"It's show time!" Dee Jay Beginner Thread

For those of you worrying about the 1-frame c.lp c.mp, c.lp s.mp is a MUCH easier link and and can combo into dread kicks a lot easier. A good combo I found in the corner is j.mk x cmp x ex slasher x c.jab xx ex MGU xx ultra 2. It does between 530 and 540 damage and is fairly easy to do. After the ex MGU if you don’t have ultra you can do an air slasher, ex dreads, and I’m going to see if you can reset with normals but I don’t think you can.

goes back to the lab to figure out more combos

but then you can’t follow with the pwnage ex mgu into ex dread/U2

I think i’m just gonna shorten the link to c.lp > c.mp instead of c.lp x 2 > c.mp and see how that works… sigh

although i suppose you could do ex slash into ex dread instead…

I made a small guide, but it’s currently in Dutch, working on a english version right now! Most of it is probably already discussed in here, but who cares.

For the dutch speaking people in here: http://www.drakenslag.com/forums/viewtopic.php?f=8&t=1138

I’m not sure this is actually true. If you plink the MP with LP, then you should get a MP input 1 frame, followed by a LP input the next. If you perform the MP on the last frame of recovery from the jab, then nothing should come out, and on the next frame you should get a MP+LP for the MP. If you are getting another LP when you try to plink, then that means that the LP+MP input is happening during one of the recovery frames. That just means that you are doing it too early. It’s no different than missing the timing on trying to plink a HP+MP after the LP. The only difference is that when trying to plink with LP you will get another LP because it will chain, while nothing will come out if you do a MP+HP plink too early.

So is there a point to plinking it (does it make the link any easier)?

Plinking it does help, since it still gives you 2 frame window for the move to come out. You still need to practice the timing though.

EDIT: The reason it may seem more difficult to plink MP+LP after a LP is when you are plinking HP or HK, you will either get the kick or you won’t, so finding the timing is easier. With the LP+MP link, you will always get something, either a LP or a MP. It makes finding the right timing a little trickier.

The best practice is to first learn the cr.LP to close st.HP link. The timing is the exact same as the cr.LP to cr.MP, so if you can plink that consistently, you should be golden.

No that’s the point plinking doesn’t work. The tines you get it you’d have got it without plinking.

Not true. If you hit the MP on the last frame of recovery, then the MP+LP would come out on the first frame after the LP ended, giving you a MP. If you just pressed MP, you would have gotten nothing at all.

has U1 any uses? As anti-fireballs is not good because of range.

^
thx for the info, ill be practicing some more tonight.

Oh yes sorry you are right.

I know it’s soon, but man the amount of garbage and BS that punish deejays moves is frustrating. I want my old deejay back. Cammy vs. deejay seems like such a tough match up.

Yes, his lack of priority on moves is pretty lame. Even my EX moves are getting stuffed. EX upkicks seems to be one of the only reliable moves to not get stuffed.

EX.MGU is just awful and EX dread kicks aren’t much better, only combo into them for sure.

Yeah its really tough trying to find a really punishing anti air that I can rely on. Even his ultra’s don’t seem all to reliable on me. That coupled with the fact that he doesn’t seem to have much HP. Juri deals some serious damage in the DeeJay department. Seems like every single move of hers takes priority on DeeJay. So disappointing seeing how long we all waited to use DeeJay. Ugghhh.

Anyone have some good crossup combos?? Seems like his crouching mp doesn’t bid as well after crossing up.

You mentioned how guiles lp boom is slower yet it’s only a one frame disadvantage… Deejay’s is 28…

If you’re referring to guiles other booms (31,33 respectively) then yes, deejay’s is much faster…

I love Dee Jay. But for some reason I can’t get his BnB links down. The simple cr. lp, cr.lp, cr.mp XX dread kicks(or any charge move) is killing me. I don’t know how to plink correctly and double-tapping doesn’t work for me on a consistancy.

b/c of this, I’m turtling with him most of the time instead of how I want to perform with him, which is to be offensive.

Mega, take a look at his Frame data to get a better understanding of his attack recoverys and start up…

Basically crouching lp has a 4 frame startup and 2 active frames… Your c.mp has 6 start up frames and 2 active much like lp… Because of the 2 frame difference between the two, wait like 0.05 of a second before doing it. It’s very easy once you get the rhythm down.

Compiled some random data:

[0] 175 (253): j.MK, cr.LP, cr.LP, cr.MK
[0] 216 (272): j.MK, st.MK, cr.MK

[0] 256 (350): j.HK, cr.LP, cr.LP, cr.MP -> LK Sobat
[0] 268 (368): j.HK, cr.LP, cr.LP, cr.MP -> MK Sobat
[0] 280 (380): j.HK, cr.LP, cr.LP, cr.MP -> HK Sobat
[0] 246 (340): j.HP, cr.LP, cr.LP, cr.MP -> LK Sobat

[0] 238 (326): j.HK, cr.LP, cr.LP, cr.MP -> LP Max Out
[1] 268 (356): j.HK, cr.LP, cr.LP, cr.MP -> EX Max Out

[0] 150 (206): j.MK, cr.LP, st.©HP 1 hit
[0] 206 (310): j.MK, cr.LP, st.©HP 2 hits - larger characters

I’ve noticed far standing Fierce to be quite interesting. Hit someone trying to get in with it, send them flying, and hit him with any version of Sobat if you’ve got charge or far standing Roundhouse for extra damage. Note that roundhouse keeps him up instead of falling down.

is there a mashing pattern for mgu or just marvel that shit?

no pattern and you only need like 3 inputs.