I know there was talk of Gief in the old thread but since this is a new thread I want to bring in some stuff.
On Zangief - The most important factor is to zone him with Your Slashes (Max outs for the old school DJ players). never slide into gief at all! he’ll block if you are close or far and SPD you for free. there’s no reason to get in his face at all to do damage. Attempting a vortex on knock down means he can Lariat you and get in on you. just empty jump if you NEED to jump over him to avoid a Lariat. You also need to anticipate a possible wakeup SPD/EX SPD/Super/ultra once you see meter so avoid jumping when possible. the ONLY time it’s safe to slide is if you throw out a slash and Gief Lariats it you can get in and slide. Use your lk/EX upkicks to prevent him from crossing up with throws and allow you to back up and keep your distance.
Gief has 4 ways to get in on your air slash zoning. Focus attacking through them, jumping, Lariats, and greenhand. unless someone else wants to chime in, Lariats tend to be used at far range along with FA. Greenhand will be used at close range most of the time. If you blocked greenhand you can hit c.mk to knock down if gief is getting too close. Also at close range watch out for the occasional EX Running Bear grab as it can absorb an air slash and throw you if you’re not spacing it well.
one interesting note is Dee Jay’s U1 blocked will still push gief far enough away to avoid being thrown. (though unsure if running bear grab will still get you before you recover, will need to test that and get back on that in a moment)
I will say, that Deejay has a much better chance of winning the match against characters with terrible wakeupgame and no command throw. Not to state the obvious, but really working on when to be agggressive and when to use vortex is so crucial to Deejay that its not even funny.
Cody used to whip up on me because he’s got an answer for everything and better pokes, but you knock his stupid striped ass down once and thats enough to get in some work.
using cl. mp as an AA against hk from blanka or ryu is bad… the only time it works when its completely red is far. st.mp out of the range of getting hit, using the tip of the hook to hit the foot… see what sucks is we can’t control the cl. mp to come out… Guile can do an early Cr. HP and be unhittable and it will beat out j. hk clean but dj cant… so you need charge.
Does anybody have tips for Guile? I find that after a couple games, any decent Guile opponent can figure out my game and it just turns into a shoto war (which DJ will lose…).
Verify/Hatrify did give me some good tips… I have been trying to learn to short hop over sonic booms, but they are still coming out inconsistent/slowly.
thanks man but after doing some more testing I have some more things I want to add:
to go a bit more into zoning with Dee’s Slashes this is when you must know charge buffering the most. mix up those slash speeds to keep gief guessing when to jump, greenhand etc.
Sobat Carnival (DJ super) is NOT safe on block! just before the last hit of it (there is a slight pause as Dee Jay does the backflip animation for the last hit where it looks like an overhead move) Zangief CAN Lariat before it hits. he can also EX greenhand during that gap too so do not throw it out there just for chip.
Sobat Festival (U1) is safer on block as Gief cannot throw you due to the push block distance BUT again can can punish with a greenhand into any throw so do not attempt to do it on block either unless you KNOW the chip damage will kill him.
while many Giefs don’t rely on running bear grab, the EX one CAN take you out of your Super/U1 but the timing for both is odd. Just know that it WILL absorb a hit and throw IF the Super/U1 animation isn’t at a point where it does 2 hits in quick succession. Unless you want to try different timings in training mode with a dummy just be aware Gief CAN EX running Bear Grab you out of your Super/U1 if he timed it correctly. One more thing with running bear grab is if you’re throwing out a slash as he’s already using an EX running bear grab FADC to get back and away (if you threw it from a distance) or you better option is to slash then EX focus attack to ensure you hit him after the slash gets absorbed
I realize it was more in depth than I thought it would be but hey better too much info than not enough :lol:
for balrog once he gets in you have be careful because of his jab. If he trys to dash punch either throw him or sweep him. Then get the hell out of there. Ex-sobot is probably the best bet to get him off.
For sagat think balrogs TAP you need to do the sobot right before the low tiger hits you
A mix-up is where you knock your opponent down, and make them guess what you’re going to do next (cross-up, frontal attack, block or nothing) and if they guess wrong you can do another attack and hopefully make them guess again.
Akuma’s mix-up became known as the “Vortex” because it’s so good and maybe because he often uses his tatsu to cross-up and it spins around like a vortex.
Some people call Dee Jay’s mix-up his vortex, but I don’t think it’s really good or “spinny” enough to be called that.
thnx for the lesson in sf history
im still having problems with the balrog matchup i keep eating his jabs and im afraid to jump in because of his headbutts…when i try to zone i get rushed punched its getting me mad cuz i lose to halfassed balrogs :annoy:
Im guessing that your’re trying to zone him with max outs. Finding the right distance to know when to throw them out is tricky because of his headbutt and ex-rush punches not to mention his ultra 1 and super as well. If your’re mid screen and if you can react fast enough either grab him or sweep the dash punches but for ex just grab him. Bait the headbutt by using st.fierce, watch out for dash ultras as well. You want to be pretty far from him in this match up but not far enough that you cant punish things. You should most likely be in cr.roundhouse anit air distant. For example you throw max out he jumps you cr roundhouse, he headbutts you sweep.
I played some matches against a good juri last night, and I found out a few things. First, her fireballs are EASY to punish with EX sobat, both when she launches them as well as when she stores them. U1 would probably also punish this, but I was using U2 mainly for the fact that you can peg her out of her divekick on reaction for big damage (gotta be kinda quick, but it’s definitely possible.) This one is a bit obvious, but her pinwheels are easily punished by hk slide, giving you an invaluable knockdown with which to start that rockin jamaican vortex
Guile is definitely one of my hardest matchups (along with Blanka and Balrog mainly) and I’m learning that playing a turtling/zoning game is not a good idea. In my experience, you have to go on the offensive in this match. Getting in is tough with Guile’s superior footsies, pokes, and projectiles, but once you’re in (and starting the vortex game) the match gets much easier. Just make sure you use safe jumps once you score a knockdown or you WILL get flash kicked, giving Guile time to get away and start his defensive game all over again.