try raw EXMGU walk ultra. im pretty sure ive done it on balrog.
Thanks ShadowNinja for updating the OP with more useful tips and tidbits from everyone. I want to practice this a little more when I get home (when I actually have time) to see if I can get this bad boy to work.
Personally, my problem is just even getting reliably from the Crouch to Dash Forward. How lenient is the input here? Sometimes I find I’m accidentally mashed out an extra :r: in the Dash, or I take a slight step forward before the Dash. Basically, I don’t feel like I’m getting a nice quick and clean Dash forward required before I hit the rest of the input (not to mention that half the time I accidentally jump forward instead).
Also, I had a quick question about the Walk Forward version, and the “Unblockable” setup version people are trying as well.
Not to derail the thread, but for the walk up, is it just holding on the initial :r: so DeeJay takes a step forward and then going into the rest of the inputs? Again, I’ve had a hard time getting this to work in the short tests I’ve done.
For Malakyoma and Jamheald,
What exactly are you guys referring to when you’re saying the “Unblockable”/ “Tech Knockdown” versions? Just curious what the method or differences here are as well.
Thanks for any help you guys can offer!
if you remember the unblockable ultra setups that were found in vanilla SF4 just before super launched, its similar to that.
If not, then an unblockable ultra setup is a glitch that has the opponent waking up into a projectile at the exact frame you activate your ultra. An oversight in the coding of the game makes the projectile connect, even on block.
For deejay, after an UNTECHED EXMGU > hk.jackknife (2 hits), you can throw a light air slash so that they will wake up into it, c.hk to slide forward, and activate ultra 1 at the right frame so that it connects EVEN IF THEYRE BLOCKING.
thats about the gist of it. in this video: http://www.eventhubs.com/news/2010/may/02/ssfiv-combo-music-video-1-biffotasty/
the deejay one starts at about 2:26. the ultra will almost always connect there, even if they block.
If you guys refer to the dash frame data on event hubs i think it will help you just a bit more.
his dash is the same frame is guiles which is 19… also I learned over the weekend at TFNS ( a toronto tourney) from one of our top players (Guile player) that for the motion instead of doing an SPD motion after the dash, do DF, then half circle back.
Oh wow, thanks for the quick lesson on Unblockables, I actually had no idea anything like that existed since I’m not too familiar with projectile characters. I guess my question for this would be how practical is it to land in an actual match? And is this something that’s sort of frowned upon or fall under the whole “it’s in the game so it’s fair game”? If this is a leftover from Vanilla SF4, I wonder why they chose not to address it, or even patch it with an update.
Anyways, sorry to detract from the main topic there, I was just curious about the explanation. I’d love to try and comfortable with the setups for the Dash or Walk to U2 from EXMGU. Need moar practice I guess.
DeeJay’s unblockable U1 setup is unreliable, though, because he has no good way to set it up after an untechable knockdown. Remember, on a techable knockdown, there’s something like 4 frames where they can tech to get up early, and the fifth option of not teching at all. DeeJay, however, has one frame to properly activate the ultra to create the unblockable situation. Considering that pretty much no one is going to be able to distinguish between different frame tech timing, it makes it a crapshoot at best.
SOME unblockable setups are reliable, such as seth’s. Deejays isn’t reliable because you need the opponent to NOT tech after you land the EX MGU > HK jackknife (2 hits). but they essentially have 5 options as people have said. they have 4 frames to tech, or they could not tech. While seth’s setup is off of a throw, so it forces them into an untechable knockdown. The opponent, after being thrown by seth, will always get up on the same frame, so his unblockable can be reliable. with deejay though, if they tech at all it wont work, and you could have possibly just wasted your ultra meter and gotten punished.
The reason it hasn’t been fixed is because the problem itself is deep in the code, and to take it out would be a lot of work. However, most characters have an option that beats the unblockable, but you have to have done it before the ultra comes out. in this way its just become a simple mindgame. do i avoid the unblockable and assume hes going to ultra? or do i block because hes just bluffing?
I personally dont like that its in the game. but i will master it if it makes me win more. at this point though, im pretty sure dash ultra 2 is the better choice. I just need more practice
Thanks again for the follow up Malak. I think I’ll stick to practicing Ultra 2 setups since it seems to have more potential for landing in different situations like the Dash or Walkup setups, the Anti Air L.HK Slide, Just being a decent Anti Air itself ANYWAYS, or being absolutely free off EXMGU in the corner.
why is this dash ultra so wierd? I can do it with one motion fine a couple of times, but when I really think about it, it doesnt happen on that motion EVER again it seems.
I’ve found like 3-4 motions that work, but seeming have the same rate of working. you DO have enough charge when exMGU finishes if youre doing it right. but when I dash ultra I most of the time end up jumping.
I can get Dash -> U2 pretty well, but when it comes after the MGU, deejay would rather jump and punch. its odd. even though my input shows. I hit :ub::3p: or:uf::3p:
I’ll say this though, I’ve had the most luck with this motion:
:r::hcb::uf::3p:
the small problem with this it that it seems like if you hit :r: when youre going to :uf: it wont come out.
Im starting to think I should use an 8-way just for this. lol
seems like a good choice. glad i could help.
so im having an issue. i practiced this all last week, and had a few successes. not enough, but some. and now it seems i cant do it at all.
There were some points last week, that for about an hour i had a 90% success rate, then it would drop again when i change nothing. and in the last 3 days of practice, i havent gotten it once.
Im confused
“You got no rhythm” - DeeJay
4-way is definitely much better for deejays U2. All of the motions you need to hit (except the dash) are on diagonals.
I don’t think there is any trick to make this combo reliable
edit: maybe there is a trick actually. do the dash>U2 motion as fast as possible and then mash out :p::p::p: while you hold :u:
I’m able to land it more often this way & i’m NOT using turbo
Nah but you should at least be able to do the walk>ultra, if your opponent is very close to the corner when you hit them with MGU then the slight half-step forward might be all you need to make that ultra hit. This is fairly easy to do and you should be able to do it every time in this situation, it undoubtedly won me a ranked match today,
I have a BIG problem with this:
Right side: maybe 30-40% of success in training, even i did 2 times in real matches.
Left side: NEVER. I cant do dash ultra in this side, i NEVER did a single dash+ultra in this fucking side.
I tried seeing the commands but i do it perfectly. I do the SPD move in both sides perfectly but in left side NEVER works.
I was able to do the dash u2 (haven’t been able to with the ex mgu) from the right side a few times now but like ByR, haven’t from the left.
The way I got it to work was by seeing how far I can walk forward then u2, and got a feel for when’s the latest I could do the U2. Once I got the feel for the latest I could walk forward and do the U2 I was able to get the dash to U2 to work. It seems if I do it too fast nothing (because dj hasn’t landed fully from the dash) or too slow (where the db charge is gone).
I’ll keep practicing…
ive been trying what youve said, and im getting the ultra to come out everytime i dash now. only problem is that it whiffs pretty often. but this is definitely an improvement. thank you
I have great success with the walkup U2. The dash > U2 would not come out no matter how many times I tried. I will go back to the labs and try the above mentioned trick to mash out :3p: while holding :u:
Like others have said, the motion after the dash should be very quick. The moment you have finished the double tap forward input start the half circle back to up back + PPP. I was confused with people mentioning there should be a pause after the dash. The only slight pause should be after the EX MGU to ensure you have full charge.
I miss this loads though and after careful consideration I noticed it was always from missing the down back input during the 360 motion. Either that or not being fully charged pre dash.
you dont need any pause after the MGU to have full charge. to prove this, just try using ultra 2 immediately after it. it comes out.
what the pause after the dash means is that the dash itself is tricky. it looks like its over but its really not. so waiting a little while before pressing the buttons makes up for that.
Although the mashing also covers this problem.
I’m probably not charging quick enough since if I dash on the first frames possible off an ex MGU ultra doesn’t come out.
I get what you are saying about visual cues like waiting for Dee Jay to land after a dash but I prefer to go by audio cues, whether it’s hit sounds, or sounds of your own button and joystick inputs that create a rhythm you can memorize. For example, I don’t even notice Dee Jay has to “land” after a dash for Ultra to come out, I double tap forward on the stick letting the stick return to neutral then flick the 360 motion to up back and I know the ultra is going to come out before it even comes out just because the rhythm of the joystick clicks felt right.