Dee's Nuts: The Definitive Match-Up Thread

Couple of notes on Balrog.

If he whiffs any of his dash punches, you can whiff punish with EX Sobat for both hits, or HK Sobat for one hit.

Nothing game changing but good to know.

More interestingly lk sobat bypasses his overhead punch the same way it bypasses Hazan Shuu.

Which actually makes me feel like playing the turtle game against Rog might not be such a bad idea.

That’s really interesting… I play a really turtly DJ anyways, so I will definitely be trying this one as a quick way of setting up the vortex. Cheers!

I was wondering if we could go through the tier lists to see which is the most accurate about DeeJay.

So far I’m feeling that the Japanese Tier List is spot on.

My disagreements are
Chun vs DeeJay i believe is 5-5 if you stay away from the footsy game and keep her down. most chun’s love to use her low pokes but they can be beat with a lk sobat.
T Hawk vs DeeJay He has no wake up option. DeeJay has only unthrowable wake up options and you can easily lame t hawk out. I still want to play Weaksauce’s brother.

Questionable Matchups: (I honestly don’t know these matchups just throwing shit out there to see if you know)
Blanka matchup.
haven’t played a good one. I think blanka can lame him out. He can stop the vortex unless you throw a safe jump in there. EX Upball is nasty and electricity stops bad jumpins.
Adon:
I think deejay loses this one. its hard to AA instant jaguar kicks. Jaguar Sleepover is negligible if you don’t throw stupid fireballs. His pressure is solid against deejay. Its not a free counterpick. But i think i might give slight advantage to Adon
Ibuki:
I played my friend in long 3 hour sets of this matchup and he didn’t like it for ibuki. it is probably even because both tier lists agree on it but he says slight advantage to deejay. Anybody know what ibuki has to make it even? I know carefully throw kunai can work wonders but her wakeup game gets slapped by j. mk until she has meter.

Blanka matchup is even 5-5 imo. Dee Jay can stuff all of Blanka’s wakeup options except EX upball, with a meaty safe jump MK. Blanka can beat fireballs pretty easy, and out poke Dee Jay. Dee Jay can stuff sideways balls, and punish them with EX sobat when he has meter. All of Blankas hop shennanigans (dammit farva) can be jabbed out of, except if he goes for EX upball or something.

Adon is like 5.5-4.5 in Adon’s favor. It’s a hard match for Dee Jay, Adon’s pokes win, Adon’s Jaguar Kick pressure beats a turtling Dee Jay. I think that this match you have to be mobile, because his Jaguar kicks are hard to react to. Idk I need to learn it better honestly.

Ibuki is in Dee Jay’s favor 5.5-4.5, maybe even 6-4. It’s not good for Ibuki. Dee Jay gets out of vortex with upkicks, and yeah. He just wins.

i was wondering if there is a time we can all meet to talk about DeeJay and his matchups on aim. It would be great for all of us to share our experiences and knowledge with each other. We can create our own match up numbers and see how it matches up with the american and japanese tierlists.

I’m on the east coast if that helps people when it comes to setting a time.

If you’re going to talk about match ups, I’m begging that the info should be based on:

[LIST]
[]Projectiles or no projectiles and the advantages/disadvantages during projectile meta game
[
]The building of meter (who can build meter faster)
[]Reversals and escapes, and if they burn meter.
[
]Cross ups (who has the more effective cross up and can it be nullified by the above)
[]Block string ability
[
]Combo ability (who rules the middle, who rules the corners)
[]Overhead (who has an overhead who doesn’t)
[
]Poking (whose pokes has the better speed and hit box advantage)
[]Ultra set ups (who has the more advantageous Ultra)
[
]Command Throws (who has them, who doesn’t, can it be beat by any move and does it burn meter to defend)
[]Anti air (Who can anti air who better?)
[
]Air to Air (who beats who when they meet in the air)
[]Charge Character or FB motion type character (instant move characters have an execution advantage)
[
]Focus attack (who has the better focus, and who has the moves to break focus etc…)
[/LIST]

After you get through ALL that, then you can discuss what tactics can be used by each player to nullify their short comings to round out the numbers.

Just my opinion on match up talk.

Slightly random point I forgot to mention, but during tournament casuals against a very good Akuma, I punished (or so I thought) a Red Fireball with my U1.

But he was able to block it and punish me accordingly.
He then told me it was the LP Red Fireball, which has much better recovery.

I don’t know if this is a universal thing, or if my spacing just sucked, but try not get to get LP Red Fireball baited by Akuma.

^better advice: don’t use ultra 1 lol, but srsly…

Until I can reliably combo into U2 (which seems a way off), U1 is great on reaction to a couple of things.

Gouken beginning to charge a fireball is one (nailing a Gouken with this is what got me out of groups in my last tournament), and I thought Akuma glowing with red fire was the other.

So the last few nights I’ve been running into a couple really good Dudleys online. One guy in particular, TAG7120 or something, can really give me a run for my money. Last night I was able to slightly edge him out, 2 games to 1, but he’s quickly learning the matchup better.

Anyway, as we all know, Dudley’s main threat is knocking you down and making you guess every time you get up. Normally I just make the best prediction i can and hope i’m right. But last night i did something that surprised me. I just threw out an EX Sobat on wakeup right when he was going for an overhead, and beat it clean. Later in the match he knocked me down and tried his d+RH sweep, and again EX sobat beat it.

Since most dudley players love going for either overhead, sweep, or cr. short on your wakeup, EX Sobat shuts down the majority of his options all at once. However, if he blocks you’re at -8, which sounds bad when you consider Dudley’s 3 frame jab. But you also need to consider the push-back from EX sobat. He might be able to hit you with a jab, but you’re too far away for him to link into st. RH, or even cr. strong. So the most he could do to you is cr. jab -> light MGB. Or, if he’s smart, a standing Fierce.

In general, EX Sobat is NOT a smart wakeup option. But against an aggressive Dudley, the risk/reward is much better.

Against dudley I would rather backdash until I get punished, rather than EX sobat. I use EX sobat sometimes on wakeup, but often it gets stuffed by the other characters normals.

Yea something about his sobats can definitely get past overheads, but the timing for it is crazy strict.

A lot of Deejay’s moves have very useful frames of invincibility, but your timing really has to be immaculate to make good use of them.

overheads hit low but you have to stand to block them. that’s why lk sobat beats overheads. its not that hard.

While it’s true Light Shaku has considerably less recovery it still has a lot more recovery then a regular Gohadoken and those are perfectly U1able already so Spacing and/or timing was the issue. The Akuma didn’t cleverly bait you or anything he threw a bad Fireball and managed to luck out as you did the Ultra too late or from too far away. Continue to throw out U1 on reaction whenever you see an Akuma flash Red by all means.

Why is that whenever I watch these vids from you guys, very rarely do you effectively use short hop to your advantage? All i see is jump in medium kick, which is good of course but I’m always using short hop more often than medium now since it’s such a great tool.

Amen to that

Good to know, cheers.

A couple matchup specific things that I’ve caught on to over the last month or so…

  • One thing about Deejay that’s pretty unique is that his EX Sobat covers a very large horizontal distance, and it’s very fast. Not many other chars have the ability to do that with a mid-hitting attack (other examples of high speed horizontal attacks would be Bison’s EX PC, Sim’s standing Fierce, Mak’s EX Hayate, Guile’s EX Boom, Honda EX Headbutt, Dudley EX MGB). Anyway, the reason this is important in certain matchups is it allows you to punish characters who like to spam / whiff certain moves. You can use EX Sobat to punish the following:
    a) Whiffed Adon Jaguar Kicks
    b) Whiffed Chun Hazan Shuu (you can punish whiffed HS with many things, lk sobat, AS, slide, etc.)
    c) Fuerte running around like a jackass (and EX run)
    d) Blocked Honda fierce headbutt (you can also punish fierce & strong HB’s with U1 or super)
    e) Blocked Blanka ball (and EX ball). Also, if you throw a light AS and he punishes with EX ball, he’ll still land on AS.
    f) Blocked T Hawk dive (this is well known obviously. You can U1 a blocked dive for free as well)
    g) Viper’s Seismic spam. It will punish the recovery of EX version as well, and keep you off the ground.
    Obviously there are many more things EX Sobat can punish (fireballs, etc.), but the list above includes situations where you normally might not be prepared to EX Sobat. So just keep that stuff in mind. Like, if Adon is just walking around throwing out JK’s everywhere, just have that back-charge ready for the whiff.

Now some more specific matchup things…

  • I think all Deejay players can agree that the Balrog match can be a real bitch (against good Rogs). However, there’s one thing I love to do that can really throw Rog off his game. First, make sure you are NOT inside his sweep range. That’s a bad bad place for Deejay to hang out. Keep a decent distance from him (far enough so that if you throw an AS, and he jumps, you have the time/distance to AA with slide). So, aside from zoning with AS, the 1 thing that can really shake Rog up is using slide to counter most of his rushes. All of Rog’s NON-EX rushes can be beaten clean with slide. Even his low rush, as long as you catch him before his arm extends. And as long as I have a nice distance from him, I love to just throw slide out randomly in case he comes at me with a rush. Slide stays active for so long, it’s a great way to keep yourself covered. And even if he just sits there, he’s usually not expecting it, so it’s hard to punish the whiff.
    As for EX rushes, just cover your slide with a fireball beforehand. I usually throw out light AS, and if i see the EX rush coming, I immediately slide. Bam, you got your 2 hits.
    Edit: This slide tactic will NOT win you the match. It’s just a good way to stop his rushes. In general, once I get the knockdown on Rog I start going for safe crossups, which can really be rough on a Rog without meter. If he blocks everything, I usually just back off and start fishing for the knockdown again with slide and AS.

  • Honda. I have a pattern that works wonders against online Hondas. Start out with spamming light AS. Once he starts jumping over it, he’ll usually start with pressing fierce or RH in the air. Both of these are very easy to AA with slide. After 3 or 4 AA slides, the Honda player will usually realize they need to be pressing strong in the air (which stuffs Deejay’s slide). Once i see them doing this, I stop sliding and begin jumping forward with a fierce punch air-to-air (which will beat Honda jumping strong no problem). Once you start doing this, Honda will begin to realize his jump game is completely fucked. So he’ll start getting frustrated and throwing out RH butt-splashes. Just keep your distance and cr. mk the buttsplash as it lands. The UT knockdown will give you enough time to adjust your spacing and start the AS spam again. The end.

  • Blanka. I treat Blanka and Honda similarly. Just lame them out as shamefully as possible. The spacing for Blanka is a little trickier though, because of his slide. With Blanka, my ideal range is full-screen. Get back there ASAP in round 1 before he gets any meter, and start spamming the light AS’s. He’ll pry block a few, or jump a few before he starts going for the beast slide. The beast slide has so much range, you cannot throw AS once he reaches half-screen. Just do standing fierce as a fake, or do nothing. Once he does his slide, you need to be just barely out of its reach so you can punish its recovery with your cr. mk. Or, if you can time it will, punish his slide with your own slide (but i prefer cr. mk cause it keeps you much more mobile).
    If he starts jumping in with RH, you can AA with your slide, but it needs to be max distance. Blanka can stuff your slide with his jumping RH if you get too close (or “too underneath”) him. So be careful with that.
    As long as you keep your distance with Blanka, you can punish all of his offensive options (balls, slide, jump, etc.). If he starts trying to hop in, or short ball in for a throw, just throw out a preemptive cr. mk to beat the throw startup.
    If he has U2 at full screen, try to bait it out with standing fierce. Once the ultra animation begins, hold up-forward. You will jump forward over his 1st electric blast. In the air, begin charging back. You will land mid-screen with enough time to block the 2nd blast. From there you can punish with EX Sobat or U1.

Alright, I’ll wrap this up for now. I have more matchup stuff to talk about. Sorry for posting so much here, I don’t have any friends who play SF, so I need to let out all the stuff that piles up in my brain from time to time.

Edit: I’ve been desperately trying to develop a solid gameplan against good Guile players. The kind of Guile players that really know how to zone. If they get the early lead (forcing me to come after them), I feel helpless at times. EX Sobat thru sonic boom is useless. Knee shot over booms helps a little but still doesn’t get me where I need to be. And most good Guiles nowadays are all aware they can punish sobats with Flash Kick. If anyone has any interesting / effective strats for Guile, please share.

Good shit, Double F. All I have to add is that for blocked condor dives you can punish with MK sobat or HK sobat as well if you don’t have the meter. Not sure why any of the matchup charts would say Thawk is a 6-4 there’s just…no way. J.fp beats like everything T.Hawk has in the air except J.LK and even if they catch on and use J.LK then light upkicks keep him away. He doesn’t even have a solid answer to fireballs, I think I’ve kicked EX Condor Spire with St.MK, AA’d Condor Dive with St.FP (sometimes trades). The only time I ever seem to get hit is when I try to jump in with crossups and go for a cr.lp,cr.lp,cr.mk or miss my cr.lp,cr.lp,cr.mp link.

Thanks for the matchup information, Double F. Will have to test some of that Balrog stuff out :wink:

Yeah T Hawk is pretty free.

I still wanna learn some dirty tricks against Guile. My current strategy is just patience, but that can only last so long for me. A couple nights ago i was playing Josh Wong (Justin’s cousin) for a few sets online. He picked different characters each time, and usually mopped the floor with me. His only character I was able to beat was Ken. Then he busted out his current main: Guile. It was ridiculous, his Guile is so good I felt like there was absolutely nothing I could do. He even landed FK -> FADC -> U2 to end both rounds (so I guess I’m happy with at least being able to take enough damage off him to give him U2 lol).