Deejay:
Optimal distance, outside of his sweep range inside his light sobat range… He can’t react to fire ball and has to ex sobat with guess work which is negative five and punishable by sweep at most distances when blocked.
In optimal distance, light sobat is his chip tool but it no longer goes over lows, this makes bullying with crouch forward much stronger. Crouch forward also low profiles under his jumping knee attacks. You can not only react to his fireball, but every fireball is a free jump in with Fierce punch. He’ll only be able to slide and you will be able to to empty jump punish it, tatsu behind it or stuff it with the fierce if you’re fast enough.
Safe jumping deejay is easy. Use the original safe jump timing you always used. You have to use empty jump crouch tech to ensure that they do not ex upkicks you. Once you punish that and make them not use it, you can start attack during your safe jump. When you see the technical for delayed wake up, you’ll just go from crouch tech to crouch forward. It beats all his options except I think wake up throw and ultra. Once they have learned not to try reversals on Delayed wake up, you switch to medium punch and tick throw or frame trap.
At long range as soon as you see he fireball, just do it back and walk forward. All that fancy focus and neutral jumps shit is sub optimal if you can just react immediately with your own fireball. The only thing you have to fear is a trick I use that I haven’t had used on me yet. When I’m deejay and a ryu just counter fireballs me, I build meter and super cancel a fireball for a big punish. So be aware of that option when they have super.
Deejay cannot vortex you, if he tries just DP him or crouch forward to low profile his knee, crossover attacks set up to make DP’s wiff and push out empty jumps. DWU really fucks up Deejays damage output too…
Focus/Red focus are only for combos in this match up.
Ultra 1 only. If you could anti air with Ultra 2, the DeeJay wasn’t good enough in the match up to matter.
All 2 hit sobat kicks are -5 meaning that you can sweep punish into safe jump all of them.
If you know DeeJay wants to EX sobat your fireball, do the slow one from mid screen or farther.
DeeJays have not utilized dash Ultra 1 yet, but that should become a factor in the match up eventually…
Footsies with Deejay does not use counter pokes. He counter pokes you while you try to corner him. His counter pokes counter your pokes and your counter pokes… Match up footsies will primarily consist of wiff punishing DeeJay with sweep, low profiling and bullying with crouch forward, faking fireballs, or using fireballs to push DeeJay to the corner with chip.
Getting caught outside of optimal distance gives Deejay the chance to set you up with fireball, so work you way in and force him back by sitting in that position or punishing what ever he does on reaction because of you positional advantage…
That’s all I remember for now… But yea, being a DeeJay and Ryu player, the match up goes to the turtle ryu or the zoning deejay. Zoning typically trumps turtling as its execution dependent and doesn’t rely on opponent mistakes so I’d say 5.5 in deejays favor…