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Tuesday
Jul202010

Dee Jay - Intro - Super Street Fighter 4

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE RUSHDOWN, MIX-UP, CHARGE, ZONING
STRENGTHS Good zoning abilities, great cross-up, good normals
WEAKNESSES N/A
STAMINA 1,000 - AVERAGE
STUN 1,000 - AVERAGE
CROSS UP  JUMPING MEDIUM KICK
ANTI-AIR JACKKNIFE MAXIMUM, CROUCHING HEAVY KICK
ARMOR BREAK DOUBLE ROLLING SOBAT, MACHINEGUN UPPER, CLIMAX BEAT (ULTRA 2)
GOOD MATCH UP N/A
BAD MATCH UP N/A

 

GAMEPLAY STYLE:

Dee Jay is a very strong zoning character, but also can be a strong rushdown character due to his mix-ups, strong normals and combos, and strong Ultras.  He is a charge character that is pretty straightforward to learn.  As a zoning character, learning correct positioning and reading and reacting to opponents' moves are critical to Dee Jay play.  While Dee Jay has a strong zoning game, at close range his primary goal is to land a knockdown.  This puts the opponent in a situation where they have to deal with Dee Jay's great cross-up Jumping Medium Kick, which can lead to big combos or another knockdown.

Tuesday
Jul202010

DEEJAY - MATCH VIDEOS - SUPER STREET FIGHTER 4



Monday
Mar012010

Dee Jay - Normal Moves - Super Street Fighter 4

JAB (LIGHT) PUNCH

     

Crouching Light Punch is very fast and is extremely easy to combo.  You can combo from crouching Light Punch into most of Dee Jay's specials. It can also be used to shut down an opponent's attempts to use moves when close due to its speed.

STRONG (MEDIUM) PUNCH

     

Crouching Medium Punch usually follows a Light Punch in many combos.  Even if you miss the link between the Light Punch and the Crouching Medium Punch, you can often times still catch the opponent trying to stick out a move and hit him.

FIERCE (HARD) PUNCH

     

SHORT (LIGHT) KICK

     

FORWARD (MEDIUM) KICK

     

Crouching Medium Kick is gets an untechable knockdown.  It is also easy to combo out of a crouching Light Punch and it is a key part of Dee Jay's mix-up game.

Jumping Medium Kick is Dee Jay's cross-up weapon, and is the basis for most of his mix-ups on an opponent who is getting up.  Unless you jump from right in front of the opponent, it is nearly impossible to miss with this move.  If you get to know this move well, you can create "ambiguous" cross-ups where it is very difficult for the opponent to tell if the move will land in front or cross-up.

ROUNDHOUSE (HARD) KICK

     

Crouching Hard Kick is another of Dee Jay's key normal moves.  It slides Dee Jay forward along the ground with a foot outstretched upward and one along the ground.  You can use it as an anti-air if you time the slide so that the opponent comes down on Dee Jay's outstretched foot.  You can also use it to get a sweep and a knockdown on a ground opponent who isn't blocking appropriately.  It can also allow you go slide under fireballs.  As if that is not enough, this move also allows Dee Jay to move forward and still retain his down-back charge! You can now see why this move is so important, but you must practice the timing for each use.  It has some startup and takes time to recover, so don't use it carelessly as it can be punished if blocked or if the opponent throws out an attack during the move's startup or recovery.

Jumping Hard Kick, if you actually kick very late, looks very similar to Dee Jay's jumping Medium Kick.  They will likely be expecting the Medium Kick, so if you know you are going to be able to use the Hard Kick, do so late if possible. Only use if you know it won't cross-up, however, as it does not cross-up and you will miss.

Command Normals

Knee Shot

DOWN + LK (DURING A DIAGONAL JUMP)

Sunday
Jan172010

DEE JAY - SPECIAL MOVES - SUPER STREET FIGHTER 4

AIR SLASHER

CHARGE BACK, FORWARD + PUNCH

This is Dee Jay's projectile attack and is useful in combos, for controlling space, countering opponent's projectiles (he will not win a projectile war against some characters), and for enticing opponents to jump over them and into one of Dee Jay's anti-airs.

The strength of the punch button determines the speed of the attack with the Light Punch being slowest and Heavy Punch being fastest.  The EX version launches two projectiles, one after the other, instead of a single. 

The Light Punch version is slow enough so that Dee Jay can actually follow behind it and start an offensive on the opponent as they block the Air Slasher.

Varying the speeds of the Air Slashers keeps the opponent guessing and makes it harder for them to get around Dee Jay's zoning.

 

DOUBLE ROLLING SOBAT

CHARGE BACK, FORWARD + KICK

The Double Rolling Sobat sends Dee Jay straight forward with kick attacks and is useful in several ways.  First of all, as Dee Jay can be played as a zoning character, the versions of the Double Rolling Sobat control the space directly in front of him, augmenting the zone control offered by his Air Slasher.  It is also pretty fast and can be used to punish whiffed moves or even to get counter hits on slower moves used by an opponent.  It is also armor breaking, so it can punish an attempt by the opponent to bait a focus at jumping range.

The strength of the kick button used determines the damage, stun, horizontal distance covered, and number of hits.  The Light Kick version goes a very short ditance, is very fast, and is a single hit.  All other variations do two hits but Heavy Kick goes the farthest of the regular versions of the move. 

The EX version travels the farthest, is the fastest in execution, and does the most damage and stun, making it a great method to punish unsafe moves used by the opponent. It can also be used as a follow-up to the EX Machinegun Upper, which launches the opponent into the air. The Double Rolling Sobat can catch them on the way down before they hit the ground with proper timing.

When used properly, the EX Double Rolling Sobat can even go through a projectile, making it a great move to punish projectile throwing characters who throw one out within range of this move.

The Light Kick version can be used for probing attacks, to cover some ground quickly, and even to build EX meter if used from a safe distance against some characters.

 

JACKKNIFE MAXIMUM

CHARGE DOWN, UP + KICK

Jackknife Maximum is primarily an anti-air move.  It fits into his zoning game by controlling the air just in front of him, similar to Guile's Flash Kick.

The strength of the kick button used determines number of hits, damage, stun, and height.  The Light Kick version does the least damage and stun, consists of one hit, and gets the least height.  The Medium Kick version does two hits. The Heavy Kick version does three hits and gets the most height of non-ex versions.

The EX version of the Jackknife Maximum does six hits and also has six frames of invincibility at the beginning of the attack.  This makes it extremely useful as a wake-up attack as Dee Jay gets up from the ground.  Be careful, however, of experienced players who expect you to use this move on wake-up. It is pretty easy to evade for most characters (simply by crouch-blocking for some characters) and then punish you on your way down.

You're typically better off using normal attacks as anti air, but the EX version is pretty good wake up to get the opponent off of you.

 

MACHINEGUN UPPER

CHARGE DOWN, UP + PUNCH (then repeatedly press PUNCH for more hits and damage)

The Machinegun Upper is mainly used in combos and can be used as a guaranteed way to land his Climax Beat Ultra 2 (if the EX version is used).

The strength of the Punch button used determines the damage and stun of the attack with the Light Punch doing the least damage and stun and the Heavy Punch doing the most among the non-EX versions.  If you initiate the Machinegun Upper by itself the normal versions each do three hits.  If you keep pressing the punch button as Dee Jay punches, however, the normal versions can become up to seven hits.

The EX version does five hits on its own and can get up to eight hits with repeated Punch presses.  It also acts as a launcher, throwing the opponent into the air where Dee Jay can land additional attacks before he hits the ground.  Dee Jay can follow-up with an EX Double Rolling Sobat or even his Climax Beat Ultra 2 if the opponent is near the corner.

The Machinegun Upper does fairly good chip damage as well and is relatively safe on block against many characters.

 

SUPER - SOBAT CARNIVAL

CHARGE BACK, FORWARD, BACK, FORWARD + KICK

Sobat Carnival can be a useful Super if you are near the end of the match and this will get you the win, but Dee Jay's EX special moves are so useful that you might want to conserve meter for that purpose. 

This Super can be used at the end of some combos. It also has some invincibility at the beginning of the move which can allow you to use the Super on a character throwing a projectile as it will pass through if properly timed.

 

 

ULTRA 1 - SOBAT FESTIVAL

CHARGE BACK, FORWARD, BACK, FORWARD + THREE KICKS

The Sobat Festival is an extended version of the Sobat Carnival Super.  It has invincibility at the beginning of its animation process as well just like Sobat Carnival, allowing you to use this to go through a projectile to punish its thrower if properly timed. The numerous attacks that comprise this Ultra carry Dee Jay forward quite a bit, giving the move pretty good range.

 

ULTRA 2 - CLIMAX BEAT


CHARGE DOWN-BACK, DOWN-FORWARD, DOWN-BACK, UP-FORWARD + THREE PUNCHES

Climax Beat has more practical setups than his Ultra 1, so in most cases it is the preferred Ultra.  It is invincible for a short period of time at the beginning of the animation and is quick to initialize, making it a great anti-air.  You can also use the EX Machinegun Upper as a launcher into this move if the opponent is near a corner.

 

Sunday
Jun072009

DEE JAY - COMBOS - SUPER STREET FIGHTER 4

NORMAL MOVE COMBOS

Crouching Light Punch, Crouching Light Punch, Crouching Medium Kick

AIR SLASHER COMBOS

Crouching Light Kick, Crouching Light Kick, Crouching Light Punch cancel into Air Slasher

DREAD KICK COMBOS

Crouching Light Punch, Crouching Light Punch, Crouching Medium Punch cancel into Dread Kick

MACHINE GUN UPPER COMBOS

Crouching Light Punch, Crouching Light Punch cancel into Heavy Machine Gun Upper