"It's show time!" Dee Jay Beginner Thread

Is there a way to beat ex spining bird (chun li) when she wakes up by a jump in ?

Probably best not to jump in when chun li has ex stock, or empty jump in early block the ex punish, I’ve caught a few chun li’s out with this.

The neutral jump HK often beats the wake up Ex spinning bird, you can test it in training mode.

It shouldn’t do. If ex bird kick is timed properly it should beat j.hk pretty clean.

Yes that’s what i though. The problem of the empty jump is the opponent can make a throw a wake up so you get under pressure, which is a bad thing after an untechable ko.
That’s why i was looking for a solution against this thing.
It is actually my big problem with the jamaicain : stop the vortex if they have a good reversal like shoryken :frowning: It is only guessing, so very unsafe.

is there a way to overhead without a unique move or do i just have to back off if they crouch block?

Properties of Super

Anyone knows the properties of DJ’s super?

Is it projectile or hit invincible and for how many frames?

I’m wondering if it’s best to hoard meter or not. I can easily hit-confirm this super in cr.lp -> cr.lp -> cr.lk xx Slasher xx Super.

Might be too many cr.lp but you guys get the point.

I’m at work at the moment.

it’s a bit like chun’s super where it can go through projectiles at the right range but it’s no way near as good with less range and much much slower start up. LK super is the fastest at 6 or 7 frames so it can punish a fair amount on block.

Anyone plays with this strategy of hoarding meter for super? I find the lk/mk.upkicks are good enough for AA. Obviously, it doesn’t do as much damage.

Other meter use is for MGU and Sobat.
Ex-MGU is only good for combo setups in the corner. If you do one outside the corner then your follow-up is a ex-Sobat or slasher. I find it hard to trap folks in the corner if they’re not guile. =)
Ex-Sobat is great againt fireball spammers.

All in all, I’m thinking it might be more practical to save meter for a super.

lk up kicks is angled it works as an anti air but not very well on crossups…best case scenario is the up kicks put you out of harms way they rarely stop a mk crossup from characters like ryu while the ex up kicks has 6 frames of invinc. does major damage and is one of the best anti airs in the game
the move is also a great wake up attack
if you use the ex for anything it should be the up kicks the super combo isn’t that impressive and i rarely see any good deejays saving meter when he has so many great ex moves…
imo every ex variation in his moveset is worth a bar for either damage or to combo
if your ever in the corner playing the crouching lp game with someone and need room to breath a lp lp ex air slasher is a great way to push the opponent back and will not get punished on block
ex mgu…need i speak on this one free ultra in the corner!! or mid screen if ur on a fight stick and know what your doing…
ex OOH YEAH! invincibility on startup and i use it to punish crouching hk’s from the shoto’s not to mention combos with ex air slasher from mid screen
imo ex is the way to go for deejay i have one win online with the super combo and that was an attempted ultra…

Sorry about the sentence structure i was typing between ranked matches…

one combo i enjoy using on crossup is
j.mk cr.lp, cr.lk, ex machup , ex sobat or air slasher the cr. lk is a lot easier to land than the cr.mp imo

in the corner you can replace sobat with ultra 2

does really good damage.

my normal bnbs

cr.lp cr.lk cr.lp cr.mk, sometimes when they block all they go for a cr normal so i just throw in a lk sobat and it scores me a knockdown.
cr.lp cr.lp cr.lp cr.mk
cr.lp cr.lp cr.lk air slasher this sometimes a player is mashing a move hoping u mess up if you dont you can do the cr. hk slide and score a knockdown.

only charcter that i have trouble with is bison. you can punish headstomps with lk upkick and ex upkicks but just feels i have to work so much more to win then a bison player

Yeah, DJ’s super sucks ass. It does decent amount of damage but it’s not invincible in it’s early frames. There are only a fit set up for it but most setups don’t have it connecting all it’s hits.

I won’t be hoarding my meters.

I’m just curious on what basic gameplans people are using with Dee Jay. From what I’ve read and played, a lot of his offense is reliant on his ability to cross people up with j.MK and I find that I rely on that a lot in matches. However, that starts to make me feel pretty one dimensional in terms of setting up combos. I guess I’m curious about what else I should be doing or setups I should be looking for when I’m playing.

Should the first combo I go for be the basic c.lp, c.lp, c.mk for the Knockdown to start setting up the Crossups?

What Timing and Distance should I be looking for when I attempt a j.MK crossup after the untechable c.MK knockdown? Should I take a step back, wait a second or two? I played a really good Ibuki lately and I found that everytime I attempted a Cross up j.MK I would land beyond her and get thrown. Not sure if it was a spacing or timing issue.

Is the Cross Up even worth while against Shoto’s or characters with great wake up games? I’m really confident in crossing up someone like Cody, but other characters worry me. I’m not sure how good a chance I have to cross up someone that has a DP waiting. If it’s not reliable in this matchup, then how does that change DJ’s game plan?

What are some of Dee Jay’s good Footsies options?

Just trying to get an idea of ways I can expand my game beyond c.MK Knockdowns, Air Slashes, and attempts at Cross Up j.MK to Combo setups.

anyone know how to jump short with deejay? ive tried to do jump down+lk but it seems to go just as far as regular jump because you gotta activate it late or he will get normal jump lk. I know that i can do jump mk early to do non crossup but that only seems to work on certain characters

DeeJay does have a zoning game but it’s more timing restricted than Guile’s. You have to hit the windows of execution better.

His footsies game is awful. I’ve learned it’s best to let an opponent complete the block strings before backing out or try a jump-in/cross over. I NEVER get into a footsies match.

His footsie game is really bad. He doesn’t have any great pokes or anything either (I tend to use st. mk if anything.) A good thing to do, though, is use EX sobat kick to punish fireballs (it’ll go through them on reaction if you’re close enough.) It is also a good idea to mix up his crossup with his knee drop (down + lp in the air) because it acts like a short hop. This could trick some people into blocking the wrong way, or even whiffing an AA move (DP, for example) giving you a a free punish. I like ending some combos with MGU too (EX MGU if you’re in the corner or wanna follow up with EX sobat kick/EX max outs.)

Dunno if this is the right place to post this…Thought you guys might be interested, we’re having a New characters only tourney (PSN) tomorrow:

http://shoryuken.com/showthread.php?t=236621

Hope to see some of you there :tup:

Hold Charge after FA

So I can correctly charge after a level 3 FA to do a cr.lk -> ex MGU.

But I haven’t been able to charge correctly for a level 1/2 FA. Any suggestions here?

I’m pretty sure you have to dash out of the FA then go stright to charge then do a longer combo ie:
c.lp, c.lk>ex MGU or c.lp, c.mp>ex MGU.

If you don’t dash out you might be out of range or reset them.

You’d never have enough charge off a level 1 focus. Charge to level 2, buffer the dash AND the down back charge DURING level 2 strike animation, short pause, normal xx special.