This is embarrassing to admit, but after trying out some other characters, and spending a lot of time using Dee Jay’s U1 to go through fireballs, I noticed whenever I tried to do U2 in a match I always get EX MGU instead, so I hit up training mode and found I have weirdly lost my ability to do U2 with any amount of consistency.
The command list input for it is kind of a confusing squiggle, and I think I used to do it slightly differently (when I could do it).
What input do you guys use, and does it definitely have to end on up-forward?
If you are doing db,f,b,ub, then the input you are missing is the second db. From what I can tell that one is NECESSARY.
Quick question on auto-correct ultras:
I know for other charge characters you can use a charge ultra that auto-corrects on cross-up. For instance, you are charging back, and Akuma decides to teleport to the other side of you. I haven’t tried with DJ yet, but an input of charge B, then press f,b,f,b+KKK would auto-correct and hit akuma as he comes out of his teleport. I assume it works with dread kicks too.
My real question comes with U2. It has that funky input where you can end with uf or ub. Does anyone know if this auto-corrects on it’s own? Is there a different input to allow it to auto-correct? I know it’s possible because I’ve done it against against a cross-up on wake-up.
Everything I’ve ever read says this. You gotta hit the :DB:
Alright, I’m going to answer this based on what I’ve come to learn in my own play so someone feel free to correct me if I’m talking out of me ass. Essentially whether or not something “Auto-Corrects” is based on the location of your opponent in relation to you when the final input (:3p: or :3k:) is hit. So basically, if you’re holding :db: and someone goes to cross you up with a jump, you can buffer the rest of the move and then hit the final input after they’ve broken the plane that puts them BEHIND you, then the Ultra/Move should go off on the appropriate side.
Again, this is just something I’ve noticed from time to time when playing. I’ve tried to hit people with Anti Air U2 and if I’m a little patient with the input I can catch them landing on the other side of me, but if I put it in too soon, it goes off facing the wrong way while they finish their jump animation and land safely behind me.
So all that being said, I don’t believe there’s a way for you to change your input to appropriately change the direction the Ultra/Move goes off, you just have to time it right. I believe the same stuff should apply to Akuma’s Teleport. I’m pretty sure I’ve landed Nightmare Booster on Akuma’s like this before in Vanilla SF4.
Combos are built from chains, links and cancels. The combo you mentioned is a chain attack (lp’s) into a link (mp). A chain is basically a cancel of the recovery frames of a light attack, also known as rapid fire. A link is a move which has not been canceled into (i.e. where the recovery of the previous attack has not been cancelled) but the link attack will still combo if the previous hit leaves you at enough frame advantage. A cancel is normally a normal attack cancelled into a special or super.
So here’s a classic combo with Deejay which has a chain, a link (>) and a cancel (xx).
cr.lp, cr.lp > cr.mp xx lk.sobat
Inorder to hit the link you have to time it properly. It’s a 1 frame link meaning you have 1/60th of a second to hit it. If you want to make this link easier you need to p-link it. I’m not going into any details on this except to say it makes this link a 2 frame link giving you twice the chance of hitting it and that it involves pressing your required link move plus one more button with less priority, in very quick succession. You need to hit the search function of this site to find the p-link guide. Hopefully you use a stick as this will make it alot more natural to do.
Has anyone else been using lk sobat and upkicks a lot in matches? I use the lk sobat just because it’s -generally- safe and catches focus attackers by surprise a lot. Just enough to let them know I have it, not spamming it like it’s a great move or anything. I use the lk upkick both as a fairly reliable anti-air (depends heavily on their angle though, they have to be forward a bit more than with EX upkick). I have no problem blocking crossups correctly like 80-90% of the time so I don’t mind having to block a crossup. I really like the lk upkick though as a wakeup move, because if they’re crouch blocking (like many people will do to bait attacks) you end up hopping over them and landing very quickly. If they come to expect it they may be able to jab/reset you before you recover, but I don’t think the recovery is enough to get you combo’d badly. I’ve even been toying with using empty lk upkicks as a mobility move to confuse the opponent, similar to blanka doing short blanka balls with the intent to grab afterwards. It’s definitely less safe using it this way, but it’s nice to just have more options to do in matches to keep opponents from figuring out your attack patterns. I definitely have to toy around with it some more, but I think it’s pretty reliable as a crossover move on blocking opponents anyway.
I only picked up DJ as a sub very recently so I’m still figuring out his good normals myself, but I feel pretty comfortable with him at most ranges. I do see what you guys are saying about him having bad pokes/footsies (I usually use footsie-heavy characters like Cammy or Bison), but I feel like if he’s out of the range of his effective pokes he can either use lk upkick to stop a jump in, lk sobat to press forward, slide, or even just throw out some mid-range maxouts if he’s out of cr.mk range. I REALLY like his cr.mk, I love the tradeoff of damage (and range) for speed and safety on a sweep. Especially when it leaves them in the perfect range for his crossup combos.
Does anyone know any good jumping attacks to do non-crossup jumpins at the same (or very similar) range where a j.mk would crossup? I just found out j.d+lk is an attack yesterday so I haven’t toyed with actually using it in matches effectivetly - will this serve that purpose? I’m usually afraid of not using crossups though just because I hate getting reversal SRKd Still it would be nice to know if anyone has any surprise jumpin attacks they’d like to share.
If you’re going for a regular jumpin? Heavy kick is good enough, unless you’re trying to Air to air, then you want to go with his punches, cause they beat pretty much everything with good timing. Knee shot can be utilized really well in his vortex game, but its not my favorite move.
I don’t really get what else you’re asking for, especially if you’re picking up the basics at a average rate.
I’m not sure if anyone linked to these, but DSP (DarkSydePhil) has made a pretty good basic and advance tutorial for using Dee Jay.
Basic Tutorial:[media=youtube]ByWSIMUY-6s[/media]
Advanced Tactics:[media=youtube]nkBQaAvRWOI[/media]
Can someone explain how Ex Machine gun into Climax beat is possible. The video shows the inputs, but I just don’t get how the game reads these inputs. The video shows DeeJay taking a step forward (not a dash) and then go into his super.
[media=youtube]xmCu8h3H3vg"[/media]
check out vid at around 3:50
This is one of the more difficult Dee Jay moves to actually pull off, and has been the source of several threads and discussions. There’s tons of tips on this board already if you look for em.
The short answer though, is right when you land the EX-MGU you immediately go into a down-backcharge. As they’re coming down you go from the down-backcharge to forward, which should start moving Dee-Jay forward a step. You have to time it right though, not long enough to ruin the inputs and not short enough so that you’re not close enough to land it. Then you go about inputting the rest of the move.
I’ve landed it link twice, ever, in training mode.
what i found helpful training for this is to hold :r: after you EX MG a couple of times. This gives you a clue as to when you can stop charging and start walking forward. Start walking forward too late and you’ll whiff, so the crux of the link is walk immediately after EX MG finishes. Then execution is just practice…
I’m still working on a list of specials (and normals) punishable with DJ’s Ultra 1, have a look at that, you might be surprised! It’s on the thread about which of Dee Jay’s ultras to choose. If I still can’t convert you, I’m planning to do the same for U2 soon.
OK i dont know if this has been posted, but Deejay has a really simple yet very effective combo that doesnt “fully” combo on everyone (air slasher doesnt hit) but is a great spacer and really good block string
cr.lp>cr.lk>cr.lp>cr.lk> light sobat or lp or mp air slasher (prefered).
Im testing it as we speak, and it doesnt combo on Rufus, Ryu, Sagat, or Cammy… still testing all the characters
but it pushes them back wether it combos or hits, and you can throw the air slasher out safe if they block, unless they have Ultra… depends on which one though, like with Ryu U1 wont touch you, and if you bait out the ultra your completely safe, some EX’s hit but only the ass end of them (because it pushes back so far) so its small DMG… Also its quick enough that its good to use against most Focusers, but dont abuse it because if they see it coming a quick focus will crumple you. So i have been using this tool if the vortex doesnt work and its been working wonders, its very VERY easy and it starts from a lp
this might be useless info, but ive found it to be very helpful in dealing with troublesome characters that counter the vortex.
oh yeah do not abuse on juri, the Airslasher doesnt combo and she can jump after the last cr.lk jump>EX dive kick> Ultra, or EX pinwheel just found this out, and all of Adons EX’s go through =/ (but if he takes the hits he has better chance to hit you, if he blocks he is stuffed by the following air slasher)
Edit:
Also if you dont have charge or want to have a bit safer string, do cr.lp>cr.lk>cr.lp>cr.lk>st.lk