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.
Hitcher
425
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.
Royzoga
426
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.
Frost
432
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.
fischbs
433
There is no reversal dead zone. Check your inputs. Sometimes I don’t move all the way up and instead just get a standing normal that gets stuffed. Other times you may not have charge or inadvertently lost your charge.
Time pants you have enough time to get a down charge, practice it in training mode to get the timing right. Cr.mp is more reliable than cr.hp. Cr.mp xx H MGU is a good crumple ender. Cl.mk, cr.lp, cr.mp is also good. Depending on spacing you might be able to get cl.mk, cl.mk, cr.mp as well. Cr.mp is interchangeable with st.mp in those combos depending on spacing and opponent, the timing is the same. Cl.mk, cr.lp, cr.mk is also good for the hard knockdown.
The two listed close medium kicks are your best damage options as far as I know. End them with L Sobat for the knockdown as at that point scaling makes H Sobat not do too much more damage. If you want damage and knockdown then go for Ex Sobat. Another crafty ender is to go for L Slasher. The slasher doesn’t combo and you can get good frame advantage off of the blocked slasher for a tricky setup but that is usually not worth it, though something to think about and experiment with potentially, could give you great pressure. I’m sure I have no agreement in this regard so feel free to ignore that last piece.
Cr.lp, cr.lp, cr.mp xx m upkicks, h upkicks is good for Hugo.
Anything hapening on this project? Love to read it so I can become better ^^
Here is like my take on it in AE12 when I made a noob guide. http://steamcommunity.com/sharedfiles/filedetails/?id=242190840
KitasenjuDJ is Strongest Deejey in Japan
Ebihara is strongest Ibuki in Japan
ft10
KitasenjuDJ is Strongest Deejey in Japan
Ebihara is strongest Ibuki in Japan
KitasenjuDJ is Strongest Deejey in Japan
Ebihara is strongest Ibuki in Japan
ft10
KitasenjuDJ is Strongest Deejey in Japan
Ebihara is strongest Ibuki in Japan
ft10
KitasenjuDJ is Strongest Deejey in Japan
Ebihara is strongest Ibuki in Japan
KitasenjuDJ is Strongest Deejey in Japan
Ebihara is strongest Ibuki in Japan
ft10
Frost
441
Looks like a FT60 from my perspective.