Street Fighter Alpha Djay

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Guide last updated on
July 13, 2009 at 10:39 p.m. PDT



Dee Jay was a quietly good character in Super Turbo, but for some reason didn't garner a lot of attention in that game. Even though he's not popular, he's very good in the right hands.

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He's a lot like Ryu in that he doesn't have many weaknesses and his all around game is strong.

Dee Jay has very few problem match ups and his main struggles are against opponents who can close ground quickly and stay on him, but even then a smart player can use his moves to create space.

He actually got two pretty darn nice benefits in HD Remix, his Machine Gun Punch is so much easier to execute and it destroys projectiles.

Also instead of just his Light Kick Dread Kick going over low attacks, now all three versions go through them.

He has great options for dealing with just about every situation he's placed in. Dee Jay is really freaking good in HD Remix.

Strengths
+ Has tools to deal with most situations.
+ Lots of good combos.
+ His Max Out projectile is long which makes it difficult for some characters to avoid.
+ Nice anti air moves.
+ Very few weaknesses or bad match ups.
+ Good counter poke attacks.
+ New Machine Gun Punch is awesome.
+ Has some great offensive trickery and pressure tactics.
+ Excellent juggling ability.
+ Great players can use his moves to dominate some character's low attacks.
+ Difficult to 'cross' up because of how he blocks.

Weaknesses
- His Up Kicks usually leave you wide open if missed.
- Can have problems dealing with Tick Throws and Throw Loops.
- Characters with dominant projectiles like Ryu, Akuma and Sagat are challenging matches.
- Zangief is really hard to stop once he gets in.

While Dee Jay can destroy fireballs with his Machine Gun Punch, you need to have good timing and maintain your Max Out charge while you execute it to take full advantage.

Any hit of Dee Jay's Machine Gun Punch can knock out a projectile, but he still has to finish the animation which may cost you additional time if you don't execute it at the right moment. So try to time it so you're negating the fireball with the latter part of the Machine Gun Punch animation.

When you're trying to break up the timing of a fireball trap you'll want to go from a down-back position to an up-back spot to execute the Machine Gun Punch, this way you'll keep your Max Out charged and can unleash it the second the animation of your MGP ends.

These small advantages you gain by being able to get a Max Out closer to your opponent in a fireball battle and escape from repeated projectiles are key in throwing off the timing of certain characters and keeping Dee Jay in a good position to win the match — but they take a lot of practice and patience to learn to use correctly.

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.


Max Out (Projectile)
Pretty darn good projectile when coupled with Dee Jay's other moves. While this isn't going to rival Ryu or Sagat in a projectile battle, it will help you control the position of the other player.

These things are long and because Dee Jay is so tall it means the Shotokan character's cannot Hurricane Kick over it. Also because of their length it's not hard to make the other fighter land on them as they're coming down from a jump.

When you're at mid-screen distance or farther away, you're going to want to have this charged up and ready to go at almost all times.

While Dee Jay has some really good anti air moves, he needs to be in the proper positions to take advantage of them. Your Max Out is a very important tool in this regard because you should be able to control the spacing of the other fighter with your timing and placement of your projectiles. Failure to do so will often leave Dee Jay in a bad position where he doesn't have many options for countering the other player's attacks.

Also important is knowing exactly when you can throw another Max Out (i.e. the precise moment your charged up) to keep them coming relentlessly at your opponent. A few fighters have a difficult time with this projectile, like Blanka and M. Bison, and being able to bombard those characters with well-timed fireballs will help you tremendously in those matches.

(press repeatedly)
Machine Gun Punch
This is a great attack now because it's so much easier to get the full four hits, and when used in a combo it can be devastating.

You can set up this attack with several of Dee Jay's normal moves and even if it's blocked you should be safe from counter attacks as long as you're close enough to land all of the hits of his Machine Gun Punch.

For example, you can use his Crouching Hard Punch when close and then Cancel into his Machine Gun Punch. If this lands you're going to knock the crap out of the other fighter, and if they block, you're still taking off block damage.

This attack gives Dee Jay a lot of strong and safe combos and coupled with his other normal moves he's capable of applying lots of offensive pressure.

This move will also destroy projectiles, and it's actually useful in some instances to break the timing up of projectile traps. See the section Countering Fireballs with your Machine Gun Punch above for more details.


Dread Kicks (Rolling Sobat)
In Super Turbo this was mostly used in combos and as a punishing tool, but now all three versions have a good bit of lower body invulnerability.

You'll want to throw Dread Kicks when you know a low move is coming. Keep in mind Dee Jay's lower body is only invulnerable on the first hop, and if you time it correctly he'll go right through attacks that don't hit at mid range or higher and knock the other fighter down.

This is a great offensive pressure move, and a smart player can use it to make his opponent fear throwing out low attacks.


Up Kicks (Jackknife Maximum)
A really good move, and likely the main way you'll be punishing jumping attacks, but you have to be some what conservative with how often you use these, because it's easy to punish if you miss.

You can juggle your opponent for up to three hits with this attack, and follow up with your Super to get an additional two hits in there as they're falling down.

This is best used when you're standing up to get the other player off of you. The Light Kick version has the most invulnerable frames, but the Medium and Hard Kick Up Kicks have some too.

In really tight situations when your opponent doesn't give you much room to anti air them, you're going to want to use the Light Kick version, but if their timing is off and there's a bit more of an opening, go for the Medium or Hard Kick versions to try and land all three hits.

Knowing when and where to use Dee Jay Up Kicks as anti air is important, and there's a bit of a trial and error process here. Using Light Kick is the safest for countering air attacks, but you sacrifice any juggling ability. Medium and Hard are easier to be hit out of, but the damage is better because of being able to juggle the other fighter with more hits.

Again, you cannot juggle after hitting your opponent with the Light Kick version, only Medium and Hard.

And sometimes you may only hit the fighter one or twice with the Medium or Hard Kick versions, when this happens attempt to juggle them again with additional Up Kicks until you reach your 3 hit maximum.


Super Dread Kicks (Super Rolling Sobat)
Like most Supers, this can also go through projectiles if timed correctly, and you can juggle the other fighter after you land it with Up Kicks, as long as they're not in the corner.

Jumping Medium Kick, Crouching Light Punch 2x, Cancel into Machine Gun Punch
You can also sub a Crouching Hard Punch in for the two Crouching Light Punches. This is a NASTY and damaging combo and it's easy to do.

Jumping Medium Kick, Standing Medium Punch, Cancel into Max Out
Basic and easy to do three hit combo.

Cross up with Jumping Medium Kick, Crouching Light Punch 2x, Link into Standing Medium Punch, Cancel into Hard Kick Dread Kicks
Very damaging combo, even though Dee Jay's Dread Kicks have been reduced in damage, landing this is going to take off quite a bit of power.

Cross up with Jumping Medium Kick, Crouching Light Punch 2x, Hard Kick Up Kicks, juggle with Super
This combo only works on standing opponents, but it does about 75% damage on most characters if you juggle for the maximum of two hits with the Super. Nasty.

Crouching Light Punch 2x, Link into Standing Medium Punch, Cancel into Super

Super, juggle with Up Kicks
As soon as your Super ends, go into your Up Kicks to juggle the other fighter, as long as they're not in the corner.

Light Punch Max Out, Slide Kick
Your opponent needs to be in the corner to land this.

Cross up with Jumping Medium Kick, Crouching Light Kick, Standing Light Kick, Standing Medium Punch, Cancel into Hard Dread Kicks
Good combo because Crouching Light Kick hits low and will catch people trying to counter throw.

Cross up with Jumping Medium Kick, Crouching Light Punch 2x, Crouching Light Kick, Cancel into Machine Gun Upper
A good mix up combo because the other player might think you're going for a throw if they block the two Crouching Light Punches and you can instead hit them with a solid combo. Note, on a few characters you can only do one Crouching Light Punch in this combo.

Crouching Medium Punch, Crouching Light Punch, Link into Standing Light Punch Cancel into Hard Dread Kicks
Works on big characters like T. Hawk and Zangief.

(In the air)
Jumping Light Punch (God Hand)
Want to dominate almost every jumping move in the game? Use this.

Dee Jay's Jumping Light Punch can stay out the entire time he's jumping, has a great hit box and it's difficult for some characters to anti air. It will also counter a surprising amount of other moves like Honda's Headbutt and Sumo Splash.

This is a terrific attack.


Slide Kick
Another very good move. Nice range and damage and will beat out some attacks in surprising fashion, like Vega's Flip Kick.

Because this hits not only low, but also a little ways off the ground, it will knock many characters out of their 'hop' moves.

Plus you can keep Dee Jay charged up while executing it and use it to advance a little distance forward.

The range on this move is very deceptive and it even works well as an anti air move, as long as you hit your opponent right as they're about to land — from the proper distance.


Crouching Medium Punch
Has really high priority, will even beat out Ryu, Ken and Akuma's Crouching Medium Kick moves. Range is also deceptively good, you can hit from further than you may think.


Trip Kick
Has more range than you may think, it's very fast and can be followed up with a Slide Kick for two attacks that will knock down your opponent if they land.

This attack can cause problems for some characters, like Vega. Very good move because of its incredible speed and knock down ability.


Standing Medium Punch
Good anti air when the person is above you or slightly in front of you. Mostly useful when you're not charged for the Up Kicks.


Standing Hard Kick (Far Away)
Lots of range of this attack, hits pretty high so it's a solid anti air option when certain opponents jump at you from full-screen's distance.


Standing Hard Punch
This attack can work well as anti air against some characters, and it also has the same animation as Dee Jay's Max Out, minus the projectile coming out and spoken words, so it can be used as a fake fireball.

This fake is effective against characters like Zangief, Blanka, Honda and M. Bison — fighters who have to react to your projectiles. You can throw out this move to prompt a jump from your opponent and meet them in the air with either Jumping Light Punch or Hard Kick, or just anti air them as they're coming down.

Once you have them fearing a fake, start pummeling them with real Max Outs.

These moves can be Linked into each other.

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  • Crouching Light Punch, Crouching Light Kick.
  • Crouching Light Punch, Crouching Hard Punch (If opponent is standing).
  • Crouching Light Punch, Crouching Medium Kick.
  • Standing Medium Kick, Crouching Medium Kick.
  • Meaty Standing Medium Kick, Crouching Hard Kick.
  • Meaty Standing Hard Kick, Crouching Hard Kick.

* Machine Gun Punch, much easier to get all the hits.

* Machine Gun Punch destroys fireballs.

Alpha

* Machine Gun Punch does less dizzy and less damage than before.

* Medium and Roundhouse Dread Kicks second hit sped up so that it almost always hits if the first hit connects.

* Medium and Roundhouse Dread Kicks have a few frames of foot-invulnerability at start up.

* Medium and Roundhouse Dread Kicks have reduced damage because of improved ability to combo.

Contributions to this guide by Hisham, Addy, RagingStormX and SDwoodchuck.


Comments
Eventhubs31 said on April 6, 2010 at 7:49 a.m.

I am a good Dee-Jay player (perhaps average, but overall not bad). Anyways, just wanted to ask do you'll know if Dee-Jay is any good in Super street fighter 4? And do they have his stage music? Man, I missed that! (and also T-Hawk's one, I saw some SSFIV gameplay and it featured his theme song, Man that brought tears to my eyes)

OomackattackoO said on April 28, 2010 at 8:43 p.m.

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yea man hes a beast,but he does have some hard matchups like juri,t hawk,zangief...



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