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DJ

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
  • 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

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

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

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

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