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

How many ultra 2 setups are there??

MK Upkick -> u2 (near corner)
EX-MGU -> u2 (corner)
EX-MGU, walk, u2
EX-MGU, dash, u2
c.HK AA juggle, u2

I guess I’ll try out MK/EX upkick to U2, cuz I didn’t know about them until recently. I’ll see how they work.

Landed my first dash ultra 2 today in a match. :slight_smile:

No Cigar, I got my copy for 360 now so you can add me and we’ll spar. ^^

Landed my first dash ultra 2 today in a match. :slight_smile:

No Cigar, I got my copy for 360 now so you can add me and we’ll spar. ^^

U2 has a juggle potential of 1 which means that it will only work after 1 hit of mk/hk upkicks. If you can manage to only hit one time with EX Upkick it can juggle too, but I guess that doesn’t happen too often. Check out the juggle mechanics guide for more info.

Don’t forget too add these irrational ultra 2 setups:

CH c.jab > U2
CH cl.short > U2
CH cl.forward > U2

Oh yeah, Counter hit s.LK, U2.

I pulled that off once on the dummy with count hits on. It’s so hard. because you still need the condition of charging down/back.

SIGH… Capcom, make U2 b,f,b,f+ppp…

or qcf , qcf +PPP

I use his Sobat Festival Ultra, mostly because I haven’t been able to connect with Climax Beat without using it as Punishment. Been a while since I used DeeJay, I can’t even hit his MGU to finish my combos. I’m thinking about switching back to Climax Beat though, maybe it works best with him being defensive instead of Rushing Down…

Does anyone else have a lot of trouble hitting the knee shot? My TE stick does NOT want to recognize the :d: motion. It almost always gives me :db: or :df: especially when I’m on the left side of the screen for some reason.

Is it my own suckiness at inputs or would an 8-way gate help me in this situation? Really sucks to go for the jump in knee shot only to fly over their heads with a useless jumping :lk: and having to realize I’ve failed and quickly get to :lp:/:lk: so I can throw tech when I land right beside them.

It just takes time getting used to. Do it over and over and eventually it will always come out. I wouldn’t go for an octogonal gate with any charge character. It’s probably that you would normally try to get downback charged during your jump so you have to adjust the stick towards the middle. It just takes some time.

Pretty much this. At a certain point while playing Dee Jay, it just becomes another muscle memory type deal.

It could also be an issue with posture. If you aren’t sitting nice and straight with the stick laid nicely on your lap and not skewed at an angle what you may intuitively feel is Straight Down may actually be off to the side a little.

That could be it. I play on a coffee table out in front of me. Reason being I hate playing on my lap because it’s uneven and my elbows are all synched up into my ribs. I prefer having my arms outstretched in front of me when I play. But maybe that’s making it harder to do a straigh down motion.

Hopefully y’all don’t mind if I bump this thread…

What’s DeeJay’s best normal AA? I’m sick of Upkicks getting stuffed cause I’m a tard.

I tried st.MP, but since it’s a close normal I’m having trouble with it coming out when I want it to. Is far st.HK the best now? Or anything else.

Well I’d say st. MP, close and far. You have to time it right though. cl st. MP is pretty much gdlk, but usually they’re not in range. Far MP is pretty good, especially vs. Gief and some others. Thing is that it loses to some good jump ins like shoto j. HK. So if you’re getting beat using it, try using st. HP. You’ll usually trade, sometimes win, but mostly trades are in your favor. Far st. HP and far st. MP have very different timings, so learn to do them both (st. HP is slower). Slide is also good, but from a farther distance.

My list goes:

  1. LK/EX upkick
  2. cr. HK
  3. close and far st. MP
  4. far st. HP

Thanks for the response! I didn’t really think of using the slide as far AA.

Yeah its pretty good. It only AA’s if they do an attack in the air, or if you hit them with the leg that’s sticking up.

Also j. forward or back HP/HK is good too, if you can react to their jumps. I forgot to mention that.

Does anyone else ever sometimes try and anti-air someone that’s trying to cross you up with a lk.upkick and instead get a jump back light kick. It has happened to me sometimes but it is actually really effective so I just pretend I was meant to do it lmao.

^I get that sometimes but it’s usually a bad instant knee shot attempt.

Knee shot is a good AA and it can lead to some ambiguous mix ups.

Cr.fp is a good AA against dive kicks.

Yeah it sometimes happens with jump back knee shots which I use too. DJ’s air-to-air moves are some of the best in the game IMO.