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Dee Jay Strategy Guide and Moves: Super Street Fighter 2 Turbo HD Remix

Last updated on July 13, 2009

28 Comments

Dee Jay Character Guide: Super Street Fighter 2 Turbo HD Remix

Character Overview

Dee Jay was a quietly good character in Super Turbo, but for some reason didn't garner a lot of attention in that game. Even though he's not popular, he's very good in the right hands.

He's a lot like Ryu in that he doesn't have many weaknesses and his all around game is strong.

Dee Jay has very few problem match ups and his main struggles are against opponents who can close ground quickly and stay on him, but even then a smart player can use his moves to create space.

He actually got two pretty darn nice benefits in HD Remix, his Machine Gun Punch is so much easier to execute and it destroys projectiles.

Also instead of just his Light Kick Dread Kick going over low attacks, now all three versions go through them.

He has great options for dealing with just about every situation he's placed in. Dee Jay is really freaking good in HD Remix.

Strengths
+ Has tools to deal with most situations.
+ Lots of good combos.
+ His Max Out projectile is long which makes it difficult for some characters to avoid.
+ Nice anti air moves.
+ Very few weaknesses or bad match ups.
+ Good counter poke attacks.
+ New Machine Gun Punch is awesome.
+ Has some great offensive trickery and pressure tactics.
+ Excellent juggling ability.
+ Great players can use his moves to dominate some character's low attacks.
+ Difficult to "cross" up because of how he blocks.

Weaknesses
- His Up Kicks usually leave you wide open if missed.
- Can have problems dealing with Tick Throws and Throw Loops.
- Characters with dominant projectiles like Ryu, Akuma and Sagat are challenging matches.
- Zangief is really hard to stop once he gets in.

Countering Fireballs with your Machine Gun Punch

While Dee Jay can destroy fireballs with his Machine Gun Punch, you need to have good timing and maintain your Max Out charge while you execute it to take full advantage.

Any hit of Dee Jay's Machine Gun Punch can knock out a projectile, but he still has to finish the animation which may cost you additional time if you don't execute it at the right moment. So try to time it so you're negating the fireball with the latter part of the Machine Gun Punch animation.

When you're trying to break up the timing of a fireball trap you'll want to go from a down-back position to an up-back spot to execute the Machine Gun Punch, this way you'll keep your Max Out charged and can unleash it the second the animation of your MGP ends.

These small advantages you gain by being able to get a Max Out closer to your opponent in a fireball battle and escape from repeated projectiles are key in throwing off the timing of certain characters and keeping Dee Jay in a good position to win the match — but they take a lot of practice and patience to learn to use correctly.

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Joystick Joystick Joystick Joystick
Max Out (Projectile)
Pretty darn good projectile when coupled with Dee Jay's other moves. While this isn't going to rival Ryu or Sagat in a projectile battle, it will help you control the position of the other player.

These things are long and because Dee Jay is so tall it means the Shotokan character's cannot Hurricane Kick over it. Also because of their length it's not hard to make the other fighter land on them as they're coming down from a jump.

When you're at mid-screen distance or farther away, you're going to want to have this charged up and ready to go at almost all times.

While Dee Jay has some really good anti air moves, he needs to be in the proper positions to take advantage of them. Your Max Out is a very important tool in this regard because you should be able to control the spacing of the other fighter with your timing and placement of your projectiles. Failure to do so will often leave Dee Jay in a bad position where he doesn't have many options for countering the other player's attacks.

Also important is knowing exactly when you can throw another Max Out (i.e. the precise moment your charged up) to keep them coming relentlessly at your opponent. A few fighters have a difficult time with this projectile, like Blanka and M. Bison, and being able to bombard those characters with well-timed fireballs will help you tremendously in those matches.

Joystick Joystick Joystick Joystick     Joystick (press repeatedly)
Machine Gun Punch
This is a great attack now because it's so much easier to get the full four hits, and when used in a combo it can be devastating.

You can set up this attack with several of Dee Jay's normal moves and even if it's blocked you should be safe from counter attacks as long as you're close enough to land all of the hits of his Machine Gun Punch.

For example, you can use his Crouching Hard Punch when close and then Cancel into his Machine Gun Punch. If this lands you're going to knock the crap out of the other fighter, and if they block, you're still taking off block damage.

This attack gives Dee Jay a lot of strong and safe combos and coupled with his other normal moves he's capable of applying lots of offensive pressure.

This move will also destroy projectiles, and it's actually useful in some instances to break the timing up of projectile traps. See the section Countering Fireballs with your Machine Gun Punch above for more details.

Joystick Joystick Joystick Joystick
Dread Kicks (Rolling Sobat)
In Super Turbo this was mostly used in combos and as a punishing tool, but now all three versions have a good bit of lower body invulnerability.

You'll want to throw Dread Kicks when you know a low move is coming. Keep in mind Dee Jay's lower body is only invulnerable on the first hop, and if you time it correctly he'll go right through attacks that don't hit at mid range or higher and knock the other fighter down.

This is a great offensive pressure move, and a smart player can use it to make his opponent fear throwing out low attacks.

Joystick Joystick Joystick Joystick
Up Kicks (Jackknife Maximum)
A really good move, and likely the main way you'll be punishing jumping attacks, but you have to be some what conservative with how often you use these, because it's easy to punish if you miss.

You can juggle your opponent for up to three hits with this attack, and follow up with your Super to get an additional two hits in there as they're falling down.

This is best used when you're standing up to get the other player off of you. The Light Kick version has the most invulnerable frames, but the Medium and Hard Kick Up Kicks have some too.

In really tight situations when your opponent doesn't give you much room to anti air them, you're going to want to use the Light Kick version, but if their timing is off and there's a bit more of an opening, go for the Medium or Hard Kick versions to try and land all three hits.

Knowing when and where to use Dee Jay Up Kicks as anti air is important, and there's a bit of a trial and error process here. Using Light Kick is the safest for countering air attacks, but you sacrifice any juggling ability. Medium and Hard are easier to be hit out of, but the damage is better because of being able to juggle the other fighter with more hits.

Again, you cannot juggle after hitting your opponent with the Light Kick version, only Medium and Hard.

And sometimes you may only hit the fighter one or twice with the Medium or Hard Kick versions, when this happens attempt to juggle them again with additional Up Kicks until you reach your 3 hit maximum.

Super Move

Joystick Joystick Joystick Joystick Joystick Joystick
Super Dread Kicks (Super Rolling Sobat)
Like most Supers, this can also go through projectiles if timed correctly, and you can juggle the other fighter after you land it with Up Kicks, as long as they're not in the corner.

Combos

Jumping Medium Kick, Crouching Light Punch 2x, Cancel into Machine Gun Punch
You can also sub a Crouching Hard Punch in for the two Crouching Light Punches. This is a NASTY and damaging combo and it's easy to do.

Jumping Medium Kick, Standing Medium Punch, Cancel into Max Out
Basic and easy to do three hit combo.

Cross up with Jumping Medium Kick, Crouching Light Punch 2x, Link into Standing Medium Punch, Cancel into Hard Kick Dread Kicks
Very damaging combo, even though Dee Jay's Dread Kicks have been reduced in damage, landing this is going to take off quite a bit of power.

Cross up with Jumping Medium Kick, Crouching Light Punch 2x, Hard Kick Up Kicks, juggle with Super
This combo only works on standing opponents, but it does about 75% damage on most characters if you juggle for the maximum of two hits with the Super. Nasty.

Crouching Light Punch 2x, Link into Standing Medium Punch, Cancel into Super

Super, juggle with Up Kicks
As soon as your Super ends, go into your Up Kicks to juggle the other fighter, as long as they're not in the corner.

Light Punch Max Out, Slide Kick
Your opponent needs to be in the corner to land this.

Cross up with Jumping Medium Kick, Crouching Light Kick, Standing Light Kick, Standing Medium Punch, Cancel into Hard Dread Kicks
Good combo because Crouching Light Kick hits low and will catch people trying to counter throw.

Cross up with Jumping Medium Kick, Crouching Light Punch 2x, Crouching Light Kick, Cancel into Machine Gun Upper
A good mix up combo because the other player might think you're going for a throw if they block the two Crouching Light Punches and you can instead hit them with a solid combo. Note, on a few characters you can only do one Crouching Light Punch in this combo.

Crouching Medium Punch, Crouching Light Punch, Link into Standing Light Punch Cancel into Hard Dread Kicks
Works on big characters like T. Hawk and Zangief.

Normal Moves

Joystick (In the air)
Jumping Light Punch (God Hand)
Want to dominate almost every jumping move in the game? Use this.

Dee Jay's Jumping Light Punch can stay out the entire time he's jumping, has a great hit box and it's difficult for some characters to anti air. It will also counter a surprising amount of other moves like Honda's Headbutt and Sumo Splash.

This is a terrific attack.

Joystick Joystick Joystick
Slide Kick
Another very good move. Nice range and damage and will beat out some attacks in surprising fashion, like Vega's Flip Kick.

Because this hits not only low, but also a little ways off the ground, it will knock many characters out of their "hop" moves.

Plus you can keep Dee Jay charged up while executing it and use it to advance a little distance forward.

The range on this move is very deceptive and it even works well as an anti air move, as long as you hit your opponent right as they're about to land — from the proper distance.

Joystick Joystick Joystick
Crouching Medium Punch
Has really high priority, will even beat out Ryu, Ken and Akuma's Crouching Medium Kick moves. Range is also deceptively good, you can hit from further than you may think.

Joystick Joystick Joystick
Trip Kick
Has more range than you may think, it's very fast and can be followed up with a Slide Kick for two attacks that will knock down your opponent if they land.

This attack can cause problems for some characters, like Vega. Very good move because of its incredible speed and knock down ability.

Joystick
Standing Medium Punch
Good anti air when the person is above you or slightly in front of you. Mostly useful when you're not charged for the Up Kicks.

Joystick
Standing Hard Kick (Far Away)
Lots of range of this attack, hits pretty high so it's a solid anti air option when certain opponents jump at you from full-screen's distance.

Joystick
Standing Hard Punch
This attack can work well as anti air against some characters, and it also has the same animation as Dee Jay's Max Out, minus the projectile coming out and spoken words, so it can be used as a fake fireball.

This fake is effective against characters like Zangief, Blanka, Honda and M. Bison — fighters who have to react to your projectiles. You can throw out this move to prompt a jump from your opponent and meet them in the air with either Jumping Light Punch or Hard Kick, or just anti air them as they're coming down.

Once you have them fearing a fake, start pummeling them with real Max Outs.

Moves that Link

These moves can be Linked into each other.

  • Crouching Light Punch, Crouching Light Kick.
  • Crouching Light Punch, Crouching Hard Punch (If opponent is standing).
  • Crouching Light Punch, Crouching Medium Kick.
  • Standing Medium Kick, Crouching Medium Kick.
  • Meaty Standing Medium Kick, Crouching Hard Kick.
  • Meaty Standing Hard Kick, Crouching Hard Kick.

Changes from Super Street Fighter 2 Turbo

* Machine Gun Punch, much easier to get all the hits.

* Machine Gun Punch destroys fireballs.

* Machine Gun Punch does less dizzy and less damage than before.

* Medium and Roundhouse Dread Kicks second hit sped up so that it almost always hits if the first hit connects.

* Medium and Roundhouse Dread Kicks have a few frames of foot-invulnerability at start up.

* Medium and Roundhouse Dread Kicks have reduced damage because of improved ability to combo.

Contributions to this guide by Hisham, Addy, RagingStormX and SDwoodchuck.

Posted by Edu on November 3, 2008 at 1:57 a.m. #1

I love this char! He should get a chance in SFIV =D

Jacknife Maximum helps a lot. It was a shame that his SFZ3 encarnation didn't have this move on Z-gauge.

 

Posted by Wow on December 16, 2008 at 2 p.m. #2

Crazy how he fights basically the same as Guile but gets no love and will probably have to sit SF4 out.

 

Posted by Ben on January 10, 2009 at 11:52 p.m. #3

Dee jay need to make it in street fighter 4

 

Posted by Ben on January 10, 2009 at 11:53 p.m. #4

T Hawk too

 

Posted by Addy on January 18, 2009 at 8:15 p.m. #5

You can add this combo:

cross up forward kick, c. jab, c. jab, s. strong xx super

 

Posted by Josh Ballard on January 21, 2009 at 10:35 a.m. #6

Nice work on this site, should definitely help newer players!

Only thing I want to add is that it's better to do Crouching Light Punch, Crouching Light Kick xx Machine Gun Upper. You can go for a tick throw after the jab, and if they try to escape that they'll get hit with the low kick for lots of damage. Cannot be reversed when done properly.

 

Posted by NZ on January 22, 2009 at 12:39 a.m. #7

my fav combo cross up forward kick, c. jab, standind light kick, Jackknife Maximum, its sweet the best combo in the game. I can't do • Crouching Light Punch 2x, Link into Standing Medium Punch, Cancel into Super • I have tried heaps but still can't do the combo. any hints

 

Posted by Addy on January 22, 2009 at 11:17 a.m. #8

To do the super combo you have to input it like this:

cross up forward, hold down-back, c. jab, c. jab, forward, back, forwardxxst. stong, any kick.

 

Posted by julio on February 7, 2009 at 12:28 p.m. #9

Dee jay and T.hawk should have been in street fighter IV instead of gen and rose who probably both died in alpha.

Then again it's a video game no one ever stays dead "M.Bison"/dictator.

 

Posted by they call me the bob on February 8, 2009 at 1:09 p.m. #10

oh Capcom, why haven't you added this amazing character to Street Fighter 4? I would have LOVED to keep playing him there. there just isn't a character quite like him in neither Street Fighter 3 nor 4. oh well, I'll just have to play Dic and Boxer, but man... I wanna play Dee Jay! thank God for Super Turbo HD Remix...

 

Posted by Bloody Claw on February 22, 2009 at 4:04 p.m. #11

Dee jay and T.hawk in ST4

 

Posted by Jcool813 on March 28, 2009 at 11:43 a.m. #12

crouching mp links to crouching mk

 

Posted by Dee Jay Fan on April 20, 2009 at 7:01 p.m. #13

If your reading this Capcom...please put Dee Jay in SF4. I don't know how much longer i can stand it! Dee Jay is better then Ryu and Ken combined and should be treated as such.

 

Posted by Please put DJ in SFIV on May 5, 2009 at 5:57 p.m. #14

Why was he even removed in the first place? He's like a black Ryu.

 

Posted by Capcom iz racist on May 17, 2009 at 10:21 a.m. #15

He wasnt included b/c Capcom iz racist and hates black people.

 

Posted by JOHN! on July 11, 2009 at 7:16 p.m. #16

easy 9 hit comnbo is cross up, hold down bakc, 3 light punches, heavy jackknife,(thats 7 hits so far), then right after jack knife hold down back then do the super combo input and it should juggle for two more hits, its epic

 

Posted by JOHN! on July 11, 2009 at 7:18 p.m. #17

http://www.youtube.com/watch?v=tqM2hb...

vid of lots of combos has an 11 hit combo and the combo i spoke of above is basically done the same with 1 move difference

 

Posted by ty on September 9, 2009 at 1:20 p.m. #18

how due i unlock him i have street fighter 2 tubo for my snes

 

Posted by mossman on September 10, 2009 at 1:52 p.m. #19

@ty
You're joking, right? Dee Jay is not in SF2 turbo, nor has he ever been an unlockable char in any of the games.

 

Posted by Xurkey on September 19, 2009 at 4:42 p.m. #20

@ty

He is in the "New Challengers" edition of Street Fighter II.

 

Posted by miggs on October 1, 2009 at 12:36 a.m. #21

Deejay will destroy you..... Super Street Fighter 4, get ready

 

Posted by StockBreak on October 2, 2009 at 3:25 p.m. #22

I like Dee Jay very much and his musical theme is good too!
I can't wait for Super Street Fighter IV!

 

Posted by MAXIMUM_PANTS! on November 24, 2009 at 5:28 a.m. #23

Hopefully this can be answered here.

I'm interested in trying to get decent at this game by maining Dee Jay for a while.

Does he have an overhead?

I'm having trouble punishing people who like to low block.

 

Posted by LiangHuBBB on December 28, 2009 at 5:22 a.m. #24

My new main.

 

Posted by charlemange on December 29, 2009 at 8:33 a.m. #25

MAX OUT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

Posted by x3non6681 on January 20, 2010 at 8:12 p.m. #26

i have to say, quite the amazing character

 

Posted by Giubo on March 1, 2010 at 2:36 p.m. #27

Deejay is the best!!! Yeah!

 

Posted by letyses on March 3, 2010 at 2:08 p.m. #28

i played a dee jay online named mackattack..he was nice.

 

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