DeeJay General Discussion

The hitbox is ass imo.

Tell him to AA guy’s elbow.

Kneeshot comes out really quickly though which is nice, but when I play vs. deejay I blow up probably 75% of neutral kneeshots.

The kneeshot is only good because of the ability to change your jump arc (instant knee shot DJ’s closest thing to a overhead), the fast start-up (Jab is one frame faster i believe), and the long active frames.

In regards about Guy’s elbow, that move is hard as shit to AA. Although, if you can do a early cr.fierce you can beat it clean most of the time.

I know this is not the match up thread, but whats the best way to deal with Guy’s slide?

Guys elbow coming in at a distance can be AA’d with cr fierce. If it comes in directly overhead it can win so use up kicks.

Slide can be beat with well times pokes or just punished with cr lk > sobat.

Focus attack or block and punish. It’s space specific. Sometimes the slide can be safe.

I rarely AA with cr.fp. I use close and far st.mp. If the drop is above your head, close st.mp beats it clean everytime

Because you use a character with a broken hitbox DansGame

How much invincibility is on his EX Machine Gun Upper? I got desperate and used it on wakeup against someone that was jabbing and was surprised it didn’t get beat out

EX MGU: Frames 1-4 Full Invincibility. Frames 5-9 Lower Body Invincibility. Frames 10-41 Upper Body Invincibility. *Startup 12f
EX Sobat: Frames 1-7 Full Invincibility. Frames 8-11 Projectile Invincibility. Frames 8-11 Off the ground/airborne. *Startup 15f
EX Jacknife: Frames 1-8 Full Invincibility. Frame 3 Off the ground/airborne *Startup 4f
Back Dash: Frames 1-8 Full Invincibility. Total Frames 27

Everything usually gets beaten by crouching jabs tho :confused:

I was wondering what can we do after a anti air air slash (mid screen)? I know Slide > U2 works and ex sobat if your quick, anything none meter dependent?

You’re thinking about it wrong. Let me see if I can help.

First all they’re not ( ex sobat ex mgu ) invincible to the strike so well timed meaties will beat them. As for ex mgu only deejay’s head is invincibile during the “upper body” invincibility

As far as I know fireballs can juggle into ex sobat, ex air slasher, and u2. The realistic option is ex sobat.

No none meter juggles off slide unless you count nj hp which can only be setup against sim and its not going to happen in a real match. Slide cl rh might work.

Ok so one of the quotes on the divekick loading screen is “You do not have the best deejay in the midwest”. Whats that all about lol.

How come DJ mains dont use Dudley to fight Guile?
Dud is black
He has juggles
He beat Guile
He gets on the dance floor to feel beat.

I dont understand

Dudley is indian and has no rhythm. Plus he thinks that he has too much dignity for jerk chicken. Wait for the tut

Just out of curiosity when using U2 how often were you able to catch sloppy dive kicks. And is it a useful tactic against dive kick characters.

What are the basics required to become a solid Dee Jay player and what are his basic combos?

i’m starting to feel like deejay has no good matchups

just matchups i prefer and don’t prefer

not trying to hear cammy either. i beat other deejay players with cammy.

I thought u were the best dee jay brah? :stuck_out_tongue:

I’m on a bad spell with dee jay again, was at 42xx dropped to 2700… Now I’m at 35xx.

Anyways, should we make a “alt tab” guide for deejay? a more condensed guide since everything is starting to get a lil’ chaotic with no updates? =/

i’m still dabes. haven’t fallen into a losing slump in a long time. honestly now that i understand how easy deejay is to beat ppl don’t believe me when i tell them. my only answer for 90% of pressure is block.

I’d like to rework the matchup thread as well, but I’m really strapped for time. I might start chipping away at that soon.

I seriously don’t know how to fight against good guile’s, my game plan of pretending my Air Slash is as good as his sonic boom doesn’t get me far. I’ve been trying to come up with new technology for my gameplay:

The last hit of mgu is what gives the safe push-back, but the hitbox for that last hit whiffs alot on crouching characters. (great in block-strings if you opp likes to stand)

(Anti-air) Close HK > Air slash followup
or lol followup
(Anti-air) Close HK > FADC > Close HK (has to be high, can be done in the corner without the FADC)
Cant find any other normal which has juggle potential

Crouch LP > Close LK (2frame frametrap @its fastest input) Counterhit Close Lk is +7 can link Ultra2 lolz

I’ve been using Close HK on peoples wakeup alot, or during air resets.
Does alot of stun and if it hits forces stand which I usually follow up with a crouch LK xx Light Sobat to trip them up.
And is only -2 on block (plus 80 meter = 4 Air slashes)

Crouch LP > Close MK
Is a easier link than.
Crouch LP > Crouch MP
For 10 less damage does 20 more **Stun **and combo’s into everything Crouch MP can.
(Could also replace: **Crouch LP,Close LP xx MGU **combo)

I don’t know if any of these ideas are useful to any other deejay players, I more or less go into training room and attempt to explore moves since I know characters like ryu have been explored to death while deejay’s been untouched.