Its the same idea, the s.mp only works on really close distance.
If you are getting a 1, 2 punch; then that means that you are punching to late. If you are gettin a horizontal St.Mp, then that mean that the opponent is not close enough to your head.
Sucks though, because sometimes I dont have enough charge for upkicks =(
far st. MP isn’t that bad of an anti air, it beats some stuff, and trades with other stuff.
i’ve been using it and its not bad at all. Beats a lot of gief jump ins clean.
^ And cl. st. MP is great for people trying to cross you up when you don’t have charge for upkicks.
I’ve been maining Dee Jay for a while now, here are some of my tricks:
Generally one of the best weapons against a defensive opponent is your LP fireball. After throwing it dash inside of it to arrive at your opponent. Here I have two tricks st.HP, cr.HK
The st.HP is my first option to test them. It is safe and if timed properly will counter poke their pokes after block or if they jump you get the juggle. Worse comes to worse you are right in front of them, already charging db.
The cr.HK is the mind game. After you throw the fireball and dash behind it, stand at the peak range of cr.HK (this gives your opponent the illusion you aren’t going in the for cr.MK), right as the fireball is about to hit their block input cr.HK. The block stun will keep them still while you come in for the knock down.
Another move I use is jumping LP. While it is not as good as j.MK, j.HK, or j.HP it has its place. It has an insane 19 active frames. For people who don’t know the matchup, it can throw them off a bit. Hitting them with the tailing ends of the active frames is a great weapon, people seem to let go of block thinking the active frames are finished.
Finally just use d+LK a lot. It is very safe, a great air-to-air, also if spaced well can beat out many anti-airs. I see a lot of other Dee Jays rarely use it.
Okay since no one is posting on the ultra 1 thread, has anyone gotten it to work from ex air slasher? I’ve gotten the ultra to come out, but the dummy blocks.
it seems to me that EX fireball > U1 is harder than EX MGU > dash U2.
atleast you can do dash u2!
Edited
Best combos for DJ are: jump in xx cr lk cr lp cr mp xx dread kicks, startign with cr lk gives +10 dmg, using dreadkicks over air slasher gives you more dmg. Jump in xx cr lp cr mp xx ex mgu into dreadkicks does more dmg than air slasheri nto dreads. The only good thing about air slasher into dreadkicks is that some people dont blonk after getting hit by air slasher, so u might get free dmg if u fail at the combo. Jump in xx st mk cr lp cr mp is a good block string where as st mk cr mp xx does more dmg in a combo, if you add in that lp you’ll lose about 10 or 1 dmg.
If you want to do a fadc combo, cr lk is easier to link after your dash, st mk is a little tougher but does more dmg if you can link cr lp cr mp into xx or just st mk cr mp xx.
knee shot doesn’t last until it hits the ground.
facts for this statement.
doesn’t hit all crouching opponents if done instantly.
has no landing frames like an empty jump.
any disagreements with this?
got into an argument with somebody on the srk live stream and wanted other people to chime in on the matter. beginners should know about this.
^^ i gotta keep in mind to start crouch teching when i do knee shots just incase they try to mash throw
Here is deejay’s frame data
Dee Jay’s Frame Data Super Street Fighter 4 : EventHubs.com
Thnx eventhubs
Lets condence our findings.
Pokes
St. Lk,st. Mk
St.fp(use with caution, sparingly)
Anti airs
Lk jacknife
Ex jacknife
St. Fp( if you read a jump it, will trade at best)
Dn. Fk( slide)
Jump ins
Knee shot
Jp. Fk
Jp fp
Jp jab
Jp mk( godlike, set up ambiguos crossover vortex)
Njp. Fk
Air to air
Njp. Fp
Knee shot
Jump roundhouse
Jump fp
Jump lk( shinanigans, somes i pull this out because if it hits early, you have enough time to cross under for a mixup sweep, i have been able to predict and stuff bison stomps with it. Dont rely on it)
Specials of note.
Lk. Sobat- safe after a longer block string( jp mk-cr. Lpx3-st.lk- lp airslasher)
It will beat shoto cr.mk for FREE. trades or beats sim , seth and rufus long arm fp if timed.
Can wiff at some distances into a throw. Great combo ender, scores techable knockdown)
Lk jacknife ( sick anti air. Doesnt always auto correct on crossover)
Ex jackknife ( same as lk version. auto corrects on crossover. Good combo ender in the corner. I would delay if for anti air so i can get more hits. If done too early, ill get like 3-5 max)
Ex sobat( fukin love this move. Punishes shoto sweeps. Combo after ex mgu to push opponent in the corner, punishes soooooo many specials on block like blanka ball, cannon spike. Punishes shoto block strings that end in a hadoken providing you are not cornered. At around max slide distance, goes THROUGH fireballs. Hell, if you are traped and need to get way, throw it out to escape crossovers)
Lp air slasher( great for zoning. Great in block strings. Just like chun u can throw and walk behind it. U will eat a jumpin tho if you throw it out too close.)
Slide( i think of it as a special. It goes UNDER fire balls!!! Not all tho. Ryu ex hado, akuma red hado, sakura charge hado (4 character spaces away will hit) . Dont EVER do it point blank. U will eat comboes for it)
Comboes (bnb)
These are the ones i use because they can be used after crossup or without, with any jump in.
For the sake of space ill use jp.mk
Jp.mk cr.lk-cr.lp ( 1 cr.mk)
(2 cr.mp- any sobat)or( any air slasher)( super cancel mk and hk only)
(3 cr. Mp - any jacknife…will wiff sometimes, testing again)
(4 cr.lp-st.lk-any air slasher)( works as a block string)
More to come
Knee shot is not like an empty jump, it has recovery.of a jump attack.
I think the knee shot missing crocuhers is more due to its hit box and exactly when you become grounded again. When you count as grounded after a jump is deceptive. It’s always a bit sooner than the animation makes it seem.
The Dee Jay guide is sorely in need of a re-write to take AE changes into account. Time for a new thread?
You know those cool videos that everybody does for characters? The ones where they review everything from basics then go to advanced techniques… yah, those are awesome. Huh? Oh nothing, was just thinking out loud while watching this Evil Ryu. =o(
Deejay is such a nice guy, yet he is treated so badly. :shake:
Been using Dee Jay on and off. Made a video of stuff I’ve learnt.
[media=youtube]RW1XOGt8V3g[/media]
mmm… annotations don’t display properly when a Youtube Video is embedded. If you want the full descriptions shown, probably better off watching on Youtube.