AWRIGHT! A Deejay Thread!

I’ve been sticking s.MP and s.HP out early for anti-air and getting stuffed. Should I be doing them late?

Also, can you upkick Rog’s super?

Anyone have a link to Dee Jay’s frame data. I want to know what would be the safest moves to throw out when I’m playing footsies with an opponent.

http://nki.combovideos.com/flame.html

Thanks for the link.

Depends entirely on who’s jumping in on you and what move their sticking out. Generally st.mp needs to be under an attack to beat it clean so that usually means doing it late. But again, depends entirely on the situation, one of the most important keys to winning in this game is to remember what moves beat out moves for certain chars in certain situations.

Graham Wolfe told me once that he would make a list of what moves beat out moves of other characters. That way he could always look up in case he forgot or if he didn’t know, figure it out and add it to the list.

Regarding rogs super, no. Originally Sirlin had made rogs super vulnerable to invincible moves like ryus dp or dj’s short upkick, but he changed it back. So jump back rh is still the counter when you know rogs super is coming.

Generally speaking, cr. mp is what you want to be spamming when in sweep range. It beat’s ALL low attacks, and will stuff fireballs, and has great recovery. DJ’s got a lot of great pokes, but cr. mp should be your standby.

Whenever I try for this string, I get thrown after the initial j. jab. Am I doing something wrong?

Yeah, depending on how they react ill j.lp tehn throw or j.lp, c.lk, s.mp xx whatever, or just c.mk.

You can do a safe jab, or you space it so that the tip of the j. jab hits dic so that you land just outside his throw range. What’s great about the pressure string is that after locking down dic in the corner with normals and a couple fireballs, you should just be in perfect range to tick with the j. jab.

The second round against Honda was especially nice in that video, Raging. I have to say I have a hard time against my friend’s really good Honda but I’ve learned some stuff from watching that video.

I was having a particularly hard time against a Vega that just jumped from side to side then jumped in mk. to throw 4 times in a row, on either side of me. That dude moves too fast for a Jamaican to handle!

If you want to be aggresive, I think you can meet him in the air with a jumping jab. Hell, maybe you can jump back RH.

Once you get a little space between you, stay charged for an upkick so he can’t do that foolishness again.

A friend of mine found out some stuff with his Rog. I haven’t tested it with DJ but I imagine it to work properly:

If you are charged and someone crosses you up (after a knockdown for example) you can do a reversal super by just doing half of the motion. If you’re on the left side you just have to press: righ - left + kick because the down-back/left position you got from charging as usual counts already as the first “towards” input of the super motion.

With Rog you can do carge db - towards + punch to get a rushpunch and then finish your super motion by inputting backwards - towards + punch. This way you go into your super directly after the rush punch witch is gread if you predict a fireball from max-range. As I said I haven’t tested that with DJ but I imagine that you could do a jab MO - super for more (chip)damage.

Thanks, Mr. Pimpson! If he tries any of that shenanigans again I’ll be sure to jab him right in his beautiful face.

I played a really annoying ass honda yesterday. Kept doing butt slam all day and I was having some major issues blocking it or reversing upkick. I ended up figuring out that short upkick beats it all day. Guy got pissed and rage quit :rofl:

This thread has already really helped me vs Dic and vs Claw, although great players with both still give me a really hard time. Especially Dic as you just cannot poke against a really great one :frowning:

My worst matchup right now though, has to be vs Guile.

c.HK slide under booms from the close range seems sweet at first, but seems to end up just being a shennanigan, as Guile can beat it with a c.MK sweep easily if he knows you are going for that too much.

My big problem in the match is turtle Guiles. If I do ever get a knockdown it usually means I win that round with the typical crossup pressure, but they can sometimes get out of it with HK flash kick now quickly. And the big issue (like Dic actually) is getting a knockdown in the first place.

Usually I lose because of this pattern of events vs a turtling Guile I can’t get a knock down on: Sonic Boom vs Max Out, Guile recovers from his boom faster and can follow up with a jump at me with a MK while I’m still in Max Out recovery. Yep I can block, but this just pushes me back further and allows Guile to just carry on doing it. Trying to hit Guile out of the air when he distances this right seems to be really hard. I’ve tried all sorts, but I’ve had the best luck with c.HP. This can sometimes lose, but generally seems to either hit Guile out of the air, or trade favourably.
Is this the answer to this situation I’m looking for, or can anyone give any better advice or tips? I’ve also found poking with c.MP to work best against his c.MK pokes… but the faster Boom recovery is what always seems to give him the edge here.

Oh and Great Games Homer Pimpson the other night! You’re the first person to beat me Deejay vs Deejay in weeks :pray:
(And no, I know I’m not that great…it’s just XBL randoms aren’t that great either :bgrin: )

Does anyone know what the use of Dee Jay’s jumping knee attack (j.down+lk) is? I have never seen it used and was wondering why it’s there in the first place.

I don’t know why you’d use that instead of j.jab.

Been experimenting with j.HP tho. Does anyone know if it hits lower, stuns longer, or has a safer hitbox than j.HK?

It’s a good tick. I use it occasionally, depending on the spacing it’s sometimes easier to tick with the knee than jab.

Glad to know I can do jump back RH. I’ve been afraid to jump cuz I thought the uppunch parts of the super would smack me.

The normal move AAs are perplexing to me. When I first tried them and got beat, I thought I had to do them early. Now it feels like both s.MP and s.HP are better early, like the limb can’t be hit at first.

GG’s man, I thought you did pretty good =]. Just remember, with the Jamaican, you gotta be patient. :karate:

On Guile, I can give some basic pointers, but as with all things ST related, you really gotta find out yourself through playing the match ups, repeatedly. Also, I am not an expert, so anybody please feel free to correct me/add some stuff.

Like you said, cr strong beats his cr forward, also beats his cr short. Loses to his sobat though, I think =/

Cr fierce beats his cr forward and his sobat kick.

Also like you said, slide goes under boom, but remember not to get predictable with it, that is the key.

Standing short is good against Guile, especially when you have him cornered. Use it to tick throw, or cr jab, standing short, maxout, st RH, etc.

Cr forward is huge vs Guile. Learn the distance of it and try to counter hit his pokes with this instead of cr strong when you are a little bit farther away than where cr strong would be optimal. Try to hit them with DeeJays big toe.

Of course if they are being sloppy with their booms, jump in and combo them.

Cr fierce is a good AA, as is st strong in certain situations. Of course upkicks are optimal.

Try to get a life lead, then run away from that fool. Trade booms/jump straight up over them, make Guile come to you. He is more likely to make a mistake/get sloppy. The clock is your friend.

I already mentioned cr forward, but to me in my limited experience, it is really important for knocking Guile down, as is a well timed slide under a boom.

If they are wanting to jump in on you, let them. That plays into your favor, especially if you can throw them into the corner.

Also, for some reason, from about the tip of your cr strong distance, Guile players seem to fall for the famous “walk up throw” more than any other players. Don’t go crazy with this lol, but just something to have in mind if it is a close match.

Against turtle Guiles, work your way in with maxout, slide, maxout, (wait) slide, etc. Just be patient and work your way in, being mindful to keep an eye out for jump ins, etc.

Homer Pimpson summed it up perfectly, get in and mix it up, if you get pushed out and don’t have the life lead be patient and get back in. If you do have the life lead and get pushed out, turtle so that guile has to come to you which is really bad for guile.

I just want to really stress the point that cr. mp beats guiles cr. forward. It’s the reason DJ wins this match. Not only does it pretty much nullify one of guiles most important spacing tool, but it also helps with sliding under booms. The only thing guile can do to punish slides under booms is cr. forward, mixing in cr. mp with your slides forces guile into a bad guessing game whenever you are close. If he wins all he gets is cr. forward/boom/chip damage and your still around sweep range. If he loses he either gets knocked down, or hit with cr. mp. and you’re up close.

Another thing about cr. forward is that it will completely stuff a boom within range, so will cr. mp but cr. forward has the added benefit of knocking down.

After a knockdown i suggest going for a crossup throw setup, either tick or standing jab whiff into throw, to get guile into the corner. As is usually the case for DJ’s opponent, corner means death. Just do the usual corner mixups of pressuring with cr. mp/cr. forward/fireball when in his face. When you get pushed back slide to get back in or cr. mp if you think a cr. forward is coming. You can also fireball and walk up throw or just walk up and bait something. Mix in the occasional straight up walk in throw. Also mix in j. jab if you see him block a move standing so you know he doesn’t have a charge for the flash kick to get back in his face in the corner.

One trick i like to do is walk up and crouch real quick so it looks like im going to throw out a low normal and instead just walk in throw. This works especially on guile because he will be so leery of your cr. mp and so used to you walking up and spamming it.

Overall guile is a good match for DJ.