GurenFrog(@GaoMatsu) 's Twitter Profile Photo

Deejay's knee shortens his total jump duration. Jump into instant knee is 41f total and feint into instant knee is 44f total, meaning Deejay can get 5f DP safejumps from +37f and +40f knockdowns respectively as well as +41f knockdowns like the rest of the cast. _Deejay

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glarfugus(@glarfugus) 's Twitter Profile Photo

After stuns you in the corner, he can build meter with maracas and combo afterwards... IF AND ONLY IF he has less than 2 super gauge! If he has more, it uses a longer animation.

Situations like this can result, where blocking a DI instead of getting hit is a misplay!

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Deviance(@Deviance___) 's Twitter Profile Photo

got annoyed at people jumping out of the corner so i labbed a frame kill for throw (+3 after dash) which beats jump out in both ways

you can also just do upkicks if you want but this is cooler/higher reward

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Wolves | ShadyImpostor(@ShadyImpostor) 's Twitter Profile Photo

With new patch notes, even spaced sway Low wont get DJ a lot of pushback. Tested that with one blockstring and I can see the difference.

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Namikaze(@NamikazeExTM) 's Twitter Profile Photo

Now that they nerfed the sway low pushback on block, the pressure on burnout without spending OD midscreen got a little bit better, there some gaps depending on the button that you press before sway but is a frame trap if you do with st.hp so this should be useful

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RR | MonoPR @EVOJapan🇯🇵(@Monopr) 's Twitter Profile Photo

anti JP tech for OD Amnesia.

When you do a safe jump or you do a light attack on JP's wake up, if he does OD counter, you are like +6 o +7.

You can st.hp into sway into dash (projectile invul). It becomes a guess since JP can react. But then you do sway into parry.

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