Dee's Nuts: The Definitive Match-Up Thread

Don’t misinterpret, friend.
You were both on the same subject and I agreed with you. Even elaborated a little bit.
Don’t fret. Nobody is going to get shot down in this thread without ample reasons.

Tried some of the lk sobats over Guiles c.HK and of course you dudes were right. Big ups for correcting me, it’s much easier to escape with that.

Also, anyone know how to counter or get out of Abel’s s.mk >> Dash >> Tornado Throw? I was playing an Abel and pretty much everytime he got me into a blockstring he’d pull this off and I had no answer for it.

Thanks!

The problem with fighting abel is that almost everything is a guess. If you get into the situation where abel does s.mk >> dash, you have to basically guess your way out. One of the safest options is to backdash, but I think he can catch you with a wheel kick if he baits it (correct me if I’m wrong.) You could also ex upkick (or lk upkick) if you’re pretty sure he’s gonna try to TT.

Just came in here to say that the title of this thread is killing me:rofl:… nice one Haterade…

You can also easily focus attack the second kick of Guile’s c.HK but most good ones don’t throw it out often.

Can someone help me with Rose I swear her attacks are too fast at close range when I play her I feel like I’m playing a better version of DeeJay.

Hey man, that’s what this here thread is for. Not necessarily to “correct” anyone but rather to make suggestions of better options.
Thanks for contributing!

Truthiness. It’s really just a mind game with that one. I’d say just keep moving around. TT is too risky on whiff. Make them think twice about throwing it out. Zoning plays a huge part in this match-up. Trust me.

Yes, you COULD FA the 2nd kick. But unless you’ve got a combo coming after his ass afterwards (for instance FA, walk, U2), and can pull it off with certainty, you’re better off stopping him in his tracks after the second kick and preparing your vortex.

As far as Rose goes, I don’t get to play against good players with her these days. I’ll look into it. All I do know is that her poking game is beastly.

Well, it’s an old, old, OOOOOLLLLLDDD ass joke. But rarely do I get to use it in practical terms such as this one.
Thanks for noticing.

Yo Haterade, I’m a Rose main, but I’ve been playing Dee Jay for fun and the experience. He was one of my favorite characters in SF2. Hit me up on PSN, I hope to provide a challenge.

Aside from me picking Dee Jay for fun, I’ve noticed I’ve been getting a substantial amount of wins with him against the majority of the cast.

I don’t think that Dee Jay has any definite disadvantages against any character, because Dee Jay has an answer for everything as long as you’re patient, observant, willing and able to turtle, able to zone, and good at changing up your fight tempo (rhythm, baby!).

Regardless of which character you use, a lot of what determines your success is match-up knowledge. The above paragraph is universally applicable to every character in the game. If you think Dee Jay is disadvantaged, then maybe you just need to find where the disadvantage lies within. /guru

I’m not getting this. You don’t need to walk U2 after a focus crumple, hell you don’t even need to dash cancel the FA to Ultra 2. Also, theres absolutely no reason why you can’t easily get a knock down for “vortex” after the focus crumple. Besides, as people already mentioned, no good Guile is going to chuck out sweep as it is far too easy to punish. I’m pretty sure you can even Ultra 2 before the second hit.

Today I was playing against Rufus who was putting a lot of aerial pressure on me with dive kicks (the usual). I used jump back Fierce Punch and it beat out high dive kicks and jumping Fierce Kick (the dreaded 2 hit attack that combos into Snake Strike). This might be pretty useful against Rufus but needs more experimenting with.

Slow down there, friend.
I’m taking into account that not everyone is capable of nailing FA into U2. I know it took me a little over a week to get it.
I’m implying that unless you know what you’re doing you’re better off lk sobating after the first kick, or waiting for both to pass and punishing accordingly. Vortex or no.

Whether or not it’s (Guile’s cr.HK) is thrown out a lot is irrelevant. Whether good Guiles use it much or not is also irrelevant. The purpose here is to prepare the reader for an easy punish should they encounter the sweep.

Although I do very much enjoy the idea of hitting a free U2 after the first hit of Guile’s cr. HK passes. Can anyone confirm this? I’m confined to my desk till 0000am PST.

I know most of us don’t have any problems with Seth. I usually don’t as well except for today. This Seth in endless put me in a crazy vortex. One round, I just kept getting hit, kicked, stomped on, and he never allowed me to fall down. The other round I fell down, but his footsies on my head kept beating my wakeup ex AND lp upkicks. Has anyone else fought a Seth like this? Any suggestions?

Sounds like he put you in what I’ve heard called “The magneto vortex”. Seth can hit you with an instant overhead stomp, then cross you up with j.HK, to c.MK to firecracker kick to reset if you’re cornered. It’s especially hard to defend against when you’re a charge character. but as long as you don’t let go of downback, you can probably hit him with EX upkick when he tries to cross-up. just have to hit it late for the invincibility to take effect.

Vs Vega: Don’t use EX jackknife(upkick) on vegas wall jump move because he can go behind you. At the end of his blockstring 9 times out of ten he’ll EX walljump so dont stop blocking. If he goes for a crossup with his wall jump you can jump backwards and catch him in the air with a j. RH.

Um… you just delay it for a second and it will auto-correct. EX works nicely in the corner where you can catch him early, or regardless of him crossing up, but lk upkick pretty much shuts down most basic crossup attempts with just a few seconds of patience.

I’m not arguing here, I’m trying to help you.

If you are capable of doing a focus level 2 (without a dash) and you are capable of doing Ultra 2, how could this possibly have an execution barrier?

Level 2 focus crumple (naturally recover from animation frames) > Ultra 2. There is nothing more to it then that. You know that the ultra will even pick a crumpled opponent off the ground right?

Regarding focus crumple dash cancel > Ultra 2 - Buffer the dash AND the back down charge DURING the strike animation, short pause, Ultra 2. There is stupid amounts of frames to pull this off too.

That’s true. Also, the longer you wait, the more damage ex up kicks will have on your opponent.

If Vega is not crossing you up, st.HK wins. It looks ugly, but it works.

I think this is very important to get down, and seems to be misunderstood alot of people. The timing and buffering are what cause the confusion IMO. With a focus>dash>U2 You can, (and need to) input dash the moment you let go of the focus. Then go directly into charging db. The game will remember your inputs and you will have more than enough time to get your charge. Your character will hit with the focus, do the dash that you input earlier and then get into the crouch stance that you have been charging all that time.

I used to think that the dash needed to be input after the focus attack had hit, and this is too late. You really need to do that dash the second you let go of the focus, even though it would appear to be far too early for the input to register. Once I realized this it was really an “oooohhhhh thats how it works” lightbulb going off moment, and this opened the door for alot of the focus>dash>whatever and FADC combos that seemed nigh impossible before. I know I’m basically restating what heckler koch said, but hopefully somebody else will see this and have a breakthrough with this mechanic too.

I looked in the other thread and saw that ALOT of people had problems with Balrog, saying that it is his worst match-up. I disagree now. Cr. mk is really good in stuffing rush punches. I even beat lp rush punches which are damn hard to punish. You might have problems with EX Rush punches. Because you will get hit by it if you try to cr. mk it.

I have a theory that I would like you guys to test. I believe that EX Sobats can beat out EX rush punches because EX Sobat has invinciblity on start up. Can you guys test this? I don’t have a truely good Balrog to test this on my friends list…

Anyway, if Balrog doesn’t have meter, you can rock that down back. He doesn’t have a cross-up. All he has is an overhead. When Balrog tries to overhead you, cr. mk. When Balrog ends his jab string, he will try to grab you, at least the Balrogs I play. Backdash, then back to turtling and throwing Max outs. Don’t be a true pussy, grab him when you get the chance. Bait out headbutts and get him with a bnb.

Balrog with meter though… idek. EX sobats maybe if he tries to ex rush punch you… You can definately Ultra 1 his ass, but people like Ultra 2 better. Again can you guys test this?

You can test a lot of stuff in training mode without needing skilled friends.

Pick Dee Jay VS Boxer in training mode, set dummy to “record”, do the EX rush punch with Boxer, set dummy to “playback” and try and EX sobat him out of it. Vary when you react to see how it fairs at different points in the animation.

Without testing, I’d say that should work if the timing is right.

A minor ex sobat trick against Balrog (or any advancing opponent) is to check his pattern for advancing. Most Balrog’s will advance then sit on db for a short time and then advance before sitting on db again. To catch him out with a ex sobat, you wouldn’t throw it out while they are advancing as it’s easy to block, you’d be looking to throw it shortly after he sits on db and try to catch him just as he to make another advance. It’s basically an educated guessing game based on his previous pattern.