[SF6] Dee Jay Countermeasures Guide [Win Just by Reading]
Categories:
Basic Info
- No normal Overhead
- Defensive Options
- 6F Startup OD invincible move: [2]8KK
- If you play Luke or Kimberly, avoid using Rush after throws
- 5F Startup anti-air invincible [2]8HK available
- 236236K has 7F Startup, no invincibility
- 236236HP has 12F Startup, projectile evade property
- 214214P has 9F Startup, Projectile invincible
- 6F Startup OD invincible move: [2]8KK
- Moves that are plus on Block
- MP
- 6MK
- [4]6PP
Neutral (Awareness Priority)
- Be more aware of Lows
- He lacks Low Cancel Rush, but 2MK gives knockdown instead
- When entering 2MK range, firmly Block Low
- When knocked down, use Quick Rise instead of Back Rise — this makes walk Shimmy impossible when Rush is used
- 214K can still be used for throw bait, so use Impact or neutral jump for return
- Don’t jump carelessly
- Jackknife Maximum from down charge is excellent — don’t jump at crouching Dee Jay
- Even without charge, 2HK anti-air and back HK anti-air can give return
- When cornered
- 2MK and 2HP from crouch are excellent
- He can hold Jackknife Maximum while getting return, so instead of jumping, consider whiff punishing or placing Impact
- Dealing with 214K
- Be aware that pressing buttons gets clipped by 214K
- Instead of pressing buttons, use more Rush and forward jump to apply risk to 214K
- Awareness after getting hit by throw and Quick Rolling Sobat
- Both throw and Quick Rolling Sobat have 34F knockdown
- Both have a Quick Rise vs no recovery mixup
- Standard is Quick Rise and watching for forward step > Rush
- Characters with long-range 8F or faster invincible can confirm forward step > Rush on Back Rise too. Example: Blanka SA1, Luke SA1
- Be aware of super flash reaction when Dee Jay has SA2 stocked — use OD invincible instead
- Watch for raw Rush
- Always create time to watch for raw Rush
- When watching, maintain close distance
- Use more Impact and forward jumps
- Use more Impact in Neutral
- Use forward jump instead of counter-pokes
- Knee Shot
- Dedicating too much awareness here means other things get through
- Aim for Just Parry
[2]8K
Dee Jay’s anti-air special move. Also used in combos and for corner damage boost — a versatile special.
- [2]8LK
- No attack hitbox
- Used for frame consumption and rushdown
- [2]8MK
- Dee Jay’s main anti-air
- [2]8HK
- Dee Jay’s main anti-air
- [2]8KK
- Dee Jay’s OD invincible
Recommended Counter
- Can’t be used without down charge, so confirm standing state before jumping
- Characters like Juri and A.K.I. with cross-up hitboxes coming from directly above are very hard to anti-air due to neutral input during charge motion
- Worth using as a corner reversal
[4]6P
Dee Jay’s fireball. Projectile count and recovery change based on strength.
- [4]6LP
- Feint
- 21F total
- Can’t be reacted to with projectile evade
- [4]6MP
- 44F total
- Can’t confirm jump on reaction
- [4]6HP
- 60F total
- [4]6PP
- 46F total
- Combo follow-up possible on Hit
Recommended Counter
- [4]6PP
- If you Block it, watch for Dee Jay’s Rush and interrupt with invincible
- If too far away, it becomes a true Block string — walk forward and Block at close range
- Blocking at corner puts Dee Jay at Advantage
- Some Dee Jays fire [4]6HP for D Gauge recovery after midscreen throw
- Characters with projectile evade: Quick Rise > Confirm > Projectile evade is effective
The video below shows Quick Rise into hearing [4]6HP voice line and activating SA2:
When activating SA2, pressing Parry prevents accidental damage from command input errors.
236K
- 236LK
- Used for feints and 4HK anti-air frame consumption
- 236MK
- Dee Jay’s poke with almost no Punish
- Dee Jay is -6F on Block
- Punish with a move that reaches
- 236HK
- Dee Jay is -10F on Block
- Point-blank, so always Punish with heavy starter combo
- 236KK
- Dee Jay is -3F on Block
Recommended Counter
- 236MK
- On Hit, knockdown with Dee Jay at +34F
- Almost the same situation as forward throw
- Forward step > Rush Oki
- OD invincible is guaranteed on Quick Rise
- Not enough distance for 214K feint
- OD invincible is not guaranteed on Back Rise
- 214K feint can whiff OD invincible
- OD invincible is guaranteed on Quick Rise
- On Hit, knockdown with Dee Jay at +34F
Check your character’s SA Startup here: Safe Meaty Search Tool
- Without OD invincible:
- Quick Rise
- When Dee Jay uses step > Rush, walk Shimmy isn’t possible, so include more delayed tech
- For tech bait, Dee Jay uses Rush > Joshkool
- Quick Rise
If they show the above option, Fuzzy > HP is effective as a counter. The video below has these recorded:
- Rush > MP
- Rush > 214K > LK
During Rush, neutral jump isn’t possible so no need to watch for anti-air.
214K
Dee Jay’s special move that punishes counter-pokes. Can be cancelled from normals.
214K Branches into:
- 214K > LK
- Often buffered from normals with large Block pushback
- Many Dee Jays buffer up to Funky Slicer, so after Blocking: don’t counter-poke, Block up to Funky Slicer > play the +3 throw/medium mixup — that’s the easy counter
- Against Dee Jays who react to confirm Funky Slicer: use raw Rush or neutral jump after Blocking the normal
- 214K > MK
- Stand Block: Dee Jay +1F / Crouch Block: Dee Jay +2F
- Like Slicer, punishes counter-pokes, but even without counter-poking Dee Jay continues offense — used frequently
- React Impact is risky if reaction is late, so not recommended
- React Just Parry is effective. Fuzzy Parry can get thrown by forward follow-up, so confirm if possible.
- 214K > HK
- Dee Jay-side difficulty is high so don’t worry much, but functions as an answer to forward jump against Joshkool
- Raw Rush can guarantee a Punish, so if the Dee Jay shows this option, use raw Rush
- 214K > 6P
- Fuzzy Parrying 214K > LK gets you thrown
- 214K > 4P
- Used when Dee Jay wants distance
214KK
Branches into:
- 214KK > LK
- Leads to combo on Hit — when you see 214KK, crouch Block firmly
- 214KK > MK
- Leads to combo on Hit — when you see 214KK, prepare to Parry
- 214KK > HK
- For combos
- 214KK > 6P
- Fuzzy Parrying 214KK > LK gets you thrown
- 214KK > 6P > 4P
- Used when Dee Jay wants distance
- Not commonly used
Recommended Counter
- Lots of situations to deal with, so memorizing everything is tough
- Try to read when 214K is coming
Bad example of counter-poking:
- When you read 214K:
- Instead of counter-poking after Blocking, mix in raw Rush or forward jump
214P
Dee Jay’s combo ender special move. Startup and damage change based on strength.
- 214LP
- Dee Jay is -19F on Block
- 214MP
- Dee Jay is -19F on Block
- 214HP
- Dee Jay is -19F on Block
- 214PP
- Dee Jay is -19F on Block
Recommended Counter
All versions are -19F Punish on Block. Punish with a heavy attack starter.2MK
A 2MK that gives knockdown. On-Hit situation is very good with long range.
Try not to get hit by this in Neutral.
Recommended Counter
- 2MK tip Hit
- Rush Oki
- Shimmy possible Oki
- Forward step Oki
- Dee Jay has +10F
- Back Rise > walk back can whiff the throw
- Rush Oki
6MK
A normal that gives Dee Jay +1F on Block. Mainly used for Oki and pokes.
Recommended Counter
Crouch Block gives sustained Hit at +2F. Stand Block to play the +1F mixup.(Forward jump) 2LK
Low-altitude knee thrust air trajectory change.
- Can be anti-aired on awareness, but hard if not watching
- Characters with high-return anti-air normals may want to watch for Knee Shot
- Otherwise, don’t force it and Parry
Recommended Counter
- Don’t force it — Parry when you see Knee Shot
- Dedicating too much awareness here means other things get through
Forward Throw
+34F after throw. Dee Jay buffers forward step, then chooses to Rush or not for Oki. Quick Rise vs no recovery creates a mixup.
- On Quick Rise
- Dee Jay can Oki with forward step micro walk
- If Dee Jay used Rush, OD invincible is guaranteed
- On Back Rise
- Dee Jay gains the option to dodge OD invincible with 214K
- If Dee Jay didn’t Rush, no Oki
- Step > Rush > LP is a safe meaty
- 9F SA / Drive Reversal gets safe jumped
- Standard: use 8F or faster invincible on Quick Rise when Rush is confirmed
- SA can be super flash reacted to — avoid when Dee Jay has 2+ SA bars
- Note: Dee Jay has invincible from SA2
Recommended Counter
- Characters with OD invincible
- Quick Rise
- Dee Jay’s Step > Rush confirm > OD invincible
- Characters with SA invincible
- Back Rise
- Dee Jay’s Step > Rush confirm > SA invincible
- Characters with 8F or faster long-range SA can also catch Joshkool dodge on Back Rise, so Back Rise > Rush confirm > SA1 is guaranteed
- Luke’s SA1, Blanka’s SA1, etc.
Check your character’s SA Startup here: Safe Meaty Search Tool
- Characters without invincible moves
- Quick Rise makes walk Shimmy impossible
- However, 214K Shimmy is still an option
- Include delayed tech and Fuzzy HP in your options
- Quick Rise makes walk Shimmy impossible
Caution
Without recovery, the opponent can Oki without Rush
Back Rise into OD invincible against Dee Jay’s Rush loses to Joshkool feint
- When using the SA invincible counter, always use 8F or faster
- If Dee Jay does Rush > LP, it’s an 8F safe meaty
Check your character’s SA Startup here: Safe Meaty Search Tool
Rush
- Hard to stop if you’re not watching. Don’t force it if you’re not watching.
- When not watching, committing to Parry is safe.
- If stopping, maintain close range. Pressing buttons from far leads to 214K and Quick Rolling Sobat mixups.
Recommended Counter
- When stopping, maintain close range
- From far, risk of eating 214K and Quick Rolling Sobat
- From far, don’t stop even if watching
- If 214K and Quick Rolling Sobat are frequent, consider Impact and neutral jump
- Include Parry as an option
- Raw Rush confirm into fastest meaty makes Just Parry very likely — try it