Dee Jay's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 10:11 p.m. PDT


Dee Jay Frame Data Super Street Fighter 4 Arcade Edition


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Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 30 50 20 C*Sp*Su 3 2 7 2 5
Close Medium Punch HL 70 100 40 Sp*Su 4 5 10 -1 2
Close Hard Punch HL 50*70 70*130 30*30 Sp*Su- 5 2(4)4 22 -8 -4
Close Light Kick HL 30 50 20 Sp*Su 5 2 6 3 6
Close Medium Kick HL 70 100 40 Sp*Su 5 2 9 3 6
Close Hard Kick HL 70*60 120*80 60*20 - 6 3(2)4 18 -4 0
Far Light Punch HL 30 50 20 C*Sp*Su 3 3 7 1 4
Far Medium Punch HL 90 110 40 - 7 3 13 -2 1
Far Hard Punch HL 100 200 60 - 8 4 23 -9 -5
Far Light Kick HL 40 50 20 Sp*Su 5 2 7 2 5
Far Medium Kick HL 50*60 50*100 40*40 Sp*Su- 5 1*4 16 -3 0
Far Hard Kick HL 110 200 60 - 11 4 23 -9 -5
Crouch Light Punch HL 20 50 20 C*Sp*Su 4 2 6 3 6
Crouch Medium Punch HL 60 80 40 Sp*Su 6 2 12 0 3
Crouch Hard Punch HL 90 200 60 Sp*Su 7 6 19 -7 -3
Crouch Light Kick L 30 50 20 C*Sp*Su 5 3 11 -3 0
Crouch Medium Kick L 70 90 40 - 5 4 15 -5 -
Crouch Hard Kick L 100 140 60 - 14 9 15 -6 -
Jump Up Light Punch H 40 50 20 - 5 19 - - -
Jump Up Medium Punch H 70 80 40 - 7 8 - - -
Jump Up Hard Punch H 120 150 60 - 7 3 - - -
Jump Up Light Kick H 50 60 20 - 5 11 - - -
Jump Up Medium Kick H 90 100 40 - 9 8 - - -
Jump Up Hard Kick H 120 150 60 - 9 4 - - -
Jump Toward Light Punch H 40 50 20 - 5 19 - - -
Jump Toward Medium Punch H 70 80 40 - 7 6 - - -
Jump Toward Hard Punch H 120 140 60 - 5 6 - - -
Jump Toward Light Kick H 50 60 20 - 3 12 - - -
Jump Toward Medium Kick H 90 100 40 - 6 4 - - -
Jump Toward Hard Kick H 130 150 60 - 7 4 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Knee Shot (D+Light Kick air) H 50 60 20 - 4 18 - - -
Focus Attack Level 1 HL 60 100 20 - 22 2 36 -22 -22
Focus Attack Level 2 HL 80 150 40 - 17+12 2 36 -16 -
Focus Attack Level 3 - 140 200 60 - 64 3 36 - -
Forward Throw 0.85 120 100 40 - 3 2 20 - -
Back Throw 0.87 120 80 40 - 3 2 20 - -
Air Slasher HL 50 50 20/20 Su 12 - 37 0 3
Air Slasher EX HL 50*50 50*50 -250/0 Su 13 - 52 1 5
Double Rolling Sobat Light Kick HL 80 90 20/40 Su 12 2 21 -5 -
Double Rolling Sobat Medium Kick HL 60*40 70*50 20/30*20 Su- 14 2(14)2 23 -7 0
Double Rolling Sobat Hard Kick HL 80*40 90*50 20/30*20 Su- 14 2(14)2 24 -9 -1
Double Rolling Sobat EX HL 80*60 90*70 -250/0 Su- 15 2(7)4 25 -8 -
Jacknife Maximum Light Kick HL 120 50 30/20 - 6 2 18+11 -10 -
Jacknife Maximum Medium Kick HL 70*30 50*50 20/20*15 - 6 2(7)2 19+11 -20 -
Jacknife Maximum Hard Kick HL 40*40*30 50*50*50 20/15*20*10 - 6 2(7) 2(10) 2 16+15 -33 -
Jacknife Maximum EX HL 50*20 x 4*50 50*20 x 4*50 -250/0 - 4  Until Grounded 15+11 -22 -
Machinegun Upper HL 20*20*50 40*40*60 20/10x3 -Su- 12 2(2) 2(4) 2 30 -11 -
Machinegun Upper (Barrage 1) HL 15*15*50 30*30*60 0/10x3 -Su- 3 2(2) 2(4) 2 30 -11 -
Machinegun Upper Light Punch (Barrage 2) HL 25*25*60 40*40*60 0/10x3 -Su- 4 2(2) [2(2)2] (2)2 24 -5 -
Machinegun Upper Medium Punch (Barrage 2) HL 25*25*60 50*50*60 0/10x3 -Su- 4 2(2) [2(2)2] (2)2 26 -7 -
Machinegun Upper Hard Punch (Barrage 2) HL 30*30*60 60*60*60 0/10x3 -Su- 4 2(2) [2(2)2] (2)2 30 -11 -
Machinegun Upper EX (w/o Barrage) HL 16x4*50 25x4*60 -250/0 - 12 2(4) 2(2) 2(2) 2(2) 2 24 -5 -
Machinegun Upper EX (w/ Barrage) HL 16x7*50 25x7*60 0/0 - 12 28 -9 -
Super Light Kick HL 40x6*110 0 -1000/0 - 1+6 31 -12 -
Super Medium Kick HL 40x6*110 0 -1000/0 - 1+10 30 -12 -
Super Hard Kick HL 40x6*110 0 -1000/0 - 1+12 31 -12 -
Ultra 1 HL 60x5*173 0 0/0 - 1+11 58 -29 -
Ultra 2 HL 45x8 [45*456] 0 0/0 - 1+7 {2(2)} x 7*2 48 -29 -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp. Previous contributions by Gilley.


Comments

ziyong said on October 19, 2011 at 3:34 p.m.

deejay Crouch Medium Punch damage is 80 not 60

#1
Kid_Kuma said on October 27, 2011 at 5:17 a.m.

The super secret move only SF2 dee jay players remember, the god punch. Diagonal jumping light punch always has the most A.frames out of any move in the game. Beats out any air to air normal battle and usually trades with Shoryukens, so if you need around 40-100 damage left to K.O. your opponent and you have health to spare than this move almost guarantees your win.

#2


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