mk upkicks have invincibility http://www.pedantic.org/~nate/HDR/deejay/upkickforward.html

Crap. I should’ve rephrased as ā€œless invincible MK upkicks compared to LK upkicksā€.

Hk? fei needs HP for his four/five hit fierce rekka combo.

Yeah on further review LP, MK makes sense for DeeJay since that’s what he needs to cross up and TOD, right? I was thinking HP and HK his all his HP normals are really good and HK for slide, but that makes sense. Clearly not a DeeJay player here.

For Fei, I’m not sure what I was thinking. Even LK would make more sense than HK for safer flame kick and chicken wing with startup invincibility. Would you go HP, LK, then? I think he definitely needs the flame kick and chicken wing to get out of a lot of situations, so you can’t do two punches.

Damn, I’ve been wanting to play you too so feeling’s mutual! Too bad I lost though. :frowning:

Did anyone see my message or is it being missed because it’s the last post of the previous page?

hey guys i just want to say hi since i brought hdr remix a few days ago and i’m having a great time playing it. so i be online as the honda gettting my butt handed to me on live.

Yeah, not sure why I ignored the lp, but no mk means no crossup, no lp means no j.lp. So fei really needs like 4 just to be fair. :lol:

Good stuff. :smiley:

Be sure to talk to Megaman and Thelo on their bullshit shenanigans. :slight_smile:

Aqua don’t hate. Just because the fat sumo wrestler gives movie stars and british intelligence agents nightmares at night… no need to hate for that! lol

Zaruka: Good on you. HDR is fun, I think I can speak for everyone when I say have fun, level up your game, and bring that Honda STRONG!

ZerodotJander: Cammy has to be MP and MK. LK is great and all but J. MK is underrated, especially against characters that jump higher, has good priority. St. MK and Cr. MK, can’t play Cammy w/o Cr. MK, you need to have that so Aqua’s CW’s go right over Cammy’s head right Aqua? (Oh he hates that…) Plus, it would give Cammy two throw buttons to mash out for reversal throws… but I would miss not having LK Drill… but you make sacrifices.

Engine question.

While you are in blockstun you can still switch your block between high and low, correct?

If so, what if I do two lows as a true blockstring, but after the first my opponent expects a throw and tries to counter with either a counter throw or DP, does my opponent block the second low due to autoguard or does he get hit by it due to him letting go of low block to execute his counter?

First off, why is that when someone says that they want to ask a single question, that they always end up asking more than one? :stuck_out_tongue:

Yes you can.

Let’s say that Ryu knocks you down, then jumps at you, attacking you with a cross-up, and you successfully block it. In order to block that cross-up you must block while standing. From here if Ryu immediately does his overhead attack (forward+mp) then you can hold back and block high. If he does a crouching medium kick immediately after his jumping cross-up attack, you can move the joystick to defensive crouch (down+back), and you will block the low attack successfully.

He will get hit.

Let’s say that Dictator knocks Boxer down then safe-jumps him from the front. If Dictator’s safe-jump is blocked, and he does a standing short, then a crouching medium kick, the Boxer player has to block low against the that crouching medium kick. If the Boxer player tries to mash throw against that low attack, he’ll have to throw from standing, and the low attack will connect and Dictator will combo into scissor kicks.

If you do a blockstring with only attacks that can be guarded high (which can be both standing and crouching attacks) then your opponent can repeatedly attempt to throw you should you break your blockstring and attempt your own throw. The ways to get around this are to tick him to where he’s outside of his throw range and set him up for a counter attack (or a free throw if your range is larger), or to hit him with low attacks during his blockstring and try to hit confirm into a combo.

Need video examples or is that clear enough?

You have to be standing to throw, which is why you can’t mash throw attempts while simultaneously protecting against low blockstrings. The only exception to the rule is Zangief who can mash normal throws while crouching because he is the only character who has a throw command from crouch. Honda can also sit in defensive crouch and keep his stored command throw and just go for negative edge throw attempts during your blockstrings as well.

If you ever decide to pick up Fei Long, this guy makes him look like a street walker in West Hollywood… :slight_smile:

thanks dude, my previous understanding seems to be correct about what you said. But your examples are a bit different from the situation I asked about. In your examples the opponent starts to block a jumpin or mid/high and then tries to counter. Autoguard leaves him in a standing block position but is vulnerable to lows.

I was wondering the opposite if when he blocks a low starting blockstring does autoguard leave him in a crouching block position if he tries to counter something?

edit just found a 2nd controller. If you block a mid/high attack and let go or press buttons you will stay in a high blocking state if the opponent does a mid/high blockstring.

If you block a low attack and let go or press buttons you will *not *stay in a low blocking state if the opponent does a low blockstring. You default back to high block.

A while ago on MIRC someone told me that with Deejay you can’t mixup cr.jab>throw and cr.jab>cr.lk xx MGU because he said if the opponent starts by blocking low autoguard will leave him in a low block position even if he tries to counter the throw. That was kind of the reason he asked, apparently he was wrong.

It’s a very good question, one I’m interested in an answer to also. The way I understand it, crouching medium and hard normals do not put you into auto blockstun (example: Ryu’s cr Strong, cr RH). You can block low for the first attack, stand up, and then return to blocking low for the second hit. However, vs Ryu’s cr Short x 2, I’m not sure if you can do the same. I know that after the first cr Short, you can stand up and get hit by the second cr Short. So I guess, yeah, no combo puts you in auto blockstun. But it would be nice to know for sure.

Auto-guard only works when you are standing. That is why you can mash throws during blockstrings that consist of attacks that have to be blocked high. You must actively block low to protect against low attacks in a block string. It doesn’t matter if the low attack is the first or third attack, or if the previous attack was high, overhead, or low.

Example:

Dictator knocks his opponent down, does a meaty low forward, his opponent blocks it. If he does another low forward, his opponent must remain holding the joystick in defensive crouch, or else he will stand and get hit. The game will not retain the opponent’s crouching guard and let him mash throw simultaneously. The opponent must actively protect against low attacks or risk getting hit.

He’s right and wrong though it seems like he doesn’t understand why. You can’t mix-up crouching jabs into throw or combo because crouching jabs aren’t effective compared to crouching short kicks (at least for DJ).

If DJ keeps hitting you with crouching jab and as a mix-up into a tick throw then it’s not a strong mix-up. Why? It’s because DJ’s crouching jabs don’t have to be blocked low even though they are crouching attacks.

So let’s say DJ knocks you down and crosses you up, you block the cross-up, then he proceeds to rapidly fire crouching jab against you to try to make you guess when he’s going to stop firing jab and go for a throw. That is a pathetically weak mix-up tick throw series. The opponent in that situation can simply mash throw attempts during all of those low jabs and get away with it cleanly because the jabs don’t have to be blocked low.

If DJ does crouching short kicks as part of his block string then you have a much harder mix-up to deal with. If you mash throws against those DJ can hit-confirm into a combo if he’s good. That is why DJ’s crouching short kicks are stronger

About dictator, yes that’s the same thing I tested with Blanka when I found my extra controller.

About DJ, read what I said again,

I was talking about mixing up throws with lows.

Ummmm…ok?

I saw the cr.jab > throw and cr.lk xx MGU and commented on both. I said that cr.lk is better than cr.lp because cr.lk can be hit-confirmed into a combo forcing opponents to block low which stops them from mashing throw.

Mixing up throws with crouching attacks during blockstrings is almost entirely pointless if the crouching attack can be blocked high.

Again, never said anything about mixing up cr.jabs and throws. That’s useless like you said.

when I say

I mean do a cr.jab (as the lead in) and THEN mixup between either a throw or a cr.lk.

Anyways, done.

I think I understand your question Fulaani. You’re wondering if an opponent lets go of the stick during a blockstring combo, whether they will be in auto blockstun or not. The answer is yes, but only for attacks that can be blocked standing. If Dee Jay was to do cr Jab x 2, and the opponent let go of the stick after the 1st Jab, then they will automatically block the second Jab. If Dee Jay does st Jab, cr Short which is a combo, then the opponent will not automatically block the cr Short, but I think you already know that. If Dee Jay does cr Short x 2, and the opponent blocks the first Short low and then lets go of the stick, he will get hit by the second Short. That I’m sure of. I hope I understood your question.

What I was asking, was if I block Dee Jay’s cr Short x 2, and I block the first Short, stand up, and try to block the second Short, will that work? I know I would have to be incredibly fast to do that if it’s possible. But I’m not talking about skill, I’m basically wondering if going from a crouching block to standing, and then back to a crouching block is possible. I want to know if the game’s engine is fast enough to allow a blocking character to stand up and return to blocking low for crouching light normal combos like Ryu’s cr Short x 2. I think it is, but it’s probably difficult to prove.