DeeJay General Discussion

maybe someone can help me out i just randomly started to use dj like a week ago in endless battle and i can actually beat people 2500+ bp akumas, rufus, fei longs, etc. even though im a humble 1000pp, there is nothing great about him at all but he does seem solid. so why is he soooooo bad like people claim him to be?

You are basically saying you’re beating bad players with your bad deejay.

Frame of reference is a huge thing. Deejay is weak at high level play, pretty much every character is fine when you’re playing low level players vs. low level players online.

well what makes him bad at this high level of play?

Not so great normals, ok zoning, meh damage, and bad wakeup game…I dont feel like goin into details…but I too felt like Deejay was awesome when I picked him up…then when you actually start playin the character seriously…you find just how mediocre everything he can do is.

crappiest normal in the game, situational aa, worst wakeup game (more bad then makoto or cody or gouken), low damage output, bad ultra setup (U1 - capcom’s joke), low range on FA and throw, no overhead etc

Sucks at causing stun. That fact was really hitting me hard last night for some reason…especially against Makoto. Maybe I should use less jab combos when going for vortex…

DeeJay is lacking some strengths, but all that means is you have to work a bit harder for your wins, it doesn’t mean it’s impossible. Plus, it’s what makes it so much more satisfying, Marn’s Dudley wouldn’t get any credit if winning with Dudley were easy.

So more technology if people don’t know. when you’re playing those solid players that try to empty-safe jump your upkicks, just wake-up throw. If you’re playing those players that know about upkicks whiffing on crouching opponents and try to start their offense low (like Akuma/Ken jump-in mixups or the Yun cr. lk/lunge OS). Do wake-up LK sobat: it’ll go right over. You just gotta know when and where to use what to keep the opponent on their heels, and make some good guesses. DeeJay is definitely good, not the greatest, but he can be a force to be reckoned with.

He DOES in fact have good matchups. I think the Honda matchup is greatly in his favor. The Cammy and Rufus matchup I don’t find too bad. Out-turtling Guile I find fun if you can establish a good life lead and force HIM to come to YOU lol. Ibuki knife-mixup is useless against upkicks. And a couple other ones here and there. So it’s all just a matter of how you approach the matchup. I played a really good Yun that didn’t (his own words) “derp kick” during the match and I feel like I learned a lot more from the matchup. I also learned that jump- back knee-shot into super when you’re in the corner works if your panicking and want to waste meter lmao.

FAVORITE THING TO DO WITH DEEJAY: Any fireball will chip. Throw the LP one and follow it.

  • Watch them neutral jump and cr. roundhouse to win.
  • Wake-up ultra? Taunt accordingly and kill with jab.
  • If they have a dp, block right before the fireball would hit so if they do a dp it’s blocked and their no longer invincible bodies take the KO.
  • If they have a teleport, walk backwards. Grab them if they teleported to your side. If they teleported back, watch them die as they are hit by the fireball during their recovery frames.
  • If they can’t do anything, stay full screen and taunt as they lose the round.
    (Make sure you always use taunt 9)

I love DeeJay :slight_smile:

Honda still beats DJ. DJ has 4-5 matchups in his favor. And more than 10 is not in his favor. That’s below average

If you have a command grab you give deejay problems.

That’s true, but many of those matchups you speak of can be considered 6-4. And the match-up itself varies. I personally find playing the 6-4 Sagat matchup a lot more difficult than say, the 6-4 Sim matchup.

6-4 is the norm for mid-low tier characters. For some characters you gotta just consider that’s as even as it gets. I think back in Super Makoto didn’t have even a single match in her favor…

This is why tiers are never considered concrete and can be debated. I agree with you, Da Knut. Statistically speaking, he’s below average. But I think there are some matchups that could be considered in his favor farther down the line…and I don’t just mean 2012.

It’s hard to find new DJ technology because#1 he is a charge character, #2 his normals are slow and don’t reach far and he doesn’t have good hitboxes on his jumpins.

These problems won’t allow DJ players to find OS or anything abusable. Charge characters OS are ass compared to the rest of the cast. And it is really bad when your ultra is a z-motion and your sweep starts up at 55 frames. Unblockables are hard to find because his j.hk and j.hp will only cross up against 2-3 characters which is still difficult to do, unless it’s in the corner. His j.mk can be retarded because instead of having unblockables, people can actually block on either side lol .

Now if U1, st.hk, st.hp and cr.hk is improved, then I will definately find some new tech

I’m currently working on some Rufus and Abel tech but my Xbox is acting stupid. If everything works out, I’ll post the info.

Haha, the problem with that is…it turns into a situation where you are facing the chance of Counter hit/ meaty setups. If you block you are more than likely to be under tick throw and fadc pressure. Upkicking to try to get out of the situation is null once anybody with decent skill and walkspeed/pokes catches a wiff of that. We desperately need exmachinuppr to have a bit more invince if capcom is intent on keeping upkicks whiffing crouchers. His defensive options just arent all that. Topple on things like certain char’s being damn near impossible to aa from the ground… certain dive kicks/jump ins beating upckicks…it’s a recipe for disaster.

Wanna know what I find satisfying? Getting true blockstring cr.lp’s after a cross up. :stuck_out_tongue:

I think upkicks only get stuffed if he gets hit in the back with a cross-up divekick. At least, that’s the only time my upkicks do. I’ve never had the lk upkicks get beaten by anything other than that (one of the very few things the auto-correct just can’t keep up with).

Your own personal opinion:
How much more viable do you guys think his wake-up game would be if upkicks didn’t whiff on crouchers?
How much more viable would his pressure game be if sobat kicks were safe? Short and forward versions, at the very least, anyway.

These are really the only two buffs I would say really want. That and Ultra 1 covering more distance…but that’s just me.

Da Knut…I used to think that they tried to make up for charge characters having charge moves by giving them great normals (I see Chun, Guile, and Bison when I say this) but DeeJay really IS lacking something…I wish I could pinpoint it though.

One more question: if there were a character you would pick that you think is weaker than DeeJay, who would it be?

Akuma and Seths dive kicks seem to beat it on a consistent basis…sometimes chuns jumpins…I have trouble with it tracking some jumps sometimes also…but I think that may just be me jumping the gun sometimes
Upkicks hitting crouchers would give him a respectable “get off me” move. As of right now…he doesnt have anything that’s consistent. Giving him that would also help his spacing game. If you get hit with upkick you fly pretty far, allowing him to reset the zoning game. I’d put it on par with Yuns reversal…it aint shoryu fadc good…but you have to respect it.

I’d love for sobat’s to be safe…but I’d love even more if they were true blockstings from cr.mp…or better yet if all regular sobats caused knockdown.That’d REALLY help his spacing game.Bullying peeps with sobat’s would be awesome…they just seem like they SHOULD work like that…but as of right now…I dont think they are all that great of moves…

DJ would be much better if his upkicks didn’t whiff crouching opponents and his lk sobat kick was unthrowable like it was in super. Some characters have OS to cover every one of DJ wake up options, including wakeup Ultra.DJ’s crouching short is 5 frames and back dash is horrible so the wakeup game is completely ass.

Dj sobat kicks are hardly ever safe against certain characters with far reaching cancelable jabs and shorts. It’s hard to space the sobats because DJ is a charge character. So basicaly a sobat, upkick and U1 change would make him tournament viable but not OP. He still wouldn’t be high tier but good enough to be a force in a major.

In SF, charge characters suppose to have better normals than the others but look at Blanka and DJ. Vega has good normals but he is lacking in the reversal area. Reversals are very important in this meta game. And oh yeah, I can’t foget Blanka get’s punished for landing reversals wtf. Basicaly what I’m saying is we either need great normals like Bison and Chun so we won’t fall down to easy or better wakeup options and a good back dash so that we won’t be in a horrible position after a knockdown.

I won’t pick a character weaker than DJ. I already got enough headaches

Blanks has good normals, but giving great normals to charge characters should be the norm. Maybe capcom wants us to hold down back. I really want to talk to Seth killian about AE deejay. There has to be something we don’t know. Only think I can think of is jump cancelling, but that’s hard to do consistently.

i find it funny that they are buffing ex legs to always hit, but nothing is done about mgu or ex mgu. i’ve hit viper with mgu and the last hit whiffs. you can see it clearly in my latest video.

To play this character you have to be versatile and on point…I gotta give it to you guys who play this guy effectively.Some of the mental game and spacing it takes to fight characters like chun and guile is tremendous. You have to have serious will and fortitude… I dont think I have what it takes sometimes…:frowning:

I feel like I’m not learning much beside looking for habits n stuff to make good reads. Where’s the neat little stuff? Where’s the tricks?

he doesn’t have any to be honest.

that’s what i realized. All of the ST cast has gotten some tricky stuff. I think they should make kneeshot’s hit box have a crossup hit box like hdr.

a little trick you can do is meaty kneeshot dash back. it works from time to time.

if you have your opponent scared/respecting you then try instant kneeshot low.

deejay is a fundamentals character without a gimmick.

you just have to make your own gimmicks and nonsense.

people have told me some of the things i’ve done to them are gimmicky, but i don’t see it that way.

best gimmick we have is Ex mgu [blocked] (see what i did there?) then hail mary ultra 2.

i don’t think our solid tech can be advanced much further.

like this post if you read the whole thing.

you can crossup kneeshot, but it’s incredibly hard to do. I’ve done it maybe twice on accident.

only thing that would probably make deejay better would be finding a bunch of unblockables.