DeeJay General Discussion

Just about anything.

You can jump up and hit them with a jumping fierce or roundhouse, walk up and roundhouse, juggle off the slide, sobat, or toss max outs if you have charge.

I’ve mostly found it pretty situational though, and as an anti-air I’ve found s.mp to be much better.

I like using the far fierce punch against Guy’s run overhead though.

i already talked about this in the hitbox data thread but thanks for the contribution.

You can also U1 and Super. You won’t get all the hits except when you use super in the corner.

And oh yeah… Every blue moon, you could slide under and U2. It’s hard and I think it’s character specific. I need to test it out

Yo check out my Dash U2 tutorial vid in the Dash U2 thread, tell me what yall think.

DeeJay unchanged on the new october tierlist. Anyone surprised?

I’m not. I still think his matchup against T Hawk needs to be reevaluated.

Matchups I think need to be re-evaluated.

Honda. Probably my biggest problem with the chart. I’m willing to accept 5-5, but 6-4…no thanks.
Guile. No way this is just 6-4 Guile. Very formulaic match for Guile, everything is high risk, low reward for Dee Jay.
T.Hawk. No way T.Hawk beats Dee Jay. Flat out, that’s just a bad listing.
Cammy/Rufus. I’ve said this before (probably in this thread). Nobody’s actually PLAYING out this matchup, they just realize that Dee Jay has a solid option select vs. dive kick characters and award him the 6-4. He is not winning this match 6-4.
Bison. I really don’t like 5-5 here, I feel like Bison has a tangible edge in poking and can put Dee Jay in the corner more often than not.
I don’t like 5-5 vs. Ken, I feel like Ken is a more problematic matchup than Ryu. It seems very odd to me to see Ryu 6-4 but Ken 5-5 when Ken has a couple things that are noticeably better vs. Dee Jay. It smacks of this matchup not being played very often to me.
5-5 vs. Zangief seems a little low also. I tend to do very well in this match just on pure spacing. Dee Jay also takes away Zangief’s jump options making resets after 360+k get neutered.

While I feel that Japan has a firm grasp on his weaknesses, I feel like his strengths are overrated. This happens in a lot of games with unpopular characters; people “know” that such and such a character is good against XXXXXX and people accept it as fact simply because seeing that match is very very rare. I think this is happening here also. I think in a more accurate matchup chart, Dee Jay is much closer to bottom 10.

–Jay Snyder
Viscant@aol.com

@Viscant, can you tell me what you mean when you talk about Dee Jay’s option select against divekick characters? What are you talking about?

I agree that Bison should be 5.5-4.5, maybe even 6-4. He outpokes Dee Jay, and about the only good poke vs. Bison is cr. HP which has bad recovery and is punishable.

Cammy seems even, and I think Rufus might be even if not in Rufus’ favor.

I think he is talking about crouch tech w/ cr. FP. The cr. Fp is there to stop Rufus’ and Cammy’s dive kick resets. It’s like an normal crouch tech but you also input cr. Fp

I usually do cr. :lk::lp::mp: because cr. LK gets beat out by super low divekicks. Won’t cr. HP get beat on on startup, since its slower than other moves? I guess I’ll try it out next time to see if it works better.

my thoughts copy/pasted from another forum:

gotta agree with Viscant, biggest mistake is the Hawk/DeeJay matchup. Makes no sense on paper, makes no sense in practice.

^Dhalsim = definitely. It’s a hard matchup for any charge character.

Why do you think that Rufus is in DJ’s favor? Just curious.

I agree with pretty much everything Viscant pointed out.

I’ve only played 1 Honda in tournament back in June, but I didn’t really know the matchup at the time (and lost). Since then I’ve worked on it a lot, and there really isn’t much Honda can do if you keep him locked down. You can pretty much lame the whole thing out. Definitely 5-5.

Guile is my biggest problem, hands down. Like Viscant said, Deejay needs to be the one constantly taking the risks in that match. The second he’s able to push you out, you have to start all over again. I honestly think it’s 7-3, mainly due to 1 thing: recovery on Sonic Boom. Guile’s SB recovery completely nullifies EX Sobat. You can do EX Sobat on reaction to an SB at the start of the round and he’ll still block. And in most cases he can punish with st. fierce. Also, SB’s are much harder to slide under than shoto fireballs. You have to make significant adjustments to the timing depending on which speed of SB is coming at you.
Bottom line: if EX Sobat could punish SB, the matchup would easily be 5-5.

I don’t think I’ve ever played a high-level T Hawk, so I really have no idea how that matchup goes. All I know is that most T Hawks online are garbage.

Rufus/Cammy: I actually think the Rufus match is easier. Mainly because of how easy it is to safe-jump EX Messiah (well, in most cases it’s not exactly the safe-jump that leads to the blocked messiah, cause most Rufus players like to block the jump-in, then EX Messiah when you press your next button, so it’s more like a messiah bait). Once you get a Rufus into trouble, and they have a bar, you know that EX Messiah is coming out soon. Combine that with the fact that you can usually punish the follow-up with EX Jackknife, and you’ve taken away one of Rufus’ best assets. If you can get him to start jumping over your AS’s, you can j.Fierce his dive kicks and slide pretty much anything else. However, I think most Rufus players just don’t know the matchup that well and get frustrated easily. Which is the issue with most of this matchup data, there’s just not enough Deejays in tournaments to make an accurate assessment.

Cammy is another example of that. I played Aulord’s Cammy in ranked once, and came very close to winning (3rd round, both of us with 10% life). But I think the only reason I got that far is cause he rarely plays Deejays. So I really have no idea how that matchup goes.

I 100% agree about Bison. He absolutely has a significant advantage. Because what Bison excels at (low pokes into safe pressure), is Deejay’s biggest weakness. As Threi said, Deejay can also bully Bison offensively a little, but if Bison has meter he can get out of there pretty easy. For now, I’d say this is 6.5 - 3.5

I never really thought about it until now, but Viscant is absolutely right in that Ken poses a greater threat to Deejay than Ryu. His step-kick / kara-throw routine can be a nightmare for Deejay. With Ryu, I kinda have a “rhythm” where I know when he’s gonna cr. mk or sweep, and I can use lk sobat pretty effectively. With Ken, that cr. mk could instead be a step kick, or a kara throw, or an overhead. It can get pretty frustrating against someone who really knows how to apply it.

Chun is another weird one. I play Hondatech (a chun player from CT) once in a while online, and we’re about even so far. But he’s admitted he didn’t really know the matchup at all. But last time we played he started making some adjustments and won most of the games. Hopefully he doesn’t figure out that Chun’s st. mp (handshake) can OWN deejay all day.

The other matchups i disagree with on Eventhubs new list:

  • Fei: this is NOT 6-4 deejay. A good Fei can give you trouble in much the same way Bison does.
  • Abel: 5-5? I dunno about that… I’ve played a couple great Abels before (Juicebox, Kreymore), and I almost pissed my pants. Once you block that step kick you’re pretty much done for. Can’t jump away (st. fierce), can’t jackknife (crouch), can’t sobat (throw). You can try backdash a couple times, but they can OS that pretty easy. And both of Abel’s ultras pose a threat.

admittedly i don’t play too many amazing rufus’ but i do play some decent ones, and even without extensive matchup knowledge i don’t have too much of a problem. There is the fact that you can block divekicks low, so you can upkick if you see it coming. st. mp works wonders, if you don’t have a charge it will stuff any divekick attempt. if rufus jumps you slide. he’s not gunna divekick into deejay’s foot. EX jesus kick can be punished by ex upkicks (and I suspect U2 as well, but haven’t tried it yet). Easy to safejump, easy to crossup. Knee shot air to air will mess up anything he tries, jumping hp as well.

Basically the way i see it DeeJay completely shuts down rufus’ air game.

Also, deejay’s c.lk stuffs instant divekicks (Long range, slower startup than a typical c.lk). So even if you are crouch teching you will won’t get destroyed by it like other chars

I think Rufus is in deejay’s favor. Great AA and good unthrowable wake up options. I haven’t had any problems with any Rufus players.

Things I would take into consideration:

Bison: He builds meter way faster than Deejay, Deejay has NO answer for scissor kick pressure. Ultra 2 Bison vs. one errant air slasher will swing the match momentum or win it in most cases. Bison HK & MK likes Jamaican food. Bison teleport can ruin vortex opportunities.

Rufus: Again he builds meter WAY faster than Deejay, out pokes Deejay, and Deejay being a charge character either makes him stationary (bad) or moving towards are corner (bad). Rufus does more damage in the middle (as most characters do), AND once you’re in the corner only good prayer can get you out. Ultra 2 Rufus will make make 1 errant air slasher be your last (not that he even NEEDS this ultra.

Guile: Faster Meter, better fireball/recovery, punishes sobats, U2.

deejay does sort of have an answer for scissor pressure, but you have to keep an eye on his spacing, and know your opponent.

I’d say Rufus and DJ are even, because Rufus is so braindead easy to use that he should have to work some.

Also the cr. HP o-s tech is good against cammy’s CS pressure, but if they expect it, then they can do focus and crumple you.

I’d give Deejay the edge over Rufus, but barely. Strangely enough, I wouldn’t give it over Cammy.

Rufus has great pressure, and even greater ways of getting in and scaring the shit out of you, but he’s a wimp when you knock him down, and c. mk is generally more effective against him then Cammy. My success’ against Rufus have come when I get him to make a mistake, combo into sweep, and bait out EX messiah/vortex.

Cammy, when you knock her down, not only is it virtually non-existent pressure on your end, but you’ve got to worry about her turning the tables and knockin you down. I’m alot more scared of Cammy then I am of Rufus, even though Rufus is much safer then Cammy is by comparison.

She’s the type of character can rack up a ton of damage, and neutralize my Deejay a bit better. Even if, when she makes a mistake, thats it if I can get a few combos in.

I play a good cammy pretty often. I do well when I zone her out/pseudo zone her. I get her used to fireballs then I’ll be ready to counter w/e she does, and whenever she starts to be cautious I’ll throw more fireballs. You kind of just have to know what you can do against her, and read her.

On wakeup she’s tough b/c cannon spike beats all of your vortex options, but you can empty jump safe jump into late throw tech a couple times, then every once in a while you can actually try and mix her up once she starts just blocking and stuff. I honestly think it would be better not to jump and just mess with her from the ground on wake up with meaty/throw/bait.