AWRIGHT! A Deejay Thread!

all throws in hdr come out the same speed so its not surprising you’re getting thrown out of a wiff then

Normal throws in HDR are essentially instant. So, you can always be thrown out of your recovery frames, regardless of which character is doing the throwing; your opponent just has to react fast enough.

^^Exactly. No wonder you’re getting thrown after Upkicks all the time. Dee Jay is in recovery on the ground, and is wide open to throws and other punishments, without any chance for a counter throw, provided that the opponent is throwing him during his grounded recovery. It’s not just Guile but any character that can throw Dee Jay after whiffed Upkicks for free. It’s like throwing Ryu or Ken after a whiffed Shoryuken.

Throw priority doesn’t exist beyond range, if you can even call that priority in ST/HDR’s sense. Since throws come out instantly, whoever executes first gets it, unless both execute the throw on the same frame, in which case it is randomized. If he throws you while you’re in the recovery frames of your upkick, then you will get thrown every time; there’s no way to beat it, and the best you can do in that situation is tech it for reduced damage. I don’t know how Dee Jay and Guile’s throw ranges compare offhand, but if you’re in what you know to be Dee Jay’s comfortable throw range, then you must be getting thrown before you are able to throw. As for why that works against some characters, I imagine it’s just those opponents not taking advantage properly. Whiffed upkicks as a throw setup works some of the time, but it’s not reliable.

Dee Jay’s throw range is actually exactly the same as Guile’s according to geo’s chart filled with T. Akiba’s data

I’m new to using DeeJay, and would like to know what moves does cr. mp beat, and why bother using it? It looks like Cr. fp does a better job.

cr. mp is faster and recovers faster and reaches further.

it’s hands down one of his best moves.

from experience it beats essentially everything blanka might hit you with.

hum, check out the hit boxes.


jab is really good too

c.forward really good in many situations

but yeah, speed and recovery.

just like chess, you just need to know what space on the screen you want to fill up when.

check all of it here: http://kayin.pyoko.org/hitboxes/deejay/

Let’s see, a few examples off the top of my head (and some of these are more spacing-dependent than others):
Honda- Headbutt and Hands
Blanka- Ball, slide, and basically every standing/crouching attack he has except c.roundhouse.
Boxer- All rush punches (though i prefer using c.forward for the knockdown)
Guile- c.forward and c.roundhouse
Ken/Ryu- c.forward and c.roundhouse
Dhalsim- Slides (though I prefer using c.fierce just in case he does a different attack)

There’s a site here: http://www.pedantic.org/~nate/HDR/ that’s taken those same images and laid them out sequentially. Much easier to look at.

Wow. I was testing all of these in training mode. Holy crap! Cr. strong is a GLK move! Thank you Khiempossible and G3pwood, you’re both awesome for answering my question so thoroughly!

With this new weapon, is there any reason I would bother using Cr. FP since it is much slower?

Crouch Fierce is good as an anti air. Other than that though, crouch Strong is better.

Is there some reason I don’t see a lot of Dee Jay players spamming crouch Jab vs Blanka? It’s better than crouch Strong, and it stuffs all of Blanka’s ground pokes, including his sweep and slide. I just rapid fire cr Jab and Blanka can’t do anything except jump at me, at which point I bust out Upkicks.

^ I’ve tried it, but had it lose to sweep more often than not. Since both c.strong and c.jab seem (at least in my experience) to beat and lose to all the same stuff, I tend to go for the more damaging, less repetitive stress injury inducing choice, c.strong.

I basically use c.fierce to cover more vertical area, or do more damage. It’s a good move to throw out if you’re expecting a trade, or need to punish something without a charge, because it does a ton of damage. I’ve had some success using it against Zangief’s green hand, Cammy’s spin knuckle, and dhalsim’s drills.

Crouching fierce also looks like he’s standing, so it works well as a fake to provoke opponents into jumping at you (because they think you lost your down charge). I know I fall for it every. Single. Time.

I find deejay’s c.fierce really useful against oncoming rush punches from boxer.

cr. fierce can also be used in good combos like cross up j. forward, c. jab, c. fierce xx fierce MGU. As said earlier, a decent AA. I think it stuffs Blanka’s slide better than cr. strong as well.

If an attack is low, then cr. mp will beat it clean almost all the time.

Of the top of my head cr. fp beats/trades with the following:

Dic’s Pyscho Crusher and Scissor Kick
Sim’s Drills
Rog’s Rush Punches
Blanka’s Slide

I don’t really use cr. fp for AA as st. mp is almost always the better choice.

I always thought of Dee Jay’s low fierce as a shield. It’s got a mean hitbox. The only normal I can think of that really beats it is Dic’s s. roundhouse. But I agree with everyone else here in saying that c. strong is faster and c. fierce is great for combos (only if your opponent is standing) and trades. It trades very well. Lastly, I think only the beginning portion of it (the cancellable portion that hits high) is good for anti-air.

Sorry if this is dumb question, but I’m not very good with DJ. So, if you use c. fierce for anti-air, then are you basically assuming that it’s going to be a trade since only the early part is really effective?

Does he have any good anti-air nomals that you can pull off early and expect to not trade (ala Guile’s c. fierce)? I feel like I get the worst of it with most everything I try, and I end up jumping or blocking more instead.

Thanks!

Not entirely. If you time it well, it’ll beat some aerial attacks clean.

If you’re anticipating a jump-in, his s. fierce is great (especially in close range when you can catch their jump early). Dee Jay’s s. strong is his best standing AA, though it requires great timing to get it out there and protect yourself. And of course there’s c. forward. His slide can be used as AA in some situations as well. His standing roundhouse is even slower than his s. fierce, but again, with proper timing and spacing, can be used as anti-air.
When I was trying to learn his standing AAs, I felt like I got a lot of mileage (and still do) out of his s. fierce. And learning to anticipate a jump helped me recognize the situations quicker the more often I did it. I eventually started using s. strong since it’s very quick.

sup guys, so i can manage to pull off deejay’s combos fairly well, but i was playing the other night against him some dude me deejay’s bitch with this lol: cross up, jab, jab, cr strong, into super, into up kicks… 10 hits and i was blown away, i immediately wanted to learn it… so i hit the training room and out of countless tries, i manged to pull it off about 5 or 6 times : / … the more i practice it however, the worse i seem to get lol… is there something, a short cut maybe, that im missing (canceling? possibly like kens st st super) to make it easier… granted that combo is obscenely hard to pull off, but i was just curious if anyone had any suggestions?

Try this variant instead:

Cross > cr. jab x 2/3 > roundhouse up kicks > super

You need to start the super motion right away, just start the DB charge during the upkicks :slight_smile: