AWRIGHT! A Deejay Thread!

In my experience, neutral j. short beats wallspike clean.

Can’t emphasize this enough. Boxer has the slowest wake-up speed in the game. Safe jumps work great against him, though.

:pray:

you are both scholars and gentlemen! Thanks for the advice. I’m trying these out later tongiht!

i havee been practicing the combos guys but the c.jb after crosss-up medium kick is still trickiky for me to land consistently …i have maybe a 40% success rate right now… its only been a few days but would you guys say im making progress?

If the problem you’re having is landing the c.jab after cross-up forward, I’d guess that you’re probably not hitting the forward late enough. The closer to the ground you are when the forward hits , the faster you land, and the more time you have to stick that first jab.

Taking another look at that combo video to see the height at which the cross-up is hitting might help.

I am a Dictator player, so I am speaking from a Dictator as victim perspective.

The most dangerous components in Dee Jay combos are:

  1. dizzy
  2. damage
  3. coin flips/mix-ups
  4. hit confirm
  5. resets
  6. positioning
  7. stun
  8. ease of set-up

Dee Jay’s combos each offer a different combination of the above, and you’ll want to choose your combo depending on which of the above you want.

1 - Dizzy
Dee Jay has a number of combos that dizzy.
These are dangerous because they put the opponent in a position to receive another combo

2 - Damage
Dee Jay combos deal varying amounts of damage.

3 - Coin Flips/Mix-Ups
These are attacks which require the opponent to guess, and a wrong guess results in the opponent suffering consequences.
Many combos can be safely crouching blocked by the defencer until the attacker pushes themselves out of range, but if the attacker mixes-up throws into their combos, then the defender has to guess in order to avoid suffering.
And if a defender must risk standing (and performing throw reversals), then they become vulnerable to a crouching kick attack into combo which can then result in the defender suffering.

4 - Hit Confirm
Many Dee Jay combos are so quick or cumbersome that when you use them you are committed to their execution and cannot adjust them whether your opponent blocks or not.
However, some of Dee Jays combos involve long strings of light attacks which enable you to both (1) see if the defender is hit or blocking, and (2) allow you the speed (low attacker move recovery) and position (low pushback from light attacks) to choose between finishing the combo or doing a mix-up.

5 - Resets
Resets are attack string that put the opponent back into a position where you can hit them with another attack string.
Knocking your opponent down (throw them, some specials, sweep attacks) is a reset.
Putting your opponent in block stun and position for you to execute a surprise cross-up can be a reset.

6 - Positioning
Some combos push Dee Jay away from the opponent at different distances.
Other combos result in Dee Jay launching over them into the air over them.
Likewise some combos will push your opponent a long distance on the screen, and you can choose which direction to push them.
You can select combos that help put your Dee Jay where you want to be: at a safe distance, out of the corner, close to renew the attack, etc.
Or you can select combos that help put your opponents where you want them to be.
Or you can select combos that leave you in a terrible position.

7 - Stun
Different combos result in different levels of stun/recovery for the defencer and attacker.
You can do a combo that lets the attacker come out of stun first, or you can do a combo that lets the defender come out first.

8 - Ease Of Set-Up
Different combos require different set-ups to get off.
Know what combo options you have at different times, or how to set-up positioning to land each combo.

From the [media=youtube]tqM2hbRcKjc"[/media]:

Allows hit confirm
1:19
1:42
1:50

Can be mixed up with throws to get the opponent to have to coin-flip guess to avoid suffering
1:16
1:24
1:32
2:10
Brutal because these strings can use the crouching LK to break through an opponent’s successful block if you condition them to use standing block (to reverse a throw) during a string.

2:04
Allows hit confirm, allows standing for easy auto-mix with throw or jump cross-ups.

Nice zaspacer, very nice. Deejay has so many combo and throw option select choices and high/low mix ups its :looney:

Well said Zaspacer. I’m a dic player too, as well as a deejay secondary user, and i couldn’t agree more, so i just wanted to expand a bit in the hope that it’s a bit useful. Deejay played right can be really tricky to deal with. If the deejay player gets the right positioning it basically is going to come down to a guessing game as to whether you are going to take damage no matter what, and deejay’s combo potential means that one wrong guess there and you can take BIG damage and possibly lose the round.

Apart from getting positioning right, chief among the points that zaspacer posted for me that make deejay hard to deal with are #3 and #4, and #8- mix ups, hit confirms, and ease of setup. Practice these and your deejay wil be formidable.

Deejay’s ambiguous “shit, which way do i block” wakeup crossups, long block strings into possible throw mixups, and repeatable knockdown set up combos are the hardest parts of his game to deal with, so you should run through all of that stuff in training mode for ages and whore it as often as you can in matches. You just need one mistake with him to win a round, unless you’re playing very turtle style for a matchup you should be putting on as much pressure as you can at every step to force that mistake and be in a position to capitalise.

For instance, deejay has a ton of options off a jumping MK, maybe it will crossup, maybe not. You can hit confirm it into a long combo-If the j.MK is blocked-mix it up with a throw sometimes, and vary the timing on where in the block string you throw (don’t be predictable). If it hits then continue the combo, but not only that, make sure you pick a combo that knocks down, gives you positioning advantage and puts you into position that you’ve corner trapped the opponent or you can do another jumping MK on their wakeup to reset the guessing game or whatever. Always be thinking about your positioning, in every thing you do during a round. To my mind it’s far more important than many other things in SSF2T/HDR

For instance, i have a fave combo that i do a lot with deejay, because it covers a lot of the bases i just mentioned. I love crossup jumping MK, 2x crouching jab, xx MGU 4 Hits. I like combos, but they’re not the biggest part of my game. There are a few reasons i whore this particular combo:

-First, it’s easy to do and there’s less of a chance of messing it up than some of his other combos, and the MGU is more reliable and hits regardless of issues like opponent’s character, crouching or not, etc.
-Second, it’s big damage, 40-50% and good stun potential.
-Thirdly, the first 3 attacks give me plenty of time to hit confirm and see if it’s blocked or not, so i can choose whether to proceed with the MGU, or mix up a throw or switch to a maxout or dread kicks for push back or whatever and be less vulnerable on completion of a blocked combo.
-Fourth, if it’s done right and it connects, and you get all 4 hits of the MGU, you’ll knock them down, and you’ll recover way before they get up and you can already be in position to ambiguous crossup them again with another j.mk. and restart the whole process. At this point a lot of opponents, if they’re not already stunned, will be so terrified of getting hit again and getting stunned that they’ll block for dear life. You can repeat the process or just go for a throw mixup which will get you the stun, which will get you another killer combo mon, which will get you the round.

This isn’t his best combo, or even his most powerful, and a lot of people will advise other options, it’s just my pwersonal preference, but it suits my gameplay style with deejay because it gives me the most options regardless of stuff like positioning, whether it hits, whether it’s blocked, etc to maximise my potential of doing damage and make sure i have the upper hand. There’s always a chance if i get a jump in on my opponent that they’re going to guess wrong somewhere in the chain and get hurt, and IMO this is deejay’s biggest strength.

EDIT. Oh yeah, and as a dictator player i hate his “hand of god” jumping jab sooooo much. Ridiculous priority in the air. Whore this.

Got a question:

My problem using Dee-Jay has been mostly against the faster characters like Chun-Li, Vega. I get paranoid and am always charging the upkicks, but then that forces me into a crouched position. And I don’t throw as many MO’s because they can jump over AND I’ll lose my upkicks charge. Is my only way to advance forward while charging to do the slide? Thanks.

ok i see what your saying 3pwood i am going to try to make the crossup a lil later and see how it turns out…another problem i have is the linked s.strong after the c.jbx2 but i think thats more a problem of me using a control pad. I i have to hit jab extremely fast to link the strong but it wears out my thumb lol

Norieaga; just practice his normal AAs and you won’t be paranoid anymore. They’re extremely high priority so you can play very loose and still be able to punish almost every jump in. Try out st.strong, st.fierce, st.rh, cr.forward, cr.rh, cr.fierce (and sometimes even cr.strong works). If you get comfortable with them you can play a lot more relaxed (I’m practicing this too atm).

Edit: you can always advance by jumping forward (you’re already charged if your opponent reacts to that with a jump-in by himself) with j.jab or by just walking 1-2 steps and then going down-back again. There’s so little time for your opponent to react to your charge-loss that you can give it up pretty safely from time to time.

@Fulaani: Are you sure about that?

Well I clearly remember you using st.strong after my bite to beat the jumpin clean. Then I tried j.fierce because it has sick priority over moves that are right beneath it and I got a clean hit on you.

Now you mightve mistimed it 1 or 2 times but thats what I remember from our session. Needs testing.

All lies from zaspacer.

The reason why Dee jay is so deadly is because most opponents are trying to figure out where you can buy a pair of pants that say “MAXIMUM” on the side. It’s obvious that Dictator is jealous because all he has access to are pastel colored caps that limousine drivers wear and shiny shin guards. Dee Jay usually takes out players while they’re busy admiring his clothes.

Hahahaha. :rofl:

leonowski speaks the truth, and I am bummed out I never got to play your Deejay while I had a 360. I saw a vid where you played eggo, and Sim is a somewhat awkward match for Deejay. Thought you did really well I must say :tup:

Noriega: The advice Tschesae gave is great, but I must add that I would not suggest c. RH as AA against Chun, most of the time she will beat that clean. Standing strong is good against her, as is standing fierce. Usually with Claw, the tip of standing fierce is quite nice for his jump ins, and that takes practice to time right. Standing strong and c. RH do well against Claw as AA, not 100% on exactly which jump ins it beats. I think his jumping RH? Somebody correct me please if I am wrong. As long as you keep a safe distance where Deejays AA normals will beat their various jump ins clean(or trade, I think trading hits almost always plays into Deejays favor) you will be pretty safe, as long as your spacing is tight and you keep a sharp eye on their sprite. When they do something that makes them lose their charge, you can jump in on them pretty easily I think as well. That will get you close. You can always safe jump too.

Their are two ways that I know of to advance forward while maintaining your charge with Deejay, sliding and jumping. Don’t be too paranoid, you usually want people to jump in on you when you don’t have a charge.

Nice advice, I play a little bit of DeeJay and always saw this as a turtling match. I generally spam crouching :mk:(I mean like abuse like the flowchart ken srk even if she isnt near you abuse the hell out of it) since it knocks down, the fact chun li has few options against it, and it has high priority. This also gets rid of her tick throw game since she cant get close to you. You can also stop walk-in throws with crouching :mp: as a option with shorter recovery time. Use upkicks against jump ins when she becomes desperate enough to jump at you. Also Chun does not win the projectile game as far as I know since DeeJay projectile comes out FAST. ALWAYS go for jumping :mk: crossups on the knockdown since Chun’s reversal SUCKS and I believe the crossup wins most of the time. She is helpless IMO as far as this matchup. A little bit of slides and standing :hk: pokes and youll be in control. This match is easy as hell against most chuns if not all with DeeJay.

You got me. >:/

If you would just hold still on the screen more, and stop jumping or crouching to obscure the letters…

Dictators cap is a pilots cap.
You see his plane in A3.
Dictator is also bitter (besides the MAXIMUM pants) because they cut his salary and took away his pension. :confused:

DJ and I don’t really think it’s close. DJ is almost as good a turtle as Guile, and is a way more effective offensive character.

I use to main Guile before I switched to DJ.

Dammit you guys are going to start making me humble. I like being a egotistical asshole. :lol:

Also Fudd I can’t help but chuckle every time I see your title.

Excellent breakdown zaspacer.

I know personally, I always go for the most damaging/dizzy combo when I know it’s going to hit or think there’s a good chance of hitting. After a knockdown it’s relatively easy for the opponet to block the crossup correctly, so I usually always attempt some sort of mixup that resets the situation.

You’re problem is you’re going about those matchups all wrong. The use of upkicks in those matches is very situational, you don’t want to be looking to upkick everything.

Also don’t be afraid to use fireballs. Especially against Claw, because as long as you use them smartly you can always jump back jab or st. strong his wall dives if he tries to punish them.

The most important thing to remember against Chun is to get her in the corner. Corner equals [media=youtube]_WiMV_ReVq0#t=0m12s"[/media]. Besides the block strings you see there st. rh is also very useful for keeping her pinned down in the corner. Once you get pushed out of range you can either j. jab, which will beat her upkicks if she doesn’t time it right, or slide to get back into range. Jumping jab is good because it sets up block strings/tick throws. Slide is good because it puts you back into range while maintaining your charge and a lot of Chuns will jump back short in the corner allowing you to punish with upkick.

But what really makes the corner so deadly is fireball on wakeup. It’s a really bad guessing game for Chun. You’ll notice in the video the first time I do it I walk forward like I’m going for the throw but stop just short and cr. mp. I do this because cr. mp will beat any ground attack Chun might throw out and it recovers fast enough that if Chun jumps back short or tries to upkick, you can punish.

Doing this is not only completely safe (unless Chun as super) but it’s what really makes your tick throws so strong.

Upkciks are really strong when Chun is cornered, I actually should have won this match at [media=youtube]_WiMV_ReVq0&feature=related#t=1m21s"]1:21 but I fucked up the upkick. You’ll also notice at [URL=“http://www.youtube.com/watch?v=_WiMV_ReVq0#t=1m15s”[/media] is one of those specific upkick situations but I fucked up the upkick again :looney:.

Also as a sidenote, this was probably one of the most fun matches I had at evo. Just want to say really gg again to Zass.

How do I jump forward while maintaining charge? I’m guessing jump and then immediately charge while the jump is still in motion? Thanks.
I’m very new to charge characters as you can all see…

Yep, that’s basically it.

Yep you immediately move from :uf: immediately to :db: or :l: position depending on what you plan on doing. Once you press :uf: you are in the air(I had a habit of holding :uf: instead of just clicking the joystick to :uf: once then immediately moving to either one of those two charge positions. Takes practice of course though, just practice and see how early after the :uf: or :ub: jump you can begin charging.

Edit: Of course if you are using a crossup, you would move the joystick to :df: after jumping due to the fact that it is :db: on the other side