I believe as long as they have that free fall state, it’ll work. The easiest thing to do however, is sweep into Jackknife maximum, seems to work universally
Thanks for the amazing guide ! Though just curious, can you follow up the j2C charge > A+B+C attack ? Its beens years since i last played unib and im coming back blind
Charge with down back, then hold back and press HP, then do air slash feint. You can also jump towards your opponent while holding back. Do a jHP, then hold back and do stand HP. Should give you enough charge
Thanks for this video. I'm having similar problems on a subsequent mission that starts off throw>5C into the jB>j2C>jC>dashC route. It seems very inconsistent. Should I be doing the jC as low to the ground as possible to combo into dashC, or is there a specific height it needs to be?
You shouldn't have to wait to long, there should be enough hit stun as long as you perform the 66C close enough to the ground. If not, I would delay the jC after the j2C a bit. Hope that helps!
Would be nice if you had inputs on the entire time so when you're doing stuff like the target combos I can visually see what buttons you're pressing for everything.
Nice guide mon, i really want to use Dee Jay since he has a lot o charisma in this game, but i'm so new on the FCG and i had never used a charge char, this guide will help me to use it, thanks a bunch
This is really great, not a lot of actual useful stuff out there *explaining* Dee Jay's tools. It took me forever to realize his standing heavy punch was not cancelable outside of its early active frames, or which machine gun upper could link off what. (Also that if you get a drive impact, you need to wait a second before using his heavy punch or you auto-drop your punish combo!) He's really cool, but im not really sure what, if anything i should be doing after getting a knockdown in order to run my offense? Since he's lacking a low to special cancel from, or an overhead outside of sway which is so vulnerable to getting mashed on.
Using DJ, it’s all about confusing your opponent. You can go for the Jackknife feint on a soft knockdown for an overhead, or your crLK, which can link to your LP for medium sobat conversion. You can also do drive rush crLK, which can link into crMP for Heavy Sobat or light machine upper. Or my personal favorite, drive rush into throw.
True! But as a wakeup option, I would use standing medium punch. If you get a counter hit you can use crMP->Machine upper. If it's a regular hit, you can use stLK to heavy Sobat after. And if it's blocked, you're plus. But I just wanted to give him some low options since I didn't really cover wakeup in this video
@The Shill Pill yeah, that's definitely "THE BUTTON" for Dee Jay. Apparently you can link into it off a counter hit jab. He's definitely feeling like one of the more challenging characters to play, but he's really cool, and satisfying when stuff comes together. Getting to that point takes some work though.
Really great stuff! I like how you presented the info and gave applications and examples. I picked up Deejay this week and have been doing really well and having fun without really knowing anything about him LOL so this is gonna help me level up. The only thing is the background audio was often too loud and drowned out your voice in some points of the video but other than that nice work and definitely subbing. Hope to see some Manon or Chun sometime!
Thanks a lot for this. Helped me understand what i need to do and you explain everything clearly and in detail. Now i must watch the others. Keep up the great work
Chain Shift. When you're in Vorpal state (when the GRD meter is in your favor and blinking, you enter vorpal), you gain a fee enhancements to some abilities. It also allows you to double tap (X) so you can cancel any action and gain meter from the amount of GRD blocks you have. Hope this helps!