is it just me…i cant seem to pull off max outs in the very beginning of the rounds…?
I don’t think u would have time to charge it.
After EX MGU you can hit ultra 1 but you only get 3 hits off it
Alright so I finally got to play me some DJ last night for about 2-3 hours. So far I think he’s a really solid character and he looks tournament viable. Granted it was my first time playing super last night so I was pretty much playing him how I do in ST, but this is what i found.
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J.MK is such a good crossup as many have said, the guy I was playing against was playing ibuki and cody and he tried dashing out a couple times, but that just ended up smacking him with a reset which gave me the idea if you could safe jump J.MK and option select a slide on their wakeup? I didn’t think about it until after we played.
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st. MK broke focus up close because of the two hit it possesses. Not sure if he was holding focus too long and could interrupt in between but I was able to break it every time.
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Cr. FP is just as good as ST in my opinion. On wake ups I was able to cross up and do cr.jab x2 Cr. FP and it would catch anyone pressing buttons or OS teching.
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I got CH St. FP to work once and the slide followup is real easy, wasn’t fast enough to get ultra 2 because I’m just not used to landing that move yet, but at least following up with a slide for untechable knockdown is also very good if you aren’t quick to seeing the CH to charge for ultra.]
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J.FP seemed to be a great air to air, whether intercepting a jump in or jumping back out of pressure.
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I got J. jab to work a couple times in air to air, but isn’t nearly as god like like in ST because it doesn’t stick out the whole time obviously.
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I tried St. HK a couple times for anti air, not sure if I wasn’t spacing it right but it traded most of the time and only a clean hit a couple, will have to test it out more.
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EX MGU and MGU both have crazy push back on block. I was mashing that shit out if i fucked up a link and it really pushes the opponent far away enough that its hard to punish on block.
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EX dread kick is where its at in my opinion, great push back, invincibility, breaks focus, and goes almost half screen distance. If you have a charge, this is probably gonna be the best punish if your too far away to link a normal into it.
On a side note, whats the best way to do the input for ultra 2? I never really played guile so I was having a harder time trying to do it quickly on jump ins.
All 3 of DeeJay’s jumping punches seem really solid in air to air situations. Jab deals the least damage, but stays out the longest (not ST status, but still has a lot of active frames). Fierce is the strongest, but the least active. Strong is somewhere in the middle. All have great air to air priority when active.
I think the motion is like db, df, db, u.
Well, they call it the pretzel, and the best way to do it is really practice.
As long as you’ve got a downback charge, its easy enough.
If you use a Pad, then I can’t help you. 360 controller is alittle less difficult, but you’ve got to think of the bottom forward and bottom backward rings of the analog stick, ending with a quick jumping forward movement, holding it there and pressing the punch button in Deejay’s case.
Simplified, its down back (charge), down forward, down back, up forward.
On a square gate, this shit is easy. Slap the back corerns twice and end in the top forward corner. It’s alittle complex as first, but there are a few good ways to buffer it.
Alot of the time, if you get knocked down (This is with Guile) and you sense pressure on a wake up, you can buffer the first three motions (db, df, db) and if you see your oppurtunity put it into the upper corner and kick. Similarly, you can use a punch to keep from using a special move, and even if you don’t use all three kicks, this will constitute with a flashkick when you go up, so you don’t have to just throw it out there.
Learning how to do it on reaction takes time, but if you can play four corners, then you can visualize this Ultra and do it in time.
They way i do ultra 2, is DB, DF, and then chickenwing motion up to UB
I find that much easier than UF
Yea, I always go from DB, then slide it to DF, then slide it all the way back around to UF. So basically, I go from DB, to DF, then make a backwards 360 motion and hit 3p or 3k. That’s the easiest motion for me in SF4. I wish they would get rid of that motion and use the one in HDR, which is just the hooligan throw motion. That would be badass.
I’ve been messing around with dj, and i didn’t see this posted, so i’ll throw it in:
to consistently land slide into ultra there are 3 conditions:
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You need a slight charge prior to the slide. I really wish you could just slide into ultra (reactionary purposes), but you can’t :sad:
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This is probably the most simple idea, but the slide needs to juggle
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The slide has to juggle at the end of it’s animation. If the slide hits earlier than that, you can still bust ultra, but it won’t connect
most of you are probably thinking “easy enough,” but it actually is somewhat challenging to setup. The reason for this is what I mentioned in condition 1; you need the down back charge prior to the slide. Coupled with the fact that the ultra will only connect if the slide hits at a very specific time, it’s warranted that there is a sweet spot for each character. In higher level play, your opponent is going to know that sweet spot, and avoid it, thus making it even harder to land…
but who knows! Practice makes perfect, right? :bgrin:
For all those hype about Dee Jay I whipped up a little stick template, thinking about using it myself if I get on with him but anybody else is free too http://s691.photobucket.com/albums/vv272/jamheald/Stick%20art/?action=view¤t=Bare.jpg enjoy!
Also one with button colour suggestions for if your style blind http://s691.photobucket.com/albums/vv272/jamheald/Stick%20art/?action=view¤t=Stick.jpg
ex upkicks is the new snake strike
very nice, good job man :tup:
No need to do :uf: at the end. Best way to do the U2 motion is charge :db: then do a clock wise roll starting at 3 and rolling to 10.
So charge :db: :r::df::d::db::l::ub:. The hardest part is making sure you hit that second :db:, in the SF4 engine, Capcom made it so have to hit it or else it fails.
You can also dash or focus absorb a fireball, dash and U2. Charge :db: focus :r::r::df::d::db::l::ub:, omit the focus if you just want to dash in and U2 after the EX.MGU.
Cheers. I love that you have to rasterize things in photoshop
If you have a square gate just ride the rails. I find it easier to do the correct 1,3,1,9 as if i do 1,3,2,1,4,7 i often miss the second 1 and don’t get it. So with a square gate i find it easy to do 1,2,3,2,1,9.
I usually go like 1632147 (db,HCB,b,ub) when I play. I get it like 90% of the time. if I dont get it, its usually cause I didnt get to UB(7) before I hit the buttons.
Does that work if they aren’t in a corner? Does it get full hits?
EX MGU dash ultra does not work afaik as i can see. My execution is to terrible to actually try it, but i did EX MGU (both mashed and non mashed) dashed forward to see if it was possible, but the opponent had already landed. Would be awesome if someone proved me wrong tho
I am going to try for 30mins
if i can’t do i will leave it to the next man after me lol