FIX #1: Know Dee Jay's Optimal Ranges for Attacking Success (Because You're Probably Not Using Them)
- pester with the Short Dread Kick (sailing over most low attacks, for example)
- let fly hard-to-react-to Max Outs
- stuff jump ins with either normals or a charged Jack Knife
- whiff punish or counter hit many moves
- jump poorly timed projectiles
- set up for future cross-up opportunities
- jump with the Short Knee Shot for a potential combo or to further press the attack (but not all the time!).
In addition, up close fighting is a general no-no because your offense/defense potential here without charge is poor and it inevitably sets you up for a "maul" situation from the opponent if you stay in that range for too long (see my later post here regarding the "maul" for more on this to-be-avoided situation).
Finally, from full screen out, Dee Jay can't do anything except build meter through Focus Absorbs or projectile play (which, as it turns out, is also a useful strategy).
TLDR: In short, near inside sweep range is good, from far out is somewhat decent, and anywhere else, mostly bad or not optimal.
PDF Version of Post
![]() |
| For the most part, this is actually one of Dee Jay's shittiest ranges. Stay out of it. |
