Dee Jay Guide

i brought up the c.lp->s.hp 5 frame frame counterhit trap because bison employs a similar frame trap, c.lk, close s.hp actually has a 7 frame gap, which is used to catch people who delayed crouch tech properly. it’ll lose to crouch tech mashers though. the 2 frame difference on deejay’s c.lp->s.hp might screw it up though, but i’m not sure.

I’d say use it if it is working for you, but probably not something you should abuse. St.hp is very punishable on block. It’s also hard to call this a frame trap when so many moves will beat it.

What combo should I use as DJ’s BnB?

Jump in, c.lp , c.mp lk dread or jump in, c.lp , c.mp mgu?

off those 2 options the mgu is better as it more damage and a better knockdown. Personally i cant consider a combo involving 1 frame links a BnB. i would say deejays bnbs are c.jab mgu, c.jab c.mk and s.mk c.mk

I would go w/ the dread kicks. It leaves you in their face and standing. I feel weird after a big combo from my opponent and I’m standing.

I.e the mike ross jab x hands > hands

Mgu is good for knockdown but make sure you know the distance.

I disagree with you jcool, light dread does less damage than mgu. Also with the mgu they are on the ground slightly longer so u have more time to space urself the way u want. And like i said before mgu doesnt require a 1 frame link. Medium punch dread link is useful tho for when ur out of range for the mgu to combo properly. Also ex-mgu has better range than the regular mgus so you can use that sometimes when ur out of range for a fierce mgu to combo.

And I dont understand the relation these combos have to hondas hands combo. u talkin about c. mp RH Dreads?

After hundred hand slap, you’re right in their face rdy for a mix-up. You can dash, jump-in, headbutt, ultra, block, etc. etc.

ya i was confused cause RTSD asked about light dread combo not hk/mk dread and jcool didnt say he was talkin about those. Personally I like using c.mp HK dreads in my combos cause it does force ur opponent to immediately think of what they have to do next. The bad thing is that ur actually disadvantaged 1 frame after hitting someone with hk dreads and left at a range where ur normals cant reach. The good thing is that ur opponents normals cant reach either and if they throw one out you can whiff punish them. I noticed takehiko prefers to use ex dreads and get the knockdown and lil extra damage. I feel like the knockdown after ex dreads is weak and doesnt give u much intiative if they tech and the damage difference doesnt warrant the use of an ex bar everytime. I think all versions of dread kicks have their place in a combo and its just up to the player to decide which version they wanna use based on the situation.

I agree that DeeJay’s BnB is cr.lp, cr.lp, cr.mk. But in my opinion it has nothing to do with it not being 1 frame - let’s look at Rufus for example - his BnB is definitely dive kick, lk, hp xx tornado even though it is 1fr. With plinking and enough practice it is possible to get it around 90%.

Bread and butter for me is to always finish with light dread kick or c.MK . Unless they are cornered, they can easily backdash out of most mix-ups you do after any other dread kick. Sweep is the only consistent thing that I aim for.

Takehiko (Akimo) only ever ends his strings with dreads when he fluffs his c.mp link. If they are blocking and he does not go for a throw, he normally does c.lp, c.lp, c.mp xx Air Slasher or c.lp, c.lp, c.lk xx Air Slasher (replaces the c.lk with s.lk sometimes). Even lk sobat is punishable by stuff on block so should only be used if you back your c.mp link and have already hit confirmed off the c.lp’s. As people have already said, his MGU is probably a better option if you have the spacing to get decent damage and still have the chance to continue mix ups without a nasty 1 frame link - it does good stun too.

Anyone know if there is a SRK group for DeeJay players?

Dunno, but we could make one pretty easily.

What we do in the Irish SF community for organising stuff like that is to make one XBL silver account, and have everyone friend that, then have everyone else friend that account’s friends. If that makes sense.

That way account names don’t need to be exchanged constantly between people, you can just check the silver and add any new additions.

honestly just disregard what i’ve said during the last 24 hours.

i was talking about the hk dread combos.

when i said the mike ross hands to hands it makes me feel weird when i get hit by it because i’m still standing and it leads to a mix up from the honda player. as long as the honda play isn’t pieguy because he can’t do hands xDDD j/p

When i use ex mgu i only use it for damage (ex dreads, hp as, or fw. upkicks) and ultra.

Okay, I having issues with his normal anti air moves… I go for juggle st hp, but i get his 1 2 punch instead, or if i go for his cl st mp, i get the horizonal punch =( is there a better way to space it? What does chp handle?

Started up a group for SRK DeeJay players!!
Its called: Dread Kicks and Jerk Chicken

how would i be able to join this group?

Just go to the groups section and do a Search for Dread Kicks and Jerk Chicken.

I’ll also send you an invite though

Sup icefuzion, i’ve been playing DJ for a while and i got u a few sugestions.
If the oponnent jumps in a space that u think ur S.HP will not hit him, u can try a C.HK (Slide), its a great ant air weapon on 3~4 distance.

If the guy is almost on the top of your head and u do not have the charge for l.upkicks u should try use S.MP, it has a real good animation and hitbox, try it!

Im sorry for my horrible english, i really do!

I’ll keep trying, I guess its more of a trial and error thing. I’m used to using Cammy’s st mp for close anti air, but when I try to use it with DJ, i get the other move. Oh well I gotta get used to the timing.