Super Street Fighter 2 Turbo/O. Dee Jay

From SuperCombo Wiki
Old Dee Jay's portrait in Super Turbo

Introduction

Picking Old Dee Jay

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

Normal Secondary
Deejay-old1.gif Deejay-old2.gif

--Born2SPD

Strengths & Weaknesses

Strengths

  • Insane priority on a lot of normals, not much most characters can do to challenge them.
  • Some normals with 1 frame recovery like crouch jab and close mk, can lead to 50/50.
  • Good anti air options.
  • Good combo ability, and can do a ton of damage and stun.
  • Fireball has fast startup, and is a useful zoning tool in general.
  • Thin hurtbox, making him harder to combo.

Weakness

  • Most normals have poor reach.
  • Unreliable reversals. Mgu has poor range, and is often unsafe on grounded opponents.
  • Struggles in fireball wars vs other fireballers, his only reliable way around them is to jump.
  • Long startup on his jump, making fireball pressure even harder to deal with.

New & Old Versions Comparison

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.

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close Standing Jab: (Base max activation range: 42)
Damage 4[0] ODeeJay stcljab1&3.png ODeeJay stcljab2.png ODeeJay stcljab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special 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] ODeeJay stfarjab1.png ODeeJay stfarjab2.png ODeeJay stfarjab3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special 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] ODeeJay crjab1&3.png ODeeJay crjab2.png ODeeJay crjab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special 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. Old Deejay has a slightly fatter hitbox on this move.

  • Close/Far Standing Strong:
Damage 22[0] ODeeJay stclstrng1 stfarstrng1.png ODeeJay stclstrng2 stfarstrng2.png ODeeJay stclstrng3 stfarstrng3.png ODeeJay stclstrng4 stfarstrng4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special 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] ODeeJay crstrng1.png ODeeJay crstrng2.png ODeeJay crstrng3.png ODeeJay crstrng4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special 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. One nice advantage for old Deejay, is that he can cancel this attack.

  • Close Standing Fierce: (Base max activation range: 40)
Damage 28[1] + 4[1] ODeeJay stclfrc1.png ODeeJay stclfrc2.png ODeeJay stclfrc3.png ODeeJay stclfrc4&6.png ODeeJay stclfrc5.png ODeeJay stclfrc4&6.png
Stun 10~16 + 1~7
Stun Timer 80 + 70
Chain Cancel No
Special 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] ODeeJay stfarfrc1.png ODeeJay stfarfrc2.png ODeeJay stfarfrc3.png ODeeJay stfarfrc4.png ODeeJay stfarfrc5.png ODeeJay stfarfrc6.png ODeeJay stfarfrc7.png ODeeJay stfarfrc8.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special 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] ODeeJay crfrc1.png ODeeJay crfrc2.png ODeeJay crfrc3.png ODeeJay crfrc4.png ODeeJay crfrc5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special 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] ODeeJay stclshrt1&3.png ODeeJay stclshrt2.png ODeeJay stclshrt1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special 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] ODeeJay stfarshrt1&3.png ODeeJay stfarshrt2.png ODeeJay stfarshrt1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special 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. Old Deejay has better priority on this attack, making it an effective counter poke.

  • Crouching Short:
Damage 4[0] ODeeJay crshrt1&3.png ODeeJay crshrt2.png ODeeJay crshrt1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special 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] ODeeJay stclfrwrd1.png ODeeJay stclfrwrd2.png ODeeJay stclfrwrd3&5.png ODeeJay stclfrwrd4.png ODeeJay stclfrwrd3&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special 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] ODeeJay stfarfrwrd1&6.png ODeeJay stfarfrwrd2.png ODeeJay stfarfrwrd3.png ODeeJay stfarfrwrd4.png ODeeJay stfarfrwrd5.png ODeeJay stfarfrwrd1&6.png
Stun 5~11 + 2~8
Stun Timer 60 + 60
Chain Cancel No
Special Cancel No
Frame Advantage +0 / +3(+2)
Frame Count 3 3 3 8 3 4
Simplified 1 + 6 3 8 7

Old Deejay has better priority on the second hit, making it a good anti air, usually he has better options though, you also need time to get it out.

  • Crouching Forward:
Damage 22[0] ODeeJay crfrwrd1&5.png ODeeJay crfrwrd2.png ODeeJay crfrwrd3.png ODeeJay crfrwrd4.png ODeeJay crfrwrd1&5.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special 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] ODeeJay stclrh1.png ODeeJay stclrh2.png ODeeJay stclrh3&5.png ODeeJay stclrh4.png ODeeJay stclrh3&5.png ODeeJay stclrh6.png
Stun 10~16 / 1~7
Stun Timer 80 / 70
Chain Cancel No
Special 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] ODeeJay stfarrh1.png ODeeJay stfarrh2.png ODeeJay stfarrh3.png ODeeJay stfarrh4.png ODeeJay stfarrh5.png ODeeJay stfarrh6.png ODeeJay stfarrh7.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special 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] ODeeJay crrh1.png ODeeJay crrh2.png ODeeJay crrh3.png ODeeJay crrh4.png ODeeJay crrh5.png
Stun 5~11 / 10~16
Stun Timer 130 / 80
Chain Cancel No
Special 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] ODeeJay njjab1 djjab1.png ODeeJay 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] ODeeJay njstrng1 djfrc2.png ODeeJay njstrng2 djfrc3.png ODeeJay njstrng3 djfrc4.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 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 fierce, are good for dodging fireballs, as it removes the lower part of DJ's hurtbox.

  • Diagonal Jumping Strong:
Damage 22[0] ODeeJay djstrng1.png ODeeJay djstrng2.png ODeeJay djstrng3.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 3 4 14 5 4
Simplified 7 14

Decent forwards priority, can be ok as an air to air, but otherwise it's outclassed by other air normals.

  • Neutral Jumping Fierce:
Damage 28[0] ODeeJay njfrc1.png ODeeJay njfrc2.png ODeeJay njfrc3.png ODeeJay njfrc4.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 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 diagonal jump fierce, this is useful for neutral jumping over fireballs as it makes his hurtbox smaller vertically.

  • Diagonal Jumping Fierce:
Damage 28[1] ODeeJay djfrc1.png ODeeJay njstrng1 djfrc2.png ODeeJay njstrng2 djfrc3.png ODeeJay njstrng3 djfrc4.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 2 4 4 8 5 4
Simplified 6 12

Can be useful to dodge fireballs as it removes the lower half of his hurtbox.

  • Neutral Jumping Short:
Damage 20[0] ODeeJay njshrt1.png ODeeJay 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] ODeeJay djshrt1.png ODeeJay 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] ODeeJay njfrwrd1&4 djrh5.png ODeeJay njfrwrd2.png ODeeJay njfrwrd3.png ODeeJay njfrwrd1&4 djrh5.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 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] ODeeJay djfrwrd1&5.png ODeeJay djfrwrd2&4.png ODeeJay djfrwrd3.png ODeeJay djfrwrd2&4.png ODeeJay djfrwrd1&5.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 5~11
Stun Timer 50(+10)



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

Nerfed heavily in the crossup department compared to N.Deejay. The forward priority is better, but this does not compensate enough, practice the spacing to use it effectively as a crossup.

  • Neutral Jumping Roundhouse:
Damage 28[1] ODeeJay njrh1.png ODeeJay njrh2&4.png ODeeJay njrh3.png ODeeJay njrh2&4.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 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] ODeeJay djrh1.png ODeeJay djrh2.png ODeeJay djrh3.png ODeeJay djrh4.png ODeeJay njfrwrd1&4 djrh5.png ODeeJay njstrng4 djstrng4 njfrc5 djfrc5 njfrwrd5 djfrwrd6 njrh5 djrh6.png ODeeJay njstrng5 djstrng5 njfrc6 djfrc6 njfrwrd6 djfrwrd7 njrh6 djrh7.png ODeeJay njstrng6 djstrng6 njfrc7 djfrc7 njfrwrd7 djfrwrd8 njrh7 djrh8.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 2 4 4 8 4 4 4
Simplified 6 12

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. Also includes an upwards part at the start as Old Deejay, usually this just means you have to wait longer for the long range part to come out.

Command Normals

  • Knee Shot: (Jump diagonally, ↙/↓/↘ + Short)
Damage 12[0] ODeeJay ks1.png ODeeJay ks2.png ODeeJay 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 ODeeJay throwb.png ODeeJay throw.png ODeeJay 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, [7~14f] → [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:
ODeeJay mo1.png ODeeJay mo2.png ODeeJay mo3.png
Frame Count 3 2 2
Simplified 7
  • Active:
  • Jab Version:
Damage 17[1] ODeeJay mo4.png ODeeJay mo5jab.png ODeeJay mo6jab.png ODeeJay mo7jab.png
Stun 3~9
Stun Timer 90


Frame Count 1 3 10 1...
Simplified 37
  • Strong Version:
Damage 18[1] ODeeJay mo4.png ODeeJay mo5strng.png ODeeJay mo6strng.png ODeeJay mo7strng.png
Stun 3~9
Stun Timer 90


Frame Count 1 2 9 1...
Simplified 37
  • Fierce Version:
Damage 20[1] ODeeJay mo4.png ODeeJay mo5frc.png ODeeJay mo6frc.png ODeeJay mo7frc.png
Stun 3~9
Stun Timer 90


Frame Count 1 1 6 1...
Simplified 37

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, [7~14f] → [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] ODeeJay rs1.png ODeeJay rs2shrt.png ODeeJay rs3shrt.png ODeeJay rs4.png ODeeJay rs5.png ODeeJay rs6.png ODeeJay rs7.png
Stun 9~15
Stun Timer 100
Frame Advantage -14 / -10

Frame Count 4 7 3 1 3 2 4
Simplified 14 10
ODeeJay rs8.png ODeeJay rs9shrt.png ODeeJay rs10shrt.png ODeeJay rs11shrt.png ODeeJay rs12shrt.png ODeeJay rs13shrt.png ODeeJay rs14shrt.png
Frame Count 1 3 4 3 6 5 4
Simplified 26
  • Forward/Roundhouse Versions:
Forward Rh ODeeJay rs1.png ODeeJay rs2.png ODeeJay rs3.png ODeeJay rs4.png ODeeJay rs5.png ODeeJay rs6.png ODeeJay rs7.png
Damage (30[2] / 28[2]) + 18[2]
Stun 9~15 + 2~8
Stun Timer 100 + 90
Frame Advantage -24 / -22
-9(-10) / -4(-5)
-26 / -22
-11(-12) / -6(-7)
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
ODeeJay rs8.png ODeeJay rs9.png ODeeJay rs10.png ODeeJay rs11.png ODeeJay rs12.png
Frame Count (Forward) 1 1 4 4 3
Simplified (Forward) 13
Frame Count (Rh) 1 1 4 4 3
Simplified (Rh) 13
ODeeJay rs13.png ODeeJay rs14.png ODeeJay rs15.png ODeeJay rs16.png ODeeJay rs17.png ODeeJay 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.

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

Detailed Input: (Charge ↓/↙/↘ for 61f, [7~14f] ↑/↖/↗ [10/9/7/4f] 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 ODeeJay mgu1.png ODeeJay mgu2anm.gif ODeeJay mgu3anm.gif ODeeJay mgu4anm.gif ODeeJay mgu5.png ODeeJay mgu6.png ODeeJay mgu7.png ODeeJay mgu8.png
Damage 12[2] + 4[2] +
24[1] + 12[1]
12[2] + 4[2] +
26[1] + 12[1]
12[2] + 4[2] +
28[1] + 12[1]
Stun 0~5 + 0~5 + 0~5 + 9~15
Stun Timer 30 + 30 + 30 + 100
Frame Advantage +6
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/Failed mashing:
Damage 12[2] + 12[1] ODeeJay mgu1.png ODeeJay mgu2anm.gif ODeeJay mgu3nomash.png ODeeJay mgu4nomash.png ODeeJay mgu5.png ODeeJay mgu6.png ODeeJay mgu7.png ODeeJay mgu8.png
Stun 0~5 + 9~15
Stun Timer 30 + 100
Frame Advantage -15 / +6

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

O.Dee Jay's only proper reversal. Can be used to avoid meaty projectiles on wakeup and to anti air. 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.

Misc Animations

Jump Animations

  • Neutral Jump:
ODeeJay bj1 nj1 fj1.png ODeeJay bj2 nj2 fj2.png ODeeJay bj3 nj3 fj3.png ODeeJay nj4.png ODeeJay nj5.png ODeeJay nj6.png ODeeJay nj7.png ODeeJay nj8.png ODeeJay nj9.png ODeeJay bj11 nj10 fj11.png
Frame Count 3 1 1 6 8 10 8 12 1 7*
Simplified 4 1 44 1 7*
  • Back Jump:
ODeeJay bj1 nj1 fj1.png ODeeJay bj2 nj2 fj2.png ODeeJay bj3 nj3 fj3.png ODeeJay bj4 fj9.png ODeeJay bj5 fj8.png ODeeJay bj6 fj7.png ODeeJay bj7 fj6.png ODeeJay bj8 fj5.png ODeeJay bj9 fj4.png ODeeJay bj10.png ODeeJay bj11 nj10 fj11.png
Frame Count 3 1 1 6 6 6 6 6 15 1 7*
Simplified 4 1 45 1 7*
  • Forward Jump:
ODeeJay bj1 nj1 fj1.png ODeeJay bj2 nj2 fj2.png ODeeJay bj3 nj3 fj3.png ODeeJay bj9 fj4.png ODeeJay bj8 fj5.png ODeeJay bj7 fj6.png ODeeJay bj6 fj7.png ODeeJay bj5 fj8.png ODeeJay bj4 fj9.png ODeeJay fj10.png ODeeJay bj11 nj10 fj11.png
Frame Count 3 1 1 6 6 6 6 6 13 1 7*
Simplified 4 1 43 1 7*

O.DeeJay's prejump animation is one of the slowest on the game, unlike N.DeeJay's that was buffed on ST by 2 frames, so unlike N.DeeJay, that has a considerably fast prejump animation, N.Deejay's prejump is slow. This for the most part is a disadvantage.

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.

The Basics

Much weaker than his new version, he still has great normals, but the lack of upkicks, and a really bad crossup make it harder to deal damage. To make matters worse, his fireball has a whole 3 extra frames of recovery, so zoning is also less effective. He has some nice buffs on a few normals, but none are game changing, same for his mgu hurtbox on the early part. You basically want to play a lot like New DJ, just your tools are less effective.

Advanced Strategy

Match-ups

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New Characters
Balrog
Blanka
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Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
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Sagat
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Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief