I have a Super Turbo replay of me using MGU to counter one of Vega’s walldives. It was a very clutch victory (and I actually didn’t mean to do it lol). I’ll try to get that up soon. Should work similarly in HDR.
i fought your fei with my deejay the other day. i happened to make the mistake of looking at your gamertag and choking hard. i really need to work on that the next time i see a familiar name of someone i know is good.
anywho i have a general deejay question.
is there any real strategy in what kinds of fireballs i should be throwing? i know the different speeds and whatnot, but all of the zangief i play makes playing a proper fireball game a bit foreign to me.
Here is me using MGU as a counter to walldive.
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That’s a wallspike though not a walldive.
That’s a wallspike though not a walldive.
Whoops. Well now you know that MGU beats the wallspike :).
With the jump attack whiffing through the MGU, I expect he’d end up plenty close.
I’m honestly more worried about Hondas switching to j.short, since I believe it got a hitbox extension to counter sweep AA. Might be able to tag the low MGU hitbox.
Giving this thread a revival. A few questions/points:
- Do we still think that Vega/Claw is a bad match? I think DJ beats Claw, his cr.fwd and j. jab dominate.
- Any fresh ideas vs. Guile? Usually I get within cr.mp range and start throwing that out, though it gets tricky when he throws the reverse sobat.
hey i got a joke for all you guys…
what does deejay do after he stops dancing with his marracas?
he takes a shit !
hahahahhaahahaHHAHAhAHAHAhahaahaha
1 DJ’s j Jab doesn’t always beat Vega’s Dives. Depending on range and timing, Vega can still strike or throw the j Jab. DJ has to alternate between j Jab, st Strong, j RH/Forward and Short Upkicks to beat the Dives/Spikes. Vega’s cr Strong can be beat by DJ’s cr Forward, but it also depends on timing/spamming. If the Vega player alternates between cr Strong, st Strong, st Fierce, st Forward and slides, DJ’s got nothing vs his pokes. Vega is very formidable, and definitely has a slight advantage vs DJ.
2 Vs Guile, the Sobat (b/f Forward) is not a special attack, it’s a command normal, so it can’t be used as a reversal. I’m thinking that you mean reversal Flash Kick/Somersault. Guile has to very careful using a reversal/psychic Somersault. If he misses, he’s wide open for punishment. Just try to figure out your opponent, and when you do, Vega will destroy Guile with just slide, cr Strong, Jab Rolling Claw and walk up throws.
The problem is Vega will lose charge if he uses anything but a cr. normal. I always had issues playing a ground game against Dee-Jay as Vega, though now I’m using both characters.
No, I was referring to the B+mk move Guile has - the one where he hops back and extends his leg. I have no issues facing Guile as Vega, that’s one of my favorite matchups. As Dee-Jay, however, it is different. Thanks.
This has probably already been said elsewhere, but crossup MK, cr.HP, MGU does crazy damage and is really easy to do. For some reason to I’ve seen a few people block my crossup and cr.HP and then connect on the MGU possibly due to confusion.
Only recommend that combo if you can react to the cross up hitting. You’re better off going for crouching jabs and shorts. Also if I remember correctly on Fei you can cross up Cr.mp, Cr. Hp, MGU. It’s the end if you land it.
Another warning: c.fierce can only be buffered into specials on the early hitting frames, and the early hitting frames only hit standing opponents.
[media=youtube]_CY2dN4WBnM&feature=related[/media]
There’s a combo performed by Afro that links st. mp into the super. Can I get the input breakdown, please?
Xup :mk:, :db::lk:, :lk:, :f:
:f::mp:, :k:
You won’t get a Max Out if you do the Strong after the Super motion. At the last part, you have to piano the Strong into a Kick relatively fast. Not too fast tho or the Strong will whiff into Super, and the opponent will be able to block.
I haven’t done that specific combo in the video, but I do cr Jab x 2 into st Strong into Super. The principle is still the same tho.
What are your options when Zangief green hands your maxout into SPD range? Is it all over or can you jump back jab or something of that nature?
You want to make sure you’re not throwing MO’s when he can get within that range. You should be using a combination of cr. mk, slide, and cr. strong to counter anything he does. Go for the knockdown with slide or cr. mk, then apply MO pressure again. Jump back before you do to create space, if you’re already in a corner then slide to move forward and keep your charge simultaneously.
Ok old thread, but why is it possible for deejay to combo out of two chain canceled cr.lp ?
With deejay you can charge down, then 2x cr.lp xx up + kick (his flashkick version).
That is not possible with any other character. Normaly you can chain cancel 2x cr.lp, then you have to chain cancel into s.lp for example, which can be canceled into a special.
So why does it work with deejay?
They are not real rapid-fire attacks. It is just that DJ is a bastard and his Jabs have no recovery.