Most people have to FADC into their ultra. Some get shit damage even when they can combo into the ultra. Using one bar link into your ultra isn’t that bad, but I do dislike the damage (Dee Jay has shit for damage overall). What I mean is that ex MGU into ultra doesn’t need fixing in regards to landing the ultra. Adding the ability to mash out the ex MGU and still dash ultra would be sweet for extra damage. Anything they can throw our way for damage is great.
I know what you mean for losing damage for bnb combos that use meter; I wasn’t talking about that though. Or the crap that hits people and doesn’t keep them in it. That does need fixing.
Do EX MGU (mashed) -> U2 in the corner and compare it to the EX MGU (nonmashed) -> U2. You’ll notice that you get about the same damage because the ultra scales one more step if you mash the MGU followup. For dash ultras, it would be the same.
Thanks damage scaling for raping ultra 2 even though it does a lot of damage on paper T_T
Make MGU lock characters in so all hits register. Same with EX.
Make EX Upkicks lock characters in as well.
increase fireball invincibility on all versions of Super
Decrease U1 startup by 2 frames
Increase damage on all sobats ~ 10
Make both hits of sobat armor break
LK sobat goes over all lows
Slide has more invulnerability to fireballs
Juggle state from slide is uniform so a U2 is guaranteed afterward
I pray for cr.lp to be a 3 frames normal
Its easy to slide under fireballs, usually the moment you see dee jay puts his hands up in a block animation, you can slide. You just have to beware of what you may get yourself baited into if you do it close.
Guile’s fireball and the slower ones are tough to slide under. A little more fireball invincibility or faster startup wouldn’t hurt. Sobats getting extra damage probably won’t happen. I just want soft knockdown. This -1 on hit is silly.
Mgu lock I like, similar to Scissor kick
Upkick is already better. Just make the adjustments.
Ultra 1 needs more fireball invul, guaranteed after first hit, faster startup. I think they avoided giving it more utility by giving it comboability so scrubs can actually land an ultra with deejay.
when i tell people i want u1/super fixed they ALL just say “but you can cancel one into the other!”… they dont understand dat feel when you only get one hit of super into block, trade first hit… etc etc
Ultra 1 would be great outside of super to ultra if it juggled like it does in the super to ultra.
Trying not to sound too confusing: If you juggle with it (ultra 1), keeping them in it would be good. Or how about keeping people grounded like Bisons ultra 1? Just a thought.
It’s a nice thought, but unlikely. That would probably be too strong. I would like Capcom to adjust it so the last hit connects and sends your opponent full screen. Right now we’re dealing with 2 or 3 hits. Two hits will get you punished and 3 hits does more damage than ex sobat, but does more damage. At least if it sent them full screen it would help with zoning.
Sobat damage was the only thing I knew I was being greedy with. Didn’t know about the slide trick, gonna use that.
I’d like sobats to all knockdown as well. Advantage on hit won’t ever happen sadly. U1 locking is nice, I like that idea.
I wish u2 was a better anti air since dee jay ducks. If u1 had bison u1 properties, it would be a great aa too
Sent from my Galaxy S3!
- We have upkicks and ex upkicks for AA
- It’s comboable and does a lot of damage.
- U2 is fine.
U1 too slow to be AA. It’s very specific and works on bad players.
I’m just going to go ahead and harass Onos Twitter with:
“SSFIV AE 2013 Deejay Ex Sobat = Crumple?”
Until he blocks me.
How can anybody be thinking about making Deejay “reasonable” right now, with all the unreasonable stuff that happens to the poor guy.
That’s not going to save him.
I thought him having it would be broken. How can something “broken” not save him even a lil bit?
I’ll take having every single one of my normals, specials, ex specials, and sometimes supers and ultras stuffed for that one unreasonable thing.
I’d also like to go on record as saying, with the combination of horrible net, and his ass tool set, and MY shitty defense Deejay is F tier ONLINE. F Tier.
The rest of the stuff is going to overwhelm that one buff. He needs something to help bad matchups. He does have solid comeback potential, but I don’t want that to be used in balancing a character.
make super slide d.hk(hold)
Cr mp range increased tbh…
Sent from my Galaxy S3!
Longer active frames on his normals, i would like that