必杀技
How to Use
Notes on how Dee Jay uses ソバット — combo routes, pressure, whiff punishes — to be added.
How to Counter
- 236LK
- Used as a feint or for frame consumption after a 4HK anti-air
- 236MK (Quick Rolling Sobat)
- Dee Jay is -6F on block — one of his safest pokes
- Punish with a move that reaches at that range
- 236HK (Double Rolling Sobat)
- Dee Jay is -10F on block
- You will be at point-blank — always confirm into a heavy attack combo
- 236KK (OD Double Rolling Sobat)
- Dee Jay is -2F on block — no reliable punish
Recommended counters
After 236MK hits you
- On hit it knocks down and leaves Dee Jay at +34F (essentially the same as a forward throw)
- Dee Jay's standard route is forward dash → drive rush oki
- On quick-rise, an OD invincible reversal is guaranteed (no room for a 214K feint to dodge it)
- On back-rise, OD invincibles are not guaranteed (Dee Jay can 214K-feint past them)
Check your character's SA startup here: Meaty search tool
Without an OD reversal
- Quick-rise instead
- Dee Jay's dash → drive rush loses access to walking shimmy from quick-rise, so weight delay-tech heavily
- If Dee Jay starts hunting your tech, expect drive rush → Jus Cool to whiff your throw
Once Dee Jay leans on the above options, fuzzy → HP is the winning read. The clip below records two options: rush → MP and rush → 214K → LK.
You don't need to plan for an anti-air during drive rush — Dee Jay can't neutral jump out of it.

