to be fair, whiff punishing poke A with poke B is not the same as beating poke A with poke B.
Yes! I’ve managed to consistently do the cross-mk > cr. jab x 2 > st. mp > f. dread kick!!! I can also perform the minor variations. Any general tips you folks can give for Dee-Jay? All the best!
You want to be really real? Do cr.jab x2, st.mp xx upkicks.
I’m not real enough for that combo yet.
How would that work? When you do st.mp you have to release the “down” part of the charge? Am I missing something? I’ve seen the combo done and always wondered how.
Basically the game has a window in which a command must be completed. If you charge down, go across neutral+button, up+button within the input window it will register as a down,up move.
It’s actually not that difficult once you get the timing down. You have to link the cr.jab -> st.strong very very late, I think on the last two frames it’s linkable. Also, it’s one low jab, not two; if you do two, your upkicks will whiff almost every time, if not every time.
Really showy, more like.
I use c.jab, c.jab, c.short xx upkicks like a normal human.
General tips? If they start blocking that combo, throw them after 0, 1 or 2 jabs. If they start standing up to tech/counter throw, hit them low with c.short xx MGU. Be sure to mash the MGU, even if it’s blocked. It’s much safer when mashed.
Yep, it pushes you out far enough that not much can counter. Also, if they’re just standing up and blocking your entire string, you can low short -> dread kicks as well, good for when you have meter and can juggle with super to push them into the corner and get some extra damage.
Some tactics I use…
-cross up MK into a random number of c. jabs (1-3) into a tick throw once and a while, if they block.
-usually attempt cross up MK, c. jab x3, standing MP, Roundhouse Dread Kick after knockdown.
-c. HP kills all kinds of stuff, as stated.
-c. MP kills Guile’s c. MK, as stated.
-c. MP followed by c.HP in the corner usually gets people damaged.
-jab machine gun uppercut is a good AA though, always use a LK Jackknife as your main AA, then follow up with a cross up MK then whatever tactic or combo.
-cross up MK, c. jab x3 into jab machine gun upper is a good combo that’s easy to do for 7 hits.
-You can MK Jackknife and carry someone near a corner from an AA situation, if close enough, and juggle your opponent for all 4 hits from your super; they will be pinned in the corner.
-control your space and the momentum by throwing a Fierce Max Out then c. Roundhousing forward, rinse and repeat. Make them jump at you for the Jackknife.
My main problem with Dee-Jay is having a reliable AA when standing. When I’m within sweep distance I fall victim to jump-ins. Is st. fierce reliable as an AA against everyone?
Use st.strong. It’s DJs best normal AA in most situations. St.Fierce is reliable too but harder to time.
Yeah, I don’t think he has an anti-air normal that works in all situations, but generally, sweep if they’re farther away, and s.strong if they’re close. Occasionally, I also get a bit of mileage out of close roundhouse, if they’re really, really close. Many characters can beat all these options, with the right attacks, though (if they couldn’t there’d be no danger in losing your charge).
Hey DeeJays, just curious, what’s your counter to cross-up hurricane kick when DeeJay is getting up or even in down-back position?
My usual counter is to be kicked in the back of the head. I generally don’t expect the hurricane kick, so I upkick early to counter the expected jump-in. Then, of course, the hurricane kick changes the jump trajectory to avoid my upkick and kick me in the back.
That said, a few options that would work if I knew it was coming include a late upkick, an early s.strong, or a slide to escape.
I’ve seen and tried wakeup MGU with limited success. MGU has a very strange startup hitbox.
Yeah, I’ve done the same. I believe MGU has upper body invulnerability in its startup frames, and then becomes vulnerable on the first hitting frame (which leads to a lot of trades).
I would think that if you see that Ryu/Ken is jumping that far behind you it is just best to block most instances of this as they are going to do one or the other and it’s not worth the risk to try something fancy. Honestly, if you look at the way they are jumping you can usually tell if they are trying for a reg MK cross or if they are jumping slightly different, they will be trying for a hurricane. I think that after you play as Ryu and Ken and do the same moves on other people, when the tables are turned, it becomes more easy to predict what will come out, based on where they jumped from. Either way if they are obviously going behind the head and you can’t up kick it, block the other way?
I forgot who it was against (Choi or Afro), but when Daigo’s Ryu used behind the head hurricane kick 2-3 times vs Balrog, Daigo had very specific placement that, in hindsight, showed he was not going to be trying a MK crossover. I’ve see the match a few times, but that one really stood out for me and it was classically funny to watch. I thought that after the first HK Rog was going to figure it out, but he fell for it again, if not for a third time (i forgot). I know this was not against DJ, but it just reminded me of that moment that allowed Daigo to come back and take it, but yeah watching him place Ryu right at the perfect spot, showed that the behind teh head HK is pretty cunning. I’d like to know what way Rog was blocking. Maybe it was really hard to predict afterall.
Getting up: Upkick (and get hit), short dread kick to escape (works sometimes), or block and defend/react against the following mixup.
I asked BruceLB the same thing and he said the best bet is to block.
Down-back: Upkick (and get hit), slide (I see Seki do this a lot, seems to be the best option if you’re in down-back), block (then you’re susceptible to a followup mixup), or if they’re directly above you, I think s. close roundhouse will work. I guess the short dread kick might be a decent option here too depending if you escape in a reasonable amount of time as to not get screwed by recovery frames.