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DJ
DJ

ソバット

↓↘→K
ソバット
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.