Jay is going to be a very solid middle-ground or better character. I see most of his match-ups being 5-5 even and he has some advantages as well on the usual bottom half of the original Street Fighter IV roster.

Fiction said on May 2, 2010 at 1:37 p.m.

Dee Jay has so much potential. Dee Jay is my alternative character, Dictator being my first.

Stop said on May 4, 2010 at 3:52 p.m.

Your music is like acoustic death.

SonicBoxer said on May 10, 2010 at 2:34 a.m.

really fun character to play as, really mixed up!

StagnantNachos said on May 10, 2010 at 10:35 p.m.

How in the world do you get standing far HP to send people airborne and juggle?

Meebar said on May 12, 2010 at 8:39 a.m.

@56 : Far HP launches on counter-hit.

PwnDizzle0 said on May 17, 2010 at 1:55 p.m.


OomackattackoO said on May 17, 2010 at 7:12 p.m.


SonicBoxer said on May 18, 2010 at 6:23 a.m.

lol i managed to do jackknife maximum twice in succession...ONCE, dats crazy!

OomackattackoO said on May 19, 2010 at 1:52 p.m.

any bad matchups yet?

ljay103 said on May 27, 2010 at 7:06 p.m.

you know what? getting really tired of everyone comparing dee jay and guile. guile isn't a spammer, its the user. users that spam are horrible, but guile himself isn't one of them. Yeah you might think guile is a spammer because of that dude DAIGO. If you go on youtube and watch daigo play guile, he is a spammer, but if you watch this guy, it might change your mind about guile.

i dont think everyone with a projectile is a spammer. it can be any character that uses a "safe move". makoto doesn't have projectiles but has a move that can be spammed. balrog has the buffalo head. bison has a head stomp. vega has any wall move. i mean is abel a spammer, or would your mind change if he did nothing but a marceaux roll?

dee jay is such a badass, all the dee jay's i've played, even at the low level, are in no way spammers. i know we're on post #62 but #40 really bothers me. guile is not a turtler either........oh well, its amazing what one can do with TWO FREAKIN SPECIAL MOVES.

PwnDizzle0 said on June 14, 2010 at 9:11 p.m.

Dee Jay's awesome!!!!!!!!

OomackattackoO said on July 5, 2010 at 11:30 a.m.


Bakaneko said on July 21, 2010 at 5:18 p.m.
SF4junkie said on September 14, 2010 at 12:38 a.m.

This guy is a racist stereo type. Why dont they make hima pot smoking rum drinking fat white girl lover too haha. Mad fun to play with I must admit

Any strong foes?

Random vs Random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

Ghost83 said on November 4, 2010 at 9:16 p.m.

@ ljay103 #61, why complain about spammers? if they're repeating the same move over and over isn't that an opening for you to exploit, how often in a match do you know what your opponent will do? If they're spamming what you consider to be a safe move is there not a counter for it?

If Abel constantly rolls, throw him out of it, If Vega constantly flys off the wall, learn how to block cross overs and punish him, or focus attack it.

Each player has their own style, i don't play with any of the shoto characters, frankly im sick of them, but i do main Vega, if i play someone who is unable to read which direction i will crossover them from when doing the "wall dive" then i'll continue to use it, the objective is to win! If i fight someone who knows how to counter it, i change tactics. I can appreciate that it can be frustrating if someone defeats you using the same move, 'spamming' or zoning with fireballs can slow down the pace of the fight and its not much fun, but their the tools that character was given to work with.

Have you ever versed a defensive Akuma player who knows how to zone well, you'll never get near the guy, very frustrating, i don't personally have the trouble because the character i use is very mobile, but there's ways around everything, its just about understanding the mechanics of the game

ibLeo said on February 3, 2011 at 2:22 p.m.

^Agreed. This game is incredibly balanced and every tactic can be countered. If someone spams a move over and over and you keep getting hit by it, they're DOING YOU A FAVOR: they're drawing your attention to an area where you're weak and allowing you to experiment in how to counter the tactic. If you don't see this for the tremendous learning opportunity that it is, then you may as well quit the game NOW because you'll never develop any further past your current skill level.

lynx_ID said on March 2, 2011 at 7:35 p.m.


are u in playstation?? I thing I know you, anyway dee jay is only like guile cuz he is better at defense, and players will select if spam or not, I main vega, and I like to use it more in atack than in defense I see a lot of vegas doing only pokes and backflip but even when I dont like the defensive style every one can use hes character like he want, even if thats boring as hell

Saduke said on April 6, 2011 at 5:22 a.m.

if u r walking backwards and some1 jumps in at u and u manage to get a counter-hit with far standing hard punch, u can follow up with a sobat kick (that causes a knockdown), standing hk, sweep or another standing hp. so its not as useless as most people think it is.

JohnJack said on December 13, 2011 at 2:43 p.m.

This guide needs a serious update. Dee Jay's Super or Ultra 1 does NOT break armor.

DragonEXecuTionER said on March 1, 2012 at 6:32 a.m.

man, dee jay is f'in amazing! I started training with him, and already beat a B rank T. Hawk with no cheap tactics. now I'm practicing the dash ultra technique which is hard as crap

DragonEXecuTionER said on March 1, 2012 at 10:10 a.m.

lol also, i noticed that all of his kick normals are stronger than his punch normals. It sounds reasonable seeing as how he's a kickboxer.

Spaghetti_Time said on December 28, 2012 at 1:34 p.m.

Definitely an underrated character

DragonEXecuTionER said on May 30, 2013 at 4:04 p.m.

Ok, i need assistance from any dee jay players against guile. He can be the most defensive @sshole and dee jay can't do anything about it. If i try jumping over it, i get air-grabbed. If i try focus-absorbing, i get smacked with a normal. If i try just blocking sonic booms, he'll be left at frame advantage.

waarth said on July 21, 2013 at 5:21 p.m.

I can't believe they don't mention that his super can be canceled into his ultra 1! that leaves his best combo not even listed cr.HP X Hard Rolling Sobat X Super X Ultra1. does 610 damage.

DragonEXecuTionER said on August 26, 2013 at 9:49 a.m.

@ waarth
if you replace crouching HP with standing HK, it does even more damage.

homogenous said on September 14, 2013 at 11:01 a.m.

Someone PLEASE tell me how Dee Jay can technical and then instantly do a charge move that requires holding down and then shifting to up?

DragonEXecuTionER said on September 22, 2013 at 8:27 a.m.

A lot of charge players hold back or down-back to keep charge moves on standby whenever they need to do it. Even when they're being knocked down, they can still execute their charge move, just as long as they dont take their hand off the back/down-back. Hope this helps.

de_climax said on January 10, 2014 at 2:59 a.m.

I have a small list of changes I'd be happy to see in ultra (not necessarily all at once):

1. Both hits of far standing MK connecting more reliably.
2. More damage on fireballs. As it is nobody respects them.
3. Far standing HP changed to a command normal, 4HP. This would make the counter hit launch property a little more useful.
4. Better backdash. That thing is assssss.
5. HK Up Kicks hits crouching. This might be asking a lot but as it is I see almost no reason to use it except as a follow up to MK Up Kicks.

Overall I like the changes they're already making to him but it's just not enough, he still does no damage and has several awkward normals.

de_climax said on January 11, 2014 at 5:27 p.m.

If you land an air to air knee shot you'll fall down fast enough that you can shimmy back and forth under your opponent while they fall, to set up a very ambiguous sweep.

Also, with the proper timing, Knee Shot can crossup in the corner but leave you in front, making for a very ambiguous mixup once you've got the pressure on--altering the timing very slightly will make it not cross up, and it's near impossible for your opponent to tell which you're doing on reaction, forcing them to guess. Unfortunately when it crosses up you don't have enough frame advantage to combo after it but if they block a crossup you'll land in front and they'll be wide open. Plus, once Ultra comes out, you should theoretically be able to combo off a knee shot crossup.

The guile comparison really doesn't make any sense, they both have charged fireballs and charged kicking anti-airs but Dee Jay's shortcomings force him to be played as a very aggressive rushdown with zoning elements.

oghaggard said on March 31, 2014 at 1:53 a.m.


Doing a quick rise can be done by hitting two buttons instead of a direction on the stick (for example, I use MP+MK).

oghaggard said on March 31, 2014 at 2:18 a.m.

Also, Event Hubs will never update this page, so I'm not posting this here in hopes that they will add this info, but hopefully someone who plays Dee Jay will find this helpful/informative (and please, correct me if I'm wrong... all of this info is based on my own research in training mode):

Machine Gun Upper EX input properties:

EX version is easy. You can either do the motion as normal (charge down, up, two punches), or you can follow that motion up (immediately) with any punch button or combination of punch buttons (whether you simply hit LP once or repeatedly mash on all three punch buttons, it doesn't matter, it gives you the same follow-up regardless).

So, non-follow-up EX MGU is five hits: A, B, C, D, E
The follow-up to EX MGU cancels out E (the hit that "pops" your opponent up in the air), and tacks on four hits: F, G, H, I, leaving you with a total of 8 hits for the move. Now, before you say anything, the frame data on this site as well as on Shoryuken lists the "follow up" as having eight hits, and not four. However, only four of these hits (three of the first seven + the final hit that pops them up) can actually "hit" the opponent, no matter what you do.

oghaggard said on March 31, 2014 at 2:18 a.m.

Machine Gun Upper (NON-EX) input properties:

For a "stage 1" MGU, charge down/up + P and you get three hits (A, B, C, with "C" popping your opponent into the air), the strength of the button used determines damage of the move.

For "stage 2" of MGU, follow up that input immediately with four more punch buttons in a row (like, turbo controller fast) to cancel the third hit of the original motion (C) and add on three new hits (D, E, F, with "F" popping the opponent up into the air), giving you five total hits. The actual punch buttons being pressed for "stage 2" don't matter, because it's always the same damage and recovery regardless. In other words, to perform a "two-stage" MGU, you charge down/up + hit five punch buttons in a row extremely fast, with the first button pressed (LP, MP, or HP) being the only one that determines the damage.

"Stage 3" is the most simple. You follow up the previous input immediately with a sixth punch button. The damage and recovery of "stage 3" depends on the strength of the button pressed. Stage 3 cancels out the third hit of "stage 2" (F) and tacks on three new hits (G, H, I, with "I" popping you into the air) giving you a total of seven hits for a three-stage MGU.

In other words:

Stage 1 = A, B, C
Stage 2 = A, B, D, E, F <------ (C is canceled out of)
Stage 3 = A, B, D, E, G, H, I <------ (C is canceled out of, then F is canceled out of)

[Note: Similar to the EX MGU follow-up which has 8 "hits" but only hits four times, "stage 3" of the non-EX MGU actually has FOUR "hits" but only hits three times.]

So, to get a three-stage machine gun upper, you do this:

charge down/up + "P, PPPP, P,"

The first "P" determines damage, and the final "P" determines both damage and recovery. The four "P's" in the middle don't determine anything.

This is f*cking complicated for 2010, Capcom... and I imagine the majority of Dee Jay players are simply going to charge down/up, then mash all three punch buttons, and to be honest, it's not going to make a ton of difference apart from slightly different damage/recovery values, but for those of you nerds like me, this is an interesting lesson in how the MGU actually works....

DragonEXecuTionER said on July 17, 2014 at 9:13 p.m.

Oh boy, dee jay really took a hit to the balls this version. The only acceptable buff was the air knee, taking away the lower body invincibility on his light dread kick was arbitrary. They weakened his footsie game to an all new low. Not to mention his ex mgu now whiffs occassionally, and nerfed his u2 damage, which helped him deal damage. Though they made his ex mgu easier to hit the u2, it still does him no justice if the mgu whiffs during combos. I hope the retail version comes with another change list addressing these problems. For buffs, he really needs the hitbox on his light and ex up kicks extended so it finally hits crouching characters, return the lower body invincibility on his dread kick, and make his cr.hp an overhead. Those changes could finally make him viable. He's been screwed over for too long.

DMD6111 said on July 29, 2014 at 3:10 a.m.

Not that this will be seen by many people, but how does the fireball invincibility on ex dread kicks work? It's always been stated it is invincible for the full animation, yet i get hit out off it constantly.


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