AE v2013 Deejay wishlist

its all funny to me how people can be so stupid. if he needed to be nerfed people would use him. . .trust me.

I think that lp mgu should cause an untechable knockdown.

People really make new accounts just to go from thread to thread saying nerf this character lol.

I feel like responding to them is just me taking the bait

I really hate that place. I still have a bad taste in my mouth from AE 2012 buff request. The mod was a fucking idiot and people with no knowledge always have shit to say. Combofiend does realize that DJ have serious problems but I don’t know what Capcom is going to do

lol nerf Deejay’s health thats a good joke

Yeah I saw that health nerf. I also laughed at the nerf the knee shot suggestion. The knee shot is a poor man’s dive kick. It’s so easy to react to…

Can’t wait until next week when all the top tiers are up for discussion.

Akuma players gonna be so mad.

Buff Cammy tho… thats my girl

I can’t wait bart scott voice

I just put my two cents in (mainly reflected what people have already said) and also blew up the stupid post about nerfing his EX upkicks because of the auto-correct and the argument in relation to Blanka & Guile.

Lol, thanks Pizza. That was an R Kelly

my 2 russian rubles posted on that forum

now that deejay week is done i can go back to not being on srk. it was fun gents.

I was hoping it’d be Capcom-Unity you’d be avoiding moreso. All the best.

Hi guys, I searched capcom unity threads and tried to compile a buff list for most characters, based on the sugestions posted there.
The idea is - stronger characters will receive less buffs, weaker ones more, and top tiers mostly nothing.
I will post the entire buff list on capcom unity this week.

This is Dee Jay’s list:

Dee Jay

  • Ex MGU: +2 invincibile frames (6)
  • cr LK: reduce the start up by 1 frame (4)
  • cr HP: improve hit box or reduce hurt box for better anti-air
  • L Sobat: reduce recovery frame by 2 making it -3 on block
  • MGU: extend horizontal hitbox forward to avoid drop out after the initial hit and extend its use as a combo ender
  • Ultra 1: Increase forward range
  • cr MP: Extend forward hitbox
  • st HP: Give this move counter-hit launch on all active frames
  • cr HK: reduce the start up by 2 frames (12)
  • far MP: improve hit box to hit crouching opponent
  • EX Sobat: increase invincible frames by 3 and add pursuit property to the first hit
  • far HK: reduce recovery frames by 3

Explanations:

[details=Spoiler]

  • Ex Mgu: If EX MGU is meant to be a way for Dee Jay to beat meaty attacks on wakeup, its long startup coupled with short invulnerability gives a long window for it to be beaten out of start-up.
  • cr Lk: this buff would facilitate crouch-teching as well as diversify Dee Jay’s offensive options.
  • cr Hp: Deejay has plenty of space dependent anti-airs and they all do there jobs fairly well with the exception of crouching heavy punch. This move trades way too often even when timed and used properly. The big reason why this move hit box/hurt box needs buff is so that he can deal with jumps from the 45 degree angle better especially dive kicks.
  • L Sobat: Dee Jay’s up close pressure is just below average with minimum frame trap options and block string enders that leave you wide open for punish or completely resets spacing so that he has to work his way in again. This change will allow Dee Jay to maintain some up close pressure when he needs to and allow him to be more offensive
  • Mgu: This move currently has a very short range and is hard to hit confirm into after an instant knee drop due to the shorten amount of time to charge the special. It also tends to drop the opponent completely after the first hit making you wide open for a punish. Since this is complete useless outside of being a combo ender, this needs to be better.
  • Ultra 1: Ultra 1 has too little forward range to be broadly useful as an anti-fireball ultra. We would generally like to see more utility to this move than just the Super->Ultra cancel.
  • cr MP: Counterpoking with Dee Jay is bad because of a combination of few active frames, poor hitboxes, and poor frame (dis)advantage on his normals with good forward hitboxes in general.
  • st Hp: Counterhit st.hp does not launch consistently
  • cr Hk: Cr. HK is very difficult to get under fireballs with
  • far Mp: So this move is a pretty decent far range anti-air and is not comboable but special cancellable. The ability to cancel into special is pretty useless as this move does not hit crouching opponent. Improving the hit box will make this move useful for far range cancel into air slashers which is a tighter string as oppose to crouching light kick
  • Ex Sobat: Doing so will better Deejay’s wake up option against meaties and this move is slow (15 frame start up) and punishable enough (-8 on block) to make still be balance.
    There are times when this moves second hit will completely whiff after the first hit connected leaving you open for a punish, the pursuit property will address this problem and make it fair for players who spaced and reacted properly to a projectile
  • far Hk: This move is currently -9/-5 on block/hit which is extremely easy to punish by many characters and it also has 23 recovery frames. Even when done at maxed distance, characters like Chun, Cody and Fei Long can easily punish it with ultra or reversal rekka. Its slow recovery frame also made it extremely unsafe when being use. [/details]

Would you agree with this ? anything broken/ too strong ?

Looks pretty solid I like it. Add the soft knockdown on Mk and Hk sobat and it would be perfect.

Why post the buff list on Unity when they’ve closed the character balance discussions and are moved on to system changes?

(DP FADC Forward punishably unsafe, plz!)

Looks great, would personally trade:
cr HK: reduce the start up by 2 frames (12)
for
Super’s cr HK range

>Should also help get under fireballs
>While zoning at times Deejay needs to move forward to reposition his self to his most effective location (post exsobat, backthrow, fireballwar)
>Walking forward is ok but you’ve lost charge once you’ve got to that new location
>Lala Guiles Sobat and Bazooka Knee

If you feel thats too strong feel free to remove
far HK: reduce recovery frames by 3

The “super range” made it more than a viable poking tool.

DP FADC dash fwd has to be safe. they spend two bars. as much as i hate it being used offensively, it has to stay the same.

There may be some aspect of this that I’m missing, but my general take is “let them spend two bars and backdash to be safe instead of spend two bars to get rewarded with a mixup when they guess wrong”.

if they do it in the corner its unsafe. dp FADC backdashes are like -10 or worse

simple answer is mash st. jab in our case. if they’re -2 they’ll get counterhit. if they’re feeling ballsy you’ll get dp’d.

silly how rewarding it can be, but if they guess wrong you can punish with anything.