====DEEJAY SAFE AND BAIT JUMP GUIDE====
A.K.A “MY KNEE IS A BAZOOKA”
Hello there, my name is RoboPope. I’m a Deejay player from Melbourne, Australia. Please enjoy this short guide. I hope it helps both those new
to Deejay and veterans alike in the shoto match ups. I know there’s a lot of info in the forums about these sorts of setups, but I noticed
there wasn’t a single compiled list of setups. So I thought I’d try and make one. Feel free to amend or add anything.
These safejumps and baits are designed to be used against shoto/srk characters and in conjuction with Deejays main BnB’s.
I believe the fact these setups come off all of Deejay’s BnBs proves their importance.
Moreover, once the opponent is conditioned to merely block on wakeup, you are given free ambiguous jump mks.
Since there’s plenty of material on the art of ambiguous jump mk’s I won’t have a section on it in this guide.
MGU: Machine Gun upper.
UK: Up kicks.
SJ: Safe jump. Setup that beats, blocks or avoids a reversal completely and leads to either a hit or a block on
BT: Bait. Setup that blocks a reversal. If an opponent merely blocks on wakeup this jump in will wiff. These
jump ins should always have an immediate croutch-tech at the end. Can also function as an instant low attack mixup.
5.OH: Overhead. If this setup is blocked low it will function as an overhead. The reason I’m including this note is to
make it easier for people to mix the instnat low setups with the high hitting setups.
To apply most of these safe jumps you need to first be familiar with the myriad jump arcs DeejaysKnee drop (down+lk in the air) accomodates for.
Also, whether you are picking up Deejay for the first time or are a seasoned Music man, it will take time to become comfortable with
executing these jumps. Practice makes perfect.
There are three types. My apologies if I’m perverting any terms used by KoF players
Half jump: this can be measured/learnt by executing BnB 2. After the cr.mk, jump at normal crossup range and cancel your jump with a Knee Drop when you are nearly congruent with your opponents body. This range is very similar to the vortex jump mk distance. If done correctly, you should land for a fake cross up.
Third jump: This will be your most useful tool. Unfortunately, it can’t be taught cookie cutter style.
There are a few examples you can draw on though. Firstly, the lowest jump over a fireball has similar timing, you’re close. Secondly, you all should know how to micro jump (i.e. the lowest possible Knee Drop jump, executed by instantly pressing down and lk after pressing up), this jump is slightly higher than a micro jump.
Micro jump: See above.
- cr.lp, cr.lp, cr.lk - LK Sobat
- cr.lp, cr.lp, cr.mk
- cr.lp, cr.lp, MGU (any non ex)
- cr.lp, cr.lp, mk UK
- cr.lp, cr.mp, lk UK (!!!this combo is not lenient, the cr.mp is needed for spacing/timing!!!)
NOTE: These combo’s are merely the easiest way to apply the safejumps. If you preffer you
can change the specifics. As long as they end in a cr.mk that is within far stand lk range , and LK Sobat, or the specified UK’s.
NOTE: Combo 4’s setups, though valid given the situation, should always be forgoed for a follow up HK UK if it leads to a cornered opponent… cornered opponent = even bigger Deejay smile :DDD
==Against 5 frame opponents==
- Combo 2. Micro step back, or wait a few frames, Half Jump. SJ-OH
- Beats SRKs and leads to a combo or a block
- Combo 1. Third Jump. SJ-OH
- Combo 1. Micro Jump. BT
- Safe against SRKs, no combo. Croutch tech the second you land.
- Combo 2. Third Jump. BT
- Combo 3. Third Jump. BT
- Combo 3. Wait about 20-30 frames, jump in fp. SJ-OH
- Beats SRKs, leads to a combo or a block.
- Combo 4. Hold up forward, jump in mk. BT
- Beats SRKs, no combo, croutch tech.
Combo 4. Micro step forward, Mirco Jump. BT
_ Beats SRKs, no combo, croutch tech.
Combo 5. Third Jump. SJ-OH
- Beats SRKs, lead to a combo or block.
- Combo 5. Hold up, cross up mk. ???
- This setup seems to either stuff or force a whiff out of all SRKs (3 and 5 frame). However, I believe it needs more stringent testing.
==Against 3 frame opponents==
- Previous section setups no. 3,4,5,7,8 and maybe 10.
Please keep in mind these setups are meant to function as part of an overrall gameplan. To wit, Deejays ability to switch from zoning, to mid range footsies, to wake up abuse/the vortex. You should combine these setups with the normal vortex options to keep opponents guessing.
Hope this guide helps all the Deejays out there when fighting reversal happy opponents, or just the shoto match ups in general. I’ll be lurking the Deejay forum every now and, as I usually do, so feel free to post.
Probably going to write a match up guide and frame trap/counter hit guide soon as well.
Props to all the pro Deejays out there!
Keep on Dancing, Keep on Smilin’.