umbrellastyle, post: 1395149 wrote:
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, post: 1395152 wrote:
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.
ThisGuileKillYa, post: 1395155 wrote:
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!
CoMeBaCk386, post: 1395166 wrote:
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.
thekingofallblacks, post: 1395113 wrote:
does AfroLegends have any vids at all it would be nice to watch
Rioting Soul, post: 1395172 wrote:
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.
YuuFone, post: 1395174 wrote:
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
which combos are a must learn for deejay?!?
and which are just flash and not useful?
X-Static, post: 1395176 wrote:
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!
YuuFone, post: 1395178 wrote:
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
epsilon_, post: 1395181 wrote:
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.
MrSimpson, post: 1395183 wrote:
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 short knee thing? Seems funky.
TwinSnak3s, post: 1395184 wrote:
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.
FreshOJ, post: 1395186 wrote:
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.