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UNDER CONSTRUCTION ( no damage/stun ratings for the time being)
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As a brand spanking new Dee Jay mainer, I was shocked to find there was no definitive combo thread to refer to when you want to see the BnB’s and situational combos, so I took it upon myself to make one, so without further ado, lets jump right in ( pun intended).
Section 1. The BnB’s
For this part, I’ll write the follow ups after the jump-in, and you can choose what to precede them with for yourself.
j.:hk: and j.:hp: are both good jump-ins imo, although I prefer j.:hp: due to the fact that it is better as an air - to - air, however some may prefer j.:hk: as it hits quite deep.
j.:mk: and :d: + :lk: should obviously be used when you’re going for (or hopefully executing) the “vortex”.
c.:lk:, c.:lp:, c.:mk: - this is great as a blockstring aswell, and gives you the untechable knockdown.
c.:lp: , c.:lp: , c.:mp: xx w/e - this is the main BnB off a jump-in, and it can be hit confirmed aswell.
Thinking about follow ups:
Super, you can either go straight into super, or cancel Dreads or Air Slasher.
:lk: Dreads gives you a knockdown, and is hard to punish. you can also use U1 after it if you suspect your opponent will attempt a punish.
:lp: Air Slasher provides good pushback if its blocked.
:mk: Upkicks can be combo’d twice.
EX Dreads / EX Upkicks knocks your opponent nice and far away to restart zoning, and keep away, but is very easy to punish if you miss the link or it gets blocked.
MGU (EX as well) is the best follow up in terms of damage, and can set up U2 when you can dash ultra reliably.
Off an EX MGU juggle, you can combo:
EX Rolling Sobat.
EX Upkicks.
EX Air Slasher.
:hp: Air Slaher.
:hk: Upkicks.
Dash U2 (midscreen)
in corner, you can do straight U1/U2 (you have to wait for the opponent to fall a bit though)
Sobat Carnival
cl.:mk: , c.:mp: xx Dread kicks or Air Slasher - this does much more damage than c.:lp: , c.:lp: , c.:mp: but the downside is that it is harder to hit confirm, and I find it quite hard to do charge :u::d: and pull this off.
Section 2 - The Punishes
cr.:hp: xx w/e is a great way to punish stupidity, although i do have a bit of trouble cancelling cr.:hp: into EX MGU, this may be due to push back.
cl.:hp: (1st hit): xx EX MGU into EX Dreads/ dash U2 / U1/U2 in corner (first three hits only)
sorry this section is a little thin, hopefully some other Dee Jay mainers can help flesh it out
FA level 2/3 > Ultra
FA level 2/3 > EX MGU into w/e
***Section 3 - st.:hp: ***
As you probably already know, this is a pretty good anti air, and a very good tool that isn’t obvious from the get go.
If this hits on it’s first active frame, the 9th frame, it sends the opponent into a juggle state with which you can start a lot of shenanigans. I haven’t tested with EX moves etc, but here are a few things I’ve seen/stumbled upon:
st.:hp: , st.:hk:
st.:hp: , walk forward st.:lp: - this is a nice reset to try if you can.
st.:hp: , c.:hk: , U2
st.:hp: , EX Dreads
Section 4 - Other Combos
j.:mk:, c.:lp:, c.:lp:, MGU
j.:mk:, cl.:mk:, cr.:mk:
As of now, this thread is nowhere near finished, but over the weekend, I will try my hardest to max it out (pun intended) hopefully, some of you other Dee Jay mainers can contribute more info, as I’ve probably forgotten stuff.
Mod can you sticky this please?