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DJ

ディージェイ

DJ — 대책

Key Info

  • No overhead from normals
  • Defense
    • OD invincible (6F startup): [2]8KK (Jack Knife Maximum OD)
      • If you play Luke or Kimberly, avoid Drive Rush after a throw — they can reversal out
    • Anti-air invincible (5F startup): [2]8HK (Jack Knife Maximum HK)
    • SA1 236236K: 7F startup, no invincibility
    • SA2 236236HP: 12F startup, projectile-invincible
    • SA3 214214P: 9F startup, projectile-invincible
  • Moves that are plus on block:
    • MP
    • 6MK
    • [4]6PP (Air Slasher OD)

Neutral Game (Focus Points)

  • Keep low attacks in mind
    • Dee Jay lacks a cancel Drive Rush from lows, but 2MK scores a knockdown. Guard low carefully once you enter 2MK range.
    • When knocked down, take in-place wakeup instead of back wakeup — this removes Dee Jay's walk shimmy after a Drive Rush.
      • Dee Jay can still punish throw-tech attempts with 214K, so answer with Drive Impact or neutral jump.
  • Avoid reckless jump-ins
    • Jack Knife Maximum ([2]8K) requires a down-charge — do not jump at a crouching Dee Jay.
    • Even without charge, 2HK and back-HK anti-airs deal solid reward.
  • When cornered
    • Dee Jay's 2MK and 2HP are excellent tools when he is crouching.
    • He can threaten Jack Knife Maximum while poking — consider whiff punishing or Drive Impact instead of jumping.
  • Deal with 214K (Jouscoule)
    • Pressing buttons gets clipped by 214K. Replace counter-poke attempts with raw Drive Rush or forward jump to put pressure on Dee Jay instead.
  • Understand the mixup after forward throw and Quick Rolling Sobat (236MK)
    • Both situations leave Dee Jay at +34F after knockdown.
    • The core choice every time is whether to take in-place or back wakeup.
    • Default to in-place wakeup and watch for Drive Rush.
    • Characters with a wide-reaching invincible move (8F or faster startup) can punish Drive Rush on back wakeup too (e.g., Blanka SA1, Luke SA1).
    • If Dee Jay's SA2 is stocked, use OD reversal — super flash counter is a risk.
  • Watch for raw Drive Rush
    • Allocate attention to spotting raw Drive Rush. When you do, stop it at close range.
  • Use more Drive Impact and forward jumps
    • Drive Impact replaces the counter-poke role in neutral.
    • Forward jump replaces unsafe poke responses.
  • Knee Shot (j.2LK)
    • Devoting too much attention here causes other things to fall apart.
    • Aim for Just Parry.
  • Drive Rush
    • Hard to stop if you are not watching. Do not force the stop if you are not watching.
    • Stop it at close range. At long range, 214K or Quick Rolling Sobat (236MK) can punish your response.
    • At long range, do not try to stop even if you see it.
      • If 214K and 236MK are frequent, consider Drive Impact or neutral jump instead.
    • Parry is a valid option.
    • After confirming raw Drive Rush, the fastest meaty is very likely to Just Parry — go for it.

[2]8K (Jack Knife Maximum)

Dee Jay's anti-air special. Also useful in combos to build corner damage.

  • [2]8LK: No hitbox — used for frame burn or surprise mix-ups
  • [2]8MK: Dee Jay's primary anti-air
  • [2]8HK: Dee Jay's primary anti-air
  • [2]8KK (OD): Dee Jay's OD invincible reversal (6F startup)

Recommended Counter

  • Jack Knife Maximum requires a down-charge — check that Dee Jay is standing before jumping.
  • Crossup-type attacks (like Juri or A.K.I.) that exit from directly above require a neutral moment to execute the charge command, making them extremely hard for Dee Jay to anti-air.
    • You can use these as a corner escape reversal option.

[4]6P (Air Slasher)

Dee Jay's projectile. Number of hits and recovery vary by strength.

  • [4]6LP: Feint — full duration 21F; impossible to react and projectile-escape
  • [4]6MP: Full duration 44F; jump-in on reaction is not guaranteed
  • [4]6HP: Full duration 60F
  • [4]6PP (OD): Full duration 46F; combo-able on hit

Recommended Counter

  • [4]6PP (OD Air Slasher)
    • If you block it, watch for Dee Jay's Drive Rush and interrupt with an invincible move.
    • If you are too far away, the blockstun chains into the next hit — walk in close before blocking.
  • Blocking in the corner puts Dee Jay at advantage.
  • Some Dee Jay players fire [4]6HP after a mid-screen throw to recover Drive Gauge.
    • Characters with a projectile-escape move can use in-place wakeup → confirm the vocal cue → activate the escape.

The following video shows activating SA2 after hearing the [4]6HP voice cue from in-place wakeup:

When activating SA2, holding Parry first removes the risk of a command error getting you hit.

236K (Quick Rolling Sobat)

  • 236LK: Used for feints or frame burn during [2]8HK anti-air situations
  • 236MK: Dee Jay's primary poke — nearly no guaranteed punish on block; Dee Jay is -6F. Punish with a move that reaches at that distance.
  • 236HK: Dee Jay is -10F on block; you are at point-blank — always punish with a heavy-normal combo
  • 236KK (OD): Dee Jay is -3F on block

Recommended Counter

  • 236MK on hit: Results in knockdown with Dee Jay at +34F — virtually the same as a forward throw.
    • Forward step → Drive Rush okizeme:
      • On in-place wakeup: OD reversal is guaranteed (no space for 214K feint)
      • On back wakeup: OD reversal is NOT guaranteed (214K feint can make it whiff)

Check your character's SA startup at:
Safe-jump search tool

  • If you have no OD reversal:
    • In-place wakeup
      • After step → Drive Rush, Dee Jay cannot walk shimmy — add delayed tech to your options
      • If Dee Jay punishes your throw-tech, Dee Jay will use Drive Rush → Jouscoule

If Dee Jay uses these options, the counter-play is fuzzy → HP. The following recording covers:

  • Drive Rush → MP
  • Drive Rush → 214K → LK

Drive Rush prevents neutral jumping — no need to watch for jump-ins during the Rush.

214K (Jouscoule)

Dee Jay's special that punishes counter-pokes. Can be cancelled from normals.

214K (base step)
Leads into the following extensions:

  • 214K→LK (Funky Slicer): Usually buffered from normals with large pushback on block. Some Dee Jay players embed all the way to Funky Slicer — after blocking the normal, do not press buttons; guard through to Funky Slicer, then answer the +3F with throw or medium normal. If Dee Jay only throws it out on reaction to your buttons, respond to the blocked normal with raw Drive Rush or neutral jump.
  • 214K→MK (Waning Moon): +1F on block standing / +2F crouching. Like Funky Slicer it punishes counter-pokes, but Dee Jay also uses it freely for offense when you do nothing. Drive Impact on reaction is risky if your reaction is slow. Just Parry on reaction is effective; fuzzy Parry risks getting thrown on the forward extension, so try to confirm first.
  • 214K→HK (Maximum Strike): High execution demand — rarely needs consideration, but it functions as an answer to forward jumps against Jouscoule. If you know a Dee Jay has this option, use raw Drive Rush to beat it.
  • 214K→6P: Beats fuzzy Parry on 214K→LK — you get thrown if you Parry too early.
  • 214K→4P: Used when Dee Jay wants to create distance.

214KK (OD Jouscoule)

Leads into the following extensions:

  • 214KK→LK: Combo-able on hit — when you see OD Jouscoule, commit to low guard first.
  • 214KK→MK: Combo-able on hit — when you see OD Jouscoule, prepare to Parry.
  • 214KK→HK: Combo route only.
  • 214KK→6P: Beats fuzzy Parry on 214KK→LK.
  • 214KK→6P→4P: Used for distance management; rarely seen.

Recommended Counter

214K→LK (Funky Slicer)

  • It comes from so many situations that memorising every one is impractical.
  • Read the vibe — recognize when Dee Jay is likely to throw out 214K.

Example of a bad counter-poke:

  • When you read 214K coming:
    • On your blocked poke, mix in raw Drive Rush or forward jump as an alternative to pressing buttons.

214KK→MK (OD Waning Moon) This is -3F on block as an overhead, but it becomes -4F against tall characters. Many Dee Jay players are unaware of this — use it to your advantage.

Characters where it becomes -4F:

  • JP
  • Sagat
  • Marisa
  • Zangief

214P (Machine Gun Upper)

Dee Jay's combo-ender special. Startup and damage vary by strength.

  • 214LP: -19F on block
  • 214MP: -19F on block
  • 214HP: -19F on block
  • 214PP (OD): -19F on block

Recommended Counter

Every version is -19F on block — punish immediately with a heavy attack.

2MK (c.MK)

A c.MK that scores knockdown. The post-knockdown situation is excellent and the range is long.

Avoid getting hit by this in neutral if at all possible.

Recommended Counter

  • 2MK tip hit
    • Okizeme with Drive Rush: walk shimmy is available for Dee Jay
    • Okizeme with forward step: Dee Jay is at +10F
      • Back wakeup → walk back lets you make the throw whiff

6MK

A normal that is +1F on block for Dee Jay. Used mainly in okizeme and neutral.

Recommended Counter

Crouch-blocking gives Dee Jay +2F on the late hit. Stand-block to keep it at +1F and play the mixup from there.

j.2LK (Knee Shot)

A low aerial attack performed during a forward jump.

  • Catchable if you are watching, but very difficult to handle if you are not.
  • Characters with high-reward anti-air normals can dedicate attention to watching for it.
  • Otherwise, do not overextend — Just Parry is the answer.

Recommended Counter

  • When you see the Knee Shot, Just Parry without overcommitting.
    • Devoting too much focus here causes other things to slip.

LPLK (Forward Throw)

+34F after the throw.
Dee Jay buffers into the forward step, then chooses whether to Drive Rush from there.
Whether you take in-place or back wakeup creates different mixup scenarios.

  • On in-place wakeup:
    • Dee Jay can apply okizeme with step-walk. If he Drive Rushes, OD reversal is guaranteed.
  • On back wakeup:
    • Dee Jay can use 214K feint to make your OD reversal whiff when you see the Drive Rush.
    • If Dee Jay does not Drive Rush, no okizeme.
  • Step → Drive Rush → LP is a meaty jump-in setup (safe jump).
    • SAs and Drive Reversals with 9F+ startup are beaten by it.
    • Default: on in-place wakeup against Drive Rush, use an 8F-or-faster invincible move.
    • Against SA, super flash counter is possible — do not use SA when Dee Jay has 2+ bars.
    • Note: Dee Jay has invincibility starting from SA2.

Recommended Counter

  • Characters with OD reversal:
    • In-place wakeup
    • Dee Jay step → Drive Rush confirm → OD reversal
  • Characters with SA invincible reversal:
    • Back wakeup
    • Dee Jay step → Drive Rush confirm → SA reversal
    • Characters with 8F-or-faster SA and long range can also beat Jouscoule whiff, so back wakeup → Drive Rush confirm → SA1 is guaranteed (e.g., Luke SA1, Blanka SA1)

Check your character's SA startup at:
Safe-jump search tool

  • Characters with no invincible move:
    • In-place wakeup removes walk shimmy, but Dee Jay still has 214K shimmy as an option
    • Add delayed tech and fuzzy HP to your defensive options

Warning

  • Not taking back wakeup allows Dee Jay to apply okizeme without Drive Rush.
  • Taking back wakeup and using OD reversal on Dee Jay's Drive Rush loses to Jouscoule feint.
  • When using the SA-reversal strategy, always make sure the SA is 8F startup or faster.
  • If Dee Jay does Drive Rush → LP, it is an 8F meaty — a 9F-or-slower SA is beaten by it.

Check your character's SA startup at:
Safe-jump search tool

Drive Rush

  • Hard to stop if you are not watching. Do not force the stop if you are not watching.
  • When not watching, Parry is the safe fallback.
  • To stop it, maintain close range. At long range, pressing buttons risks getting answered by 214K or Quick Rolling Sobat (236MK).

Recommended Counter

  • When stopping it, stay at close range.
    • At long range, 214K or 236MK may punish your response.
  • At long range, do not try to stop even when you see it.
    • If 214K and 236MK are frequent, use Drive Impact or neutral jump instead.
  • Parry is a valid option.
    • After confirming raw Drive Rush, the fastest meaty tends to land as a Just Parry — go for it.