Well clearly the only difference is the range you create between your opponent and yourself. If you want them at fullscreen to zone, then backthrow (i.e. Yun, Adon, anyone who is difficult to safe jump and/or crossup). If you don’t, forward throw.

Is here any tips anyone can give me on doing ex airslasher into ex dread kicks? Cheers

EX air slasher into EX dread kicks is a difficult link, and really the only way to learn it is by spending lots of time in the lab. It is a link, so you’ll have to wait a fraction of a beat after the second air slasher has hit before inputting the EX dread kick. Also note that the timing is range specific and character specific.

More importantly though, why are you thinking of using this combo? Compared to EX Machine Gun Upper into EX dread kicks, it’s much harder, does less damage, and costs the same amount of meter, and has more or less the same amount of corner-carrying. There are relatively few times when you can use EX air slasher in a combo but not EX Machine Gun Upper. I honestly think it’s ultimately a sub-optimal combo, and your time would be better spend nailing the 1-frame links required to work cr. MP into your combos. But that’s just me. Hope this helps!

ex airslasher is useful because sometimes i confirm into ex airslasher out of fear of dropping a link online. following with ex dread gets you damage afterwards and carries to the wall.

if you’re going to use a character learn everything they can do even if its useless.

I don’t play Deejay much now, but I know from certain ranges if you hit confirm you will be out of range for ex MGU but not for EX airslaher to EX dread. That was what I used it for primarily.

Fair enough. Personally, if I’m afraid of dropping links online then the EX slasher into EX dreads is probably off the menu too. It’s not an easy link to rely on online.

I disagree. There’s no point learning a combo unless you have a very clear idea of where in a match you’d use it. No one would recommend that Guile players learn Desk-style 31-hit, 8 sonic boom combos, because they’re realistically never going to happen in a match. I’m not saying EX slashers into EX dreads is the same thing, but you do need to ask yourself exactly how and when you’re going to use a combo before spending your limited time practicing it in the training room.

Like I said hit confirm into ex as because its safe on block. Confirm that into ex dk for extra dmg.

Desk combo could be used for offline styling and maximum salt.

Fair enough. Maybe I need to go back into training room and start using that combo more. Sounds like I’m missing out on something.

Ok! is this da place throw out stupid questions and ideas? great…

Anyways Been playing DJ since AE i fell in love and DJ is always be my best char no matter what but as i got same prob as i had in SF4 and SSF4
Basics are ok, advanced setups tactics are fine but then it comes all but 1 friggin move that i just cant get into my gameplay in SF4 it was electricty with blanka… i couldnt piano a shit, mash is same shit to do, i tryed slide but still it didnt work so i let it go and only do it when 150% sure it doesnt make me lose or sumthin

With Dee Jay its MGU (LP,MP,HP;EX) any of those i try combo often from cr.lp-cr,lp-cr,mp ends a whiff… YES!! i´ve been training mode like countless hours but seems i cant pull it off more than 5-10times lol

So i decided do sumthing diff since its damagewise good move in DJ arsenal so new try with cr.lp-cr.lp-CR.LK-EX MGU works way better little less damage but i get it like 9-10times so just asking so that cr.mp so important at that HAS TO BE LEARNED or should i just stick w this? :S
EDIT: I can link everything else from that cr.lp-cr.lp-cr.mp combo but damm MGU is only prob

Stick with what you’re consistent with. A cr.mp isn’t going to make or break you - it’s going to come down to many factors (ie: your fundamentals, meta-game, punishes, etc) that determine how you do in matches. Stick to the combos that you can land 90-100% of the time. The only time I use cr. mp is for punishes or frame traps. I can’t consistently (more than 60% of the time) link the cr.mp off of cr. lp so I just don’t do it; instead I’ll just link MGU off of a cr.lp (ie: cr.lp-cr.lp-MGU/EX)

The c.lp c.lp c.mp usually pushes the opponent too far away for you to connect the MGU. A single c.lp is more effective but i find the link more difficult that way. You can either cancel a c.lp to a MGU or if you go for the c. mp finish up with a sobat. lk sobat does a soft kd, hk sobat good damage, can be fadc’d to continue into c. lp c.mk for the hard kd or just fuckall ex sobat for great pushback.

I ran a first to 5 set with a Guile player a couple of nights ago. I’m wondering if the projectile immunity window on Ex Sobat is much tighter vs the sonic booms? Near the end of the set I was making the right read that he was tossing a boom, but it would still tag me out of Ex Sobat. I’ll have video up soon so maybe you guys can tell me what I’m doing wrong.

Sonic Booms are pretty much impossible to sobat on reaction. However, I find that EX Sonic Booms are easier to react to. I really wouldn’t even try to EX Sobat a Bewm honestly.

Again, I chalk up my winnings of Guile matches to not knowing the DeeJay match up. There have been too many times where they try and throw a meaty Boom after they knock me down, just to get an EX Sobat to the face. Then they always freak out and scream that they forgot that it goes through projectiles. I dunno, Guile match up is weird.

I’m just getting started using Dee Jay and I have a question: what should I be doing when I crumple the opponent? Do I have enough time after FA2 > dash to get enough charge to do something like c.MP xx (EX)MGU? I’m away from my game right now and can’t test.

Yeah, after a crumple, cr. mp > MGU is pretty easy. I usually do that if I don’t want to use meter, or if I want to use one bar, cr. HP > ex upkicks, or for two bars I’ll usually go for cr. mp > ex MGU, ex sobat. Lots of options, but you always have time to build up charge after crumple and dash.

Need to add c. lk -> lk rolling sobat. It’s his fastest and easiest 4 frame punish. It’ll punish things that your other combos can’t…like a blocked Rose Soul Spiral or a Chun Li S. Roundhouse. There are a lot of moves (especially sweeps) that wind up outside of most of deejay’s normals. He doesn’t have any other normal that starts up in 4 frames with that much reach.

Edit: Seems I’m just crazy after some actual time in training room. Well I hope atleast =P

Here a stupid question. On wakeup is there a deadzone for inputs? Sometime I dont use the reversal window but wait a slight bit, so I get the Autocorect (in my mind) or just wanna see what they are going for. Do the input and my char just sits there and takes it. No Upkicks for me.

Say I play Ibuki. I get knocked down she jumps. Reversal windows apears, I just confirm what she is up to. Reversal window ends I do Uppkicks, nothing happens.

Am I just crazy or is there a gap between reversal window and normal play?

Sorry for the scrub question.

As long as people are throwing support behind the idea, I’d also love to see a Dee Jay guide for USF4.

I’m behind it, have a lot of time spare lately and I could use a time sink. Plus I’d be learning about the character whilst helping out as well, I’d strongly suggest waiting until 1.04 though because DeeJay MAY take on some game-changing changes, MAYBE.