Dee Jay Match Up Thread - A New Beginning?

I do. And some DJ players still have trouble against Viper. Especially high level Vipers

Against Chun

Yall may already know multiple safe jumps against her. A good one is a foward throw, dash back, jump foward hk/mk. This setup is very good in the corner because j.mk is a crossup but she can’t block it as a cross up.

This corner setup also works on Ryu, but it does not crossup . It is still safe because dp will whiff (I don’t remember if the hp version of dp will whiff), and the jumpin is deep.

DansGame, its true.

Corner setups

I tested this setup on all characters but I didn’t take notes. I blame it on the alcohol Kappa. It works on ERyu but his ex dp beats j.mk. All other dps whiff.

Works on Cody, Rufus and Viper. The j.mk will always cross up on these characters but your opponent can not block it as a crossup. The jump mk stuffs or is safe to all of Vipers reversals. DJ should be able to punish ex burn kicks on reactions. EX seismo is invincible long enough to bypass j.mk but it will lose to the next normal.

Works on Ibuki but her ex dp will stuff the setup. j.mk will always crossup

It’s a true safe jump against Honda. DJ can punish reversal buttslams on reaction. Ex headbutt can be punished with cr.mp or st.mp xx to whatever. If you charge correctly. You can punish ex headbutt with raw ultra.

Bonus

Against Rufus, after foward throw in the corner, DJ can pull of some interesting bullshit. After foward throw you can either throw an AS or lk sobat and follow up with j.mk. Rufus hitbox gets confused and you can pull of some wacky shit.

Any tips on the Balrog match up?

<blockquote class=“Quote” rel=“36chambers”>Any tips on the Balrog match up?</blockquote>

What are you having trouble with? It’s a pretty even matchup.

I can’t punish anything, i always get jabbed out of everything.
I also don’t know how to punish his dash punches, and applying pressure on him is a trouble because of his jab and sweep.

Some things you gotta let go and not punish. What exactly are you trying to punish?

Don’t expect a Balrog to not crouch lp on their wake up or through your block string.

Neutral jumps work well if you sniff out a rush punch. It does lose to rush upper and I’m not entirely sure which other uppers beat it. Most Rogs only use dash straights at the distance that you’re going to want to neutral jump them. Otherwise you’re eating a headbutt.

Air slashers can keep him out and if does a turn punch you could always slide it.

It sounds like you’re pressing too many buttons and not using true block strings. You have to be willing to block a lot when/if he gets in. And to be honest, it really isn’t that scary. Balrog doesn’t have a crossup, so at worst if you’re blocking, you might eat a throw or two if you miss the tech or aren’t teching. If he’s doing unsafe (deep) dash punches, you’re best option is to use your st. jab - it’s 3 frames and your fastest normal. Outside of his crouch jab range, st. mk is one of your (if not the) best pokes. Cr. HP isn’t bad either but the recovery isn’t as good so you have to be careful.

As revive said, you can neutral jump (I prefer neutral j. HK myself.) I also will follow my fireballs and slide his turn punches (you can also upkick if you have charge.) Balrog is also one of the characters with a bigger body (hurtbox) where I have a better time with counterhit st. HP.

If your reactions aren’t bad, I like to look for ex dash punches and throw him out of them. If you do it once (or twice) you’ll scare him for the game(s).

The biggest key here (at least in my experience) is to zone him as best you can and get that knockdown. Then don’t let him breath. His wakeup is ass so feel free to jump/vortex his wakeup, especially if he has no meter (if he does, the only real thing he can do is ex dash on wakeup - in which case you can st. mk).

This gameplan seems to work well for me. I once thought this matchup was definitely in Rog’s favor, but now I feel it’s pretty even. Same with Bison. With DeeJay you have to accept the fact that you’re going to block more – and it’s still probably the biggest mistake I make. That’s just the price you have to pay.

Thanks for the pointers guys!

I’d say by far my worst matchup is rose.

How do you guys feel about, and how do you approch it?

I think it’s an awful matchup to be honest. Rose can zone you to death and every button she has up close is better than yours. I have a Rose friend that says that even if I outplay him he wins most matchups just by laming it out.

I don’t think Deejay is even with Balrog. 3f c.lp, strong footsies, can get in w/ meter or lucky turn punch. I feel the match up is slightly in favor of Rog due to Deejays inconsistent non charged anti-air, and lack of any button he can safely press. Once Balrog is in, anybody with any viable option selects will decimate Deejay. The match-up plays like cat and mouse… to me. That’s not even.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/11481/The%204th%20Letter">The 4th Letter</a> said:</div>
<div class=“QuoteText”>I don’t think Deejay is even with Balrog. 3f c.lp, strong footsies, can get in w/ meter or lucky turn punch. I feel the match up is slightly in favor of Rog due to Deejays inconsistent non charged anti-air, and lack of any button he can safely press. Once Balrog is in, anybody with any viable option selects will decimate Deejay. The match-up plays like cat and mouse… to me. That’s not even.</div>
</blockquote>

It’s even. The DJ player has to be willing to timeout

A couple of the people I do sessions with play all the fun match ups for Dee Jay:<div><div>Rose</div><div>Fei Long</div><div>Dhalsim</div><div>Dee Jay (Kappa)</div><div><br></div><div>At least when it comes to the difficult match ups I know what I’m doing. Otherwise:</div><img src=“http://i0.kym-cdn.com/photos/images/original/000/234/739/fa5.jpg”><div><br></div></div>

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<div class=“QuoteAuthor”><a href="/profile/19481/Da%20Knut">Da Knut</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/11481/The%204th%20Letter">The 4th Letter</a> said:</div>
<div class=“QuoteText”>I don’t think Deejay is even with Balrog. 3f c.lp, strong footsies, can get in w/ meter or lucky turn punch. I feel the match up is slightly in favor of Rog due to Deejays inconsistent non charged anti-air, and lack of any button he can safely press. Once Balrog is in, anybody with any viable option selects will decimate Deejay. The match-up plays like cat and mouse… to me. That’s not even.</div>
</blockquote>

It’s even. The DJ player has to be willing to timeout</div>
</blockquote>

So do you feel that Deejay keeping Rog out and buying time is more advantageous and consistent than a Balrog getting in? When Balrog gets any advantage in the match up it’s more dominant and final, compared to Deejay relying on frustrating Rog by laming him out.<br><br>I always felt it was a 5.5 for Rog and worse if you aren’t pro.<br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/11481/The%204th%20Letter">The 4th Letter</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/19481/Da%20Knut">Da Knut</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/11481/The%204th%20Letter">The 4th Letter</a> said:</div>
<div class=“QuoteText”>I don’t think Deejay is even with Balrog. 3f c.lp, strong footsies, can get in w/ meter or lucky turn punch. I feel the match up is slightly in favor of Rog due to Deejays inconsistent non charged anti-air, and lack of any button he can safely press. Once Balrog is in, anybody with any viable option selects will decimate Deejay. The match-up plays like cat and mouse… to me. That’s not even.</div>
</blockquote>

It’s even. The DJ player has to be willing to timeout</div>
</blockquote>

So do you feel that Deejay keeping Rog out and buying time is more advantageous and consistent than a Balrog getting in? When Balrog gets any advantage in the match up it’s more dominant and final, compared to Deejay relying on frustrating Rog by laming him out.<br><br>I always felt it was a 5.5 for Rog and worse if you aren’t pro.<br></div>
</blockquote>

Maybe you play the matchup wrong. DJ has the tools to zone Rog and to also pressure him. The hardest thing to deal with is getting knockdown. But does he have gdlk overhead? Ambiguous crossups? Command grab?

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<div class=“QuoteAuthor”><a href="/profile/19481/Da%20Knut">Da Knut</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/11481/The%204th%20Letter">The 4th Letter</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/19481/Da%20Knut">Da Knut</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/11481/The%204th%20Letter">The 4th Letter</a> said:</div>
<div class=“QuoteText”>I don’t think Deejay is even with Balrog. 3f c.lp, strong footsies, can get in w/ meter or lucky turn punch. I feel the match up is slightly in favor of Rog due to Deejays inconsistent non charged anti-air, and lack of any button he can safely press. Once Balrog is in, anybody with any viable option selects will decimate Deejay. The match-up plays like cat and mouse… to me. That’s not even.</div>
</blockquote>

It’s even. The DJ player has to be willing to timeout</div>
</blockquote>

So do you feel that Deejay keeping Rog out and buying time is more advantageous and consistent than a Balrog getting in? When Balrog gets any advantage in the match up it’s more dominant and final, compared to Deejay relying on frustrating Rog by laming him out.<br><br>I always felt it was a 5.5 for Rog and worse if you aren’t pro.<br></div>
</blockquote>

Maybe you play the matchup wrong. DJ has the tools to zone Rog and to also pressure him. The hardest thing to deal with is getting knockdown. But does he have gdlk overhead? Ambiguous crossups? Command grab?</div>
</blockquote>

I probably do, and you’re right. Part of playing Deejay is accepting that you can’t get knocked down and you can’t press buttons in some match ups and must be proficient at being able to tech throws.<br><br>Speaking of which, I’m so bad at teching throws.  Why?  I see them coming from a mile away and I press throw but I still get thrown.  Sometimes I’ll see c.lk start up before. Pressing too early?<br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/11481/The%204th%20Letter">The 4th Letter</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/19481/Da%20Knut">Da Knut</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/11481/The%204th%20Letter">The 4th Letter</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/19481/Da%20Knut">Da Knut</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/11481/The%204th%20Letter">The 4th Letter</a> said:</div>
<div class=“QuoteText”>I don’t think Deejay is even with Balrog. 3f c.lp, strong footsies, can get in w/ meter or lucky turn punch. I feel the match up is slightly in favor of Rog due to Deejays inconsistent non charged anti-air, and lack of any button he can safely press. Once Balrog is in, anybody with any viable option selects will decimate Deejay. The match-up plays like cat and mouse… to me. That’s not even.</div>
</blockquote>

It’s even. The DJ player has to be willing to timeout</div>
</blockquote>

So do you feel that Deejay keeping Rog out and buying time is more advantageous and consistent than a Balrog getting in? When Balrog gets any advantage in the match up it’s more dominant and final, compared to Deejay relying on frustrating Rog by laming him out.<br><br>I always felt it was a 5.5 for Rog and worse if you aren’t pro.<br></div>
</blockquote>

Maybe you play the matchup wrong. DJ has the tools to zone Rog and to also pressure him. The hardest thing to deal with is getting knockdown. But does he have gdlk overhead? Ambiguous crossups? Command grab?</div>
</blockquote>

I probably do, and you’re right. Part of playing Deejay is accepting that you can’t get knocked down and you can’t press buttons in some match ups and must be proficient at being able to tech throws.<br><br>Speaking of which, I’m so bad at teching throws.  Why?  I see them coming from a mile away and I press throw but I still get thrown.  Sometimes I’ll see c.lk start up before. Pressing too early?<br></div>
</blockquote>

Try stand teching. Crouch tech doesn’t really get you anywhere when your cr lk is 5 frames. It’s a counter hit setup Kappa. <br><br>Part of not having a good crouching lk is having to learn to tech throws. Not pressing buttons is good, however good players will catch on and begin to throw you. Then when you try to tech a throw you get counter hit. Sound familiar? Maybe?<br>

I’ll also point out that you shouldn’t be afraid to eat a throw or two here and there,  especially against big counter-hit reliant characters (ie: Cammy). I’d MUCH rather eat a throw rather than eat a big combo. 

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>for what its worth 4th letter you are not alone, Rog is my demon as well, no matter what people think of the matchup.</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>That low jump man…tough to AA. And also based on his design he is a lot less likely to take huge risks or make dumb mistakes deejay can (kinda) exploit. Rogs will tend to play more patient than most…and if you are on a life deficit you aren’t cracking him open.</span></font></div>