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	Kmegura@Hotmail.com
	   -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 kazumijin@aol.com

	1999 unpublished work copyright CAS