AWRIGHT! A Deejay Thread!

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  • KINGKING あなたの母親の膣 Joined: Posts: 2,589 ✭✭✭✭✭ OG
    Have you managed to destroy Akuma's red fireball with the MGU, I can destroy Ryu's but with Akuma's I fail everytime.
    oh, i haven't tested that out...i'll test with a friend later today...

    if so, i'd imagine you'd have to continue mashing to nullify all of it? either way, i'll let you know later today, if you haven't found out already.
    "I will be kind enough to give you the hint regarding KOF though: read Iori Yagami's family name in reverse." -- Black Shroud
  • TschesaeTschesae Joined: Posts: 178
    Do you guys have any tips for executing the cu.MK cr.Jab cr.Fierce xx MGU combo? The normals are easy but the MGU does not connect =(
  • KINGKING あなたの母親の膣 Joined: Posts: 2,589 ✭✭✭✭✭ OG
    Do you guys have any tips for executing the cu.MK cr.Jab cr.Fierce xx MGU combo? The normals are easy but the MGU does not connect =(

    you can piano MP ~ LP after the c.FP...the negative edge from the c.FP helps too. just mash also after c.FP...lol.
    "I will be kind enough to give you the hint regarding KOF though: read Iori Yagami's family name in reverse." -- Black Shroud
  • TschesaeTschesae Joined: Posts: 178
    thanks - I'll try that

    btw: haven't found an explanation of neagtive edge in the wiki (only that it helps connecting)
  • KINGKING あなたの母親の膣 Joined: Posts: 2,589 ✭✭✭✭✭ OG
    thanks - I'll try that

    btw: haven't found an explanation of neagtive edge in the wiki (only that it helps connecting)

    Majestros summed it up pretty well on his site (sonichurricane.com):

    http://sonichurricane.com/articles/sfterms.html#technegativeedge



    negative edge -

    use of button release in place of button press within a command sequence; most Capcom fighting games allow special and super moves to be performed by this method




    basically, hold down the button, then doing a motion, THEN letting go. it aids in a lot of advanced techniques and option-selects...a good example was ST T.Hawk's Storm Hammer...you can negative edge it to increase chances of it landing, and also to help in not having unwanted normal moves to come out.

    another would be Honda's stored Ochio.
    "I will be kind enough to give you the hint regarding KOF though: read Iori Yagami's family name in reverse." -- Black Shroud
  • oldboyoldboy You are a big fool! Joined: Posts: 192
    SPD > jab :rofl:


    it's a bad guessing game, but try reversal short upkicks to get out. the thing is, there's several options he can do; i'll list a couple (not all of them):

    c.jab xx SPD
    c.jab *2 xx SPD
    c.jab, s.short xx SPD
    c.jab, s.short xx Siberian Suplex (to stay in range of the corner)

    i haven't fully explored Gief's new hop, but Vodka Stuart's Gief' Tricks vid with the new hop shows a lot of possibilities... :sad:

    basically, he's going to make you guess in his favor.

    if you're letting him in, then Gief' deserves to SPD you!


    I had a feeling it was upkicks. :( I'm bad at them on wakeup for some reason. But I will definetly try the piano thing.

    And yeah, I know I shouldn't let Gief in. I just always feel a little guilty fireball spamming him to death to keep him away. But I guess that's really how to do it.
  • KINGKING あなたの母親の膣 Joined: Posts: 2,589 ✭✭✭✭✭ OG
    I had a feeling it was upkicks. :( I'm bad at them on wakeup for some reason. But I will definetly try the piano thing.

    And yeah, I know I shouldn't let Gief in. I just always feel a little guilty fireball spamming him to death to keep him away. But I guess that's really how to do it.

    there's no guilt in keeping him at bay...unless you WANT him to SPD you! :amazed:

    besides, Gief' 3 options to come get you:


    jump forward = you AA him

    lariats = inches him forward...although be wary of the KKK lariat, or less you slide right into his SPD!

    Banishing Flat = make sure not to let him get used to your Max Outs, or else he'll BF xx SPD you from 1/2-2/3 screen distance away.


    be aware of his options, and your opponent's tendencies.
    "I will be kind enough to give you the hint regarding KOF though: read Iori Yagami's family name in reverse." -- Black Shroud
  • oldboyoldboy You are a big fool! Joined: Posts: 192
    there's no guilt in keeping him at bay...unless you WANT him to SPD you! :amazed:

    besides, Gief' 3 options to come get you:


    jump forward = you AA him

    lariats = inches him forward...although be wary of the KKK lariat, or less you slide right into his SPD!

    Banishing Flat = make sure not to let him get used to your Max Outs, or else he'll BF xx SPD you from 1/2-2/3 screen distance away.


    be aware of his options, and your opponent's tendencies.

    Yeah, all of his options tend to have simple counters to stop him from coming in. But it just takes one misplaced or poorly inputed maxout or upkick and its spd city. :rofl:

    Wish I didn't have an art project to do. :( Want to fight giefs now.
  • KINGKING あなたの母親の膣 Joined: Posts: 2,589 ✭✭✭✭✭ OG
    Yeah, all of his options tend to have simple counters to stop him from coming in. But it just takes one misplaced or poorly inputed maxout or upkick and its spd city. :rofl:

    Wish I didn't have an art project to do. :( Want to fight giefs now.

    lol, we can spar later if you'd like. :)

    i'll play as Gief'. :woot:
    "I will be kind enough to give you the hint regarding KOF though: read Iori Yagami's family name in reverse." -- Black Shroud
  • KINGKING あなたの母親の膣 Joined: Posts: 2,589 ✭✭✭✭✭ OG
    MGU vs. Akuma's Red Fireballs...

    OK, a friend and i tested the MGU vs. red fireballs:

    so...

    MGU snuffs only jab fireballs, and NOT strong and fierce versions (the multi-hitting ones, basically). :sad:


    so unless you can tell if it's a slow/jab red hadoken coming at you, i wouldn't bother trying to snuff them. if it's super-fast, avoid it!
    "I will be kind enough to give you the hint regarding KOF though: read Iori Yagami's family name in reverse." -- Black Shroud
  • RSDeathscytheRSDeathscythe Dee Jay! Joined: Posts: 51
    I was looking for Some Deejay combos. On the SRK wiki I couldn't even even do any. ; ;
  • skankin garbageskankin garbage ARE YOU OKAY!? Joined: Posts: 961
    So, I guess you could always to J.Hk \/ C.Hp xx Short Dread Kicks, but now you can do it with Roundhouse Dread Kicks. It's almost guaranteed 100% damage on average vitality characters, and even against the strongest of characters, you'd only need to land another punch to kill them. I don't think this will be incredibly practical, but it's neato.
    http://jamieobeso.blogspot.com/ - My own personal insights about games; totally inspired by David Sirlin and James Chen.

    "Jesus would be MAD if he had to fight Ivan Ooze."
    "*I'd* be mad if Jesus had to fight Ivan Ooze.
  • KazooKazoo has a TERRIBLE name. Joined: Posts: 52
    OK, a friend and i tested the MGU vs. red fireballs:

    so...

    MGU snuffs only jab fireballs, and NOT strong and fierce versions (the multi-hitting ones, basically). :sad:


    so unless you can tell if it's a slow/jab red hadoken coming at you, i wouldn't bother trying to snuff them. if it's super-fast, avoid it!

    They probably realized or discovered that if it could eat multi-hit fireballs, he could laugh off Ryu's shinkuu. :P

    Still, does it just flatly refuse to destroy any more than one hit, or is it an issue of the MGU not being fast enough or something?
  • The Furious OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,516
    OK, a friend and i tested the MGU vs. red fireballs:

    so...

    MGU snuffs only jab fireballs, and NOT strong and fierce versions (the multi-hitting ones, basically). :sad:


    so unless you can tell if it's a slow/jab red hadoken coming at you, i wouldn't bother trying to snuff them. if it's super-fast, avoid it!

    Thanks for that!
    I was looking for Some Deejay combos. On the SRK wiki I couldn't even even do any. ; ;

    http://forums.shoryuken.com/showthread.php?t=124167
  • KINGKING あなたの母親の膣 Joined: Posts: 2,589 ✭✭✭✭✭ OG
    They probably realized or discovered that if it could eat multi-hit fireballs, he could laugh off Ryu's shinkuu. :P

    Still, does it just flatly refuse to destroy any more than one hit, or is it an issue of the MGU not being fast enough or something?

    ...it refuses to destroy more than one hit. i tried different timings and different parts of the MGU to snuff it: no-go.
    "I will be kind enough to give you the hint regarding KOF though: read Iori Yagami's family name in reverse." -- Black Shroud
  • KazooKazoo has a TERRIBLE name. Joined: Posts: 52
    Gotcha. Good to know.
  • UltraPandaUltraPanda ... Joined: Posts: 83
    Im having trouble doing ccross up j.forward, c.jab x2, s.strong, super.

    I used to be able to do it in ST but i cant seem to get it. Has anyone else tried this in Remix?
    Standing Fierce - New Zealand Fighting Game News and Events
    www.standingfierce.com
  • The Furious OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,516
    Im having trouble doing ccross up j.forward, c.jab x2, s.strong, super.

    I used to be able to do it in ST but i cant seem to get it. Has anyone else tried this in Remix?

    I've noticed I've had to change some of my timing in HDRemix, stuff like the machine gun uppercut cross up is completely different now I can cancel crouching jab into crouching crouching fierce into MGU, damn sexy if I do say so myself!

    I have attempted that super combo nowhere near being able to pull it off on stick.
  • Homer PimpsonHomer Pimpson Questionable Joined: Posts: 1,179
    Well alright fellow Jamaicans, any major matchup changes? Is Ryu or O. Sagat any easier to deal with now with fancy MGU? How is the damage from xup forward, cr jab, cr short, MGU? Or, is the new combo, xup forward, cr jab, cr fierce, MGU?

    Any changes in vs Blanka or vs Honda? How are the new dreadkicks? I wish I could play =[

    Edit: What about vs Akuma? That seems interesting.
    GGPO: MrSimpson
  • The Furious OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,516
    You dont need to cross up anymore and do machine gun uppercut because oppoenent doesnt fall out of it anymore :woot:

    Slightly offtopic, I just beat akuma in arcade mode, I tried with DeeJay but just got an ass wooping, but did it with Guile, new flash kick is alot more useful than I thought!
  • TschesaeTschesae Joined: Posts: 178
    Thanks to KING for the tips - now I'm able to do the combo


    btw: I keep having problems against Bison/dictator, his scissor kicks are so hard to punish and apart from jumping attacks I am not able to counter his psycho crusher.
  • KINGKING あなたの母親の膣 Joined: Posts: 2,589 ✭✭✭✭✭ OG
    Thanks to KING for the tips - now I'm able to do the combo


    btw: I keep having problems against Bison/dictator, his scissor kicks are so hard to punish and apart from jumping attacks I am not able to counter his psycho crusher.

    short upkicks > scissors kick

    short upkicks > psycho crusher


    * when in doubt, short upkicks ftw. :woot:

    you should always have a down-back charge ready to go.

    it should be in your muscle memory if you train yourself to see those things from 1/2 - full screen away.

    after the knockdown from the upkicks, start your cross-up shenanigans.

    if you don't have a charge, and you really have to do something, i would suggest doing:

    scissors kick < block, then strong throw towards corner.
    psycho crusher < block, then mash s.roundhouse to smack him...if he's close to the corner, slide for the knockdown.
    "I will be kind enough to give you the hint regarding KOF though: read Iori Yagami's family name in reverse." -- Black Shroud
  • Pimp WillyPimp Willy "I guarantee we got a rat in the house!" Joined: Posts: 10,720 ✭✭✭✭✭ OG
    Vs Akuma, if he jumps in with an air fireball, MGU will absorb the fireball and punish Akuma for trying

    e$ports
    FC: 0018-4935-1331
  • RSDeathscytheRSDeathscythe Dee Jay! Joined: Posts: 51

    Thank you. Crouching to standing is insane. Any advice on a stick?
  • SystemSystem Joined: Posts: 508,676 admin
    I just beat akuma in arcade mode, I tried with DeeJay but just got an ass wooping, but did it with Guile, new flash kick is alot more useful than I thought!
    Hah... I did the exact same thing and it was so much easier to punish with Guile.
  • oldboyoldboy You are a big fool! Joined: Posts: 192
    I'm having trouble getting combos after crossing up a crouching opponent that isn't huge like zangief or hawk. I typically use cu.mk, c.jab x2 xx RH Upkicks juggle with super if I have it. But I'm noticing smart players simply crouching under the upkicks in the combo, and I eat a free dp or whatever.

    I know it's possible to combo into the sobat/dread kicks, but i can never seem to get it from the jabs. I've seen it done by using c.jab, s.strong into dread kicks, but I can't get this to work for me at all. Is the trick charging during the cross up and c.jabs then releasing the stick to neutral and then doing forward + kick? If so, I think I'm having an issue with my timing the forward + kick.
  • MurderbydeathMurderbydeath Joined: Posts: 906
    I'm having trouble getting combos after crossing up a crouching opponent that isn't huge like zangief or hawk. I typically use cu.mk, c.jab x2 xx RH Upkicks juggle with super if I have it. But I'm noticing smart players simply crouching under the upkicks in the combo, and I eat a free dp or whatever.

    I know it's possible to combo into the sobat/dread kicks, but i can never seem to get it from the jabs. I've seen it done by using c.jab, s.strong into dread kicks, but I can't get this to work for me at all. Is the trick charging during the cross up and c.jabs then releasing the stick to neutral and then doing forward + kick? If so, I think I'm having an issue with my timing the forward + kick.

    For the dread kicks, you have to precisely press jab twice and make sure they both connect. You can't mash jab or it screws up, I think. I have trouble with it as well. The combo is crossup j.mk -> cr.jab x2 -> st.strong xx rh dread kicks. My problem is that during combos I tend to mash until I see the correct amount connect, and for this combo in particular, I think it actually matters how many times you hit jab due to renda canceling or some other factor I'm simply unaware of.
  • je110je110 Dantastic Joined: Posts: 385
    I'm having trouble getting combos after crossing up a crouching opponent that isn't huge like zangief or hawk. I typically use cu.mk, c.jab x2 xx RH Upkicks juggle with super if I have it. But I'm noticing smart players simply crouching under the upkicks in the combo, and I eat a free dp or whatever.

    I know it's possible to combo into the sobat/dread kicks, but i can never seem to get it from the jabs. I've seen it done by using c.jab, s.strong into dread kicks, but I can't get this to work for me at all. Is the trick charging during the cross up and c.jabs then releasing the stick to neutral and then doing forward + kick? If so, I think I'm having an issue with my timing the forward + kick.

    The way I do it is crossup, cr. jabx2, then move the stick from down/back to back before pressing strong (that way you're standing for the strong rather than crouching, but still retaining charge for the sobat), and then toward + roundhouse to activate the sobat. I still struggle with the timing sometimes, but if you screw it up, it tends to be safer than the upkicks if they duck it. Same argument could be made for the MGU crossups though, but those have never quite stuck with me.
  • BruceLBBruceLB THE KITTEN PAJAMAS Joined: Posts: 509
    I know it's possible to combo into the sobat/dread kicks, but i can never seem to get it from the jabs. I've seen it done by using c.jab, s.strong into dread kicks, but I can't get this to work for me at all. Is the trick charging during the cross up and c.jabs then releasing the stick to neutral and then doing forward + kick? If so, I think I'm having an issue with my timing the forward + kick.

    That is way harder then it needs to be. Just hold go from down/back to back when you hit standing strong xx dread kick. Against skinny chars like claw and chun just do one cr. jab instead of two or else the st. strong will whiff.

    Also always go for that combo instead of the upkicks.
    powerbiast: and no losers both of us are winners cause we learned
  • BruceLBBruceLB THE KITTEN PAJAMAS Joined: Posts: 509
    Also, I hate Honda. :( It seems like everyone else is complaining about him too. Any tips for dealing with the fat man? I usually just freak out and spam jumping jab in the hopes of beating his butt splashes and headbutts.

    Cr. mp and cr. fierce will beat his headbut/handslaps clean. So will spamming jab. Spamming jab/fireballs is your basic keep away strat for honda. Short upkick will beat his buttsplash even if it crosses up. Jump back jab will beat his super clean. If he gets you cornered and spams buttsplash standing strong will beat it.

    Just play keep away and if he ever gets close always jump back jab, nothing he can do will punish it.
    Alright, dealing with Honda's easier now, but what about Sagat? I can't fireball fight him, and jumping in equals free tiger uppercuts or RH tiger knee juggles.

    I had a little luck with early jumping jab to stop some of his stuff, but it was really unreliable. Most of the time I just got punished.

    The only other tactic I had was trying to keep him at middle range and force him to play footsies and poke at him with MK and HK to try and stuff tiger shots, but it's hard to keep him at that distance for long.

    Just try to get close to sagat, short upkick over low tigers, if you predict a tiger jumping rh will hit sagats arms from full screen away. Once you get close always keep a charge and slide to move in. Short dread kick will beat his low tiger clean, if he jump short upkick and go for a crossup.
    so, I just got murdered by Chun li twice in a row. I felt utterly helpless against her jump ins. She would usually time them after my fireballs so I wouldn't have enough charge to up kick her. Is there some normal I should use as anti-air or something I can use to fight her in the air?

    Dont be predictable with the fireballs. Short upkick will beat her jump in clean. Fireball/slide/fireball to get in. But dont be so hasty to throw out the second fireball watch to see if she jumps. You have to get her cornered, so if you land a kockdown go for a crossup into tick throw to throw her in the corner. Once you have her in the corner fireball on wakeup and walk foward and standing roundhouse to keep her there. Jump in jab will beat almost anything of hers, if it hits combo cr. jab, st. lk, xx fireball. If she blocks, throw after the cr. jab, but mix in the st. lk xx fireball even after a block so she cant reversal your throws. Also mix in fireball xx slide after a knockdown in the corner to knock her down again, alot of chuns will jump straight up on wake up, slideing allows you to keep your charge and upkick her is she does.
    Claw however, I'm lost. Sometimes I can beat his aerial nonsense with jumping jabs and standing strong but most the time I get crossed over or izuna dropped. I only manage to pull off victories against decent claws if I can trick him into a corner and trap him there with fireballs and crouching fk and rh.

    Claw is easy, cr. foward will beat his slide and roll clean. Spam max out and if he walldives jump back right away and jab will beat whatever he does. If your cornered and he walldives short upkick will beat it clean even if he crosses up. If you get claw cornered use the same chun strat of fireball/standing rh into jumping jab/tick throw/block string into fireball.
    bad matchups?
    - sim
    - buffed HD blanka (IMO)
    - sagat is a chore
    - rog can be also.
    - vega
    - ryu (IMO)

    Ryu is by far DJ's worse matchup. Followed by Rog and Sim.

    Vega, and Blanka are good matchups for DJ. Sagat is even with maybe slight advatage DJ.
    anybody some tips against dhalsim and deejay vs deejay no one really plays with dhalsim so it hard to figure out some strats and it not too often you run into a mirror deejay match

    Cr. mp and fp and your friends. Slide will beat standing rh, so if sim think your going to jump slide instead to beat it and knock him down.

    Always try to get in close, you want to score a knockdown/crossup. DJ's bnb crossup combo is instant death for sim. A good way to get in close is to slow fireball and walk behind it, most sims will jump back or straight up and kick, standing mp will trade or beat it clean resetting him in the air allowing you to get closer. If sim trys wakeup yoga flame too close, short upkick will beat him clean. Also if he's dumb enough to yoga flame you or even super you on wakeup while you have a super thats a free super for you.
    So, I guess you could always to J.Hk \/ C.Hp xx Short Dread Kicks, but now you can do it with Roundhouse Dread Kicks. It's almost guaranteed 100% damage on average vitality characters, and even against the strongest of characters, you'd only need to land another punch to kill them. I don't think this will be incredibly practical, but it's neato.

    This was possible in regular ST (yes even the RH dread kick) and would almost always dizzy. This combo was your best friend against ryu, if you could predict a fireball you needed to land this combo. A good way to land it is to jump over a fireball, and then immediately jump again, most ryu's will walk back and fireball again, leaving them open to said combo.
    powerbiast: and no losers both of us are winners cause we learned
  • RSDeathscytheRSDeathscythe Dee Jay! Joined: Posts: 51
    I got this combo down pretty well. Cross-up j.forward, c.jabx2, s.strong, RH sobat. Problem is how do I do the up kicks? I can do sobat fine, but how can I get the charge for up kicks?
  • jchensorjchensor Salty Chen Joined: Posts: 1,934 admin
    My question is: why does anyone want to do any combo OTHER than:

    Cross-up MK \/ C.LP -> C.LP XX Machine Gun Upper

    That combo is so spectacularly fantastic in so many ways. One, it's totally safe on hit or block. Two, it deals very good Block Damage. Three, it works on EVERYONE and requires much less timing than C.LP, S.MP (I know that link isn't hard, but this other combo is ridiculously easy). Four, the recovery on the MGU is so good now that you are never in a bad position afterwards. Five, if you do MGU at Up/Back, you are still charged for a Fireball right away afterwards. Six, if it connects, it's really amazing damage.

    There is simply no downside to this Combo outside of the fact that it's harder on a pad than on a joystick (you need to mash all three punches to do it consistently). Other combos may do more damage, but I just feel like the number of benefits and convenience and ease of this Combo just makes it not worth it to mess with random Sobat Combos that might get you uppercut in between hits and all this other jazz.

    - James
    http://jchensor.blogspot.com

    "We don't stop playing because we get old. We get old because we stop playing." -- Doyle Brunson

    "Every time you win, it diminishes the fear a little bit. You never really cancel the fear of losing; you keep challenging it." -- Arthur Ashe

    (AV art obtained from here: http://meatbun.us/blog/?p=162)
  • BruceLBBruceLB THE KITTEN PAJAMAS Joined: Posts: 509
    My question is: why does anyone want to do any combo OTHER than:

    Cross-up MK \/ C.LP -> C.LP XX Machine Gun Upper

    That combo is so spectacularly fantastic in so many ways. One, it's totally safe on hit or block. Two, it deals very good Block Damage. Three, it works on EVERYONE and requires much less timing than C.LP, S.MP (I know that link isn't hard, but this other combo is ridiculously easy). Four, the recovery on the MGU is so good now that you are never in a bad position afterwards. Five, if you do MGU at Up/Back, you are still charged for a Fireball right away afterwards. Six, if it connects, it's really amazing damage.

    There is simply no downside to this Combo outside of the fact that it's harder on a pad than on a joystick (you need to mash all three punches to do it consistently). Other combos may do more damage, but I just feel like the number of benefits and convenience and ease of this Combo just makes it not worth it to mess with random Sobat Combos that might get you uppercut in between hits and all this other jazz.

    - James

    One word, Dizzy. Also you can't get dp'd between dread kick hits anymore.
    powerbiast: and no losers both of us are winners cause we learned
  • Homer PimpsonHomer Pimpson Questionable Joined: Posts: 1,179
    One word, Dizzy. Also you can't get dp'd between dread kick hits anymore.

    So MGU combo isn't the main dizzy combo anymore? I know in Vanilla ST it was xup forward, cr jab, cr short, MGU=insta dizzy. If you got 3 hits of the MGU that is. Or was it 4? Hmm.

    Also, are you finding that much of your core gameplan is the same BruceLB? Have the match ups changed enough to throw you off significantly? From observation, (I don't have the game) Ryu seems like he is even more of a pain in the ass now. How is vs Akuma? Is the MGU upgrade helpful vs Ryu?

    Lots of questions =]

    Folks, be thankful that BruceLB is dropping some DeeJay knowledge. Dude is solid.
    GGPO: MrSimpson
  • The Furious OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,516
    So MGU combo isn't the main dizzy combo anymore? I know in Vanilla ST it was xup forward, cr jab, cr short, MGU=insta dizzy. If you got 3 hits of the MGU that is. Or was it 4? Hmm.

    Also, are you finding that much of your core gameplan is the same BruceLB? Have the match ups changed enough to throw you off significantly? From observation, (I don't have the game) Ryu seems like he is even more of a pain in the ass now. How is vs Akuma? Is the MGU upgrade helpful vs Ryu?

    Lots of questions =]

    Folks, be thankful that BruceLB is dropping some DeeJay knowledge. Dude is solid.

    Akuma is a pain in the butt, much more than any of the shotos, atleast with Sagat once you are close you a bigger threat to him than he is to you. Akuma's air fireball really messes up my gameplan, I cannot turtle if he jumps in with a late airfireball at the same time you have to stand block otherwise you will eat fierce then he will just rape you with his juggles. Akuma has a great keep away game aswell, my offensive game isn't strong enough, can defend enough, and countering is just a huge risk ....seriously I'm out of ideas on this match up :confused:

    EDIT: Guy I was playing seemed to intentional whiff or miss the airfireball just to form a barrier of fireballs
  • Homer PimpsonHomer Pimpson Questionable Joined: Posts: 1,179
    ^Can you short upkick at the last second through airfireball and hit him?
    GGPO: MrSimpson
  • The Furious OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,516
    I had tried to but I either got hit or he landed safefly, other times I was just corner trapped as he just jumped straight up to do airfireballs. Only time I got out was when I built up enough to super my way out.

    Really wish there was a record function in training mode, even better would be to record online games then use these recorded inputs for the bot in training mode.
  • RSDeathscytheRSDeathscythe Dee Jay! Joined: Posts: 51
    The match up against Akuma is just insane. You can throw a max out have it under Akuma and he can air fire ball and stop it. But I haven seen that when you are the aggressor in that match up things are a little bitter. Just don't ever jump in on Akuma.
  • Pimp WillyPimp Willy "I guarantee we got a rat in the house!" Joined: Posts: 10,720 ✭✭✭✭✭ OG
    One word, Dizzy. Also you can't get dp'd between dread kick hits anymore.

    Good games last night Bruce, when I saw I was playing your DeeJay agaisnt my Vega (I'm trying to go for the "Win with all characters" achievements : P) I was impressed with your play.

    Also, I always tend to do the Cross up mk, c.jab, c.jab, s.strong, RH Dread Kicks. or c.jab, c.jab, upkicks. If I don't confirm the jabs, I do the Dread Kicks. If I confirm the jabs, I do upkicks. It's safe, as far as I can tell, even if the Dread Kicks end up just doing chip damage. I've been messing around with the MGU combo, but I'm pretty sure it ends up doing slightly less damage, and theres the issue of not knocking down if you don't mash properly.

    I was working out the c.jab c.fierce link yesterday, and I really like it, but it seems inconsistent across characters on what works or not. I kinda liked that I could set it up so that a mis-time on the fierce can end up being a throw option select. I was also messing with c.jab, c.lk, MGU. Not sure if the c.lk does more or less damage than the jab.

    I know this will end up being a silly question, but what links into super? I've seen some vids with what I think is c.mp or s.mp into super, but neither has worked for me so far.

    Lastly, I got a funny 2 hit combo yesterday. Did the projectile, Blanka jumped over it, projectile went off screen. I walked forward, did S.RH, knocked blanka backwards into the projectile that was off screen, for a silly 2 hit combo. Made me grin.

    e$ports
    FC: 0018-4935-1331
  • 1hitparry1hitparry Scrubasaurus Joined: Posts: 1,516
    So MGU combo isn't the main dizzy combo anymore? I know in Vanilla ST it was xup forward, cr jab, cr short, MGU=insta dizzy.

    MGU was changed so that's its easier to mash, and so it's way easier to get all four hits. To balance that out, MGU stun (and maybe damage) was reduced. So MGU is no longer a insta stun. It still does a lot. I stunned someone beginning of the round with just wiff punish short up kick, j. mk., cr. lp, cr.lp., MGU.
    ^Can you short upkick at the last second through airfireball and hit him?

    I know lk upkick is pretty much invincible on the way up, so that might be possible. You might not beat it out clean, but you might trade. And the trade will probably be in your favor.
  • BruceLBBruceLB THE KITTEN PAJAMAS Joined: Posts: 509
    So MGU combo isn't the main dizzy combo anymore? I know in Vanilla ST it was xup forward, cr jab, cr short, MGU=insta dizzy. If you got 3 hits of the MGU that is. Or was it 4? Hmm.

    Also, are you finding that much of your core gameplan is the same BruceLB? Have the match ups changed enough to throw you off significantly? From observation, (I don't have the game) Ryu seems like he is even more of a pain in the ass now. How is vs Akuma? Is the MGU upgrade helpful vs Ryu?

    Yeah MGU dizzy and damage were reduced significantly. As for any changes in my gameply, no, not really. DJ is pretty much the same, and the changes to the other chars hasn't really affected him. I haven't really found much use in nullify projectiles with MGU. Especially in the corner, it doesn?t come out fast enough. Ryu, is still as tough a matchup as ever.

    One thing I want to mess around and I think will help with ryu, is pressuring with DJ's new dread kicks. Now they both hits actually hit, they are safe on block, the added lower invincibility to both strong and rh versions seems like his biggest buff.

    As far as Akuma, you can upkick though his air fireball on wakeup. If he didn't time his air fb correctly he will get smacked outa the air as you go through the air fb. But if the opponent times his air fb correctly he will land before your reversal.

    The only saving grace about that match up is how much damage akuma takes. You really need to try and predict his fireball and smack him with jumping RH for lots of damage. Scoring a knockdown is vital just like against. Getting him in the corner is your best bet. Then you can stay close and pressure with cr. mp that will beat his fireball clean, and fireballs. Walk up after one like your going for a tick throw to bait his dp and smack him with st. rh for lots of damage.

    I haven't played too many good akuma's, but right now the matchup doesn?t seem as bad as ryu. Simply because of how much damage akuma takes. One crossup combo is pretty much death for him.
    powerbiast: and no losers both of us are winners cause we learned
  • BruceLBBruceLB THE KITTEN PAJAMAS Joined: Posts: 509
    Good games last night Bruce, when I saw I was playing your DeeJay agaisnt my Vega (I'm trying to go for the "Win with all characters" achievements : P) I was impressed with your play.

    Also, I always tend to do the Cross up mk, c.jab, c.jab, s.strong, RH Dread Kicks. or c.jab, c.jab, upkicks. If I don't confirm the jabs, I do the Dread Kicks. If I confirm the jabs, I do upkicks. It's safe, as far as I can tell, even if the Dread Kicks end up just doing chip damage. I've been messing around with the MGU combo, but I'm pretty sure it ends up doing slightly less damage, and theres the issue of not knocking down if you don't mash properly.

    I was working out the c.jab c.fierce link yesterday, and I really like it, but it seems inconsistent across characters on what works or not. I kinda liked that I could set it up so that a mis-time on the fierce can end up being a throw option select. I was also messing with c.jab, c.lk, MGU. Not sure if the c.lk does more or less damage than the jab.

    I know this will end up being a silly question, but what links into super? I've seen some vids with what I think is c.mp or s.mp into super, but neither has worked for me so far..

    GG's and thanks.

    Always go for the dread kick combo instead of the upkicks. It does more stun and damage. If they block it, cr. jab into throw, or cr. jab x2 into throw is a basic mixup. You can also cr. foward right after a crossup to sweep if they were blocking high. Once they start blocking low, whiffing st. jab to throw is ridiculously hard to counter. Doing the dread kick combo for block damage is ok, but cr. jabx2 xx st. lk xx fire ball gives you chip damage and keeps them within sweep range.

    As far as what normals link into super. They all do because you have to kara cancel. I never combo into super though, because a) it's hard, b) even if you time it perfectly it will sometimes randomly not connect, and c) by the time you get super the much easier cr. jabx2 xx upkicks xx super will probably be enough to kill them anyways.
    powerbiast: and no losers both of us are winners cause we learned
  • Homer PimpsonHomer Pimpson Questionable Joined: Posts: 1,179
    Thanks BruceLB :tup:
    GGPO: MrSimpson
  • KazooKazoo has a TERRIBLE name. Joined: Posts: 52
    How the hell do I beat Cammy now? I've had infinitely more trouble with this match than I have any other in this game, where she seems to now be completely unthreatened by my fireballs, outprioritizing her doesn't work, and the only answer I have to cannon drill traps is to try and dread kick out over low forward (which loses cleanly to everything else if you happen to guess wrong).
  • BruceLBBruceLB THE KITTEN PAJAMAS Joined: Posts: 509
    How the hell do I beat Cammy now? I've had infinitely more trouble with this match than I have any other in this game, where she seems to now be completely unthreatened by my fireballs, outprioritizing her doesn't work, and the only answer I have to cannon drill traps is to try and dread kick out over low forward (which loses cleanly to everything else if you happen to guess wrong).

    Cr. forward beats cannon drills. But yeah you have to zone her, keep her back with fireballs and bait her spin knuckle and punish with double upkick juggle. Then crossup combo/throw mixup and jump back and zone her again.
    powerbiast: and no losers both of us are winners cause we learned
  • oldboyoldboy You are a big fool! Joined: Posts: 192
    Thanks for the help with the dread kicks combo. That thing's working for me all the time now.

    I've also been using the MGU more now, but is it just me or is the damage worse then upkicks? And sometimes I've noticed it doesn't knock down.
  • Pimp WillyPimp Willy "I guarantee we got a rat in the house!" Joined: Posts: 10,720 ✭✭✭✭✭ OG
    Jumping straight up and sticking out lk (possibly mk?) beats drills, but then again you're leaving yourself open to cannon spikes. But in one of Keits videos, I saw cammy do her Super to DeeJay in the corner, and on reaction DeeJay jumped straight up and hit LK, and the super went behind him and into the corner, allowing him to beat it out.

    Also, thanks for the tips. Didn't realize you couldnt link super and had to Kara Cancel it

    e$ports
    FC: 0018-4935-1331
  • ChristopherComboChristopherCombo Joined: Posts: 11
    My question is: why does anyone want to do any combo OTHER than:

    Cross-up MK \/ C.LP -> C.LP XX Machine Gun Upper

    That combo is so spectacularly fantastic in so many ways. One, it's totally safe on hit or block. Two, it deals very good Block Damage. Three, it works on EVERYONE and requires much less timing than C.LP, S.MP (I know that link isn't hard, but this other combo is ridiculously easy). Four, the recovery on the MGU is so good now that you are never in a bad position afterwards. Five, if you do MGU at Up/Back, you are still charged for a Fireball right away afterwards. Six, if it connects, it's really amazing damage.

    There is simply no downside to this Combo outside of the fact that it's harder on a pad than on a joystick (you need to mash all three punches to do it consistently). Other combos may do more damage, but I just feel like the number of benefits and convenience and ease of this Combo just makes it not worth it to mess with random Sobat Combos that might get you uppercut in between hits and all this other jazz.

    - James

    that combo gives us noobs a good chance to deal some crazy damage. I also use this if the initial cross up is blocked because you can charge a fb or dread kick after the MGU.
  • ChristopherComboChristopherCombo Joined: Posts: 11
    Thanks for the help with the dread kicks combo. That thing's working for me all the time now.

    I've also been using the MGU more now, but is it just me or is the damage worse then upkicks? And sometimes I've noticed it doesn't knock down.

    if you mash like crazy it always knocks down. I don't know about the damage compared to upkicks though.
  • Pimp WillyPimp Willy "I guarantee we got a rat in the house!" Joined: Posts: 10,720 ✭✭✭✭✭ OG
    So, I'm considering making a "STHD DeeJay video," showcasing general strats, move list, bread and butter combos, flashy combos, maybe matchup advice.

    Seem like a fun idea? Of course it would come down to most of the people in this thread who know what they're doing throwing in their advice as what belongs in the video, I can handle the capture and editing and such.

    e$ports
    FC: 0018-4935-1331
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