I hate gimmick blanka’s so hard to zone them. I have to try and out-lame them!
Here is an old video of mine:
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As you can see, i keep the pressure on Akuma. This has do be done because if your opponent has a fireball, you as DJ, should use your close game. I also like to mention that i gave up on crossing the guy up because he mashes DP like no tomorrow. Other things that you should note is the fact that the ex-sobats and ex-Jackknife (the finishing move in round 2) are not random: I just know when to use it. The only miss calculation is that ex-MGU. The reason why i use ex-mgu is because after the last blocked hit, the opponent gets pushed back, giving me some breathing space. See it as a mid-match time out.
It’s not Diago style DP but with match experience you learn when to use unsafe moves like ex-Sobat and ex-Jackknife
Ow and a tip for you guys: don’t stop throwing Airslashers, REPLENISH YOUR EX METER!
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The DJ at 7:25 is decent but he doesn’t know how to pressure Boxer. The reason I put up the link is because of the AA at 7:44. It’s starting to look like DJ has more buffs than what the developer blog mentioned.
^can you link vids cuz they don’t show up.
He’s talking about this vid, link+embed
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far st.hk looks like it got a hitbox buff.
Yeah that’s the link. This is great. I don’t have a reason to play SSFIV anymore lol. What sucks is that the DLC is on June 7th and I suppose to go to CEO on the 9th. What’s good is the Atlanta crew will roll deep and we are gonna play AE like it’s no tommorrow. Hopefully I can pull off some upsets and I can money match all the Vipers and Ryus like I did at Final Round. That’s free money lol.
The training room is a must. Oh and Fei Long is still a bitch
I think that there might be multiple reasons for that. Less recovery on fireball, and the balrog did a super late jump in. Balrog’s jump ins are beast once they’re out, but he looks like he didn’t do it early enough. The st. HK does look like it has a better hitbox though, and I can’t remember if they said it’s startup was shortened.
Faster start up for st. HK by 1 frame and one more active frame… It seems like it hits in a circle motion now… like a Giant backwards C shaped attack… with hit boxes anywhere in that swoop.
^ beat me to it. one of the startup frames became an active frame. anybody who’s played AE tried to use it to keep someone cornered after a fireball? MGU harder to mash seems true. he got two hits out of regular mgu. wonder if less hits are safer.
To keep people cornered, i just do cr. lk into ex fireball, cr. lk into ex fireball. try to jab after wards into ex mgu lol. regular fireballs don’t have the blockstun/hitstun anymore.
and i piano the inputs for regular mgu when i don’t have meter… does so much dmg. jab jab hp mgu.
Less hits on it are definitely not safer if you don’t launch him… cuz then you are posing, waiting to get hit. the last hits of regular mgu need to hit.
my first gift to the deejay community
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my second gift and a promise kept
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im not by a console right now so I cant test the safe jump but it looks pretty difficult to time consistently. definitely would be better to do it early than late tho, at least ur out of ryu throw range so its not a throw/attack mix up if u do it early.
And I also think the dash is the most important part of dash u2, I think most people that cant do it just arent dashing at the rediculous speed you need to do it. Then the timing of when to start dashing is the second toughest part. Good videos bro, i wanted to see an unedited dash u2 vid just cause I’m curious how much more consistent u are than me at it. Can u really do dash u2 on pad with any consistency? I recommend walk ultra to all pad players cause that shit is good on pad but ass on stick.
See you on AE, i’ve been playing so much this week getting ready for it that my second account is approaching A ranked with deejay, and I just started working on a pocket fei long on the low.
Safe jump difficulty is meh. Just watch ryu’s body. The second one can’t be FADC’d out of.
I stopped playing til AE. Got second at a tourney an raged. needed a break. I’m playing pokemon black for another week.
I just edited another question in after u responded. Can u really do dash u2s on pad with any consistency using your crutch?
I can do it with the focus crutch with some consistency but for me it’s useless at this point with DJ. It’s good for me with characters like Guile (people trying to jump over him all the time, do FDC auto-correct U1 and slap that bitch), but after MGU I find the FDC crutch pretty useless, I just go for the strait dash ultra. I’m not consistent with it at all though.
first, i recommend dash over walk. works universally.
Walk after a punish is free. walk after a hit confirm is not good.
i dont play on pad so i couldn’t make a fair judgement on the reliability of the crutch.
The crutch works surprisingly well on pad. Of course it makes your dash ultra a little easier to see coming which makes it harder to catch people with it. It’s useful for dashing through fireballs or sweeps and things and getting them with ultra.
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I don’t like this guy’s DJ to be honest. I don’t like some of the punishes he does or the normals he chooses.
He also didn’t mix it up. good at mindless rushing down though if the person can’t do anything about it.
he was much better at MK9