Dee's Nuts: The Definitive Match-Up Thread

Instead of trying to auto-correct the Ultra 2 to punish butt slam, you should just focus absorb it and then dash U2 after that. Also Honda is another character that gets hit by the fireball slide U2 trap a lot.

idk. i played this honda. terrible honda, but everytime i tried to AA cr. HK he would beat that with j. mp or j. hp.

@dogma, how did you get close enough to combo into sobats? Was it only on wakeup or were you jumping at him?

@brettiscoo15, I’ll try that

@Jcool813, Dee Jays jumping HK beats Hondas jump ins at the right distances. Viscant posted it a while back. Thing is that his neutral jump HP usually wins against it.

I read your strats and it had some good stuff. Some of the things in your post only works against scrubs and mediocre players. The matchup is bad but it’s more even offline. You can punish rush punches and TAP with standing fierce but the timing is strict. It’s a automatic counterhit and you can follow up with a sobait kick. Online it’s hard to counter with S. HP unless there is great connection.

And good Balrogs will not dash punch across the screen.

use U2 against Honda because you will have more chances to punish him than U1. If Honda tries to but slam you, Focus attack, absorb and release as soon as he hits the ground. Most likely Honda is crumbled and here comes your U2. Honda has problems with DJ jab fireball pressure. You throw a slow fire ball and walk behind it and you can react to any of his counters. If he jumps foward you can St. Fp, or Neutral J. FP. If he neutral j. fp, slide under him. If he Sumo Splash, focus attack him on the way down. Honda has to jump in to get close so use your Fireballs and AA to your advantage. I found out that CR. HK has to be used early agains E.Honda’s jump ins and the good thing about that is Honda will go into a juggle state 90% of the time. He is probably the easiest character to slide u2.

What Dogma found out in his lab is really interesting, I like the scientific rather than opinion-based approach to his research.

Typically, it was on wakeup. But I used c. short excessively in order to push him a good distance. The only time I could combo into sobats is when I caught him not blocking and di the basic c.mp link into a sobat kick, I was just trying to keep a bit of pressure on him with the safe sobat kicks that can catch him if he isn’t honest.

A way I had been spacing out my sobats was with j.mk > c. jab > c. short > heavy Maxout. If the c. short hit I’d FADC and follow it up with a Bnb, or sweep for another chance to score some damage.

If it missed then I’d attempt the safe sobat, to see if I could catch him trying something stupid, or to get a bit of chip. If it landed, then I’d try to folow up while the iron was hot, if it missed then I’d gauge how he reacted and typically got the hell away from him.

I really can’t emphasize how playing smarter then someone with a better character is key, but knowing when I was more then likely safe added alot of confidence.

If you throw a fireball forcing Honda to jump and you try to hit him out of the air with a jumping normal, Dee Jay’s jumping HP will stuff any move that Honda can throw in a forward jump. If Honda neutral jumps and does his HP then it will trade with Dee Jay’s jumping HP. You both take about equal damage off of the trade.

Which means DeeJay loses since he has less health, imo. Honda’s fine trading on nj. HP since he can just sit on his butt all day. It’s up to DJ to get in and do damage. Sure he can chip with fireball, but as soon as Honda gets in, it doesn’t really matter what he does; it’s easy damage.

Like I stated before… If Honda Neutral Jump Fierce, then slide under his fat ass. You can also st. fp, but sometimes that trades. St. Fp is more is more rewarding than J. Fp because St. FP allows you to counterhit and follow up with another FP before he lands

idk

i thought you guys might find this funny lol

Karmaloop.com - Global Concrete Culture

the official shirt of this thread.

lk sobat > chun li

if she tries that gimmick far mp x hazanshu wait a little and lk sobat her for her efforts. if you do a reversal it will trade.

you can also far fp the same setup and get CH fierce.

^he speaks the truth

and this shirt too
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^ lol

i might have to pick up the triumvir deejay shirts this year.

[media=youtube]XPVY3t09czY[/media]

I was looking at Event Hubs tier lists, specifically the character V character data.

According to this, Deejay has the 6:4 advantage against Rufus, Cammy and Cody.

These are character played by REALLY good players in my area and they MURDER me. I don’t even mean beat, I get destroyed.

What has Deejay VS these characters that gives him an advantage, because I’m clearly not doing it enough.

Well Cammy is pretty easy for me, so is Rufus, and I haven’t played that many really good codys.

Against cammy there’s not much she can do. Zone her with fireballs, watch out for spiral arrow, spin back knuckle, or her hooligan. You can punish a bad spaced spiral arrow on block with cr. MP xx combo. Spin back knuckles are easy to stuff with cr. HK on reaction. If she does a hooligan, you just stay crouched and AA with LK upkick or cr. HP. You can also AA her with LK upkick through her cannon strikes if she does it high. If she goes for TK cannon spike pressure, you can cr. LP her out of it, and don’t forget to tech after her cannon strikes whenever you get out of blockstun. Punish blocked cannon spikes (her DP) with cr. HK, or on whiff with auto correct U2, or a punish combo.

I agree with no cigar for the most part.

Cammy can’t get past zoning for the most part.
Rufus can get zoned as well. do not get caught in the throw mixup
Cody? don’t let him start block strings. knock him down and jump all over him. he has no oki or oke

vs. Cammy it’s not so much zoning since she has Ultra 1 and EX drill/EX hooligan that can be done comfortably on reaction. Long term fireball zoning tends not to work against her, plus Dee Jay doesn’t have any real tools to stop her from walking forward into mixup range. Her distance poke (s.rh) is better than anything Dee Jay has to offer other than knee shot (which puts you next to her and gives her a mixup situation which is not in your best interests).

Main matchup advantages.
–High cross up can’t be DP’d. This frustrates Cammy players. Once they stop trusting DP, they can be knee shotted more often, which leads to opening up your offensive game.
–Low fierce option select to stop air spikes. It’s not air-tight and is too slow to deal with shorts unless you have a head start, but it’s something good that most characters don’t have. You can’t always be mashing on crouch+short+jab+fierce but there are opportunities to slip it in and reset the match.
–EX dreads shut down her air 50/50. On wakeup Cammy can create 50/50 air spike setups that change depending on which button she used to spike with. Some characters can’t anti-air it and have to guess. Dee Jay just does EX dreads and it eliminates either option and will auto-correct if no button is hit.

I disagree that it’s 6-4 because Dee Jay doesn’t have much comeback potential. If Cammy gets the lead and just wants to stop moving forward and zone you, you’re not coming back. I think it’s a 5-5, Cammy just has to play a more ground based and poke based game.

–Jay Snyder
Viscant@aol.com

i’ve stopped a cammy U1 with a maxout. for cammy to get u1 against a good deejay the deejay player has to throw a bad air slasher.

You are right tho. if cammy plays a ground game its like playing a different match.

A small tip against bison. after a block scissor kick, press st.MK. it can beat/trade his follow ups afterward . I havent gotten to test it as much as I want, but its definitely a good idea.