Does the hit box extend past the claw? When I said max range I was referring to hitting near the end of the claw. It probably does extend a little past it so I guess it’s not absolute max range.
You probably just have his timing down, in any case where Vega is not hitting with the tip of his claw whoever sticks their move out first will win. If Dee Jay cr. mk just before Vega st. fp then that gives enough time for cr.mk to extend beating it clean. Likewise if Vega st. fp just before Dee Jay cr. mk then it will hit Dee Jay before he can extend his foot.
If both players do there move at the same time or very near it, it will trade.
Yeah I checked it out after posting that. You’re right every one of his normals his claw extends past his hitbox.
In regards to Vega getting hit out of his st. fp, it has to do with both his arm and body hit box.
Think of it like interlocking sideways L’s. If Vega can extend his arm and hit Dee Jay’s vulnerable “head” hitbox before Dee Jay can extend his foot, then st. fp will win clean. Likewise if Dee Jay can extend his foot to hit Vega’s vulnerable “knee” hitbox before Vega can extend his arm then cr. mk will win clean.
If both players input the move at the same time then both Vega’s arm and Dee Jay’s foot will extend, causing a trade.
It’s a joke, see my sig. I think it’s a safe blockstring, but I see a LOT of people getting hit by the cr. roundhouse. That’s why it’s a godly “mixup”, even though it’s not.
Actually…that’s called a link combo…as in you can link a whole bunch of stuff after st.:mp:. Cr.:hk: will pretty easily link after st.:mp: hits…so it’s definitely a safe block string.
Any advice on how to advance on a shoto and get out of a fireball trap?
@nomrah, I don’t know if you remember me but I was at the Naptown Clash, I was the guy in the black IU shirt and glasses. We did a few casuals but there was a mistake and I couldn’t enter the HDR tourney. Just wanted to say that your Deejay is really good and I learned a few things just from the casuals we did.
Yeah man I remember you, we’ll have to get some games in over Live. As for your question, there was some great Ryu v DeeJay discussion a couple pages back with a bunch of vids, check it out.
For those of you that were looking to help with updating my FAQ, I posted excerpts from my updated draft in the applicable character threads. If you go through there and read those, you’ll see what I’m looking for: cross-up info. What they are…who they work on…what happens when they don’t work. So far, I’m very sure that I have all of the cross-ups listed in my FAQ, but I just don’t have the specifics for the following character…
Dee Jay: He has three crossups. Oh…you didn’t know? Yeah! Three! Not just one. They are…Jumping forward, Jumping roundhouse, and the Jumping Knee (jumping d+short). The most reliable cross-ups: Jump forward, jump roundhouse.
I need to know who they work on or who they don’t work on (whichever list is shorter), and why they don’t work on certain characters if they don’t (whether they miss or they don’t connect deep enough to start a combo). (Feel free to let me know if connecting a cross-up on any particular character is difficult (whether standing, crouching, or both).) If you want to help or you happen to have the info compiled, let me know and, of course, you’ll get credit on my FAQ. Thanks!!!
He may have more, but I can’t think of a compelling reason to use anything but forward. I guess Roundhouse does a bit more damage, and the knee stays out longer, but generally speaking, those attributes don’t offset the difficulty of getting them to actually hit as a cross-up.
For using j.forward, in my experience the only character who is especially tricky to hit with cross-ups is Boxer.
Boxer is especially hard to hit with every crossup since you have to hit him quite early and a lot of crossups don’t extend far enough to the back to hit him while he’s “leaning back”.
btw: set trainings mode Boxer to always block and try to hit him with close st.rh^^
If you got the time and right spacing to set up a j.rh crossup, you should definetely go for it since it does more damage and dizzy than forward. You have to hit very early and so your cr.jab (or whatever move you link to) has to be timed way*more precise than with forward but it’s worth the practice.
Well, there’s no denying that j.:mk: is one of the best cross-ups in the game, but I look at it like this. For the most part, players worth their salt can block cross-ups pretty consistently. So, in varying your cross-ups, you also vary how long your opponent is in block stun in case they block it…which means you’re also varying the timing of your subsequent tick-throw attempt. It’s another way of keeping them off balance.
Then again, this is coming from a guy who played more SNES SSF2 than he probably should have with his brother and absolutely loved hitting cross-up combos with j.:hk:. What can I say? I love crossing up with the most powerful attack possible. It’s harder to cross-up with j.:hk:, but I think the damage is worth it.
I can see how the timing issue can definitely be a problem online, given the usual hiccups that can occur. Offline, well…I’m a Disc Jockey (yes, I typed it out instead of abbreviating it…tried to avoid that pun, but still got hit by it), so pressing buttons at just the right time is just something I do. I definitely don’t have a problem with rhythm, mon.
I still play on a pad but I wonder if that’s an issue on the stick too:
Everytime I cancel a kick (usually cr.short) into the MGU I have problems avoiding to negative edge the lk. This leads to the very unsafe cr.lk xx lk upkick which I do not intend to do. Is there some sort of trick to get the cu.mk - cr.lp x1-2 - cr.lk xx MGU combo to work consistently?
Boxer’s definitely a weirdo when cross-ups are concerned. I’ve jumped at him with j. jab and j. fierce before and ended up on the other side after he blocked.
I do like using the knee shot to cross-up once in a while just because some people don’t expect you to be on the other side when you land.
This happens to me sometimes, too, but I just do what megamanpb posted and it avoids the problem entirely. I can see how it could be difficult performing this on a controller compared to a stick, though.
But to answer your question: no, it’s not an issue.