Dee Jay Thread

245678

Comments

  • geadomgeadom Reversal Counter Hit Joined: Posts: 1,084
    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.
    "He´s different, he´s special." Pick up your spear, the only thing you can do is your best
  • epsilon_epsilon_ helpful Joined: Posts: 3,582
    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.
    i don't care what the critics say, violence is a beauuutiful thing!
  • geadomgeadom Reversal Counter Hit Joined: Posts: 1,084
    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.
    "He´s different, he´s special." Pick up your spear, the only thing you can do is your best
  • OuroborusOuroborus plays 3s just to troll Joined: Posts: 7,211 ✭✭✭✭✭ OG
    i firmly believe that vega and dhalsim are his worst matches
    ssf4ae tier list regarding Gen:

    D Proto: and where is Gen?
    oORYUOo: you cannot tier what you cannot see
  • Axel KellyAxel Kelly Joined: Posts: 1,481
    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:
  • ThisGuileKillYaThisGuileKillYa SSS++++ tier at exaggeration Joined: Posts: 2,627
    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! :)
    USF4: Still soul searching. Thus far... Yun, Chun, and Akuma.
    UMvC3 mains: Morrigan Doom Vergil, Magneto Doom Ammy, Morrigan Doom Magneto
    UMvC3 fer funsies: Dante Vergil-or-Dorm Magneto, Wesker Sent Hawkeye, Dante-or-Magneto Doom Vergil, Wolvie Doom-or-Sent Akuma, Nova Doom Ammy, Magneto Doom-or-Sent Dante, Wesker Dorm Magneto, Dante Strange Magneto
    MvC3: Dante Magneto Sentinel
    MvC2: Spiral Cable Sentinel ST: Chunny Bunny. 3S: Akuma, Ryu, Dudley. Vampire: Fish, BBHood
    UMK3: Kabal, H.Smoke, Jax, almost everyone. Chess: 1. c4
  • chun_li1chun_li1 Joined: Posts: 147
    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
    Space Nazis Incoming : http://www.ironsky.net/
  • The Furious OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,778
    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.

    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 KellyAxel Kelly Joined: Posts: 1,481
    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 DudeThe Dude Joined: Posts: 72
    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_pilnoyjared_pilnoy Oh hi. Joined: Posts: 229
    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-ChanShin-Chan ShinShom Joined: Posts: 372
    With boxer and Chunny, What can I do AGAINSt DeeJay?
    When playing with Chun, learn the Shin's Shom.

    cause of my friends, her infinit was named The Shom. hehe..
  • Corner-TrapCorner-Trap Troll Harder Joined: Posts: 2,683
    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_epsilon_ helpful Joined: Posts: 3,582
    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.
    i don't care what the critics say, violence is a beauuutiful thing!
  • Saisyu KusanagiSaisyu Kusanagi Oppressive Village Pillager Joined: Posts: 1,314
    If boxer jumps, sk. calipso"aka jackknife" is perfect anti-air everytime.
    Join Date: Oct 2001
    CRUSH YOUR ENEMY WITHOUT MERCY!!!!
  • Corner-TrapCorner-Trap Troll Harder Joined: Posts: 2,683
    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?
  • CoMeBaCk386CoMeBaCk386 Renaissance Gamer Joined: Posts: 1,756
    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.
    I will Dempsey Roll The fuck outta you!

    now where's my drink????

    putting hands on fools since '05
  • Corner-TrapCorner-Trap Troll Harder Joined: Posts: 2,683
    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 OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,778
    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-TrapCorner-Trap Troll Harder Joined: Posts: 2,683
    ^^^

    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 OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,778
    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!
  • SaDoSaDo Joined: Posts: 295
    does AfroLegends have any vids at all it would be nice to watch



    he plays last, uses dj
    Currently ranked #1 on XBOX Live HD Remix, both remix mode AND classic (As of 2/07/10)
    XBOX user name - DJRamsey1987
  • Rioting SoulRioting Soul Joined: Posts: 4,889 ✭✭✭✭✭ OG
    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 OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,778
    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!
  • SystemSystem Joined: Posts: 508,676 admin
    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

    which combos are a must learn for deejay?!?
    and which are just flash and not useful?
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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?

    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_epsilon_ helpful Joined: Posts: 3,582
    yeah the main crossup combo.

    j.mk, c.lp, c.lk xx machine gun upper.

    usually dizzies and works on everyone.
    i don't care what the critics say, violence is a beauuutiful thing!
  • SystemSystem Joined: Posts: 508,676 admin
    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
  • SystemSystem Joined: Posts: 508,676 admin
    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 OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,778
    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_epsilon_ helpful Joined: Posts: 3,582
    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 don't care what the critics say, violence is a beauuutiful thing!
  • The Furious OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,778
    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.
  • Homer PimpsonHomer Pimpson Questionable Joined: Posts: 1,179
    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.
    GGPO: MrSimpson
  • TwinSnak3sTwinSnak3s Joined: Posts: 93
    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.
    "if i want to see a boxer winning for 30 minutes i'd youtube ali in his prime"
  • lftrpllrlftrpllr Deceptively Mediocre Joined: Posts: 346
    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
  • FreshOJFreshOJ It's the God in me.. Joined: Posts: 1,485
    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.
    Onaje Everett
    Still in S.D., representing the Almighty.
    READ MY FAQ!!! (http://www.gamefaqs.com/console/xbox360/file/939066/56195)
  • FreshOJFreshOJ It's the God in me.. Joined: Posts: 1,485
    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.
    Onaje Everett
    Still in S.D., representing the Almighty.
    READ MY FAQ!!! (http://www.gamefaqs.com/console/xbox360/file/939066/56195)
  • Homer PimpsonHomer Pimpson Questionable Joined: Posts: 1,179
    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.
    GGPO: MrSimpson
  • EhondaEhonda Nothingness of Xband Joined: Posts: 399
    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?
    aka Nothingness from xband
    t+ T+ -r+ m+ s+ v+ M+ o+
    http://uk.youtube.com/watch?v=n6J6aUfa2_8 (me playing ST and losing
    SUMO
Sign In or Register to comment.