AWRIGHT! A Deejay Thread!

Hey, I was wondering if any of you guys could give me some basic Deejay ‘instructions’ as I’ve recently got my live working again and thus HDR. Have been offline for too many months now (routers given to you by providers suck). I’d just like a few BNB combo’s and or metagame tips because I’m getting my ass handed to me online. Not that I’m a complete scrub, I just haven’t played HDR for ages (the stamina of the cast is LOW! :|)let alone a Deejay. Who I’m plannong on playing a lot with as his huge smile makes me feel all warm and tingly on the inside.

Send me a friend request, I play a little Deejay on the side. I can show you some combos and tactics.

I’ll be on tonight.

So I’ve been playing Deejay for awhile now and I’d say I definitely improved. For the most part I know when to use his normals and specials like the back of my hand. I know some matchups too.

The one matchup I’ve been having some trouble with is Sim. When he does his head drill I usually use s. strong or s. fierce but it works maybe 25% of the time. I also can get in some counter throws afterwards but thats like 25% too. I trade with his limbs using c. strong and that seems to do well. I have a lot of trouble getting in though it seems he’s either zoning me or rushing me down. Any tips for this matchup.

On a side note if anyone wants to play me in a Deejay mirror that would be great, I want to see how where I’m at on a competitive level.

Sorry to nitpick, but i would always use :db: or :df: to charge in mid jump, to keep your options open, not just :l: or :r:. You’ll have charge for any special move with any charge character no matter what happens if you do that, whereas if you only hold :l: or :r: and something unforeseen happens you might be missing a charge for a down to up charge special that you could have used. The only time i can think of where you would hold back instead of diagonal down back is if you were jumping in with a character that had a “down plus kick or punch” move, like honda’s MK splash, and you wanted an MK in mid air instead of a splash.

Plans change, so cover all your options. Playing with chargers as opposed to shotos etc is a different mindset tactically because of the availability of special moves instantly versus having to prepare (charge) for them. Make sure you have as much of your special move arsenal available to you at all times when playing charge characters, and practise snapping the joystick to the jump position then instantly back to the diagonal charge position every time you jump, and also look for ways to advance without losing charge (slides, knee lunges, etc). After a while charging while doing other stuff will be just second nature. I play both types of characters but exclusively charge characters in ST/HDR, and I can’t count the number of joysticks and pads i’ve gone through over the years by wearing the diagonals out from constantly charging :db: and :df:

cross up j. forward, c. jab x2, s. strong xx rh dread kicks
cross up j. forward, c. jab, c. short xx mgu
cross up j. forward, c. jab x2 c. short xx rh upkicks
cross up j. forward, c. short, s. short, s. strong xx rh dread kicks

good blockstrings include

s. strong, c. roundhouse
c. jab, s. strong, c. short

good AAs are s. strong, s. fierce, s. roundhouse, c. strong, c. fierce, c. roundhouse, and all versions of upkicks.

c. forward works as a good AA and all around move vs Claw.
j. jab beats basically all of Honda’s moves.
s. strong and s. fierce work well against Chun and Dictator.
c. strong beats a lot of pokes like shoto’s c. forward and guile’s c. forward.
DJ has probably the best normals in the game, so use them.
j. jab has stupid priority, use it
DJ can turtle well and rush down decently.

stupid trick with DJ: kara cancel his c. roundhouse for distance (you can kara cancel his specials, like his fireball)

Here’s a counter-nitpick

…or Dee Jay’s knee shot?

Anybody notice that Deejay’s s. fierce has the same animation as his max-out? Perhaps it can be used as sort of a fake fireball? I haven’t tried it anough yet to see its effectiveness.

I use it for this very sparingly. It really does throw people off, but you can’t whore it, as the max out and s.fierce come out at noticeably different speeds.

Yes, that is a pretty common tactic. It is somewhat effective as long as you space yourself properly. Just make sure you try and stay at a distance where if they were to jump over your MO fake, they would land onto your standing fierce. Just be careful with it, don’t fall into predictable patterns.

It was effective in ST but it’s even more effective in HDR.

In ST when he throws a max out, during the startup animation there is a bit of the projectile drawn into (under his elbow) the st.:hp: looking sprite. So earlier on you have a visual cue as to what he’s doing. In HDR this is missing and you cant tell if it’s a max out or a ST fierce until the max out comes out completely.

It’s also more effective against slower fatter characters like Honda as he has to wait longer to see what Dee Jay is really doing. Putting him at more of a disadvantage in footsie range (in my opinion.)

Very good info ^ +++

I use fake MO against Honda a lot. It works really well but you have to be at “I can still AA MO Hondas jump in”-distance or further away, otherwise it’s risky and not that useful.

Whats up peoples, Getting ‘back’ into ST and want to do some DeeJay MM’s…NEED a lot of help. Hit me up on LIVE at dikrodnum . Hope someone can help…?!

Well…what kind of help do you need? There are numerous pages here of combos, applications of said combos, match up specifics, tips, etc. Are you playing ST or HDR? ST has it’s own (very lonely and sad) sub forum. Quite a bit of Deejay goodness in there as well.

streetfighterdojo.com: ST Dee Jay Page

I finally got the ST Dee Jay section up at streetfighterdojo.com.

The link is:
http://streetfighterdojo.com/superturbo/deejay/deejaymatches.html

Yes, it’s ST and not HDR, but a good amount of it is similar and I expect HDR players will get some use out of the matches and extras.

Fei Long is next in line.

Zaspacer = the bomb.

Zaspacer, you leg end. Thanks for this. I have a feeling my deejay game is about to go up a notch. Great work.

Well just more so Mirror matches is all…I like watching others play so I can see what are good/safe things to do. I also like talking over the matches too so that I can understand ‘why’ things are done. Reading is not the same as applying…

Even if the other players plays another character, as long as they can talk about what to do in the match-up i’d be fine with that!

My name is MrSimpson/Homer Pimpson, and I support this post. A lot of effort went into this, thank you :tup:

From Streetfighterdojo.com:

[media=youtube]jTgT45wIidg&feature=related[/media]

This is basically what this matchup comes down to at a high level. I’m sure the reason that zaspacer didn’t post up more deejay mirror matches on his site because they’re basically all the same.

-Dull!

It’s a big snorefest but it comes down to locking off the horizontal space with endless max outs and both deejays trying to get an opening to get in close with normals and do damage (example at 0.40 on the clip, the first time there’s a break in the fireball war). Psychic jump overs, early air attacks, and slides to give you positioning are all important too. I find that working your way close using slides etc to put you into jump attack range is the hardest aspect of this match. Once you’re that close then it becomes about whether you’re going to jump attack or max out. Once you get in on them then you can start to mix it up like you do with the rest of the cast, but getting in is the hard bit. Knockdowns are crucial, and will often decide the round.

IMO it’s one of the dullest mirrors in the game along with Guile v Guile until you get in close.

Get practicing your max out timing.