You should check out slims “Maximize your damage” thread. cr. lp, cr. lp, cr. lk xx lk sobat isn’t a very damaging combo, and doesn’t lead to anything. It’s easy to use, but try to do something else, and learn to link a cr. mp after the cr. lp. This will help you cancel MGUs or sobats for more damage. FADC sobats for more goodness and damage. Ex MGU into dash U2 for damage.

On the buffs topic, I heard that slide was buffed as well, making far HP counterhit, slide U2 viable. Viable being a strong word since far HP still has a shitty hitbox/startup for AA.

Yeah I’ve started to look into that sort of thing. In terms of the Dash into Ultra 2, eh. I can get it down in practice mode, but other than that it feels a bit lack luster to me. Maybe if I practiced and played with it more it would work out better for me. Would you recommend it outright? Or just pick it on a per character basis, since Ultra 1 goes through fire balls.

In terms of the cr MP xx anything, I mean, yeah I can get that link too. But I’m not too fond on relying on 1 Frame Link for BnB’s. I will be sure to head on over to that maximize damage thread, I know someone else had mentioned j. MK > st MK > st MK xx M or H Sobat. I’ve landed it a few times and the damage surprises me. I feel like I’ve just come to expect low damage potential from DeeJay, but I suppose it’s time to rework some of that.

One of the reasons why I do the L Sobat from cr LK and such is to just stay fast. I play DeeJay like a vortex character almost, because of how floaty the jump is it freaks people out, or at least some of the people I play. But then again, come Ultra, the vortex strategy is supposed to be much weaker, especially with delayed wake up in play.

Anyway, long post is long, haha. Thanks for the insight though, every thing helps.

I like to use cr.lk>ex.upper>mk.jacknife>j.lp (blocked)>throw>safejump

Some new changes from today’s build from capcom cup:

-Knee shot had 3 more frames of hitstun

This is pretty big. Knee shot into cl.mk combos really easily. In AE I use this as a frametrap when I dont expect the kneeshot to hit, now it combos pretty much all the time.

-Ex mgu now launches higher

Really easy to land dash ultra now. I did not test if you dash u2 after mashing the mgu or if walk u2 is easier but I assume they work.

  • Ex mgu is now -8 on block

A lot less safe, shitty

  • Ex mgu can now be focus cancelled

Lol

  • mk sobat has more hit stun on the first hit

Should be able to fadc this

  • not a specific change, but all jump ins feel different to me now. Ambiguous jump ins feel even more ambiguous than before. I think it’s a change to fix unblockables but it’s definitely noticable to me. I landed a few cross up knee shots on a some characters that I had never seen happen before.

  • unconfirmed but the slide feels slightly safer. I got away with a bunch of unsafe slides and don’t know if it’s a change or the other guys just suck at punishing.

ex mgu -8 and still sucks. . . if it’s going to be -8 make sure it actually is worth using.

i’ve stopped using it as a reversal a long time ago so i guess that doesn’t even affect me.

you could already FADC ex mgu tho. . .

So now there to the point where they give buffs to DeeJay for things he already could do.

Fuckin Capcom.

The ExMGU leaving them higher is cool, but if they didn’t change the U2 animation after…

Oh wow, that Knee Shot change is a big deal and I’m really excited to hear about the EX MGU launching higher. Definitely will make me more prone to use Ultra 2 haha.

Does that mean that instant knee has been buffed? Ppl won’t be able to MASH grab!

With mgu’s launch buff, since they are in the air higher, it will be easy to juggle with air slasher

I guess ppl will do mk sobat kick training wheel combos.

I didn’t even think about the MK Sobats being a big deal, but after rethinking DeeJay play recently, that could be huge. I really wish I had a chance to fool around with this build. I may be a huge gamer with like tons of other games to play, but somehow I seem to only be getting more and more excited with all the USF4 announcements. That online training mode and team battles are awesome.

I am looking forward to the higher launch with Ex MGU and the kneeshot buff. Meh to the mk sobat because i already condition myself to use hk sobat for FADC.

I don’t FADC Sobats now as it is so it doesn’t make too much of a difference to me anyway. That’s one of the big reasons I’m taking DeeJay back to the lab, after coming here I feel like I’ve been playing him completely wrong.

Thats how i was when i first came here my game plan was too basic and one dimensional and i wasn’t challenging myself by trying harder tech.

I personally would take more blockstun on knee shot over more hitstun (especially when you are talking about tall chars like sagat)

But then again I always stand jab after knee shot either way to hitconfirm so meh.

I think both will happen, hitstun and blockstun usually come hand in hand.

Also means I won’t catch people teching after kneeshot since it’s more likely to be a blockstring now. Not great and not bad, but won’t tickle Jcool because it’s a buff in the wrong direction.

Doesn’t make a big difference to me either.

I will miss the ex.mcb being safe, I actually like that as a reversal sadly. It punishes some* characters hard.

knee shot being better on hit isn’t a move in a wrong direction. i don’t use it on tall characters except as a bait on wake up.

now i can use it and not get grabbed after was well. hopefully a frame or two more of block stun as well, not too much.

i’m seeing the trend “help defense by buffing offense”

i’m just going to shut up and wait. Any date on ultra? or is it just next spring still?

Its gonna come out a month before evo for digital download and the hard copy will come out august.

I really hope they try to fix his U1… if they’re making Boxer more like his ST iteration… make Deejay too