Awesome setup, the OH hits meaty enough that it still combos even without the CH. You seem to be able to jab out of it tho, but I guess you have to condition them properly then
At the risk of necro posting I just wanted to correct the understanding of the word meaty . meaty refers merely as a move that hits later in it's active frame instead of the first active frame. That is literally all meaty means, but the word has gradually come to mean "hit opponent on wakeup" which is not technically speaking true. technically speaking a normal attack that has an expanding hit box later on it's active frames that comes into contact and hits the opponent later on when the hitbox expands a little is still a meaty attack. Meaty is not limited to the wakeup situation.
I think he set the ryu to mash lp on wakeup but yes I'm pretty sure the overhead is hitting meaty and stuffing mashing/grab/jump/backdash. Seems like a good setup on a burnt out opponent, tho I'd watch their super meter.
+5 on normal hit, +7 on counter hit and +9 on punish counter hit. This ex overhead is his strongest combo starter. In the corner you can start with ex fireball too, it's plus 9 on punish counter.
Na maioria dos combos você tem bastante tempo para bufferar o super antes dele começar o sobat. Talvez você esteja esperando ver o sobat sair para começar a fazer o super, não faça isso. Por exemplo, no combo básico de jab, jab, sobat + super, imediatamente depois de fazer o sobat, não espere o dee jay começá-lo, simplesmente já faça o input do super. Isso pode ajudar.
@@sleepylo3358dude not sure if you’re trolling, but you can CLEARLY see that the meter did not regain mid setup. On top of that you can even count the amount of drive used does not exceed 6
it's really interesting to me that the only thing keeping this combo in the realm of being possible is the small amount of Drive he gets back when he hits 4HK
@@jobrogameing9439 No, counter and punish counter ex overhead have the same follow up: back hk. But in some situations the back hk didn't reach so you can press stand hp instead (on punish counter ex overhead).
Deejay 100% needs damage nerfs at a bare minimum lol. Its bad enough they gave one character the best drive rush, best drive impact, the 3 best anti-airs... shimmy of steroids that is completely safe and leads to built-in counterhit setups. Then they give him one of the best corner carry BnBs that requires 0 execution, one of the best fireballs, with a meterless double fireball, and a fireball feint... And stupidly high damage target combos that require no execution. But then give him infinite juggle potential, and the highest damage CA's in the game that have their own unique damage scaling so they do almost 100% of their damage regardless of how you land it... Hell, all he needs is a command grab because at this point why not right? Or, how about no Capcom. I get deejay used to be shit, but how about he doesn't become the best character in every facet of the game (except maybe zoning because of JP, but he is still really good at that too lol). Nerf this character, and JP too.
Don't get me worng, he's a very strong charcter, but most of the things you said can be applied for Ken, Marisa, JP, Cammy, Luke and a lot of characters in this game. By the way, Ken has the easiest and strongest corner carries of the entire game and it don't require drive bars; Luke and Cammy too. Dee Jay's best corner carry requires 3 drive bars. Dee Jay's C.A does the same damage of the other characters in the game (4500), except for Zangief that does 5300 damage (the highest). His zoning is terrible, you can jump all day on the double fireball. And characters like JP, Luke and Marisa beats Dee Jay's juggle potential by far.
Yeah Ken, Luke, Dee Jay, and the rest of the top tiers are just OP. I think Ken, Luke, and Guile are better than Dee Jay though, it's just that Dee Jay is a bit more brain-dead than the other S-tiers. But tbh it's probably better to buff the mid and low tiers than to nerd top tiers. If anything needs nerfing I think it's Ken's dragonlash. I've been playing street fighter since the original Street Fighter 2, and dragonlash is THE ONLY aerial move I cannot DP if when i'm fully anticipating it. It is also the ONLY forward-moving special that you cannot neutral jump due to its upward hitbox. Actually, Cammy's spin knuckle is the same way -- I used to be able to DP it on reaction back in 4 and 5, but not in this game for some reason. But at least with spin knuckle, you can neutral jump it. So, in conconlusion, just nerf dragonlash and buff everyone else.
@@WeHoBo i dont think dragonlash is much of an issue since punishing it aint too hard, i usually just DI or crouch jab to shut it down, its more strong on resets then neutral imo, also i think deejay isnt braindead hes just strong, but hes never in a top 8 too, from my expreience hes probably low S to high A tier