Dj’s cr. forward does in fact beat Fei’s cr. fp clean.
I’m not joking when I say that cr. forward literally beats almost every move Fei has. You could seriously win a match with nothing but cr. forwards and fireballs/upkicks.
Also slide beats dic’s st. rh clean at start up range.
I went to the tournament yesterday was one match shy of making it to semi’s in the loser’s bracket :sad:. Well there’s always next time I got beat by honda’s buttslam. I thought by using short upkicks that it would beat it clean but it doesn’t. I have to hit him at exact angle to beat it clean. Eh there’s always next time…
If I had to guess, I’d say your timing was off. You have to do it very late, but I have never seen Buttslam beat or trade short upkick due to an angle. There are times he’s actually sort of behind me as he comes down, and he still gets knocked out of it.
Bery very true,most people don’t realize how bad a match that is for Fei. Crouching mk beats anything Fei does and is damn near impossible to whiff punish with rekkakens. Just chill and turtle, if it isnt a really good Fei player you will pretty much win. This coming from a Fei player. Fuck DeeJay.
I totally freaked out yesterday because of my friend picking Chun (he knows nothing about her) and beating me with about 4 moves: st.mp, jump, throw, projectile…
Can somebody advise me? I tried Blanka a bit and it worked at least most of the time but I want to know if there’s something I can do against Chun with my DJ…?
BruceLB posted a link on this page to some good anti Chun stuff.
To all the new folks: Before you post a question, please, read this thread. Truthfully, if you are new to DeeJay, you should probably go back and read the ST DeeJay thread too, a lot of good info is in there and most of it is still viable in HDR.
On topic. Hot sauce combo is -> xup forward, cr jab, cr fierce, RH dread kicks, or instead of RH dread kicks MGU. Does a funkton, I am not sure if it works on everyone, I am lazy and only tested it on Ryu.
I don’t advise playing keepaway unless you’re winning and want to run out the clock.
Chun can keep up with DJ in a fireball fight so all you’re doing is giving her meter. Which is really really bad. Your going to want to get a knockdown, then go for some throw setup to throw her in the corner, that is where DJ takes control of the match.
I havne’t posted in here just lurked, but I read someone’s advice for beating Honda - j. jab. I thought they were joking about how good it was against him.
So this guy gets on Honda and clears out my room. I pick Dee Jay, and start j. lp.
I lost thanx to your strategy…
…oh no it worked, the shit was so funny I laughed the match away. It snuffed every move he had except HHS, and that prolly was just a timing thing lol. Good look
One thing to remember is Chun’s fireballs disappear after a bit, and Dee Jay won’t be hit if she throws one from full screen. It’s a bit of an act of faith, but if you wait until her fireball gets to you before throwing a fierce max-out, her fireball will disappear right in front of you and your projectile will fly out from behind the puff of its dissipation, sometimes it’ll catch people by surprise.
But yeah, I generally have more luck on the offense against Chun. Her anti-air options aren’t really that hot, so you can keep the pressure on without too much trouble. Just remember that c.jabx2, s.strong will miss against Chun. I’ve started doing c.jab, c.short xx MGU.
^ It may be my own fault for not switching charge directions soon enough mid-leap, but I find I don’t consistently have the charge for dread kicks after only one jab, so a MGU combo feels like a better chance at good damage. I’ll have to check which combo actually does more damage, and work on the charging if necessary.
^^^^
I’ve heard people talk about changing directions mid-leap before, but if you’re crossing up someone, you’re already having to hit forward, so just keep holding it in that direction so that you start charging as soon as you cross up.
I feel like I have all the time in the world to charge a dread kick after one cr. jab and st. mp.
Certain projectiles, yeah. I think it clears Guile’s Sonic Boom, at least the fast one. Usually when I try, I wind up trading hits with it, but that’s likely a problem with my timing more than anything.
Yeah, now that you mention it, not switching directions quickly enough doesn’t make any god damn sense. I wonder what it is that’s giving me trouble, then.
Short upkicks are invulnerable most of the way up and MGU beats nearly anything cleanly. That’s how you beat Dic. Corner him and it’s game over. Mix it up in the corner. Low jab -> throw, j.jab -> throw, j.rh -> whiff jab -> throw, whatever.
j.jab is incredibly high priority, and it’s the only normal in Dee Jay’s arsenal that can beat Chun’s j.short. Insanely good air to air. Insanely good air to ground. Stuffs a lot of anti air normals.
Actually st.strong might beat Chun’s j.short, but I’m not positive. I’m too busy j.jabbing.