Sliding Under Fireballs
Can somebody give me some tips on utilizing his Slide to go under fireballs?
I remember reading that it only goes under certain ones, but I can’t find that post anywhere.
Sliding Under Fireballs
Can somebody give me some tips on utilizing his Slide to go under fireballs?
I remember reading that it only goes under certain ones, but I can’t find that post anywhere.
Yea you were referring to my post probably in regards to sliding under fireballs.
To be honest, just go into training mode and work on timing for the slide. Since the startup time for the slide is quite slow, most cases you may get it. There’s really no “tips” in this situation, it’s just relying on timing and knowing which fireballs come out… So best advice i can say is just work with all the fb characters in training, use all of their fb speeds and test it from there.
Are there certain FB’s that it’ll just never go under, no matter what the situation? Pretty sure of the obvious ones like low tiger shot and low juri shot, but I mean normal ones that might just be too big?
Can’t think of any special moves other than those 2 which you can’t dodge. Ryu, Ken, Akuma, Sagat high, Juri middle and high, Gouken, Guile, Chun Li, Seth, Dan, Sakura, Sim, Rose, Dee Jay, all doable I guess, am I forgetting someone? I need to test on some of the supers/ultras to see if they are doable. Can’t imagine that you can slide under either Tiger Cannon or Haoh Gadoken but Denjin/Metsu/Shinku/etc might be possible.
Hello guys.
I’ve done a DeeJay guide on the Polish fighting scene portal/forum, so I thought I could contribute.
What I would like to cover are blockstrings.
DeeJay’s largest frame advantage on block is +3, which is not enough to safely (without leaving a window for srk) link into another normal cancelled into special for some free chip damage. So if your cr.lp ends up being blocked I would recomend to chain a random number of crouching jabs (1-3) and from there choose one of the following options:
Frame traps are especially cool, they will lose to srk, but score a counter hit on oponnet’s pokes or “option select throw techs”.
Frame traps examples (after a few blocked crouching jabs):
Especially cool folloups to cr.mp or cr.lk frame traps are:
If your actions after blocked crouching jabs lead to a knockdown, then you should start the DeeJay Vortex.
What do you think guys?
hey guys, im sorry first of all.
but i have been looking for a good 30 minutes now and i cant seem to find what deejay can reliably use for an anti air?
or just give me any info on what you guys do to anti air?
im not a dee jay player but my friend is and he says he wants to get good but doesnt have the time to go into forums and study.
all i need is anti air info please. thanks
Depends on distance and charge. With charge, lk jacknife or ex jackknife is unbeatable. Without charge, cr.hk (slide) will beat out those that lands in front of you, otherwise use back.HP. Back.HP trades quite a bit but sometimes will beat jumps clean so it’s in your favor. However vs divekickers (rufus, akuma, juri) blocking still works!
I’ve had EX upkicks trade with a lot of stuff, though usually it beats most things clean for big damage.
I’ve found that Dee Jay doesn’t have a good reversal move without ex meter. Today I faced a Rose that owned me with d+MK slides and cr.MP combos. There wasn’t much I could do.
Does Dee Jay have any good option selects for jump ins?
Short Sobat kick flies right over low footsies and from what I’m aware of, it’s pretty safe on block.
Abuse it against people who try to come at you low alot. It’s not much of a wakeup, but it’s extremely useful against footsie intensive opponents.
Hi,
is it possible to do a safe jump with j.mk or j.2lk ?
For example against a shoryuken…
Thanks
awesome… hey, so if i go for a j.mk cross up and it is blocked… it is not safe to try to do cr.jab after wards? i will get beat out by ryu dp?
Nope, j.mk, cr.lp, cr.lp … is safe on block.
However linking something after blocked cr.lp is not. That said, it is still very useful as a frame trap - just don’t over use it.
I suppose that the part that confused you was: “DeeJay’s largest frame advantage on block is +3, which is not enough to safely (without leaving a window for srk) link into another normal cancelled into special for some free chip damage”. Frame advantages don’t really apply to jumpins, and I was refering to DeeJays ground attacks. Check out the framedata, it doesn’t mention any advantages/disatvantages for jumpins.
I think that if you cross up j.mk too high on large characters it isn’t safe on block. I have been punished before but I might have missed the block string. Also, I could have sworn linking cr.mk or cr.mp off a cr.lp is safe (true block string). Although I never check frame data.
cr.lp is +3 on block
cr.mp comes out in 6
thats a 3 frame hole, enough to get beaten by a move with invincible startup (dp, ex messiah, flame kick etc.)
Thanks for the info. I always thought I missed the link when I got mashed out of that string. I pressume a safe block string would be cr.lp > cr.lp > cr.lk xx max out.
No one knows ?
cr.lk comes out in 5 frames, so there is a 2 frame gap where invincible moves can beat you out. That string is pretty good against characters who don’t have a mashable reversal or against players who don’t constantly mash.
I tend to do st.lk on the end of that string instead of cr.lk though, it seems like it does an extra frame or two of block/hitstun, and it feels more intuitive for whatever reason.
You can’t do a true safejump against shoryukens in this game.
s. lk xx maxout you say? Sounds good, will have to practice that one, although you give up down charge slightly quicker.
yeah you give up your down charge, but at that range, if say your opponent randomly doesn’t block the short, they are going to be too far away to upkicks/mgu anyways.
I also like st.lk because you can do the string, then the next time do the lk, not cancel it and go for a grab, or jump, or lots of stuff really. Minus the fact that it doesn’t hit low, and has a little less range it is a better move.
How could the s.lk could give you more frame, if it has the startup (5 frames) that the c.lk ?
By chaining ? (but if it is you can’t throw a air slasher after !)