Dee Jay Thread

hi guys, i just picked up deejay, and im trying to learn him. i read all the ways to do the 4 hit MGU and still cant get it. i spent hours in practice mode on my dreamcast and my fingers are turning retarded! its so frustrating X(

so let me get this straight, to do it right, is it:

charge d, u + lp, mash(lp,mp,hp), mash(hp,mp,lp)x3

or

charge d, u + lp piano to mp,hp,mp,lp, hp,mp,lp start pianoing the mp right after the lp? or start mashing from lp again?

or is there another correct way? an exact way to input the commands would be appreciated, thanks

lol just mash all punch buttons, but avoid pressing them 3 at the same time.

i’ve never seen anyone (including japanese players) consistently get 4 hit mgu, 3 hits is a lot more practical, but still takes practice.

I can do it every time I try, on a PSX pad, and I don’t even play Dee Jay.

props to you, still doesnt make it any easier for anyone else.

Does anyone have any tips vs Guile? I was playing on live today and lost pretty consistently to him. I kept getting pressured with sonic booms and could not find an effective way to poke. The only time I ever got anywhere was if he got really predictable with the sonic booms.

Here’s something that might help you epsilon. The cross over timing and distance is the important part in order to xx into the 4 hit MGU. The timing for the punches can be learned quickly, its a “quick” slightly steadily increasing tempo IMO; however, if you don’t cross early enough for sufficient kick back then the opp. will be pushed back; obviously if your temp isn’t fast enough the same will occur.

-ion and Afrolegends use the following combo quite often:

Cross j.Foward, cr.Short, cr.jabxx4 hit MGU, with slight variations on this occasionally.

How does DeeJay combo into his super?

^read back a few pages

Taken from both me and BruceLB from the HDR DeeJay thread, still applicable in ST.

cr strong beats his cr forward, also beats his cr short. Loses to his sobat though, I think =/

Cr fierce beats his cr forward and his sobat kick.

Also like you said, slide goes under boom, but remember not to get predictable with it, that is the key.

Standing short is good against Guile, especially when you have him cornered. Use it to tick throw, or cr jab, standing short, maxout, st RH, etc.

Cr forward is huge vs Guile. Learn the distance of it and try to counter hit his pokes with this instead of cr strong when you are a little bit farther away than where cr strong would be optimal. Try to hit them with DeeJays big toe.

Of course if they are being sloppy with their booms, jump in and combo them.

Cr fierce is a good AA, as is st strong in certain situations. Of course upkicks are optimal.

Try to get a life lead, then run away from that fool. Trade booms/jump straight up over them, make Guile come to you. He is more likely to make a mistake/get sloppy. The clock is your friend.

I already mentioned cr forward, but to me in my limited experience, it is really important for knocking Guile down, as is a well timed slide under a boom.

If they are wanting to jump in on you, let them. That plays into your favor, especially if you can throw them into the corner.

Also, for some reason, from about the tip of your cr strong distance, Guile players seem to fall for the famous “walk up throw” more than any other players. Don’t go crazy with this lol, but just something to have in mind if it is a close match.

Against turtle Guiles, work your way in with maxout, slide, maxout, (wait) slide, etc. Just be patient and work your way in, being mindful to keep an eye out for jump ins, etc.

get in and mix it up, if you get pushed out and don’t have the life lead be patient and get back in. If you do have the life lead and get pushed out, turtle so that guile has to come to you which is really bad for guile.

I just want to really stress the point that cr. mp beats guiles cr. forward. It’s the reason DJ wins this match. Not only does it pretty much nullify one of guiles most important spacing tool, but it also helps with sliding under booms. The only thing guile can do to punish slides under booms is cr. forward, mixing in cr. mp with your slides forces guile into a bad guessing game whenever you are close. If he wins all he gets is cr. forward/boom/chip damage and your still around sweep range. If he loses he either gets knocked down, or hit with cr. mp. and you’re up close.

Another thing about cr. forward is that it will completely stuff a boom within range, so will cr. mp but cr. forward has the added benefit of knocking down.

After a knockdown i suggest going for a crossup throw setup, either tick or standing jab whiff into throw, to get guile into the corner. As is usually the case for DJ’s opponent, corner means death. Just do the usual corner mixups of pressuring with cr. mp/cr. forward/fireball when in his face. When you get pushed back slide to get back in or cr. mp if you think a cr. forward is coming. You can also fireball and walk up throw or just walk up and bait something. Mix in the occasional straight up walk in throw. Also mix in j. jab if you see him block a move standing so you know he doesn’t have a charge for the flash kick to get back in his face in the corner.

One trick i like to do is walk up and crouch real quick so it looks like im going to throw out a low normal and instead just walk in throw. This works especially on guile because he will be so leery of your cr. mp and so used to you walking up and spamming it.

Overall guile is a good match for DJ.

There is probably more anti-Guile in this thread back a few pages too.

My favorite thing with Dee Jay most definitely has to be when cross up mk -> c. lp, c. lp, standing mp, hk dread kick connects and dizzies.

MGU
how you get that to do maximum hits?

The way I do it is by piano-mashing all three punches after activating the MGU, and stop at almost exactly the time the third hit connects. For some reason, you have to stop mashing at a specific time for the fourth hit to come out.

To be more specific about the “mashing,” I basically use my ring, middle, and index fingers to hit all three punches, one after the other, in sort of single wave motion, repeatedly–Fierce, Strong, jab, fierce, strong, jab, etc. If I do this at a relatively quick rate, then four reps of fierce-strong-jab ends at the perfect time, and the fourth hit comes out. I don’t know that the number of reps will help you initially though, since it is a matter of muscle memory for myself.

word that’s the way i do it too and if you keep on practicing youll get the timing for it in no time. kinda sucks that in hdr its alot easier but its a good wake up move to do haha you guys should try it sometime lol

THANK YOU!!!

worked :slight_smile:

Hey, no problem. Glad to help =)

Way late but cr.jab links to cr.fierce up close so that probably will work. Except maybe on chun.

streetfighterdojo.com: Super Turbo Dee Jay

I finally got the ST Dee Jay section up at streetfighterdojo.com.

Here is the link:
http://streetfighterdojo.com/superturbo/deejay/deejaymatches.html

Match footage of top players + combos/tricks

Enjoy!

Very nice zaspacer, thank you for the effort!

Sick :tup:

But I’m having a lot of trouble vs Chun li , well her :mp: mainly :arazz: any basic tips? I know this is a 5 -5 .