Idk every rose I have played has spaced that soul drill to where I can’t even touch them after.
can someone help me find that video of 2 st mks into far mk for a 4 hit combo? i cant find the post anymore
That depends on spacing. It is usually safe unless she does the move to close to DeeJay. It’s pretty much the same rules as DJ’s sobait kick. Her Ex pinwheel can be punished by DJ’s super and both Ultras.
What about Dudley’s MGB/EX MGB?
Ex looks like it can be ultra/super’d. Normal seems completely even/safe.
you have to reversal ultra 2 or upkicks
w/o charge
its -8 and the block stun is pretty good. makes you miss punishes if you press to early.
if you are unsure just go for a sweep. it will hit and you have a decent window to press cr. mk.
Concerning punished ex psycho, from a certain distance after he crosses up, you can punish with u2 as well as its 7 frames.
if you can corner dictator, then walk back a lil behind dj cr. mk range, and let him pass u with ex psycho, then reversal auto correct u2 his ass.
But picking ultra 1 actively decides ur here to punish and not to combo.
Akuma’s far st.hk is kind of weird and I kept forgeting to post about punishing it. If you block his far st.hk while standing, he will be at 0 frame advantage. If you are crouching, his first kick will hit and the second kick will whiff. Meaning you have a good enough time to punish that shit.
I punish with
cr.lp, mgu.
st.mk, sobait kick
cr.mp, sobait kick
super ( I prefer mk version because it always hit )
Ultra 2 reverses that shit
On this topic, does anyone know the differences between the different button presses for Deejay’s Super?
I know for example that LK super can combo after aa slide in the corner, but why? Has it the fastest startup, most juggle?
Also why would MK super be best as a punish?
And what’s HK super good for?
Lk has the quickest start-up, but next to no invincibility and range.
Hk is the opposite with tons of invincibility and range but slower start up.
Mk is in the middle.
I personally have found the lk version kind of useless so far.
It starts up the fastest but not so fast that Deejay could punish anything he couldn’t before.
lk super punishes some things that mk and hk super can’t punish. The startup for lk is so much better and I use it as a reversal. A good example is Zangiefs cr.hk. I reverse that with lk super all day. However the mk and hk will not punish at certain ranges.
On the flipside. Lk super can’t punish E.Honda’s mp/hp headbutt but the hk super can punish it. I think it’s best to test things out in the training room.
Mk super would be the best punish because it always work even if Akuma’s st.hk pushes you back too far. Lk and hk won’t reach Akuma in time if you are pushed too far.
About his super, it’s worth noting that while the short and forward versions retain their invincibility through their first hitting frame, roundhouse actually loses it’s invincibility on the first hitting frame, which could lead to trades.
I never have meter with Dee Jay tho…
<3 ex dread kicks
What do you guys do in certain situations against blanka like
- horizontal ball coming at you
- whif a vertical ball
- rainbow ball coming at you
- EX rainbow ball
for me I try to jab them out of horizontal balls or stuff with something else, but online this is very hard. When I see a whiffed vertical ball I try and meaty slide under them so they land on it and fall (not sure about this). When I see a rainbow ball I focus, and EX I don’t know what to do but focus.
I just want to see what you guys do, or what’s the best thing to do.
i try cr. fierce because any of the active frames can beat horizontal ball, but to be honest they scare me because i don’t want to take the damage and if i react slowly i’ll get CH damage.
Other than that i cosign with everything you’ve posted.
Fuck blanka. I have beat 0 blanks ever
- Block or cr.fp
- throw or st.lp and start a combo, Or cr.hk
- Focus attack
- You have to pay close attention and sometimes you have to guess
I’m telling you people. Try out standing medium kick against horizontal rolls. Close and far version all hit cleanly so it give you 3 chances for the timing. You hit them early with the tip of a far medium kick or the 1st or 2nd hit of the close medium kick. It’s godlike. Only problem is if they see you standing they’ll try and slide you much like a Bison.
The other things I go with what the others say but with EX rainbow maybe you can try and slide when he’s above you? It could mess him up so he misses you. I don’t know I’ve never tried that it just seems like something that could work.
alright cool thanks.
So I was in the lab, figuring out what works best after scissor pressure AGAIn cuz I’ve done this before but forgot and I’ve been getting owned for lack of knowledge. I’ll put it here for ppl to see and discuss or w/e.
Bison’s options after a scissor kick are cr. LK > pressure, cr. MK xx scissor, st. MK, st. HK, another scissor kick, nothing charge and wait, and maybe cr. MP. And other random stuff.
-If you block a scissor kick and you’re really close your best options are mashed reversal timed cr. LP (beats everything except cr. LK), reversal LK sobat (flies over cr. LK and cr. MK sometimes and beats scissor kick), and just blocking.
-If you block a scissor kick and you’re kinda far away (still in his footsie range) you can do reversal timed cr. MK (beats/trades for KD with everything except another scissor and cr. LK if he’s in range). You can also neutral jump which is a pretty ok option and will beat another scissor. You can also walk backwards out of his range unless you’re in the corner. Reversal timed cr. HP/st. LK are ok if their timing isn’t perfect. Another risky option is to LK upkick after a blocked scissor which will beat his st. HK/st. MK if you guessed right, but you have to wait a split second (not reversal).
Sometimes I get caught up in scissor pressure, so now I just have to guess what he’s thinking and I can get out. I’d like to know what you guys do in scissor pressure? and is this useful? Are MK/HK/EX scissor kicks as safe as LK if spaced right?
You’ve pretty much nailed it in your post. However, I will add that throwing in a short knee hop after the second scissor kick is blocked (after bison does a lk.scissor => c.lk => lk.scissor string) can give you some breathing space as well as stuff his air options. Of/c, this still leaves you open to a standing roundhouse (which will trade, but still sucks for you). Thus, using this tactic randomly will give he best results. Perhaps a U2/U1 between scissor kick blocks would be effective, too (although I have not tried this)…
I would also like to hear what others do under this situation as DJ…