You can make diagonal Forward kick an ambiguous cross-up by changing the time the button is pressed. The CPU always times it early but still enough to combo an attack as Dee Jay lands. This leads to a “fake” corss-up in the sense that you block moving the stick in the opposite direction from where Dee Jay jumped. If you press just a frame or another later, then it will be a real cross-up.
There is also some weird timing and distance that I absolutely hate. I can not explain how, that you will have to train and discover yourself, but I can explain what happens to shotos. At a certain distance, would the enemy shoto be on his toes, Dee Jay will always land in front of him. He lands on top of the shoto, but the colision boxes work it in a way Dee Jay slides to the front of the shoto he is fighting against. However, there is some specific timing such that, if the shoto is knocked down, from that exact same distance, he may land in front of the shoto, for naturally no cross-ups, but there is a precise timing such that he will slide to the back of the shoto as he is waking up, and it will be a cross-up, and it will be extremely hard to block, cos in pretty much every other situation in the game, that distance would not result in a cross-up aerial attack.
But this is just for curiosity. Do not train this stuff.
One thing I’m still very weak on with deejay besides combos is corner pressure. I’m letting characters like Dictator out of the corner far too easily. He can usually scissor kick out or throw me. What strings/spacing should I be using to keep Dictator pressured?
Keeping Dictator in the corner can be pretty simple if you avoid using crouch roundhouse. Basically you want to put a fireball into his wakeup or do a deep jump-in during tech throw recovery or on wakeup. After that, assuming you just want to keep him there and not necessarily mixup, you do a simple combo to jab MaxOut for range, then any move to cover a jump away or poke (usually standing roundhouse or sometimes crouch forward which will whiff if they jump, but it will give you time sweep the jump on the way down or standing strong anti-air). Lastly, whether or not the roundhouse/forward hits, you’ll be in perfect range to start throwing jab MaxOuts as fast as you can. Obviously at some point you’ll want to mix in pre-emptive anti-airs or ducking forwards/strongs to stop well-timed scissor kick attempts, but you’ll be able to punish pretty much everything else at that range (except Super, so be careful if he has meter).
Of course there are many avenues for locking Dictator in the corner due to his lack of an invincible reversal, but this is one of the techniques I use to annoy the character as much as possible.
I don’t think it’s anything new, I just think that Seth Killian hasn’t really kept up-to-date with ST, and is quite surprised to see Deejay doing so well in a tournament. Back in the days, he was considered a mid-tiered character, but has slowly risen up towards the top/high tiers in recent years.
He was also surprised to see a lot of new Chun-Li tech when Voltech showed him how she was being played now.
That or I’m completely wrong, and the Japanese have discovered some sort of secret tech that nobody is willing to divulge. Deejay has a secret input to throw his maracas, or something like that.
I heard from a few people that something new came about with DeeJay. I’ve mained him forever and while i do decent with him, I could always use some new tech to pump him up.
i really love the meaty st forward though i mainly save this for when the opponent is cornered and cant be crossed up. timed right it is safe against quite a bit of reverses (flash kick, dp etc). besides linking a low forward after or going for a throw i like comboing a low fierce since this seems to do a LOT of stun. ill knock down a dude with an AA slide/low fwd then go for meaty st fwd > cr fierce and theyre dizzied. if its blocked i either throw a fierce max out (think this can definitely be jumped over though so watch out), wait for a jump in or walk up and harass with some of his great normals
How do I deal with Boxer, and it may be listed previously, but I haven’t the time nor patience to scan, but what’s the proper way to combo into full hits of super?
Kusumondo is definitely the toughest Honda I’ve ever fought (no offense to EA Megaman and Kuroppi). And in my game with him in the Kumite last weekend made me aware of one trick I hadn’t encountered previously.
[media=youtube]plN5w-Gwyik[/media]
Check out the meaty maxout I throw here at 3:52. He uses a reversal (strong?) headbutt to avoid blocking the tail end of it and since I was anticipating him to just block it, I input another jab maxout which ends up coming out as a walk toward st. jab. Since my initial maxout was still on screen, I had no opportunity to throw another one even though I had proper charge. Had I done the “proper” way of throwing fireballs (utilizing negative edge for the punch input) then I wouldn’t have overextended myself.
And had I known about this crazy maneuver in the first place, then maybe I could just punish him with a slide or something.
PS: Check out his whiff punish on my cr. forward at 3:25! Clean footsies.
A good habit that I’ve been getting into, is to react to your opponent after a meaty fireball. So instead of just firing another max-out at a time when you expect him to block, react to his block animation or block sound, and throw out another fireball. At those ranges, Honda doesn’t have any viable options other than a neutral jump, or a block, both of which become predictable.
RE: Damdai v Afro - was there anything special Afro was doing to make Damdai not block those crossup j.MKs? I get it’s ambiguous, but how was he doing it so ambiguously? And more importantly how can I x-copy
Nothing special about it, Afro is just REALLY good at doing those ambiguous cross-ups. Never played anyone who can do it that well, besides Mao and his dirty wall dive positioning. Damdai did a really good job figuring out how to get around it with his reversal spin kicks and/or jumping out of it to get reset.
It’s been a problem for the Super Arcade crew for awhile. Honestly, you just sorta close your eyes and guess, lol.
I know timing alone can make it cross-up or not. The CPU times it early, so it almost never crosses up. Players usually delay it a bit, and it usually crosses up. In addition to it, distance can make it hard to know where Dee Jay will land. There is a distance such that if you jump early, you land on the other side, and if you delay just a bit, you land in front of the enemy. It is sort of like shotos jumping from a distance such that Tatsu crosses up, and early RH does not, but it depends on timing and distance, not the kind of attack being used.
DeeJay’s diagonal jumping strong does extremely high stun damage for a medium-strength hit (11-17), and his diagonal jumping fierce does the same stun as an average medium hit. Apparently, when the programmers swapped those two moves when transitioning him from O.DeeJay, they forgot to swap those dizzy values.
Speaking of O.DeeJay, not that anyone’s playing him competitively, but the first hit of each of his Dread Kicks does way more stun than the respective N.DeeJay version. He actually has several ToD or nearly-so combos from a jump-in that N.DeeJay doesn’t.
Coincidentally, N.DeeJay’s dread kicks have enough invincibility to pass through meaty fireballs which can save your life if you end up trapped in the corner. It’s not easy to time, but all three versions can pass through on wake-up. I imagine that it would be even easier to do MGU in this situation, but I haven’t been able to test it.
N.DeeJay’s dread kicks (as well as those of O.DeeJay) have four invincible startup frames. N.DeeJay’s MGUs have 4-6, depending on what strength you used. If the fireball is a really, really late meaty, the dread kicks will also back the opponent off, which is a plus.