
Did you know Billy Blanks was the inspiration for the design of Dee Jay? It's true. In the coin-op days, during development of "Super Street Fighter 2," Capcom Japan decided it wanted a new character for the follow-up. Capcom West's James Goddard took the initiative and sent a copy "King of the King Boxers" alongside a rough sketch and a description list of what would become our favorite "Street Fighter" kickboxer, all based on Blanks' striking image. As you'll notice below, what Dee Jay does in battle, though, has nothing to with Blanks.
Move Key
Forward [F]
Back [B]
Down Back [DB]
Down Forward [DF]
Up [U]
Quarter Circle [90]
Back Quarter Circle [-90]
Forward Half-Circle [180]
Back Half-Circle [-180]
Full Circle [360]
Special Moves
Air Slasher - Charge [B] [F] + Punch
Double Rolling Sobat - Charge [B] [F] + Kick
Jackknife Maximum - Charge [D] [U] + Kick
Machinegun Upper - Charge [D] [U] + Punch (repeatedly)
Super Combo
Sobat Carnival - Charge [B] Motion [F] [B] [F] + Kick
Ultra Combo
Sobat Festival - Charge [B] Motion [F] [B] [F] + Kick Kick Kick
Climax Beat - Charge [DB] Motion [DF] [B] [UF] + Punch Punch Punch
Tips
Echoing the restlessness of many other fighters that join the "Street Fighter" tournament, Dee Jay has problems "getting into the rhythm" of the bar scum in his local scene. A solution presents itself when the shark-grinned and kick-happy fighter sees an invitation for the worldwide tournament. He thinks his chances are good, so let's hold off on telling him that the only way he'll win consistently is if he takes more than a couple of packs back and plays a bit of defense.
Dee Jay is like classic Blanka in that his special abilities and combo sets require a large amount of charging. Dee Jay's strength isn't impressive so don't take his moves as one-and-done entries. You'll need to capitalize as on his ability to chain punches and kicks together and finish off those combos with Dee Jay's range of special moves.
Don't let opponents key in on when you're charging for an attack. Move around the screen, flowing back and forth between offensive and defensive postures. Use the Air Slasher to negate others' projectiles and set up your own offensive rush-in. If you insist on staying in an opponent's grill, keep pin-wheeling around his body to avoid getting caught up in a grapple or uppercut. Otherwise, stay low and keep moving backward while looking for opportunities to rush-in. Use Jackknife Maximum and Machinegun Upper as preventive air moves when possible, or hey, use them to polish off one of those combos we talked about earlier. Feel the rhythm!
Need information on other new characters? Stay tuned. Over the next few days we'll do more guides on the rest of the fresh entrants in "Super Street Fighter 4."