can someone link me a good video of guile vs dj? perferably afrolegends vs a good notable guile
YuuVega plays an extremely strong DJ too - check it out
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Here’s a good one of Hyper Street Fighter II Anniversary Ed. This is WW guile vs ST Deejay. [media=youtube]hhLCq0SQTC8&feature=related"[/media]
As you can see the key to beating guile is to be patient. Most of your normals can beat guile’s normals. Cr. strong is key to beating his cr. pokes. The only move that guile has that trades with deejay’s cr. mp is his cr. rh. Just remember you have to have a balance between aggressor and turtler.
It’s also worth noting that going for crossups on Guile is dangerous in any game but HDR. For some odd reason, it’s extremely easy to time safe jumps on him. I think it’s the extra horizontal distance on the flash kick. I’d have to say “bullshit” if you told me they didn’t change the ranges on the short and forward versions. Sure, the roundhouse is much more drastic, but I swear, I never could cross him up so safely before.
But watch out, if he has super - forget the crossups.
You can bait the super by crossing up so that you land just in time to block.
Yes, it’s called safely crossing up.
Yes, the exact same principle as a safe jump in only crossing up.
However, unlike safe jump ins, safe crossups are only really useful for baiting Guils super and for crossing up shotos who can reversal your crossup the correct way every time.
Safe jump in is an incredibly powerful tool that a lot of people don’t even bother using because they think it’s too hard to time. They should try anyways though because it’s not that hard, and you don’t have to be perfect with your timing all the time because you’re opponent generally isn’t going to be perfect with his reversal timing all the time.
DJ has so many options after a tick jab I try to safe jump in whenever I get the chance.
I have found that walking up and sliding is a great tool in this matchup. if you can anticipate a sonic boom, you can start walking up from like 3/4 or 1/2 screen and slide under depending on far you walk up. the way he stops this is by walking back and fierce sonic booming. this will eventually put him in a corner. The struggle is if guile can do enough chip damage so that by the time the fight gets to the corner, guile can win because DJ has so little health. DJ has to get guile into the corner or score a knockdown while taking as little damage as possible because inside, DJ has the advantage
Oh my fault, somehow I completely forgot the option of a well timed crossup…
You know, I never really thought of it like that. Thanks.
What about Guile’s s. forward? This move seems to stuff me a lot. Sometimes I can get lucky if I get him with c. strong or c. forward on his recovery, but is that the only way to fight it? If I time c. strong properly, will I beat it out clean? I think I’ve also traded with it a few times with slide.
Also, regarding safe cross-up jumps, an idea that’s been floating in my head is, I guess an “empty cross-up jump”. You’ll definitely land in time to block, but I think it still gives a chance of baiting out the reversal. The trouble with this is you risk getting thrown.
If you think you’re going to get thrown, quickly throw out a low strong or low forward. Low forward resets the situation and low strong gives you lots of options. You could low strong then standing roundhouse to push him out (regardless of if the roundhouse connects or not, if he even blocks it, it pushes quite far), and there’s always the advantage of low strong beating low forward if he opts to toss one at you… Or you could low short tick throw. Low short has a lot more range than low jab. The other more obvious option is to mash throw.
i came across an interesting strategy and i was wondering what you guys thought. What about walking forward then sliding? if your just outside slide range, then you walk forward anticipating a slide then they throw their projectile and you slide under and get a knockdown. what do you guys think? does anyone else use it? What character does it work best against if you think it works at all?
You can only slide under Guiles FBs (and DJs?) so it only works on him. Actually it’s a good trick if you don’t overuse it since Guile can just throw out a poke that beats your slide (cr.forward and strong I think). You can leave him guessing if you slide, walk up throw or cr.strong - that’s basically why DJ has to get close in this matchup.
I have recently started playing HD Remix again. Street Fighter IV is just a little bit too slow for me. And I felt like picking up Dee Jay because he uses dangerous cross ups. I have been watching some clips of people playing Dee Jay and they tend to spam c.jabs or c.strong when charging up for a Max Out. What’s the deal with that? Do they press jab a certain amount of times so they know exactly when to execute the Max Out? Utilising the charge to its fullest?
I can only speak for myself, but this is basically how my play evolved into using them:
First, it helped fighting against Blanka, Balrog, and Honda, shutting down their “rushing” moves in between fireballs, so it started out as a defensive preventative measure (they’re less likely to roll/torpedo or whatever if there are jabs being tossed about willy-nilly).
Shortly after that, I found that people responded to the jabs differently. If I spend the better part of a round doing jab-jab-fireball, jab-jab-fireball, my opponent is going to wise up and figure out the pattern. So you use that to your advantage. Bait a jump with a jab-jab, and they’ll think they’re correctly anticipating a fireball, only to eat an upkick instead.
And from there, it has since evolved into just a habit that I do without really thinking about it. Both of the previous points are involved, but I don’t think about it so much while I do it.
Hmmm… How I love mindgames. I’m definitely going to incorporate that into my game.
Exact reason why I use it as well, defense and mindgame. It’s funny though, that’s not how I started using it, I jabbed constantly to avoid whiffing due to lag… LOL… it ended up being useful.
I’m having trouble doing a couple of Dee Jay’s more “advanced” combos. Namely:
crossup :mk:, cr.:lp:, st.:mp: xx upkicks
I know, this looks impossible–you’re doing a standing move followed by a move that requires a down charge. But I’ve done it a couple times. You just slide the stick quickly to back, then up. I think it’s a lot harder to do in HDR than ST.
I’m also having trouble getting the timing for canceling cr.:hp:. Sometimes I seem to nail it every time, sometimes I seem to never get it. It also seems like crossup :mk:, cr.:hp: xx upkicks only works on standing opponents. I mean, it WILL NOT cancel unless they’re standing. It’s very strange.
I’m also working on mastering the close st.:lk: -> close st.:mk: and close st.:mk: -> cr.:mk: links. Why? I don’t know.
Oh, and I’m having a TON of trouble doing j.:hk:, st.:mp: xx dread kicks (the excellent jumpin combo that doesn’t require a crossup!). I can’t seem to ever get the dread kicks.
Any tips on any of this from anyone?
I generally do not use crossup combos that end in upkicks. There are exceptions, but those are based on the situation more than anything else. They’re nice to know, but I just don’t get much use out of them.
As for your jump-in combo, there’s two areas it could be failing. Either you’re not starting the charge early enough, so that after the j. rh, st. strong, when you press forward + kick, you’ll just get a normal input, or you’re not canceling the dread kicks out of the st. strong quickly enough. Easy way to test this is to just do the st. strong -> dread kicks combo without the jump in training mode. If you can get that consistently, then you know it’s probably the timing on starting the charge.