I would recommend going to training to get a feel for the range to throw safe fireballs.Also all blocked zonk knuckles should be punishable by sweep.Also there is a range where if he does U2 the dirt will hit but the other hits won’t.Also he should be pretty free on wakeup.
As a vega player the stuff about focus attacking wall dives is bunk. Unless you like to get izuna’d don’t do that. I think it’s ryu’s j.mp … the one that has two hits… the priority on that is good enough to stuff the wall dives. Dashing works well because it makes it really hard to land the izuna. Checkmate is pretty good at avoiding them by dashing and delayed srk.
Main thing to remember against vega is that he has no invincible reversal except flips; get a knockdown and keep pressure on; get used to the timing on the flips as you have time after a meaty jump in to react and punish
Yeah,the vega info is super out of date sadly.From early vanilla
Does anyone have any info vs Dee Jay? When I play good ones it feels like most of what he does is safe. I’m not sure what the gameplan should be, what to bait, or how to punish most of his pressure. It doesn’t help that jumping on him after a knockdown feels pointless. Any info at all would be appreciated!
Match his fireballs one-for-one, force him to come to you. Focus attack after a cr. mk>hadou string in-case he decides to slide you on recovery. His knee shot is pretty much his only offensive option, try to get used to SRK’ing it (quite hard). His offense boils down to either cr.jab x100>>cr. mk, or he’ll tick you. No overheads so you don’t have to worry about mixups. And delay the SRK on wake-up to counter his cross-up. If you get a knockdown DO NOT JUMP. Apply pressure with cr. strings, they kill him for free. Be careful of chucking fireballs at mid-range if he has EX, he can EX dread kick through.
You don’t have to fear his ultras unless you’re very close. His U2 is also quite hard to land so chances are you won’t see it too often (could be wrong here, but its definitely a hard ultra to land).
You can jump on Deejay on wakeup but if you do make sure it’s a safe jump. If you safe jump os dp it should beat all his ex up kicks. Another good option if you’re uncertain of your safe jump timing is empty jump cr.lk, his up kick will whiff then you can punish. I suggest going into training room and learn the timing to punish Deejay’s whiffed up kick, that is if you’re having trouble punishing it.
I feel this is one of those matches where you just have to play lame and get that knocdown to win, kind of similar to the rose match imo. If he throws fbs then you throw fbs back, don’t throw them at ranges where he can react to it and punish with that ex kick. Do not jump on Deejay, it seems like all the Deejay players have gdlk anti airing lol. Just walk your way forward and block fbs if you can’t match it with your own fb in time. Eventually you’ll get a kd or he’ll get cornerd and you’ll score most of your damage then.
Thanks for the tips guys!
Deejay matchup is tricky to learn but once you get a grasp on certain aspects of it, you shouldn’t have a problem.
All versions of his upkicks whiff on crouching characters so the only reversals he can resort to are Ultra or EX Dread Kicks, all of which are highly unsafe. Don’t be afraid to pressure Deejay on his wakeup.
All of his AA normals are situational so they can all be beaten by specific normals, except for slide which can be avoided simply by not jumping at certain ranges. st. HK for far-ranged AA, st. MP for slightly in front of him, st. HP for above and cr. HP for deep jump-ins. Go into training mode and test to see what jump-ins beat what AA. Learn to recognize those ranges where he will use them.
Be very careful about throwing fireballs if Deejay has back charge and meter. He can EX Sobat and U1 through fireballs on reaction.
Deejay has a very floaty jump but he can stop the momentum with his knee drop. This gives him a very tricky jump in mixup. Don’t try to guess what direction he’s going to hit from. Pay attention and block accordingly. Also, he can beat Ryu’s cr. MK with the knee drop if he reads it correctly. Don’t get predictable. At the same time, you can reaction SRK his knee drop if you know Deejay wants to throw it out.
Don’t be afraid to walk forward and block air slashers. Its far less risky than jumping since Deejay can AA you with slide, st. HK, jump back HP or jump forward HK. Learn to recognize those ranges. Work your way in patiently. Play the fireball game if you have to but make sure you are working him into the corner instead of simply throwing fireballs in place.
We really need some more info on Adon, what a nightmare.
Kneepress loses to dragon punch, S.HK too…
Seriously how does Bison beat Ryu? Thats like a 10-0 match up
Keep your footsies and anti air ready, get a fireball on the screen and don’t let him jt in on you. Always block high outside of his sweep range in case of his ex.jk. He can get in easy with his jks but remember, he’s minus on block.
If he’s abusing his s.hk too much, jump in and punish.
What the hell do I do against overpowered ass Cody in this game!!!
Don’t jump in.You have to play keep away and watch out for his tools to get through your fireballs.Once you lan an untechable knockdown is when you can do some damage,he is pretty free on wakeup.All zonk knuckles are negative on block,you should be able to punish them with sweep.When you play footsies with him be careful not to let him EX Zonk through the fireball in cr.MK hado,watch out at max MK range.Wish I could go more in-depth but I’m not the most experienced with this match-up either.
I recently added a pretty damn strong Cody to my friends list on Live specifically to figure out WTH to do against him, so if I learn anything useful I will contribute to the Cody match-up.
st.LK tends to beat Jaguar Kicks (including EX) clean at mid range. It’s not much damage but you have frame advantage if they get hit and it’s safe to just throw out there. Great for keeping them honest. st.HP can trade with st.RH and beat Jaguar Kicks at mid range, but it has a lot of recovery so use it wisely.
I think they expanded the hurtbox of Jaguar kicks in 2012 version , I would have to test if it easier to beat them clean.
st.lk is also a very safe counter to Jaguar Tooth.
St.hp vs Jaguar kicks is risquy but It does a heel of damage when it hit clean.
Srk on reaction is possible but it take a lot of mental energy.
Dhalsim
Not sure how much of this is new or whatever, but hope it can help some of you. I practice with a friend of mine and Dhalsim is his main. This match up heavily relies on reaction times. Getting a knock down is important in this match
- You have to basically throw out medium punches in hopes of hitting his limbs, the active frames on cr.MP will ensure you get some hits in if he tries to attack
- When you hear him teleport use light punch to stop him in mid air
- (2012) When he is across the screen the new diagonal angle of the tatsu will go across and knock him down (Do this when he uses Yoga Fire, his Knee will not get you if you angle it correctly)
- If you manage to knock him down, STAY ON HIM, do not let him teleport away
- If you manage to get him in the corner, focus attack charge to bait backdashes and frame trap him.
- If you have super or ultra most of them will try to cr.HP you twice if you attempt to tatsu, bait with a tatsu get hit, release super/ultra when they attack the second time
- Any time you get a knock down use tatsu to get to his body fast.
Remember:
- Dhalsim is free on wake up
- Do NOT use focus attacks at full range
- His stun is only 900, one throw and any combo that involves 2 FADCs and 3 HPs/HKs will dizzy him.
- Use hard attacks whenever you can to increase his stun. (This is why Daigo uses cr.HP)
- Do not try to zone him, he’s much better at it than you.
Good advices, I also like to throw random lp dp when his c.hp is predictable.
For the teleport do you know how it work, like when can he do it how much of a gap he need in your
strings to be able to teleport
?
1 frame of gap is enough to do it, his startup is invencible
Thx I didnt know.