View Full Version : Dee Jay Thread
CrimsonSouls
09-10-2006, 10:03 AM
Wanna up my game, stratigys, match-ups etc. But I cant even find any vids on him let alone who is the best dee jay. hook me up
Slacks
09-10-2006, 10:46 AM
no one plays deejay. thats just the real. I'm a beginner who's picked up deejay but I think I picked up enough to help.
on certain characters, deejay can just knockdown and cross up for days. characters such as chun li, bison, and anyone else that has no real immediate answer to cross ups.
deejay has amazing normals a lot of which hit for 2 hits. his best imo are his...
- st.strong, cuz it has decent priority, and is a reliable mid jump anti-air. it's fast
-st.forward hits for 2 hits, has long reach, beats out a lot. only downside is agains them damn duckers. punishes clumsy jumpers too.
-st. roundhouse basically is the same as st. forward.only it at least can hit mid for pressure in case they block and only hits once.
cr.jab-my fave move of his to use, since you can link up two of em and connect any of his specials with it (need a cross-up if you wanna go for upkicks with the two jabs). used efficiently, it is a monstrous meter builder
-cr-short- if you wanna just use some rapid hits and dont want a knockdown use this. excellent range.
-cr.strong-it seems as though this is priority god. I beat out damn near anything with this. distance is it's only downside, but since it hits limbs I use it for easy counters. the elbow comes right down on a sweeping leg. beats shit clean
-cr.forward-another lovely move. basically free knockdown. if you can connect with ken/ryu's cr forward, then you can connect with this. only it gives knockdown. use the move.
-cr.rh-another good move. good for those pesky lariat giefs.
sorry I couldnt do more, but I'm kinda novice myself.
jchensor
09-10-2006, 10:34 PM
DeeJay is tough. It's like he's a ghetto Guile. He can't keep people away as well, 'cause he doesn't have a Crouch Forward like Guile does. I usually basically see DeeJay's win effectively by keeping people away until you can bait them into getting hit by a Knock-Down. DeeJay's wake-up game is tremendous, with really good and easy combos off of cross-ups and really good Meaty attacks from the ground.
The best DeeJay I've ever seen is AfroLegends, who placed 7th at Evo this past year. I'm sure he can give better advice than me.
- James
http://jchensor.blogspot.com
Ouroborus
09-13-2006, 07:09 AM
i'm pickin deejay up and he is pretty fun and pretty solid imo. by no means am i an expert but heres a few things i've noticed
-max out/air slasher seems to have a bigger hitbox and harder to avoid than guiles sonic boom. i think it comes out quicker but it certainly recovers slower
-c.mp is godly. beats out a lot of things
-standing hk looks really deceptive. it looks like it can be ducked by the majority of the cast but it hits a lot of duckers. not sure who can duck it tho. nevertheless, its fast, good reach and good priority
-lk dread kick goes over lows and sagats low fb. really really good against characters that likes to play footsies
-all of his d u+k misses on crouching opponents except the lk version i think. for it to connect on standing opponents, they must be point blank. so yeah, you cant use this much as an anti limb like a dp or flash kick
-j.mk is ambiguous along with j. d+lk
-his super is one of the better ones in the game. goes over fbs, combos after mk/hk anti air kicks and builds quick
imo, hes much better than guile, at least in ST.
thekingofallblacks
10-11-2006, 09:36 AM
DeeJay is tough. It's like he's a ghetto Guile. He can't keep people away as well, 'cause he doesn't have a Crouch Forward like Guile does. I usually basically see DeeJay's win effectively by keeping people away until you can bait them into getting hit by a Knock-Down. DeeJay's wake-up game is tremendous, with really good and easy combos off of cross-ups and really good Meaty attacks from the ground.
The best DeeJay I've ever seen is AfroLegends, who placed 7th at Evo this past year. I'm sure he can give better advice than me.
- James
http://jchensor.blogspot.com
does AfroLegends have any vids at all it would be nice to watch
jchensor
10-11-2006, 08:36 PM
There is a lot of footage of him playing Balrog, but not much of his DeeJay right now that I can think of. Hopefully, AfroLegends will look here himself and maybe can ponit you out to some videos of him playoing.
Sorry I can't help. :-(
- James
http://jchensor.blogspot.com
afro legends
10-11-2006, 09:43 PM
does AfroLegends have any vids at all it would be nice to watch
Hey wassup, I don't think there's any footage of me playing DeeJay online right now. You should check out this thread, though.
http://www.shoryuken.com/forums/showthread.php?t=119861
Valle is doing his Live Stream project thing and I was playing versus him last week, using Balrog and DeeJay.
Im assuming you missed that one, but check out the next one(TBA) if you wanna see some good games.
Also, if you have any questions, just IM me on AIM, I'll help you out as much as possible.
P.S. Chen is a beast with Cammy!
thekingofallblacks
10-16-2006, 12:28 PM
Hey wassup, I don't think there's any footage of me playing DeeJay online right now. You should check out this thread, though.
http://www.shoryuken.com/forums/showthread.php?t=119861
Valle is doing his Live Stream project thing and I was playing versus him last week, using Balrog and DeeJay.
Im assuming you missed that one, but check out the next one(TBA) if you wanna see some good games.
Also, if you have any questions, just IM me on AIM, I'll help you out as much as possible.
P.S. Chen is a beast with Cammy!
Thank you I would like to talk with you and ask you a couple of things. My SN is sexyspictom im assuming that yours is afro_legend
afro legends
10-16-2006, 02:56 PM
It's "tupac shankur 21". Old sn, I made up that sn cuz my nickname used to be shanker, lol, from my counterstrike days.
thekingofallblacks
10-18-2006, 12:07 PM
It's "tupac shankur 21". Old sn, I made up that sn cuz my nickname used to be shanker, lol, from my counterstrike days.
lollololololololol
epsilon_
12-28-2006, 08:19 PM
Dee Jay is a really solid character, I've been playing him alot lately.
ill get the ball rolling.
max out's are amazing, the fp version is really fast.
mk up kicks x2 for anti air/reversal, also c.rh work really well for AA.
j.mk is a really sick crossup, after I land it, I go for c.lp x2, s.mp, rh sobat kicks. HUGE damage (like 60%) and a big chance for stun.
c.fp is weird looking, but has really high priority, stuffs rog rushes.
c.mk is a really good whiff punisher.
s.rh has hella priority & range.
Max out is fat, so you can make people land on it. He actually has a keepout game with it if you can pin them (they block one, then jump the next from afar). AA with s.rh or something (he has an answer for lots of stuff).
Far j.rh over projectiles is AWESOME for hitting outstretched arms.
Early s.strong is good upclose AA. I think he's harder to jump in on than Guile, with no charge.
But he has a much harder time that Guile when cornered with FBs. Max out makes HIM fat too, so trying to match FBs when cornertrapped can result in you eating them. Don't get cornered by Ryu. :(
Also unlike Guile, his upkick isn't as a beefy reversal. Light kick version has nice invincibility to beat stuff and is great AA, but it sucks when they crouch and it whiffs.
Sim noogie trap sucks lol
He has tools against Sagat. You can upkick (and keep charge) over low tigers, sobat over them for style, and you're good at hitting his arms. I don't think he wins, but he has tools. If you can get him to come to you, or lull him into tigers,
you can be OK.
Learn the funny crossup that's hard to block, and you can win rounds off a short upkick, or sweep, etc. He has way too many combos and dizzies off a crossup.
Mizuki
12-29-2006, 01:06 AM
Wanna piss off a friend who's learning, or is new. Just keep on jumping back and forth crossing him up, it'll drive 'em nuts.
Goryus
12-30-2006, 01:49 PM
But he has a much harder time that Guile when cornered with FBs. Max out makes HIM fat too, so trying to match FBs when cornertrapped can result in you eating them. Don't get cornered by Ryu. :(
This is definitely true, but Dee Jay has an escape a lot of people don't seem to know about - short upkicks go through every fast projectile in the game when timed right, even Ryu's fast FB (it doesn't go through the slow ones, though). It's easiest with the Sonic Boom and Yoga Flame, but it does work vs. Ryu's fireball as well.
If they do the standard FB trap of meaty slow, slow, fierce, you can lk upkick through the fierce one, and maybe hit an arm if he's close enough, or throw him if you're not. It's pretty hard, though, and not super reliable.
@Epsilon - isn't roundhouse sobat a free reversal from ryu/ken/cammy/fei/some others? I'm pretty sure only the first kick combos against those characters, and they can uppercut the second kick for free damage and a knockdown.
Anyways, just to contribute to the thread, some other random Dee Jay cross over combos...
Cross up forward, cr.jabx2, st.strong xx fierce max out
Cross up forward, st.strong, st.short xx fierce max out
Cross up forward, cr.fierce, forward upkicks, juggle w/forward upkicks (standing opponent only, hard to do)
Cross up forward, cr.fierce xx roundhouse upkicks, juggle with super (ditto)
Cross up forward, cr.fierce xx Machine Gun Upper (2 hits), dizzy
I like the one beginning with cr.jab the best, because if they're blocking you can see it through for chip damage or change up to tick -> throw.
Also, there has got to be some use to the fact that you can link a short upkick off of cr.strong.
Cross up forward, cr. strong, st.strong xx fierce max out <- can't figure out why the fierce max out doesn't combo (or anything else, for that matter). Looks cool, though.
Bartolomeo
01-06-2007, 07:58 PM
I'm glad to see this thread, I was beginning to think no one used Dee Jay...
Dee Jay's s.MK is, IMO, just as good if not better than his s.FK. It combos if he's close enough, and has the same range as his s.FK. Not to mention it comes out a bit quicker, making it better for stuffing attacks.
Fran3S
02-13-2007, 11:23 AM
several famous players use dj as their sub-character
yaya and yuuvega to name only a few
and yes,he's usually very under-rated or simply not even considered
and i still don't know why
he used to be my main character so i know he's actually really really good
one question about dj that's been bugging me for a while :
what's the proper / correct way to supercancel standing MP ?
http://img63.imageshack.us/img63/7290/mpll8.jpg
should it be : charge d/db - f - b - f - release the stick - MP - any kick
or
charge d/db - f - b - release the stick - MP - f + any kick
?
Sargoth
02-14-2007, 03:45 AM
Im usually wrong about these things , but from what I can tell , Zazaman\zazza is one of the very top tier players in my book. He has quite a few DeeJay vids.
http://www.youtube.com/watch?v=pnnmqWGNQEQ
http://www.youtube.com/watch?v=-pTN7bOyV7E
Ok , i guess i couldnt find that many :P
Fran3S
02-14-2007, 04:19 AM
i've been told about him by several uk players
i thought he was an o.sagat user ??!
anyway,he moved to america apparently so i won't be able to play with him in the foreseable future
shame,really
Sargoth
02-14-2007, 05:35 AM
i've been told about him by several uk players
i thought he was an o.sagat user ??!
anyway,he moved to america apparently so i won't be able to play with him in the foreseable future
shame,really
Well true. His main is prolly O.Sagat , but he has a mean Dic and Rog as well. And on occasion he uses DeeJay , Zangief and Sim i think. He is high quality with all , solid player all over.
And yes he did move , sadly.....america is just too far.
Im sure there were a couple more DJ vids by him , but couldnt find them right now.
zazaman
02-17-2007, 11:46 AM
Best deejay player here in the US and UK and japan as far as i can see is
Afro Legends, I dont really have any vids of him playing on line or off line deejay
but i will ask to play him soon and show you what deejay is all about, I dont really play o.sagat any more rog,bison,gief are my main now,And thx to you guys that see me as a good player,1 day i will be back in the UK and we have to kill some ST and not AE ,But true in 1994 all i was playing was o.sagat LOL
Master Bigode
02-21-2007, 04:46 PM
no one plays deejay.
Wrong.I do very often.
chopa
02-21-2007, 05:46 PM
I uploaded a few of the last mikado matches that had deejay (winning even)
goforbroke has the links to the others I didnt upload
http://www.youtube.com/watch?v=9b2uHJs5FXw
http://www.youtube.com/watch?v=3uNS63Rv-yM
theyll work soon enough
Here's Tomi Jei...he's pretty buff. I'm not sure all of the vids are of him, but I'm just listing the ones I've found. He does the 3-hit "Chunk-O Life" Machine Gun Upper so easily!
What's the proper way to tap the buttons again? Is it mash on the first 2 hits, and then stop?
Either way, here you guys go:
http://youtube.com/watch?v=UH6FsANmSOE
http://youtube.com/watch?v=l7rCPTBV_jw
http://youtube.com/watch?v=KnggFIKryTc
http://youtube.com/watch?v=xOTwwYXQdsg
http://youtube.com/watch?v=hRlrZElvmB0
http://youtube.com/watch?v=slq6U8zoV8g
chun_li1
04-02-2007, 01:48 AM
Here's Tomi Jei...he's pretty buff. I'm not sure all of the vids are of him, but I'm just listing the ones I've found. He does the 3-hit "Chunk-O Life" Machine Gun Upper so easily!
What's the proper way to tap the buttons again? Is it mash on the first 2 hits, and then stop?
Either way, here you guys go:
http://youtube.com/watch?v=UH6FsANmSOE
http://youtube.com/watch?v=l7rCPTBV_jw
http://youtube.com/watch?v=KnggFIKryTc
http://youtube.com/watch?v=xOTwwYXQdsg
http://youtube.com/watch?v=hRlrZElvmB0
http://youtube.com/watch?v=slq6U8zoV8g
Just do piano tapping all 3 punches x 2-3. Its not really hard. Getting 4 hits, that is hard (maybe in Super only even, not sure)
Now for DJ.
DJ Super XX 101
IMO the best way to practice is against Gief. Put gief in corner crouching stand right next to him and charge DB. Again this is a slow combo like ken's. Cr.jab Cr.jab ><>Strong, short. You need to press the short just a few frames after the strong. you can practice this full screeb by doing < > < >strong, short. you will see the initial frames of the strong come out and then xx into the super. You can replace the Jab's with DB charge, Cr.Short, St.Short ><>MP XX Short super. IMO this is a better option off the crossup especially ifyou have them scared of the throw after a crossup.
At first this will be very strange to do. But after you practice for a bit you will be able to land it in match with ease. When i was playing DJ this was my bread-n-butter combos when i had super. It is that easy.
This combo is most effective after a crossup MK.
This also works with Dictator. Stand close to opponent facing right. Charge <, St.Shortx2 >,<,Downforward+Strong, LK. the downforward will act as the forward for the super and you can XX the Cr.strong with it.
That's awesome, I'd only ever done it accidentally before but I just pulled it in training mode loads of times. The most difficult thing seems to be doing the mtion really quickly before the st. strong. Once I get it down I'm going to try it whenever I have meter, even if I mess up and lose, lol. i've noticed that you can't get the upkicks after the cross up combo. So does this combo do more or less stun than his regular cross up stun combo's. I ask this because I don't think super's do very much stun at all, plus you're missing out on the upkicks.
CigarBoB
04-09-2007, 12:17 PM
That's awesome, I'd only ever done it accidentally before but I just pulled it in training mode loads of times. The most difficult thing seems to be doing the mtion really quickly before the st. strong. Once I get it down I'm going to try it whenever I have meter, even if I mess up and lose, lol. i've noticed that you can't get the upkicks after the cross up combo. So does this combo do more or less stun than his regular cross up stun combo's. I ask this because I don't think super's do very much stun at all, plus you're missing out on the upkicks.
Im glad I was able to help again.
Axel Kelly
04-30-2007, 04:51 AM
Does anyone know how to properly mash out the MGU so it combos for 4 hits? I've seen it done in matches, so I know it's possible
I've just been using three hits in my combos, but an extra hit is always nice :D
Master Bigode
04-30-2007, 09:05 AM
Does anyone know how to properly mash out the MGU so it combos for 4 hits? I've seen it done in matches, so I know it's possible
I've just been using three hits in my combos, but an extra hit is always nice :D
I mash all the 3 punch buttons.
I don't know if it's right, but aways works.
Axel Kelly
04-30-2007, 09:38 PM
But just randomly mashing all the punches never gets all four hits to combo, at least when I do it.
Also I just discovered today that you can kara cancel his slide into his upkicks. I doubt it has any real use, but it's good to know, I guess.
ThisGuileKillYa
04-30-2007, 09:42 PM
I think it was mentioned earlier in this thread, but you mash all 3 puncxhes during the first 3 hits, then stop.
jared_pilnoy
04-30-2007, 10:08 PM
I think it was mentioned earlier in this thread, but you mash all 3 puncxhes during the first 3 hits, then stop.
Yeah, I get 3 hits consistently that way, but I can't seem to get 4.
Axel Kelly
04-30-2007, 10:52 PM
Yeah, I get 3 hits consistently that way, but I can't seem to get 4.
Same here. I've been trying all day, and I can't figure out the fourth hit :sad:
jchensor
05-01-2007, 01:25 PM
Don't mash the three punches at the same time. Make sure you roll so you hit them separately. And seriously, you gotta stop mashing right before the third hit. If you can learn how to do this consistently, then you wil be able to do the most painful and powerful combo in the game. If Dee Jay ever gets anyone dizzy, it's automatic peace out:
Jump Cross-up Forward, Crouch Fierce XX 4-Hit Machine Gun Upper. That combo IS pain.
- James
http://jchensor.blogspot.com
Master Bigode
05-01-2007, 01:41 PM
Don't mash the three punches at the same time. Make sure you roll so you hit them separately. And seriously, you gotta stop mashing right before the third hit. If you can learn how to do this consistently, then you wil be able to do the most painful and powerful combo in the game. If Dee Jay ever gets anyone dizzy, it's automatic peace out:
Damn, that's what I do.
I should have explained it better.
Sorry.
wakeupsweep
05-01-2007, 02:56 PM
Don't mash the three punches at the same time. Make sure you roll so you hit them separately. And seriously, you gotta stop mashing right before the third hit. If you can learn how to do this consistently, then you wil be able to do the most painful and powerful combo in the game. If Dee Jay ever gets anyone dizzy, it's automatic peace out:
Jump Cross-up Forward, Crouch Fierce XX 4-Hit Machine Gun Upper. That combo IS pain.
- James
http://jchensor.blogspot.com
Yeah that's fat damage, and actually cr.fierce xx MGU twice is a TOD, talk about crazy :looney:
and yes I can get 4 hits pretty consistently with that method.
edit: out of sheer boredom http://youtube.com/watch?v=mOjCYT4t-cc
Grits'N'Gravy
05-01-2007, 05:44 PM
DeeJay can own E Honda for free.
Slow maxout, slide kick beats buttslam. He can reverse the tick Ochio very well. All Honda can do is walk at him and maybe do some random HHS or forward hk trip and pray for a knockdown. DeeJay can just turtle up and fireball all day. Since Honda is fat, this plays into his wakeup/crossup game very well.
Also, TZW uses DeeJay and DSP used DeeJay to counter a good Honda last year.
This is one of the matches that I absolutely hate as a Honda player. I really have to get lucky vs a good DeeJay to put him on the floor and start my bullshit.
Axel Kelly
05-01-2007, 06:50 PM
Don't mash the three punches at the same time. Make sure you roll so you hit them separately. And seriously, you gotta stop mashing right before the third hit. If you can learn how to do this consistently, then you wil be able to do the most painful and powerful combo in the game. If Dee Jay ever gets anyone dizzy, it's automatic peace out:
Jump Cross-up Forward, Crouch Fierce XX 4-Hit Machine Gun Upper. That combo IS pain.
- James
http://jchensor.blogspot.com
I guess I just need to work on my timing? I'm not mashing them at the same time.
Back to training mode for me :wgrin:
wakeupsweep
05-02-2007, 08:45 AM
Also I just discovered today that you can kara cancel his slide into his upkicks. I doubt it has any real use, but it's good to know, I guess.
Actually you can kara cancel every normal, it's just that DeeJay's slide is more noticable because of its noise.
It gives you a tad more range but I don't know if it's something worth using, like, say, ken's kara shoryuken in 3s.
jchensor
05-03-2007, 01:10 PM
I guess I just need to work on my timing? I'm not mashing them at the same time.
Back to training mode for me :wgrin:
Yea, you really need to mash like a madman. Keep your fingers as close to the button as possible (to allow yourself to press them faster) and really just go at it with your three fingers. Oh shit, wait... are you doing this on a pad? Or a stick? I've almost NEVER been able to do this combo on anything but a stick with the traditional Street Fighter button layout (or the Saturn Pad). If I use a PS2 pad, I cannot do this ever.
- James
http://jchensor.blogspot.com
Axel Kelly
05-03-2007, 06:23 PM
Yea, you really need to mash like a madman. Keep your fingers as close to the button as possible (to allow yourself to press them faster) and really just go at it with your three fingers. Oh shit, wait... are you doing this on a pad? Or a stick? I've almost NEVER been able to do this combo on anything but a stick with the traditional Street Fighter button layout (or the Saturn Pad). If I use a PS2 pad, I cannot do this ever.
- James
http://jchensor.blogspot.com
Oh, I wouldn't even think about trying it on a pad. :rofl:
After a day of training, I can get it probably 1 out of every 5 tries
I'm getting there :)
Axel Kelly
05-05-2007, 05:19 AM
So what the hell can DJ do against Claw? I received an obscene amount of beatings today from him.
I'm pretty solid against other characters, or I at least know what I'm supposed to be doing in the match.
It seems like all of DJ's tools become utterly useless against him. :/
geadom
05-05-2007, 06:06 AM
So what the hell can DJ do against Claw? I received an obscene amount of beatings today from him.
I'm pretty solid against other characters, or I at least know what I'm supposed to be doing in the match.
It seems like all of DJ's tools become utterly useless against him. :/
If you have X-Mania GAIDEN, you can see YuuVega Vs ARG (DJ Vs Claw) and how he manages to beat him.
epsilon_
05-05-2007, 06:44 AM
c.rh tends to beat c.mp.
c.mp probably beats c.rh(not too sure on this one, but it beats similar moves).
use your normal anti airs against him, and dont jump very much.
geadom
05-05-2007, 07:43 AM
Watching the vid i can say that..:
cr.HP (mp?) Stuff A LOT (maybe ALL?) of his ground game.
cr.MK stuff a lot of his stuff (close) too. Also it knocks it down.
Against his dives he was doing j.back HP/HK. It trades sometimes, in DJ favor.
Everytime he knocked him down he crossed him up (because of his reversal, claw can do nothing) w/ j.mk. After that, tick throws seemed to work well, and if the crossup hits he went for the dizzy machine gun combo.
Against his jumps and /or dives, he always used MK or LK Upkicks. Never he used HK upkicks. After he hitted w/ MK upkicks, he did a 3rd hit ( with another upkick) and Super (if it was available).
He thowed mainly slows maxouts. But full screen he throwed them Fast, and then he jumped back HK.
I'll post back later.
Ouroborus
05-05-2007, 09:38 AM
i firmly believe that vega and dhalsim are his worst matches
Axel Kelly
05-05-2007, 10:57 PM
Watching the vid i can say that..:
cr.HP (mp?) Stuff A LOT (maybe ALL?) of his ground game.
cr.MK stuff a lot of his stuff (close) too. Also it knocks it down.
Against his dives he was doing j.back HP/HK. It trades sometimes, in DJ favor.
Everytime he knocked him down he crossed him up (because of his reversal, claw can do nothing) w/ j.mk. After that, tick throws seemed to work well, and if the crossup hits he went for the dizzy machine gun combo.
Against his jumps and /or dives, he always used MK or LK Upkicks. Never he used HK upkicks. After he hitted w/ MK upkicks, he did a 3rd hit ( with another upkick) and Super (if it was available).
He thowed mainly slows maxouts. But full screen he throwed them Fast, and then he jumped back HK.
I'll post back later.
Awesome, that helps a lot. I did find out that jump back HK wins clean a surprising amount against his dives.
I guess it's just a matter of scoring a knockdown, and then just crossing up like DJ does best.
Also, why is Dhalsim a bad matchup for him? I never seem to have any excessive trouble with him, since upkicks beat drills.
I'm gonna start adding some stuff to the wiki, if anybody sees something they disagree with, go ahead and change it accordingly. :tup:
ThisGuileKillYa
05-06-2007, 12:14 AM
The following bit of information was given to me by AfroLegends, so credit goes 100% to him. And it's REALLY good for a DJ player to know when facing Claw:
If claw jumps in with an attack (not sure if this goes for wall dive or not, I can ask), standing strong will beat it. BUT, for some reason, if DJ is in the corner and Vega jumps in with an attack, you must switch to standing fierce, and it will beat it! One of those great bits of strange matchup info only the masters know. Hopefully he doesn't mind I shared it, but he's pretty cool about helping people out with the strats :)
Also, I asked the natural follow up question, if this tidbit is true vs. any other characters as well. He said it was purely a vs. Claw tactic. Tho I do know standing strong is a really good anti air in general.
Thank you and you're welcome! :)
chun_li1
05-07-2007, 02:19 AM
The following bit of information was given to me by AfroLegends, so credit goes 100% to him. And it's REALLY good for a DJ player to know when facing Claw:
If claw jumps in with an attack (not sure if this goes for wall dive or not, I can ask), standing strong will beat it. BUT, for some reason, if DJ is in the corner and Vega jumps in with an attack, you must switch to standing fierce, and it will beat it! One of those great bits of strange matchup info only the masters know. Hopefully he doesn't mind I shared it, but he's pretty cool about helping people out with the strats :)
Also, I asked the natural follow up question, if this tidbit is true vs. any other characters as well. He said it was purely a vs. Claw tactic. Tho I do know standing strong is a really good anti air in general.
Thank you and you're welcome! :)
strong really is a good AA in certain positions. like if chun jumps on you from close to midrange, you can snuff a lot of her jump attacks. just have to make sure you are right under them and hit strong early.
btw, crouch short is also a very good tool against claw. it can snuff out his punch pokes and lots of other stuff.
I love to just rapid stickout some, so claws start to hesitate a little more w/ their pokes. :wgrin:
chun_li1
The Furious One
05-17-2007, 04:10 PM
Great to see there are some people that can see Dee Jay true potential. Probably the most underrated character in the game.
I can do the cross up, crouch jab mid punch super chained with Jack knife on the end.
http://img83.imageshack.us/img83/5351/10hitterqq9.jpg
took awhile to learn, but pretty good at it. Not been able to unleash it online yet :sweat:
I've been working on this TOD, but I can seem to get it. Some one mentioned you have to mash the punches but like playing a scale on a piano, works like a treat. I hit hard punch whilst crouching then press up and hit hard punch and piano the rest until just after 2nd hit. I get 4 hits majority of the time it dizzies. But I cant get the fith it. If i do crouch jab, light kick, hard punch, then machine gun the last hit misses.
Found a cool combo with deejay takes half the energy bar, no dizzy though. Cross up with mid kick, crouch jab, hard punch, immidiately excute jack knife with hard kick (hard punch and jack knife have to be down in very close sequence).
Axel Kelly
06-16-2007, 07:56 AM
is the absolutely most damaging combo crossup forward, c.jab, c.hp -> 4-hit machine gun?
I think DeeJay has some seriously under appreciated potential
The Dude
06-17-2007, 01:15 PM
Does anyone have vids of Foosuke?
He's a japanese OG Dee Jay player and nohoho's player report says that he's referred to as "master" by other japanese players.
I heard he attended X-Mania VII and that even otochun was very nervous when he played him.
jared_pilnoy
06-21-2007, 03:12 AM
http://www.combovideos.com/page.php?id=1526
Check out the end of this. We get to see Seth Killian's Dee Jay in a few matches. The guy has some innovative tricks..
Shin-Chan
08-10-2007, 06:47 AM
With boxer and Chunny, What can I do AGAINSt DeeJay?
Corner-Trap
08-19-2007, 11:59 AM
As far as I know Boxer, Claw, and Sim are DJ's worse matchups. Y'all have already talked about Claw which is great, but what do I do against Boxer and Sim?
epsilon_
08-19-2007, 12:38 PM
boxer isnt that bad. neither is sim.
ryu and o.sagat are probably his worst matchups.
against boxer use c.fp to stop rushes. punish head butt recovery with c.mk or c.rh, throw a lot of fireballs.
sim also use a lot of c.fp and fireballs.
Saisyu Kusanagi
08-19-2007, 01:14 PM
If boxer jumps, sk. calipso"aka jackknife" is perfect anti-air everytime.
Corner-Trap
08-19-2007, 08:39 PM
Well I'm still pretty new to ST in general and I just want y'all to quickly critic my DJ playstyle.
Against characters who don't have fireballs, I zone them with maxouts and frustrate them into jumping in which is use s.strong, s.fierce, s.roundhouse, and upkicks as AA's(I'll also sometimes just meet characters midair with j.roundhouse). And if they do manage to get close I use tick throws and block strings to push them back out.
Against characters with fireballs I don't try to spam maxouts unless it's against characters with slower moving fireballs(i.e. Chun, Sim). Instead I focus on trying to get close to them and score a knockdown(preferably at mid-screen). From there I can start a fireball trap, do a meaty attack, or go for a j.forward crossup leading into a combo.
Is this plan solid enough, or are there better ways of playing DJ?
CoMeBaCk386
08-19-2007, 11:01 PM
thats basicly how i play my deejay n ive been playin for about 2 years now. one of his best cross ups is jumpin mid kick, c.lp, c.lp, hard up-kicks
does lil less then wat the special would do just using it normally.
Corner-Trap
08-20-2007, 12:07 AM
thats basicly how i play my deejay n ive been playin for about 2 years now. one of his best cross ups is jumpin mid kick, c.lp, c.lp, hard up-kicks
does lil less then wat the special would do just using it normally.
My standard combo after a cross up j.forward is c.lp, c.lp, s.mp xx hk.sobat which does about 50% or more. But if I'm going for stun instead of damage I do c.hp xx machine gun upper. But I can't cancel c.hp into machine gun upper consistently, and I'm still working on pulling off that 4-hit machine gun upper. And a combo I've been messing with is c.hp xx mk.up kicks, hk.up kicks, doesn't really do much in the way of damage or stun but it looks cool.
EDIT:
I've been using c.fierce as an AA lately and it seems to beat out a lot of stuff and perfectly sets up for a fireball trap. What are y'all thoughts on this? And whats the general opinion about using machine gun upper as an AA?
The Furious One
08-21-2007, 02:52 PM
against boxer
at begining of round, if they try dash you straight up, do a jack knife them. I use a machine gun uppercut just to show off.
Crouching hard punch will stop Boxer's shoulder dash.
Spam him with fireballs from opposite side of the screen, will make them use shoulder dash or jump over them. If they shoulder dash, then jump in at the same time hit them with hard kick. You should have enough time to chain up a mid punch into double hook kick.
If they jump in you can quickly run in and throw them, picked up this trick from Ryu.
If you get cornered by Boxer, then you use crouching light kick to stop most rushes, crouching hard punch and crouching mid kick to stop him in his tracks. But generally i've found Dee Jay doesnt fair too well when trapped in the corner against a good boxer player.
one last thing, if anyone has tried, when Cammy does a hard cannon drill but Dee Jay blocks, are you able to do a crouching hard punch into machine gun. I've found it very hard to do machine unless I dizzy opponent, good thing deejay gets easy dizzies :lol:
Corner-Trap
08-21-2007, 03:35 PM
^^^
Thanks for the bits of info man. And I've been thinking of a way to strengthen my fireball trap game, and heres what I've come up with(I hope y'all take it into consideration):
With most standard fireball traps all you do is control the lower horizontal playing field with your fireballs and control the vertical space right above you when they try to jump over your fireballs. DJ's primary AA is upkicks, but you won't have upkicks charged at all times. So I've studied his normal moves and the best AA's IMO are s.strong, s.roundhouse, c.fierce, and c.roundhouse. Each one of those area's cover a specific part of space in front of DJ, giving him more AA control than a typical DP.
Just imagine a box in front of DJ thats split into four. s.strong covers the upper left box, s.roundhouse covers the upper right box, c.fierce covers the lower left box, and c.roundhouse covers the lower right box. So depending on opponents position in the air after he jumps decides which move you will use.
And somethings I've learned about throwing my fireballs is to not throw one while someone is jumping towards you because you'll more than likely whiff. And I also don't throw fireballs directly in my opponents jumping range because he'll more than likely jump over your fireball and punish you before you recover or he'll be safely landed on the ground before you can hit him with one of your AA options.
This is just some stuff I've been coming up with, and I hope to here y'all thoughts on it.
The Furious One
08-22-2007, 02:04 AM
yeh dee jay's standing medium punch is great, especially agaisnt Claw's wall jumps, not so effective against chun li's jumping light kick.
Dee Jay has also excellent light attack priority in the air. His light punch will stop Honda, Blanka even Dictator when they launch their horizontal attacks. (you can stop Boxer's super combo too!!!)
Standing jabs will knock honda and blanka out but with Dictator you both get hit, however if you time it right you can stop this attack with a slide.
Mix up slow and fast max outs, one thing i like doing is hitting an opponent out of the air with a standing medium punch, and releasing a fireball so they fall back into it, either that or use a hook kick (fireball is safer).
Also try closing in to opponent, fireball traps and implement your slide and standing medium punch should they try to jump out. If they block excessively, then like every character just go up and throw them!
does AfroLegends have any vids at all it would be nice to watch
http://www.youtube.com/watch?v=OJyxpOxgzq8
he plays last, uses dj
Rioting Soul
09-07-2007, 04:06 PM
What are the differences between Dee Jay and Old Dee Jay?
All I know is the obvious lack of upkicks and super, and that MGU is invincible on startup. Max Out has more recovery IIRC.
The Furious One
09-14-2007, 02:25 PM
What are the differences between Dee Jay and Old Dee Jay?
All I know is the obvious lack of upkicks and super, and that MGU is invincible on startup. Max Out has more recovery IIRC.
He looks better in red!
YuuFone
11-16-2007, 06:07 PM
So what the hell can DJ do against Claw? I received an obscene amount of beatings today from him.
I'm pretty solid against other characters, or I at least know what I'm supposed to be doing in the match.
It seems like all of DJ's tools become utterly useless against him. :/
Against claw i use jump LP
why do a lot of people think deejay is not really good?
i think he's good! he has fireballs,he's quick and has good normals
i still have a problem doing deejays combos...he has some really crazy combos i still have no idea how to do....
good combos in this vid http://www.youtube.com/watch?v=3pf-y8ZgJ88
which combos are a must learn for deejay?!?
and which are just flash and not useful?
X-Static
11-16-2007, 09:12 PM
Dee Jay is a very solid character. He's better than Guile, IMO. Anyways, I felt I should just outline his best attacks and some general strats.
Against fireballers, DO use your projectile while using c.RH in between to move closer. Against Sim, c.fierce to stuff his pokes. C.strong is also good, but I would stick to c.fierce in this matchup. Once you're in range, you can use s.RH, which can hit crouching opponents, or use his j.RH when you know a fireball is going to come out. His j.RH has a very good reach. Another good trick is his j.jab tick into grab. I use his strong version since it seems to have a farther reach than his other grabs.
His super is good off combos in which you can connect about 2 hits (cross-up, c.jab x2, HK upkicks into super. The timing is tricky, but it is flashy as hell. The super is also a good reversal attack. A good dizzy combo off a cross-up is c.fierce into fierce uppercut. This dizzies even if the uppercut hits only twice.
His best anti-airs are s.strong, s.RH and c.RH when you have no charge IMO. c.fierce isn't bad, but I don't use it as an anti-air.
I will try to post some more later. I'm an intermediate player, but I consider DJ as my main, so I might be able to contribute.
X-Static
11-16-2007, 09:45 PM
Against claw i use jump LP
why do a lot of people think deejay is not really good?
i think he's good! he has fireballs,he's quick and has good normals
i still have a problem doing deejays combos...he has some really crazy combos i still have no idea how to do....
good combos in this vid http://www.youtube.com/watch?v=3pf-y8ZgJ88
which combos are a must learn for deejay?!?
and which are just flash and not useful?
I didn't see this post, sorry.
The combos I use after a cross-up (with explanations):
1. c.jabx2, s.strong xx RH sobat
This combo is good for a few reasons; it does a good chunk of damage, it's pretty easy and it can dizzy the opponent. Sometimes, however, the sobat's second hit doesn't connect. If the opponent blocks this combo you can do a tick throw or if you are playing against a grappling character you can just do some strings for block damage. It's a pretty versatile combo. (Note: Hold the strong so that a max out doesn't come out by accident instead of the sobat!)
2. c.fierce xx fierce uppercut (2 hits)
You need to do the uppercut right away. Take advantage of the negative edge of the c.fierce. This combo will dizzy. I'm not going to say it's a 100% because ST is full of randomness, but so far it dizzies all the time. You can do combo 1 or 3 (below) after the dizzy to pretty much kill the opponent easy.
3. c.jabx2 xx RH upkicks xx super
This is pain, and pure flash. You will need to time the super a little later than you would expect, but that might just in AE (which I am playing at the moment).
4. c.jab/c.short xx 4-hit uppercut
This is the ultimate combo, but it takes much practice to pull off. I have done it a few times, but you NEED to use a stick for this (sorry pad users). This combo is pure dizzy and pain. OUCH. Since I am just an intermediate player, I havn't mastered this combo yet, but I feel combo 2 is a good substitute. Learn the matchups before all the flashy BS! :looney::lol:
epsilon_
11-16-2007, 09:52 PM
yeah the main crossup combo.
j.mk, c.lp, c.lk xx machine gun upper.
usually dizzies and works on everyone.
YuuFone
11-19-2007, 04:21 AM
I didn't see this post, sorry.
The combos I use after a cross-up (with explanations):
1. c.jabx2, s.strong xx RH sobat
This combo is good for a few reasons; it does a good chunk of damage, it's pretty easy and it can dizzy the opponent. Sometimes, however, the sobat's second hit doesn't connect. If the opponent blocks this combo you can do a tick throw or if you are playing against a grappling character you can just do some strings for block damage. It's a pretty versatile combo. (Note: Hold the strong so that a max out doesn't come out by accident instead of the sobat!)
2. c.fierce xx fierce uppercut (2 hits)
You need to do the uppercut right away. Take advantage of the negative edge of the c.fierce. This combo will dizzy. I'm not going to say it's a 100% because ST is full of randomness, but so far it dizzies all the time. You can do combo 1 or 3 (below) after the dizzy to pretty much kill the opponent easy.
3. c.jabx2 xx RH upkicks xx super
This is pain, and pure flash. You will need to time the super a little later than you would expect, but that might just in AE (which I am playing at the moment).
4. c.jab/c.short xx 4-hit uppercut
This is the ultimate combo, but it takes much practice to pull off. I have done it a few times, but you NEED to use a stick for this (sorry pad users). This combo is pure dizzy and pain. OUCH. Since I am just an intermediate player, I havn't mastered this combo yet, but I feel combo 2 is a good substitute. Learn the matchups before all the flashy BS! :looney::lol:
Thank you very much for answering my questions^^
im gonna go try these combos now ~!!
the 1st combo the max out does come out by accident....most of the time
X-Static
11-19-2007, 11:38 AM
Thank you very much for answering my questions^^
im gonna go try these combos now ~!!
the 1st combo the max out does come out by accident....most of the time
Yeah, just hold the strong button while you press RH so that the max out doesn't come out.
The Furious One
02-09-2008, 08:20 AM
Does anyone know any combo or use for the standing middle kick when close. Sometimes if I do it, the player is hit slightly back, press middle kick again Dee Jay is sometimes able to get 3hits. (the one where he turns his back hits to the mid section then to the head for 2hit combo).
epsilon_
02-09-2008, 08:24 AM
close mk is a decent meaty, but usually ill use c.lk or c.mk to stop throw mashers, a crossup, or a meaty fireball.
if it does hit meaty, c.mk for a knockdown is probably your best bet.
The Furious One
02-09-2008, 02:37 PM
close mk is a decent meaty, but usually ill use c.lk or c.mk to stop throw mashers, a crossup, or a meaty fireball.
if it does hit meaty, c.mk for a knockdown is probably your best bet.
I tend to use the standing middle kick for meaty, then hit strong, fierce.
Haven't tried it but it might be possible whilst holding back to hit them with the meaty mid kick, crouch jab, standing strong, and max out or dread kick.
MrSimpson
02-14-2008, 06:44 AM
Anybody have good uses for jumping jab? Great priority on that thing. Jumping jab, throw is good sometimes, then you can mix it up with jumping jab, cr jabx2, combo of choice (I like upkicks). The jumping jab to cr jab wont combo, (I dont think anyway) but it hits if your opponent is trying to tech a throw. Sometimes I get thrown though =/. I need to work on this, someone correct me if Im wrong please, Im a DeeJay rookie. Another tactic after the jump jab is to do cr jabx2, and if its blocked, wait a few frames, then do cr forward, which usually beats whatever the opponent does if they get antsy, and sets up for the crossup. If whatever they do beats cr forward, try cr strong. Won't knock down, but its damage.
Also, does anyone have uses for the jumping :d: short knee thing? Seems funky.
TwinSnak3s
02-14-2008, 09:13 AM
Erm, sorry to sound like a noob, but whats a fireball trap? I've heard about its uses, but have no idea on how to execute it, or even what it looks like.
lftrpllr
02-14-2008, 11:17 AM
Anybody have good uses for jumping jab? Great priority on that thing. Jumping jab, throw is good sometimes, then you can mix it up with jumping jab, cr jabx2, combo of choice (I like upkicks). The jumping jab to cr jab wont combo, (I dont think anyway) but it hits if your opponent is trying to tech a throw. Sometimes I get thrown though =/. I need to work on this, someone correct me if Im wrong please, Im a DeeJay rookie. Another tactic after the jump jab is to do cr jabx2, and if its blocked, wait a few frames, then do cr forward, which usually beats whatever the opponent does if they get antsy, and sets up for the crossup. If whatever they do beats cr forward, try cr strong. Won't knock down, but its damage.
Also, does anyone have uses for the jumping :d: short knee thing? Seems funky.
DeeJay's jumping jab is great for "safe jumps" (look it up on the wiki) when his opponent is getting up. After your opponent blocks or gets hit by the jumping jab, try and mix it up between low combos, sweeps and throws. Common follow ups I like to use after jab are:
-low short, high short xx fireball
-low jab (pause) throw
-low jab (pause) low forward
-low short xx 3-4 hit hyper fist
The last one is my favorite because of the damage and it knocks down. If your opponent isn't in the corner it sets you up perfectly for another cross up and possible dizzy.
One other use for the DeeJays jump jab is to follow up after an anti-air standing strong. The anti-air standing strong recovers so quickly you can actually safe jump while your opponent falls back and start the guessing games described above. Try it out, it even works against the computer.
-wes
FreshOJ
02-14-2008, 01:15 PM
Anybody have good uses for jumping jab? Great priority on that thing. Jumping jab, throw is good sometimes, then you can mix it up with jumping jab, cr jabx2, combo of choice (I like upkicks). The jumping jab to cr jab wont combo, (I dont think anyway) but it hits if your opponent is trying to tech a throw. Sometimes I get thrown though =/. I need to work on this, someone correct me if Im wrong please, Im a DeeJay rookie. Another tactic after the jump jab is to do cr jabx2, and if its blocked, wait a few frames, then do cr forward, which usually beats whatever the opponent does if they get antsy, and sets up for the crossup. If whatever they do beats cr forward, try cr strong. Won't knock down, but its damage.
Also, does anyone have uses for the jumping :d: short knee thing? Seems funky.
Just to add on to what lftrpllr was saying...
The one thing you want to avoid is carelessly doing jumping jab high enough for crouching jab not to combo. Any player worth their salt knows that if you do a jumping attack that has the opponent coming out of block stun before you land, you will, at the very least, get thrown.
That's been true since World Warrior and it's a good way to possibly give away a round...especially against your repeated tick and hold people.
FreshOJ
02-14-2008, 01:26 PM
Erm, sorry to sound like a noob, but whats a fireball trap? I've heard about its uses, but have no idea on how to execute it, or even what it looks like.
Before you read this, please sit in a chair and strap your arms to the armrests so your palm doesn't fly into your forehead at unrecordable speed. Thanks. :) I'm only saying that because once I describe it, you'll realize you've seen it too many times.
You mean you haven't played CPU Ryu, had him throw multiple Hadoukens and you mistime a jump towards him over a Hadouken only to get Shoryukened back into the trap? I *know* you've seen this.
Anyway, that's a fireball trap. Any trap implemented by a character throwing projectiles in the hope that his/her opponent will mistime their jump over that projectile and towards them so that they recover from the projectile and then they get to hit you with an anti-air move that puts you right back into the trap again. (I'm certain this is in the Wiki somewhere. It has to be.)
Also, if you have Capcom Classics Collection 2, you can see David Sirlin's description of this trap in the SSF2T tutorial.
In Dee Jay's case, he would projectile trap by throwing Max Outs at a range where a person can't jump over one on reaction and punish him. He's not Guile, so he has to be a little more careful. Still, because he's Dee Jay, he has a ton of normal moves that work wonderfully as anti-air and, if you're able to charge them, Machine Gun Upper and those juggling Upward Kicks work great in keeping people out while knocking them down, too.
Follow every successful anti-air move, whether it knocks down or not, with a meaty Max Out to keep the trap alive.
MrSimpson
02-14-2008, 04:43 PM
Just to add on to what lftrpllr was saying...
The one thing you want to avoid is carelessly doing jumping jab high enough for crouching jab not to combo. Any player worth their salt knows that if you do a jumping attack that has the opponent coming out of block stun before you land, you will, at the very least, get thrown.
That's been true since World Warrior and it's a good way to possibly give away a round...especially against your repeated tick and hold people.
Ahhh ok, thank you for that. Makes good sence =] That would explain why I get thrown. /me kicks self in nuts. I will adjust my timing accordingly.
lftrpllr: Thanks man good stuff, esp about the standing strong -> jumping jab, good way to keep pressure.
Thanks guys, Im an ST rookie, so all this info is appreciated.
Ehonda
02-15-2008, 07:07 AM
What can Dj do against Sagats jumping RH. other than try and have him land on a Maxout!? Can Dj counter this clean in the air?
fatboy
02-15-2008, 10:45 AM
What can Dj do against Sagats jumping RH. other than try and have him land on a Maxout!? Can Dj counter this clean in the air?
Can you explain this a little better? Is Sagat jumping straight up? Jumping in? Is right after a Max out? How far away is DJ?
I only ask b/c it changes the answer. :sweat:
Ehonda
02-15-2008, 11:48 AM
This is just a straight up jumping RH. I need to know what other options are there for Dj other than maxout. basically i want to know what air to air attacks are best for Dj vs Sagats Jumping straight up RH.
fatboy
02-15-2008, 04:08 PM
I think that really depends on where you are in your jump compared to Sagat (height/altitude wise).
One piece of good news, Sagats jumping Roundhouse only does 15% damage. DJ's jumping options do just as much life -OR- More life than Sagat's. RH =18% FW= 15%
If you have the lead in life, I would not be afraid to exchange with the jump round houses.
Jp. Jab has the ability to beat it cleanly (low damage though), but that obviously depends on here you hit him in the jump.
I am not enitirely convinced that air-to-air is the best way to beat that. I am having a friend come buy to night. I'll play the shit out of that match to see what I can ome up with.
I am not a DJ expert, so my ansers may not fit in actually game play (as far as air-to-air). Let me really test it out, and get back to you.
The Furious One
02-15-2008, 04:10 PM
Try using the machine gun as a meaty. Works great on mashers and people that always try to reversals... but it doesnt work so well against a well timed wake shoryuken :(
I'm having trouble against Dictator, anyone got any tips for DeeJay vs Dictator I know the jumping jab knocks him out of his psycho crusher, and Dictator seems pretty crap against Dee Jay's corner traps. Whats the best way to avoid being thrown after psycho crusher, I sometimes manage to pull off a jack knife but it seems rather luck than anything else.
epsilon_
02-15-2008, 04:32 PM
This is just a straight up jumping RH. I need to know what other options are there for Dj other than maxout. basically i want to know what air to air attacks are best for Dj vs Sagats Jumping straight up RH.
just make him land on a max out, its much, much safer.
dont ever use mgu meaty thats so dumb if you ever even get that much time against an even decent opponent., if you have enough time to charge do a meaty crossup.
The Furious One
02-18-2008, 03:33 PM
just make him land on a max out, its much, much safer.
dont ever use mgu meaty thats so dumb if you ever even get that much time against an even decent opponent., if you have enough time to charge do a meaty crossup.
Its just a tactic to mix things up, otherwise all you will be doing with Deejay is the cross up which gets quiet predicatable after a while.
On a knock down I always charge it with a slide, slide acts as a fake meaty which people seem to try to throw you or do a reversal but then you perform the machine gun. If you do the machine gun properly you get knocked back should they block it all. So unless they fireball you immediately on recovery machine gun meaty is pretty good 3hitter.
epsilon_
02-18-2008, 05:41 PM
always doing the crossup is good, its extremely hard to stop, even if they know its coming with that much time you can safe jump. or alter how it hits by pressing the button early or late.
On a knock down I always charge it with a slide, slide acts as a fake meaty which people seem to try to throw you or do a reversal but then you perform the machine gun. If you do the machine gun properly you get knocked back should they block it all. So unless they fireball you immediately on recovery machine gun meaty is pretty good 3hitter.
I like the idea of machine gun upper being used as meaty, but can it be thrown?
I remember playing old DJ and trying to use the MGU to escape tick throws but getting thrown out of it.. and he's supposed to have the invincible MGU right?
MGU is such an awkward move.. I rarely see DJ's try to use it. :/
The Furious One
02-25-2008, 10:46 AM
You can be thrown but only between hits i think and if you mash it for too long, I rarely get thrown by it.
I time so that the first punch starts is as they get up, the second & third are the ones deal the damage and get you another knockdown which will set things up for a nice deep cross up. Just watch out for reversal SPD :wink:
One thing I have just noticed, DJ seems to do well against Boxer's throw loops. When I'm being headbutted im charging back, when Boxer releases and trys to go underneth you, just do the super motion (back toward back toward) with either mid/hard punch or kick and he will throw Boxer.
Another great tip against boxer havent tested it enough, but he tries his jumping headbutt, Machine gun uppercut him just as he is about to land. I've gotten 4 hits using canceling from the crouching fierce with knockdown but not the 5.
epsilon_
02-25-2008, 05:30 PM
deejay does well against boxer.
c.fp/c.lk beats rushes.
careful max outs from full screen ideally (because of headbutt)
and anti air him when he jumps.
if he whiffs headbutt you can hurt him pretty badly if you have charge. c.fp xx lk sobat kick is reliable and damaging. if he headbutts through a max out, s.rh him.
EDIT - crossups aren't AS good against rog because of how skinny his hit box, unless you have perfect timing he will stand up and throw you free. j.jab is what you want to use for safe jumpin against rog, then charge downback.
lk up kicks can beat throw loop attempts too.
Raisin
03-25-2008, 08:16 PM
Does anyone know how many invincible frames DeeJay has for each of his LK, MK, and HK versions of upkicks? :tup:
LK - 12, MK - 8, HK - 6 says YBH. If you need to reversal ground to ground, your best bet is clearly the LK version. But if you're reversaling say, a mistimed safe jump on wakeup or you're just AA'ing some chump, a couple MK versions is the way to go. I think that HK is rarely needed outside of combos and tagging on the end of a super.
Raisin
03-26-2008, 12:19 PM
Sweet, thanks man. For some reason, I had gotten into the habit of always doing LK upkicks as anti-air because I kept getting hit out of the other ones, but I was mistiming them. I just need to learn how to time the MK->MK juggle because it does a lot more damage. Plus, it annoys the opponent because they have to sit there bored, not being able to control their character for like 5 seconds. :wink:
For aerial attacks that are really fast or tricky, like Claw's wall dive or maybe Honda's Naked (butt stomp / superman / down... up+P), I still feel less shaky using the LK version for the extra invincibility just because my timing sucks. Is that a bad idea?
While you're on a roll, I don't suppose you know how many startup frames each version of the upkicks has before the first hit. I sort of have a gut feeling (HK hits earliest, LK latest?), but I wouldn't mind seeing the numbers too. :tup:
Edit: Forgot to ask, are HK upkicks a complete no-go as far as anti-air is concerned? I used to try it but get hit out of it, but I wonder if I was just doing it too early... is it possible to make it work if you do it really late? I just ask 'cause I want those free, extra hits from the super if it's possible...
Claw's wall dive and Honda's Naked (:rofl:) are two great examples of aerial moves that are better countered by LK upkick than MK upkick (though buttslam and especially wall dive can be countered--often better--by other moves). It's not so much about the invincibility; LK upkick is a better idea because you'll rarely get a two hit upkick against either of these moves.
YBH's on a roll! He says your intuition is correct: LK - 6, MK - 5, HK - 4 startup frames.
I'm not sure where you're going with your edit. So, I'll answer this way: No. Yes.
LazyMaestro
03-27-2008, 04:31 PM
Here's an excerpt from the Dee Jay SRK Wiki that's confusing me very much:
"Cross-up j.forward, c.jabx2, RH sobat, super"
Is that RH Sobat supposed to be RH Jack-Knife? Thanks for the clarification, everyone. Take it easy!
epsilon_
03-27-2008, 05:04 PM
yes.
The Furious One
04-08-2008, 11:37 AM
jack knife is a much cooler name.
Hey guys,
Is it possible to do a jump in to st. RH> Upkicks, much like Guile's classic jump in to st. fierce>Flask Kick combo?
I know you can do st. RH>upkicks, but is there anyway to combo with this? Maybe a crossup situation?
MrSimpson
04-15-2008, 06:30 AM
Is it just me, or is the spacing needed to properly crossup Boxer kinda funky?
epsilon_
04-15-2008, 06:46 AM
Is it just me, or is the spacing needed to properly crossup Boxer kinda funky? his standing hitbox is extremely narrow. if you dont have PERFECT spacing he will throw you for free.
practice it, or just throw meaty fireballs.
MrSimpson
04-15-2008, 07:16 AM
his standing hitbox is extremely narrow. if you dont have PERFECT spacing he will throw you for free.
practice it, or just throw meaty fireballs.
Thank you, I appreciate the speedy reply =]
Hmm, Im leaning on meaty fireball as the safest most reliable option, esp online, those headbutts are hard to escape. Im still gonna practice it though. Once again thank you.
StuartHayden
04-18-2008, 01:07 AM
I've been playing Dee Jay A LOT lately.
I'm working on a guide/faq right now.
I'll try to have it up by the end of the month. No promises.
Oh, speaking of which. Does any one have the frame data? That'd help me tremendously.
fatboy
04-18-2008, 08:40 AM
I've been playing Dee Jay A LOT lately.
I'm working on a guide/faq right now.
I'll try to have it up by the end of the month. No promises.
Oh, speaking of which. Does any one have the frame data? That'd help me tremendously.
Go here:
http://curryallergy.blogspot.com/ (Support Nohoho!!!! :woot:)
Scroll down, look to the right of the screen
Click the "X-Mania Gaiden - Yoga Book Hyper"
Order "X-Mania Gaiden - Yoga Book Hyper"
Waalaa..... You got your frame data. (and a great DVD)
With the fact the you can still buy it the book, and the fact many want to support the SF scene, I don't think anybody is going to give <all> YBH information out for free. :sweat:
I think NKI would (and should) closed a thread that would attempt to do so.
Best of luck! :lovin:
Raisin
04-18-2008, 12:55 PM
...I don't think anybody is going to give <all> the frame data out for free. :sweat:
I think NKI would (and should) closed a thread that would attempt to do so.
Uhhh... :confused: :rofl:
Actually, NKI himself hosts a site with all the SF2 frame data (http://nki.combovideos.com/flame.html). It's a translation of guru T.Akiba's Japanese SF2 frame data (http://games.t-akiba.net/sf2/flame.html) website. Since neither of those people seem to have a problem with displaying that information, I hope nobody minds me posting the links.
I can understand the desire for not wanting to rip off the information in the YBH; if it were something like scans of all the pages displayed on the web or something, then yeah, I think that'd be way over the line. But frame data existed way before the YBH and is not exclusive to it at all. Anyway, there are still plenty of good reasons to get the YBH, especially the in-depth move analysis, so the hardcore fan should definitely consider picking it up. :tup:
Raisin
04-18-2008, 01:03 PM
Is it just me, or is the spacing needed to properly crossup Boxer kinda funky?
Yeah, I can't really do it for the life of me. Consider doing what a lot of the best DeeJay players do and just safejump on him when you get a knockdown. All of his reversal headbutt/shoulder things have a ton of startup frames, so your timing doesn't even have to be that good to pull it off.
I think this is a more aggressive option when you get a knockdown than just throwing a meaty fireball on top of him or something.
fatboy
04-18-2008, 01:03 PM
Uhhh... :confused: :rofl: ...and other misc. links
Ah Thanks.... sorry, I should have clarified. As far as frame data, no one cares what is posted. I am talking about specifically to the yoga book hyper info: hit bixes, color photos, and etc... [FIRST POST EDITED]
IIRC, there is a post where NKI says don't post scans of it and other things like that somewhere. It is not fair the INH YBH makers if it is still in print.
Taskmaster
04-21-2008, 10:24 AM
Some combos.
cr. jab, cr. fierce >>>fierce slash
Can be done after a cross-up. Doubt it has much use, since you'd be better of going into jackknife---super, or cr fierce machinegun. But it works.
jumping fierce, cr fierce, slash. Again, no use, since rh, str ,sobat is better. But if you press fierce instead rh in the air, you could go for this.
Shizuma_15
05-13-2008, 09:19 PM
sup guys using deejay now gonna have a tourny in a couple of days. Mind giving me some criticism on my deejay im gonna prolly get some vids uploaded after saturday.
i wanna get myself playing deejay pretty good lol.
hopefully it doesn't take too long to get those vids uploaded :sweat:
Louie
05-14-2008, 04:08 AM
dj had been my main for a long time before i started playing rog. today dj is my 2ndary, now tbh i havent practised to much on the machine-gun-combo. anyway, still dont know how to do the damn thing (sometimes when im lucky i get like 3-4 hits with the machine-gun and the complete combo is a 6 hit somewhere there and opponent gets dizzy) can someone tell me detailed, once and for all how the hell i do it?!
MrSimpson
05-14-2008, 04:27 AM
Louie: Man, its a visual memory/muscle memory kind of combo. You just have to "know" the timing. No magic involved, crossup forward, cr jab, cr short, MGU. The way I have learned to do it, is double piano for the "mashing" part of it. So after cr short, I do MGU (double piano, from jab to fierce, then back from fierce to jab, pretty rapidly, then stop). I can't get it to work 100%, but out of 10 tries I get it about 5 or 6. Just keep doing it untill you fingers fall off.
The hot sauce is crossup forward, cr fierce, mgu. I have yet to land that on GGPO =[
Taskmaster
05-14-2008, 05:34 AM
Louie: Man, its a visual memory/muscle memory kind of combo. You just have to "know" the timing. No magic involved, crossup forward, cr jab, cr short, MGU. The way I have learned to do it, is double piano for the "mashing" part of it. So after cr short, I do MGU (double piano, from jab to fierce, then back from fierce to jab, pretty rapidly, then stop). I can't get it to work 100%, but out of 10 tries I get it about 5 or 6. Just keep doing it untill you fingers fall off.
The hot sauce is crossup forward, cr fierce, mgu. I have yet to land that on GGPO =[
I manage to get crossup forw, cr fierce, MGU out from time to time. Never tried it in a m,atch though, since I havent perfected it.
Most the time, I chicken out and do crossup forw, cr fierce jack knife
MrSimpson
05-14-2008, 05:51 AM
I manage to get crossup forw, cr fierce, MGU out from time to time. Never tried it in a m,atch though, since I havent perfected it.
Most the time, I chicken out and do crossup forw, cr fierce jack knife
I try, most of the time its my timing of the forward in the crossup that wont let my cr Fierce combo.
Easy way to practice this combo is to do it in two parts. First, master cr fierce, mgu. Easiest to negative edge this IMHO. Second, learn crossup forward, cr fierce. After you can do these on the regular, combine them. It might just be me, but I found the combo easier to learn this way.
I havent perfected it either. :sweat:
lftrpllr
05-14-2008, 02:17 PM
dj had been my main for a long time before i started playing rog. today dj is my 2ndary, now tbh i havent practised to much on the machine-gun-combo. anyway, still dont know how to do the damn thing (sometimes when im lucky i get like 3-4 hits with the machine-gun and the complete combo is a 6 hit somewhere there and opponent gets dizzy) can someone tell me detailed, once and for all how the hell i do it?!
The largest number of hits I've ever seen in ST from the MGU is 4. The combo I always perfer to do with it is: cross up forward, low short xx 4-hit MGU for a probable 6-hit dizzy.
The way that I do the 4-hit MGU is to "piano" input all three punches. I use 3 fingers then I hit (fierce, strong, jab) x 4 (in that order) as quickly as possible. So about 12 button presses to get the 4-hit MGU, which has to be done in about 1 second. The key is to learn the timing, NOT mash the buttons, and make sure you're hitting the buttons sequentally, not simultaneously.
N-joy
-wes
epsilon_
05-14-2008, 02:25 PM
There is a reason people do the c.jab before the c.lk.
Ok first off you can do what's essentially a 50/50 mixup here and if they're smart, get guaranteed damage.
you can mixup between like...
c.jab, throw
c.jab x2, throw
straight up crossup, throw
and if they try to counter throw you there, if you do c.lp, c.lk, the c.lk catches them standing into the mgu combo.
If they're smart in this situation you at least make them tech the throw (crouching) and get free damage.
Also 4 hit mgu is pretty hard, even a lot of japanese deejays seem to mess it up. you can dizzy them pretty consistently with 3 hits.
lftrpllr
05-15-2008, 11:44 AM
Epsilon brings up a very good option select strategy, and I use those set ups on larger characters (i.e. Zangief, Fei, Guile, Boxer). For smaller/mid-size characters (shotos, chun) I simply like going with the route of low shortxxMGU after a cross up. The MGU hits for 3-4 hits consistently after 1 low short, and I can still opt for a throw after one (or even two shorts to mix it up). The jab has better recovery but this still works pretty well but this sequence ups the success rate of your MGU connecting for a full combo.
One other sequence that's works really well is cross up, low short xx MGU and if they block it, super or fireball to keep pressure or reverse. Make sure you mash the MGU for all the hits to stay safe. Hold your charge by doing the MGU motion down/back rolled up to up/back so you can follow up the blocked MGU with an immediate max out or a super when you recover. Supering thru fireballs works well on opponents that try to reverse all the time.
-wes
anyone know exactly how many invicible frames OG DJ's machine gun has?
RagingStormX
05-18-2008, 03:47 AM
idk alot
lftrpllr
05-19-2008, 11:03 AM
Another option for Dee Jay to use after a cross up that's a bit easier then the mgu set ups is low short, standing short. So, do cross-up then:
If they block low short, standing short
1) throw
2) do a low forward kick to trip them if they try to reversal throw then wash, rinse, repeat.
If you connect with low short, standing short then do:
1) standing strong xx max out or dread kick
2) low short xx max out
3) low forward kick to trip them then wash, rinse, repeat.
The timing for 3 is a bit tight, but it's possible. This option select is a bit more reliable in a pinch and starts low which is nice for opponents that like to button mash reversal throws.
-wes
Taskmaster
06-01-2008, 11:36 PM
his standing hitbox is extremely narrow. if you dont have PERFECT spacing he will throw you for free.
practice it, or just throw meaty fireballs.
Boxer is my personal hardest match, no matter who I play, so after jumping forward, I immediately jumb back+ roundhouse. Works good on Hawk and gief too.
M.S.G.
06-12-2008, 11:19 AM
anybody know good anti air options against ryu's (and chun's) j/f forward? i tried s.strong and s.roundhouse but the they always seem to be beat out. i tried meeting ryu in the air with a j/f roundhouse but i still get beat out. am i just not timing it correctly or should i use something else?
MrSimpson
06-13-2008, 03:26 AM
Against Chun, I think (I stress think =]) his best option is short upkick, done as late
as possible. Forward and short upkicks are usually fine against Ryu, just time
them as late as possible.
On another note =]
http://www.youtube.com/watch?v=NqByH6IbtGM
At about 1:15. Im sure spacing has to be tight for Ken, etc, to be able to do this, but it seems possible to bait out upkicks and smack them with a hurricane in the air. Can Ryu do this?
The Furious One
06-13-2008, 05:03 AM
light up kick should beat any air cyclone. Ken's juice kick though thats too quick. :sweat:
MrSimpson
06-13-2008, 06:12 AM
light up kick should beat any air cyclone. Ken's juice kick though thats too quick. :sweat:
Ahh ok so it's a juice kick only kind of thing. Thanks!
M.S.G.
06-13-2008, 01:44 PM
i was watching some ST match vids and saw some killer deejay play:
apparently yuuvega, japan's best bison, also plays a mean deejay. i wouldn't be surprised if he has a better deejay than TZW or Seki.
http://youtube.com/watch?v=6Cq5AlA6yZA
M.S.G.
06-13-2008, 10:15 PM
i know upkicks are a good anti air. but when ryu jumps over a max out (in which i cant upkick) whats a good anti air to use? s.strong doesn't seem to beat his jf.forward, at least when i do it. am i timing it wrong, using the wrong move (i.e. should i use s.roundhouse or a meet him with a junp attack of my own), or should i just block?
Kyokuji
06-14-2008, 11:44 AM
Far s. FP is really good against jumpers. Stays out for a long time and hits mad far away.
The Furious One
06-16-2008, 08:01 AM
i was watching some ST match vids and saw some killer deejay play:
apparently yuuvega, japan's best bison, also plays a mean deejay. i wouldn't be surprised if he has a better deejay than TZW or Seki.
http://youtube.com/watch?v=6Cq5AlA6yZA
Holy shit, thanks for sharing :tup:
I've seen alot of top Deejay players go into the machine gun special with a crouching light kick, why is this?
lftrpllr
06-16-2008, 10:48 AM
I've seen alot of top Deejay players go into the machine gun special with a crouching light kick, why is this?
Because the light kick hits low and is a great counter when people mash throw. The MGU is the preferred move to cancel off of a low light kick becuase it does great damage, knocks down, and is safe against a lot of characters if blocked (when you mash it for 3-4 hits).
-wes
epsilon_
06-16-2008, 11:29 AM
i explained that in detail just last page, i dont understand why people ask questions before reading threads like this...seriously.
MrSimpson
06-17-2008, 03:09 AM
i explained that in detail just last page, i dont understand why people ask questions before reading threads like this...seriously.
That would require reading!!!???:looney:
vieja escuela
06-20-2008, 02:28 AM
Sometimes, especially against cpu, I've got the feeling that Dj fireballs recovery time is shorter than Guile's one.
Is this correct or they have the same recovery?
The Furious One
06-20-2008, 03:00 AM
i explained that in detail just last page, i dont understand why people ask questions before reading threads like this...seriously.
Sorry man, some reason I got pinged that the last post I had seen was by mrsimpson so i missed your post above :s
epsilon_
06-20-2008, 03:22 AM
Sometimes, especially against cpu, I've got the feeling that Dj fireballs recovery time is shorter than Guile's one.
Is this correct or they have the same recovery?guile's is shorter. dj's comes out faster.
vieja escuela
06-20-2008, 03:42 AM
guile's is shorter. dj's comes out faster.
On a theorical field, who has to prevail in a fireball war?
MrSimpson
06-20-2008, 03:51 AM
Guile I believe. I think he can close the gap faster as well, not 100% on either of these though.
epsilon_
06-20-2008, 04:17 AM
^ right on both accounts, deejays c.rh doesnt move him forward as much as guiles normals do.
Taskmaster
06-28-2008, 07:31 AM
^ right on both accounts, deejays c.rh doesnt move him forward as much as guiles normals do.
It's fun to cancel into sobat on unsuspecting victims. They think they're just 2 steps out of range and BAM, knockdown, crossup.
The Furious One
06-29-2008, 02:43 AM
Heres a video I made of myself playing ST including Dee Jay's 10hit Super Combo :razzy:
http://www.youtube.com/watch?v=gzGDt-W3bgw
MrSimpson
07-03-2008, 02:13 PM
Well ok. Being a non OG at ST, I am missing a few key aspects of my DeeJay game. One of my most troublesome matches is against....Honda. Mainly because I have played all of 3 Hondas, for a total of maybe 10 matches heh. I know it should be a relatively easy match for the Jamaican, so Im wondering what Im doing wrong. Not too much video out there of DeeJay vs Honda either, so not so much X-Copy. I try and turtle as safely as I can and throw max outs at proper distance, but Honda always seems to get in on me. I use cr RH as AA, sometimes upkicks (which miss on occasion, which leads to pain). Am I missing something that really helps in this match up? Im sure with more practice in this match up I will do fine, but I would love some tips. Any help is of course appreciated.
mad possum
07-03-2008, 04:44 PM
St. strong seems to hit me out of a ton of jump-ins in that match-up. DeeJay's st.strong has a bunch of priority if timed right.
M.S.G.
07-03-2008, 09:41 PM
s.strong is a good anti air to use if honda jumps over a max out. if for some reason st. strong does not work, f.st. fierce is good to use.
but if he is jumping toward you from a distance, f.st. rh is good to use, i think this is better than c.rh.
and dont be afraid to cross up honda. one of the widest hit boxes in the game. his wake up options are limited if you jump in on him at the right time.
The Furious One
07-04-2008, 02:51 AM
s.strong is a good anti air to use if honda jumps over a max out. if for some reason st. strong does not work, f.st. fierce is good to use.
but if he is jumping toward you from a distance, f.st. rh is good to use, i think this is better than c.rh.
and dont be afraid to cross up honda. one of the widest hit boxes in the game. his wake up options are limited if you jump in on him at the right time.
I don't usually have a problem with honda provided I keep him away, pretty mucht he way everyone has been saying. c.roundhouse is a great anti air, I miss I usually follow with a short up kick, or machine gun to get pushed away if they are blocking.
I used to cross up Honda all the time, but recently I've been coming across alot of folks that do that stored throw which is so annoying, I've yet to master the crouching short into machine gun maybe it will help :wasted:
MrSimpson
07-04-2008, 04:11 AM
Well, thats the thing, he IS easy if you can keep him out. Standing strong is ok, I tried that in my first match with him, and something he used beat it out, so that kind of shyed me away from using it. Maybe it was a timing thing, maybe I hit strong too early or too late. I think the next time I play a Honda, I will try jump back roundhouse. Gets me away from him as well as hitting him out of the air (hopefully =])
Thanks for the replys.
Edit: I think I just need to play more Hondas. Honda and Sim, everyone else Im really comfortable fighting, so if anyone has questions on anyone else I would be glad to help the best I can.
Editx2: I have only played R3ko's Honda, UltraDavids, and maybe one or two more, I cant remeber, but these Hondas knew what was up. They werent just randomly jumping into max outs. Well, sometimes =D
Editx3: Crossing up Honda is very painful for DeeJay. In my very, very limited experience with him anyway.
mad possum
07-08-2008, 06:58 PM
Well, thats the thing, he IS easy if you can keep him out. Standing strong is ok, I tried that in my first match with him, and something he used beat it out, so that kind of shyed me away from using it. Maybe it was a timing thing, maybe I hit strong too early or too late. I think the next time I play a Honda, I will try jump back roundhouse. Gets me away from him as well as hitting him out of the air (hopefully =])
Thanks for the replys.
Edit: I think I just need to play more Hondas. Honda and Sim, everyone else Im really comfortable fighting, so if anyone has questions on anyone else I would be glad to help the best I can.
Editx2: I have only played R3ko's Honda, UltraDavids, and maybe one or two more, I cant remeber, but these Hondas knew what was up. They werent just randomly jumping into max outs. Well, sometimes =D
Editx3: Crossing up Honda is very painful for DeeJay. In my very, very limited experience with him anyway.
I think I've played you a couple of times. Ya, one word of warning, don't even bother trying to cross-up and/or combo Honda, most of the time you'll just Ochio'd for your trouble (which of course sets Honda up to Ochio trap you).
Like most of Honda's match-ups it's pretty much all or nothing, you keep him out you win, he gets in he wins.
Shizuma_15
07-08-2008, 09:03 PM
Well, thats the thing, he IS easy if you can keep him out. Standing strong is ok, I tried that in my first match with him, and something he used beat it out, so that kind of shyed me away from using it. Maybe it was a timing thing, maybe I hit strong too early or too late. I think the next time I play a Honda, I will try jump back roundhouse. Gets me away from him as well as hitting him out of the air (hopefully =])
Thanks for the replys.
Edit: I think I just need to play more Hondas. Honda and Sim, everyone else Im really comfortable fighting, so if anyone has questions on anyone else I would be glad to help the best I can.
Editx2: I have only played R3ko's Honda, UltraDavids, and maybe one or two more, I cant remeber, but these Hondas knew what was up. They werent just randomly jumping into max outs. Well, sometimes =D
Editx3: Crossing up Honda is very painful for DeeJay. In my very, very limited experience with him anyway.
well the best thing to do is mp it's a really good AA comes out so fast just in case he jumps over your max out.
MrSimpson
07-12-2008, 08:34 AM
I think I've played you a couple of times. Ya, one word of warning, don't even bother trying to cross-up and/or combo Honda, most of the time you'll just Ochio'd for your trouble (which of course sets Honda up to Ochio trap you).
Like most of Honda's match-ups it's pretty much all or nothing, you keep him out you win, he gets in he wins.
Ahh ok yes I think we did go a few times. You are 100% correct on crossing him up, just leads to pain for the Jamaican. I got to practice some against a Honda for more than just a few rounds, am definitely more comfortable fighting him now. Jump back roundhouse does wonders. That and careful, careful use of Maxouts. I was just being too predictable.
i dont want to give away too many of my vs. honda tactics infear that the hondas having trouble with djs might stop by this thread and get our secrets. but..
DONT cross a good honda, you will eat an ochio if the cross is blocked, fuck the risk.
when playing a honda, it best to bait a jump or ass splash with standing HP, its the same animation as his fireball so its hard for the honda to tell the difference. this will keep your fireball charged and if they jump, you can land one for free, if he splashes, eyeball the distance, if hes too close for a fireball, slide/standing HK his ass.
dont be afraid of the slide. it beats alot of hondas shit
LK dread beats his headbutt for FREE, keep this in mind
MrSimpson
07-15-2008, 03:15 AM
when playing a honda, it best to bait a jump or ass splash with standing HP, its the same animation as his fireball so its hard for the honda to tell the difference.
Nice tidbit, this helps vs other chars like Dictator as well.
MrSimpson
07-19-2008, 07:29 AM
Don't like to double post, but I was fooling around with some of the RastaMans normals, and found a couple of things I didn't know about, and I don't think were posted in the thread yet.
close st short, cr forward. You have to be damn close, but this is nice because his knee comes out fast, and this little 2 hit combo is easy to do and it knocks down. Button presses must be done quick like.
As your opponent is getting up, meaty st forward, cr roundhouse. Againt, just a nice little close range 2 hit knockdown combo, which we all know sets up the cross up antics.
Not game breaking or anything, but could end up being useful in some situations, esp the first one.
Edit: I have not tested these on all chars, just Ken. Im lazy ya dig =]
Cavern mantis
07-31-2008, 01:02 PM
i see none of you talks about close roundhouse,i noticed you had to be damn close in order to trigger it,i any use for this weird normal?
Sosage
08-01-2008, 06:40 PM
i see none of you talks about close roundhouse,i noticed you had to be damn close in order to trigger it,i any use for this weird normal?
Last second anti-air. I haven't been in any other scenario where I am that close and there is a need to use it.
MrSimpson
08-02-2008, 06:28 AM
i see none of you talks about close roundhouse,i noticed you had to be damn close in order to trigger it,i any use for this weird normal?
I like to use it after a whiffed N-Ken super, when he is right above your head. At least he wont come down and throw you :shake:
Cavern mantis
08-04-2008, 02:45 AM
gotta try that anti air properties,i guess it's a real late anti air.
i would add it is cancellable
MrSimpson
08-04-2008, 03:12 AM
gotta try that anti air properties,i guess it's a real late anti air.
i would add it is cancellable
Well, I think it can hit Claw out of his wall dive, I think it trades (not sure) with Honda Butt Slam. Hmm, that is all I can think of at the moment. It's a strange kick =/
Taskmaster
08-04-2008, 03:43 PM
you can cancel standng RH into RH upkicks. Timing is a bitch though. Prety much the same as Guile's standing short>>short flashkick.
Not too usefull. For anti air I prefer standing strong. I use RH for when a Sim teleports right next to me though.
MrSimpson
08-06-2008, 03:22 AM
Oh yeah, just wanted to add something basic about cl standing RH. It is good against any whiffed move that puts them close to you and slightly above your head. It hits them clean, recovers pretty quickly for a RH, and puts them in an almost ideal position when they land on the ground relative to you.
studtrooper
08-06-2008, 11:56 AM
I like to use it after a whiffed N-Ken super, when he is right above your head. At least he wont come down and throw you :shake:
Isn't that annoying?? Blocked Ken super seems to always put me facing the wrong direction when he lands :rofl:
The Furious One
08-08-2008, 03:12 AM
Isn't that annoying?? Blocked Ken super seems to always put me facing the wrong direction when he lands :rofl:
Try blocking first dragon standing then second crouching, or maybe its both crouching, I think it will leave him facing the correct direction.
KomboKaze
08-10-2008, 09:20 PM
Afro is the reason I play DJ.
MrSimpson
08-15-2008, 04:23 AM
Afro>all
Mixah
08-15-2008, 09:21 AM
Oh yeah, just wanted to add something basic about cl standing RH. It is good against any whiffed move that puts them close to you and slightly above your head. It hits them clean, recovers pretty quickly for a RH, and puts them in an almost ideal position when they land on the ground relative to you.
that shit owns blanka...
NewSchoolKen
08-15-2008, 09:25 AM
that shit owns blanka...
Would you please stop making posts to multiple threads that provide no value? You're wasting everyones time making it look like the threads have activity.
Mixah
08-15-2008, 09:28 AM
Would you please stop making posts to multiple threads that provide no value? You're wasting everyones time making it look like the threads have activity.
:rofl:
ok buddy. because you didn't do the same? There is a PM function on this site if you had something to say.
NewSchoolKen
08-15-2008, 09:36 AM
You posted to the Guile thread to tell us that you were "subscribing". You posted to the Sim thread telling us that you were "subscribing because Sim is my second character". You posted a valueless reply in this thread. You also have a new thread out there which just says "delete thread plz".
All this noise makes it look like threads have new content, when in fact there isn't.
I'm just asking you to be courteous and not to make unnecessary noise. I figured posting this rather than PMing might have some value for others to see.
Mixah
08-15-2008, 09:43 AM
You posted to the Guile thread to tell us that you were "subscribing". You posted to the Sim thread telling us that you were "subscribing because Sim is my second character". You posted a valueless reply in this thread. You also have a new thread out there which just says "delete thread plz".
All this noise makes it look like threads have new content, when in fact there isn't.
I'm just asking you to be courteous and not to make unnecessary noise. I figured posting this rather than PMing might have some value for others to see.
You're obviously new to the forums as you dont' realize yet that many people do that. I wasn't "telling" people that I'm subscribing. When you post, you auto subscribe. I also have contributed to the Guile thread and raised an inquiry in the Dhalsim thread. I've contributed in the Blanka thread. The thread that says "delete" is because I didn't realize that I made a duplicate thread, so I edited it for a moderator to take appropriate action. I was emphasizing here what Mr. Simpson said. You know... "Afro>all" wasn't a value-less post?
stop being such a whiney bitch. Thanks.
NewSchoolKen
08-15-2008, 09:50 AM
stop being such a whiney bitch. Thanks.
Pretty much what I expected from you, given your posts.
Lobelia Mk. IV
08-15-2008, 06:19 PM
Pretty much what I expected from you, given your posts.
People like you are the reason it's very difficult not to judge people by their join date. You're an idiot, an attention whore, and a troll. Go back to Gaia where you belong, boy.
NewSchoolKen
08-15-2008, 06:42 PM
Well, I'd be remiss if I didn't say: go fuck yourself.
djfrijoles
08-15-2008, 06:57 PM
Would you please stop making posts to multiple threads that provide no value? You're wasting everyones time making it look like the threads have activity.
You posted to the Guile thread to tell us that you were "subscribing". You posted to the Sim thread telling us that you were "subscribing because Sim is my second character". You posted a valueless reply in this thread. You also have a new thread out there which just says "delete thread plz".
All this noise makes it look like threads have new content, when in fact there isn't.
I'm just asking you to be courteous and not to make unnecessary noise. I figured posting this rather than PMing might have some value for others to see.
Pretty much what I expected from you, given your posts.
Well, I'd be remiss if I didn't say: go fuck yourself.
Get the fuck out of here new bitch. Learn to respect your elders young lady. What the fuck are you trying to do ? Look good ? You look stupid. Were you expecting that ?
Lobelia Mk. IV
08-16-2008, 01:17 AM
Well, I'd be remiss if I didn't say: go fuck yourself.
I've heard better comebacks from my pet cat.
Mixah
08-16-2008, 03:12 AM
The "Young Lady" made me giggle... BEANS! YOUR GIEF IS NUTS!
Anyways... DJ vs. Ryu is hard... Anything I can do so I don't give my opponent free DPs?
The Furious One
08-16-2008, 10:34 AM
The "Young Lady" made me giggle... BEANS! YOUR GIEF IS NUTS!
Anyways... DJ vs. Ryu is hard... Anything I can do so I don't give my opponent free DPs?
Depending on how good my opponent is on reversals. I will use middle kick or machine gun as for a meaty, especially in the corner, because you will be pushed back out of range from his sweeps, and you can counter with a round house sweep.
I always have to fake my intentions otherwise, like pretend to be lining up for a cross up, but infact go for a throw or a sweep.
djfrijoles
08-16-2008, 12:08 PM
I always have to fake my intentions otherwise, like pretend to be lining up for a cross up, but infact go for a throw or a sweep.
can you please elaborate a little more. I didn't quite understand. Do you mean you stop right in front of a downed opponent and then walk up and throw ?
MrSimpson
08-16-2008, 12:08 PM
Anyways... DJ vs. Ryu is hard... Anything I can do so I don't give my opponent free DPs?
Yes, DJ/Ryu is very hard.
Just little tidbits, and as always, please correct me if I am wrong, I am still pretty green.
As basic and simple as this is going to sound, to beat Ryu you really have to learn to "UmeJump". It gets you close, which is where you need to be because hadou>maxout, in a sad, horrible way. Of course, DP and I think quite a few of his normals (various st P's and st K's) hit the Jamaican out of damn near all of his air attacks. Sometimes J RH and DP trade in Ryus favor if they do dp too early. Not 100% on this last part, but I know it trades.
When close, cr stong is great, beats his cr forward and cr short, maybe more. At the right distance, like at the tip of Deejays big toe, cr forward is nice. Beats a lot of Ryus cr attacks clean. Cr RH is also pretty good, as is Cr Fierce.
I really think the Jamaican needs to cross Ryu up to win. Just insert crossup combo or option select here as far as that goes. Cr forward is key to this vs Ryu I think.
Learn the distance for DeeJays super, sometimes you can hit sloppy hadou tossers in the face.
Short upkick goes through fierce FB.
Also, I think it is important to try and manipulate Ryu into the corner. We all know how effective the Jamaican can be in the corner. Just do not let him get you in the corner, because usually it is PO at that point.
It is hard to pressure him, but I think you have to play aggresive in this matchup. Turtle Deejay just isn't very effective vs Ryu IMHO, Ryu has too many tools.
Mixah
08-16-2008, 01:26 PM
thanks peeps :) <3
epsilon_
08-16-2008, 06:32 PM
Good ryu owns deejay, it's just the way it is. Ryu's jump-ins are really good against deejay, (deejay has no answer for j.rh at certain angles), he beats you in fireball games (obviously), and you can only jump in on him if you predict a fireball perfectly. (j.rh is good from afar, can hit his extended arms, but he can dp your extended leg if your range/timing is off).
main way to win this match is to score a knockdown & start (deep) crossup shenanigans, or corner him & try to pressure (if he doesn't have meter). if you get him in the corner you can keep him there with smart fireballs, charging for upkicks, tick throws(and anti tick throws), and short sobat over c.mk/c.rh tough matchup, but you can win if you play smart & aggressively (or the ryu sux). straight up jump over fireballs is essential.
MrSimpson
08-17-2008, 07:08 AM
Oh shit, forgot about short sobat over low cr K's :looney:
Mixah
08-17-2008, 04:50 PM
short sobat? wha?
MrSimpson
08-17-2008, 06:35 PM
charge back, forward K =]
The Furious One
08-19-2008, 07:48 AM
can you please elaborate a little more. I didn't quite understand. Do you mean you stop right in front of a downed opponent and then walk up and throw ?
No I'm just outside throw range which is the right range to crossup from, but I've noticed that some people will automatically start walking forward or throw out a special in anticipation of the crossup thats when I walk in for the throw. Have to be careful against Ken though.
short sobat? wha?
short sobat will go over any sweep, expection of dhalsim's slide where you both get hit and chun li's c.rh which beats it everytime :mad: Its essential for closing in on Sagat when he starts spamming low tiger shots, also really useful against Guile when he tries his sonic boom walk up sweep tatic. :wink:
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