Matchups DeeJay Dhalsim: 5.5-4.5 EX Double Rolling Sobat is very good in this matchup and Dhalsim is someone DeeJay can actually vortex. E Honda: 4.5-5.5 Honda does good damage and s.HP is unreliable to aa here. Fei Long: 4.5-5.5 Fei Long can punish EX Rolling Sobat well. but DeeJay's pokes work quite well here. Guile: 5.5-4.5 Guile can outlame and outzone DeeJay. But DeeJay can be annoying with Air Slasher, Doule Rolling Sobat Ken: 4-6 Ken's buttons are too good here. Makoto: 5-5 Quite fair. Makoto has good buttons but DeeJay can zone her well. M Bison: 4.5-5.5 DeeJay is weak to headstomps. Ryu: 4.5-5.5 Ryu's fireball is good and he has far more reliable ways to get in damage with ultra Sagat: 5-5 Despite Sagat's insane damage, this is quite close to even. DeeJay's slide does really good work. Maybe slightly in Sagat's favour Sakura: 4.5-5.5 Footsies game, but Sakura does better damage Vega: 4-6 Vega decimates lame DeeJay play and his angle off the flying barcelona is awkward for DeeJay Yun: 4-6 The vortex is real. Zangief: 5.5-4.5 While DeeJay doesn't have a good backdash, EX Sobat gets past those Flying Body Splashes
Fei Long - Dee Jay is ~ 6.5 - 3.5, IMO. Fei Long is one of the only characters that can punish rolling sobat on block, and when he does so, it almost always results in a cornered dee jay. Properly spaced cr lk on dee jay's wakeup cannot be beaten by wakeup jackknife maximum. Flame kicks AA Dee Jay's weird jump in angle beautifully. I think it could be Dee Jay's worst matchup.
I agree, DJ has the advantage in this match up, as long as he plays careful and hold Yun away with projectiles and sobat kicks, Yun will have to take the risk and jump in. Even after a knockdown Yun doesn't have much options to punish an ex Sobat Kick on block. Yun has to be really patient in this match up to try to score a knock-down when DJ has no meter... that's my personal experience though, Yun's only advantageous match ups are Sakura, Cody, Chun, Makoto, Abel, Vega and Dhalsim. (those with weaker wake-up options) Yun really need those knockdowns and mix-ups to compensate the risk he has to take to get close! He is pretty much a weaker Cammy in terms of tools but stronger mix-ups with a command grab.
Both vega and fei are pretty bad. Fei's hop head kick makes it almost impossible to crouch against against him. Deejay will either get hit with the hop kick, a sweep, or if he tries to jump out he eats a flame kick. I think I almost beat 3-chord with my deejay once (or maybe it was a dream). Nothing but horrible angles and a ton of whiffs!
https://docs.google.com/spreadsheets/d/1I5c8D7BQ9sku5lMrMVQXDMegV-9rQXRoyrYalkxnMNE/edit#gid=0 Dhalsim Honda: 6-4 Not as bad for Honda as it is in AE, but not great. Fei Long: 4.5-5.5 Fei chases down teleports well. Guile: 5.5-4.5 Dhalsim outlames Guile and Guile really has problems keeping close to Dhalsim. Ken: 4.5-5.5 Ken's f+k is very strong here as are most of Ken's pokes Makoto: 5.5-4.5 Dhalsim can keep Makoto out fairly well, but up close she is very dangerous and has strong buttons. Unfortunately she can't chase teleports down without a strong call like a forward dash on wakeup. M. Bison: 4-6 cr.LK is very strong for Bison and he has strong buttons and footspeed Ryu: 5-5 In AE this is in Dhalsim's favour. Ryu can play the patience game though and can walk Dhalsim into the corner if they aren't actively thinking about spacing. Sagat: 4.5-5.5 Sagat's fireballs keep pace with sim and his Tiger Knee is good if Dhalsim is pushing buttons. Dhalsim's saving grace is his slide and low profile cr.HP Sakura: 5.5-4.5 It seems like everyone beats up on Sakura Vega: 4.5-5.5 Vega has good air mobility and wins the footsie game. Cosmic heel is a strong move on wakeup. Yun: 4.5-5.5 Divekick and shoulder are tools for Yun to get in. Once in close, Yun can do huge amounts of stun on an incorrect guess. Zangief: 7-3 Supposedly Dhalsim's best matchup. But you can never count out Gief in Volt...
Makoto-Sim is wayyyyyyyy in favor of Makoto. 6-4 at least. Sim has no real way of getting damage, all of his teleport shenanigans get blown up by fukiage. And when Makoto catches with with an AA fukiage, it leads to massive damage. Also, dashing in on Sim's wakeup is not a big deal since sim's punishes are weak, and one correctly predicted teleport leads to karakusa-ultra, which is basically game over for sim.
I'm also leaning a little more toward neutral with Honda/Sim, because honda's wonky air hitbox and his dominant jump p make him really tough to AA. He also can move forward over fireballs with his neutral jump p. St. p also does a real good job dealing with sim's teleport game. It can def be tough for honda at times, but I think it's closer to neutral.
Well dhalsim can't do meaty fireball-->teleport mixup on makoto but doesn't mean the matchup is bad because of that. For me, Makoto relies on making a good guess after making all the work of getting in and getting paid off for it. Dhalsim historically is a bad matchup for Guile. I think Honda is really weak to jump back p from sim.
IMO Dhalsim-Fei is 4-6 or worse (for Dhalsim of course). Chicken Wing beats all of Dhalsim's normals, and the first hit has so many hitstun that even if the second one whiffs it will still combo into the third one. Then on wake up Dhalsim can't do much. About Yun I'm not so sure. He's for sure a bad match up for Dhalsim, but getting in can get a bit difficult.