What can Dj do against Sagats jumping RH. other than try and have him land on a Maxout!? Can Dj counter this clean in the air?
Can you explain this a little better? Is Sagat jumping straight up? Jumping in? Is right after a Max out? How far away is DJ?
I only ask b/c it changes the answer.
This is just a straight up jumping RH. I need to know what other options are there for Dj other than maxout. basically i want to know what air to air attacks are best for Dj vs Sagats Jumping straight up RH.
I think that really depends on where you are in your jump compared to Sagat (height/altitude wise).
One piece of good news, Sagats jumping Roundhouse only does 15% damage. DJ’s jumping options do just as much life -OR- More life than Sagat’s. RH =18% FW= 15%
If you have the lead in life, I would not be afraid to exchange with the jump round houses.
Jp. Jab has the ability to beat it cleanly (low damage though), but that obviously depends on here you hit him in the jump.
I am not enitirely convinced that air-to-air is the best way to beat that. I am having a friend come buy to night. I’ll play the shit out of that match to see what I can ome up with.
I am not a DJ expert, so my ansers may not fit in actually game play (as far as air-to-air). Let me really test it out, and get back to you.
Try using the machine gun as a meaty. Works great on mashers and people that always try to reversals… but it doesnt work so well against a well timed wake shoryuken
I’m having trouble against Dictator, anyone got any tips for DeeJay vs Dictator I know the jumping jab knocks him out of his psycho crusher, and Dictator seems pretty crap against Dee Jay’s corner traps. Whats the best way to avoid being thrown after psycho crusher, I sometimes manage to pull off a jack knife but it seems rather luck than anything else.
just make him land on a max out, its much, much safer.
dont ever use mgu meaty thats so dumb if you ever even get that much time against an even decent opponent., if you have enough time to charge do a meaty crossup.
Its just a tactic to mix things up, otherwise all you will be doing with Deejay is the cross up which gets quiet predicatable after a while.
On a knock down I always charge it with a slide, slide acts as a fake meaty which people seem to try to throw you or do a reversal but then you perform the machine gun. If you do the machine gun properly you get knocked back should they block it all. So unless they fireball you immediately on recovery machine gun meaty is pretty good 3hitter.
always doing the crossup is good, its extremely hard to stop, even if they know its coming with that much time you can safe jump. or alter how it hits by pressing the button early or late.
I like the idea of machine gun upper being used as meaty, but can it be thrown?
I remember playing old DJ and trying to use the MGU to escape tick throws but getting thrown out of it… and he’s supposed to have the invincible MGU right?
MGU is such an awkward move… I rarely see DJ’s try to use it.
You can be thrown but only between hits i think and if you mash it for too long, I rarely get thrown by it.
I time so that the first punch starts is as they get up, the second & third are the ones deal the damage and get you another knockdown which will set things up for a nice deep cross up. Just watch out for reversal SPD
One thing I have just noticed, DJ seems to do well against Boxer’s throw loops. When I’m being headbutted im charging back, when Boxer releases and trys to go underneth you, just do the super motion (back toward back toward) with either mid/hard punch or kick and he will throw Boxer.
Another great tip against boxer havent tested it enough, but he tries his jumping headbutt, Machine gun uppercut him just as he is about to land. I’ve gotten 4 hits using canceling from the crouching fierce with knockdown but not the 5.
deejay does well against boxer.
c.fp/c.lk beats rushes.
careful max outs from full screen ideally (because of headbutt)
and anti air him when he jumps.
if he whiffs headbutt you can hurt him pretty badly if you have charge. c.fp xx lk sobat kick is reliable and damaging. if he headbutts through a max out, s.rh him.
EDIT - crossups aren’t AS good against rog because of how skinny his hit box, unless you have perfect timing he will stand up and throw you free. j.jab is what you want to use for safe jumpin against rog, then charge downback.
lk up kicks can beat throw loop attempts too.
Does anyone know how many invincible frames DeeJay has for each of his LK, MK, and HK versions of upkicks? :tup:
LK - 12, MK - 8, HK - 6 says YBH. If you need to reversal ground to ground, your best bet is clearly the LK version. But if you’re reversaling say, a mistimed safe jump on wakeup or you’re just AA’ing some chump, a couple MK versions is the way to go. I think that HK is rarely needed outside of combos and tagging on the end of a super.
Sweet, thanks man. For some reason, I had gotten into the habit of always doing LK upkicks as anti-air because I kept getting hit out of the other ones, but I was mistiming them. I just need to learn how to time the MK->MK juggle because it does a lot more damage. Plus, it annoys the opponent because they have to sit there bored, not being able to control their character for like 5 seconds.
For aerial attacks that are really fast or tricky, like Claw’s wall dive or maybe Honda’s Naked (butt stomp / superman / down… up+P), I still feel less shaky using the LK version for the extra invincibility just because my timing sucks. Is that a bad idea?
While you’re on a roll, I don’t suppose you know how many startup frames each version of the upkicks has before the first hit. I sort of have a gut feeling (HK hits earliest, LK latest?), but I wouldn’t mind seeing the numbers too. :tup:
Edit: Forgot to ask, are HK upkicks a complete no-go as far as anti-air is concerned? I used to try it but get hit out of it, but I wonder if I was just doing it too early… is it possible to make it work if you do it really late? I just ask 'cause I want those free, extra hits from the super if it’s possible…
Claw’s wall dive and Honda’s Naked () are two great examples of aerial moves that are better countered by LK upkick than MK upkick (though buttslam and especially wall dive can be countered–often better–by other moves). It’s not so much about the invincibility; LK upkick is a better idea because you’ll rarely get a two hit upkick against either of these moves.
YBH’s on a roll! He says your intuition is correct: LK - 6, MK - 5, HK - 4 startup frames.
I’m not sure where you’re going with your edit. So, I’ll answer this way: No. Yes.
Here’s an excerpt from the Dee Jay SRK Wiki that’s confusing me very much:
“Cross-up j.forward, c.jabx2, RH sobat, super”
Is that RH Sobat supposed to be RH Jack-Knife? Thanks for the clarification, everyone. Take it easy!
yes.
jack knife is a much cooler name.
Hey guys,
Is it possible to do a jump in to st. RH> Upkicks, much like Guile’s classic jump in to st. fierce>Flask Kick combo?
I know you can do st. RH>upkicks, but is there anyway to combo with this? Maybe a crossup situation?
Is it just me, or is the spacing needed to properly crossup Boxer kinda funky?