Yea, dj combos can be hard if you don’t know the timing on them. Most of them consist of a brief pause like Th3 said. Some are more easily excuted than others, while others are harder and are only for show.
heres a few examples
Cap America-launch, sj.lp, sj.lp, sj. lp, dj ^, dj.lp, dj.lk, dj.mp, dj.mk, dj.fp (if in corner, you can land a dj.rk after the fp)-this combo is probably the easiest dj combo among any character. The timing is ridiculously easy and it looks cool:cool:
Strider-launch, sj.lp, sj.lk, sj.mk, pause, sj.lk, dj ^, dj.lp, dj.lk, dj.mp, dj.mk, dj.rk-This combo is also not very hard once u get the timing of the hits after the dj. It looks nice as well (wut dj combos don’t!)
Cyclops-launch, sj.lp, sj.lk, sj.mp, pause, sj.lp, sj.mp, dj^, dj.lp, dj.lk, dj.mp, dj.mk, dj.fp (if hits r slown down, can add a dj. rk after the fp
(in corner)-launch, sj.lp, sj.lk, sj.mp, pause, sj.lp, sj.mp, dj ^, slowly dj.lp, dj.lk, dj.mp, pause, dj.lp, dj.mp, pause, dj.lp, dj.lk, dj.fp, dj.rk, as opponent hits ground sj.rk, s.lk, s.mk., s.rk x 2-These combos are more for show IMO. The timing can be hard on smaller characters and won’t even work on the smallest of characters. Remember not to pause for TOO long during the pauses.