I know I’m new here in all, but I disagree. Respectfully, of course.
Due to Dee Jay’s cross up and combo ability, (Which can VERY easily lead into his cr.mk sweep) Dee Jay DOES have something of a vortex. I won’t go so far as to say that it’s as EFFECTIVE as Akuma’s; Dee Jay’s place should be at least mid-screen from the opponent because he can do a number of things from that spot, whereas Akuma can just destroy from anywhere. However, it’s still a very good tactic.
Nice to meet you, by the way. : D
cr.lp x2 -> cr.lk-> cr.mk.
Just one quick link combo.
great thread cant wait to read it all thoroughly when its finally completed in all its glory
You can juggle MK Upkicks into HK Upkicks anywhere on screen, timming’s a little tight, but worth the extra damage. Best punish after a blocked SRK or similar moves: cr.HP > MK Upkicks > HK Upkicks.
cr.HP > HK Dread Kicks: 210 damage, 340 Stun
cr.HP > MK Upkicks > HK Upkicks: 246 damage, 380 Stun
cr.MP > MK Upkicks > HK Upkicks: 216 damage, 260 Stun
You are right, cr.HP > HK dreads is the easiest, and would be best if you don’t want to chance missing the HK Upkicks. cr.HP > MK Upkicks does whiff on some characters, but cr.MP > MK Upkicks hits everyone, so using the last combo here gives the best damage, but least Stun, to the entire cast without Meter.
- Is it possible to slide under slower moving fireballs (such as LP versions)?
- When and How should Sobat kicks be used? What strength (LK,MK,HK) should I use/not use? I’m still trying to figure this special move out so if anyone has any tips, it would be appreciated. :wgrin:
^^ Yes you can slide under slow projectiles, your timing just has to be a bit more precise. Load up training mode and test it out to get a feel for it, it’s most definitely a little different.
I rarely ever use the HK and MK versions. LK is great as a footsie move and for applying pressure, it’s an outstanding way to keep up the pressure after you’ve pushed them away with a blockstring. Often times, your opponents will throw out low attacks at the range, and your LK Sobat sails right over and connects with their jaw, netting you a free knockdown, and then the mix-up/cross-up shenanigans can begin. MK and HK don’t have knockdown and AFAIK, don’t have lower body invincibility. When you are using LK Sobat however, make sure to do it at a distance to where you barely hit them with the tip of your foot. This way, you’ve not only done your best to ensure that you’ve hit them with the latter portion of the active frames, but you should also be slightly out of range of most of their lows.
The HK version is good for closing distance against an Akuma that spams air fireballs, and for pushing your opponent away. Another good use of the HK version is after a blocked special, super or ultra that puts you outside footsie range. A good example is Cammy’s Cannon Spike or Ultra one. Immediately after blocking one of those, bust out the HK Sobat(or EX, whatever suits you), and you’ll peg her every time for free.
So again, when you’re in close and applying your mix-up game, stay with the LK version for safety, low attack avoidance, and a chance of an easy knockdown. HK after far push-back specials/supers, and EX to go through fireballs.
EDIT
HK and EX Sobat is also great against T.Hawks blocked Hawk Dives. Use HK if you just wanna build meter(it will push him far enough away that he can’t retaliate with anything) or EX if you wanna set up for crossups.
So I posted this in another thread here but it didn’t seem to get much notice. I was playing around and if you’re close up you can cancel cr.HP. You have to be close enough to hit them while his elbow is on the way up, if he comes down on them with his elbow you’ll be too late to cancel. Any strength air slasher or dread kick works and EX upkicks work.
cr.HP xx HP machine gun upper works, but it is character specific. tested it on the whole cast and came up with the following tentative list
Hits and launches
Ryu, Ken, E.Honda, Makoto, *Dudley, Seth, Gouken, Akuma, *Gen, Cody, *Dee Jay, *Cammy, Sagat, M.Bison (dictator), *C.Viper, *Abel, Sim, *Chun Li, Blanka, Rufus, Vega (claw), *Fei Long, *T.Hawk (first followup launches second doesn’t),
Hits, no launch
Ibuki (1 hit), Sakura (2 hits and followup), Guile (2 hits and 2 of first followup), Gief, Rose (2 hit and 1 of first followup)
Misses
Dan, Hakan, Guy, Juri, Fuerte (occasionally hit but no launch and unreliable), Balrog (boxer) (occasionally hit but no launch and unreliable), Adon
*launches without the followups, but I couldn’t get it to launch with the mashed followups.
Combos cancelling out of cr.HP
j.hk, cr.hp xx dread kicks does 284, 300, 316, and 332 damage for lk, mk, hk, and ex versions
j.hk, cr.hp xx ex upkicks does 364 damage
j.hk, cr.hp xx ex sonic boom does 300 damage
j.mk (deep crossup), cr.hp xx ex upkicks does 268 (some of the hits miss)
For the characters it works on, j.hk, cr.hp xx hp.mgu does 348 damage and 564 stun if all the followups connect.
I know this isn’t as easy to hit as some of his other combos, but the damage makes it worth considering or at least experimenting more with.
After using DeeJay this week and a half, I see that he is a solid ass character. But here are his weaknesses. Please shoot me down if you have info that I do not.
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DeeJay has no reliable ground reversal.
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The range on his pokes is not very good.
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Because the range of his pokes are not good, it makes punishing some characters a little difficult.
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His focus attack range is not good… But it charges to level 2 insanely fast. I think it charges even faster then Bison’s. So I guess there is a trade off.
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His U2 is hard to combo in open space.
His mismatches seem like they are Akuma and Sim. Maybe Bison, but I am not sure yet. Still too early. Need more experience for sure.
Thats about it. I feel like DeeJay can deal with everything. But these are his weak areas. Not too bad compared to other characters in this game.
The range on his normals isn’t great for the most part, but otherwise they’re pretty good at dominating the space they cover (Besides slide). Especially s.MP and c.MK. If you’ve got a good read on your opponent then the latter is great for stuffing things outside of its range (i.e. if it runs into shoto c.MK or Boxer’s c.HK during both moves active frames, it’ll win out).
Dee Jay Guide needs a section for special moves, ultras combos, and maybe super combo also.
My thoughts:
His short hop is awesome. Use it as much as you can. It’s a bit hard to time as a safejump though.
In terms of ground combos I prefer
c.lp x2 > c.mk
or
c.lk > c.lp > c.mk
c.mp to cancel into specials (mostly lk dread kick)
I’m still experimenting with the the upkicks as anti airs. MK upkick can juggle into HK juggle for a little more damage if it hits twice, but if it only hits once you are losing out of damage because LK upkick does more. I say if you aren’t sure MK will hit twice you should probably just do LK upkick (it also seems to have better priority but maybe that’s just me)
Unlike other chars ive used I don’t like deejay’s normals as antiairs. Out of them though ive found that st.mk and c.hp work the best. The latter looks very strange for an anti air though. I dislike st.hp as an antiair because while it works from afar, when the opponent is close it will sometimes turn into cl.hp which isn’t as effective. A well timed slide works as well, as well as an early ex dread kick to escape.
For fireball pressure learn to use your slides (while holding a charge) to gain position. If you are close enough and the opponent is dumb enough you can get an EX dread kick in.
In terms of in the air his shorthop as i mentioned before works great, and also his dirty j.mk crossup and his j.hk which has pretty nice priority and is a good air to air. It requires a bit of different timing though.
What do you do after it hits? Throw?
If i’m trying to bait a SRK, nothing. If it connects, then yeah either throw or go into a bnb
so it appears that Dreadkicks have throw invincibility on startup, and then lower body invincibility later on…
excuse me if it’s been mentioned before, or if it’s always been that way…(never played ST)
anyone got any lp air slasher following tricks? all i do is just follow it with a slide. but i wanna be more offensive with it.
Could you add that Dee Jay can hit a HK Jackknife (1 hit, the 2nd kick) after an EX MGB Midscreen? Just thought i’d let people know since i didnt see it on the front page
its a bit extra damage + meter
28 more damage than a standard cr.mp -> EX MGB punish
I will make some updates tomorrow, have been very busy.
Non mashed EX MGU will let you get 2 hits of HK upkicks.
Generally better