It isn’t about the startup, moves do variable hitstun/blockstun. It seems to combo better for me, so it is what I use.
Also like I said, I don’t always throw the slash on block, and the move recovers faster than cr.lk.
It isn’t about the startup, moves do variable hitstun/blockstun. It seems to combo better for me, so it is what I use.
Also like I said, I don’t always throw the slash on block, and the move recovers faster than cr.lk.
Yeah i confirm i played a very good guile and he throw a summer sault between c.lp and c.lk in block !
Do you think jump hp is better than jump hk in a airfight ?
Cause i heared the 2 versions…and when i try, i often wins with the hp, but wins also sometimes with the hk, knowing the kick is beter in dammages and stun.
What is your opinion ?
j.hp all the way (better priority)
j.hk sometimes works better during jump back, probably because of its superior range
I confirm !
I was losing my “trap” before when i was using j.hk.
Now after a low air slasher, dash forward, if the opponent jumps in and in reaction i do a j.hp, it works EVERYTIME:)
Sorry for not updating in a while, have been very busy, have an interview for my new college next week. After that I’m buying a console and it’s time for some data.
Hey man, love what you’ve done so far. I’m looking forward to seeing what else you come up with abd discussing some advanced tactics.
I’m getting beat out by reversal srk even after blocked deep cross up j.mk. I don’t think the above is a block string at all.
Are you hitting cr.lp as soon as you can after the j.mk? I never get reversaled after the jump.mk. You can go to training and set dummy to block randomly. If you time the cr.jab after j.mk correctly, the dummy will either remained blocked or hit-stunned depending on if it initially blocked or not.
It’s a blockstring, but you must hit j.mk REALLY deep on block, otherwise you can eat a reversal. If you’re not sure of the “deep”, you can do j.mk, stand lp, cr.lp, as st.lp is 3 frames.
It depends on where the j.MK connects. If it’s ambiguous and on top of their head then there’s likely going to be a window where they can break through. If both of you are aware of that, then it can make good bait (If they don’t have meter to FADC).
Edit: I just messed with it in training mode for a while, too. Moreso than using cl.LP over c.LP, it seemed to me that how late the j.MK connects makes the biggest difference. If you’re not sure cl.LP is definitely a safer bet, and imho keeping down charge after a crossup isn’t a huge deal for DJ.
That test will never tell you if something is a block string. The only way to test it in training mode would be to record DJ doing the cross up j.mk, cr.lp over Ryu. I did this last night, recording 3x j.mk, cr.lp’s in a row. I was able to mash srk 2 out of the 3 recorded attempts probably due to slightly different timings I must have recorded. Needs more testing on my part but if it is a true block string it is still very dependent on the timing of the j.mk. Basically it has to hit very deep.
4f cr. jab is definately a problem. st. jab is a good alternative although you are giving up down charge.
So i have been working with deejay for a quite a while now. Used to main rog and guile, but totally converted to deejay. So here’s some things i’ve found.
You can whiff c.lk after a blockstring and throw a lk sobat and you can catch low pokes and if blocked is safe since it is at max distance.
A blocked ex MGU will push youre opponent away you can follow up with lk sobat or ex sobat and catch them if they try and punish. (not recommended against people with fast reversals i.e. guile, ryu)
This is in theory but i am trying to see if this can catch people, if i cancel c.lk to lk sobat will someone trying to crouch tech get hit since c.lk doesn’t combo into lk sobat.
c.lk is a great low poke.
anyways, if anyones up for a match in the so cal region hit up my GT on live.
I have some useful combo’s that aren’t on this page
[typically from a Jump in attack, but not limited to]
lp x n > plink s.fp~s.mp xx any back charge special
This is good because close standing fierce will put out 2 hits if you miss the cancel out of the first hit or if you didn’t have enough charge time to cancel into special. Both hits = good stun (better stun then cancelling into back charge specials). Even more useful is the p-link. This p-link is good here since you are p-linking standing fierce with standing MP which are both links from LP meaning if your timing of the plink is slightly off, you have a good chance of hitting the MP link instead which gives you the mexican uppercut which is still cancelable. Also note that if you don’t cancel from mexican uppercut, your positioning is perfect for a relatively safe cr.mk counter poke as it will catch loads of pokes out of their start up frames for a counter hit knock down.
**
xup j.mk, s.mk > plink c.mp~cr.lp xx any back charge special **
Better damage and stun output then going into lp’s from a cross up or from going into sweep after s.mk. Again, the plink is good here since you will be plinking c.mp with c.lp. Since c.lp is also a link from s.mk meaning more chance to hit a combo/frame trap.
I?m not sure if people are already using this but a good combo on opp. wake up ?
Crouch tech, c.lp > c.mk
This is the classic c.lk, cr.lp > cr.mk, replacing c.lk with crouch tech which just makes it safe against throw attempts on opp. wake up or even your own wake up.
If you have built up some db charge prior to the crouch tech then you can extend the combo to a classic bnb cancel into special. For example ?
Cr.tech, c.lp > c.mp xx sobat/mgu/maxout
Cr.tech, c.lp > c.mp xx mk upkick > hk upkick
I haven’t seen it yet, but how exactly do you do the ex. uppercut dash to U2???
I was just in training mode messing around with some combos in the corner and I noticed that the c.lp, c.lp, EX MGU, ULTRA 2 does 452 damage in the corner, but c.lp, c.mp, EX MGU, ULTRA 2 only does 445. Is that right? I mean I guess that’s good since c.lp x2 is easier than the c.lp, c.mp link. Just curious if anyone noticed this.
It’s not a huge deal, but it seems I’m finding less and less reason to try for the more difficult link (other than FORCING myself to get good at timing and improve execution all around). Also note, that both times I landed the Ultra 2 were when the dummy had fallen almost halfway back to the ground. That seems to give you a little more damage off U2 than hitting them when they’re high in the air, which sometimes won’t even result in a full Ultra animation.
so anyone made use of the counterhit s.hp via frame trap?
s. hp starts up in 8 frames, and the moves that dj gets best frame advantage off of is close lk, close mk, and c.lp (all give +3 on block). so that means there’s a 5 frame gap, which can be good against people that know proper delayed crouch tech timing i think. or if you push them out significantly enough you will be too far for them to jab so they’ll be forced to use a slower, probably 5 frame or slower move, so you’ll land a counterhit…
anyways, didn’t see a thread on this or this noted in the guide, so just throwing it out there. i have no ssf4 still atm so if someone has a chance plz test it out
jables, bear in mind that there is damage scaling according to how low opponents health is. Did you check both combos at equal health? Obviously cr.lp is an easier link (4f) but doesn’t allow you to combo into sobats.
Liluoke, Jcool posted a CH set up for far HP but unfortunately, it’s not from a block string. It requires you to hit with a +6 attack and to frame trap them with far hp. Also has to be a standing opponent.
can’t you do something like c.lp, c.lp, s.hp as a frame trapping blockstring? you could then mix it up with c.lp, c.lp, throw.
w/o looking at the s.hp hitbox though it looks like it might whfif against crouch techers unfortunately.
I wouldn’t have thought so. 5 frame gap would get beat out by far too much to be useful, especially cr.lk (crouch tech).
Ha, I was totally unaware of that. Explains alot…
Thanks Canton, you just smarterfied me.