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.

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Table of Contents
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1.  Background
2.  Regular Moves Analysis
3.  Special Moves Analysis
4.  Mode Analysis
5.  Combos
6.  Thanks

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1.  Background
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       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.

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2.  Regular Moves Analysis
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       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.



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3.  Special Moves Analysis
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       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.

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4.  Mode Analysis
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       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.

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5.  Combos
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       *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.

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6.  Thanks
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       Kao Megura      [email protected]
          -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 [email protected]

       1999 unpublished work copyright CAS