Hardest move to master in the game by far. All his throws have the same range and do 32 points of damage (plus two more if behind in rounds). Great damage and can be followed up with a MK upkicks for two extra hits right after completion of super (like Chun-Li). Lands easy enough with the exception of a stand-blocking Balrog. Use this to get you out of or avoid this bad situation. Once you’re in, trip him and then go for a cross-up; if you connect with your j.forward, you have several options (see combos).
If you can bait a bad headbutt, walk up slide to punish. Excellent horizontal hitbox. Can be useful in some cases to beat moves by mashing it, such as Honda headbutts, Blanka balls, scissor kicks from dictator etc. Basically, if you have the clearance to do it, two forward upkicks for the 3 hits are almost always preferable than just using roundhouse upkicks (more damage and super meter gain).
Nice move to halt certain advancing moves like Balrog's low rush. O.Dee Jay have 3 frames of additional recovery on this move.
Instead, mash cr.LP or st.LK to beat the slide clean and completely shut down those footsies opportunities. Good move as a meaty since it has only 1 frame of recovery. C.fierce also beats the headbutt. Dee Jay has infinite possibilities for mixup off of his crossup, and this is where his true strength lies, even though it can be very difficult to get in on him (low strong, low forward, standing strong, standing roundhouse, crouching fierce, upkicks, max out--all great at keeping your opponent at a distance). Forward and Roundhouse versions can actually be interrupted with a reversal in between hits (timing is tight and might not be possible in all situations). This move is one of the strangest in the game. Also, c.strong will beat shoto c.forwards; in fact, it beats nearly all shoto low moves (sans low strong). Allows Deejay to counter far jump ins from Chun. Range plays a vital role in determining how you keep Blanka out. If he is able to get in on you, pray. Once you shut down the headbutts, you must shift your focus to stopping rushes. That probably simply went unnoticed when Capcom switched Diagonal Strong with Diagonal Fierce when updating O.DeeJay into N.DeeJay... This uses the same animation as a max-out fireball, so it doubles as a fake fireball. During the first active frames it has a quite fat hitbox, but some frames after it becomes slimmer (allowing Blanka to slide under it). Stay at a distance and beat his limbs with C.strong and c.fierce. Use max-outs to trade with yoga fires. List download link Lagu MP3 Download Ultra Street Fighter Iv Dee Jay Arcade Mode Hardest - www.stafaband.tvgratis and free streaming full album terbaru Download Ultra Street Fighter Iv Dee Jay Arcade Mode Hardest - www.stafaband.tvmp3 download. This does an unusually high stun for a Strong move. Within slide range, you can't throw many fireballs at all, as slide goes under it and beats it (or trades, worst case scenario).
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As such, he has a good variety of defensive options. Trip his lariats with your slide. Shut down his options, force him to take big risks, and punish him for doing so. Evolution of DeeJay (Street Fighter) 1993 to 2019 - YouTube N.DeeJay's prejump animation was buffed on ST by 2 frames, so unlike O.DeeJay, that has a considerably slow prejump animation, N.Deejay's prejump is considerably fast.
Can be decent as a defensive attack, to protect yourself from anti air sweeps etc.
If he jumps, use the many AA tools at your disposal. At close ranges, it becomes clear why DJ struggles:
Seems to have better recovery than kick throw, might be preferred in situations where you want to stay close. Excellent hitbox and even better hurtbox (pushed back into his body, making it tougher to get hit from an aerial attack).