It would be most excellent if it was just a quarter circle back or so. But like that would ever happen.
I can see the reason for mash MGU so you don’t need charge and can go for fast hit confirm combos with it. Still I don’t like mashing moves too much, that’s why I wouldn’t want it to change from charge to mash.
It honestly isn’t hard to learn mash confirms off jabs and such. My problem with that is you have less time to decide to mash vs charge move. If it were mash, the fact that it’s very unsafe on block would kill you. Honda can use jab hands relentlessly because it’s pretty safe on block. Now, if they made MGU that safe on block, by all means make it a mash.
As a pad player I’m glad MGU isn’t a mash special. It’s hard to be precise with a mash move on pad as you can be with a charge move.
Anyways, my previous explosive hatred of Blanka has gone after spending a few minutes in training trying to figure out good counters to his Beast Roll. St.MK is the best normal to use as you’ve got the biggest window of time to press it and it barely trades. c.HP is very good too and Blanka’s got to be very close to you for it to trade. lk upkicks work best if you’ve got charge.
After learning that I’m much more comfortable with the Blanka matchup. Before I was trying to counter his rolls with c.lp and it just wasn’t working. st.mk is the business. Also got some good Honda matches I’m gunna upload which show c.hp beating headbutts clean.
I don’t know if this has been mentioned, but DeeJay was recently added to the iphone’s version of SF4. He is the first SSF4 character to be ported over, and you have to unlock him. To me this is promising because it shows that somebody over at Capcom may give at least half a damn about Deejay. This, and the fact that his changes still haven’t been announced makes me optimistic. They made some pretty big changes to Makoto, even bringing back her kara-karakusa. It’s not unreasonable to think we may be getting more than just the new overhead.
Also for what its worth, the machinegun upper is a mash move on the iphone version. It’s most likely due to the simplified button layout, but since it’s being discussed, I figured was worth noting
Blanka isn’t too hard for Dee Jay. I don’t bother with trying to hit him out of his horizontal balls, I usually punish them with EX Sobat on block. I don’t spend too much meter so I almost always have a stock ready for that. Also Blanka is pretty free on wakeup, which just helps your knockdown game.
He wakes up a few frames later than normal, but you can stuff all of his stuff except EX upball. This means electricity, EX electricity, upball, and iirc his other move too. From the ground or air if you time it right.
Dee Jay’s biggest problem is he can’t force you to do something. He’s just not enough of a threat anywhere on the screen to make you think “I’ve got to make something happen” and take a risk.
If he had a bit more damage here and there, he could start making things hurt a bit more, like his bnb. Even just 10 more damage on his slash, dread kicks and jabs would make things feel a bit heavier when they land.
Maybe you are using the wrong BnBs? If you want damage you cant end your combo with cr mk or lk sobat kicks. (or even air slashers) Jump in HK does 20 more dmg than jump in hp and st mk does more dmg than canceling out of close st hp. Sobat kicks do more dmg than air slasher but mgu mashed does more dmg than sobat kicks.
According to empire arcadia’s buffs on the home page, Dj got some nice stuff when you similarly factor in the overhead he had at the play test.
Most noticeably Air Slasher, and Dash buffing, and Slide.
If the blog has some more indepth and accurate normal changes and the priority on at least c. hp, and s. mk, he’d be contesting Makoto for “Most improved” although she got buffed so hard its ridiculous.
so basically he got his ST up-kicks back? Im really excited for the max out recovery as well as the slide thats going to help him the most. Im not sure wht the dash change means, does it means its easier to to dash ultra?