Dee Jay Thread

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  • KoopKoop SRK - D.M.V. OG™ (⌐■_■) Joined: Posts: 5,487 mod
    bump
    Respected... simple as that.
  • endlesssendlesss Sobat Carnival Joined: Posts: 244
    One thing I'm still very weak on with deejay besides combos is corner pressure. I'm letting characters like Dictator out of the corner far too easily. He can usually scissor kick out or throw me. What strings/spacing should I be using to keep Dictator pressured?
    avatar courtesy of snk
  • TheMuffinManTheMuffinMan 「満」 「寸」 「越」 Joined: Posts: 506 ✭✭✭✭✭ OG
    Keeping Dictator in the corner can be pretty simple if you avoid using crouch roundhouse. Basically you want to put a fireball into his wakeup or do a deep jump-in during tech throw recovery or on wakeup. After that, assuming you just want to keep him there and not necessarily mixup, you do a simple combo to jab MaxOut for range, then any move to cover a jump away or poke (usually standing roundhouse or sometimes crouch forward which will whiff if they jump, but it will give you time sweep the jump on the way down or standing strong anti-air). Lastly, whether or not the roundhouse/forward hits, you'll be in perfect range to start throwing jab MaxOuts as fast as you can. Obviously at some point you'll want to mix in pre-emptive anti-airs or ducking forwards/strongs to stop well-timed scissor kick attempts, but you'll be able to punish pretty much everything else at that range (except Super, so be careful if he has meter).

    Of course there are many avenues for locking Dictator in the corner due to his lack of an invincible reversal, but this is one of the techniques I use to annoy the character as much as possible.
    "That you float along in the ocean and live a life of peace does not come from your own resourcefulness." - Demon's Sermon on Martial Arts
  • mayor mcjustinmayor mcjustin Betty White = GDLK Joined: Posts: 1,801
    I've been trying to find this new DeeJay tech since I heard of it happening at SBO. Anyone know where to find that good stuff?
    ST: Dee Jay
    Persona 4 Arena: I have no idea yet !!!!
  • eltroubleeltrouble Joined: Posts: 5,720
    I've been trying to find this new DeeJay tech since I heard of it happening at SBO. Anyone know where to find that good stuff?

    I don't think it's anything new, I just think that Seth Killian hasn't really kept up-to-date with ST, and is quite surprised to see Deejay doing so well in a tournament. Back in the days, he was considered a mid-tiered character, but has slowly risen up towards the top/high tiers in recent years.

    He was also surprised to see a lot of new Chun-Li tech when Voltech showed him how she was being played now.

    That or I'm completely wrong, and the Japanese have discovered some sort of secret tech that nobody is willing to divulge. Deejay has a secret input to throw his maracas, or something like that.
  • mayor mcjustinmayor mcjustin Betty White = GDLK Joined: Posts: 1,801
    I heard from a few people that something new came about with DeeJay. I've mained him forever and while i do decent with him, I could always use some new tech to pump him up.
    ST: Dee Jay
    Persona 4 Arena: I have no idea yet !!!!
  • psychostasiapsychostasia precision machinery Joined: Posts: 32
    i really love the meaty st forward though i mainly save this for when the opponent is cornered and cant be crossed up. timed right it is safe against quite a bit of reverses (flash kick, dp etc). besides linking a low forward after or going for a throw i like comboing a low fierce since this seems to do a LOT of stun. ill knock down a dude with an AA slide/low fwd then go for meaty st fwd > cr fierce and theyre dizzied. if its blocked i either throw a fierce max out (think this can definitely be jumped over though so watch out), wait for a jump in or walk up and harass with some of his great normals
    Thanks papasi.
  • HurriKaneDeckHurriKaneDeck Max Outman Joined: Posts: 38
    How do I deal with Boxer, and it may be listed previously, but I haven't the time nor patience to scan, but what's the proper way to combo into full hits of super?
    FEEL THE RYTHM, FEEL THE RHYME, GET ON UP, ITS DEEJAY TIME
  • papasipapasi N Ken is the truth Joined: Posts: 1,568

    How do I deal with Boxer?


    these days you are lucky.

    just logon to ggpo and ask afro to demonstrate the matchup with ritual or czar.
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • FuddFudd High Level Parking Joined: Posts: 1,215
    Kusumondo is definitely the toughest Honda I've ever fought (no offense to EA Megaman and Kuroppi). And in my game with him in the Kumite last weekend made me aware of one trick I hadn't encountered previously.

    Check out the meaty maxout I throw here at 3:52. He uses a reversal (strong?) headbutt to avoid blocking the tail end of it and since I was anticipating him to just block it, I input another jab maxout which ends up coming out as a walk toward st. jab. Since my initial maxout was still on screen, I had no opportunity to throw another one even though I had proper charge. Had I done the "proper" way of throwing fireballs (utilizing negative edge for the punch input) then I wouldn't have overextended myself.
    And had I known about this crazy maneuver in the first place, then maybe I could just punish him with a slide or something.

    PS: Check out his whiff punish on my cr. forward at 3:25! Clean footsies.
    "See, Super Turbo is a real man's game... But Street Fighter 4's like Chuck-E-Cheese, baby. Y'know what I'm saying? Where a kid can be a kid. I'm a grown-ass man, so clearly I'm not old enough to go in the ball pit." -Steve Harrison (Translation: dat Fo' make you soft)
    Super Turbo Revival
    "Everyone has a plan until they get magnetized." -SpiderDan
    PSN: Metonymous | Battle.net: Noun#1214 | Steam: Noun Proper | YT
  • eltroubleeltrouble Joined: Posts: 5,720
    A good habit that I've been getting into, is to react to your opponent after a meaty fireball. So instead of just firing another max-out at a time when you expect him to block, react to his block animation or block sound, and throw out another fireball. At those ranges, Honda doesn't have any viable options other than a neutral jump, or a block, both of which become predictable.
  • nomrahnomrah Joined: Posts: 1,043
    RE: Damdai v Afro - was there anything special Afro was doing to make Damdai not block those crossup j.MKs? I get it's ambiguous, but how was he doing it so ambiguously? And more importantly how can I x-copy :)
  • eltroubleeltrouble Joined: Posts: 5,720
    RE: Damdai v Afro - was there anything special Afro was doing to make Damdai not block those crossup j.MKs? I get it's ambiguous, but how was he doing it so ambiguously? And more importantly how can I x-copy :)

    Nothing special about it, Afro is just REALLY good at doing those ambiguous cross-ups. Never played anyone who can do it that well, besides Mao and his dirty wall dive positioning. Damdai did a really good job figuring out how to get around it with his reversal spin kicks and/or jumping out of it to get reset.

    It's been a problem for the Super Arcade crew for awhile. Honestly, you just sorta close your eyes and guess, lol.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    I know timing alone can make it cross-up or not. The CPU times it early, so it almost never crosses up. Players usually delay it a bit, and it usually crosses up. In addition to it, distance can make it hard to know where Dee Jay will land. There is a distance such that if you jump early, you land on the other side, and if you delay just a bit, you land in front of the enemy. It is sort of like shotos jumping from a distance such that Tatsu crosses up, and early RH does not, but it depends on timing and distance, not the kind of attack being used.
  • djfrijolesdjfrijoles First ST player to ever moon a live stream baby ! Joined: Posts: 2,054
    Is their any diference between which kick button you use for super as far as start up and inicial hit/hurt boxes ?
    <garyangel> ceks,cani,robbiers,yito all mexico players dont know where kyouya
    <garyangel> (((((((((((((((
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    <Random.Jab.DP.Spamer> his gf is gary ?
  • FuddFudd High Level Parking Joined: Posts: 1,215
    Not to my knowledge.
    "See, Super Turbo is a real man's game... But Street Fighter 4's like Chuck-E-Cheese, baby. Y'know what I'm saying? Where a kid can be a kid. I'm a grown-ass man, so clearly I'm not old enough to go in the ball pit." -Steve Harrison (Translation: dat Fo' make you soft)
    Super Turbo Revival
    "Everyone has a plan until they get magnetized." -SpiderDan
    PSN: Metonymous | Battle.net: Noun#1214 | Steam: Noun Proper | YT
  • JizzonJizzon ...or Thenarus, whichever. Joined: Posts: 650
    DeeJay's diagonal jumping strong does extremely high stun damage for a medium-strength hit (11-17), and his diagonal jumping fierce does the same stun as an average medium hit. Apparently, when the programmers swapped those two moves when transitioning him from O.DeeJay, they forgot to swap those dizzy values.

    Speaking of O.DeeJay, not that anyone's playing him competitively, but the first hit of each of his Dread Kicks does way more stun than the respective N.DeeJay version. He actually has several ToD or nearly-so combos from a jump-in that N.DeeJay doesn't.
  • TheMuffinManTheMuffinMan 「満」 「寸」 「越」 Joined: Posts: 506 ✭✭✭✭✭ OG
    Gotta take O.DeeJay to the top :D.

    Coincidentally, N.DeeJay's dread kicks have enough invincibility to pass through meaty fireballs which can save your life if you end up trapped in the corner. It's not easy to time, but all three versions can pass through on wake-up. I imagine that it would be even easier to do MGU in this situation, but I haven't been able to test it.
    "That you float along in the ocean and live a life of peace does not come from your own resourcefulness." - Demon's Sermon on Martial Arts
  • JizzonJizzon ...or Thenarus, whichever. Joined: Posts: 650
    N.DeeJay's dread kicks (as well as those of O.DeeJay) have four invincible startup frames. N.DeeJay's MGUs have 4-6, depending on what strength you used. If the fireball is a really, really late meaty, the dread kicks will also back the opponent off, which is a plus.
  • TheMrTuttleTheMrTuttle Joined: Posts: 139
    Dahlsim's one of my trouble spots. After a blocked mummy or footdrill, I feel like I'm blockstun waiting for a tax return. After that, depending on spacing--especially in the corner--I feel pretty free to slide pressure/back+hk(?) upward kick sillyness. Maybe I'm just getting read, but this is probably one of the most confusing situations I get myself into. If I try to s.mp, I eat a foot; if I try to cr.hp, I might get lucky and trade, if I try to cr.mp, i usually eat a slide or a foot to the head. Anyone willing to share their train of thought? Or is this a "oh shit, you let THAT happen?" situation?
  • TheMuffinManTheMuffinMan 「満」 「寸」 「越」 Joined: Posts: 506 ✭✭✭✭✭ OG
    Dahlsim's one of my trouble spots. After a blocked mummy or footdrill, I feel like I'm blockstun waiting for a tax return. After that, depending on spacing--especially in the corner--I feel pretty free to slide pressure/back+hk(?) upward kick sillyness.

    You can beat slide with cr.mp if Sim isn't already in your face, but your best bet is to do DJ's like dread kick (charge back, forward + LK). For the upward kicks, the one's that hit you if you fireball or jump (?), you can do cr.hk and hit them clean. Also, cr.hp is a good trade if you have the life to spare because it can dizzy Sim really fast; it's more likely to hit if you do it a little before Sim's kick comes out.

    Did this help?
    "That you float along in the ocean and live a life of peace does not come from your own resourcefulness." - Demon's Sermon on Martial Arts
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    Dee Jay and O.Dee Jay's normal move frame data is in the Wiki. Images thanks to B2SPD. Here is the file section with the numbers:
    Dee Jay = 3 pre-jump frames
    O.Dee Jay = 5 pre-jump frames

    normals:
    close
    far
    crouching
    neutral
    diagonal

    Jab
    3 - 4 - 1
    4 - 4 - 4
    2 - 3 - 1
    2 - inf
    2 - inf (same move)

    Strong
    3 - 3 - 5 - 1
    3 - 3 - 5 - 1 (same move)
    2 - 3 - 6 - 4
    3 - 4 - 14 - 5 - 4 - inf
    2 - 4 - 4 - 8 - 5 - 4 - inf
    3 - 4 - 14 - 5 - 4 - inf (old)

    Fierce
    3 - 3 - 4 - 2 - 5 - 5
    2 - 2 - 2 - 4 - 5 - 3 - 4 - 1
    2 - 2 - 3 - 9 - 6
    2 - 3 - 6 - 8 - 5 - 4 - inf
    3 - 4 - 14 - 5 - 4 - inf
    2 - 4 - 4 - 8 - 5 - 4 - inf (old)

    Short
    3 - 4 - 1
    4 - 4 - 3
    4 - 4 - 5
    2 - inf
    2 - inf (knee too)

    Forward
    2 - 2 - 2 - 6 - 1
    3 - 3 - 3 - 8 - 3 - 4
    3 - 3 - 6 - 3 - 3
    2 - 4 - 14 - 5 - 5 - 4 - inf
    2 - 4 - 14 - 5 - 4 - 4 - 4 - inf

    Roundhouse
    3 - 4 - 2 - 6 - 4 - 3
    3 - 3 - 3 - 5 - 4 - 4 - 5
    4 - 4 - 4 - 2 - 15
    3 - 4 - 10 - 6 - 5 - 4 - inf
    1 - 2 - 2 - 8 - 4 - 4 - 4 - inf
    2 - 4 - 4 - 8 - 4 - 4 - 4 - inf (old)
    The order is close, far, crouching, neutral and diagonal.
  • ANaqviANaqvi Joined: Posts: 83
    Dee Jay and O.Dee Jay's normal move frame data is in the Wiki. Images thanks to B2SPD. Here is the file section with the numbers:
    The order is close, far, crouching, neutral and diagonal.
    Do you have more info on other chars prejump frames?
    shotosallday
    Outturtled
    Bach
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    Do you have more info on other chars prejump frames?
    I've found a few of them in my files:
    Chun = 3 pre-jump frames
    O.Chun = 3 pre-jump frames

    Guile = 3 pre-jump frames
    O.Guile = 3 pre-jump frames

    Ken = 4 pre-jump frames
    O.Ken = 3 pre-jump frames

    Ryu = 4 pre-jump frames
    O.Ryu = 3 pre-jump frames

    Bison = 2 pre-jump frames
    O.Bison = 2 pre-jump frames

    Blanka = 4 pre-jump frames (neutral, backwards) 3 (towards)
    10 - 4 - 4 - 6 - 4 - 4 - 7 - 7
    O.Blanka = 4 pre-jump frames (neutral, backwards) 3 (towards)
  • ANaqviANaqvi Joined: Posts: 83
    Cool. Thanks. Does this also mean when deejay lands he is vulnerable to trip guard for 3 frames?
    shotosallday
    Outturtled
    Bach
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    No, there is no necessary relation between pre-jump and recovery. There is an animation that plays if you do nothing, but if you are not hit just as you land, you can block, enter special moves (which makes installed DPs possible, BTW), throw, etc.
  • ANaqviANaqvi Joined: Posts: 83
    No, there is no necessary relation between pre-jump and recovery. There is an animation that plays if you do nothing, but if you are not hit just as you land, you can block, enter special moves (which makes installed DPs possible, BTW), throw, etc.
    Is there data on this? You mentioned if one is not hit just as they land they can block of do special moves. What's the definition of "right as they land?" How many frames?
    shotosallday
    Outturtled
    Bach
  • TheMuffinManTheMuffinMan 「満」 「寸」 「越」 Joined: Posts: 506 ✭✭✭✭✭ OG
    For those of you using TRUST, I've found a script that does perfect 4-Hit MGUs on block, hit, and from combos.

    ### 4-Hit MGU
    &[Savestate #] W20-
    _F.W35.^F._D.W61.^D.U3.W1.2.W1.1.3.2.1.3.2.1.3.2.1.W150

    Basically, this says that you must do HP MGU, wait 1 frame, Strong, wait 1 frame, Jab, [Fierce, Strong, Jab]x3. It seems, please correct me if I'm wrong about how TRUST handles frames, that the [Fierce, Strong, Jab]x3 portion must be done frame by frame (1 frame per button). My hands may fall off on this one lol
    "That you float along in the ocean and live a life of peace does not come from your own resourcefulness." - Demon's Sermon on Martial Arts
  • PhiallPhiall Joined: Posts: 106
    I'm looking for a Dee Jay write up, any body know where I can find a good?
    Avatar thanks to WhiteRabbit
  • eltroubleeltrouble Joined: Posts: 5,720
    edited July 2013
    Find a good...tutorial? Guide? Besides this thread post, which has a lot of good information, the only thing I can name on-hand are two things. One is the SRK ST Wiki:

    http://wiki.shoryuken.com/Dee_Jay_(ST)

    The info is a bit sparse, but there's a few bits in there about overall strategies, normal usage, and a helpful hitbox display that shows you how each move works, and why they're good or bad.

    The other one isn't a write-up, but a basic character tutorial on Deejay:



    It's pretty lengthy, and I apologize for that, but it goes into a lot of basic and slightly advanced techniques and strategies.
  • DANZANDANZAN NO SQUIGGERINO Joined: Posts: 6,559
    Deejay is "cheap" and just plain babyzone. Please close dis thread.
    angelpalm wrote: »
    People have to complain to counter act that massive influx of idiot gamers that just eat whatever shit pie developers and studios crap out in front of them. If people didn't complain we would all be playing NMS for years right along side the martian.
  • fakeakagifakeakagi Joined: Posts: 117
    I actually watched that video and started messing around with Dee Jay. He's a lot of fun, his cross up mixups are insane especially since you can combo into super off one.
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