AE v2013 Deejay wishlist

I’m not asking for Ken step kick rage, maybe E.ryu st.mk rage. I agree with kurokiba on st.fierce kara-cancel.

What about making close HK special/super cancel on the 2 hit that sounds reasonable.

best post ever
fully agreed

I’m asking for that lk sobat throw invincibility. Grapplers beware-oh-wait-time-to-zone-more.

More block/hit stun on regular Air Slashers. +1 on block and +5 on hit.

Dat counter hit fierce. Y U No always launch?

These i fully agree plus adding to my wishlist since played quite nice amount of sets last night and tbh being thrown from lk.sobat is damm frustrating

PLUS add Cr.HP being overhead? or that too mutch?

Hi guys, I’m trying to compile a list with buffs for every character - I think this way we have a better chance to get something, than everybody doing their own lists.
I talked with Da Knut, checked dj forums and this is what I’ve got:

  • Ultra 1: reduce the start up with 2 frames (10)
  • LK Sobat: - airborne state
  • throw invincible
  • Air Slash: reduce the start up with 1 frame (11-11-11-12)
  • cr. HK: travel more
  • MGU: needs tweaking. It’s common for all the punches to hit except the last one.
  • EX MGU: ex mgu needs less push back on hit because dash U2 (which is already difficult to land) sometimes whiff on characters like Adon.
  • Ultra 2: less recovery on hit.
  • far HP: +2 blockstun (-7), always launch on CH.
  • far HK: reduce start up with 2 frames (9)

I would like to know what do you think - you like it, want something else, anything broken, etc.

If his ultra 1 would connect for all of its hits after ex machine gun upper i’d play him again -_-

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[*]Cl.Hp forces stand but whiffs when they crouch :S (The second hit also whiffs on hit alot)
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But these don’t feel like buffs, more like fixing errors capcom left to make dj normal.

I would take MK and HK having soft knockdown over LK buffs just because there already throw invincible. Plus it would give you more mileage when used in combos.

This list isn’t going to work. Majority of this list isn’t fixing Dee Jay with matchups or really improving tools he uses.

Why is Emanuel in every 2013 thread asking for buffs?

Because I’m trying to compile a list with buffs for every character :razzy:. So, I need sugestions.

I don’t know, man, these are some things dj players want (well some dee jays… - it seems every dee jay has other priorities and everybody’s list is different :D) But if you want something else - what would you preffer instead and what to drop from my list ?

My previous list was to add on to suggestions for buffing Dee Jay.

I’ll edit this post or make another one later today or tomorrow with details on what needs, what is recommended, and extras upon speculation/debate.

what’s going to fix him? making him braindead is the only thing

safer sobats and faster/better normals would change his matchups.

he’s just too ass in AE.

if you look at the hitbox data for him you’ll cry.

Those changes could make him high mid tier. But I guess y’all are not looking at the big picture. We all want derp

Make his focus attack a decent anti air that hits upward for a dash up cl.Hk super follow up

You’re right. If I did pick out everything that is wrong with dee jay, capcom might as well scrap this character and start again. Looking at the list again, some of those things work. Such as st.Hp always CH juggle, it gives it a fair trade for it being such a terrible normal. St.Hk should be slightly faster. but what still bothers me is the decision on fixing Air Slasher and cr.Hk.

Just buff the ass out of L.sobat:
[LIST]
[]Airborn (kthxbye grapplers)
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]

[/LIST]

[LIST]
[]-2 on block (viable pressure)
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or
[LIST]
[
]Shorten recovery (better setup / follow up on hit)
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I wouldn’t need anything else.

Ex mgu doesn’t connect on the whole cast if you mash it. Adon and Cody have odd hitboxes in the air, that’s why they’re harder to hit in a dash ultra combo. They made ex mgu to dash ultra a lot easier in AE, no need to fix anything.

I disagree with not fixing. You mean to tell me that I have to use ex meter to combo because Capcom don’t even test shit properly? Not only do I waist meter for my bnb, but I lose damage. HP mgu does more damage and what else is dumb, mgu damage is character specific. I think being able to link 2 mk upkicks after ex mgu is fair, corner or not. And why should it matter if ex mgu is mashed or not? It should work regardless. That is not acceptable .