AWRIGHT! A Deejay Thread!

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  • KayrohKayroh Joined: Posts: 881
    Are there any Deejay players online? This thread is kind of dead =/
    "Fuck the Earth, Wind and Fire, Bitch. Fuck The Elements... And Captain Planet"
  • JigglyNorrisJigglyNorris The Low Tier Hero Joined: Posts: 1,279
    Are we out of solid DeeJay players now? I haven't played any good ones in months.
  • PoretPoret 12 yr old scrub on XBL Joined: Posts: 155
    Are we out of solid DeeJay players now? I haven't played any good ones in months.

    You're forgetting me ;). Nah I kid but I'm trying to level up.
    XBL: ThatKidPoret
  • Big OBig O Joined: Posts: 381
    I'd like to think I'm okay with DJ. Somehow his easy MU's are harder than his hard MU's for me lol. Honda and Fei in particular usually just don't go so well. With Honda it's getting grabbed to death after blocking or getting hit with a buttslam. With Fei it's failing to stop CW (a lot of the time I end up blocking at the last second while trying to upkick).

    Mostly I just bust him out in ranked when I notice it's a classic room or in a player match once in a while. Any tips on how to deal with those MU's?
  • orochizoolanderorochizoolander 2LANDER! Joined: Posts: 15,633
    I'm confident bringing my DJ to any tourney but I'm focusing on sagat only until after evo. count fuddulous and Bruce Askew who says taught fudd don't play hdr anymore much if at all so afro is the only one left and I think he uses boxer exclusively now.
    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"
  • KacomKacom Joined: Posts: 268
    I'd like to think I'm okay with DJ. Somehow his easy MU's are harder than his hard MU's for me lol. Honda and Fei in particular usually just don't go so well. With Honda it's getting grabbed to death after blocking or getting hit with a buttslam. With Fei it's failing to stop CW (a lot of the time I end up blocking at the last second while trying to upkick).

    Mostly I just bust him out in ranked when I notice it's a classic room or in a player match once in a while. Any tips on how to deal with those MU's?

    Honda is easy. Jumping jab will help you out A LOT! Jump back jab at round start = Honda's death. Make sure you throw max outs at far distances and only throw close ones when you KNOW that they wont do anything. If Honda is getting too close double tap Cr. jab, and if he's close enough for a throw... MASH THAT CR. STRONG. Obviously you know what to do if he jumps. Also I'd count down when you're close to Honda because after just a wittle bit it's smart to jump back jab. (Don't be too obvious about it, mix it up.)

    When you're cornered don't be scared. Jump back jab will save you once or twice. Same with the whole mash Cr.jab/Mp thing.

    Another thing, Cr. jab NE ochio (meaty) is an extremely safe tool Vs Dee Jay(super and counter throw is your options). Verses any actual good Honda they will do this as much as possible. That being said don't get knocked down.

    Also Honda can safe jump Deejay after HP and HK holds. (not too close to the corner though.) NEVER try to up kick unless you KNOW he is in the wrong position to safe jump. HE WILL MAKE YOU PAY! How to prevent this? After his safe jump Honda will most likely try throw, or Cr.lk hands that will lead to a ochio set up. What you have to do is block high and then low. If Cr.lk doesn't come out and you see he's about to throw/just sitting there waiting.... JUMP BACK JAB!!!!! <--- broken ass shit

    Oh and MU? Only use this vs Honda after a cross up. (cross up Mk, cr jab [x1 or x2], cr.lk into MU.) This will do work on any scrub Honda =] Guaranteed!! (They're always mashing)
    About that cross up though. Only time it will be safe to cross up Honda is when you knock him down fairly close to you. The thing is if you're playing the match extra niiiice you probably won't be close enough for it at all.

    Abuse cross up vs inexperienced Hondas though. That's a given! =P


    Vs. Fei I can only help you out to an extent. Jumping jab works greatly and just practice on up kicks + charge buffering. Don't be afraid to throw max outs, but don't over do it. AA St.Mp is good too.
  • Big OBig O Joined: Posts: 381
    Thanks for all the tips, especially about the safe jump bit and jump back jab. I kept trying to reversal upkicks after the HP/HK grabs and I see now that's not a good idea. Also when I said MU I meant matchup.
  • KacomKacom Joined: Posts: 268
    Thanks for all the tips, especially about the safe jump bit and jump back jab. I kept trying to reversal upkicks after the HP/HK grabs and I see now that's not a good idea. Also when I said MU I meant matchup.

    That's my lazy reading and comprehension skills at work.:cool: Glad I could help!
  • mad possummad possum Joined: Posts: 1,091
    Honda can actually grab you again after the safe jump (after the grab) before you can jump away. The safe jump roundhouse puts him just outside his throw range and he can take a half step and throw from his max range just as DJ is coming out of block stun. Pre-jump frames are throwable in SF2. DJ can't reversal (lost his down charge when he blocked the j.roundhouse and Honda is outside DJ's throw range) without super, his only choices are to take the hit from the j.HK and then sac-throw (and hope Honda doesn't combo) or just keep mashing out of the throws until you get close to the corner (can't safejump after grab anymore).

    It does take really good timing to time the safe jump and the throw (have to throw from exactly max. range and the second he gets out of block stun, too early and you get a normal, too late and DJ can escape). But certain Honda players that like cheap, easy wins (especially against hard match-ups) go into practice mode and practice the timing a lot. :)
    GGPO name : madpossum
  • 3pwood3pwood Mighty Pirate Joined: Posts: 226
    Yeah, I"ve been caught in that loop before. Lately I've been wondering if it might be possible to get out of it by doing a reversal MGU on the safe jump. The theory being that you could "dodge" the safe jump with the 4-6 frames of high invulnerability and then make him block the MGU. Haven't had a chance to test it yet, though.
  • ShariShari Overestimated. Joined: Posts: 2,626
    I am not sure if i have said this before but why does not Deejay players more often use MGU against walldives on wakeup ?
    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.
  • mad possummad possum Joined: Posts: 1,091
    Yeah, I"ve been caught in that loop before. Lately I've been wondering if it might be possible to get out of it by doing a reversal MGU on the safe jump. The theory being that you could "dodge" the safe jump with the 4-6 frames of high invulnerability and then make him block the MGU. Haven't had a chance to test it yet, though.

    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.

    As far as MGU'ing Vega's wall dive - does MGU hit behind DJ? Couldn't Vega just cross him up with the wall dive? Or at least do it from a range where they could throw DJ out of the MGU?
    GGPO name : madpossum
  • KacomKacom Joined: Posts: 268
    I am not sure if i have said this before but why does not Deejay players more often use MGU against walldives on wakeup ?

    Vega's too good so why try to beat him?


    Also jumping jab is still one of, if not the, best thing to do vs after safe jump. I doubt machine gun upper will work.
  • CWheezyCWheezy Joined: Posts: 889
    I am not sure if i have said this before but why does not Deejay players more often use MGU against walldives on wakeup ?

    His head is vulnerable
  • geogeo Official Contrarian Joined: Posts: 1,291
    Is there a list anywhere (or can someone create one) of all the safe setups Honda has? (I realize I should probably ask this in the Honda forum, but there seems to be some Honda discussion happening here.)

    I main Dictator and it seems like for Honda there are lots of situations where I'm at a disadvantage:

    - I block a buttstomp -> get thrown or keep getting buttstomped
    - I get caught in bear grab -> they safe jump on me
    - I jump back -> get headbutted
    - I walk towards or stand still -> hand slap
    - I jump in -> ochio

    The only time I can seem to hit them is rapid st.jab against headbutts (which is just a reset), random jab psycho crusher, or st.kicks against hands but it's not a good trade if it trades.

    Any ideas?
    Just one example of ST fundamentalism on dontblowthis.com: "HDR is just another game with no relation to the Street Fighter II series" - riz0ne
  • ShariShari Overestimated. Joined: Posts: 2,626
    His head is vulnerable

    Upkicks whiff.

    Head is only hittable at the same that his mid body is an entire red box.

    On startup only the feet is hittable.

    It's a better option than upkicks and forces Claw to only use walldives that pass directly above deejay and even then can whiff against the upper body invul it has on startup.
    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.
  • KacomKacom Joined: Posts: 268
    Is there a list anywhere (or can someone create one) of all the safe setups Honda has? (I realize I should probably ask this in the Honda forum, but there seems to be some Honda discussion happening here.)

    I main Dictator and it seems like for Honda there are lots of situations where I'm at a disadvantage:

    - I block a buttstomp -> get thrown or keep getting buttstomped
    - I get caught in bear grab -> they safe jump on me
    - I jump back -> get headbutted
    - I walk towards or stand still -> hand slap
    - I jump in -> ochio

    The only time I can seem to hit them is rapid st.jab against headbutts (which is just a reset), random jab psycho crusher, or st.kicks against hands but it's not a good trade if it trades.

    Any ideas?

    In Dic vs Honda you have to really read your opponent.

    After BS, block and see what he is doing. Hands should come out instantly and it's only really smart to headbutt after BS when Dic is in the corner. Jumping back is a good option if you know the Honda won't do anything to stop you from doing so.

    Verses safe jump: Honda can safe jump the crap out of Dic. A lot of Hondas tend to go for hands and throw after, as they should. In HDR it's pretty easy to react to what Honda follows up with. After safejump block low. If you see him walk up jump back.

    Also when in a certain position Honda can cross up RH after HP throw. It takes good practice to react to the cross up.

    Don't forget to abuse Dic's buffs in HDR.They make the match pretty even. Devils reverse on wake up is one example. Not good if the Honda is crossing up though XD

    After you get a knock down you should try TOD almost every time. I also recommend learning how to do the cross up. Most people just block regular against TOD, but if you learn how to cross up that's a round for you.

    A well timed jump back at round start can win you a round. If Honda headbutts hit that crap with a combo. It will dizzy...

    A lot of Hondas can't play this match for shit but still manage to win. That being said there is a lot of things that Honda has to beat Dic that no one knows about. Like I said before this match requires reading how the Honda plays.

    Did you know Honda can counter Dic's super with a well timed move(not a jumping attack)? Mk buttslam will kill that shit up close and it's smart for Honda to Lp HB, or super at full screen. A LOT of people don't know this so abuse it vs Hondas that don't. Just don't allow them to throw you after. Make it so you land in front and can MK after.

    Honda can also HB/super slow moving PCs and HP PCs get you thrown. Only use Pc if you think a jump is coming or if you see him trying to counter Headstomps by jumping around.(It takes timing to hit him of course)

    You greatest fear as a Dic player is a Honda that waits until the right moment. Headstomps will be hit with HB, and Devils reverses will be blocked. This will put the Honda in the right position for adding pressure and mix ups.

    If you want to know something in specific message me or whatever. I feel bad talking about Dic + Honda in a Dee Jay thread. =P
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    MGU does have upper invincibility. It can trade with crossup Tatsu consistently (vs Ryu both characters get knocked down, vs Ken only Ken gets knocked down). Not many DJ players use it, I have only seen Fudd do this. I can see MGU trading with the Wall Dive if done as a reversal. IDK if it'll work, but that's a pretty good option if it can be done consistently, as Vega will be knocked down, but DJ won't be knocked down (in HDR anyway).

    Anybody know if reversal MGU can beat meaty fireballs?

    Could be good vs safe jumps too, IDK.


    mgpjab2.png
  • Big OBig O Joined: Posts: 381
    In my experience meaty fireballs tend to beat reversal MGU, although sometimes it does work. I know the hitboxes are different depending on how fast you mash, so that may be why sometimes it works and sometimes it doesn't.
  • PoretPoret 12 yr old scrub on XBL Joined: Posts: 155
    I have a Super Turbo replay of me using MGU to counter one of Vega's walldives. It was a very clutch victory (and I actually didn't mean to do it lol). I'll try to get that up soon. Should work similarly in HDR.
    XBL: ThatKidPoret
  • 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: 2,626
    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: 2,626
    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: 4,220
    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 NO SQUIGGERINO Joined: Posts: 6,386
    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
    affinity wrote: »
    I mean, you can't even play as a cat in that game. wtf. it's 2017.
    chadouken! wrote: »
    It's called Sonic the Fucking Hedgehog, not Sonic the Cat, you dumb bitch.
  • 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: 4,220
    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: 3,187
    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: 4,220


    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: 4,220
    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.
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