
ディージェイ
DJ — Counter-Guide
Key Info
- No overhead normal
- Defense
- OD invincible available at 6F startup: [2]8KK
- If playing Luke or Kimberly, avoid rush oki after throw etc.
- 5F startup anti-air invincible [2]8HK available
- 236236K: startup 7F, no invincibility
- 236236HP: startup 12F, projectile invincibility
- 214214P: startup 9F, projectile invincibility
- OD invincible available at 6F startup: [2]8KK
- Moves that are advantageous on block
- MP
- 6MK
- [4]6PP
Neutral Play (Mindset)
- Keep low attacks in mind
- Instead of cancel rush on low, Dee Jay gets a knockdown with 2MK.
- When inside 2MK range, guard low carefully
- After a knockdown, taking in-place recovery makes walk shimmy impossible when Dee Jay uses cancel rush
- 214K can still punish throw tech attempts, so use Drive Impact or neutral jump for reward
- Avoid jumping in recklessly
- Dee Jay's Jackknife Maximum ([2]8K) from crouch charge is excellent, so don't jump at a crouching Dee Jay
- Even without charge, 2HK anti-air and back-HK anti-air can deal damage
- Cornered
- His crouching normals 2MK and 2HP from a crouch charge are strong
- You can maintain Jackknife Maximum threat while generating offense — avoid jumping; focus on counter-pokes and Drive Impact
- Dealing with 214K
- Note that counter-poking gets caught by 214K.
- Replace counter-pokes with cancel rush and forward jump to put risk on 214K
- Be aware of the mix-up after throw and Quick Rolling Sobat (236MK)
- Both have 34F knockdown time
- In both cases, the mix-up is whether to take in-place or back-roll recovery
- Default to in-place recovery to watch for forward step → cancel rush
- If you have an OD invincible with 8F or lower startup and wide horizontal hitbox, back-roll also lets you confirm rush flash and punish (e.g. Blanka SA1, Luke SA1)
- If Dee Jay has SA2 stocked, switch to OD invincible to avoid super counter
- Watch for raw rush
- Find a moment to watch for raw rush somewhere every round
- Stay at close range when doing so
- Use Drive Impact and forward jump more
- Use Drive Impact more in neutral
- Replace counter-pokes with forward jumps
- Knee Shot (前ジャンプ中に2LK)
- Spending too much attention here makes other things harder to stop
- Aim for perfect parry
Jackknife Maximum
Dee Jay's anti-air special Also useful in combos and for corner damage.
- [2]8LK
- No hitbox
- Use for frame consumption or as a surprise
- [2]8MK
- Main anti-air option for Dee Jay
- [2]8HK
- Main anti-air option for Dee Jay
- [2]8KK
- Dee Jay's OD invincible reversal
Recommended Counter
- It requires a down-charge to execute, so watch for the standing state before jumping
- Cross-ups from directly overhead (like Juri's and A.K.I.'s) are very hard for Dee Jay to anti-air because the charge requires a neutral input pass
- Consider using these as a reversal option from the corner
Air Slasher
Dee Jay's projectile Number of hits and recovery change by strength.
- [4]6LP
- Feint
- 21F total duration
- Cannot react and punish with projectile invincibility on reaction
- [4]6MP
- 44F total duration
- Cannot confirm a jump-in on reaction
- [4]6HP
- 60F total duration
- [4]6PP
- 46F total duration
- Combo extendable on hit
Recommended Counter
- [4]6PP
- If you block it, watch for Dee Jay's cancel rush and interrupt with an invincible reversal
- If you're too far from Dee Jay it becomes a block string, so walk close and block at close range
- 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
- If you have projectile invincibility, in-place recovery → confirm → use it
The following video shows in-place recovery → confirming on the H Air Slasher voice line → activating SA2.
Pressing parry before the SA2 input prevents accidental misfires from exposing you.
Sobat / Rolling Sobat
- 236LK
- Used for feints or frame consumption after 4HK anti-air
- 236MK
- Dee Jay's main poke with virtually no punish window
- -6F on block for Dee Jay
- Punish with whatever reaches
- 236HK
- -10F on block for Dee Jay
- Creates a close-range situation — always punish with a heavy-attack combo
- 236KK
- -3F on block for Dee Jay
Recommended Counter
- 236MK
- On hit, opponent is knocked down with Dee Jay at +34F
- Roughly the same situation as forward throw
- Forward step → cancel rush oki
- On in-place recovery, OD invincible is guaranteed
- No room for 214K feint at that distance
- On back-roll recovery, OD invincible is not guaranteed
- 214K feint can make the OD invincible whiff
- On in-place recovery, OD invincible is guaranteed
- On hit, opponent is knocked down with Dee Jay at +34F
For your character's SA startup, see: Safe Meaty Search Tool
- If you have no OD invincible
- In-place recovery
- When Dee Jay uses step → cancel rush, walk shimmy is impossible, so also include delayed tech throw as an option
- If Dee Jay goes for throw-tech punish, Dee Jay will do cancel rush → Jus Cool
- In-place recovery
If Dee Jay mixes those options, fuzzy → HP is effective as a read. The following video shows these recorded options:
- Cancel Rush → MP
- Cancel Rush → 214K → LK
During cancel rush Dee Jay cannot neutral jump, so no need to prepare for anti-air.
Jus Cool
Dee Jay's special that can punish counter-pokes. Can be canceled from normals.
214K Branches into:
- 214K → LK
- Mostly used from cancel, buffered into high push-back moves on block.
- Some Dee Jay players commit to Funky Slicer, so after blocking don't counter-poke — guard the Funky Slicer too → punish from +3F with throw/medium attack.
- Against players who react-Funky Slicer, respond with block → raw rush or neutral jump.
- 214K → MK
- +1F on standing guard / +2F on crouching guard for Dee Jay.
- Like Funky Slicer, it can punish counter-pokes, but it also keeps pressure even if you don't counter-poke, so Dee Jay does it often.
- Reacting with Drive Impact is not recommended — mistiming gets punished.
- Perfect parry on reaction is effective. Fuzzy parry can result in being thrown, so try to confirm it.
- 214K → HK
- High difficulty for Dee Jay, so rarely a concern, but it is an answer to forward jump after Jus Cool
- On raw rush this is guaranteed, so against Dee Jay who uses 214K → HK, go for raw rush
- 214K → 6P
- If you fuzzy parry 214K → LK you can get grabbed by this
- 214K → 4P
- Used when Dee Jay wants to create distance
214KK
Branches into:
- 214KK → LK
- Combo on hit — after seeing 214KK, get ready to block low
- 214KK → MK
- Combo on hit — after seeing 214KK, get ready to parry
- 214KK → HK
- Combo tool
- 214KK → 6P
- If you fuzzy parry 214KK → LK you can get grabbed
- 214KK → 6P → 4P
- Used when Dee Jay wants to create distance
- Rarely used
Recommended Counter
214K → LK
- It comes from so many situations it's hard to memorize all of them
- Read the vibe and anticipate when Dee Jay is likely to go for 214K
Bad example of counter-poking:
- When you read 214K coming
- Include raw rush or forward jump as options when counter-poking after blocking
214KK → MK -3F on block, but -4F against taller characters. Even many Dee Jay players don't know this — feel free to educate them.
Characters where it's -4F:
- JP
- Sagat
- Marisa
- Zangief
Machine Gun Uppercut
Dee Jay's special used to end combos. Startup and damage change by strength.
- 214LP
- -19F on block for Dee Jay
- 214MP
- -19F on block for Dee Jay
- 214HP
- -19F on block for Dee Jay
- 214PP
- -19F on block for Dee Jay
Recommended Counter
All strengths give a 19F punish on block. Punish with a heavy attack.
2MK
Mid-range kick that scores a knockdown. The knockdown situation is very favorable and the range is long.
Avoid getting hit by this in neutral if possible.
Recommended Counter
- 2MK tip hit
- Oki cancel rush
- Shimmy-possible oki
- Oki forward step
- Dee Jay is at +10F in this situation
- Back-roll → walk back makes his throw whiff
- Oki cancel rush
Sunrise Heel
A normal that is +1F on block for Dee Jay. Used mainly during oki and as a poke.
Recommended Counter
Crouching guard results in the sustained hit landing for +2F. Use standing guard to keep it at +1F for the mix-up.
Knee Shot
A low aerial momentum change extending a knee.
- Can be knocked down if you're watching, but hard to react to if not.
- Characters with high-reward anti-air normals can look for Knee Shot.
- Otherwise, don't force it — just parry.
Recommended Counter
- Don't overextend — if you see Knee Shot, just parry
- Spending too much focus here makes everything else harder to stop
Forward Throw
+34F after throw. Dee Jay usually commits to a forward step, then chooses whether to cancel rush from there. Whether you take in-place or back-roll recovery opens up a mix-up.
- On in-place recovery
- Dee Jay can apply oki with forward step and a small walk
- If Dee Jay uses cancel rush, OD invincible is guaranteed
- On back-roll recovery
- Dee Jay can use cancel rush and then dodge the invincible with 214K feint
- If Dee Jay doesn't cancel rush, no oki follows
- Step → Cancel Rush → LP is a meaty setup
- SA or Drive Reversal with 9F or higher startup gets beaten
- Default to OD invincible with 8F or lower startup against in-place recovery + cancel rush
- Against SA, super counter (暗転返し) is possible so don't use SA when Dee Jay has 2+ bars of SA gauge
- Note: Dee Jay has invincibility from SA2
Recommended Counter
- Characters with OD invincible
- In-place recovery
- Watch Dee Jay's step → cancel rush → OD invincible
- Characters with SA invincible
- Back-roll recovery
- Watch Dee Jay's step → cancel rush → SA invincible
- Characters with 8F or lower startup and long-range SA may even punish Jus Cool feint on back-roll → confirm → SA1
- E.g. Luke SA1, Blanka SA1
For your character's SA startup, see: Safe Meaty Search Tool
- Characters with no invincible reversal
- Taking in-place recovery makes walk shimmy impossible for Dee Jay
- However, 214K shimmy remains as an option for Dee Jay
- Include delayed tech throw and fuzzy HP in your options
- Taking in-place recovery makes walk shimmy impossible for Dee Jay
Warning
Not taking back-roll recovery lets Dee Jay start oki without using cancel rush
Taking back-roll recovery and using OD invincible against Dee Jay's cancel rush loses to the Jus Cool feint
- When using the SA-invincible counter strategy, make sure your SA startup is 8F or lower
- This is because Dee Jay's cancel rush → LP creates an 8F meaty situation
For your character's SA startup, see: Safe Meaty Search Tool
Cancel Rush
- Hard to stop if you're not watching. If you're not watching, don't try to stop it — just parry.
- At close range, stop it. At long range, don't reach out.
- At long range, 214K or Quick Rolling Sobat (236MK) can punish your attempts
Recommended Counter
- If you're going to stop it, keep it at close range
- At long range, 214K or Quick Rolling Sobat may punish you
- At mid range, even when watching, don't try to stop it
- If Dee Jay uses those options a lot, add Drive Impact or neutral jump to your plan
- Include parry as an option
- Raw rush confirmed from very close range is extremely likely to be a perfect parry — try it