jabs? I mean frame wise yeah but if you space ur sobat they shouldn’t be in range to hit u with a jab.
The little spin motion after the kick moves him forward enough to get hit by the jab, right?(even if fully spaced)
what kurokiba vid were yall talkin about?
Note the video Verify posted above for some top-notch sobat pressure.
Basically lk sobat is very, very difficult to punish if you hit at the tip of its hitbox. DPs won’t do it, TKs won’t do it, not even Zangief’s jab SPD will do it (although it does if you go ANY closer than the tip, so be extra careful.) The only things that will punish if you space correctly are Flash Kicks, and assorted supers (e.g. Ryu’s and Chun Li’s)
The problem is that you can’t work lk sobats into block-strings because then you won’t be spaced correctly, meaning that they are most useful as a footsies tool and if your opponent is in the corner, rather than as part of a point-blank pressure game involving frame traps, tick throws, chip damaging blockstrings, etc. For that, we still have to rely on max outs and EX max outs, which is hardly ideal.
^^ What about cr lp x3 mp lk sobat?
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Great use of st.fp in the first round of the first game. Also, nice U2 punish of the blocked green hand in game 2. Any idea who this is? I’ve never seen JR play anyone but Akuma. Is he the gief or DJ player?
Hey, I’m a Deejay Player from the UK! I found a new Option Select against Fei Long. Its also a safe jump after forward throw, the scary thing about this is its a 50/50 mix up with jump delay knee to hit in front!!! With this OS, Fei Long has to deal with the mix up which imo gives a great advantage in this match up. The only problem is Fei’s Ultra 2 ><
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NICE!
I’ma have to try this mess out.
what about focus attack?
Nice video, but a Japanese player has already been seen doing this. Not sure if it was akimo or somebody else. They just didn’t add the OS.
Fei Long can definitely Focus dash out but if you mix it with the knee he can land in front of you which you can punish.
I’m just showing the option select beats chicken wing so theres no free excape for fei long, the safe jump was by a japanese Deejay player I know!
Sup All…played in a 32 man local tourney last week and tied for 5th, just want some critiquing on things I can do better. The first vid was my first match of the night against an unknown Cody, and the second vid was winner’s semi’s that put me into losers. The Akuma is a good local player whose been around a while and eventually came in 2nd.
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against the akuma. you should have punished with cr. mp x hp mgu especially if you were not going to follow ex mgu with upkicks.
you blocked a jump in when you had charge. it wasn’t ambiguous. mk upkick x2
you need to work on your zoning and footsies.
missed some punishes.
if you’re in the corner and you’re scared and want a way out you have to ex sobat, but that’s not good because the recovery is slow as hell. they need to make that ex lunge status.
stop pressing buttons. play another charge character if you want to press buttons lol you got counter hit for no reason. i know downback is bad in AE, but don’t be afraid to hold db in a block string. think your way out. don’t mash crouch tech. cr. short is 5f.
Stop blocking his jump ins on wakeup. they were all bad jump ins for the most part and could have been upkicked.
akuma’s st. roundhouse only hits once on crouching deejay. punish it.
you didn’t attempt a “vortex”
-normally I try and do the upkicks after ex mgu (if i have no meter) but I find if I’m juuuust a little too far away they whiff; dunno if its a character specific thing or timing or not. Also, is using just hp mgu to save meter or is the damage not worth it compared to ex mgu?
-ill attribute blocking jump-ins (and not using the correct upkicks) to being tired lol it was 2 AM at this point (the tourney started at 9 PM…dont ask)
-def need to work on those too, I agree
-ill again attribute that to tiredness
-yeah i just now discovered that depending on the situation I can use ex sobat to get out of the corner; it nearly got me killed against a rufus recently since he did the roll kick right up to me
-yup i realize i need to work on being patient during block strings, I agree
-rewatching the video I realize I could have punished some of those jump-ins
-did not know that, good info
-I find myself not wanting to go for vortex against characters with a reversal uppercut type move, I just have to work on the timing I suppose? also, with akuma he can just teleport away it seems
thanks for taking the criticism well. makes things easier on my part.
cr. mp x ex mgu with any meterless follow up does less damage midscreen
cr. mp x hp mgu does 255
if you’re in the corner mk upkicks x2 does the most damage if i remember correctly.
that’s the problem. you need to take that fear of your opponent using a DP and instill it on your opponent. if you learn how to beat it at least 60% of the time your opponent will respect you. if your opponent respects deejay’s vortex than its over.
I would save the meter on those punishes against akuma. As Jcool said, meterless you’re doing less damage than mp xx hpMGU, and if you do have meter it’s a bit of a waste to spend two bars to deal a little more damage. I find EX sobats to be quite useful to keep akumas honest at midscreen range, anyway.
Specifically regarding the match, I probably wouldn’t have thrown out so many fireballs at such a close distance.
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**8/21/2011
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More Dee Jay matches below on my channel. Sub if you’d like.
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^
Knee shot + lk Jacknife > Viper’s entire air game.