AWRIGHT! A Deejay Thread!

Wait… slide goes under boom?! Is the timing really finnicky on that, because I swear I’ve tried it and always been clipped.

Anyway, again, this is great stuff. I have trouble against a friend’s Guile who repeatedly abuses Sonic Boom walk-up throw so he’ll be getting some of these nasty tactics next time we play.

Hey guys, was wondering if there was any combo I can do to people that are stunned in the corner?

The combo I like to do is jump in MK > st. MP xx RH Dread Kicks

It’s really simple to do and it does good damage.

Jump in rh, cr. fp xx rh dread kick does a fuck ton of damage. It’s not easy but it’s not that hard.

Learning that combo also has the added bonus of helping against Ryu . You guess right on one of Ryu’s fireballs once, and land that combo, and it’s pretty much round over with how much damage and stun it does.

Wow, yea that does sound deadly. Thanks - I’ll try it out.

Just to c.fp XX machine gun if it will kill them, since sometimes the second hits is blocked. If you need the extra damage then the dread kick combo is the way to go. Also if they are dizzy mid screen, cross up mk, c.fp xx hk dread kicks then super juggle does a ton. The dread kick combo on opening round is a instant dizzy if you use lk dread (in ST it was anyway).

Deejay is a force to be reckoned with in remix and I’m loving it!!!

I don’t think i’ve ever seen the second hit not connect as long as you space it right and and land the jump in close. With the increased speed of the dread kicks you get even more leeway now.

DJ was always a force to be reckoned with (just a notch below Ryu). He actually didn’t get much in Remix, but like Ryu, he really didn’t need much.

That’s always been my view on him as well. He’s one of the least popular characters from my experience, and I never even really took him seriously until I started teaching my girlfriend Super Turbo about six-months back and picked him up because was one of the characters that I didn’t have any real experience with (to keep the playing field a little more even). It only took a few hours for him to become my absolute favorite character on the roster.

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Check out the comment I left regarding 0:54. What do you guys think?

My thought is that it is legit, but the DeeJay mirror is a match I don’t get to play too often =] I think because he had the fierce out before the slide, the slide slid into the hitting frames of the fierce. Tis only a guess, however.

What are you guys doing against sim and rog? Sim I’m having the worst time with. Any time I do jumping rh after his fireball I constantly get stuffed with his slide. I was able to sometimes hit his cr. strong with my strong and it would beat it but I don’t know what to do any more.

Two things that helped my game against Rog immensely. First…Use cr. Strong liberally. It is DeeJay’s best poke and is very good at stuffing his low rush punch. Second…after you throw a Max Out and you don’t expect him to block (meaning you expect him to jump it or head butt threw it) immediately jump forward with RH to punish his headbutt or jump…this makes it very hard for him to get around Max Outs at ranges of over half screen or more.

When I implemented these two things the Rog matchup went from frustrating as hell to quite fun.

Against Rog:

Cr fierce, cr forward, cr strong and I think a well timed cr jab stuff rush punches

If you are super cool, you can upkick them(short), TAP’s too. Only for the brave/confident, and only works with high rush punches.

Like BruceLB said, jump back RH if he whiffs his super

Cr forward a lot, but not too much. You will be amazed at how many knockdowns you get with this

Careful when you try and cross him up, his bodies hit box is skinnier than it looks, and if you cross him up wrong, you will get the headbutt.

When he doesn’t have super, zone him with maxouts, st RH headbutts or J RH them if he gets too close with them. Kinda try to work him into the zone where he either has to block maxouts, jump over them, or headbutt, and counter the headbutts. Or, just rezone him if you can’t counter, but be careful of getting St fierce to the mouth. Counter rushes with cr forward, cr fierce, short upkick, etc.

When he does have super, I use the same game plan, but a much more defensive/footsie oriented version. Just don’t get sloppy, and work your normals more instead of maxouts, and be careful of when he has a charge as an indicator on when not to throw them

You can safe jump on boxer pretty easily with jumping jab. Work this into your zoning game, get him in the zone where you can safe jump, do so, he whiffs headbutt, you punish. [media=youtube]FMTJHPlQcsM&feature=related[/media]

The very end of this match, 5:22 or so, you will see DeeJay safe jump.

Just some basic anti Rog stuff, it took me awhile to get comfortable fighting Rog.

Once again, I am no expert but this should be more than enough to get you going =]

Against Sim, I really don’t have that much to offer. I really haven’t played that many Sims that were scary, in ST or HDR, so my knowledge about him is pretty limited. Some basic stuff I can offer is:

Try to trade hits with Cr fierce, that will dizzy him after a couple and you can jump in and combo him. Also makes him think twice/hesitate a little bit to stick those limbs out. Cr strong beats a lot of his low punch stretch madness too.

Cr forward beats his slide, knocks him down so you can cross him up. I think cr fierce will knock him out of the slide too, not 100% sure about that though.

Maxouts, smart and patient use of them, because I am sure you know you can get popped if you are predictable, but this is the key in getting him to trade hits or stick out limbs for you to pop.

St strong and upkicks beat drills

Tick throw him with your cross up patterns, after a teched throw throw out a cr fierce, seems to catch a lot of Sims trying to stick out limbs.

When close, I like to throw in RH or short dreadkicks as a pressure tactic after a block string to try and push him towards the corner.

Like you said, your cr strong is valuable in this match, as it is every match up.

Sadly, that is about all I have on Sim lol

Thanks for the tips guys I got a tourney this saturday and am trying to read up on as much match up as I can for this event.

Not a lot of Dictator stuff in here so I will contribute what I can.

MGU beats Crusher cleanly.

Short Upkicks beats out Scissor Kicks cleanly (have to predict though)

I have had the most luck applying as much pressure as I can onto Dic. It seems almost hopeless if he starts to get his pressure game onto you. I try mixing it up with zoning techniques and straight up pressure.

Any other tips?

Any tips on how to stop fei-long ive tried zoning techniques and straight up pressure and he still pulls a win out.

Those are cool. =] I think BruceLB posted up some great anti-Dic strats a few pages or so ago.

On Fei:

Be careful when he knocks you down, look out for over heads and do not eat a cr fiercex2

Cr fierce beats rekkas, and if timed right chicken wing. Be mindful of HIS standing fierce though.

Upkick chicken wings all day long

Work your zones with maxouts

Cr forward beats rekkas on reaction, knocks him down and he is a fat cross up target

The ever Zeus like cr strong is a must, use it wisely

St fierce is a nice AA against him, as is St RH and cr fierce and of course upkicks

Just be patient, zone him, out footsie him, and don’t let him get you in the corner. Easy enough, right?:rofl:

Here’s what I posted a few pages back on dic:

For people having trouble finding strats I give some tips on Chun/Honda/Sim/Sagat/Claw on this page.

Fei is so easy, I’m still adamant that it’s a 7-3 match for DJ.

Basically if you want to beat Fei just sit there and spam fireballs and cr. forwards.

That’s it. Literally, cr. forward beats almost every move Fei has clean. So when he’s out of range zone him with fireballs and up kicks if he jumps, and if he tries to get in beat his pressure game with cr.forward/cr.fp and push him back out again. If he gets all up in your face just jump back jab, fei can’t do anything to punish it.

I don’t usually try to cross up fei (unless im cornered) and never move forward. This is one match where a basic turtle gameplay is almost unbeatable.

What about Fei’s c. fierce as a poke? at starting-round range, seems like it stuffs everything, even short dread kick on startup. I doubt Dee Jay’s c. forward outprioritizes it, but I could be wrong.

It’s like fighting Dic’s s. roundhouse at the same range, there’s not really much Dee Jay can do in my experience.