He still is missing ground wakeup defense options, but I guess that’s why they’re trying the red focus & delayed wakeup mechanic. And I’m pretty happy with just the 4 frame cr. lk buff alone. And safe lk sobat pressure now is making me pretty happy as well.
I like these changes. Wish they would fix MGU next. I wonder why (and how) cr.mp got buff, I don’t remember any complains.
I think they’re trying to make it closer to how it was in ST as a really good footsie tool.
Now wait for the next location test where they take all the buffs away because people complain that he is to good. On a serious note it dose seam that they are trying to make him more like he was in ST.
There’s really only a few things I really wanted and I got one of them already. I wanted Air Slash to do more damage on chip, which it is. The other things are whatever really, but I’d like it if Ex MGU had more invincibility. Easier linking cr. MP would be nice too, but hey that’s just me. Glad to see a lot of the changes that have been announced so far, wish we’d see throw immunity for L Sobat again, or a bit of airborne for it.
What would need to change so certain characters couldn’t just press every single button for free and stuff damn near every button or special/ex Deejay has (online)? I don’t know how it is offline, but online there are moments where I have no answer for some of the WEAKEST players who just press buttons. It feels like Deejays hurt box is at the tip of all his normals.
Deejay’s huge hurtbox is unjustifiable.
his zoning isn’t strong enough and his mixup isn’t strong enough.
need to give his hurtbox to the top tier lol
he needs a fast reversal that hits crouching opponents. If i get that then i can win majors.
HK upkicks low/mid invincible and hits crouching opponents
or ex mgu actually gets enough invincibility to work on things besides lows.
i’d rather HK upkicks because ex mgu would probably be on the ridiculous side since it leads to ultra.
I would be down for Ex MGU buff it’s not like there gonna make dash U2 any easier.
Well, if it launches higher, it will make things easier for sure. Seems to be the case
O ya I completely forgot about that buff in the last build.
is the horizontal distance traveled the same or shorter? could mean easier midscreen upkick follow up for two hits.
Could mean easier confirm from EX MGU into Ultra 2. Maybe? I’d like that since I’m terrible at dash into it. I’ve practiced, just can’t seem to get it down consistently. I’d like to hope it gets easier, maybe even a slightly pushed forward hit box for U2, that’d be sweet, but will probably never happen.
a bigger forward hitbox would help.
deejay’s with less execution could perfect the walk, but still the dash can’t be any easier lol if they do i hope they don’t nerf damage.
Yeah, less damage would be a bust, I was strictly going Ultra 1 just for the pure chance of chip out, fire ball punish and much better at execution for it. I wan there to be a better or I suppose more obvious reasons for me to use Ultra 2. Forget less damage, lets go more damage! >:D
obvious reason to use U2 is
damage
punish
full combo into it off one bar
AA
reversal
Well those are rather nice too I suppose.
Doesn’t the usf4 vortex nerf mean that Dee Jay needs some serious buffs? I mean, his vortex was his comeback factor and they kinda made that harder to execute. He wasn’t even as dangerous as Akuma and Cammy, so, yikes.
To me Dee Jay was like a charge Akuma or Akuma lite, now I think I might drop him as his tools aren’t on the Ryu level (user of many, master of none). He can’t fireball like Guile or Ryu, he can’t vortex like Cammy or Akuma, he can’t footsie like Bison or Cody and he can’t damage for a comeback ultra as easily as sakura or viper. And yet he has similar tools like a decent fire ball (guile/ryu), ambiguous jump in and jump arc alteration (cammy/akuma), decent attacks for footsies and pressure (bison/cody) and one meter ultra combos (sakura/viper ex ground pound)…
I think capcom needs to either up his damage (real soviet damage) so he can cash in on his risk reward or they need to give him one main tool set like his jack of all trades brother (hado/shoryu combo) or the dedicated zoner Guile (boom/anti-air normals combo) or the vortex king akuma (demon flip/hard knockdown combos duo) or ect… I don’t care if Dee Jay doesn’t fight like Guile or Ryu if they make his hop kicks and horizontal normals good, but the whole jack of all trades master/intermediate of none concept has to go… What do you guys think of my opinion, where are the holes in my thinking?
Yeah really, I mean we got a little bit of a damage buff on some normals but sadly it’s not enough. I just wanna be as strong as the ‘big boys.’ Haha.
For me personality I liked the “jack of all trades” playstyle just because of the versatility it gave me. Unfortunately capcom so far have been lukewarm and not touching his major flaws. But if capcom listens to our gripes oooo-weeeee DeeJay will be in business.
I know that feeling man, I play a few different characters. I probably shouldn’t play as many as I do, but they’re just fun so I tend to spread myself a little thin in the skill department. Yeah seriously, DeeJay has potential, but I’m incredibly worried about how DWU is hurting him, more so than helping. Basically eliminates the vortex game. He needs to just deal a bit more damage IMO, just like Finkle was saying.