I’ve got the same problem as you with dash into U2. Inputs perfect and nothing happens. I also tried Guiles dash into U1 - this works wihout any problem. I suppose that DeeJays dash animation is longer than it looks, so when we input PPP he is still busy, lol.
We need a definitive list of all characters the exmgu - walk - ultra works on when midscreen because i know it works on some with a combo before it, some not at all, and some with only straight up exmgu into it. right?
especially considering how easy walk ultra is compared to dash ultra
I’m having a blast playing Dee Jay.
I feel a bit mean sometimes when a character is perfectly able to deal with me at full screen (akuma, ryu, sagat), but as soon as I get in close I just keep knocking them over with cross-up mk, cr.lp, cr.lp, cr.mk -> Back to cross-up.
I can’t even do a proper combo, but some players are so unfamiliar with the concept of a cross-up that I’m perfecting them :looney:
play to win yo. don’t feel bad. ur not playing to impress your opponent. you’re playing to get the W.
I’m not sure if I fully understand the concept of option select, but if I do, I was wondering if (for Dee Jay only) there would be any disadvantage to changing my button config for lp to be lp+lk.
I only use lp for the crouching cross up combo (where it wouldn’t trigger a throw, and would tech one), and in the air (force of habit from HD Remix’s God Hand).
I don’t think I’ve ever used standing jab.
The downsides to this would obviously be if I’ve got option selects wrong, or if standing jab is awesome at a particular task… (OR also if this locks me into kick and not punch, but there might be a different combo that works with that?)
Baleted
If you change jab to jab+short you will not be able to jab. Short has priority so you would either get a throw tech, throw, or a short (standing, crouching, or jumping as appropriate). Depending on how much you use standing short, you may decide to change THAT to jab+short as you will get a short or throw tech if crouching, a short in the air, and a throw standing.
Okay thanks. Doesn’t look like it’ll work, but it would have been nice to be immune to throws for most of my match tactics
Man, for some reason, I am just unable to get Deejay’s cr jab -> cr strong link down, even with plinking. I can do the cr jab-> cr medium just fine, but any other link just does not work for me.
Everytime I try to do it, I get 3 cr jabs instead of 2 cr jab -> cr medium.
Anyone have any tips on how to get that down? Even with plinking, I fail at it.
I really love Dee jay and want to learn this badly. I feel like such a newb to not be able to get such a basic link down.
If you are getting 3 jabs while attempting to plink you are hitting the plink input too early and are chain canceling into the 3rd jab.
Slow it down a bit.
For the cr.mp link, if you are getting three jabs you are doing the plink too quickly. Also, confirm you are actually doing a plink by looking at your inputs in training mode. Just from the plink alone the inputs should read as
:lp::mp:
:mp:
You should try to memorize the rhythm of the sound effects/button taps when you hit the combo successfully. I can tap my fingers on a desk now and get the general rhythm of this link without needing any visual cues.
To add to the above, don’t mash jabs and try not to cancel your first crouching jab into the second too early. If you slow the second jab down a bit or even link it rather then cancel, you can get more consistent spacing/timing in between your button taps. Basically, I think of it like a rhythmic tap - tap - plink rather then mash tap - <wait> -plink)
Definitely got that down thanks to Magneto Maniac’s plinking youtube video ([media=youtube]agoZ6fzrDC4[/media])
I guess I need to work on the rhythm part. Suits Deejay, if you think about it
Thanks, guys!
Haha, I ran across a friend of mine who’s a lot better at the game than me, and my crossup shenanigans didn’t hold water against a decent opponent. I got pretty severely beaten down by most of his characters, especially Cody.
Next time I play ranked I’ll just be working on my footsies game as perMaj’s article, I was just wondering what are Dee Jays notable pokes/ normal move AAs?
Pokes are s.mk, cr.mk, s.hp, and s.hk
AAs are s.mp, s.hp, and cr.hk. cr hp works well on deep jumping attacks as do all standing attacks.
Pokes are aruably his weakest area… Far roundhouse has decent range but is slow and unsafe. Far forward is faster but has pretty short range. Cr. forward gives you a knockdown, but its range is even shorter. And the last one is cr. strong which has no range, but has decent priority and can be used as an anti-poke (to stuff opponent’s pokes, and cancel into dread kicks on CH). I’d say don’t play footsies, play counter footsies with cr.mk and cr.mp xx dreads if your opponent is poke-happy.
Question:
What combo is best after FA crumple and how do I do it? I am not accustomed to playing a charge character so I don’t see how you can do a combo after you dash forward to cancel your FA.
After you dash there is enough time to get the charge from scratch. You can do raw ultra or cr.mp xx anything (even cr.hp xx something, but cr.hp is a little inconsistent).
generally you want to input the dash and be charging before the dash actually comes out.
Also I don’t think there is a best combo. Your meter, your opponents life, what character they are playing can all factor into it. I generally do cr.mp xx EX MGU(no mash) -> HK upkicks if I have a meter to burn.
Who cares about your opponent? You have to impress the audience! It’s the combos that gets you the Ohhs and ahhs.
I haven’t seen this anywhere so I thought I’d tell those who didn’t know, for the machine gun upper mash you can simply: for normal press the button three times with a gap between the second and third, for EX press the button twice.