Dee Jay (ST)

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DeeJay'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)

Color Options

New DeeJay Colors

New DeeJay's color options in Super Turbo
To choose the "Hold" color, press and hold any button except Start for 2 seconds. To choose any other color, simply tap the desired button.

--Raisin (April 8, 2007)


Old DeeJay Colors

Old DeeJay's color options in Super Turbo
Old DeeJay's input code is DDUU. Pressing Short simultaneously with Jab or Fierce will give you the alternate color.

--Raisin (April 8, 2007)


Move Analysis

Normal Moves

Command Normals

  • Knee Shot (ニーショット): in air, d + LK

Normal Throws

Special Moves

  • Max Out / Air Slasher (エアスラッシャー): charge b, f + P

Punch strength determines speed. Gives 4 points of super meter (48 is full).

  • Double Rolling Sobat (ダブルローリングソバット): charge b, f + K

Short version hits once, Forward and Roundhouse versions hit twice. Gives 8 points of super meter.

  • Machine Gun Upper (マシンガナッパー): charge d, u + P (mash all three punches)

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. Gives 7 points of super meter.

  • Maximum Jackknife (ジャクナイフマキシマム): charge d, u + K

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. Gives 9 points of super meter.

Super Move

  • Sobat Carnival (ソバットカーニバル): charge b, f, b, f + K


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 x2, s.strong xx RH sobat (second hit is random; can dizzy)
  • Cross-up j.forward, c.short, close st.short, s.strong xx RH sobat
  • Cross-up j.forward, c.jab x2 xx MGU (all 4 hits), big damage (easier on HD Remix)
  • Cross-up j.forward, c.jab, c.short xx MGU (all 4 hits) (easier on HD Remix)
  • 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) (easier on HD Remix)
  • 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)

Attack Info and Frame Data

Legend: ^ invulnerability, * hitting frames

Normals

Close standing jab: 4 4* 1
Far standing jab: 5 4* 4
Standing strong: 4 8* 1
Close standing fierce: 7 4* 2 5* 5
Far standing fierce: 7 9* 8
Crouching jab: 3 3* 1
Crouching strong: 6 6* 4
Crouching fierce: 5 12* 6
Jumping jab (neutral or diagonal): 2 ∞* (stays out all the way down)
Neutral jumping strong: 3 18*
Neutral jumping fierce: 5 6*
Diagonal jumping strong: 6 12*
Diagonal jumping fierce: 7 14*

Close standing short: 4 4* 1
Close standing forward: 7 6* 1
Close standing roundhouse: 4 4* 2 6* 7
Far standing short: 5 4* 3
Far standing forward: 7 3* 8* 7
Far standing rounhouse: 10 5* 13
Crouching short: 5 4* 5
Crouching forward: 7 6* 6
Crouching roundhouse: 9 6* 15
Neutral jumping short: 2 ∞*
Neutral jumping forward: 6 14*
Neutral jumping roundhouse: 7 10*
Diagonal jumping short: 2 ∞*
Diagonal jumping forward: 6 14*
Diagonal jumping roundhouse: 5 8*

Command normals

Knee shot (j.down+short): 2 ∞* (stays out all the way down)

Specials

Jab max out: 8 startup, 33 recovery
Strong max out: 8 startup, 33 recovery
Fierce max out: 8 startup, 33 recovery
Short sobat: 14^ (lower invulnerability) 10 25*
Forward sobat: 4^7 (4 lower invuln) 4* 13 15* 16
Roundhouse sobat: 4^7 (4 lower invuln) 4* 13 15* 18
Jab MGU: 4^ (upper invuln) 7* 7* 11* 4* 25
Strong MGU: 5^ (upper invuln) 7* 7* 11* 4* 25
Fierce MGU: 6^ (upper invuln) 7* 7* 11* 4* 25
Short upkicks: 6^6*^ (all 12 frames are invincible, 6 startup, 6 active) 30
Forward upkicks: 5^3*^ 14 4* 26
Roundhouse upkicks: 4^2*^ 8 4* 10 6* 29

Throw

Both of Dee Jay's throws (back or forward + P or K) do 22 points of damage and have a range of 78 pixels, according to the Yoga Book Hyper. According to T. Akiba's data, Dee Jay's throw does 32 points of damage, and his "behind" throw (that is, when it's the 2nd round and Dee Jay has lost the first) does 34 points.
--Murderbydeath 00:29, 29 November 2009 (UTC)

Super

1^ 18^ 13^ 4^* 15 4* 13 4* 16 10* 16

Match-ups

Blanka

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.

Dhalsim

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.

This match is actually pretty good for DJ. He has an easier time dealing with the yoga master than most characters.

E. Honda

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.

Guile

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.

Ken

See Ryu

Ryu

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.

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.

Zangief

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.

X-static (Jan 6, 2008)

All the matchup numbers below are according to T. Akiba's 10 point system diagram, translated by NKI.

Serious Advantage Match-ups

E.Honda (8-2)

Advantage Match-ups

Blanka (7-3)
Cammy (7-3)
Fei-Long (7-3)
T.Hawk (6-4)
Ken (6-4)
Zangief (6-4)
Dictator (6-4)
N. Sagat (6-4)

Fair Match-ups

Chun-Li (5-5)
Guile (5-5)
Ryu (5-5)
Claw (5-5)

Disadvantage Match-ups

Boxer (4-6)

Serious Disadvantage Match-ups

Dhalsim (3-7)
O. Sagat (3-7)