O-S Dee Jay?

cr. mk

I was thinking c.hp. You can cancel out of the first frames of a hit, and I believe it counter hits a bunch of poke moves. It would take some testing, so that’s why I said in theory.

idk if you mean close HP or cr. HP, but cr. HP only cancels if you hit them with the early part of the attack, and cr. MP does more damage than cl st. HP, and probably has more range.

Alright, so I was trying this stuff out and I couldn’t get it to flow right…till I read that these OS’s are “PLinks”…
I’m too “old School” to do this new shit, lol, so I will just stick to ‘guessing’ like we do in A2, ST and most other FG’s…
I DO, like where you guys are going tho’ as this DeeJay Forums have been somewhat dead…

The only o-s that are really plinks are the japanese crouch techs. The other ones are slower like a slow double tap on wakeup. Like chun’s double HP > combo on a jump in.

The first one is really easy and you should really know it, just in case someone starts backdashing your vortex on wakeup so you can stop them.

People do the most random things online mixed in with insane jumping about and mashing…

I need to learn how to option select.

Online it feels like I can’t even cancel jabs into each other without it being mashed out of.

Safe jumps and option selects seem like the only tactics that can keep a player consistent w/ online scrubbery.

i can write a dissertation about online scrubbery. i played an adon that mashed all the time. The matchup is hard enough for deejay and now i can’t pressure because of mashing?

This game needs charge partitions and urien lol (i know its unrelated but i want it)

o-s doesn’t help DP mashing. Baiting and punishing does though. Especially if you punish HARD.

deejay doesn’t punish hard tbh especially without a jump in.

Which is why Dash/Walk Ultra is necessary for DeeJay I feel, the few times I’ve done it in competitive play, it’s been off a punish.

yeah he doesn’t really hit too hard, but he’s not that bad, especially with a few bars.

Best punish combos are

cr. HP/cr. MP xx MK upkick > MK upkick (no bars)

cr. MP xx EX MGU > HK upkick/EX dread (1 or 2 bars)

cr. HP/cr. MP xx HK sobat xx HK super (full meter)

or cr. MP xx EX MGU > dash U2

or just plain U2

This all sounds good on paper, and I know these. When I say random I mean random. I know how to deal consistent scrubs… the random scrubs who have actually got a black belt in online scrubbery… its quiet amazing and depressing at the same time. You know you’re messed up when scrubs are playing mind games on wake up & jump in! 8^0

I came up with one off of a forward throw, to punish teleports, except akumas

so why don’t you share? lol teaser?

I came up with a list of what you can do to counter your opponents reactions. Learning what to do to counter their options, and learning to read your opponent will make your offense better.

longs ass post

[details=Spoiler]This is mostly just a general list:

1. First to find out how your opponent throw techs-meaty cr. LP xx cr. LP > walk back slightly or
-untech knockdown > walk up > (crouch/feint) > neutral jump at the last second then jump HK
-if they do cr. LK then they’re probably o-s teching, if they whiff a throw then you know they do stand techs (at least when you’re up close).

2. Ways to beat crouch techs-frame traps such has cr. LP > cr. LP (1 frame)/cr. LK/MK (2 frames)/cr. MP (3 frames)/cr. HP (4 frames), you can alter their timings and make them later[INDENT]-might lose to stand techers up close, mashers, reversal mashers
-meaty cr. LP xx cr. LP > walk back slightly then walk forward throw/delayed tick throw
-meaty cr. LP > delayed tick throw (if you get hit then you do it too late)
-meaty cr. LP xx cr. LP > block for split second > walk up cl. MK > cr. LP > cr. MK.
-meaty cr. LP xx cr. LP > LK sobat/EX MGU (link into it, not cancel)[/INDENT]

3. Ways to beat stand techers-meaty cr. LP > LK/EX sobat (link into it, not cancel)(EX sobat is very unsafe)
-meaty and frame trap with low attacks

4. Ways to beat invincible reversal mashers-untech knockdown > get close (slide or walk forward) > (crouch/feint) > walk back slightly out of range > punish their whiff OR walk back in and throw/pressure them [INDENT]-if you do it right you can cause reversals like DP’s to not be FADC cancellable which is good
-meaty cr. LP xx cr. LP > walk back slightly > punish if they whiff/or walk back in and throw/pressure them
-loses to wakeup reversal mashers, but beats them if they mash during strings
-meaty cr. LP xx cr. LP > walk back slightly HP max out
-If you do this you can’t punish whiffed DP’s, but it beats almost everything unless they just block [/INDENT]

5. Ways to beat mashers/cr. tech mashers (not reversal mashers)-any meaty attack will beat wakeup mashers
-smaller frame traps work better against people who like to mash in your block strings like cr. LP > cr. LP (1 frame)/cr. LK/MK (2 frames)

6. Ways to beat backdashers-untech knockdown > meaty safe jump in MK (o-s cr. MK) > cr. LP > blockstring/combo
-untech knockdown > meaty cr. LP > cr. LP (o-s cr. MK)(must link not cancel) > blockstring/combo
-if they backdash during your blockstrings you can try using option selcts too

7. Ways to beat teleports on wakeup-untech knockdown > cr. HK to slide up > meaty cr. LP > cr. LP (o-s cr. HK)(must link not cancel) > blockstring/combo
[INDENT]-this is only good against dhalsim (maybe seth) at midscreen, everyone except Akuma in the corner.
-untech knockdown > cr. HK slide up > meaty cr. LP > LK sobat (link into, don’t cancel)
-this should beat everyone’s teleports except for Akuma, and also beats if they try and throw tech.
-It is unsafe if they block it.
-You can also o-s a dash, if you think they’re going to teleport so you can be close enough to punish.[/INDENT]


*Everything done with a meaty cr. LP you should be able to do with a meaty jump in MK, or other safe jump. There’s ways to do it to stuff dragon punches, and other stuff.

Learning this kind of stuff will also help your vortex too, by knowing when you can frame trap with cr. MK or punish techs with a LK sobat into another untechable knockdown. It should help you be safer while mainting a good offense.[/details]

I’m sorry if I sound dense here but I have never used option selects but I want to start. Can you please explain the above diagram step by step. Clearly, you start with jum in mk, and end with cr.lk, but what happens on the middle?

Hope A LOT of this isn’t repeated




SMP OS
After untechable KD (wait about half a second on some ex. cody) J.mk , sMP(while holding back , and in air; Meaning that while in air you're just pressing back and MP) , into whatever( ex. j.MK , sMP(while holding back in the air) , c.lp , c.lp , c.mk

If they try to backdash , s.MP will just hit them , 
If you hit them you will just follow out with the combo
The specifics are below

 where it counts

FOR :
Ehonda( stops butt splashes , trades with mp (buttsplashes), and will just block any form of ex move)
Viper: (All seismos , and burn kicks except ex ,you will just end up blocking)
Fei long: (All forms of chicken wings)
Bison: (all forms of devil reverse , headstomp(will just whiff and then you can punish) , and trades with ex scissors)
Rose: ( Anything she tries except U2)

 *NOTE* If you get the counter hit from SMP option selects , you can still continue your kombo!
 That's just my little specific OS

 The main one I use is
 After un-techable; J.mk, (in air) hold downback HP~LP:LK(The lp+lk is completely optional  I just use it for mistimed jump ins , because people tend to throw alot of empty jumps in this game //esp with the lack of respect towards DeeJay, and worse case scenario (If you do slide even though you shouldn't) you can be thrown out of the startup of slide ..so it gives you that back up plan)

 If they try to back dash , you will just  knock them down again
If you hit them just follow out
If they reversal you will block


xTRA Uses: Stops all back dashes
Chunli- Slides under her EX SPK and the slide ends at the perfect time to punish
Balrog- Beats any TAP attempt to escape ( you will just end up blocking anything esle)
Feilong- You will just slide under all his chicken wing attempts ~_~
Abel- Punishes all rolls

after j.mk why do u like os s. mp over c.mk? i prefer the knockdown over the hit.

And I figured there werent many people interested in option selects so i didnt bother to post this but I made a list for myself of his os fierce and os ultra 2 off a crouching jab. I was gonna test c.jab os s.hk too but i got bored, i know os s.hk works on guiles backdash tho

option select ultra

Abel: Yes, no ex roll
Adon: No (maybe cause of different wake up timing)
Akuma: no
Blanka: no and wake up timing is different
Boxer: backdash no, ex headbutt yes
Cammy: yes backdash
Chun: no
Claw: no
Cody: backdash yes, ex criminal upper no, ex zonk yes
C.viper: backdash no. ex seismo yes, lk burnkick yes, other burn kicks no
Dan: no
Deejay: backdash yes(partial animation), ex upkick yes, ex sobat yes, lk upkick yes
Dhalsim: no
Dictator: no backdash, no devils reverse, ex psycho yes,
Dudley: no
Fuerte: backdash yes, guacamole leg throw no
Honda: Yes backdash, yes light butt slam, no all others.
Fei Long: backdash no, all chicken wings yes
Gen: no
Gouken: backdash yes, ex demon flip no
Guile: No
Guy: no
Hakan: backdash yes,
Ibuki: no
Juri: backdash yes
Ken: backdash yes
Makoto: backdash no, ex overhead chop yes
Rose: backdash no, ex soul spiral yes, ex soul throw no
Rufus: Yes, yes ex messiah
Ryu: backdash yes
Sagat: backdash yes
Sakura: backdash yes, ex shoryu yes
Seth: no
T. Hawk: backdash yes,
Zang: backdash Yes, punch lariat gets hit by jab, kick lariat hits you

Option select fierce

Abel: backdash yes
Adon: weird wake up timing threw off my recording again.
Akuma: no
Blanka: wake up timing…
Boxer: no
Cammy: no
Chun: no
Claw: no
Cody: backdash yes, ex zonk u get hit
C.viper: backdash yes, ex seismo yes, lk and mk burnkick yes, hk burnkick whiffs, ex burnkick you get hit
Dan: backdash yes
Deejay: backdash no, ex sobat yes, ex upkick yes
Dhalsim: backdash no, teleports no
Dictator: no
Dudley: backdash yes
Fuerte: backdash yes, light guacamole leg yes, all others no
Honda: backdash no, lk butt slam yes, mk butt trade, hk butt yes, ex lose, ex headbutt lose
Fei Long: backdash no, all chicken wings yes
Gen: backdash no
Gouken: backdash yes, ex demon flip no
Guile: no
Guy: no
Hakan: backdash yes
Ibuki: backdash yes
Juri: backdash no
Ken: backdash yes
Makoto: backdash no, ex overhead yes
Rose: backdash no, ex soul spiral trades
Rufus: backdash yes, ex messiah you get counterhit
Ryu: backdash yes
Sagat: backdash yes
Sakura: backdash yes, ex shoryu you get counter hit
Seth: no
T. Hawk: backdash no,
Zang: backdash yes,

it would be cool if when you post an option select you would explain the input, and maybe the motion or the options on hit/block/whiff. Really good ideas and testing though.

to do a jump in option select u do a jumping attack then press the normal u want to option select just before u land. So if they block your jump attack the blockstun will make it so the os doesnt come out. If your opponent backdashed your os will come out and hit them because there is no blockstun. Motion characters can also do option select jumpins with their specials, charge characters cant charge fast enough to.

To do a c.jab option select fierce u do a meaty low jab then quickly plink another fierce and jab. If they backdashed jab fierce will come out. if they blocked then jab standing jab will chain. same thing with option select ultra, you do a jab then an ultra input real fast. If they block you will get a jab then a chained standing jab, if they backdash you will jab then activate ultra.

They also have the option of doing an invincible move. in most cases the reversal is fast and will just hit your initial jab. Some other cases theyre slow like an ex seismo and your os will hit it. Then the inbetweens like messiah kick, where u can get urself hit for tryin to os with a normal. Option selects especially with charge characters arent a necessary thing really but they can come in handy.