AWRIGHT! A Deejay Thread!

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:

hey thanks man!! I can actually get that variant, i think i was just so stunned by that other combo that i really wanted to try and learn it, it was nuts!! lol im gonna keep working on it, im determined >:l
Im finding theres two ways to approach it, you can either time the command perfectly so that you hit strong the 2nd time you hit back when charging for the super and finish the command normally, or you can do the entire super command and hit strong right before hitting any kick for super… both are equally frustrating :confused:
Thanks for the input though bro :slight_smile:

hey thanks man!! I can actually get that variant, i think i was just so stunned by that other combo that i really wanted to try and learn it, it was nuts!! lol im gonna keep working on it, im determined >:l
Im finding theres two ways to approach it, you can either time the command perfectly so that you hit strong the 2nd time you hit back when charging for the super and finish the command normally, or you can do the entire super command and hit strong right before hitting any kick for super… both are equally frustrating :confused:
Thanks for the input though bro :slight_smile:

Norieaga, surely you could’ve mentioned my FAQ. :). I have stuff in there on how to super cancel, too.

freshoj, your stuff has been bookmarked… you are a champion lol, tons of appreciation…

I’ve recently been having trouble with the Blanka matchup. I’ve read the thread but the advice is ā€˜low jab and low strong, and anti air when he jumps’ but Blanka somehow keeps getting in. When I try to anti air him with standing strong he stuffs it (but I don’t know with what; it all goes by so fast). I’ve learned to not maxout at close range 'cause he can slide under them, knocking me down and starting the crossup shenanigans, though. Lately I’ve been playing BlueTallCans, but he keeps raping me (with his Blanka and Ryu).

Any other help, or do I just need to practice more?

Never! I’m an OJ hater :slight_smile:

RE: Blanka

I usually play the match this way:

  • throw cr. medium punch to stuff practically everything
  • use j. jab while jumping back to stuff horizontal balls when you’re trying to create space
  • once you’ve spaced him out, cautiously throw maxouts (I also have problems with his jump-ins)

Can’t help you with AA’ing with normals since I’m not that good at that yet with Dee-Jay. I usually use st. medium punch but my timing needs work. You can use st. fierce with proper spacing. If you do all this then you’ll force Blanka to resort to throwing st. fierce and fakeout horizontal balls. If you see him doing a ball its going to be a jab ball leading into a bite. DO NOT FALL FOR IT! As I say this I confess that it makes me flinch every time!

Oh, and also check out OJ’s FAQ :wink: Clicky: http://www.gamefaqs.com/console/xbox360/file/939066/56195

(How was that, OJ? ;D)

It’s pretty hard to try to stop Blankas jump ins with normals. His j.Fierce beats out most of your moves if timed correctly. What I do if I see him jumping in and have no charge (should not happen anyway btw) then I just block if he’s jumping in from far away or try to meet him in the air since that usually catches them off guard.

I totally agree with both Noriega and Tschesae above. :slight_smile: I may be wrong but I find it helps a bit to mix-up your ā€˜keep-out’ ground normals between c.LP. c.MP, and c.HP vs an anticipated slide from Blanka, or even c.HK slide yourself at certain ranges - it’s riskier, but gets you the knockdown and a breather to make more space.

LK JackKnife Kick is my AA of choice if I have charge. I’ve been hit out of MK and HK Jackknives at times, but never out of LK. Once you have Blanka pushed out and he’s being sneaky trying to get in you can sometimes catch him out with a c.HK slide from far out into a cancelled MK/HK JackKnife Kick though. Also I’ll sometimes c.HP as an AA to hope to trade if I am caught without charge. s.MP is probably better though, if you can time it right, as noted above.

Although you have the advantage, this matchup can be gruelling. Blanka will be trying to walk forward at you, LP ball into bite, or get a jump in when you don’t expect it from various ranges with HP or HK, get a jump in when you don’t have charge. Of course once he gets in once and you guess wrong, it’s tick-bite city and the round is over.

I find the match all devolves down to my reaction time on the LK JackKnife. If I am good at responding with that, I win, if I mess up once, I usually lose. It’s an absolute nightmare with lag for this reason, or if I’m not feeling very alert & focused and playing sloppy.

If you can push back Blanka at the start of the round to get some more space, it really helps.
If you’re dealing with a tricksy Blanka, just walking backwards a bit before settling down into a c.MP can throw off his ball distances too. Once you’re in the corner it’s pretty scarey though. It’s a real yomi guessing game at times.

Incidentally, this is probably the only matchup I am familiar enough with playing good players at to feel able to comment on :slight_smile:

Time to bring this shit back for a minute (if there are any Dee Jay players still out there).

Something that’s been bugging me for a while is when you go for the crossup and you catch their reversal while they’re already off the ground, causing a (seemingly ambiguous) air reel. I know it’s not ambiguous because whatever side you hit them on is the one they’ll land on (or something like that) but determining it correctly takes way too long in the brief moment that is the air reel.

But to address my concern: What the hell do you do in that situation? Obviously if you’re too close and don’t properly meaty, you’re at risk for getting thrown. And even if you do meaty, you might still eat a reversal. Some people go for another crossup, but you have to be fast to see which side they’re on to correctly jump (and Dee Jay’s slow jump doesn’t help here). The same thing goes for the walk-under ground crossup. It almost seems like you just pick a direction and start walking.

Well, there could certainly be a better option, but what I generally do is start walking back towards them so that I cross under them as they recover. Then I try to time a meaty c.forward at near max distance so as to be safe from reversal throws (and many reversals). If that hits, you’ve reset the situation and can go for another crossup, if not, well, depends on the character you’re fighting, but usually c.roundhouse, or crossup j.forward work pretty well.

All versions of Upkicks (JackKnife) have full invulnerability through their entire startup and the active frames of the first kick. The Short version, however, has noticeably longer startup and more active frames on that first kick, which means you have more invulnerability frames and therefore a little more leeway on the AA timing. There are uses for the other versions, though. They do more damage, hit much faster (which can be important in combos, or when using upkicks to punish something), and perhaps most importantly, the forward and roundhouse versions of upkicks can combo into super.

As you say, the Blanka vs DeeJay fight often comes down to whether or not you can react to jump-ins with upkicks quickly enough. It’s much better to react with Forward Upkicks, Forward Upkicks (2nd hit only), Super…than with just Short Upkicks, when you can.

Ok, so this combo:

cross-up > cr. jab x 2 > st. medium punch > dread kicks

Why do I get the Max Out coming out at the end instead of the kicks? I’ll always push roundhouse but the MO will come out? I’ve gotten this combo to work before, just want to figure out the trick to getting it done consistently.

Is it possible that you’re getting a negative edge max-out from the strong punch release?

I’m not sure. Any ideas, bro? Maybe tap st. mp quicker?

Try holding it till you finish the combo.

DeeJay vs Blanka is really tough for DeeJay. Isn’t that matchup like 9-1 Blanka? I just don’t see how DeeJay can keep Blanka out. Must be a very frustrating match for DeeJay players.

Heh, I’ll assume you’re being sarcastic :slight_smile:

Yeah, as geo said. BTW, it is not like Dee Jay can’t throw max outs from closer range: Blanka can not react to those, he has to guess if he wants to slide under them[1]. This is so for Guile and even more against Dee Jay, who can just ā€œout-normalizeā€ almost every character of the game.

[1]According to AFO, so we just consider this the purest expression of truth.

Not sure what you mean? I seriously don’t think DeeJay vs Blanka is good for DeeJay IMO. OK, maybe I should not have said 9-1 matchup. More like 7-3?

Guile just dies to Blanka. That’s a matchup that is just bad bad bad for Guile. Not much he can do but sit there and hope to guess right.