Just because a move has relatively high startup doesn’t discount it as a footsie tool or poke. There’s more to a poke than just it’s startup frames.
For reference: Guile’s backfist has a startup of 8, Chun-Li’s cr. HK has a startup of 12, Adon’s st. HK has a startup of 9, Bison’s st. MK has a startup of 8 and st. HK has a startup of 11. These are all very effective tools in their character’s footsie game, not because of startup, but because of range, recovery, and hitbox size. To my first impression, Dee Jay’s st. MP is a good poke in the same way that the above moves are good pokes. If you know the range and you can make decent reads, it can really pay off. It’s not a Makoto or Yun cr. MP that you can just constantly mash at sort of close range and be happy.
I totally agree that it’s not safe against low pokes, and that’s the main problem with st. MP. I even address this in my post, and suggest that cr. MP might be a good tool to use against low pokes instead (cr. HP, as you said, is also useful). I’m not trying to say that it’s going to become THE poke of choice for Dee Jay. It’s situational, sure, and matchup specific, but broad enough to get me interested in using it.
@ Double F, don’t forget you won’t just be popping them for 90 a lot of the time with st. MP, you’ll be popping them for 210 by canceling into sobat, and when you have super you’ll be threatening popping them with over 500 if you’re running U1.
I feel what you are saying but you listed footsie tools/pokes that are out of reach from most low pokes and/or very hard to punish when used at it’s optimal range. Far st.mp doesn’t have good anti poke properties. The hurtbox sticks out too far. The mp might be a good anti rekka or even an OS tool. I’ll try it out for a week in matches and and in the training room to see what happens
Far st.mp will hit big characters that crouch. The problem with that is that most of those characters are grapplers. I use it as a frame trap against Balrog, Gouken and Sagat. I catch everyone swinging and get many CH lol. Cl.mp leaves DJ at -1 on block and it pushes DJ back but people mash crouch tech and their crouch move doesn’t reach far enough and DJ’s far st.mp hits them. Don’t try that against Cody because his cr.lk is OP.
One thing that I noticed or maybe I wasn’t aware of in AE is that some reason it is easier to cancel moves after AA. I know this was a buff for far.st mp but I find myself canceling cr.hp to AS and we all know how strict the timing is to cancel anything from cr.hp. I can also cancel far st.lp and cl.mp at the last active frame. Maybe this has always been the case
Online when I fight a Vega, even if they’re doing legit stuff, it just feels like trolling.
I’ve met a bunch of Vega players offline though, two of them were really cool and basically normal. The other I think has some serious undiagnosed social anxiety issues. Really, really peculiar person.
using super to u1 the first day or so, i was just using it to troll. now i’m actually liking it more than dash u2.
i’ve been using less and less ex meter knowing i can cancel super to u1 a lot easier than dash u2.
also it seems like the dash is slightly faster because i’ve been getting a lot of ex mgu dash and nothing. usually means i’m inputting too fast. i’ve had to double tap the 3 punches lately. maybe it’s just me coming from playing PC more lately going back to ps3.
yeah, i wasn’t sure, thats why I quoted the word “new”. I also asked someone to translate the second vid.
It’s nothing special actually and it only works on abel. Dash U2 in corner which autocorrects after dash.
The gap between super and u1 on block is not safe. if your opponent has sufficient life with an ultra and waits for the ultra 1 start up they can just activate their own ultra and win as long as theirs has more priority. i ex heabutted dee jay after the ultra start up. the blockstun of the penultimate hit would need to be +11 or something like that for it to work on block as a true string.