AE v2013 Deejay wishlist

Good… GOOD!

yeah thays my wish for ultra sf4
plz capcom ffs
u killed this character

far s.hp cause float on any hit, not just counter hit
Far s.hk special cancelable
Ex sobat crumple plz
Grab range increased along with walkspeed
Mk upkicks to hk upkicks goes from corner to corner mmm
Hk upkicks hitting crouchers
Nj.hp causes hard knockdown1050 stamina, he’s always smiling, must be able to take hits

Any of these would be nice, Capcom!

U2 input changed to qcf PPPx2, damage reduction
Change U1 to have similar animation to Super so he can get almost full hits after EX upper in corner, damage reduction.
Reduce cMK/cMp by one frame, or give cLP another frame of hit advantage.
Let regular Up Kicks or Sobat juggle after EX Upper
Air Slasher Hit advantage increased to 4 or 5
Give EX upper lower body invincibility alongside everything else, or make EX up Kicks hit crouching

learn dash ultra. the character barely has damage as it is and you’re trying to take it away?

same thing with U1. we need all the damage we can get

reduce start up? 4f sweep would have everybody crying lol cr. LP more advantage on block would be more useful

regular sobat might be able to juggle after ex mgu if the juggle is high enough.

air slasher needs more hit and block stun. i agree there. don’t know how much would be fair tho :confused: just give me super fireball.

EX mgu is getting full invincibility and less startup. got your wish already.

Wasn’t referring to making it easier for it to combo, wanted it to be an overall easier AA option in the grand scheme of things; it would also be more in line with other AA Ultras. For the record I think Guile’s U1 should have the input changed either to charge4646 or qcfx2, but mostly cause I’ve always hated the charge1319 motion for stuff…so mostly bias I guess. I’ve not practiced the combo since I picked him up,so feel free to disregard all of this lol…

Also the damage reduction was vague, which is my bad, I’m not talking too major. Same with U1, I feel like if it hit the way Super does after EX MGU and did in the mid-300 range afterwards it’d be fine.

I’d rather have cLp have the advantage boost as well, the cMK was kind of an intense idea since I think Dee Jay has like the fastest sweep in game.

I’d assume if it was possible LK up kicks would already combo after EX MGU, so idk…Although that might be a bit too much damage for less resources, not sure…

I think air slasher giving +4 on hit would be fine, since it’d open up more combo routes.

Nice, was just going by what was on Capcom-Unity, and didn’t see anything about it having full body invincibility…

they buffed it. forgot what change list. it had faster startup and more invul.

deejay’s cr. mk is tied with ryu’s sweep. just a lot less range and less disadvantage.

lk upkicks would be dirty after ex mgu. they would also have to change the property of the move. if that worked then either ex mgu would be a free juggle state or lk upkicks would have get a juggle point so it could also be used after mk upkicks. could be interesting.

i agree with air slasher being better on hit. i think on block would be more beneficial because of the push back on block and hit doesn’t leave much room besides corner combos which you don’t really get as deejay.

Things me and a couple other Dee Jay players talked about:

CL.HK causes a juggle state on second hit, would open up more mix up/combo opportunities, wouldn’t be as strong as Rufus’ since you couldn’t U2, and knowing U1 it would probably drop. It would also allow for slightly more damage off one of those weird mk.upkicks when you can use CL.HK after.

CR.HP gets 2 hits. First part is special cancelable, second part is an overhead with more damage. Having a 2 hit heavy attack would be great as it would scare the opponent to focus attack less, which lets you slide/S.HP/S.HK much more safely.

Slightly increased focus attack range, enough to hit a standing opponent after a hk.sobat maybe?

CL.HP is an overhead. Like seriously, make this move usable somehow. It should at least be able to cancel into a special off the second hit if it isn’t made an overhead.

Stronger CR.LP, make it at least 25, so it could be as strong as Dan’s… we need as much damage as we can get, and 20 doesn’t cut it. 30 would be ideal.

More juggle opportunities when you have the opponent cornered. Possibly EX.MGU > MK.Upkick > MK. Upkick > LK. Upkick

some dream buffs

far MK better hitbox for far AA/empty jump or more horizontal range.

far HK slightly more range or better hurtbox, better startup. gimme something

far HP always juggle

CL HP second set of active frames hits overhead or first hit connects on crouching and force stands, better frame data.

CL HK second hit is overhead if done meaty similar to abel

CL MP not negative on block, maybe more advantageous on hit, bigger hitbox

cr. LP 25 damage

cr. mk stun to 100

cr. HK has two different versions df HK is a faster far range slide similar to super, maybe better at getting under fireballs

bigger hitbox on knee shot so it hits crouching when used immediately off the ground.

faster focus attack or better hitbox

increased throw damage. his range sucks and his setup afterwards isn’t as potent as some may think. more dmg would be fair.

EX sobat 13f startup and more projectile invincibility and normal invincibility remains the same. This would allow it to combo off cr. LK, better anti projectile move.

Guarantee second hit of HK and EX sobat on hit like they did with MK sobat

HK sobat not -1 on hit. don’t know why that was done. . .Make it knockdown damn it. You’re giving it to chun SBK and not a move that has always had it.

MGU safer on block if mashed. Not even close to it’s former glory and gets no use outside of combos. Maybe just add more pushback on block and leave the frame data alone.

all Supers and Ultra 1 fully projectile invincible until the second group of active frames

Ultra 2 maracas only show if the moves ends the match, if not give us a damn setup. One of the harder to land ultras in the game.

Make people want to play this character.

post those suggestions in here FreeJ4y, maybe it would up the chances of it happening: Official SRK Ultra SF4 Rebalance Request Thread

personally i think it’s too late for them to even implement and test any of my suggestions. I don’t even want to post it. i’ll copy and paste it on lunch.

If you don’t I will :p. Just gonna post my big list again… might FUQ around and make a new thread that I know will get locked but more potential views

Capcom is done with changes. DJ is low tier again smh

how many times straight is this?

at least ex mgu will help. probably the most helpful buff, but it is negative as hell.

but ex bingo beats DPs or goes through recovers and punishes with full combo Kappa

I’ll never understand the balance. I’m defeated.

I’m still optimistic that in the final build Deejay will have SOMETHING more. … Not sure if optimistic or delusional tbh

When you’re at the bottom there’s only one place to look.

Up. The only place to look is up.

Final changes are out… So who are you guys switching too? I’m thinking of Ken or maybe just do it the classic SRK style and wait until I see who the Japanese players are using.

Final changes:

Far Standing MP start-up reduced from 7F to 6F
Far Standing HP late active frame hit now floats air opponents on counter-hit
Crouching LK start-up reduced from 5F to 4F
Crouching MP hitbox expanded forward
Crouching MK damage increased from 70 to 80
Crouching HP hitbox expanded forward
Knee Shot (2+LK during forward or back jump) hit stun increased by 3F
Air Slasher chip damage increased from 12 to 15
L Double Rolling Sobat changed from -5 to -3 on block
M Double Rolling Sobat 1st hit hit stun increased by 2F, changed from +6 to +8 on hit after EX Focus-cancel → Forward Dash
EX Machine Gun Upper start-up reduced from 12F to 6F; full invincibility changed from 1-4F to 1-2F, midsection invinciblity changed from 5-9F to 3-4F, above the chest invincbility changed from 10-31F to 5-25F, now throw invincble from 1-7F; changed from -5 to -8 on block (-9 to -12 on block with mash); 1st hit hitbox slightly expanded forward; floats the opponent higher on hit, with or without mash; all hits can be EX Focus-cancelled on hit or block, with or without mash

Sigh, and Combo announced at SCR they were working on him for some nice final changes, cuz Dee Jay still needed work. Seems they only added the M double rolling sobat buff. He deserved more.