I know, but i just couldn’t stay quiet on that one. Most of the stuff that guy said either didn’t apply to the Emblem match or was just flat out wrong.
I’ve definitely stuffed DP’s, but it’s usually from them mashing it slightly too early on my crossup. So I’m basically tagging the hitbox behind them. I’m not sure if you can cleanly beat a full-on invulnerable DP that comes out on the correct side. I think the best outcome is a trade. Like, lets say I’m playing a Ken. If I knock him down, then time my crossup mk perfectly, and Ken does a MP SRK on the first possible frame, I’m pretty sure the MP SRK will win outright. But when it trades, I think he’s using HP SRK.
From another thread
I’d love to know exactly how / where Sagat is vulnerable on all his TU versions. Unlike shotos, Sagat’s hitboxes and i-frames seem to stay the same on his light/med/hard TU, with range being the only noticeable difference.
Dee Jay can stuff or cause all DP’s to whiff, except Ken’s lp DP. That will trade sometimes but it’s usually worth it unless they have U1. I found out that Fei Long lk chicken wing can excape crossups and hit DJ for a small damage of about 30-40.
I explained safe jumping DP’s in another thread. After a throw you, you step back a little tad bit. You jump in just a little split second before your opponent tries to get up. Input mk when you are almost above their head. If they Dp you will cross them up, stuff them or the Dp will whiff. If they block or mistime their Dp, you will not cross up. You will have to practice this in the training room until you get it right. Once you learn that, then you can try to learn how to time safe jumps after other untechable knockdowns
little safe jump i figured out on forward throw is immediately cr.mp, then do an instant knee shot. Problem is i’ve conditioned everyone i play against to throw after an instant knee shot
I’d fight you anytime with Rose, but my Deejay will probably get smashed. Don’t feel as smooth as I used to be, despite being better then I was, and I can’t enjoy the mirror match online.
Too much Guile like shit without being/playing like guile on my part.
Hi all,
First time post in the DeeJay thread. There’s a great vibe in here, with plenty of top players. I’m a better than average Ryu player who has decided to main DeeJay in the last 2 weeks. I have no SSFII/HD experience with the character so it’s all new.
Anyways, I played as him in a tournament last weekend and have 5 taped matches. I know I am not good, and I would be delighted with any constructive criticism. The game that annoyed me was vs a Juri player who kept hitting me with EX. Senpusha. I had no answer for it as I don’t know the match-up. Please remember that this is my first tournament with DeeJay I went 6-2 on the day and both my defeats (Hakan and Juri) are posted.
After my own review and some more practice, this is what I learned…
-J.HK is his preferred AA
-LK and EX Jackknife are preferred AA (with charge)
-HP is his preferred AA (without charge)
-Stop wasting EX on Air Slashers
-Chun Li gets through Jackknifes alot easier than any other character that I played so far
-I need to get the Knee Shot into my game for mix-up after knockdown
-I need to learn better U2 set-ups and his EX MGU dash U2 set-up.
-c.lp>c.MP has to be learned, although I can now comfortably combo c.lp into EX.MGU into EX. Rolling Sobat
-I need to time my air slashers much better, esp in knockdown.
-Play more defensively against Juri or eat Senpusha.
I’ve got a little Hakan experience, and Ive personally found that it’s best to approach the match as you would Gief or T. Hawk.
Keep him way out.
His unoiled grab range is really bad, but can still be scary since it will grab your extended hit box, as you recover from, or start up a poke.
And he has really good pokes himself. His s.hp is a brick wall that can make it really hard to advance on him.
That Hakan in particular seemed very antsy to slide under fireballs, so it would have been a good idea to mix it up with more mp and hp fake-outs to bait out a slide.
On block the slide is punishable with about everything including raw U2 so keep that in mind.
And if he tosses out his super or 360+k just crouch, and wait until it whiffs to punish.
Those moves (mainly his super) have weird properties that can grab you out of certain moves depending on the kick button used to initiate it. I’m guessing he was waiting for a fireball, so he could grab you out of it.
Also s. mp is a great anti air.
Timing it right against a character like Juri can be hard, but if you do, it will beat both her regular jump-ins, and dives.
Some advice for you, since you are not using DeeJay’s full arsenal:
Knee shot
Use it. I didn’t use it for a long time and now that I do, I wouldn’t know what to do without it. It’s awesome to trick your opponents into expecting a crossup or just catching people from a range where they wouldn’t expect a jump.
Sobat pressure
When you’re at sweeping range it’s useful to go for lk sobat. It beats out most low pokes, except for some that have lots of active frames or have a really low hitbox of the opponent’s body. It’s pretty safe on block from the right distance. Pokes that hit higher will beat it, so mix it up with focus or instant knee shot.
Slide
It’s not bad to not slide a lot, but at times it’s useful and you can use it. I’m overusing it and getting punished for it but I think there are times when its good.
Timing
Some of your jackknifes especially against chun were mistimed. Because of her jumping arc, you have to do jackknife a little later, thats why you ate so many air target combos. It can also be hard to catch her command crossup kick with jackknife, so better block that unless you’re sure it will hit.
Normal AA
Go for standing mp most of the time, it’s pretty decent. For jumpins that are a bit in front of you go for standing fierce. Your go-to air to air is j.HP I like it better than j.HK. j.lk has 19 active frames which means it will catch pretty much everything but the damage sucks. Knee shot also wins most of the time air to air.
Another thing I noticed is that it looked like you went for tick throws when you were hitting a combo. Don’t do that. If you hit a c.jab you can always get at least a c.mk in.
I do not agree with the idea of keeping hawk or hakan out. I play with a hawk main and he’s told me that the key to winning the match is to stay on the inside of his ass. I believe this works for hakan as well, since it keeps him from ever getting the chance to oil up. the only options hawk really has vs vortex is to use his shitty dp which will most of the time whiff or churn that stick and pray you mess up a link to 360 you. even then hawk doesn’t have options on knockdown that work well vs DJ. though i don’t have the most experience vs hakan i’ve seen that being very aggressive works.
about DJ’s normal AA, you can switch between HP and MP. HP is good like against shoto jump in HK and Rogs jump ins, but it trades a lot (which isn’t too bad). I find that MP trades less often, and it comes out faster.
Ok so LK/EX upkicks are always the best choice. Close MP is good from cross up range, as is early jump HP or knee shot. Then a little farther out HP and MP are good. And just beyond HP and MP range, the cr. HK slide becomes good.
Cr. HK is really good as an anti air. If they throw a jump attack, it will beat them almost always, and if you hit them just right you can do MK upkick > MK upkick, or U2.
edit: @garak, I watced ur vid against chun. When using his upkicks to AA, you want to use them as late as possible, like doing a MP shoryu with Ryu. You have to wait til they’re just about to hit. The only exception I can think of is Akuma’s demon flip, where if you do it late you can get thrown or divekick will beat it. You do it early vs. that.
Another thing I noticed was that you walk back alot. Nothing’s really wrong, but sometimes you corner yourself which isn’t a good idea. You can crouch to pretty much save urself from walking back forever and still keep a charge, and if you throw a max out and they jump and hit you, next time fake a max out and wait for them to jump and be ready to AA with normals or w/e.
good stuff overall. You can tell ur new to the character, but keep going. It’s going to be hard though, DJ’s not easy to win with.
Maybe that’s just him. I’ve kept every t hawk out and won with relative easy. if you get close and mess up a block string you can get SPD’d. Hawk’s can’t do any damage from full screen. They want to get in. Why would you make it easy for them? If you do knock him down cross up with disregard. I honestly don’t care if i get ex tomahawk bustered i’ll just go back to zoning.
Good job learning in that makoto match and not getting baited into an air slasher to eat ultra. He got you with it once and was trying to bait you again but you didn’t fall for it.
Watch your spacing with air slashers and your timing. In against makoto and akuma you would do them at spacings and in situations that lead to free jump ins for your opponent. That’s a habit I’ve been trying to break myself from for a while, it’s free damage for your opponent.
While we’re talking about air slashers, there were a lot of standing punches there were missed air slashers from where you hit the button to early. Just be aware of it and make sure the last one’s gone before you try sending another.
Mix up your tick throws. You did a good job with tick throws on blocked jump ins, but it was almost always J.mk, cr.jab, cr.jab, tick. If you can confirm they are blocking off a single jab, tick there once in a while. If they start trying to tech or jab out, frame trap them.
I saw several situations where you landed a jump in combo, went to the cr.mk sweep, then didn’t set anything up for their wakeup. If you aren’t going to try and set something up off the knockdown go to a combo for more damage.
Trying to zone a good chun will get you nowhere. She zones better than DJ and has better footsies. You HAVE to somehow get a knockdown and then abuse her poor wakeup options. You seemed to try and zone her the first game then switched to pressuring her and had more success.
Don’t throw people AWAY from the corner, throw them TOWARD the corner. You did it several times against akuma. It’s nitpicky, but it should also be easy to be aware of.
Overall nice play. I liked your use of mk and hk in footsies. Way to rep DJ. b (^_^) d
They still have to get in, and usually by the time they get within range (if they even do manage to get in) to throw the oil has worn off anyway lol
Dash Normal Cancelling can be worrysome, but you just have to look out for the range of his f+rh, and move away if you block one to avoid the tick setup.
Great advice here. We have just the one Hakan player here who is very solid. He gave up hakan for Zangief for a while due to Hakans inability to deal with crossover pressure. That’s why I try to keep up the pressure when I knock him down. Good advice, thanks-it will help me with the match-up.
Yeah the itming is a little difficult but I’ll get it eventually!
Yeah I focused on this last night and it was catching people out left, right and centre, especially if I am crossing up alot quite early.
Again, started with this and probably hindered me last night, BUT I definately see that if I practice it, it’s going to give certain characters also of trouble.
I rarely slide, and after analyzing my vids, I can see I was using it inapropriately.
Yeah, although these are gdlk, they aren’t invincible and I am learning this with experience.
yeah, definate nono. I need to get lp.mp.sobat/max out down.
Thanks man, I can see what you mean wuth timing the upkicks alot later. Worked alot last night, esp with autocorrection. As for the walking backward, yeah you’re totally right here. Again, something to work on. Some of the times I did it, it was player specific. One or two of the players in the vid can get very agressive after going behind and me walking back is inviting them in for some turtling!
Thanks, the Makoto player is probably the best player in our area and mains Honda. he’s been playing Makoto for a while, but this was my first game with DeeJay vs him, and it showed in the first round. I do try to bait ultras when I can but I need to learn the best punishes when they do miss their ultra.
Yep, a massive hole in my game, which I need to work on.
How do I frame trap them? I’m new to this concept (Makoto does it very well with mp.)
I worked on my vortex last night and hopfully that will be evident in my next batch of videos.
My major fear is that EX. SBK…it kills my vortex. Hoever, I must try using Knee Shot to land early and bait it out.
No I don’t find it nitpicky at all…it’s good advice!
in air to air J.HP is better, then j.HK (and j.LP has 19 frames, so its good too)
but most of times i using knee shot
well , for me, good hakan really annoying matchup
hakan normal over DJ normals and slide easy interrupt all sobats and airslashers
u must just wait him mistakes (jump on u , or slide in block) and been very carefull while pressing him