Dee Jay Guide

he seems very defensive and hes pretty good at zoning.

i use the “” exactly because weak and legit is a strong phrase, and of course maybe wrong. dunno why but i feel dee jay vortex is not strong like dict (just to say another without throw option… elf/claw).

The difference between Deejay and Dictator is that Deejay’s jump is better, he can cut it short with down+lk, and he can score an untechable knockdown off of the crossup, setting him up for another one. Most of the cast doesn’t have that combination of options.

I never said otherwise, in fact, as you can see I even adressed his cross up game in the guide. I just wouldn’t call it a vortex, because that’s an Akuma trademark :rofl:

yup the guy answered my question. GL with the tourney and thanks for the thread. So far Deejay is the coolest new character in the game. Well in my opinion

just to follow up on my post… i’ve come to the conclusion that air slasher recovery is simply a typo… it should probably be 38 frames instead… the Prima frame data already made the same typo for Guile’s EX SB, writing 29f instead of the actual 39f which it is… this would actually makes sense now, seeing how Sagat’s High Tiger Shots is written as 39f recovery and +2 on hit, while air slasher is +3 on hit… meaning it should be roughly in that ballpark.

here is another poster who thought the numbers were fishy and conducted his own test… it proves that air slasher is slower on recovery then ALL of Guile’s normal booms…

http://www.shoryuken.com/showthread.php?t=232648&p=8817538&viewfull=1#post8817538

What’s the best anti cross-over & sharp angle jump-ins (fake cross over) options Deejay has when he has no ex stock? and is EX dread the best thing to do here?

I realized air slash was slower than any sonic boom when guile could continue a combo in the corner after a sonic boom. the best i can get with deejay after a normal air slash is a standing lp.

I went to a tournament last night with deejay, and ill say that you dont want to use a non-EX up kicks for an anti air. i traded with ryu’s j.hk every time. i find that deejays best anti-air/anti crossup is his close standing mp. I’ve even traded with EX jackknife too so something tells me that mp is the best option.

Hmm, are you sure about that malakyoma? For non cross up AA, lk. up kick is really good (assuming its not wake up). With no EX meters Cross ups are hard to get out of i’ve found, does the close standing mp trade a good amount of the time??

as a guile player, having played around 75 games with deejay, i’ve come to the following conclusions:

ex jackknife maximum is godlike.
cr.mk is godlike.
ex machine gun upper and ultra 2 are godlike both together and separately.
st.hp is a nice move both at a poke and an anti air.
close st.mk has potiential.

not feeling the dread kicks. i don’t feel like i ever need to use them, because deejay’s slide does a lot of that type of work for me. too risky for their own good imo. ex one is ok though.
ultra one is not worth using as far as i can tell. seems way too risky.
his cr.lp, cr.mp punch link is harder than guile’s in original sf4 imo. i don’t even bother using it. i just do stuff like cr.lp x3, max out

all in all, i’d say deejay is pretty good. he’s got a lot of tools. maybe more than he needs in some places. listening to darksyde phil say how garbage he is made me smirk, because dsp is garbage with pretty much every character on sf4 imo.

i do think that the new ssf4 guile is a bit better than him, though ironically, i think in the guile v deejay matchup deejay has an answer for pretty much anything guile can do. his only problem arises when he runs out of meter, because guile’s j.hk seems to stuff a lot of his anti airs. you wanna be saving that meter specifically for ex gun/ultra 2 and for ex jackknife.

so yea, good luck to all of you, i’ll probably be using deejay here and there. he’s a lot of fun.

not true. theyre both one frame links. deejay’s is just faster than guile’s was.

I find his LK Jacknife Maximum to be pretty much unstoppable. Also, looks like with the Jacknife Maximum, the more meaty the better!

Here are my comments and concerns about DeeJay after one week of using him (if anyone cares).

DeeJay looks like he will be good at zoning and keeping people out. Almost as good as Gulie, but Guile can do it a little bit better because his fireball recovers and charges so fast.

DeeJay as solid pokes, but they do not have any range. So characters like Bison and Boxer own him up at range 1-2. This is the same with his focus attack. Just trash range. Once DeeJay gets in the phone booth though, he’s fine.

DeeJay has a good cross up, but he can’t seem to get started if the opponent has a good reversal. So I have been learning how to mix up with block strings without starting them with a jump in. I’m still learning how to break down my opponents defense with blocks strings. I use to used Blanka exclusively and he doesn’t have chains. I should probably learn how to safe jump also.

Speaking of which, if the oppenent does have a good reversal, is it a good idea to throw a meaty jab fireball first, then mixup ala Akuma?

I am having trouble making my jump in forward ambiguous. Its just a spacing and timing thing correct? I will get this in practice mode?

To build on that, I’m thinking it might be better to end combos with short upkicks rather then crouching forward. It does more damage and regardless if they quick get up or not, you can put them in vortex. What do you guys think?

Whats up with EX Sobat kicks? It seems like its invulnerable for a small time at start up, fireball invulnerable for about half way through it and thats it. I get hit out of that thing far too often for how punishable it is on block.

Do you guys know for how many frames short Sobat kicks are low invulnerable for? I get hit low out of that sometimes too which means its not low for the whole time which means I’m using it wrong.

Thats all I got for now. What do you guys think?

Ultra 2 after Lvl 3 or even Lvl 2 focus is easy peezy my nigga. You can scoop em up off the ground after their faces are already suckin up dirt. You have forEVER to charge that shit.

I think thats mostly right.

He does have good zoning, just not as good as guile. HOWEVER deejay has ways to get around the opponent’s zoning. whether it be a slide under a fireball or a jackknife over it.

Ive noticed focus range kinda sucks. not a fan. but at the medium range he does still have ways to get in. ive been using lp air slash FADC walk behind it to get in relatively safe from medium range. sure it takes 2 stock but deejay up close is beast.

safe jumping is a good idea. i like deejays crossover more for the fact that you can fake it and punish a reversal attempt. if you do it at the right timing they sometimes wont know which way to reversal (unless its a spin kick like chun or guy), which leads to another combo. but sometimes i like to jump and fall with down lk. they try to DP thinking im crossing over and i get… another full combo. About the meaty jab fireball, only do it if your not jumping afterwards. a good reversal such as DP is invincible on startup and will still hit you, although youll likely trade fireball for DP… damage wise DP wins.

I dont end combos with short upkicks because they dont always link. if the opponents crouching theyll whiff, if you use two jabs to hit check theyll mostly whiff. Thats why i use lk.sobat to end combos, unless i can get them in the corner with EX.

I cant help with the frames for lk sobat. sorry.

we’ll see what kind of playstyle works best in a month or so once the bigger name players are competing in tournaments.

I can’t say what you guys are all on about, but this character is alot better then these casual posts can indicate. It’s as if they took the good points of Guile, Balrog, and Chun-Li respectively and put them into one guy. Good pokes, nice zoning, and not as easy to punish as he looks.

Deejay is a monster, he sacrifices gimmicky play for pure adaptability and tactics. There are few characters in the game that can rush you down, zone you, poke, corner turtle, and mix up all in one round. Think Ryu, but with charge characters.

Gdlke moves:
EX Jacknife
Lk Jacknife
J. Heavy punch
J. jab
c. mk
c. mp
Air Slasher

Shit:
Any other jacknife.
Non- EX MgU.

Some of Deejays best techniqes don’t come from purely zoning, but controlling space. In a fireball match, you can dictate the past with maxouts and slides till you can jump in for a full punish j. hp into BnB, if they don’t have a fireball you can throw the air slasher and walk behind it, or bait a poorly timed jump or FA for a chance at a combo.

It’s really just playing smart. You’d have to really be going up against something special if you lose to someone and you were playing smart the whole time. Deejay is the only character I can honestly say has a way around “everything” so if you do it correctly, you can win almost anything.

The dee jay beginner thread has been updated, please go check it out.

I agree. Deejay is a beast. but i HAVE been hit out of EX and lk jackknife.

by ryu but that still counts.

I think I may have found something weird about DeeJay’s hitbox so I’m coming to the experts for your thoughts.

In training mode I discovered that Guile can hit c.MP xx LP Boom, s.HP on DeeJay anywhere on the screen. On all other characters – I believe – that combo only works in the corner because they get pushed back too far for the s.HP to connect.

At first I wondered if DeeJay didn’t get pushed back as far but after testing with Rog, Ken, and Gief I think it’s the same.

My current theory is that during DeeJay’s hit recoil animation he moves his head forward a bit farther than the other characters, which allows the s.HP to connect.

If that’s true it could mean that many characters will have DeeJay specific combos and he may be eating a lot of extra damage.

Any thoughts?