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That said, Dee Jay mainly has to work around one major tradeoff on his longer normals, which is their lack of cancel windows. While he makes great use of Drive Meter, some of his opportunities to use it are limited if he hits opponents with his buttons tailor-made for poking; armored moves, especially or particularly Drive Impacts, will break right through them if he doesn't use them carefully. Additionally, because his primary reversal is Overdrive Jackknife Maximum and he uses a lot of Drive for conversions, Dee Jay has a hard time in Burnout in general. This is especially true if he doesn't have enough meter for a Lv. 3 Super Art, since his Level 1 Super Art crushes lows for part of its animation but doesn't have invulnerability otherwise. If you enjoy cool beats and slick dance moves, though, do the dancehall ting with Dee Jay. | That said, Dee Jay mainly has to work around one major tradeoff on his longer normals, which is their lack of cancel windows. While he makes great use of Drive Meter, some of his opportunities to use it are limited if he hits opponents with his buttons tailor-made for poking; armored moves, especially or particularly Drive Impacts, will break right through them if he doesn't use them carefully. Additionally, because his primary reversal is Overdrive Jackknife Maximum and he uses a lot of Drive for conversions, Dee Jay has a hard time in Burnout in general. This is especially true if he doesn't have enough meter for a Lv. 3 Super Art, since his Level 1 Super Art crushes lows for part of its animation but doesn't have invulnerability otherwise. If you enjoy cool beats and slick dance moves, though, do the dancehall ting with Dee Jay. | ||
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* '''Tricky Movement''': A fast forward dash, an extremely fast Drive Rush, and his '''Jus Cool''' sway series give Dee Jay unconventional but powerful movement and mix-ups. | * '''Tricky Movement''': A fast forward dash, an extremely fast Drive Rush, and his '''Jus Cool''' sway series give Dee Jay unconventional but powerful movement and mix-ups. | ||
* '''Feint Master''': Dee Jay is very good at baiting the opponent to respond to his strong options and then feinting them into a punish. At any range, there is always some way Dee Jay can mix people up. | * '''Feint Master''': Dee Jay is very good at baiting the opponent to respond to his strong options and then feinting them into a punish. At any range, there is always some way Dee Jay can mix people up. | ||
* '''Anti-Fireball Fireballs''': Dee Jay can use the two hits of heavy Air Slasher to beat out most non-OD fireballs, giving him an edge against other fireball characters. His OD Heavy Slasher also has an initial hit that can break other OD fireballs before creating its own. These fireballs become even more terrifying when the opponent is in Burnout, as they do considerable chip damage and beat out almost any opposing fireball attempt. | * '''Anti-Fireball Fireballs''': Dee Jay can use the two hits of heavy Air Slasher to beat out most non-OD fireballs, giving him an edge against other fireball characters. His OD Heavy Slasher also has an initial hit that can break other OD fireballs before creating its own. These fireballs become even more terrifying when the opponent is in Burnout, as they do considerable chip damage and beat out almost any opposing fireball attempt. | ||
* '''High Damage''': Dee Jay's damage potential in combos is well above average. Machine Gun Uppercut gives him very damaging combos if he is able to confirm into it. He converts his Drive gauge into damage very well in general, with the rest of his Overdrive moves being useful for extending combos in a variety of damaging ways. | * '''High Damage''': Dee Jay's damage potential in combos is well above average. Machine Gun Uppercut gives him very damaging combos if he is able to confirm into it. He converts his Drive gauge into damage very well in general, with the rest of his Overdrive moves being useful for extending combos in a variety of damaging ways. | ||
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* '''Uncancellable Pokes''': Dee Jay has far reaching normals with great hitboxes, but many of them suffer from a lack of cancel windows. He cannot Drive Rush off of his further reaching pokes such as 5MK, 2MK or 5HP for pressure or confirms, and they can easily lose to Drive Impact with poor timing. | * '''Uncancellable Pokes''': Dee Jay has far reaching normals with great hitboxes, but many of them suffer from a lack of cancel windows. He cannot Drive Rush off of his further reaching pokes such as 5MK, 2MK or 5HP for pressure or confirms, and they can easily lose to Drive Impact with poor timing. | ||
* '''Poor Super Reversals''': Dee Jay has no Level 1 Super reversal, and his Level 2 reversal is too slow to punish faster meaties. Because of this, he can be put into very disadvantageous positions, especially when in Burnout. | * '''Poor Super Reversals''': Dee Jay has no Level 1 Super reversal, and his Level 2 reversal is too slow to punish faster meaties. Because of this, he can be put into very disadvantageous positions, especially when in Burnout. | ||
* '''Weird Normals''': Dee Jay's normals function differently than most the cast such as his {{clr|MK|2MK}} acting more like a sweep or {{clr|HP|5HP}} having a specific window for special cancels. | |||
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Revision as of 19:49, 16 July 2023
Introduction
A globally popular dance music superstar, Dee Jay is always ready to have a good time. With a burning love for music and fighting, this Jamaican sensation drives audiences wild with hot new songs and stylish moves.
Dee Jay's playstyle relies on mind games and long normals, centering around baiting opponents into acting early or reacting wrongly to something before covering ground and punishing them for it. Once he establishes his pace, Dee Jay shines at making opponents second-guess themselves so that he can go for mixups of some kind or another.
To this end, Dee Jay has a lot of very fast movement options; his forward dash and particularly his Drive Rush are incredibly quick, which pairs well with his longer normals and command normals (namely, 5MK, 2MK, 5HP, and 6MK) in addition to his throws to get him in and on top of his opponents if they're not prepared to stop a dash or a Drive Rush. His Drive Impact also has incredible reach due to its animation, and getting a Punish Counter with it is one of many ways to set up for a combo ending with Machine Gun Punch to cash out for damage.
Jus Cool is another tool that helps sell his trickiness, as it's a special move that lets Dee Jay sway back to avoid getting hit before advancing with one of five followups, each with their own particular uses, and Overdrive Jus Cool adds on to Dee Jay's excellent Drive Meter usage by both swaying and launching the opponent with a hit. Dee Jay's special move selection is rounded out by Air Slasher, a charge fireball with some anti-fireball applications when the HP and Overdrive versions are used, Jackknife Maximum for anti-airing, and Rolling Sobat to cover ground and either stagger or knock the opponent down. The most notable trait of these three moves, which winds up tying back into his trickiness, is that their light versions are all feints, which allows Dee Jay to deliberately bait people into thinking he's going to use one of them only to recover faster than expected and pop them for overextending.
That said, Dee Jay mainly has to work around one major tradeoff on his longer normals, which is their lack of cancel windows. While he makes great use of Drive Meter, some of his opportunities to use it are limited if he hits opponents with his buttons tailor-made for poking; armored moves, especially or particularly Drive Impacts, will break right through them if he doesn't use them carefully. Additionally, because his primary reversal is Overdrive Jackknife Maximum and he uses a lot of Drive for conversions, Dee Jay has a hard time in Burnout in general. This is especially true if he doesn't have enough meter for a Lv. 3 Super Art, since his Level 1 Super Art crushes lows for part of its animation but doesn't have invulnerability otherwise. If you enjoy cool beats and slick dance moves, though, do the dancehall ting with Dee Jay.
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Classic & Modern Versions Comparison
Here is the list of differences when playing Modern Dee Jay:
Missing Normals
- Standing Heavy Punch
- Standing Medium Kick
- Jumping Light Punch
- Jumping Medium Punch
- Jumping Heavy Punch
Missing Command Normals
- Party in the Air [j.MP > j.HP]
Shortcut-Only Specials
- Jus Cool [5S]
Miscellaneous Changes