Are you playing high level players for each character?
Give or take Gen, yes.
So you really think that Guile and Rose is even matchups?
Rose yeah. Guile…maybe not. Slight advantage perhaps. Same with Chun. For them, that is.
Ok I’m done
I certainly don’t. Guile and Rose give Dee Jay problems.
Guile I could definitely see. Rose, I’ve played that matchup a lot, and I still don’t see it. Get a life lead and just stay.
I could see in Super when she had the great Ultra 2.
Sorry brudda, either you play the most beast Deejay I’ve ever seen…or you dont know what the hell you’re talkin about…Guile? No.
I aint sure about some of those match ups…Heck I aint even sure about that evil Ryu match up…
Evil Ryu’s an easier Ryu. Easy win, although he can be tricky.
I said I could concede Guile. I almost forgot him tbh lol.
What´s your matchup analysis on Guile? Cause i got immense problems against decent ones.
Hey guys long time reader first time posting, I have been playing Dee Jay since day one Super. I originally played/mained Dee Jay in Super Street Fighter 2: New Challenger and ST. I really like the characters design and the way he plays.
Dee Jay in the SF4 series seems to be heavier on the zoning side which is not a bad thing but I think he definitely lacks a few things which have not been addressed in the last series of rebalances and again not in this set.
The damage buff on the dread kicks is always welcome.
The buff on s.strongs hitbox is good because that’s one of the main normals that I use to keep up dive kick characters especially the current version of Yun. It’s 5f start-up and 90 damage.
I never understood the CH on the Maxouts especially if Guiles was removed but I am glad that’s gone.
In my opinion Dee Jays lacks two things to make him very good in this game, a 3f c.jab or more frame advantage on c.jab like +4 on block so that people can just mash uppercut though block strings. Or a 3f c.short either one of those would be good.
Also I really wish that his forward and roundhouse Dread dread kicks would knock down for better mix-up options on wakeup.
The super to ultra 1 I am still unsure of if it’s going to be good or bad I’ll reserve judgement until more videos come about.
I look forward to more Dee Jay discussion with all of you in the near future.
great first post my friend.
i agree with you completely. dread kicks knocked down in all versions of Street Fighter II. It needed to come back.
Deejays buffs didn’t make him better in his match ups, it made him “easier” as was earlier stated. They didn’t add anything to improve him as a zoning character (better pokes, or spam worthy anti-air when he doesn’t have charge) they didn’t add anything to his inside game, no overhead, instant knee, frame advantage on anything.
Lets not forget there are 2 versions of SSFIV AE as well… the more popular version being Online Lag Edition. I know shit about AE but I know these changes did jack SHIT for Online Lag Edition. The upgrades they gave his 5-5 and 6-4 match ups compound the issue there FOR SURE.
Some buff for a hail mary super to ultra won’t change anything in the long run. Won’t speak on s. MP till I see it used.
Not an easy fight. As I’m sure everyone has mentioned, his anti-airs beat any approach from you, and any Sobat is gonna be a flashkick in the mouth. Add to that he can usually throw out booms faster than you.
Main thing I keep in mind is to keep the life lead, however small. Any time you gotta force him to try and come near you is your favor. If you can get a knockdown of any sort, go to town on crossups and fakes, because Guile is pretty bad when he’s on his back (JUST LIKE THE TURTLE HE IS)
A war of attrition that he has slightly better tools for, but you get more meter, and thus can get that little bit of chip faster. STill not easy, like I said, advantage Guile.
Guile is an awful matchup for Dee Jay. As has been said, Guile just has better tools and can keep the game at the level he wants it.
Don’t really care about forward and roundhouse sobats knocking down. You can already use lk sobat anywhere you could have used mk or hk sobats, so all that really does is add a little more damage and corner carrying to your options. Not a massive deal. In any case, lately my standard knee shot combo has just been jab jab fierce MGU, so I’m finding myself using sobat less than usual.
The lack of a 3f jab or short is a huge deal however, and it severely limits DJ’s effective ranges. I agree that it would make for a more well-rounded and fair character if DJ had these tools as well. A completely safe lk sobat and an EXMGU that’s a useful reversal would add immensely to his game as well, I agree.
An instant overhead knee shot, C fierce as an overhead, all these things would be lovely, but tbh I don’t think DJ needs them for his matchups.
Wait…dread kicks do knock down…Do you guys mean sobats?..I agreen that mk and hk sobats knocking down would be awesome…never really thought about that.
Increasing the range you can get 2 hits out of far st. mk would be godlike too.
Sobats knocking down isnt a big deal, having the 2nd hit whiffing and not breaking armor is.
3f c.LP would be cool too.
but yeah, its not looking like hes gonna move anywhere.
Sobats forward and roundhouse not knocking down isn’t a huge deal its something that would be nice to have especially in those grueling fireball wars with Guile, Sagat etc. Getting corner advantage is pretty big for Dee Jay and sure you can use lk sobats but you are giving up damage and to me valuable floor space.
The buffs that he has received in this version don’t really do anything for his bad matchups, personally I think the Guile matchup is getting worse with the damage buffs that Guile has received.
The one thing that I never understood with Dee Jays normals was how can a character like Ryu have a c.strong that’s 4f startup active for 4f and +2 on block while my c.jab is pretty much the samething. Why dose sagat get a 3f c.short while I get a 5f. It don’t make sense for a character like Dee Jay to have such slow normals he is a dancer/beat fighter.
I think Capcom doesn’t know what they want out of Dee Jay if they buff him to much he will become Guile
sobats knocking down would create for a nice mixup.
more frame advantage on sobats would be nice (on hit)
Lol A little more Deejay retardation: Ex machin upper fails to negate any fireball hits after the 2nd hit of the fireball.
Pretty useless tool altogether…but shouldnt shit work like it’s designed?
Or how about about cr.mp to hk sobat not being a tru block string…I think mk version might be like that too.