i’ve beaten cannon spikes before but its not common. i haven’t figured it out yet. MarlinPie who i believe to be the best cammy in the US plays in CT often. I haven’t gotten to play him recently because he’s usually on the other side of the state tho. As soon as i do i’ll let you know what works against a top notch cammy.
i desperately want to get on xbl but my friend who said he’ll mod my stick hasn’t called me back
There’s three things I wanted to talk about with DJ. The fist is a question.
Vs. Chun, what do you do to her on wakeup to bait EX Spinning Bird, and how do you punish (I think all you can do is sweep iirc)?
The second is something that I’m kind of lacking in my offense, which is properly frame trapping and adjusting to opponents habits. Ok so these are the frame gaps between DJ’s normals.
The third thing I wanted to talk about was how to use Focus Attacks offensively. I see people throwing out uncharged lvl 1 focus attacks, and getting counter hit crumples, but when I try it they never really work. I always get hit while its coming out, or they jump over and it whiffs big. Also sometimes I do a lvl 2 focus attack and let go assuming its going to hit, but it doesn’t and I get jumped on.
edit: I guess discussions over since nobody wants to talk about it.
i jump in recklessly to bait. its overwhelming for a chun to get jumped on constantly. most don’t know what to do. I usually punish with sweep. its pretty safe.
frame trapping is hard for deejay to do on block because he gets bad from advantage. just use cr. jab, cl. short, cl forward then another normal that has a couple of frames more than the advantage. i usually do jab jab cr. fierce if they’re not a masher. I don’t find them necessary to be honest. jab jab sweep counts as a frame trap on block. . . i think
In HDR i was a frame trap monster lol Oh meaties how I miss you
If they are dumb neutral jump roundhouse, if not empty jump crossup. I usually just punish with sweep off reaction, haven’t really tested what can work on her.
If they like to crouch tech, segment your blockstrings. Works wonders with jabs, when you are close you jab, jab, pause, jab xx ex mgu. If you condition them beforehand to expect tick throws its almost a guaranteed hit. (I have a vid of me doing this vs a cammy, have to find it)
Keep in mind that most players don’t expect throws after about 2-3 hits, they are expecting a cancel into special by then. If you are going to frame trap, do it early.
I have been giving up potential damage lately (deejay’s ghetto vortex) in favor of watching the opponent’s wakeup habits. “fakeouts” if you will, on a knockdown i whiff a mk sobat and walk backwards, to see what they do. If they whiff a DP, i know next time to go for a crossup (do it right and it will whiff/stuff it)
I also like to use deejay’s walk speed for that “shuffle” trick, where you act like you are going to throw, walk back a step, then walk forward and throw. Granted this works better with chars that have kara throws, but it tricks people sometimes.
Anyways what you are asking is pretty universal to all chars, it’s basically just spend the first half of a round or so just getting a feel of how your opponent plays, don’t use all of your tricks from the get-go.
or, use them so often that when there is a critical moment they expect it, but then you don’t use them and throw them off guard.
^ yeah I do that shuffle thing also but I do it like a mixup. I get a knockdown and I take a step back and crouch and then I’ll mix it up.
Sometimes I’ll do a meaty LP fireball walk up grab, sometimes I’ll do meaty LP fireball and walk up and meaty them with a cr. MK when they get out of the fireballs block stun, sometimes I’ll do a meaty LP fireball early so that it whiffs and I grab them ealier than normal. Sometimes I’ll walk back and crouch then walk forward and throw (works well), somtimes I’ll do the same thing and walk forward meaty cr. MK. Sometimes I’ll walk back and then walk forward and crouch to bait. It works pretty well, and they all say I’m dirty.
ALSO I edited my previous post. So check it out. I want to get more technical about it.
Balancing a defensive character with a rushdown, or a grappler with a defensive character is good.
Deejay has a good middle ground where being offensive doesn’t look strange or put you at a disadvantage, while not giving up that extra level of defense when you’re back is to the wall in alot of matchups. I will say that if I mained Akuma, Ryu, or Ibuki, I’d probably never need Deejay.
But Rog, Vega? Definitely.
Didn’t look that bad to me, stupid values but the same result imo. I don’t know about the remixed one, only giving him a +2 overall is kind of hard to stomach.
@BlueBlazer, do I think he’s a good character? not really. He’s alright, but he is easily outclassed by Guile or Ryu. Do I think he’s badass? Heck yes.
If your playing for fun, pick him up if you like. If you’re trying to win seriously I think you should look elsewhere. I just picked him cuz I like his style.
The thing about the +2 though, is that its all based on bad matchup ratings, so he should have just a few more points then that. Not by much, I’ll admit, but I don’t like supporting bad matchup advice by people who don’t truly know it.
Especially looking at how badly Mike Ross used Deejay, I started to come to the realization that you can make money of this game, be legit, play it for well over half a day everyday and still look like a scrub when outside of your comfort zone.
That makes a difficult character sound bad, like he’s a good joke alternative to Guile, the same way that Fei is to Rufus (Or similar rushdown times that require more effort for more reward)
I think Deejay is a good character, he’s just easily overshadowed for not being one of the other charge characters teabagging the top tier status. Whether your definition of good or not highly differs from mine, if people who don’t know him say he’s two points away from being completely solid across the board, I’d reckon thats someone you can seriously win with.
I really don’t want to see this forum pretending like we’re making something out of nothing, Deejay isn’t fucking Hakan. It’s not a matter of the character being bad, its always leveling yourself up first.
Hey guys, great job on the Dee Jay front. But, I’m having some issues:
1)My wakeups are terrible. I know one option is to use LK Jackknife if my opponent jumps in. But sometimes, they just crouch at sweep range waiting for me to do something. Is there something else I can do?
2)Dee Jay’s throw range is really bad. Is there a Kara Throw like Ken’s?
Jcool posted a video of his kara throw somewhere, but it doesn’t increase his range very much.
As for wake-up he doesn’t have any universally good options.
I mean if you feel that you absolutely have to throw something out on wake up EX MGU can catch some stuff, and it’ll push your opponent back a little bit if you mash.
True true. Dee Jay is definitely a decent character. I wouldn’t go as far as to say “good” though, and in certain aspects he does well. But he struggles in others, such as his damage output compared with top tier characters, harder links for less damage. His comboability into Ultra is not good either, its doable but its overly difficult compared to other characters. His pokes are sub par, his normal AA options aren’t great. Point is I’m jealous of other chars lol.
I definitely need to level up though, its not like I’m just sitting on my ass complaining about DJ… lol wait? But seriously I play the hell out of him, I’ve mained him since the day Super dropped, and I’m constantly trying to improve areas where my game is weak, solving my own problems with training mode etc.
Let’s just say to the dude asking the question, if your not willing to work hard with DJ, you’re not going to win as much as you would like.
So I was always a bit confused on how MGU worked with scaling. Spent a few minutes with the frame data and I think I’ve got it figured out.
For non-EX MGU the strength only matters if you do the full set of mashes.
The launcher does 50 damage. It is scaled with the last input you did and does not change the scaling. This must be added on to the damage of the last hit in the chain (that’s why the damage
The initial hit does 15x2/20x2/25x2 damage.
The first mash does 15x2 damage and counts as a second move for scaling.
The second mash does 25x2/25x2/30x2 damage (L/M/H) and counts as a third move for scaling.
EX does 64 damage on the first hit (4 hits at 16 each, basically it automatically includes the first “mash” input as part of EX and does not scale for it). Mashing does 48 damage (3 hits at 16 each) and counts as a second move for scaling.
The totals MGU are
no mash: 80/90/100 damage
1 mash: 110/120/130
2 mashes: 130/140/168
EX no mash: 64+50
EX mash: 64, 48+50*
means hits that count additionally for scaling
I’m not at home so I can’t figure out how much damage each hit inflicts for the second mash of light MGU (in case you miss random hits) but it should still be 2 hits, 2 hits, 3 hits, launcher.
edit: corrected damage. also, the frame data has the damages wrong
I do play Hawk. I know that there’s a thing that grapplers are easy to play as, but it’s pretty tough to win a lot of the time. I’m definitely willing to work hard though.