My wishlist for DeeJay
I like a lot of jcool’s thoughts for changes with deejay. I’ll just pretend I’m continuing/extending his list.
st.Mk - blockstun/hitstun improved to 0/+3
Cr.Hk startup improved to 11 frames. Also physics are similar to super version(moves faster, keeps same distance as 2012), also to keep it safe if used from max distance. it should be slightly easier to use this move against stronger zoning characters. This way he wouldn’t need invincibility on the move.
M/H Sobat Kick partial lower body invincibility, this would help fight against low normals that would whiff under L Sobat under most conditions such as Blanka’s Slide. This would also give M/H Sobat Kick stronger priority to be used as a footsie move so it isn’t beaten by jabs. If all Sobats can’t knockdown, then they should at least give better frame advantage for momentum, or frame traps.
Upkicks revised
M.Upkicks throw INV during startup, damage revised(60/40)
H.Upkicks upper hit INV during startup, 160 damage(50/50/60), improve hitbox on 2nd kick, change opponent knockback on 2nd hit(similar to M.Upkicks)
juggle potential limit is always set to 3, so M.Upkicks followed up with H.Upkicks will now fail.
Although H.Upkicks has damage buff with invincibility, opponent can still possibly fall out of kicks after 2nd hit if too early(like ST), with upkicks damage changes the max that Dee Jay can get with juggles ranges from 140-160 damage.
It also changes how opponent would get hit after EX MGU from midscreen combo, and corner combo. going into H.Upkicks midscreen after EX MGU would always allow the last two hits to connect. The usual corner combo with 2x M.Upkicks would now fail, but stronger H.Upkicks will give better damage.
Overall Upkicks give better reward for the risk of it not hitting crouching opponents.
Air Slasher
Air Slasher Velocity improved Air Slasher Speed - 0.055/0.07/0.085, Ex Air Slasher Speed - 1.2(both); all with 1x frame multiplier
This is a major reason why Dee Jay’s zoning game can seem lackluster at times. In all versions of SSF4, his Air Slasher matched the same velocity as Guile’s(0.045/0.065/0.08) and Guile’s EX Sonic Boom beating Dee Jay’s EX Air Slasher by a majority (1.4 to 1). To me Dee Jay’s fireball doesn’t match his recovery to defend against opponent’s reactions. This speed would make people jump towards dee jay at comparable distances like ST and still defend them with a proper normal. fireball fights would be more favorable (Ryu has to fight to keep you out now, Guile would be pressured for playing lame).
Ultra 1
I’m may be being a bit picky at this, but I still would like Ultra 1 go to slightly farther than what it is right now. If U2 is the combo Ultra for matchups Dee Jay would feel confident in beating, then Ultra 1 should be the punisher ultra he has for matchups that gives him problems.