Couldn’t land super to Ultra on anybody good in Big Two so i’m not going to use it in tournament anymore.
I’ll still use it against guile because there is no reason to burn meter against him unless you like getting punished for using ex sobat
Couldn’t land super to Ultra on anybody good in Big Two so i’m not going to use it in tournament anymore.
I’ll still use it against guile because there is no reason to burn meter against him unless you like getting punished for using ex sobat
I haven’t entered any tournaments lately but I’ve been having decent success in offline casuals in my community using Super > U1. At least 85% of the time it’s been used to chip, and it’s amazing the difference it makes against low-health characters.
When you can threaten Super > U1, it almost feels like Chun or Abel’s U1 in reverse, in terms of how it affects your opponent’s play. Once they hit 30% health, they’re terrified of getting hit by any jab or lk sobat, even on block, and it makes the opponent play erratically and, often, very poorly. It’s happened to me at least a dozen times that I’ve been able to read jump-backs or DPs on wakeup startlingly accurately, just because I know they’re not going to risk blocking or backdashing.
I was very skeptical, and I’m still not convinced it’s better than U2 in most situations, but I’m finding it more interesting the more I play around with it. I’m also learning to be a little more economical about my meter. I would say that on average I’m ending round 1 with 3 bars most of the time, and I’m increasingly even stocking full super and using it in the first round.
What were you trying to do with U1 when you experimented with it, Jcool? Was it just to chip, and how did it affect the rest of your Dee Jay playstyle?
Great insight MuayGio i do have some of the same results, but that’s only possible once you’ve landed super to ultra once as chip or to kill that they’ll be afraid of it. i didn’t get the opportunity because Sanford and Chris Hu were too strong. I could have problem have gotten away with it earlier in my bracket, but idk.
it definitely effects your opponents playstyle and offers deejay something completely new.
i find myself having greater meter management. I barely combo to ex mgu. I’ve been playing more of an oki game lately. Less guaranteed damage for setups. Maybe i’m evolving.
There are matches where i highly recommend it.
If you don’t use it against viper you’re missing out.
it punishes everything and with back charge only.
When i played with U2 i find myself forcing an ultra setup and with U1 i play the opposite. i just let the opportunity come to me.
it seems like how i played HDR and ST. Didn’t worry about landing super. If it happened it happened. if not i could still win.
I normally use U2, but I have been messing around with U1 against my friends (scrubs) and certain match ups (t.Hawk, please dont condor dive when i have 2 full meters…).
The damage is huge, and when incorporating sobats into your gameplay outside of combos, deejay builds meter pretty fast. you would be surprised who you catch with mk sobat (blocked), mk sobat (hit).
if you have consistant trouble with EXMGU-U2, id say U1 isnt a bad choice, as with solid play, it gets the job done.
Mind you, U1 + super cancellable S.HK can be huge. how? Incorporating that focus. very minimal scaling on a focusLV2, S.HK xx super xx ultra 1. thats usually how i land it to begin with.
Speaking about Ultra 1, I just found some nonsense with it in Training mode.
So most people know that DeeJay can still get full hits with his Super when someone is being juggled airborne, but they gotta be in the corner, right?
This is why anti-air cr. roundhouse, or anti-air (counter-hit) far st. fierce can juggle into super. Same thing goes for lk sobat > lk/mk super.
Here’s where it gets stupid.
LK Sobat cancelled into Super, then cancelled into Ultra works. ALL HITS of the Ultra will juggle.
(side note, if you anti-air cr. roundhouse, then go for super and ultra, the ultra will whiff, only seems to work off lk sobat)
Capcom please tell me…if this works, WHY IS IT THAT EX MGU INTO U1 STILL DOESN’T WORK???
They’re not knocked nearly as high when it’s comboed like this, you wouldn’t think something like this would work. I’m not complaining or anything; more is better.
I just don’t understand what Capcom is thinking… o_0
The only possible conclusion that I can come to is that the juggle properties of U1 might change when it’s cancelled off of Super. That seems to me my only valid theory at the moment.
P.S. Nice games, Jcool. I learned more on a matchup that I was lacking knowledge in. Just cuz you play a character, doesn’t mean you know how to effectively fight against them.
on ex mgu > u1 the first hit up the ultra connects.
super to ultra the second hit of the ultra connects.
That’s just the thing: with the juggle that I just explained, THE FIRST HIT OF THE ULTRA CONNECTS ALONG WITH THE REST OF THE ULTRA. I kid you not. You guys can go into training mode and try this yourself. lk sobat > super > ultra. It’ll work. If won’t just whiff after the third hit like it does off an EX MGU.
so the lk juggle state is different. is all. it doesn’t affect the super juggle.
I guess so, cuz to me it just didn’t add up.
Here was my mentality:
I thought the problem was in the fact that if you knocked someone airborne, you couldn’t get more than just a few juggles (thus the 2nd half of U1 missing but having it work off of Super now).
Then I go and do this and see the whole ultra connect despite the first hit also connecting…just confused me was all.
Have you read up on the juggle point system? What moves juggle what pop-ups has nothing to do with the height the character flies to. They’ve designed each move with the juggle possibilities in mind. That’s why EX MGU into U1 doesn’t work but balrog’s headbutt into U1 does.
That said, I don’t understand what’s remarkable about lk sobat > super > U1. That’s pretty basic, surely. Also I thought we all knew that CH st. fierce into super works. What exactly is surprising you?
I like super >u1 but then again im just a casual dee jay player
Thanks for the info, Muay. It didn’t occur to me.
I’ve finally decided that I’m against U2.
my fundamentals/zoning/footsies are enough to carry me through a matchup like when I used U2. Now I have something to burn all of that meter on. Damage is just as good and the chip is unstoppable.
Will always use U2 in the mirror match. Haven’t found another match where U2 is undeniably better. Using super to U1 has strengthened my game. When i was down and had U2 i found myself trying to land it. When playing U1 the opportunity presents itself almost.
I’m having trouble correctly eyeballing when lk sobat > Super > Ultra 1 will actually chip kill someone.
Had a few matches with my opponent survive by a sliver.
i’d say in between the rounds won indicator on most characters. i’ll make a video about it today.
I’m just glad that DeeJay’s an “Ultra” character now. His Ultras are actually a considerable part of his strategy you can implement into your game now instead of just being a burden or very rare occurrence to have connect in a fight (like with Akumas or Guiles).
Lk.sobat>?.super>u1
What strength super fully combos off of lk.sobat?
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mk if i remember correctly, but it won’t get full hits.
when you cancel to ultra it will fully connect.
I’m not a Dee Jay player but I find ultras fascinating especially the chip potential on jump in low jabs to regular machine gun upper (keep tapping the punches) to super, to U1. It should be noted that the last hit of the super or the U1 does the most chip damage and Dhalsim can stuff Dee Jay before the last hit because he can crouch the second last part of it. Not sure who else can but I’ll look into it. The general guideline I’d give anyone who intends to use it for chip is that it will do a bit more than a “win icon circle”. Still gotta look into it some more.