DJ
DJ — 总览
使用率排名#2/ 30(455.1%)
胜率50.8%
寻找DJ对策?
查看DJ对策攻略 →必杀技
| 招式 | 指令 | 说明 |
|---|---|---|
| Air Slasher | Produce a forward-moving shockwave with a high-speed uppercut. Useful for checking opponents at range. | |
| Double Rolling Sobat | Unleash two fierce spinning kicks while moving forward. Its high damage makes it a potent way to finish combos. | |
| Funky Slicer | A low attack performed from Jus Cool that cannot be blocked standing. It is very quick, making it easy to use in combos or as a way of checking your opponent. | |
| H Air Slasher | Produce a forward-moving shockwave with a high-speed uppercut. Useful for checking opponents at range. | |
| H Jackknife Maximum | Unleash a series of kicks while jumping diagonally upwards. Useful in combos and as an anti-air attack. | |
| H Machine Gun Uppercut | A series of high-speed uppercuts. Slow to execute, but does massive damage if you manage to land it. | |
| Jackknife Maximum | Unleash a series of kicks while jumping diagonally upwards. Useful in combos and as an anti-air attack. | |
| Juggling Dash | A quick forward-moving maneuver performed from Jus Cool. While in motion, you are invincible to projectiles. | |
| Juggling Sway | Allows for a hasty retreat after moving forward with a Juggling Dash. Useful as a feint to confuse opponents after making them think you're going to approach. | |
| Jus Cool | A retreating sway that can lead into kicking attacks or forward-moving maneuvers. | |
| L Air Slasher | Produce a forward-moving shockwave with a high-speed uppercut. Useful for checking opponents at range. | |
| L Jackknife Maximum | Unleash a series of kicks while jumping diagonally upwards. Useful in combos and as an anti-air attack. | |
| L Machine Gun Uppercut | A series of high-speed uppercuts. Slow to execute, but does massive damage if you manage to land it. | |
| M Air Slasher | Produce a forward-moving shockwave with a high-speed uppercut. Useful for checking opponents at range. | |
| M Jackknife Maximum | Unleash a series of kicks while jumping diagonally upwards. Useful in combos and as an anti-air attack. | |
| M Machine Gun Uppercut | A series of high-speed uppercuts. Slow to execute, but does massive damage if you manage to land it. | |
| Machine Gun Uppercut | A series of high-speed uppercuts. Slow to execute, but does massive damage if you manage to land it. | |
| Maximum Strike | A launching kick performed from Jus Cool. If done early it can be used as an anti-air attack, and is also effective as a combo starter. | |
| OD Air Slasher | Produce a forward-moving shockwave with a high-speed uppercut. Useful for checking opponents at range. | |
| OD Double Rolling Sobat | Unleash two fierce spinning kicks while moving forward. Its high damage makes it a potent way to finish combos. | |
| OD Funky Slicer | A low attack performed from Jus Cool that cannot be blocked standing. It is very quick, making it easy to use in combos or as a way of checking your opponent. | |
| OD Jackknife Maximum | Unleash a series of kicks while jumping diagonally upwards. Useful in combos and as an anti-air attack. | |
| OD Juggling Dash | A quick forward-moving maneuver performed from Jus Cool. While in motion, you are invincible to projectiles. | |
| OD Juggling Sway | Allows for a hasty retreat after moving forward with a Juggling Dash. Useful as a feint to confuse opponents after making them think you're going to approach. | |
| OD Jus Cool | A retreating sway that can lead into kicking attacks or forward-moving maneuvers. | |
| OD Machine Gun Uppercut | A series of high-speed uppercuts. Slow to execute, but does massive damage if you manage to land it. | |
| OD Maximum Strike | A launching kick performed from Jus Cool. If done early it can be used as an anti-air attack, and is also effective as a combo starter. | |
| OD Waning Moon | A roundhouse kick performed from Jus Cool that cannot be blocked crouching. You can continue your attack even if blocked, making it useful when worked into sequences intended to slip through an opponent's guard. | |
| Quick Rolling Sobat | Unleash a fierce spinning kick while moving forward. When used to check an opponent while vying for position, it is most effective when the tip of the foot connects with the opponent. | |
| Roll Through Feint | Spin forward while feinting a kicking attack. Useful for confusing opponents at close range. | |
| Waning Moon | A roundhouse kick performed from Jus Cool that cannot be blocked crouching. You can continue your attack even if blocked, making it useful when worked into sequences intended to slip through an opponent's guard. | |
| ソバット | ||
| 射出 |
超级技
| 招式 | 指令 | 说明 |
|---|---|---|
| (Failed version) SA2 Sunrise Festival (2) | ||
| (Failed version) SA2 Sunrise Festival (3) | ||
| (Failed version) SA2 Sunrise Festival (4) | ||
| (Failed version) SA2 Sunrise Festival (5) | ||
| (Failed version) SA2 Sunrise Festival (6) | ||
| (Failed version) SA2 Sunrise Festival (7) | ||
| CA Weekend Pleasure | (体力25%以下) | Launch an opponent into the air with an uppercut and then unleash a powerful high-speed barrage of fists upon them as they come back down. Extremely versatile, this move is useful both in combos and as an anti-air attack. |
| SA1 The Greatest Sobat | Remain in place and put your whole body into a single spinning kick. It executes quickly, making it useful in combos and as a counterattack. | |
| SA2 Climactic Strike (Marvelous) | (日出祭·华丽命中后) | |
| SA2 Headliner Sunrise Festival | SA2日出祭·极限 | Lunge forward and perform a sequence of attacks starting with a knee strike. All attacks after the first one must be activated by pressing buttons in the correct order. |
| SA2 Headliner Sunrise Festival | Lunge forward and perform a sequence of attacks starting with a knee strike. All attacks after the first one must be activated by pressing buttons in the correct order. | |
| SA2 Headliner Sunrise Festival (2) | ||
| SA2 Headliner Sunrise Festival (3) | ||
| SA2 Headliner Sunrise Festival (4) | ||
| SA2 Headliner Sunrise Festival (5) | ||
| SA2 Headliner Sunrise Festival (6) | ||
| SA2 Headliner Sunrise Festival (7) | ||
| SA2 Lowkey Sunrise Festival | Lunge forward and perform a sequence of attacks starting with a knee strike. All attacks after the first one must be activated by pressing buttons in the correct order. | |
| SA2 Lowkey Sunrise Festival (2) | ||
| SA2 Lowkey Sunrise Festival (3) | ||
| SA2 Lowkey Sunrise Festival (4) | ||
| SA2 Lowkey Sunrise Festival (5) | ||
| SA2 Lowkey Sunrise Festival (6) | ||
| SA2 Lowkey Sunrise Festival (7) | ||
| SA2 Marvelous Sunrise Festival | Lunge forward and perform a sequence of attacks starting with a knee strike. All attacks after the first one must be activated by pressing buttons in the correct order. | |
| SA2 Marvelous Sunrise Festival (2) | ||
| SA2 Marvelous Sunrise Festival (3) | ||
| SA2 Marvelous Sunrise Festival (4) | ||
| SA2 Marvelous Sunrise Festival (5) | ||
| SA2 Marvelous Sunrise Festival (6) | ||
| SA2 Marvelous Sunrise Festival (7) | ||
| SA2 サンライズフェスティバル・マキシマム(入れ替え) | ||
| SA2 サンライズフェスティバル・マキシマム(入れ替えなし) | ||
| SA3 Weekend Pleasure | Launch an opponent into the air with an uppercut and then unleash a powerful high-speed barrage of fists upon them as they come back down. Extremely versatile, this move is useful both in combos and as an anti-air attack. |
特殊技
| 招式 | 指令 | 说明 |
|---|---|---|
| Dee Jay Special (2) | A series of attacks, the third of which can be canceled into Super Arts. | |
| Dee Jay Special (3) | A series of attacks, the third of which can be canceled into Super Arts. | |
| Face Breaker | A multi-hit kick that can be canceled into special moves. | |
| Funky Dance (2) | A multi-hit attack that doesn't leave you wide open even if stopped partway through. | |
| Funky Dance (3) | A multi-hit attack that doesn't leave you wide open even if stopped partway through. | |
| Funky Dance Feint | A sequence of two attacks into a feint. Useful for confusing an opponent. | |
| Knee Shot | (前跳中) | An attack that stays active for a long time and allows you to move first even if it is blocked. |
| Party in the Air | (跳跃中) | A combination attack that is useful against jumping opponents. |
| Speedy Maracas | A special move that builds your Super Art Gauge for as long as the command used to perform it is held. | |
| Sunrise Heel | An axe kick with long reach that allows you to move first even if it is blocked. | |
| Threebeat Combo (2) | A quick combination attack that hits multiple times. | |
| Threebeat Combo (3) | A quick combination attack that hits multiple times. |
普通技
| 招式 | 指令 | 说明 |
|---|---|---|
| Crouching Heavy Punch | ||
| Crouching Light Kick | ||
| Crouching Light Punch | ||
| Crouching Medium Kick | ||
| Crouching Medium Punch | ||
| Jumping Heavy Kick | (跳跃中) | |
| Jumping Heavy Punch | (跳跃中) | |
| Jumping Light Kick | (跳跃中) | |
| Jumping Light Punch | (跳跃中) | |
| Jumping Medium Kick | (跳跃中) | |
| Jumping Medium Punch | (跳跃中) | |
| Sliding Heel Kick | A low attack that can't be blocked while standing, which will knock your opponent down if it hits. | |
| Standing Heavy Kick | ||
| Standing Heavy Punch | ||
| Standing Light Kick | ||
| Standing Light Punch | ||
| Standing Medium Kick | ||
| Standing Medium Punch |
普通投技
| 招式 | 指令 | 说明 |
|---|---|---|
| Diss Track | Disrupt your opponent's balance, hop on their knee, and kick off of their face. Throws your opponent without switching places with them. | |
| Flip Throw | Latch onto your opponent, place both feet on their torso, and toss them behind you while falling backward. Throws your opponent while switching places with them. |
共通系统
| 招式 | 指令 | 说明 |
|---|---|---|
| Backward Dash | ||
| Cancel Drive Rush | Immediately move forward out of an attack. Can be performed during any special-cancelable move. | |
| Drive Impact: Wild Beat | ||
| Drive Parry | Adopt a stance that allows you to deflect all opponent strikes. This stance can be sustained by holding down the command used to activate it. | |
| Drive Reversal (while blocking): Leg Scratch | ||
| Drive Reversal (while recovering): Leg Scratch | ||
| Forward Dash | ||
| Parry Drive Rush | Immediately move forward from a Drive Parry stance. Normal or unique attacks performed while moving will have their properties changed. | |
| Perfect Parry (projectile) | ||
| Perfect Parry (strike) |
