AWRIGHT! A Deejay Thread!

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  • vladgdvladgd bear wrestler Joined: Posts: 76
    Are we out of solid DeeJay players now? I haven't played any good ones in months.

    i fought your fei with my deejay the other day. i happened to make the mistake of looking at your gamertag and choking hard. i really need to work on that the next time i see a familiar name of someone i know is good.

    anywho i have a general deejay question.

    is there any real strategy in what kinds of fireballs i should be throwing? i know the different speeds and whatnot, but all of the zangief i play makes playing a proper fireball game a bit foreign to me.
    st- dictator
    usf4- honda
    sfv- dictator
  • PoretPoret 12 yr old scrub on XBL Joined: Posts: 155
    Here is me using MGU as a counter to walldive.

    XBL: ThatKidPoret
  • ShariShari Overestimated. Joined: Posts: 2,625
    That's a wallspike though not a walldive.
    Haunts: Is it lag or just impeccable footsies and spacing, I don't know.
    MiloDC: I beat YuuVega -- yes, that YuuVega -- the first time I played Claw seriously in my entire life.
  • ShariShari Overestimated. Joined: Posts: 2,625
    That's a wallspike though not a walldive.
    Haunts: Is it lag or just impeccable footsies and spacing, I don't know.
    MiloDC: I beat YuuVega -- yes, that YuuVega -- the first time I played Claw seriously in my entire life.
  • PoretPoret 12 yr old scrub on XBL Joined: Posts: 155
    Whoops. Well now you know that MGU beats the wallspike :).
    XBL: ThatKidPoret
  • 3pwood3pwood Mighty Pirate Joined: Posts: 226
    Interesting idea, but I think Honda would be to far away after the safe jump for the MGU to touch him and he could still throw him out of the MGU from his max throw range. It might work, though, it might at least throw the Honda player off and make him hesitate before trying the throw, letting DJ out.

    With the jump attack whiffing through the MGU, I expect he'd end up plenty close.

    I'm honestly more worried about Hondas switching to j.short, since I believe it got a hitbox extension to counter sweep AA. Might be able to tag the low MGU hitbox.
  • NorieagaNorieaga FADC x ROFLCOPTER Joined: Posts: 4,217
    Giving this thread a revival. A few questions/points:

    1. Do we still think that Vega/Claw is a bad match? I think DJ beats Claw, his cr.fwd and j. jab dominate.
    2. Any fresh ideas vs. Guile? Usually I get within cr.mp range and start throwing that out, though it gets tricky when he throws the reverse sobat.
  • ExposedDExposedD Persona 5 Joined: Posts: 6,265
    hey i got a joke for all you guys...
    what does deejay do after he stops dancing with his marracas?

    he takes a shit !

    hahahahhaahahaHHAHAhAHAHAhahaahaha
    Persona 5
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    Giving this thread a revival. A few questions/points:

    1. Do we still think that Vega/Claw is a bad match? I think DJ beats Claw, his cr.fwd and j. jab dominate.
    2. Any fresh ideas vs. Guile? Usually I get within cr.mp range and start throwing that out, though it gets tricky when he throws the reverse sobat.

    1 DJ's j Jab doesn't always beat Vega's Dives. Depending on range and timing, Vega can still strike or throw the j Jab. DJ has to alternate between j Jab, st Strong, j RH/Forward and Short Upkicks to beat the Dives/Spikes. Vega's cr Strong can be beat by DJ's cr Forward, but it also depends on timing/spamming. If the Vega player alternates between cr Strong, st Strong, st Fierce, st Forward and slides, DJ's got nothing vs his pokes. Vega is very formidable, and definitely has a slight advantage vs DJ.

    2 Vs Guile, the Sobat (b/f Forward) is not a special attack, it's a command normal, so it can't be used as a reversal. I'm thinking that you mean reversal Flash Kick/Somersault. Guile has to very careful using a reversal/psychic Somersault. If he misses, he's wide open for punishment. Just try to figure out your opponent, and when you do, Vega will destroy Guile with just slide, cr Strong, Jab Rolling Claw and walk up throws.
  • NorieagaNorieaga FADC x ROFLCOPTER Joined: Posts: 4,217
    1 DJ's j Jab doesn't always beat Vega's Dives. Depending on range and timing, Vega can still strike or throw the j Jab. DJ has to alternate between j Jab, st Strong, j RH/Forward and Short Upkicks to beat the Dives/Spikes. Vega's cr Strong can be beat by DJ's cr Forward, but it also depends on timing/spamming. If the Vega player alternates between cr Strong, st Strong, st Fierce, st Forward and slides, DJ's got nothing vs his pokes. Vega is very formidable, and definitely has a slight advantage vs DJ.
    The problem is Vega will lose charge if he uses anything but a cr. normal. I always had issues playing a ground game against Dee-Jay as Vega, though now I'm using both characters.
    blitz wrote:
    I'm thinking that you mean reversal Flash Kick/Somersault. Just try to figure out your opponent, and when you do, Vega will destroy Guile with just slide, cr Strong, Jab Rolling Claw and walk up throws.
    No, I was referring to the B+mk move Guile has - the one where he hops back and extends his leg. I have no issues facing Guile as Vega, that's one of my favorite matchups. As Dee-Jay, however, it is different. Thanks.
  • x64x64 Fuck your SRK Joined: Posts: 3,144
    This has probably already been said elsewhere, but crossup MK, cr.HP, MGU does crazy damage and is really easy to do. For some reason to I've seen a few people block my crossup and cr.HP and then connect on the MGU possibly due to confusion.
    ST/HDR/USF2: Honda/Rog/O.Hawk | USF4: Bison | SFV: Ryu :(
    XBL: mr x64 | PSN: deadpool_zero | SFV: epistaxis64
    Fightcade/USF2: x64
  • KacomKacom Joined: Posts: 268
    This has probably already been said elsewhere, but crossup MK, cr.HP, MGU does crazy damage and is really easy to do. For some reason to I've seen a few people block my crossup and cr.HP and then connect on the MGU possibly due to confusion.

    Only recommend that combo if you can react to the cross up hitting. You're better off going for crouching jabs and shorts. Also if I remember correctly on Fei you can cross up Cr.mp, Cr. Hp, MGU. It's the end if you land it.
  • 3pwood3pwood Mighty Pirate Joined: Posts: 226
    Another warning: c.fierce can only be buffered into specials on the early hitting frames, and the early hitting frames only hit standing opponents.
  • NorieagaNorieaga FADC x ROFLCOPTER Joined: Posts: 4,217


    There's a combo performed by Afro that links st. mp into the super. Can I get the input breakdown, please?
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072


    There's a combo performed by Afro that links st. mp into the super. Can I get the input breakdown, please?



    Xup :mk:, :db::lk:, :b::lk:, :f::b::f::mp:, :k:

    You won't get a Max Out if you do the Strong after the Super motion. At the last part, you have to piano the Strong into a Kick relatively fast. Not too fast tho or the Strong will whiff into Super, and the opponent will be able to block.

    I haven't done that specific combo in the video, but I do cr Jab x 2 into st Strong into Super. The principle is still the same tho.
  • PoretPoret 12 yr old scrub on XBL Joined: Posts: 155
    What are your options when Zangief green hands your maxout into SPD range? Is it all over or can you jump back jab or something of that nature?
    XBL: ThatKidPoret
  • NorieagaNorieaga FADC x ROFLCOPTER Joined: Posts: 4,217
    You want to make sure you're not throwing MO's when he can get within that range. You should be using a combination of cr. mk, slide, and cr. strong to counter anything he does. Go for the knockdown with slide or cr. mk, then apply MO pressure again. Jump back before you do to create space, if you're already in a corner then slide to move forward and keep your charge simultaneously.
  • MissionSchabernackMissionSchabernack Joined: Posts: 488
    Ok old thread, but why is it possible for deejay to combo out of two chain canceled cr.lp ?

    With deejay you can charge down, then 2x cr.lp xx up + kick (his flashkick version).

    That is not possible with any other character. Normaly you can chain cancel 2x cr.lp, then you have to chain cancel into s.lp for example, which can be canceled into a special.
    So why does it work with deejay?
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    They are not real rapid-fire attacks. It is just that DJ is a bastard and his Jabs have no recovery.
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    No, I was referring to the B+mk move Guile has - the one where he hops back and extends his leg. I have no issues facing Guile as Vega, that's one of my favorite matchups. As Dee-Jay, however, it is different. Thanks.

    This was a long time ago, but I just realized that I screwed up my response to your DJ vs Guile question. Lemme try that again = D

    Vs Guile: yes his Sobat is very good against DJ's cr Strong, but that's the only thing Guile has that can beat DJ's pokes, and he has to give up charge to use it. DJ's cr Strong will beat pretty much anything else Guile has, and he doesn't have to give up charge for it. Seems kinda fair to me, even though I prefer using Guile in this match.

    Basically I use Sonic Booms to cover my approach towards DJ and if he responds with Max Out, then I pressure with Sobat, and then mixup with either back Sobat to avoid his counter poke and punish with a counter poke or another Boom, or walk up throw, or another Sobat going forward, rinse repeat. If DJ blocks the Boom, go for the throw, or just cr Short, cr Forward, Boom for more pressure Also if DJ is spamming MOs, Guile can punish with his long range jump RH from full screen, so I use this to keep DJ worried. This match is pretty similar to the Chun Li match for Guile.
  • NorieagaNorieaga FADC x ROFLCOPTER Joined: Posts: 4,217
    Guile is annoying but DJ can mess him up hard if he gets in. Feels like a 5-5 match to me, though DJ has to be a bit more careful in getting in.

    EDIT: Thanks for replying, Blitz. :)
  • orochizoolanderorochizoolander 2LANDER! Joined: Posts: 15,628
    DJ has to work much harder to win vs guile because guile recovers faster after a fireball so he can tag DJ on recovery.
    P. gorath said: seriously though, it really crystalized how much better mvc3 is than that game. "Oh look, commando vs. 3 characters...this will be excitin--zzzzzzzzzzzzzZZzzzz"
  • eltroubleeltrouble Joined: Posts: 5,710
    I feel like it's slightly in DJ's favor. It can be pretty difficult to anti-air DJ's max-range j.RH and j.jab reliably. DJ's cr.strong beats out any of Guile's low pokes, and using his hop kick results in fairly little damage, and the loss of charge. On knockdown, DJ's potential to land huge damage off of an ambiguous cross-up is too great, and his super has a little bit more versatility than Guile's.
  • goat4444goat4444 boosh! Joined: Posts: 21
    Ok old thread, but why is it possible for deejay to combo out of two chain canceled cr.lp ?

    With deejay you can charge down, then 2x cr.lp xx up + kick (his flashkick version).

    That is not possible with any other character. Normaly you can chain cancel 2x cr.lp, then you have to chain cancel into s.lp for example, which can be canceled into a special.
    So why does it work with deejay?
    I don't know why, but it sure is awesome. Especially if you can land a late super combo at the end for extra hits. You gotta love Dee Jay!
  • TheMrTuttleTheMrTuttle Joined: Posts: 139
    I have to be the biggest over-achiever in HDR history. I discovered yesterday that combo's require just pushing the inputs as fast as possible, where I used to time each punch after the other and it never really worked. Anyway, with this in mind I managed to do Dee-Jay's cross-up mk > cr. jab x 2 > st. mp > f. dread kick. Watch out, world, here I come!

    I know this is a total neco-post, but just in case anyone's still looking at this thread... as far as I can tell, deejay was built for double-tapping inputs. ie: drum the button with your middle finger and then your pointer with a tiny gap between--or use your toes; i don't know what you folks do these days. once you get that down, all his combos are fairly easy. just make sure that if you're trying to do the st. mp > dread kick you hold down mp so you don't get a negative-edge air slasher/maxout.
  • eltroubleeltrouble Joined: Posts: 5,710
    I know this is a total neco-post, but just in case anyone's still looking at this thread... as far as I can tell, deejay was built for double-tapping inputs. ie: drum the button with your middle finger and then your pointer with a tiny gap between--or use your toes; i don't know what you folks do these days. once you get that down, all his combos are fairly easy. just make sure that if you're trying to do the st. mp > dread kick you hold down mp so you don't get a negative-edge air slasher/maxout.

    It's not really required to double tap his inputs, just takes time to learn the timing of his combos, block strings, and counter-hit setups. As far as pianoing the MGU, one popular method is to piano fierce, strong, jab, two times in a row, wait a split second, and then press fierce for the final hit.

    Honestly, you can play Deejay to a fairly high level without even mastering his combos. It's far more important to know how to utilize his normals properly, as well learn the zoning game.
  • TheMrTuttleTheMrTuttle Joined: Posts: 139
    It's not really required to double tap his inputs, just takes time to learn the timing of his combos, block strings, and counter-hit setups. As far as pianoing the MGU, one popular method is to piano fierce, strong, jab, two times in a row, wait a split second, and then press fierce for the final hit.

    Honestly, you can play Deejay to a fairly high level without even mastering his combos. It's far more important to know how to utilize his normals properly, as well learn the zoning game.

    Woo! Other humans! I agree that it's not _required_, but when I'm nervous, all hell breaks loose. Double-tapping is just a statistical crutch, but it seems to work. And in ST, you're right about the MGU; in HDR, though, the timing is super loose. Piano it, absolutely, but the relaxed timing means you can be 7-beers in and still nail 4-hits. I've still never hit a 4-hit MGU in ST, and I've had a lot of espresso and spent a decent amount of time.

    Also, I just want to say cheers to Noriega; I see you posting all over the place (AE akuma forums) and dropping good knowledge.
  • eltroubleeltrouble Joined: Posts: 5,710
    Woo! Other humans! I agree that it's not _required_, but when I'm nervous, all hell breaks loose. Double-tapping is just a statistical crutch, but it seems to work. And in ST, you're right about the MGU; in HDR, though, the timing is super loose. Piano it, absolutely, but the relaxed timing means you can be 7-beers in and still nail 4-hits. I've still never hit a 4-hit MGU in ST, and I've had a lot of espresso and spent a decent amount of time.

    Also, I just want to say cheers to Noriega; I see you posting all over the place (AE akuma forums) and dropping good knowledge.

    I've recently started to attempt to learn how to double-tap a lot of my critical cancels and links, and I agree that it does help with consistency of execution. I wouldn't call it necessary, since a lot of good players do quite well without bothering to learn these little execution tricks and techniques.

    4-hit MGU is pretty difficult to land in ST, but I think that makes it much more rewarding once you are able to hit it consistently in a heated match.
  • TheMrTuttleTheMrTuttle Joined: Posts: 139
    Also, I scanned the thread, but didn't see it mentioned: What are my options in the Chun-Li matchup? I know st.Strong will stuff a bunch of her jumpins, but then you're really just in a fireball match, which is a losing battle as she just gets to build free meter.

    jumpin lk seems to stuff most of her stuff in the air, since she has such a huge jump arc (especially off the wall)
    in footsies, cr.strong and cr.fierce seem OK, but sort of unreliable.
    lk.dread kick seems to do pretty well until chun gets a good read and starts throwing out cr.rh.

    what beats her s.Strong? We have a good local chun who can pretty effectively shut me down with simple s.strong/throw pressure. i.e: she'll even whack me in the startup animation for maxouts. should i be using s.forward more, and trying to stay further back?

    i just feel like I'm fundamentally playing this matchup incorrectly.
  • TheMrTuttleTheMrTuttle Joined: Posts: 139
    Also, this is just lulz:

    http://kayin.pyoko.org/hitboxes/chunli/fastrong2.png

    but from this hitbox, maybe cr.lk will interrupt the s.Strong presure?

    http://kayin.pyoko.org/hitboxes/chunli/fastrong4.png
  • NorieagaNorieaga FADC x ROFLCOPTER Joined: Posts: 4,217
    Bros, is this combo possible:

    cross-up >> cr. jab (2) >> st. mp xx SUPER

    I'm making a Dee-Jay guide and want to know if this is at all possible. If yes, can I get a input breakdown? Thanks!
  • RufusRufus An unexpected database error has occurred. Joined: Posts: 1,966
    ...
    I'm making a Dee-Jay guide and want to know if this is at all possible. If yes, can I get a input breakdown? Thanks!



    Should be possible...
    Hitboxes http://www.pedantic.org/~nate/HDR/
    "You don't know what you're talking about as much as I do." -- Unknown
  • NorieagaNorieaga FADC x ROFLCOPTER Joined: Posts: 4,217
    Now I just need that input breakdown (I suck at renda-cancelling and the like). Thanks, Rufus. :)
  • RufusRufus An unexpected database error has occurred. Joined: Posts: 1,966
    Now I just need that input breakdown (I suck at renda-cancelling and the like). Thanks, Rufus. :)

    No renda canceling, it's a regular link to the mp. I have three theories, but no way to test:
    1. Fast input after mp. (I'm not sure if that's humanly feasible.)
    2. The tail end can be done as down forward, back + mp, forward + k. (I'm not sure if the super input works like that.)
    3. You do toward-back-toward early, timed so that the input window for the special expires, but the one for the super does not, and then just hit mp..k
    Hitboxes http://www.pedantic.org/~nate/HDR/
    "You don't know what you're talking about as much as I do." -- Unknown
  • PSN_ExdelsiorPSN_Exdelsior Joined: Posts: 5
    Is my timing just off? I was getting my cut kicked by a ryu and i abosulutely could not counter his ground jab and or the.. fist punching downward thingy he does.. Any who, it feels like to me that deejays counter timing is really off compared to ryus shoryuken or something.
  • PSN_ExdelsiorPSN_Exdelsior Joined: Posts: 5
    Is my timing just off? I was getting my cut kicked by a ryu and i abosulutely could not counter his ground jab and or the.. fist punching downward thingy he does.. Any who, it feels like to me that deejays counter timing is really off compared to ryus shoryuken or something.
  • PSN_ExdelsiorPSN_Exdelsior Joined: Posts: 5
    *Butt
  • eltroubleeltrouble Joined: Posts: 5,710
    You want might to delete that double post and edit your first post instead of adding to it.

    Hard to tell. Ryu's overhead can be pretty difficult to block or counter online, and he's able to combo after the hit. Exactly what are you trying to counter and with what move from Deejay?
  • PSN_ExdelsiorPSN_Exdelsior Joined: Posts: 5
    eltrouble wrote: »
    You want might to delete that double post and edit your first post instead of adding to it.

    Hard to tell. Ryu's overhead can be pretty difficult to block or counter online, and he's able to combo after the hit. Exactly what are you trying to counter and with what move from Deejay?

    I have tried all of his moves as a counter. Machine gun punches, dread kicks, and up kicks. In all manner of buttons (heavy, medium, light) and i can never counter those damn things..
    Also i hit the edit button on my post but it doesnt give the option to delete?
  • eltroubleeltrouble Joined: Posts: 5,710
    eltrouble wrote: »
    You want might to delete that double post and edit your first post instead of adding to it.

    Hard to tell. Ryu's overhead can be pretty difficult to block or counter online, and he's able to combo after the hit. Exactly what are you trying to counter and with what move from Deejay?

    I have tried all of his moves as a counter. Machine gun punches, dread kicks, and up kicks. In all manner of buttons (heavy, medium, light) and i can never counter those damn things..
    Also i hit the edit button on my post but it doesnt give the option to delete?

    If you're just talking about the overhead, you can counter it with a LOT of things. It's never a true blockstring. If he's close enough, you can counter with upkicks, throws, short dread kicks, a fast normal. Anything really. The difficulty is whether or not you can see and react to it fast enough online.

    The other option is to prevent Ryu from getting that close to you in the first place. If he's in a positioning to land an overhead, it usually means you got knocked down. As long as you stay on top of your zoning game and learn your anti-air options against Ryu, you should be safe from close range pressure.
  • RandomRandom Joined: Posts: 265
    I don't have a problem Upkicking Ryu as DeeJay regardless of whatever his jumping move is, usually.
  • eltroubleeltrouble Joined: Posts: 5,710
    Random wrote: »
    I don't have a problem Upkicking Ryu as DeeJay regardless of whatever his jumping move is, usually.

    If the Ryu knows how to safe jump, the upkicks will just whiff over Ryu. Upkicks also tend to have difficulty hitting crouching characters depending on the spacing.
  • RandomRandom Joined: Posts: 265
    Well, like I said, "usually." I never count on anything anymore, I've seen too much crazy shit.

    Good to know that spacing/crouching info though, I'll keep it in mind, thanks.
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