Posted by Tiger Bones on 04:17:2001 04:18 PM:
**Dee Jay **
Dee Jay is unique in this game. He would qualify as an alpha 1 character with
the amout of combo links and super chains he has.
He is also unique IMO because he has 2 levels of advanced super combos. 1) those
that are easier to perform and those that are insanely hard and wouldn’t look
out of place in a combo exhibition. On www.gamescombo.com you can see a few
examples of Dee Jays exhibition stuff in NKI combo edition volume 5. i will
first post Deejays easier advanced combos then i will post his much harder
ones…
and in addition i will post some of dee jays normal combos.cos they’re that
good/lethal
ok lets get started…
Normal Combos.
On all characters
jump in cross up forward, low jab, stand strong, dread kick.
difficulty 3/10
energy loss - varies from 45 - 55% dependng on which dread kick is used and on
which character it is used upon.
On all characters
jump in cross up roundhouse, low jab, stand strong, dread kick.
difficulty 4/10
Harder to time and land then the cross up forward rarely used by anyone except
Dee Jay top players who won’t miss the combo cos they know Dee Jays ranges
inside out.
energy loss - varies from 50 - 60% dependng on which dread kick is used and on
which character it is used upon.
On all characters
jump in (cross up forward), low jab x2 or up to 4 on big chars, then triple kick
w/ roundhouse
difficulty 2/10
energy loss 40%
probably the combo you are most likely to see from 2 intemediate Dee Jay
players. This move will not whiff if you time it correctly but at higher levels
of play with high levels of stress and big positions at stake you won’t see many
top players go for this combo unless it’s required for a make or break win.
On all Characters
Jump in cross up forward, stand short,stand strong, dread kick
difficulty 3/10
energy loss - varies from 50-60% dependng on which dread kick is used and on
which character it is used upon.
my advice for using dread kick forward or roundhouse is that you should gauge
your opponents knowledge and awareness of your combo or of when to counter it
cos if you go for the forward or roundhouse dread kick you perform 2 revolutions
as opposed to the one revolution per kick of the short dread kick. if you’re not
careful with your usage of the the forward/roundhouse dread kicks you could
stand to lose 50% or more of your energy becuase your opponent was aware enough
to perform his super to counter the second dread revolution.
As with nearly all other characters i have provided combos for thus far it is
very hard to land ‘extra hits’ on the shorter characters who bounce back after
being hit. such as ken/ryu/chun li/ M Bison. DeeJay and Balrog the boxer are
unique exceptions beings as they’re bigger then the aformentioned chars but
harder to hit cos of their body contortions after being hit.
Feel free to ask q’s about this if you do not understand what i just explained.
On all chars
Jump in cross up forward. low jab, low fierce, short dread kick
difficulty 4/10
damage 50%
On all chars.
Jump in cross up forward, stand forward, c/ roundhouse
difficulty 3/10
damage 50% + cross up game set up… this combo is just nasty and so easy to
perform it can have opponents pulling their hair out at how frustatting DeeJay
can be. his combo option are almost endless. this combo is used alot on 'nervy’
characters who need to be calmed down like Fei Long, Vega(spanish guy) Blanka,
or a rabid Cammy. It can calm your opponents ‘fury’ down quickly it’s a
demoralising sight to watch Dee Jay take off half of a full life bar with little
effort at all, this combo is excellent in adding mental pressure to your
opponents ground to air counter games.
Jump in cross up forward, stand forward, c/fierce
difficulty 2/10
damage 50%
want your opponent far away from you and 1 hit away from being dizzy? then use
that combo. it is mainly used on characters you want away from you(hawk , Gief)
and its excellent for dee jay because the grappler knows one hit and he’s
dizzy… excellent for catching a breather and also gaining some tactical
ground.
There are more combos against all characters but they are just for show. those
listed above are the big hitters and the most practical. For all you cautious
players out there i’d suggest replacing the dread kick with a 'air slas/Max out’
fb for safety.
These other normal combos will only work on the punch bag characters 
Dhalsim, Zangief, Hawk, Sagat, and guile to some extent. i wont keep repeating
this message for each of these combos so take note now please.
Jump in cross up forward, stand forward, stand strong, dread kick(roudhouse)
Difficulty - 5/10
Damage 75% + Dizzy on dhalsim. on the others only one of the dreads will hit
suggested you should use fb instead of dread kick on them.
jump in cross up forward, crouch jab, crouch fierce, roudhouse triple kick.
Difficulty - 3/10
Damage 60%
On crouching punchbags.
jump in DEEP cross up, crouch fierce, crouch short, *fierce max out
last hit is not a combo, but it is an excellent zoning manueveure.
there are others but they are no improvement on the main combos vs the
’punchbags’ so i wont post em…
i will move onto the advanced combos at last… bahhhh damn deejay and his
extensive list of combos
On all chars
Jump in roundhouse, stand strong, super dread kick, double flip kick tag on.
Difficulty - 9/10
Very Hard to get your charge and execute the timing required for this monster
combo.
Energy Loss = 90%
On all characters
jump in cross up forward, low jab, stand strong, super dread kick, forward
double kick tag on(charge down then up and kick)
Difficulty 8/10
Energy loss = 90%
On all characters
jump in (cross up forward), low jab x2 or up to 4 on big chars, then triple kick
w/ roundhouse, Super dread kick for 1 or 2 extra tag on hits.
Difficulty 4/10
This is the most common super combo to see with dee jay very easy to do for
excellent damage reward.
Energy loss = 80%
On all characters
Jump in cross up forward, stand short,stand strong, super dread kick, double
flip kick tag on for 2 extra hits.
Difficulty 7/10
Energy Loss = 80 -85%
On all chars
Jump in cross up forward. low jab, low fierce, super dread kick, flip kick won’t
tag on anyone except dhalsim and Zangief
Difficulty 6/10
Energy loss = 85% 90 if you can land the double flip kick tag on on
Dhalsim/Zangief
On all characters
Jump in cross up forward, stand forward, stand strong, super dread kick, double
flip kick tag on.
Difficulty 7/10
Energy loss = 85 - 90%
On all Chars
Jump in cross up forward, crouch jab x2, stand strong, Super dread kick, double
flip kick tag on *
- = you may have to do the 2 flip kicks in a row a single hit from each if the
first one doesn’t hit em 2 times.
Difficulty 7/10
The defining Dee Jay combo. this is usually the one that seperates the Dee Jay
PLAYER from a deejay ‘player’…heh…basically if you see this combo executed
without the blink of an eye you’re dealing with a PLAYER who will most likely
know all of dee jays tricks inside out…
Energy Loss - 95 -100% this will wipe an entire bar if you get all the hits in
plus the 2 tag on hits.
PHEW!!! was mentioned before this may not be all of DeeJays advanced
combos… this guy has sooooo many variations… but if anyone knows any big ones
i have missed then feel free to post em…