Isn’t the slide a bit too slow to use as a advancing tool?
It technically is an advancing tool.
You can slide under fireballs and maintain charge. You can slide from outside of punishable distance and maintain charge. You can even slide from max range and be safe against some chars, but don’t use it too often. It’s mostly just from far away to get a little closer, if you really want to go in just forget the charge, you’ll get it later if you start a combo and if not just combo into sweep. Just be ready to AA with normals if you don’t have charge.
I guess you could use LK sobat at far range and by the time it’s done you’ll have charge if you do a back - forward - downback LK motion.
first time poster: i noticed that i can’t do nj hk > cr. hp > special on hakan. not sure why this could be, other than that cr. hp could be hitting meaty?
edit: oh, i see it doesn’t work on most of the roster crouching, so im guessing the first active frames are up above deejays head?
hey everybody. i guess im still a beginner. i always loved this character…in super he was a favorite sub of mine just below blanka and claw…but im having trouble adjusting to the twins with those two so ive been maining dee jay.
basically im just curious if there are any key AE matchups that may have important differences from what they were in super (for the sake of me not reading outdated info when im lurking, cause i see some of the threads are older)
also, i was wondering if anybody had any suggestions for subs? like the whole “blanka/claw” thing i used to do…or my boy runs “sim/el fuerte” to go from annoying random teleports to annoying random runs haha…does dee jay have a good opposite (for lack of better words) with similar play to sub in for the sake of turning the tables a bit?
im sorta gettin blown up so any help is appreciated, i could really use it before i talk myself back into playing dudley lol
DeeJay is a fundamental character. He plays safe gets a knockdown then can rush or continue to zone.
nobody is really the opposite of that because he’s in the middle of every playstyle.
Vega match is very different. I don’t like it anymore.
DeeJay is more like the charge version of Ryu
I would say Zangief is most likely the most opposite of DJ. Dudley is very different from him too, because he only rushes and does hella damage.
I think you were talking about a second that covers his bad matches, or compliments him or something. I don’t know what to tell you there. I think Chun is pretty ok since she goes even with the best, or akuma for guile (but idk if its that bad anymore), or a divekick char for sim. You kind of have to wait a while and see how the tiers and matchups change.
somebody who i can play with a similar mindset that forces the opponent to waste the first round making adjustments. like in super i played blanka almost the exact same way as claw (except i jumped a lot with claw to fish for that air throw, and 3xK dashed with blanka to fish for that ground throw) but because their different attacks it changed the fight around a lot even though what i was doing on the stick was relatively similar.
i never tried chun before…at the moment im actually working on dudley for a sub. and i have a long list of 8 fighters below dudley that im interested in picking up as a sub just cause i like their character. so unless you’re suggesting chun ill probably just go through that list one of these days in training mode and see what works.
Hey guys, I’m wondering if I can combine H MGU > Sobat Carnival? I’ve been trying it and getting close, but before I spend more time on it, I wanna know if it’s even possible?
Don’t think so. Only MGU you can juggle off of is EX.
EX MGU>U1 is definitely possible, I use it since my EX MGU>U2 is not consistent enough.
ex mgu > u1 does no damage, you’re generally better off just doing another combo cause you’ll get comparable damage and gain meter.
Yes you can cancel his regular mgus into super, but you cant juggle it
What is an “ambiguous” cross up?
An ambiguous crossup is a crossup that is hard to see if its going to hit in front or in back. Usually done on somebody’s wakeup and very deep.
is there a reason to mash MGU?
For more damage
So I’ve been in the lab messing around with new tactics. I have a goal of getting at least top 8 at WNF here in SoCal with DeeJay. I am finding that after a hard knockdown, throwing a light fireball then going in for some Oki (ambiguous crossup, kneeshot, walk forward and cr.jab, throw) rather than jumping in right away is much safer. Too many characters seem to counter the jump in crossup/kneeshot and the meaty light fb just gives me some extra assurance.
What do you guys think?
Those are sort of the two options. Against weaker players or characters with weak wakeup, abuse the ambiguous jumpin. Against players that show the ability to counter the jumpin go for the oki.
The thing I really like about meaty light fireball is that if you go for a meaty and they do DP, they’ll usually get hit by the fireball which will stop any combo.
I’m never really sure what to use in that situation though so I could use some tips of how to mix things up there.