Super Street Fighter 2 Turbo/Dee Jay: Difference between revisions

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Line 990: Line 990:
====Vs. E. Honda:====
====Vs. E. Honda:====
*8.5 - 1.5
*8.5 - 1.5
In a nutshell: zone Honda to death. Shut down his options, force him to take big risks, and punish him for doing so. If you don't, he gets in, and you die.
===== Basic tech =====
*Throw fireballs when you think he won't buttslam.
*If you do think Honda will buttslam, hit him with LK upkicks.
**Why LK upkicks? Because it's active and invulnerable for much longer than the MK or HK versions, so it's a safe bet if you're unsure which version of buttslam Honda will do.
**Try to avoid MK upkicks unless the Honda is a scrub who's jumping in from a really vulnerable range to you. Don't get greedy for damage, you already dictate the flow of the match solidly enough.
*Jump LP beats headbutt clean. Make good use of it. This move alone is the reason many people counterpick Honda with DJ.
*If you get a knockdown, don't go for the cross-up, as Honda can simply reversal buttslam to get out of your setup. Instead, safe jump him with jump LP.
===== Advanced tech =====
*If Honda jumps at the absolute closest range from which LK upkicks will whiff, his jump-in becomes a pretty scary 50/50 mixup (i.e. guess wrong and you die):
**Option 1:
***Honda presses a button, and his hurtbox extends.
***Beats or trades with slide, but loses to LK upkicks.
**Option 2:
***Honda doesn't press a button.
***Beats LK upkicks (by causing it to whiff), but loses slide.
Huge props to Thelo for teaching me about this.
--[[User:MaximumElbow|MaximumElbow]] ([[User talk:MaximumElbow|talk]]) 08:44, 30 October 2018 (MSK)


E. Honda is an easy match for DJ; his best in the game. Just shoot out those FBs. The fatness of both Honda's ass and DJ's max-outs works in favor of DJ. For anti-air, his slide works wonders. Use it against his buttdrops too. Jump RH also works when Honda is on his way up way up.
E. Honda is an easy match for DJ; his best in the game. Just shoot out those FBs. The fatness of both Honda's ass and DJ's max-outs works in favor of DJ. For anti-air, his slide works wonders. Use it against his buttdrops too. Jump RH also works when Honda is on his way up way up.

Revision as of 01:44, 30 October 2018

ST Main Page
The Characters

Dee Jay's portrait in Super Turbo

Introduction

Dee Jay is, and always has been, really, secretly very good in Super Turbo. He has very few seriously disadvantageous matchups and has many that are in his favor. His mixup and pressure games are strong, his zoning pressure is excellent against most characters, and he's overall well-rounded. He's a very dangerous character who has a lot going for him, offensively and defensively. Not to mention he has tons of combos!
--Murderbydeath 01:34, 30 November 2009 (UTC)

Competitive Overview

Strengths & Weaknesses

New & Old Versions Comparison

To select O.Dee Jay, choose Dee Jay and then press ↓ ↓ ↑ ↑ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • Obvious stuff: O.Dee Jay can not tech throws, does not have the Jackknife Maximum (upkicks) and Super;
  • O.Dee Jay has a slower pre-jump animation by 2 frames;
  • O.Dee Jay has some differences in some of his normals:
    • Crouching Jab has better priority downward;
    • Crouching Strong can be special canceled;
    • Far Standing Short has better priority;
    • Far Standing Forward second hit has better priority;
    • Close Standing Roundhouse has a much fatter hitbox but it has a little less vertical priority as a anti air;
    • Diagonal Jumping Strong animates like N.Dee Jay's Diagonal Jumping Fierce with a fatter hitbox but with worse air to ground priority, it also does less stun;
    • Diagonal Jumping Fierce animates like N.Dee Jay's Diagonal Jumping Strong, it also does more stun;
    • Diagonal Jumping Forward has better air to air priority but significantly worse crossup properties;
    • Neutral Jumping Roundhouse has a fatter hitbox but worse priority;
    • Diagonal Jumping Roundhouse becomes active 1 frame later, but has an additional 4 frame hitbox while his leg is pointed upward, so it has more active frames;
  • O.Dee Jay's Max Outs / Air Slashers have a 3 frame worse recovery, this is bad;
  • O.Dee Jay's Rolling Sobats do more stun on the first hit;
  • O.Dee Jay's Machine Gun Upper does less damage overall (i.e. the second hit does a lot less damage, and the third uses a lesser random damage table), but has anti aerial properties in its startup, and lacks a hurtbox at his center which allows him to dodge some faster or meaty fireballs;

O.Dee Jay is a waste of time... his go-to crossup and anti air moves are much worse, and he does not receive anything back... Only an MGU that can evade meaty projectiles... And he even has worse Max Outs... Not worthy.

Color Options

Jab Strong Fierce Start Old
Deejay-lp.gif Deejay-mp.gif Deejay-hp.gif Deejay-start.gif Deejay-old1.gif
Deejay-lk.gif Deejay-mk.gif Deejay-hk.gif Deejay-hold.gif Deejay-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD

Move Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close Standing Jab: (Base max activation range: 42)
Damage 4[0] DeeJay stcljab1&3.png DeeJay stcljab2.png DeeJay stcljab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +8
Frame Count 3 4 1
Simplified 1 + 3 4 1

Decent for pressure sometimes as it can be rapid fired, and has only 1 frame of recovery, making it quite safe.

  • Far Standing Jab:
Damage 4[0] DeeJay stfarjab1.png DeeJay stfarjab2.png DeeJay stfarjab3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +5
Frame Count 4 4 4
Simplified 1 + 4 4 4

Can be useful in some cases to beat moves by mashing it, such as Honda headbutts, Blanka balls, scissor kicks from dictator etc.

  • Crouching Jab:
Damage 4[0] DeeJay crjab1&3.png DeeJay crjab2.png DeeJay crjab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +9
Frame Count 2 3 1
Simplified 1 + 2 3 1

Has very very good recovery, allowing for easy combos. Also good to mash for stopping advancing attacks like Honda headbutt and Blanka ball.

  • Close/Far Standing Strong:
Damage 22[0] DeeJay stclstrng1 stfarstrng1.png DeeJay stclstrng2 stfarstrng2.png DeeJay stclstrng3 stfarstrng3.png DeeJay stclstrng4 stfarstrng4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes / No
Super Cancel Yes / No
Frame Advantage +9 / +12
Frame Count 3 3 5 1
Simplified 1 + 3 8 1

Nice walking anti-air. Especially considering you don't have to worry about it coming out as a close or far normal.

  • Crouching Strong:
Damage 22[0] DeeJay crstrng1.png DeeJay crstrng2.png DeeJay crstrng3.png DeeJay crstrng4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage +8
Frame Count 2 3 6 4
Simplified 1 + 5 6 4

Very nice hitbox which makes it good to stick out and catch limbs with.

  • Close Standing Fierce: (Base max activation range: 40)
Damage 28[1] + 4[1] DeeJay stclfrc1.png DeeJay stclfrc2.png DeeJay stclfrc3.png DeeJay stclfrc4&6.png DeeJay stclfrc5.png DeeJay stclfrc4&6.png
Stun 10~16 + 1~7
Stun Timer 80 + 70
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +6 / +12(+11)
Frame Count 3 3 4 2 5 5
Simplified 1 + 6 4 2 5 5

Usually the first hit will combo into the second. Does decent damage and dizzy if both hits connect, but in general this move wants to be avoided due to how slow it is, and DJ has better ways of dealing damage.

  • Far Standing Fierce:
Damage 28[1] DeeJay stfarfrc1.png DeeJay stfarfrc2.png DeeJay stfarfrc3.png DeeJay stfarfrc4.png DeeJay stfarfrc5.png DeeJay stfarfrc6.png DeeJay stfarfrc7.png DeeJay stfarfrc8.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +5 / +9
Frame Count 2 2 2 4 5 3 4 1
Simplified 1 + 6 9 8

This uses the same animation as a max-out fireball, so it doubles as a fake fireball. Very useful.

  • Crouching Fierce:
Damage 28[1] DeeJay crfrc1.png DeeJay crfrc2.png DeeJay crfrc3.png DeeJay crfrc4.png DeeJay crfrc5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel Yes / No
Super Cancel Yes / No
Frame Advantage +4 / +7
Frame Count 2 2 3 9 6
Simplified 1 + 4 12 6

Nice move to halt certain advancing moves like Balrog's low rush. Some players like to use this move to cancel into Machine Gun Upper.

  • Close Standing Short: (Base max activation range: 24)
Damage 4[0] DeeJay stclshrt1&3.png DeeJay stclshrt2.png DeeJay stclshrt1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +8
Frame Count 3 4 1
Simplified 1 + 3 4 1

Decent tick, cancels into itself and cr lk for mixups/combos. Good move as a meaty since it has only 1 frame of recovery.

  • Far Standing Short:
Damage 4[0] DeeJay stfarshrt1&3.png DeeJay stfarshrt2.png DeeJay stfarshrt1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +6
Frame Count 4 4 3
Simplified 1 + 4 4 3

This move usually has to be blocked low, good for ending combos that include crouching short, and ok for ticks.

  • Crouching Short:
Damage 4[0] DeeJay crshrt1&3.png DeeJay crshrt2.png DeeJay crshrt1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +4
Frame Count 4 4 5
Simplified 1 + 4 4 5

Decent range and priority, but crouch strong and forward are usually better for counters. This is a good move to use after a crossup vs opponents mashing throw/reversal, hit them low and go into a combo.

  • Close Standing Forward: (Base max activation range: 16)
Damage 24[0] DeeJay stclfrwrd1.png DeeJay stclfrwrd2.png DeeJay stclfrwrd3&5.png DeeJay stclfrwrd4.png DeeJay stclfrwrd3&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +11
Frame Count 2 2 2 6 1
Simplified 1 + 6 6 1

Very low recovery, which makes it a good move for surprise tick throws.

  • Far Standing Forward:
Damage 24[0] + 4[0] DeeJay stfarfrwrd1&6.png DeeJay stfarfrwrd2.png DeeJay stfarfrwrd3.png DeeJay stfarfrwrd4.png DeeJay stfarfrwrd5.png DeeJay stfarfrwrd1&6.png
Stun 5~11 + 2~8
Stun Timer 60 + 60
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +0 / +3(+2)
Frame Count 3 3 3 8 3 4
Simplified 1 + 6 3 8 7

Not very useful, the second part makes for an ok anti air in some matchups, but not only do you need time to get it out, and correct spacing. But DJ usually has much better options.

  • Crouching Forward:
Damage 22[0] DeeJay crfrwrd1&5.png DeeJay crfrwrd2.png DeeJay crfrwrd3.png DeeJay crfrwrd4.png DeeJay crfrwrd1&5.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +6
Frame Count 3 3 6 3 3
Simplified 1 + 6 6 6

One of the rare non-Roundhouse sweeps. Excellent hitbox. Use this in instances where Deejay's sweep might trade or lose outright. It makes for an excellent anti-air sweep and decent meaty attack.


  • Close Standing Roundhouse: (Base max activation range: 8)
Damage 30[1] DeeJay stclrh1.png DeeJay stclrh2.png DeeJay stclrh3&5.png DeeJay stclrh4.png DeeJay stclrh3&5.png DeeJay stclrh6.png
Stun 10~16 / 1~7
Stun Timer 80 / 70
Chain Cancel No
Special Cancel Yes / No
Super Cancel Yes / No
Frame Advantage +3 / +9
Frame Count 3 4 2 6 4 3
Simplified 1 + 3 4 2 6 7

The strict activation range makes this move difficult to utilize. Quite fast to come out, if they are right above you, and you have time, this can be decent.

  • Far Standing Roundhouse:
Damage 30[1] DeeJay stfarrh1.png DeeJay stfarrh2.png DeeJay stfarrh3.png DeeJay stfarrh4.png DeeJay stfarrh5.png DeeJay stfarrh6.png DeeJay stfarrh7.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +4
Frame Count 3 3 3 5 4 4 5
Simplified 1 + 9 5 13

Excellent poke. Hit's mid against most of the cast so you can use it to bludgeon people whether they are crouching or not.


  • Crouching Roundhouse:
Damage 30[1] DeeJay crrh1.png DeeJay crrh2.png DeeJay crrh3.png DeeJay crrh4.png DeeJay crrh5.png
Stun 5~11 / 10~16
Stun Timer 130 / 80
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +1 / +5
Frame Count 4 4 4 2 15
Simplified 1 + 8 6 15

Deejay's slide sweep. Probably the worst slide sweep in the game but it still has its uses. Notice how the last active hitbox angles up vertically.

Aerial Normals

  • Neutral/Diagonal Jumping Jab:
Damage 12[0] DeeJay njjab1 djjab1.png DeeJay njjab2 djjab2.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 2

Big fat hitbox. Some characters (like Honda) can't do much of anything against it. Also useful to trade or beat other characters who have strong aerials like Chun-Li.

  • Neutral Jumping Strong:
Damage 22[0] DeeJay njstrng1 djstrng2.png DeeJay njstrng2 djstrng3.png DeeJay njstrng3 djstrng4.png DeeJay njstrng4 djstrng5 njfrc5 djfrc4 njfrwrd5 djfrwrd6 njrh5 djrh6.png DeeJay njstrng5 djstrng6 njfrc6 djfrc5 njfrwrd6 djfrwrd7 njrh6 djrh7.png DeeJay njstrng6 djstrng7 njfrc7 djfrc6 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 3 4 14 5 4
Simplified 3 18

This, and diagonal jump strong, are good for dodging fireballs, as it removes the lower part of DJ's hurtbox.

  • Diagonal Jumping Strong:
Damage 22[0] DeeJay djstrng1.png DeeJay njstrng1 djstrng2.png DeeJay njstrng2 djstrng3.png DeeJay njstrng3 djstrng4.png DeeJay njstrng4 djstrng5 njfrc5 djfrc4 njfrwrd5 djfrwrd6 njrh5 djrh6.png DeeJay njstrng5 djstrng6 njfrc6 djfrc5 njfrwrd6 djfrwrd7 njrh6 djrh7.png DeeJay njstrng6 djstrng7 njfrc7 djfrc6 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 2 4 4 8 5 4
Simplified 6 12

This does an unusually high stun for a Strong move. That probably simply went unnoticed when Capcom switched Diagonal Strong with Diagonal Fierce when updating O.DeeJay into N.DeeJay...

  • Neutral Jumping Fierce:
Damage 28[0] DeeJay njfrc1.png DeeJay njfrc2.png DeeJay njfrc3.png DeeJay njfrc4.png DeeJay njstrng4 djstrng5 njfrc5 djfrc4 njfrwrd5 djfrwrd6 njrh5 djrh6.png DeeJay njstrng5 djstrng6 njfrc6 djfrc5 njfrwrd6 djfrwrd7 njrh6 djrh7.png DeeJay njstrng6 djstrng7 njfrc7 djfrc6 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 2 3 6 8 5 4
Simplified 5 6

Similar to jumping strong, this is useful for neutral jumping over fireballs as it makes his hurtbox smaller vertically.

  • Diagonal Jumping Fierce:
Damage 28[1] DeeJay djfrc1.png DeeJay djfrc2.png DeeJay djfrc3.png DeeJay njstrng4 djstrng5 njfrc5 djfrc4 njfrwrd5 djfrwrd6 njrh5 djrh6.png DeeJay njstrng5 djstrng6 njfrc6 djfrc5 njfrwrd6 djfrwrd7 njrh6 djrh7.png DeeJay njstrng6 djstrng7 njfrc7 djfrc6 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 3 4 14 5 4
Simplified 7 14

This does an unusually low stun for a Fierce move. That probably simply went unnoticed when Capcom switched Diagonal Strong with Diagonal Fierce when updating O.DeeJay into N.DeeJay...

  • Neutral Jumping Short:
Damage 20[0] DeeJay njshrt1.png DeeJay njshrt2.png
Stun 1~7(-2)
Stun Timer 40



Frame Count 2

Stays active the whole jump, decent priority, jump jab is usually preferred though.

  • Diagonal Jumping Short:
Damage 20[0] DeeJay djshrt1.png DeeJay djshrt2.png
Stun 1~7(-2)
Stun Timer 40



Frame Count 2

Not very good as a jump in, but ok for air to air in some cases. Can be used vs walldives for instance.

  • Neutral Jumping Forward:
Damage 24[0] DeeJay njfrwrd1&4 djrh5.png DeeJay njfrwrd2.png DeeJay njfrwrd3.png DeeJay njfrwrd1&4 djrh5.png DeeJay njstrng4 djstrng5 njfrc5 djfrc4 njfrwrd5 djfrwrd6 njrh5 djrh6.png DeeJay njstrng5 djstrng6 njfrc6 djfrc5 njfrwrd6 djfrwrd7 njrh6 djrh7.png DeeJay njstrng6 djstrng7 njfrc7 djfrc6 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 2 4 14 5 5 4
Simplified 6 14

Has good forwards range, but otherwise this move is nothing special.

  • Diagonal Jumping Forward:
Damage 24[0] DeeJay djfrwrd1&5.png DeeJay djfrwrd2&4.png DeeJay djfrwrd3.png DeeJay djfrwrd2&4.png DeeJay djfrwrd1&5.png DeeJay njstrng4 djstrng5 njfrc5 djfrc4 njfrwrd5 djfrwrd6 njrh5 djrh6.png DeeJay njstrng5 djstrng6 njfrc6 djfrc5 njfrwrd6 djfrwrd7 njrh6 djrh7.png DeeJay njstrng6 djstrng7 njfrc7 djfrc6 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 2 4 14 5 4 4 4
Simplified 6 14

Your go-to crossup. Absolutely integral to DeeJay's game. Lands easy enough with the exception of a stand-blocking Balrog.

  • Neutral Jumping Roundhouse:
Damage 28[1] DeeJay njrh1.png DeeJay njrh2&4.png DeeJay njrh3.png DeeJay njrh2&4.png DeeJay njstrng4 djstrng5 njfrc5 djfrc4 njfrwrd5 djfrwrd6 njrh5 djrh6.png DeeJay njstrng5 djstrng6 njfrc6 djfrc5 njfrwrd6 djfrwrd7 njrh6 djrh7.png DeeJay njstrng6 djstrng7 njfrc7 djfrc6 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 3 4 10 6 5 4
Simplified 7 10

Can be decent as a defensive attack, to protect yourself from anti air sweeps etc.

  • Diagonal Jumping Roundhouse:
Damage 30[1] DeeJay djrh1.png DeeJay djrh2.png DeeJay djrh3.png DeeJay djrh4.png DeeJay njfrwrd1&4 djrh5.png DeeJay njstrng4 djstrng5 njfrc5 djfrc4 njfrwrd5 djfrwrd6 njrh5 djrh6.png DeeJay njstrng5 djstrng6 njfrc6 djfrc5 njfrwrd6 djfrwrd7 njrh6 djrh7.png DeeJay njstrng6 djstrng7 njfrc7 djfrc6 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 1 2 2 8 4 4 4
Simplified 5 8

Excellent horizontal hitbox. Similar to Guile's jumping RH. Allows you to stuff nearly anything air-to-air if you stick it out early enough.

Command Normals

  • Knee Shot: (Jump diagonally, ↙/↓/↘ + Short)
Damage 12[0] DeeJay ks1.png DeeJay ks2.png DeeJay ks3.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 2 40

Can be used as an ambiguous crossup.

Throws

Dee Jay can throw using Strong, Fierce, Forward and Roundhouse. The direction of the joystick determines the direction the enemy gets thrown at. All his throws have the same range and do 32 points of damage (plus two more if behind in rounds).

  • Normal Throws Throwboxes:
Damage 32 DeeJay throwb.png DeeJay throw.png DeeJay throwf.png
Stun 7~13
Stun Timer 100
Range (from axis) 48
(from throwable box) 18
  • Funky Shout Throw: (←/→ + Strong/Fierce)

Seems to have better recovery than kick throw, might be preferred in situations where you want to stay close.

  • Monkey Flip: (←/→ + Forward/Roundhouse)

They end up further away than punch throw, especially if not teched, this may be favoured if you want them away from you.

Special Moves

  • Max Out / Air Slasher: (Charge ←, →, P)

Detailed Input: (Charge ← for at least 61f, [0~7f] → [0~10/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)

  • Startup:
DeeJay mo1.png DeeJay mo2.png DeeJay mo3.png
Frame Count 3 2 2
Simplified 7
  • Active:
  • Jab Version:
Damage 17[1] DeeJay mo4.png DeeJay mo5jab.png DeeJay mo6jab.png DeeJay mo7jab.png
Stun 3~9
Stun Timer 90
Super Meter 4

Frame Count 1 3 10 1...
Simplified 34
  • Strong Version:
Damage 18[1] DeeJay mo4.png DeeJay mo5strng.png DeeJay mo6strng.png DeeJay mo7strng.png
Stun 3~9
Stun Timer 90
Super Meter 4

Frame Count 1 2 9 1...
Simplified 34
  • Fierce Version:
Damage 20[1] DeeJay mo4.png DeeJay mo5frc.png DeeJay mo6frc.png DeeJay mo7frc.png
Stun 3~9
Stun Timer 90
Super Meter 4

Frame Count 1 1 6 1...
Simplified 34

Dee Jay's Projectile. During the first active frames it has a quite fat hitbox, but some frames after it becomes slimmer (allowing Blanka to slide under it). Jab Version's hitbox stays bigger for 14 frames, Strong for 12 and Fierce for 8. Punch strength also determines the speed and damage. O.Dee Jay have 3 frames of additional recovery on this move.

  • Double Rolling Sobat: (Charge ←, →, K)

Detailed Input: (Charge ← for at least 61f, [0~7f] → [0~10/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)

  • Short Version:
Damage 30[2] / 28[2] DeeJay rs1.png DeeJay rs2shrt.png DeeJay rs3shrt.png DeeJay rs4.png DeeJay rs5.png DeeJay rs6.png DeeJay rs7.png
Stun 2~8
Stun Timer 90
Frame Advantage -14 / -10
Super Meter 8
Frame Count 4 7 3 1 3 2 4
Simplified 14 10
DeeJay rs8.png DeeJay rs9shrt.png DeeJay rs10shrt.png DeeJay rs11shrt.png DeeJay rs12shrt.png DeeJay rs13shrt.png DeeJay rs14shrt.png
Frame Count 1 3 4 3 6 5 4
Simplified 26
  • Forward/Roundhouse Versions:
Forward Rh DeeJay rs1.png DeeJay rs2.png DeeJay rs3.png DeeJay rs4.png DeeJay rs5.png DeeJay rs6.png DeeJay rs7.png
Damage (30[2] / 28[2]) + 18[2]
Stun 2~8 + 2~8
Stun Timer 90 + 90
Frame Advantage -24 / -22
-9(-10) / -4(-5)
-26 / -22
-11(-12) / -6(-7)
Super Meter 8
Frame Count (Forward) 4 4 3 1 1 1 1
Simplified (Forward) 11 4
Frame Count (Rh) 4 4 3 1 1 1 1
Simplified (Rh) 11 4
DeeJay rs8.png DeeJay rs9.png DeeJay rs10.png DeeJay rs11.png DeeJay rs12.png
Frame Count (Forward) 1 1 4 4 3
Simplified (Forward) 13
Frame Count (Rh) 1 1 4 4 3
Simplified (Rh) 13
DeeJay rs13.png DeeJay rs14.png DeeJay rs15.png DeeJay rs16.png DeeJay rs17.png DeeJay rs18.png
Frame Count (Forward) 2 3 1 9 7 9
Simplified (Forward) 15 16
Frame Count (Rh) 2 3 1 9 9 9
Simplified (Rh) 15 18

Short version hits once, Forward and Roundhouse versions hit twice. Long startup, which makes it easy to safejump. Forward and Roundhouse versions can actually be interrupted with a reversal in between hits (timing is tight and might not be possible in all situations). Mostly used as a combo ender. Forward/Roundhouse versions sometimes fail to connect the 2nd hit during combos, which prompts some players to use the short version exclusively. Less damage but never fails.

  • Machine Gun Upper: (Charge ↓, ↑, P. Press P repeatedly)

Detailed Input: (Charge ↓ for 61f, [0~7f] ↑ [0~10/9/7/2f] Jab/Strong/Fierce/any P if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button. The mash part requires a P input every 2f? to combo)

  • Full mashing:
Jab Strong Fierce DeeJay mgu1.png DeeJay mgu2anm.gif DeeJay mgu3anm.gif DeeJay mgu4anm.gif DeeJay mgu5.png DeeJay mgu6.png DeeJay mgu7.png DeeJay mgu8.png
Damage 12[2] + 12[2] +
24[2] + 12[1]
12[2] + 14[2] +
26[2] + 12[1]
12[2] + 16[2] +
28[2] + 12[1]
Stun 0~5 + 0~5 + 0~5 + 9~15
Stun Timer 30 + 30 + 30 + 100
Frame Advantage +6
Super Meter 7
Frame Count (Jab) 4 7 7 7 4 4 14 11
Simplified (Jab) 4 10 11 4 4 25
Frame Count (Strong) 5 7 7 7 4 4 14 11
Simplified (Strong) 5 10 11 4 4 25
Frame Count (Fierce) 6 7 7 7 4 4 14 11
Simplified (Fierce) 6 10 11 4 4 25
  • Without mashing:
Damage 12[2] + 12[1] DeeJay mgu1.png DeeJay mgu2anm.gif DeeJay mgu3nomash.png DeeJay mgu4nomash.png DeeJay mgu5.png DeeJay mgu6.png DeeJay mgu7.png DeeJay mgu8.png
Stun 0~5 + 9~15
Stun Timer 30 + 100
Frame Advantage -15 / +6
Super Meter 7

Frame Count (Jab) 4 7 6 5 4 4 14 11
Simplified (Jab) 4 22 4 25
Frame Count (Strong) 5 7 6 5 4 4 14 11
Simplified (Strong) 5 22 4 25
Frame Count (Fierce) 6 7 6 5 4 4 14 11
Simplified (Fierce) 6 22 4 25

This move is one of the strangest in the game. Proper technique is required to get the full four hits of the move to combo. Piano tap all three punches until you see the third hit connect, and then STOP.

  • Jackknife Maximum a.k.a. Up Kicks: (Charge ↓, ↑, K)

Detailed Input: (Charge ↓ for 61f, [0~7f] ↑ [0~10/9/7/2f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)

  • Short Version:
Damage 28[2] DeeJay jm1.png DeeJay jm2.png DeeJay jm3.png DeeJay jm4.png DeeJay jm5shrt 5frwrd 5&16rh.png DeeJay jm6shrt 17rh.png DeeJay jm7shrt 12frwrd 18rh.png DeeJay jm8shrt 13frwrd 19rh.png DeeJay jm9shrt 14frwrd 20rh.png
Stun 0~4
Stun Timer 20
Super Meter 9

Frame Count 2 2 2 6 3 3 19 1 4
Simplified 6 6 30
  • Forward Version:
Damage 14[2] + 14[2] DeeJay jm1.png DeeJay jm2.png DeeJay jm3.png DeeJay jm4.png DeeJay jm5shrt 5frwrd 5&16rh.png DeeJay jm6frwrd 6rh.png DeeJay jm7frwrd 7rh.png DeeJay jm8frwrd 8rh.png
Stun 0~4 + 0~4
Stun Timer 20 + 20
Super Meter 9

Frame Count 2 2 1 3 4 6 2 2
Simplified 5 3 14
DeeJay jm9frwrd 9rh.png DeeJay jm10frwrd 10rh.png DeeJay jm11frwrd 11rh.png DeeJay jm7shrt 12frwrd 18rh.png DeeJay jm8shrt 13frwrd 19rh.png DeeJay jm9shrt 14frwrd 20rh.png
Frame Count 4 4 4 11 1 6
Simplified 4 26
  • Roundhouse Version:
Damage 12[2] + 12[2] + 12[2] DeeJay jm1.png DeeJay jm2.png DeeJay jm3.png DeeJay jm4.png DeeJay jm5shrt 5frwrd 5&16rh.png DeeJay jm6frwrd 6rh.png DeeJay jm7frwrd 7rh.png DeeJay jm8frwrd 8rh.png
Stun 0~4 + 0~4 + 0~4
Stun Timer 20 + 20 + 20
Super Meter 9

Frame Count 2 1 1 2 2 2 2 2
Simplified 4 2 8
DeeJay jm9frwrd 9rh.png DeeJay jm10frwrd 10rh.png DeeJay jm11frwrd 11rh.png DeeJay jm12rh.png DeeJay jm13rh.png DeeJay jm14rh.png DeeJay jm15rh.png
Frame Count 4 2 2 2 2 2 6
Simplified 4 10 6
DeeJay jm5shrt 5frwrd 5&16rh.png DeeJay jm6shrt 17rh.png DeeJay jm7shrt 12frwrd 18rh.png DeeJay jm8shrt 13frwrd 19rh.png DeeJay jm9shrt 14frwrd 20rh.png
Frame Count 4 4 13 1 7
Simplified 29

Forward and Roundhouse versions are juggleable. Short version hits once, Forward version hits twice, Roundhouse version hits three times. Can juggle with super after for two more hits.

Super Move

  • Sobat Carnival: (Charge ←, → ← → K)

Detailed Input: (Charge ← for at least 60f, [0~6f] → [0~6f] ← [0~6f] → [0~12f] K)

Damage 20[2] * 4 DeeJay super1.png DeeJay super2.png DeeJay super3.png DeeJay super4.png DeeJay super5.png DeeJay super6.png DeeJay super7.png
Stun 0~4 * 4
Stun Timer 20 * 4
Frame Advantage -2(-3)

Frame Count 1 + [18] + 1 3 10 1 1 1 1
Simplified 15 4
DeeJay super8&26.png DeeJay super9&27.png DeeJay super10&28.png DeeJay super11&29.png DeeJay super12&30.png
Frame Count 1 1 4 7 2
Simplified 15
DeeJay super13.png DeeJay super14.png DeeJay super15&34.png DeeJay super16&35.png DeeJay super17.png DeeJay super18.png
Frame Count 1 1 2 1 1 2
Simplified 4 4... (13)
DeeJay super19.png DeeJay super20.png DeeJay super21.png DeeJay super22.png DeeJay super23.png DeeJay super24.png DeeJay super25.png
Frame Count 3 3 3 1 1 1 1
Simplified ...9 (13) 4
DeeJay super8&26.png DeeJay super9&27.png DeeJay super10&28.png DeeJay super11&29.png DeeJay super12&30.png DeeJay super31.png DeeJay super32.png
Frame Count 1 1 4 4 3 1 2
Simplified 16
DeeJay super33.png DeeJay super15&34.png DeeJay super16&35.png DeeJay super36.png
Frame Count 1 9 9 7
Simplified 10 16

The Basics

Dee Jay's basic game is one of patience, zoning, and punishing when they try to get in. Keep them at a distance with max outs, and when they try to come at you, have an upkicks ready for their face. Then you go for a cross-up, and from there you have many, many options. The most important things to remember are that Dee Jay has great normals that beat most normals in the game, tons of invulnerability on short upkicks (if you're not confident in your timing of other versions), crossup mixup games will debilitate most opponents if they guess wrong even once, and overall patience.
--Murderbydeath 01:28, 30 November 2009 (UTC)

Advanced Strategy

In terms of "Advanced" strategy, Dee Jay has quite a few tricks up his sleeve, especially off of his crossup game. If your opponent blocks your crossup correctly, that is only the beginning of the guessing game, as you have many options after your j.forward. You can tick into throw off of 1 or 2 jabs, 1 jab 1 short, 1 short, or go for another crossup; you can even fake tick into another crossup. Dee Jay has infinite possibilities for mixup off of his crossup, and this is where his true strength lies, even though it can be very difficult to get in on him (low strong, low forward, standing strong, standing roundhouse, crouching fierce, upkicks, max out--all great at keeping your opponent at a distance). Make your opponent work to get in, and when he does, punish him for doing so, then mix him up until he has no idea what's coming next. A good meaty mixup is close standing forward, low forward. If timed properly it combos (it even combos non-meaty, but is more difficult). Next time, do meaty close standing forward -> tick throw. Next time, walk up standing short -> throw. Then walk up standing short, crossup forward into crossup mixup. The possibilities are endless.
--Murderbydeath 01:32, 30 November 2009 (UTC)

Combos

  • Cross-up j.forward, c.jab, c.short xx MGU (all 4 hits, often dizzies, punishes throw mashers)
  • Cross-up j.forward, c.fierce xx MGU (all 4 hits, punish combo)
  • Cross-up j.forward, c.jab x2, s.strong xx RH sobat (second hit connects randomly; sometimes dizzies)
  • Cross-up j.forward, c.short, close st.short, s.strong xx Max out
  • Cross-up j.forward, c.jab x2 xx MGU (all 4 hits)
  • Cross-up j.forward, c.jab x2, c.short xx max out (creates space)
  • Cross-up j.forward, c.jab, c.fierce xx MGU (only works on standing opponents, HUGE damage)
  • Cross-up j.forward, c.jab x2, c.short xx RH upkicks -> super (only works on standing opponents)
  • Close s.forward, c.forward (great meaty combo, string into low RH to create space or a knockdown or whatever you want, really)
  • j.RH, c.fierce, sobat
  • j.RH, s.strong, sobat
  • j.jab, c.jab, c.short xx max out
  • Super, forward/RH upkicks (2 hits)

--Murderbydeath 00:29, 29 November 2009 (UTC)

Match-ups

Matchups classified with this diagram in mind. For the old characters I guessed the positions.

--Born2SPD

Serious Advantage Match-ups

Vs. Blanka:

  • 7.5 - 2.5

This match is similar to the Honda match below. It's an easy match unless Blanka is able to cross you up with his godly j.short. Use your max-outs to keep him away; he won't be able to slide under easily like he would against Guile; he can still do it, but it isn't easy. His main option is to jump at you with his far reaching j.RH, which can be beat with DJ's slide. If you block a ball, s.RH will punish it.

Vs. Cammy:

  • 8 - 2

Vs. E. Honda:

  • 8.5 - 1.5

In a nutshell: zone Honda to death. Shut down his options, force him to take big risks, and punish him for doing so. If you don't, he gets in, and you die.

Basic tech
  • Throw fireballs when you think he won't buttslam.
  • If you do think Honda will buttslam, hit him with LK upkicks.
    • Why LK upkicks? Because it's active and invulnerable for much longer than the MK or HK versions, so it's a safe bet if you're unsure which version of buttslam Honda will do.
    • Try to avoid MK upkicks unless the Honda is a scrub who's jumping in from a really vulnerable range to you. Don't get greedy for damage, you already dictate the flow of the match solidly enough.
  • Jump LP beats headbutt clean. Make good use of it. This move alone is the reason many people counterpick Honda with DJ.
  • If you get a knockdown, don't go for the cross-up, as Honda can simply reversal buttslam to get out of your setup. Instead, safe jump him with jump LP.
Advanced tech
  • If Honda jumps at the absolute closest range from which LK upkicks will whiff, his jump-in becomes a pretty scary 50/50 mixup (i.e. guess wrong and you die):
    • Option 1:
      • Honda presses a button, and his hurtbox extends.
      • Beats or trades with slide, but loses to LK upkicks.
    • Option 2:
      • Honda doesn't press a button.
      • Beats LK upkicks (by causing it to whiff), but loses slide.

Huge props to Thelo for teaching me about this.

--MaximumElbow (talk) 08:44, 30 October 2018 (MSK)


E. Honda is an easy match for DJ; his best in the game. Just shoot out those FBs. The fatness of both Honda's ass and DJ's max-outs works in favor of DJ. For anti-air, his slide works wonders. Use it against his buttdrops too. Jump RH also works when Honda is on his way up way up.

Diagonal jump jab BEATS HIS HEADBUTT! Remember this. You can jump away to safety if he gets in too close. C.fierce also beats the headbutt.

Remember, although you have a major advantage, if he knocks you down in the corner, you are screwed, unless you can pull off a reversal after his tick -> oicho; however, you have to watch out, as many Hondas will mix it up with low short xx buttflop.

Vs. Fei Long:

  • 7.5 - 2.5

Vs. T. Hawk:

  • 7 - 3

Advantage Match-ups

Vs. M. Bison (dictator):

  • 6.5 - 3.5

Vs. O. T. Hawk:

Fair Match-ups

Vs. Dee Jay (self):

Vs. Guile:

  • 4.5 - 5.5

This is a good match for DJ; it's slightly in DJ's favor. DJ can counter a lot of Guile's main attacks: slides go under sonic booms, c.strong can beat his c.forward. Keep pressuring him up close using c.strongs, c.shorts and c.RH.

Vs. Ken:

  • 5 - 5

See Ryu.

Vs. Sagat:

  • 4.5 - 5.5

Vs. Zangief:

  • 4.5 - 5.5

Two words: BE CAREFUL. This is a much harder match than it seems; it is very unstable. If he gets in, you are dead. If he stays out, he's dead. Simple enough, eh?

Keep him out with max-outs. Trip his lariats with your slide. If he jumps, use the many AA tools at your disposal. Not much too it, but don't get complacent! You normals do not have the reach of Guile, so the slides much be used wisely. Fire a FB into the lariat before it ends instead of using the slide when you see fit. c.strong can beat some of his low normals and c.fierce can beat his s.forward.

If he is able to get in on you, pray. DJ does not have a reliable reversal other than his super; he may have a sonic boom, but he sure as hell doesn't have a flashkick. He will tick you to death. A short sobat can beat his low normals. Use this to get you out of or avoid this bad situation.

Disadvantage Match-ups

Vs. Chun-Li:

  • 3.5 - 6.5

Vs. O. Ken:

Vs. Vega (claw):

  • 4 - 6

Serious Disadvantage Match-ups

Vs. Balrog (boxer):

  • 3 - 7

Vs. Dhalsim

  • 2 - 8

This is a tough match, but it is winnable. Use max-outs to trade with yoga fires. Stay at a distance and beat his limbs with C.strong and c.fierce. You can also try to jump over his fires and kick him with DJ's long reaching j.RH. If he tries to use his drills, s.strong can beat them. If he gets knocked down, you can go for a cross-up or safe jump jab. Dhalsim's only reversal, other than super, is his teleport, so his wakeup defense isn't that great.

Vs. Ryu

  • 3 - 7

The shotos can give DJ some problems. You will need to be the aggressor in this match. You will need to use your Max-outs, using slides in between to gain ground. When in place, a j.RH over a FB will kick him right in the face. Make sure to time this. Once you’re in, trip him and then go for a cross-up; if you connect with your j.forward, you have several options (see combos). If not, you also have several options: jab x1, tick throw; jab x2, tick throw; jab, short, tick throw; whiff st.jab tick throw; st.short, cross-up j.forward; st.short, tick throw. This is Dee Jay's basic mixup, and it must be utilized to its full potential when capitalizing on getting in on Ryu. Also, c.strong will beat shoto c.forwards; in fact, it beats nearly all shoto low moves (sans low strong). If you get in a fireball trap, note that his short upkick can go through FIERCE fireballs.

Vs. O. Sagat

Short sobats and short upkicks are good for going over low tigers. After you get in, do what you would do against the shotos.

X-static (Jan 6, 2008)

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