why even go for hk upkicks in the first place? MK > MK is really easy to juggle, and does more damage.
ok idk if you can do EX MGU > MK upkick > MK upkick, I think that’s corner only. Midscreen you can get combo > EX MGU > HK upkicks(2 hits). But only if you don’t mash.
I am almost certain you can do EX MGU midscreen and get one hit on mk upkick even after mashing… I just did it on a Ryu online. Maybe it’s character specific, or maybe I’m just being a retard today. I will check the lab tomorrow.
It’s all got to do with what you do before the EX MGU. If you do a couple of jabs before it AND mash you will probably miss the HK upkicks after, especialy against wierd characters like Dudley. If you just do it point blank you can mash and still hit the HK upkicks or MK, HK easily. It’s all to do with the range at which you do the MGU. There’s not definitive answer.
I’m gonna upload some vids of my Dee Jay soon. (I know I said this a long ass time ago lol) Hoping to get solid with him.
Lmao my stupid slide in super vid got a mention on EventHubs. It’s not even a good setup because the slide and spacing have be so perfectaly timed that you’d never see this in a match.
Props to Scooper for getting DKC music and Fresh Prince on EventHubs front page. Oh yeah and some Dee Jay setup
there is a definitive answer as far as damage goes, there isn’t as far as mixup possibilites such as the mixup that afro cole used.
the follow ups to EX MGU in order from most damage to least damage are:
U2 (dash/walk/corner),
MK upkick > MK/HK upkick (corner),
EX sobat (mash does more damage/connects anywhere),
HK upkick (2 hits midscreen only if you don’t mash)
MK upkick (1 hit midscreen)
HK upkick (1 hit midscreen)
EX AS (EX sobat is better)
This is assuming you use the same combo. So as far as damage goes the definitive answer is to mash only if your following up with EX sobat, or to make it safer on block. OR if your not going to follow up at all and just go for gmicks like afro cole did in the vid hat started this little discussion lol.
I know.
Also EX MGU Super juggle is my go to combo when I’ve got 5 bars.
LOL! I was thinking the same thing.
lmao, oops I’m thinking CH st. HP. but yeah that’s the list.
[media=youtube]cCcq2ib4MbY[/media]
4 medium kicks, 265 damage.
I landed my first full super juggle the other day, off of a counter hit far standing fierce. Feels like you’re balrog. Feels good man.
did you use a setup or was it just a random CH st. HP? I’ve never done that before, normally I’ll just hit st. HK or w/e.
Hey guys, don’t mash on ex mgu when they block it
if you don’t mash its -5, but if you mash, its -9…
only mash if your going for ex sobat on HIT.
It was a fluke, in the sense that I thought about it while downbacking and the guy was walking forwards, and I was just like “fuck it, imma throw it out and if it works imma super”. I was surprised when it worked, and so was he cause he cracked.
With regards to actually setting it up, I’d really need to research what medium range pokes far standing fierce beats, and I suspect it’s not many. Lol sorry it’s not that helpful. Anyone know good ways of setting up that counter?
@Mysticninja: I mash for the block damage sometimes, and because most people are kind of retarded about punishing ex MGU on block. They don’t realise the final hit pushes you quite a bit back, and this is just my theory, but if you mash it, they subconsciously start to think it’s a more punishable than it is. If you have a good read on your opponent you can usually bait out a whiffed punish and punish with U1, ex sobat, or whatever.
Of course this won’t work against opponents experienced with the DJ matchup, but hey.
^cool
Sometimes it’s better to mash it to push you out of range, like for example Ryu. When Ryu has super, don’t use it at all but if he doesn’t then it puts you out of range for him to punish well. Maybe he can still sweep with reversal timing idk. It’s worse on block, but it pushes them back a long distance.
You might need someone else’s opinion on this one though, because I haven’t done much testing on it.
A couple matches from last week’s tournament.
[media=youtube]dh6ZFsnN-lI&p=E88293E6EE44EC73[/media]
(I like this one, 95% well played, 5% panic)
[media=youtube]8Tns50PlbYI&p=E88293E6EE44EC73[/media]
(Mostly standard gameplay. Only neat trick here is using low forward as “anti-air” where the jumpin will pass through you and you can throw/jab series on wakeup. Works very well on Vega, Gen, few others)
Rest of the Captains series will be uploaded gradually. I went Dee Jay for about 90% of the matches.
–Jay Snyder
Viscant@aol.com
ehh. non mashed ex mgu pushes them back far enough… nobody besides chun super, rog super, ryu super can really punish it…
wait nvm fei long.
Good stuff Jay (I thought on the stream they were referring to DeeJay, haha)
Really liked how you trained the Cammy to be afraid of DP’ing your cross-ups by throwing in some safe knee shots.
One question though, you use crouch LK a lot, and I’m not sure I ever have. What am I missing?