maybe the deejay player you were playing against was timing the ultra late after the super instead of buffering it early. i’m mashing command grab, holding up, and i’m not getting out of the string.
What is the exact setup you go into super from and at what point are you cancelling super to U1? Need to make sure we are comparing apples with apples here.
At what point are you cancelling the super to ultra in the case you cant mash out? In my case the gap was there with the cancel from super to ultra at the same point you would do so on hit? The penultimate hit basically. Also what strength super are you using with no gap?
I tried to mash dp during all kind of setups but I could penetrate lol. Do you think Gouken counter would be a good test?? Or maybe Fei and Cammy’s U2? Sometimes I get confused with the game mechanics.
DJ far st.hk is a better AA. It was very situational in AE but it’s more consistant now.Maybe the hitbox is bigger. IDK. The maxout is definately better. I catch more people jumping in with it and people can’t poke through it like they use to
i held up, i mashed gief’s ultra, i tried everything. if i held up i should get hit or jump out if its not a true blockstring. i think in very rare cases it can be beat. if you set it up right its 200 chip.
going through this “gap” obviously isn’t really reliable if i’m having a hard time reproducing it.
i do still want to reproduce what ves and tamana said happened so i can learn how to avoid it and explain it to all the deejay players.
I worked out why i could mash it. if you buffer the ultra within the super no gap. if you do the ultra cancel exactly on the penultimate hit then you get a gap. on hit the whole thing connects but on block it almost treats it like a link if you did not cancel the ultra earlier within the super therefore making it one move in effect.
Glad i could clarify it…after bringing some confusion first
I have used dee jay on and off since super and think he has always maintained a middle ground. his problem is opening people up imo…especially given his best weapon to do so does not really pack a punch with all the auto correct in the game at high levels and his lack of a reversal. i would still put him middle! Capcon should have given him an overhead.
I have to say the super to ultra is a good buff though. there is no real reason to use his meter much so a 600 dmg hit confirm is pretty nice given you could kill an opponent with a bit of slasher chip and 2 hit confirms!
IslandBoy again. This close standing roundhouse buff is really starting to bug me. It’s the only one the seems genuinely USELESS. It forces stand, right, right? I can’t think of anything of DeeJay’s off the top of my head that whiffs people crouching to begin with. Right now the only practical link I can think of for this move is cr. jab, st. roundhouse, and it only works when you like DEAD inside your opponent; it doesn’t with 100% consistency off a Knee Shot.
There must be some sort of secret people, there HAS to be. Either that or Capcom is really lost with what to do with this character.
Btw, does the sobat kick damage buff apply to the EX version, too?
I only use the close st.hk as a frame trap against “good players” who “late tech”. Don’t use it online against these mashy mashies. I have managed to throw my opponent,slide next to them, meaty cl.st hk CH and canceled the second hit to super. And it really hurts. I’
On a side note, If you AA with cl.hk and it trades, you can always link a special afterwards. I wish normals would work but unfortunately only specials will do the job. Every now and then you can link another close st.hk but I don’t understand why it doesn’t always work. If you are close to the corner, super will connect and you will get most hits but if you cancel to Ultra, your opponent will fall out :-(. I guess I’m greedy.