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
- OD invincible (6F startup): [2]8KK (Jack Knife Maximum OD)
- 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)
- Forward step → Drive Rush okizeme:
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
- In-place wakeup
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.
