Super Street Fighter 2 Turbo/Dee Jay

From SuperCombo Wiki
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

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.
  • Best crossup in the game, also leads to touch of death combos, and decent mixups if they block.
  • 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.
  • Upkick can help him escape crossups.
  • Thin hurtbox, making him harder to combo.

Weakness

  • Most normals have poor reach.
  • Unreliable reversals, upkicks whiff on crouchers, and dredd kick/super are slow.
  • Struggles in fireball wars vs other fireballers, his only reliable way around them is to jump.
  • Super has slow startup, and is often unsafe on block.

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

Video Overview

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 and even better hurtbox (pushed back into his body, making it tougher to get hit from an aerial attack). 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 low moves, like Dhalsim's crouching moves. Allows Deejay to counter far jump ins from Chun. Can be used as an instant overhead vs Dhalsim as well as on mirror matches, but the window of execution is not very forgiving: it must be done on the very first frame possible.

  • 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, [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:
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, [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] 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. The Forward kick version have some built-in safejump setups on some matchups.

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

Detailed Input: (Charge ↓/↙/↘ for 61f, [7~14f] ↑/↖/↗ [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/Failed 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. Good chance to dizzy if landed, allowing for a likely round ending follow-up combo. Hardest move to master in the game by far. Being able to correctly use MGU on command separates good Deejay players from great ones.

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

Detailed Input: (Charge ↓/↙/↘ for 61f, [7~14f] ↑/↖/↗ [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 if RH upkicks were used and three more hits if one forward upkicks were used. Forward version can combo into another forward upkicks or roundhouse upkicks. If the roundhouse upkicks don't hit for 3 hits (like you missed the first hit), you can use forward or roundhouse upkicks again to get the last hit. Basically, if you have the clearance to do it, two forward upkicks for the 3 hits are almost always preferable than just using roundhouse upkicks (more damage and super meter gain). Short upkicks have the most active time, which helps when you need to defend yourself from difficult aerial assaults (like against crossup sumo smash from honda). -x64

Super Move

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

Detailed Input: (Charge ←/↙/↖ for at least 60f, [7~14f] →/↘/↗ [7~14f] ←/↙/↖ [7~14f] →/↘/↗ [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

Great damage and can be followed up with a MK upkicks for two extra hits right after completion of super (like Chun-Li). The reversal of that also works (MK or HK upkicks into juggle super). Super will wiff on the 2nd or 3rd hit if the 1st hit gets blocked from long distance, allowing for an easy reversal. This super also has the worst startup of any super in the game (15 frames) so it is incredibly easy to safejump or bait. -x64

Misc Animations

Jump Animations

  • Neutral Jump:
DeeJay bj1 nj1 fj1.png DeeJay bj2 nj2 fj2.png DeeJay nj3.png DeeJay nj4.png DeeJay nj5.png DeeJay nj6.png DeeJay nj7.png DeeJay nj8.png DeeJay bj10 nj9 fj10.png
Frame Count 2 1 6 8 10 8 12 1 7*
Simplified 2 1 44 1 7*
  • Back Jump:
DeeJay bj1 nj1 fj1.png DeeJay bj2 nj2 fj2.png DeeJay bj3 fj8.png DeeJay bj4 fj7.png DeeJay bj5 fj6.png DeeJay bj6 fj5.png DeeJay bj7 fj4.png DeeJay bj8 fj3.png DeeJay bj9.png DeeJay bj10 nj9 fj10.png
Frame Count 2 1 6 6 6 6 6 15 1 7*
Simplified 2 1 45 1 7*
  • Forward Jump:
DeeJay bj1 nj1 fj1.png DeeJay bj2 nj2 fj2.png DeeJay bj8 fj3.png DeeJay bj7 fj4.png DeeJay bj6 fj5.png DeeJay bj5 fj6.png DeeJay bj4 fj7.png DeeJay bj3 fj8.png DeeJay fj9.png DeeJay bj10 nj9 fj10.png
Frame Count 2 1 6 6 6 6 6 13 1 7*
Simplified 2 1 43 1 7*

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

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

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)

MGU Execution

DeeJay's cross-up game is strong for various reasons... his Jumping Forward kick can be very ambiguous and hard to block, but what really makes his cross-up game so dangerous are his MGU TODs. You can do fairly damaging combos by ending a sequence into his other specials, but only with a properly mashed MGU (i.e. 4 MGU hits) you get a granted dizzy. So, to master the MGU execution is a required skill for anyone considering maining Dee Jay.

Before anything else, let's dive into the technicalities of how the MGU work.
The move is divided into 4 parts. I call them "cycles" here, though the last part is not exactly a cycle.

1st cycle/part 2nd cycle/part 3rd cycle/part 4th part
DeeJay mgu2anm.gif DeeJay mgu3anm.gif DeeJay mgu4anm.gif DeeJay mgu6.png

During each cycle (the first 3 active parts), the internal behavior is the same:

  • Theres a timer of 10f. You need a new P input (negative edges doesn't count) before this timer reaches 0
    • If the timer reaches 0 then DeeJay goes to the "mashing failed" version (see "Without mashing" MGU section above) of the animation cycle (i.e. the combo will drop)
  • There's a threshold of 5 P inputs per cycle.
    • Every time a new P input is detected the following happens:
      • The timer is reseted (goes back to 10)
      • The P input counter is incremented
    • If the P input counter equals to 5, the following happens:
      • DeeJay will enter a "cycle transition" state: additional inputs will be ignored until the current animation reaches its end (which will then force the MGU to go to the next active part)
        • Each animation cycle has a total duration of 4f, so the maximum duration for this transition state will be of 3f, though it could just as likely be only 1 or 2 frames longer (considering a scenario without frame skip)
      • The P input counter then is reseted (so it's equal to zero for the next cycle)


If you mash slowly, with just enough frequency for it to not be considered a failed mashing, the MGU will not combo... you can make it last quite a while this way. It will even be worse than a no-mash MGU, since that often combos for 2 hits.

With all that in mind, the conclusion is that the optimal MGU execution should be as follows:

  • During cycle #1 you want to get the 5 inputs as soon as possible, so we can transition to cycle #2 quickly
  • During cycle #2 it's the same thing, we want to reach cycle #3 asap
  • Now, on cycle #3, we want it to result in a failed mashing, because the 4th part always comes out anyway (if you do a no-mash MGU, only the 1st and 4th part comes out)
    • You can go for the 5 inputs during cycle #3, and that will give you a 4hit combo the same, so there's no point.
    • Just be aware that stopping at 3 or 4 inputs during cycle #3 can make the combo drop, because it will be delaying the cycle transition. You have to either make it fail quickly or force the transition quickly.


In other words, we need at least 10 P inputs as soon as possible and then STOP the mashing. And make sure to not go too much over 10 presses.
It's interesting to have do a little more than 10 though, just to cover the cases in which inputs are ignored during cycle transitions.
Only thing left to answer is how fast must be the mashing. From my tests, for there to be no push-back, it's needed to have at least 1 P input at every 3 frames (i.e. 001001..). Anything slower than that may result in the combo dropping, specially if it's against a slimmer character or if the MGU was activated from not very close. And that's considering a scenario without frame skip... at higher turbo speeds, this will get naturally harder.

If you consider using the finger slide method (i.e. the Fujimon method), then you have basically 2 options:

  • 4 button slides by switching directions after the last button (12 P inputs, i.e. lp mp hp, hp mp lp, lp mp hp, hp mp lp): 2 additional inputs should be enough to cover ignored inputs, while also not going too far above the minimum input amount.
  • 5 button slides by switching directions during the last button (11 P inputs, i.e. lp mp hp mp lp mp hp mp lp mp hp): there's only a single additional input, but it also should be enough to cover ignored inputs on most cases.



In case you need any reference regarding the execution itself, watch the following:

--Born2SPD

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

Dee Jay its a great cross up comboer, his basic 2-in-1 its crouching fierce, that after a Max Out or short sobat can bring a good stun poke probability

Basic

  • close strong, short sobat
  • crouch fierce, Max Out
  • crouch jab, crouch short, short up kick
  • j. roundhouse, crouch fierce, short sobat
  • j. roundhouse, standing close strong, short sobat
  • j.jab, crouch jab, crouch short xx max out
  • Super, forward/roundhouse upkicks (2 hits)

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

Advanced

  • meaty crouch strong, link crouch strong (use it after a hard knockdown, good dizzy increase for a roundhouse or fierce normal)
  • Close standing forward, crouch forward (great meaty combo, string into low RH to create space or a knockdown or whatever you want, really)


Cross up specifics

  • Cross-up j.forward, crouch jab, crouch short xx Machine Gun Upper (all 4 hits, often dizzies, punishes throw mashers)
  • Cross-up j.forward, crouch fierce xx Machine Gun Upper (all 4 hits, punish combo)
  • Cross-up j.forward, crouch jab x2, standing strong xx roundhouse sobat (second hit connects randomly; sometimes dizzies)
  • Cross-up j.forward, crouch short, close short, standing strong xx Max out
  • Cross-up j.forward, crouch jab x2 xx Machine Gun Upper (all 4 hits)
  • Cross-up j.forward, crouch jab x2, crouch short xx max out (creates space)
  • Cross-up j.forward, crouch jab, crouch fierce xx Machine Gun Upper (only works on standing opponents, HUGE damage)
  • Cross-up j.forward, crouch jab x2, crouch short xx roundhouse upkicks -> super (only works on standing opponents)

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

Very strongly in DJ's favor. The way you approach this match is with heavy turtling: be a wall for Blanka to overcome.

Range plays a vital role in determining how you keep Blanka out. Outside of Blanka's slide range, throw fireballs to apply pressure. Mix up the timing, whiff a few buttons here and there, you know the drill. Within slide range, you can't throw many fireballs at all, as slide goes under it and beats it (or trades, worst case scenario). Instead, mash cr.LP or st.LK to beat the slide clean and completely shut down those footsies opportunities.

It's an easy match unless Blanka is able to cross you up with his godly j.LK. His main option is to jump at you with his far reaching j.HK, which can be beat with DJ's slide.

If Blanka touches you with ball, hit or block, st.HK or a fireball will punish it.

Vs. Cammy:

  • 8 - 2

Another unfair match and easy one for DJ, Cammy can be punished with Upkicks against her Hooligan and also Max Out keep her away easily, so be randomly a Max Out spam with some Upkicks and Sobat mixups

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:

  • 5.5 - 4.5

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:

Old Ken have the best anti air in game ,so try to fight ground to ground instead of crossup him and wait if he whiff a Shoryuken (Fierce commonly) and punish him with cr.Fierce and Short sobat 2-in-1

Vs. Vega (claw):

  • 4 - 6

Serious Disadvantage Match-ups

Vs. Balrog (Boxer):

  • 4 - 6

As Renegade once said, your main goal is not to throw fireballs, but to stop rushes. While he was referring specifically to Ryu's strategy against Boxer, DJ also has this same basic gameplan.

Boxer's best tools are fast enough that you can't react to them most of the time, so DJ must predict ahead of time and punish.

The first thing you need to understand is that headbutt goes through fireballs, so don't throw fireballs inside this range when you know Boxer has charge. If you can bait a bad headbutt, walk up slide to punish. Once you shut down the headbutts, you must shift your focus to stopping rushes.

Once you have Boxer trying to rush in, fireball is a good way to stop him in his tracks. Obviously, you'll need to use good fireball logic and mix up the speeds and timings to trick Boxer into doing the bad rushes you want him to do.

If, for some reason, you don't have charge, DJ has tools like cr.MK, cr.MP, early cr.HP, and nj.HK that help beat straight and uppercut rushes. Unfortunately, many of these buttons lose to low rushes, so fireball (i.e. having charge) is your only option when dealing with those.

TAP has very poor priority, and DJ can exploit random TAPs with two main ways of punishment. The first way is to preemptively beat them with early LP fireballs, shutting down the TAP range for as long as possible. The second and more useful way is with LK upkicks. If you are able to hear the TAP number, you can react. However, if you can't hear the number (this is common in a tournament setting), then you have to read it (treat LK upkicks like a psychic DP here).

If you block a TAP, know that TAPs of strength 4 and higher are plus, so Boxer gets free pressure. Hold that. If the TAP is less than 4, DJ has a small chance of being able to use a reversal to beat whatever Boxer wants to do afterwards, but you have to know exactly what he's going for.

The dynamic of this fight changes completely once Boxer gets super. You generally can't throw fireballs anymore because super beats them clean and can do 50-60% damage free. Not worth it. However, DJ's amazing jump back LP can be used to bait and punish super. If you succeed, DJ gets the positioning he needs to defend himself, and Boxer will have to build that meter once again.

At close ranges, it becomes clear why DJ struggles:

  • Boxer has a larger throw range than DJ, so DJ going for a tick throw is way riskier than it already is against other characters. This also makes it easier for Boxer himself to do ticks and walk-up throws to start his nasty mixup game.
  • Boxer's cr.MP and cr.MK beat most of DJ's best buttons at DJ's preferred range.
  • DJ can't duck Boxer's far st.HP. Since a blocked low rush is safe, Boxer gets a free far st.HP, and DJ simply has to hold that. Still, at Boxer's max range with this button, DJ's cr.HP can beat it clean. Just understand that spacing this punish is quite hard, since Boxer can easily force his way into that range so DJ has no choice but to block.

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.

Try to start the round with a Sobat, this will keep away or trade hits with Dhalsim and then jump him or see what he does, Dhalsim commonly try to poke normals and spam Yoga Fire, try to be at medium distance, to jump him when he throws a Fire or also use a crouching Roundhouse to punish the standing normals.

Dee Jay must be a jumping and crouching roundhouse offensive and charge randomly for an Air Slash if the distance became far.

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)

Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
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