10,000 Volts, post: 2501775 wrote:
Maybe I'm a bit too optimistic? Possibly. But I'm a problem solver. That's what I do. I think I have a few things that help tilt the scale. I'd love to chat with you sometime and share a small writeup I've been working on. It's Blanka specific and it introduces some ideas that might make you rethink a few matchups. :-)
Fulaani, post: 2501779 wrote:
Ok, try and turtle out a lifelead against the Deejays SG10x/BTC mentioned.
10,000 Volts, post: 2501778 wrote:
Why does Blanka have to trip DeeJay to gain momentum? All Blanka has to do is have more life bar left over when the counter hits zero.
You can't force Blanka to do anything. You can make it seem like "maybe" he should do something.
Sound crazy? Maybe.
Works for me. :-)
Fulaani, post: 2501783 wrote:
ugh, I'm done with this. come back when you've played the DJs mentioned.
SG10x I'm always up for some Blanka talk. lemme find the thread.
10,000 Volts, post: 2501765 wrote:
Pokes with DeeJay or any char are no good if they do not connect. DeeJays pokes can be nullified
Fudd, post: 2501788 wrote:
As far as this back-and-forth between you and Fulaani regarding pokes is concerned: I think you're both right.
Fulaani is saying that though a poke can whiff, it occupies space (in front of you and in your opponent's mind) that may not deal damage, but still hold down a zone.
10K is saying that the commitment to a poke can be exploited. I'm thinking by punishing its recovery. I admit that BTC's gotten me before with a jump-in while I mashed c. strong.
I kind of regret bumping this thread back up since it's starting to revolve more around Blanka than Dee Jay
But as long as it sparks discussion and no one gets their panties in a twist, I'm not tripping. (Though there is a designated Blanka thread )
I'll have those videos up soon. It always takes a while when I record several hours.
geo, post: 2501791 wrote:
10,000 at this point you're reminding me of one of those 'motivational speakers' who is all talk but no substance. Why did you come into this thread?
If you have something, show it (blitzfu is right - the burden of proof is on you). If you don't have anything to share, please stop trolling.
Avatar Z, post: 2501793 wrote:
Hey guys, I'm a Dee Jay in training and I need help with one of his combos:
meaty close fierce (both hits), crouch roundhouse
So far I got it to work in training mode against everyone except Chun Li, Sagat, and Dictator. Also, when I do it against Ryu, Claw, and Fei Long, I get all three hits + knockdown, but the combo counter says "2 Hit Combo."
1. Is this combo really ineffective vs certain characters, or am I just doing it wrong and it's supposed to work against everyone?
2. What's with the combo counter saying "2 Hit Combo" when I landed all three hits? I'm testing this by setting the dummy to Auto Block and throwing him in the corner before I do the meaty (so he doesn't auto-block the first hit as he gets up). Maybe my test method is wrong, I don't know.
3. Any general tips on landing this more consistently?
Fudd, post: 2501797 wrote:
I also had no idea auto block was defective.
Fudd, post: 2501799 wrote:
Fake meaties are great when timed right and successfully baiting. Sirlin mentioned to me a while back that Japanese players almost never do meaties and I didn't even really notice it until he said that. Instead, they safe jump.
Fulaani, post: 2501796 wrote:
I like close forward as a meaty because even on block it forces a 50/50 mixup between throw and sweep/slide.
Rufus, post: 2501800 wrote:
If you have the timing and spacing down some match-ups can have safe meaties. The best known example is probably T. Hawk standing jab against Chun Li, but there are others, especially against characters like Boxer with slow reversals, or Blanka who's reversals have low priority.
geo, post: 2501805 wrote:
Why would you ever risk getting caught in Boxer's head-butt loop by trying to meaty him?
Rufus, post: 2501806 wrote:
It's pure theory fighter, but it seems like some of Dee Jay's normals (like cr. strong) would be able to poke from outside throw range.
mad possum, post: 2501808 wrote:
DJ can't combo into anything off of the cr.strong so I don't know if the risk is worth the reward.
JigglyNorris, post: 2501811 wrote:
Are we out of solid DeeJay players now? I haven't played any good ones in months.
Big O, post: 2501813 wrote:
I'd like to think I'm okay with DJ. Somehow his easy MU's are harder than his hard MU's for me lol. Honda and Fei in particular usually just don't go so well. With Honda it's getting grabbed to death after blocking or getting hit with a buttslam. With Fei it's failing to stop CW (a lot of the time I end up blocking at the last second while trying to upkick).
Mostly I just bust him out in ranked when I notice it's a classic room or in a player match once in a while. Any tips on how to deal with those MU's?
Big O, post: 2501816 wrote:
Thanks for all the tips, especially about the safe jump bit and jump back jab. I kept trying to reversal upkicks after the HP/HK grabs and I see now that's not a good idea. Also when I said MU I meant matchup.
3pwood, post: 2501819 wrote:
Yeah, I"ve been caught in that loop before. Lately I've been wondering if it might be possible to get out of it by doing a reversal MGU on the safe jump. The theory being that you could "dodge" the safe jump with the 4-6 frames of high invulnerability and then make him block the MGU. Haven't had a chance to test it yet, though.
Shari, post: 2501820 wrote:
I am not sure if i have said this before but why does not Deejay players more often use MGU against walldives on wakeup ?
CWheezy, post: 2501823 wrote:
His head is vulnerable
geo, post: 2501824 wrote:
Is there a list anywhere (or can someone create one) of all the safe setups Honda has? (I realize I should probably ask this in the Honda forum, but there seems to be some Honda discussion happening here.)
I main Dictator and it seems like for Honda there are lots of situations where I'm at a disadvantage:
- I block a buttstomp -> get thrown or keep getting buttstomped
- I get caught in bear grab -> they safe jump on me
- I jump back -> get headbutted
- I walk towards or stand still -> hand slap
- I jump in -> ochio
The only time I can seem to hit them is rapid st.jab against headbutts (which is just a reset), random jab psycho crusher, or st.kicks against hands but it's not a good trade if it trades.