Dee's Nuts: The Definitive Match-Up Thread

Alrighty.
This here is the 2nd Dee Jay match-up thread I’ve made.
The first one was deleted because I put too many characters (read: ALL of them) on the first post.
The problem is there’s a text limit per post, meaning if we wanted to go in-depth with our strats, we’d need to limit the number of character strats per post.

This thread was inspired by and, frankly, almost entirely ripped from TuboWare’s Dee Jay match-up thread.
But since TuboWare hasn’t updated it in… months… I decided to helm the project since I only play with Dee Jay anyway.

Things To Note:
Each person contributing receives his or her credit.
No strat is updated until tested or at least vouched for (confirmed) by other community members in the thread. Period.

Character strats with an asterisk (*) displayed next to it means match-up information has not yet been supplied and we need to get out there and put in more work. This is more to save you time when searching for your desired strat.

I will not go about searching other threads for your match-up contribution. Either post it in this here thread so we can update it or have it go unknown. Your call.

Dee Jay General Information:
This section will contain general information. Like core recommended moves and the tricks & traps that can be applied to every match-up.

Dee Jay’s slide (c.HK) is unique in the fact that one leg is raised up at an angle while the other is firmly on the ground for knocking down your opponent. Believe it or not it actually has useful applications. It beats any NON-EX hurricane kick (shotos only), and if you believe your opponent will jump short (for mix-ups or whatever) and end up in front of you, it works as an anti-air.

You can also, with proper timing, slide under most (not all) horizontal projectile attacks. Fireballs, tiger shots, sonic booms, even another Dee’s air-slasher. Time it wrong, however, and that leg he sticks up at an angle will eat plasma.

REQUESTING STICKY!: I can actually BE HERE to update this thread more so than the currently existing thread by TuboWare. I think 3-4 hours 5 days a week is a pretty open window of time. Thanks in advance.

Recent Update Notes (7/4/2010)
Added Sir.Pants’s Gen strats. Easily the most in-depth character strat posted thus far.
Be sure to show that guy some love when his strats help you as much as they did for me.

Post Two: Strats for…

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Abel

Spoiler

Update soon

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Adon

Spoiler

Update soon

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Akuma

Spoiler

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Balrog

Spoiler

Update soon

Blanka

Spoiler

Cammy

[details=Spoiler]As of 4/26/10:

From BlackAlpha:

  • Don’t fall for that dive kick crap on wakeup, you can EX upkick that all day for free.

  • Good cammy’s are gonna be applying a lot of pressure so you really need to watch and block in down charge and when you see them do a string into another dive kick that’s when you EX upkick.

  • Just like balrog, just crouch the hooligans and either Cr Fierce it or EX up kick.

  • U2 is real good in this fight.[/details]

(*)
Chun Li

Spoiler

Update soon

Post Three: Strats For…

Cody

[details=Spoiler]As of 4/22/10:

From TuboWare:

You want to stay in on Cody as much as possible. Cody’s rock throw can give Dee Jay’s fire ball game trouble, and since Cody doesn’t have many options on wakeup, the cross-up game is very effective on him. Keep knocking Cody down, and use cross ups effectively. Never let the pressure up on him because as soon as you do, you’re fighting to get back inside through Cody’s rock throw shenanigans.

From C 3:

  • very even match up so far. could go either way.

  • be very careful of throwing out moves on cody when he’s moving towards you, he could be charging a bingo (good shit Raynex.)

  • If he has U2, DO NOT THROW MAX OUTS. His dash forward U2 wil most likely hit you. I knocked a cody down and did a meaty lp max out mid range for chip. He got up and did a reversal U2 long after the fireball was past him and it still hit. That was partially me, but even then, I would suggest getting in his face and pressuring him when he has U2: the main way for him to use it is now gone and he can’t combo into it incredibly easily. If you force them to switch to U1, it’ll be a lot easier. Bingo is jab punishable, so go to town if he does it unsafely on your block.

From BlackAlpha:

  • He’s got no wakeup game. If you get knock down start crossing his ass up and keep him in that range with forward throw and cr. forward.

  • His new charge move is pretty good, it goes through fireballs. If you see him doing nothing 3/4 of the screen away and he’s walking forward, throw out jabs or other fast normals to bait it cause that shit has deceptive range.

  • EX upkicks are great in this fight. If he’s trying to cross you up on wakeup just time the kicks and auto correct it. Knocks him back on the other side of the screen and then you get to zone him again with max outs.

  • The way I see this fight working is to zone, score a knockdown, ambiguous crossups, and then get an EX MGU into EX dread combo or just an EX dread combo to knock him back on the other side of the screen once you have a big life lead.

Best Pokes to use against Cody: ???

Best Normal move anti air: ??? [/details]

(*)
C. Viper

Spoiler

Update soon

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Dan

Spoiler

Update soon

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Dee Jay

Spoiler

Update soon

Dudley

[details=Spoiler]As of 4/22/10:

From thxyoutoo:

Dudley

  • Max Out (Sonic Boom) traps are gdlk in this match up
  • You can grab him if he command dashes through sonic booms
  • Slide/Anti-air him if he jumps
  • St. RH is a great max distance poke since dudley’s pokes aren’t very long!

Best Pokes: St. MK, St HK, Cr. MK

Best Anti Air Normals: Cr. HK [/details]

Dhalsim

[details=Spoiler]As of 4/22/10:

From Aleri_XV:

this is a fight that i feel is in dee jays favor

U2 on any limb will activate full ultra, jab slasher is nice in this fight allowing for distance closing, on knockdown dhalsim really has a tough time, with the small jump and cr.forward being a knockdown dhalsim could pay for a wrong guess pretty bad, teleport punish with st.rh, ex mgu any limb will get a knockdown.
and the biggest factor here i think is ex sobalt, at medium range it really will force them to change the way most dhalsim players like to play, half screen distance away dee jay can punish a blocked cr.fierce with ex sobalt, same with blocked jump fierce, ex sobalt is fast as hell so a big fireball punish.
as long as the knockdown is achieved keep momentum and dont let him get away haha still basic dhalsim fight

As of 4/25/10:

From Eltwopee:

vs Dhalism - this fight is 6-4 in dhalsims favor.

I played with filipino champ last night in about 30+ sets.

Dee Jay cant throw fireballs in a certain space because sim can fierce punch under and hit.
Dee Jay cant jump over yogas or slide under.
EX sobat is only good thru yoga fires if Dhalsim has bad spacing.
Ultra 2 beats Sim’s fierce punch
When Dee Jay gets combo oppurtunity… it is best to combo into EX machine gun and try to juggle into EX sobat. It does a lot of damage to sim.
Sim has a hard time dealing with Dee Jay’s crossups on wake up. Abuse this.
Drills can be upkicked on reaction.
Standing Fierce Punch hits jump back fierce, you can juggle on counter hit
Dee Jays Focus Crumples Fierce punch easy if timed quickly
Jump back fierce overhead by sim can be punished with EX sobat. (shitty Damage if max range)

Overall Sim can zone Dee Jay out really well, if the sim is good, Dee Jay will be unable to throw max outs or ex sobat thru yoga fires.[/details]

(*)
E. Honda

Spoiler

Update soon

Post Four: Strats For…

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El Fuerte

Spoiler

Update soon

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Fei Long

Spoiler

Update soon

[
Gen

Spoiler

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Gouken

Spoiler

Update soon

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Guile

Spoiler

Update soon

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Guy

Spoiler

Update soon

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Hakan

Spoiler

Update soon

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Ibuki

Spoiler

Update soon

Post Five: Strats For…

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Juri

Spoiler

Update soon

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Ken

Spoiler

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M. Bison

Spoiler

Update soon

Makoto

[details=Spoiler]As of 4/22/10:

From thxyoutoo:

Just spent about 60 games vs 200 yen’s Makoto and it seems to be like 5.5:4.5 or 6:4 in favor for Dee Jay. The reason being is Makoto has a really hard time against the fireball game and has a bit of trouble getting in. However, Dee Jay is a charger and therefore his fireball zoning lends itself to more flaws and the inevitability of cornering oneself. The match is definitely in favor of Dee Jay when he has space but once Makoto is in she has a slight advantage due to Dee Jay’s less than stellar reversals.

  • Makoto has to tech throws. Her moves will get grabbed upon her wake up. I was doing a little trick where on knockdown I wouldn’t vortex her but rather threw a Max Out (Sonic Boom) so it would pass over her as she woke up and then I did mix ups involving various throw setups.
  • Makoto’s Wall Dive Ultra makes it so you can’t throw Max Outs anymore. I ran into a problem in which I would throw out a fireball and Makoto would just build meter. I solved this by Throwing a sonic boom, seeing that she would absorb it to build ultra meter, and I then ex. straight kick’d to punish. This worked pretty well with consistency.
  • Makoto’s best anti air is ex.overhead. When she has no meter it’s pretty safe to jump in. Her dragon punch can consistently beat our ambiguous cross up. In the event that the opponent is doing this, just don’t do an ambiguous cross up and her dragon punch misses.

From exploid:

Slide stuffs all jumpins, even the axe kick. She basicly cant ever jump over fireballs.
If she tries to focus absorb the fireball, and dash forward, she will hit the next fireball because of her sick dash range.
You can punish blocked non-ex hayates with ultra 2 easy.
EX upkicks makes makoto ask why she even bothered to jump in the firstplace. Stuffs everything, and pretty much autocorrect itself every single time if she tries meaty crossup. LK upkicks also work

She has limited anti air, but if you time your meaty jumpins wrong, she can fukiage(her vertical punch) and followup with whatever she wants for good damage.
She can use EX commandgrab as an antiair, it absorbs 1 hit. Kinda works like abel EX tornadothrow antiair.

Deejays fireball is to fast for makoto to use ultra 2 on reaction. [/details]

(*)
Rose

Spoiler

Update soon

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Rufus

Spoiler

Update soon

Ryu

[details=Spoiler]As of 4/22/10:

From Louie:

  • If you zone him right, you can punish his fireballs on reaction with slide. You’ll slide under the hadouken and sweep him. that way you can make him scared of throwing fireballs in a specific range. I guess it works like in ST with booms, you cant slide under unless you hit him ofc.
  • Slide under hadoukens and punish (or just slide under from full screen and keep your charge and do whatever)
  • EX-sobat through hadoukens, it actually has great range!
  • LK-sobot as poke from correct range, terrific since it goes over Ryus cr.mk! And Ryu uses quite some cr.mks in his game
  • vs. Ryu’s cr.mks im still not certain but at max range you can cr.mk him back and outpoke him. I also atleast traded with his cr.mk with st.mk once, so that might work aswell.
    -Slide under Hadoken at a distance, and keep your back charge to punish the next hadoken with EX-Sobat.
    [/details]

Post Six: Strats For…

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Sagat

Spoiler

Update Soon

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Sakura

Spoiler

Update soon

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Seth

Spoiler

Update soon

T. Hawk

[details=Spoiler]As of 4/22/10:

From C 3:

  • lk dread kick through his low pokes

  • lk up kick through his hawk dive/condore spire

  • if you do a string into his block and jump back, his HP DP has whiffed on multiple occasions

  • his hawk dive can be punised by reversal (instert special move here minus MGU.) If you do dread kicks, by the time you hit him he lands and it hits for full.

From BlackAlpha:

  • If he jumps in at you and you Ultra 2, he can condor dive after the ultra freeze and it beats out DJ’s ultra. So you either gotta do it when he dives, or use Ultra 1 for that fight and block the dive, punish with ultra 1. it’ll work every time.

  • his non EX shoryuken is pretty garbage, so crossing him up when he has no meter is free. just make sure you are doing the hits deep or he’s gonna reversal SPD after a J. Forward.

  • gotta watch out for the EX condor spire now, that shit has incredible range and it goes through fireballs. [/details]

(*)
Vega

Spoiler

Update soon

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Zangief

Spoiler

Update soon

Fantastic. Thanks for this.

Would really appreciate one of these compiled and kept up to date in our forum.

I’ll post what I know when I’ve finished making my own notes.

:china:

I was just testing this out. The stupid guile c.:hk: that I don’t know why everyone spams is so easy to punish if you use :lk: dread kicks inbetween the kicks. Loads of other stuff is possible but that’s the easiest as if you time it late by accident it’ll just sail other the second kick.

EDIT: oh and btw if you still have it it might be nice to put in that discussion about rose from your first one.

Hey are you going to put a section for ‘Ibuki’?

I’m pretty sure you can just c.MK knockdown after the first kick is blocked, and it sets you up for a vortex.

Another thing with Guile that I had to learn is that even though we all know lk Sobats aren’t really safe, this is DEFINITELY not the place to use them. You’ll eat a flash kick on block everytime. Same thing goes for slides. Should be pretty obvious and goes without saying, but if you’re someone who throws that stuff out alot…don’t in this matchup.

Don’t try this… You’ll surely eat a counter hit by the second kick. you can barely c.lp after the first kick, and the timing is very strict. Lk sobat is the best option.

I found cr.lp pretty simple actually, but lk dreads are braindead simple.

want to make a note about vega: using upkick isn’t necessarily the best way to deal with dives, if he sees you holding downback he can stop it short and make your upkick whiff. Slide is a better option.

This is what i found out in training mode for blanka
If ur at a good distance u can beat his rainbow balls with st.fierce except the ex-ball. I also find that if u block a rainbow ball u can punish with ultra 1 and if u wait a second u can get the full ultra.
Horizontal balls can only punished mid-secreen by ex-sobat kicks.
To stuff his electricity use cr.foward and that beats all versions, same for cr.strong.
Vortex can be hard because the blanka can mash out electricity, or do up ball. Usually i’ll see what they do then go from there such as them mashing electricity i’ll wait sweep them and repeat. If they do nothing keep putting pressure on them they will make a mistake, because there going to get frustrated.
If blanka is advancing and has no charge try to focus some of his normals such as his slide. Remember to change the speed of the max out to throw off his timing for slide.
Try to bait the slide using st.fierce because it looks like hes going to throw a max out plus it also advances DeeJay forward while keeping charge.

btw can somebody test if u can beat bisons ex headstomp with ultra 2 because every time i try bison goes over me.

You’re very welcome. Looking forward to hearing good strats and imparting some of my own knowledge. Remember that I ONLY use Dee Jay as a main, swapping him out only for fun. People call me crazy. But eff em.

In my haste, I deleted the old thread to avoid confusion. My bad. Post your Rose strats here, they were pretty good. I’ll make them into the strats section as I’ve already tested it. I just don’t wanna steal credit from folks who already posted them in the previous thread, so re-post and get your props.

Tested lk sabat v Guile’s c.HK. This is pure win but almost impossible in a high pressure situation where you may not have your full charge time in or get too jumpy. That isn’t to say it’s unsafe, but rather a 50-50 depending entirely on your ability to nail it on reaction. Your low I-Frames don’t aren’t plentiful. So CAREFUL timing and execution is necessary.

Thanks for the head’s up. Added her.

No. c.MK is WAY more risky. It’s got decent startup, but if guile’s c.HK is already in momentum, it just has higher priority. Period. c.MK is only viable just after the second hit of Guile’s c.HK is blocked due to his shit recovery time from the move.

So, in conclusion: c.MK after you block BOTH hits of Guile’s c.HK, or lk sabat if you really know your Dee Jay.

Exactly.

This actually helped me out. A LOT. Can confirm everything posted herein. Especially the part about horizontal balls and EX dread kicks being pretty much the only punish. Thanks so much!

Good Blanka players run mostly defense and throw out horizontals like nobody’s business because of it’s extreme recovery efficiency. Sliding under projectiles to advance on spammers and, if they’re smart, playing hit and run.

Don’t do it. I mean, it CAN be done, but rarely is your opponent just going to giftwrap themselves for you like that. It’s EXTREMELY situational and the likelihood of it being truly applicable in versus play is pretty slim.

ur welcome man, ill have more info tomarrow ill be trying to figure zangief and honda match-up with more blanka as well if i have time

Well let’s see, some others said some shit about the footsie game but I can’t seem to remember it, although they are probably still about so they can probably post it again. I just said that she’s free to safe jump on wakeup when she doesn’t have ultra 2 stocked as ex soul spiral has 13 frames of startup and soul throw obviously won’t catch you as you’re on the ground, and you can punish attempts at both. This also goes for during pressure, it’s a bit tough to gt a normal out as a reversal in this game without mashing it so if you see they’re not mashing you can get away with leaving a few gaps.

EDIT: also that’s any meaty on wakeup, not just safe jumping, just make sure it’s that will recover in time.

Yeah I was discussing Rose as well. I was basically talking about how Rose’s normals are superior, meaning that you shouldn’t try to outpoke or outspeed them in most occasions unless you REALLY know the frame info and such (they will most like net her a counterhit) also, as soon as she gets U2, your whole game has to change. you must always be aware of that ultra, and always assume she’s going to activate it at opportune times (on wakeup, after throw, when you cross up, ect.) Also, I mentioned more obvious stuff like ex sobat kicking through a fireball-happy rose.

I approve of this thread!

Hmm ? Why “No” ? That’s what I said in response to Jables, to not use c.MK between sweeps, but Lk.sobat instead…


CLAW : Careful, Ex Machine gun upper is NOT safe on guard, you’ll eat a low poke and EX dive kick juste after.

I find Ex upkick the best response to divekick, assuming you wait the last moment to be sure he is on you and this is not a feint. Long time I never had problems with this.