For people having problems with cr.lp, cr.lp, cr.mp: use the middle phalanx of your index and middle finger for easy plinking.
After a hard day of promoting my new album (made no.1 deejay for a bit, not that it matters) I have a few questions.
I found I have a hard time with midrange. Wtf do I do to keep the pressure on when they are too close to max out but, out of range of my pokes? I want to say mk dread kicks, but they get beat sometimes and they are not safe if I don’t space them just right. I usually do some safe moves trying to get my opponent to do something dumb so I can punish, but I feel Like i should be doing more.
Second, any one have any idea what to do with guile? Seems like a hard fight for deejay.
Any special properties on LK Dread/TurnKick like in ST? LIke, does it go over low attacks or (badly, not worth it) Rogs low dash punch?
So far, almost everything I see about DJ is like ST DJ, almost a carbon copy in 3D, just more stuff added^^
Btw, I didnt see low HK, the sweep listed as a Anti Air, but saw a movie where it hit airborn opponent, followed by Ultra 2.
Is low Hk a legit AA? does it have to hit some1 airborn or can you use it as a trip AA, then Ultra2 ?
Dont have game. So excuse questions
chun_li1
PS Does LK Up kick have different Hitbox? Like in ST you could hit Hondas Sumo drop (d,u+K) with LK version. Wasnt possible w/ MK, HK version.
Walk forward, walk back, short hop, fake max out, focus dash, etc.
This match scares the hell out of me.
Hi everyone.
DeeJay is my first charge character during mylong experience in versus fighting.
So i have some troubles concerning inputs.
The main problem is actually for example doing a special from a cr.lp. I actually fail a lot doing cr.lp, cr.lp to machinegun Ex. Can someone give me an advice for the timing? Do I releave the charge directly after inputting the second cr.lp or should I wait a bit?
Thanks a lot!
Here’s a little help
[media=youtube]mARorBkHxt0[/media]
Although his explanation is a bit off, the technique is good.
A good point to remember aswell is that with a charge, the initial motion (holding back for air slash, or down for MGU) can be ANY direction back/down. EG to charge for air slash you can hold db, b or ub for 2 secs then forward punch, or for MGU you can hold db,d,df.
With regards to comboing after c.lp, yeah go from that c.lp straight away. If your not getting it your probably not having enough charge. If you doing this from a jump in, remember as soon as you jump toward you can start charging for your special
Would anyone mind telling what in the big book of “Why SF works” explains why an early j.mk is a cross up and a late one is not. It sounds ass backwards to me unless j.mk has some weird gliding property kind of like a tatsu. An explanation might help me understand when Im doing it right or not, thank you.
Its embarrassing to say this but I don’t know how to cancel at all. Coud somebody walk me through how to play with deejay.
yo having trouble with doing c.lp c.lp c.mp. Has n e one perfected this with a 360 controller or is there any easyer crossup combos that lead into specials? Won’t be able to test it as I’m busy this weekend.
Loving deejay. Adon is also pretty fun to play with
Just do DeeJays trials, you will learn all his cancels there. Basically, what your doing is two inputs during the motion. With the cr.MP xx Slash, just charge back, hit the cr.MP then complete the forward motion with another punch, any punch, can be 2xP for an EX air slash.
I don’t really know how to read frame data. But I guess I should start knowing how if I want to be competitive eventually, xD.
I finally got the combo down. I have to double tap the mp for me to get it most of the time. I"m getting along with Dee Jay much better now, but I am having a bit of trouble against Juri and Ibuki.
The first post is updated, please check it out
Plinking the c.mp is his BnB doesn’t seem to be helping much at all, and the hand placement makes it a lot harder to cancel into dread kicks after. This is such a pain in the ass.
His lack of priority is pretty frustrating as well. Is there anything that doesn’t stuff dread kicks? MGU seems pretty much useless outside of combos, and since I can’t pull off his BnB yet, I can’t use MGU at all.
If you aren’t getting an attack at all or you are getting a jab, that means you are doing the cr.mp plink too early. Try to slow the whole combo down until you get the feel for it and then slightly speed it up. Also, try to get your finger off of the second jab asap when to do the plink, that might help also.
I have been having the same issue with the dread kicks, my best suggestion is to use a properly spaced lk sobat (dread) kick and it will hop over a lot of pokes. No guarantee, but it’s a start.
It’s hard to cancel into LK Dread Kicks? Try your thumb if you listened to my tip. LK Dread Kicks is honestly the one you should be using the most for the BNB. It’s safer, and more importantly, it knocks down unlike the MK and HK for a cross-up or fake cross-up opportunity.
I have been using my thumb, but, of course, my timing’s a lot less accurate with my thumb than my index finger. I’ll just have to hit training mode and figure this stuff out. I’m used to Balrog’s free BnB combos.
Thanks, guys.
Man I am getting frustrated with Dee Jay. I like him alot and he’s alot of fun, but I get bullied alot when I play him. How do you get aggressive players off of you?
Also, what are good AA for close jump-ins?
use Jacknife or standing HP for AA
I don’t know why, but I seem to be having trouble pulling off his U2… I can do Guile’s U1 fine, though. Dee Jay’s still a pretty solid character, though.
I’m loving DeeJay, he seems to have an answer for everything. I’m thinking about dropping Ibuki and using him only (Japanese style).
Also, what do you guys guess where he is going to place in the tier list?