Deejay Faq v.01 Kazumi Jin 1/4/99 SfZ3-PSX Legal: I really dont care what you do with this being that all this stuff is my opinion. I doubt you'll find something real grand to claim your own. But if you do, try to remember where you got it. All characters are copyright Capcom......blah blah. --------------------------------------------------------------------- Table of Contents --------------------------------------------------------------------- 1. Background 2. Regular Moves Analysis 3. Special Moves Analysis 4. Mode Analysis 5. Combos 6. Thanks --------------------------------------------------------------------- 1. Background --------------------------------------------------------------------- Yall know who this guys is...dont you? Deejay is the dancing singing fighting comboing machine that is really tryin to score some big record deal. I really dont know his history...I seriously hope it isnt that important to you, but if youre lookin for it try checkin out another faq. Mainly I was only discussing his background in Super Street Fighter 2 Turbo (ST for short). Ok, so I never played in any huge tournaments, lets get that out of the way now. But i played plenty. IMO Deejay was a dominating force next to the rest. Of course there was Bison and all the others, but Deejay was just sooooo much fun to play. I loved playin the shotokan boys....Deejay always had the upper edge on them. Hmmmmm.. ..charge characters makin a comback.....na. Anyways, this modern Bob Marley had all sorts of counters: air, ground, whatever. His projectile attacks were fairly quick, however his Rolling Sobat was rather slow. Combos were a plenty in ST for deejay.....if you didnt get to see the gamest tape on ST then you are really missin out! This faq is going on the premonition that youve played A3 and are familiar with all the goodies....modes, escapes, etc. If you need the basics like that I suggest Kao Megura's FAQ at gamefaqs.com. --------------------------------------------------------------------- 2. Regular Moves Analysis --------------------------------------------------------------------- Moves work on all modes unless noted otherwise. Standing Jab: Fairly quick straight punch. Can be comboed three times in sucsession or mixed up with shorts. Standing Strong: Standing uppercut punch. No comboability found as of yet. Standing Fierce: Another standing uppercut punch...with opposite hand as strong. More damage here, no comboability as of yet. Fairly good air counter. Standing Short: Swift kick to the shin. Comboed up to three times. Standing Forward: Back kick....two hits. Decent GB damage. Standing Roundhouse: Roundhouse kick with very good range. More GB Damage than Forward, however, Opponents can duck under, unlike the forward. Crouching Jab: Quick straight punch to knee area. Can be comboed two times in sucsession or mixed up with shorts. Crouching Strong: Elbow to the foot. Good priority over most ground moves. No comboability found as of yet....good luck (arcades another story)! Crouching Fierce: Hard elbow to the midsection. Nothing fancy here...no comboability as of yet. Crouching Short: Fast ground kick to the ankle. Can be comboed with two more shorts or one jab. Crouching Forward: IMO Dee Jay's real roundhouse...sweep to opponents feet taking them to the ground. Good setup to crossovers. Crouching Roundhouse: Deejay gets on his back and slides forward slightly. Ok, im not real sure about this move going under projectiles. I have slid under one or two fireballs....but to be honest, I think I was just lucky. Safest bet would be to block or jump over them. Jumping Jab: Weak punch at opponents head. Jumping Strong: A jumping version of the standing strong. Near impossible to hit standing opp with. Jumping Fierce: Stronger punch similar to jumping jab. Good damage...I use this in conjunction with jumping forwards to start combos. Jumping Short: Weak kick high in the air. Again, near impossible to hit standing opp with. A quick, straight jump up with short is good to stop most jump in attacks. *Note* Dee Jay has another short. Press down and short afer you jump and he will drop with a knee. Jumping Forward: Jumping straight kick. IMO what makes Dee Jay deadly. His crossover attack...with great priority for the crossup. Jumping Roundhouse: Kick in downward motion. Good damge, ok priority. *Note* Close moves refer to Z-ism and X-ism -- Dee Jay must be next to the opponent. V-ism can perform these moves anywhere by holding back and pressing the appropriate buttons. Close Jab: Dee jay will punch with the opposite hand than he would if he were away from opponent. Close Strong: No difference from standing strong. Close Fierce: Dee Jay elbows with one arm then punches with other for two hits. Close Short: Dee Jay starts his standing short motion but finishes with a knee not a kick. Close Forward: Side kick...reminiscent of Sagat's standing forward. Good to keep distance. Decent GB damage. Close Roundhouse: Dee Jay throws out a kick at the opponents chin. Similar to Jet Li's kick on Renee Russo in LW4. Hehe. This is a great anti air move for v-ism with high priority. --------------------------------------------------------------------- 3. Special Moves Analysis --------------------------------------------------------------------- Modes will be listed along with the move name, motion, and description. XVZ Air Slasher Charge b,f + P Dee Jay whips his hand and releases a projectile. Quick attack....with small recovery. XVZ Rolling Sobat Charge b,f + K Dee Jay hops with a kick, spins and does another. The short version is only the first kick. I dont use this move too often for lack of damage and payback if you miss with it. XVZ Machine Gun Upper Charge d,u + P, tap P rapidly Dee Jay does his fierce animation while striking multiple times. Ok for an air counter if you time it properly. I have yet to get more than 2 hits. XV Jackknife Maximum Charge d,u + K Dee Jay jumps with a kick at 45 degrees. Can hit up to three times with roundhouse, two for forward, one for short. Good for an anti-air move. Juggle opportunities. XZ Sobot Carnival Charge b,f,b,f + K Dee Jay does his super version of his rolling sobot. Hits six times with great damage and juggle opportunities. Z Climax Beat Charge db,f,b,uf + P The super type of his machine gun upper. Rather pointless if you ask me. Z Theme of Sunrise Charge db,f,b,uf + K The super type of his jackknife maximum. Hey, if you are good at pullin off this motion on a PSX pad...then use it. Z Zero Counter: Roundhouse Jackknife Maximum. V Zero Counter: Crouching Forward kick. --------------------------------------------------------------------- 4. Mode Analysis --------------------------------------------------------------------- See Kao's FAQ for basic ism benefits and detriments. X-ism - Dee Jay has got strength here, as in damage. A big plus is his jackknife maximum ability. His Sobot Carnival is one of the most powerful supers in the game, which can easily be followed with a roundhouse jackknife. On the other hand it may be hard to land it during a match, especially after a GB. Z-ism - The weaker of the three modes IMO. His lack of the jackknife maximum is not made up with the addition of two other supers. Damn I hate that motion! Still, regular combos do more damage than in V-ism. V-ism - This just may be my favorite mode. Why? Wait for the combo section. This is the flashiest mode. He also has the Jackknife ability not to forget the close moves at any distance. The close roundhouse is such a great air counter. Use this often. --------------------------------------------------------------------- 5. Combos --------------------------------------------------------------------- *Note* all of these combos have been done by me. Following will be a "possible section" containing combos that I believe may be possible...I just havent stuck em yet. I tried most of these combos on different size opponents, but most were done on larger characters. So if one doesnt work...try fightin Sagat or Thunder Hawk. These work for all modes unless noted otherwise. J - Jumping C - Crouching S - Standing () - other moves that will work XX - cancel 1. J Fierce (forward), C short XX machine gun upper. 4 hits 2. J fierce (forward), C jab, C short XX Air Slasher. 4 hits 3. Same as above execpt follow slasher with either: C jab, C short or S Roundhouse or S fierce. 5 - 6 hits 4. Opponent in corner, Dee Jay close. Air Slasher, C jab, C jab, C Short, Air Slasher, S roundhouse. 6 hits 5. XV J forward (crossup), C short, C jab, C short XX jackknife maximum. 7 hits 6. XV Dee Jay near back corner. J forward (crossup), C short, C jab, C short XX jackknife maximum, close fierce. 9 hits 7. XV Dee Jay near back corner. J forward (crossup), C short, C jab, C short XX jackknife maximum, jackknife maximum (machine gun upper). 9 hits 8. Z Opponent in corner. C short XX Sobot carnival, S roundhouse. 8 hits 9. X Dee Jay near back corner. J forward (crossup), C short, C jab, C short XX jackknife maximum, Sobot Carnival. 10 hits 10. X Opponent in corner. C short XX Sobot Carnival, jackknife maximum. 9 hits 11. ZX Opponent in corner. C short XX Sobot Carnival, Machine Gun Upper. 9 hits 12. Z Theme of Sunrise, Machine Gun Upper. 10 hits Combos that combo into V-ism combos...all opponents must be in corner to work unless noted otherwise. jab + short = 1 strong + forward = 2 fierce + roundhouse = 3. 13. J fierce (forward), C jab, C short XX Air Slasher, activate 1, S jab XX Roundhouse Jackknife maximum XX short jackknife maximums (repeat these). Opponent can can tap out, so nail em with a roundhouse version if they do to pop em back up. Will have to vary for size differences. 14. Air Slasher, C jab, C jab, C Short, Air Slasher, activate 1, S jab XX Short Rolling sobot XX machine gun upper XX short Jackknifes. The Standing jab XX short sobot gets you back in close to the opponent to start the juggle. 15. (Definitely the hardest!) Dee Jay near back corner J forward (crossup), C short, C jab, C short XX jackknife maximum, activate 1, S jab XX jackknife maximums. Dee Jay must be almost in the corner for this to work. After the C short XX jackknife maximum, the opponent should be falling in the corner. Activate quickly and nail em with a standing jab to slow their fall then take em up with more jackknifes! Regular V-ism combos....opponents must be in corner to work unless noted otherwise. 16. activate 1, short jackknife maximum XX short jackknife maximum (repeat). This does the least amount of hits but the most damage out of his jackknifes. 17. activate 1, c short XX air slasher XX c short XX air slasher (repeat). You must do this fast to combo. I mean really fast. Does excellent damage and great GB damage too. Someone out there claims to have stuck C jab, C short, C strong XX air slasher, this would take tremendous speed, and I dont beleive it is possible because Dee Jay is pushed back. If anyone else has stuck it, let me know. For this one to work, after the first air slasher, walk a step then c short XX air slasher again. It would look like this: <-/ c short, -> punch, ->, <-/ c short, -> punch, -> all within seconds. 18. Similar to 16 but vary with Machine gun uppers. Possible Section 19. Ok, on the combos with the c. short XX Sobot Carnival I have yet to jump in with fierce or forward then go c jab c short sobot carnival.(Damn PSX pads) 20. Im workin on gettin a level 2 Climax beat followed by a level 1 Theme of sunrise. If anyone gets it please let me know. There are many others but thats for another FAQ another time. --------------------------------------------------------------------- 6. Thanks --------------------------------------------------------------------- Kao Megura Kmegura@Hotmail.com -for his assistance and moves names. Wonga -for gettin me this damn game. L-Boogie -for puttin up with me while I played this damn game. Questions, Comments please mail them to me at kazumijin@aol.com 1999 unpublished work copyright CAS