Hey guys! here is my rundown of the Southern Comet, Dee Jay.
NORMALS
lp/lk - 30dmg (lp is 20dmg when crouching)
Dee Jay’s standard combo startesr. His jabs are It’s 3 frames and 4 frames when crouching and his shorts are 5 frames, along with decent priority. The best part about his lp’s/lk’s are that they give great frame advantage (between 4 - 6 frames), meaning that he can easily combo into shorts/jabs and strongs/forwards (lp/lk and mp/mk). Comboing into his mk is a great way to set up the vortex if you didn’t have a charge.
his far lk as a great poke.
Aerial down + lk - 50dmg
A new addition to his arsenal. IMo it’s the ssf4 version of his jumping jab (aka. the god hand), which had great priority and could potentially. This move is no different.
close mp - 70dmg
A reincarnation of his classic ST AA. It’s not longer as reliable due to the fact you have to be close to the opponent for it to come out. It’s decent to combo into but HP serves the same purpose for AA and comboing into but better. IMO there basically for old times sake.
far mp - 90dmg
A decent standing poke. Can’t be cancelled out of.
crouching mp - 60dmg
While it is the weakest version, it is by the best. You can cancel it into the special move of your choice/super, combos from jabs/shorts and is a pretty good poke also.
close mk - 70dmg
A nice, safe poke that combos into his mk sweep, cr.lp and cr.mp for “big” damage. Definitely a poke to keep an eye on.
far mk - 80dmg
Good priority and does 2 hits if combo’d from an lk for 140dmg. One of the go to pokes.
cr. mk - 70dmg
The God sent move. Not only is it a good poke, but knocks down and starts the vortex. can be combo’d into from st.lp, st.lk, cr.lp, cr.lk, st.mk and i’m sure there’s more. Definitely should be part of your arsenal.
far HP - 100dmg
Dee Jay’s secret weapon. If you get a CH on the first frame, it will cause your opponent to be launched, which gives you the opportunity to reset them, or potentially slide to U2. (the trick to that is to assume that you will get the hit once you throw out the HP. Once you throw it out, immediately hold Down back, which will give you the charge you need after the slide).
close HP - 120dmg, 2 hits
A decent move that can be cancelled into special moves. Same applies to the cr.HP, which does 90dmg.
close HK - 130dmg
Aside from decent damage, nothing special. Can’t be cancelled, but is a half assed AA.
cr.HK, aka, the slide - 100dmg
Nerfed like crazy from the ST version, but still useful when used properly. DO NOT RANDOMLY THROW IT OUT POINT BLANK, YOU WILL GET ULTRA’D. It is pretty safe from max range though. If your opponent jumps and you can time the slide for them to land on your feet, you will cause a juggle state and you can potentially U2 them.
jump in MK/HK/lp - 90/130/40 dmg
His notable jump ins. His jump in MK is probably the best crossover in the game and ambiguous as a mofo. Soooooo good for pressure and getting free jump ins. His HK has great reach and a long lasting/deep hitting hitbox, just like his lp.
SPECIAL MOVES
Max out - 50dmg
Dee jay’s projectile. The slow version is great for walking after and pressuring the opponent while the fast one is good for keep up in fireball wars. Watch out for eagle eye ultras though. The EX version shoots 2 seperate ones, 100dmg in total. You can combo into the EX max out in the corner to cr.lp to a special move (preferably EX MGU to U2). Great move overall.
Maching gun Upper - 80 - 168dmg
A cool move more than anything, it can easily be combo’d into and is the go to move if you are looking to do straight damage. EX MGU (114 - 162dmg) is godlike with it’s great damage output and you can potentially combo the rest of your EX special moves off of it, with the exception of HK up kicks in the corner. As most of us know already, U2 is also a combo ender.
Up kicks - 100 - 110dmg
An overall solid AA move. His lk version has the most priority and the best combo ender potential. The mk version can be combo’d twice off of a cr.mp. The EX version (180dmg) is IMO his best special move. 4 frame start up, invincibility on start up and makes your opponent think twice (possibly 3 times) on jumping in.
Dread kicks - 80 - 120dmg
Aside from the lk version, a let down from ST. The mk and hk versions don’t knockdown, and the hk version actually leaves you at a slight disadvantage. Best saved for cancelling into super. The EX version (140dmg) is a nice improvement. Fireball invulnerable and knocks down while pushing the opponent near the corner for potential big damage.
Ultra 2 - Climax beat - 501dmg
The go to Ultra. Great damage, combo potential and a fantastic AA to make up for his mk and hk up kicks. Strongly recommended.
Ultra 1 - Sobat festival - 473dmg
Haven’t found much use for it yet. Pretty good damage and a potential fireball punisher, but that’s about it.
Super - Sobat Carnival - 350dmg
The last move to mention. A solid super: can be combo’d into, decent damage and depending on the kick you use, he move forward further and the lighter the kick, the faster the start up. There are certain moves that the lk version can punish that the HK can not. (7 frames, 11 frames and 13 frames.)
Overall, dee jay is a different animal than his ST version. Playing him the exact same will probably not work, but he definitely can hold his own against most if not all the cast. Put the time into him and he will repay you nicely
ANY QUESTIONS, FEEL FREE TO ASK!!! I will try and update this every 3 days or so.