jump in mk, st mk, cr mk is a pretty ok damaging normal combo.
my wishes:
faster recovery after u2.
make u1 fully hit after ex mgu.
cr lk 3 or 4 frames startup like stated before, since its 5 frames now
better throw range (0,7 now, worst in game)
faster slide?
any adjustment to his normals so we have more footsie opportunities
pressure tools
It would help a lot. But I think fireball motion is overdoing it. B,F,B,F would be good enough. A different motion would help his zoning a lot. Other characters will think twice before doing random bs like tatsu, Vega rolls and chicken wings etc.
So what’s the plan? I cringe at the idea of Capcom Unity having weight in Deejay decisions lol.
So far I’ve seen others say:
-3-4 frame cr. lk I would aim high and ask for 3f. It would be such a great utility because of it’s range. Probably wouldn’t be fair but fuck that. Deejay been on the shit end of the stick since his reappearance.
-Also seen others say much faster start up on slide. It’s currently 14f startup, I think it should be 10f like Blanka.
-All hits on U1 (w/ reduced damage on juggles to reward those able to do -> -> U2 after MGU)
-Soft knockdowns on 2nd hit of MK & HK sobat
^Everybody can agree on those right?
Never going to happen but would be cool:
-Juggle properties after EX Sobat, so if you catch somebody in the corner w/ it can follow up w/ U1
-Juggle properties after last hit of HK upkicks so juggle w/ U1, and Super mid screen and U2 in corner
-5f startup on c. HP
Stop juggling after ex mgu with Ultra 1 unless you’re going to kill with it. Learn dash ultra, its easy now. I taught ppl who don’t even know how to play charge characters how to do it for fun lol
better AA hitbox is asking for too much. especially considering upkicks. no way we’d get anything like that.
reduce airslasher recovery by 1f is a waste. would have to be 3 or 4f to be noticeable. wouldn’t mind a reduction in startup frames.
the rest is good
all hits on U1 juggle? stop juggling it. its obviously not meant to be used for that. Learn dash ultra. If you already know it, then use it.
i would like soft knockdown on all sobats, but i feel like that may be asking for too much. wouldn’t hurt to ask.
the last 3 are ridiculous.
5f cr. fierce would be too good.
slide doesn’t necessarily have to be faster if they make it have an easier time going under fireballs.
14f is slow tho. 12f? pls
How about LK sobat hitting lower.
i’m tired of reading ryu and ken cr. fwd with sobat and they just duck under the sobat and go unpunished
Top Priority
way to beat mids/jab reversal
Ultra 1 not connecting fully after first hit
More ultra 1 range
Faster Ultra 1
Mgu not connecting after first hit
hk sobat not connecting after first hit
Dash ultra whiffing on certain characters (shorten the knockback enough so a dash is still necessary) U2 setups do a lot of damage so it has to take skill
cr. lk 4f
more projectile invincibility on all super and ultra
fix the giant whole in his normal AA game ffs
Middle priority:
buff normals, he’s the only charge character with terrible normals. Its hard to do much without charge because you get outpoked so easily. Charge characters are supposed to have good normals so they can move unrestrictedly. Deejay requires charge to be worth the little that he is worth.
soft knockdown on all sobat
lk sobat -3 so he can pressure guile some type of pressure to guile
hk sobat -1 on hit. . .why?
slightly better projectile +1/+4 normal (+2/+6) ex
slide better projectile invincibilty or faster startup
6f cr fierce
Better knee shot hurtbox
faster st. hk
Low priority
higher hitbox on slide so ppl can’t empty jump it
far HP always launch
cl. hp hit crouching
Yea Freejay you’re sure with the stuff you just said he’ll be able to win a major with you playing him? or does he need more stuff to be a character that has potential to win a major?
Guiles. cr. hp, hp AND cl. hp are 5f startup. Deejay having 5f cr. hp doesn’t seem so ridiculous taking that into consideration.
Also I know the other stuff was very far fetched but the hk up kick into super juggle was doable in ST. That’s going in my not important but pretty please list.
I agree about lk sobat, it happens in other match-ups for me as well. Guy (not that I should be throwing out sobats at all), and Cody and if I recall Ibuki would drive a bit bat shit
My dash ultra is very inconsistent in practice and non existent in match play. In training I only do it from the right side, left side i’m crippled. My execution is bad.
Why cant they make ex mgu like Abel’s TT? One can have throw invul, one can have strike invul and one can have faster startup maybe? and Ex a bit of all of them but shorter invul frames? We need a gtfo move ffs, this move needs srs buffs.
I do agree with lower lk sobat hitbox somewhat, reading the mk but not hitting and having them recover before you makes for a lot of salt. Maybe move the hurtbox back a bit so it being properly spaced can still go through some mid to mid/low moves (I am looking at you Feilong cr mp!)
Faster fireball startup would be most welcome. Somehow people not needing insane reactions to tatsu over my close/mid range fireballs is bullshit. The recovery shouldnt be faster, its already second to Guile, let him keep his crown otherwise he’s useless. Whats with ex fireball anyway, that shit is on my list of never used moves ever. Buff or remake would be needed.
I cant think of much else actually, maybe working with all his shortcomings has made me accept that he’s an arse character to begin with and not expect any top tier nonsense.
Deejay is weak, but i always blame myself after a major.
“I suck at that matchup”
“I need more patience”
“I need to work on (insert flaw”
Deejay needs answers to the situations where the only answer is block (cr. jab/mp)
The rest can be worked through by the player
Ok so everybody should have a 4f cr. fierce cause sakura has it or a 3f jab because rog has it. With that mentality everybody should have the same frame data just different animations
5f. cr. fierce would make it a 2f link with jab for a lot of damage and it would be faster than cr. mp
HK upkick super would probably juggle horrendously and be a waste of meter like ex mgu >U1, which is only good to finish opponents off. You have to think at a higher level of play. If your opponent doesn’t jump then you can’t use the buff. You can’t force your opponent to jump because you can walk deejay down because his buttons are ass his fireball has no stun and his fireball recovery could use a slight buff or startup.
you can sobat guy cody and ibuki. i do it all the time against great players of those characters. Its all about spacing and its even easier if they’re crouching.
If you can stream your gameplay i could help you over skype. I have no problem helping ppl who want help or need it from me.
ex mgu having 3 version or ex moves having 3 versions is my dream. stop all of this mashing ex til it works. Make the read.
mp + hp ex sobat more projectile invincible
lp + mp ex sobat more mid invincibilty
lp + hp ex sobat more low invincibilty
but let’s focus on what capcom is asking us. don’t want to go in there sounding unreasonable.
about lk sobat they would have to raise the hurtbox up to get the effect you want. That’s what the airborne state did. It raised it high enough to get under rose cr mp vega cr mp fei cr mp viper cr hp and other moves like that, but since they took away the airborne state we have to eat all of those normals for free. EX sobat can’t save us from cody cr. jab. Not even wake up ultra ultra the cody’s timing is ass.
ex fireball is that slow so you can charge and combo in the corner: simple
they change that then we get less damage because we’d have to link more buttons causing more scaling. if you charge correctly you can throw a normal xx special afterwards in the corner
3 different ex versions there would be nice
lp + mp slow ex fireball so you can walk behind it
mp + hp fast to help fireball wars
lp + hp current ex fireball
inb4 TL;DR
summary
deejay is ass because you can walk forward and eventually push him to the corner because he has bad normals and an AA hole the size of Kim K’s pregnant butt cheeks
I think the best way to go about this is to look at deejays worst matchups and identify where he falls short therein… I’m gonna put more thought and do a more thorough write up later, but Im bored in jury duty right now so short list would be this:
4f cr lk
Lowered hurtbox on cr hp
A useful amount of Invincibility on ex mgu OR ex upkicks hitting low
Extended range on super/u1 and full connects guarenteed off first hit
Change first part of far mk to have more than ONE active frame
Faster cr mp startup or just more active frames
The biggest matchup thing across the board is him being free to crouching meaties save for LK Super/Ultra 2 as extremely risky options. With a viable option to risk to get pressure off, it’d help a lot of his non-Guile bad matchups. The faster cr.lk means both that crouch teching is more viable and that empty jump/knee mixups become more useful on offense. I think those are the signle two things that would help him the most matchup-wise.
I’m intrigued by all Sobats knocking down, because while on the surface I like the dynamic of sacrificing damage for mixup opportunities, Dee Jay’s damage isn’t that great to begin with. Even if it’s something that spaces differently by the strength of attack (think T Hawk SPD), it gives you the choice of what to do with the knockdown. LK for vortex, HK to reset spacing for meterless zoning, and so on. It’s a neat idea. I’d like to be able to justify those combo enders more and make short-term plays for damage.
For buffing his normals, it’s hard to pick specifics, but I’d love to be able to use cr.mp/hp as a counterpoking tool more (hitbox adjustments/active frames?), and I’d like cr.lk to have an extra frame of hitstun/blockstun added so it’s +1/-2 instead of 0/-3 in addition to a 4f startup.
About slide, I’m wondering if the faster startup/higher hitbox will lead to significantly more/easier Upkick/U2 juggle situations and if that’d turn out to be too good, but I would like the move to be better in general.
I would love LK Sobat to be -2 on block so that it’s not a free Flash Kick/Cody combo. Same goes for cr.lk, as mentioned above.
cr.LK adjustments:
3-4f startup and slight extension of hitbox.
This move is shorter than it seems, I can bury ankle inside opponent model and it still will not hit.
I’m not sure if I want both MK and HK sobats knockdown, but I would welcome if HK sobat atleast did. Or maybe MK sobat KD, depending if spacing allows any setup potential like LK sobat does.
I’m siding with removing super > u1 combo. I don’t want to be encouraged to save meter when I could much more with EX moves.
About the EX-MGU: More invincibility or armor? This has been gone through my head lately. Either way we have better wakeup option against grounded pressure.
Buff throw range? Could this be too much paired with Deejay forward speed?
Personal wish: far HK into overhead. I don’t mind if they add couple startup frames if they do this.
While it is clear that DeeJay needs buffs, is there ANYTHING that deserves nerf?
The thing that annoys me the most is the slow recovery on slashes. I’d just like 1 or 2 frames off of recovery.
cr lk with more range would be awesome. Other than combo into lk sobat( which can be focus countered at long range) there is no reason to not use cr mk
I think OH would insanely good for Dee Jay. Don’t see that happening.
An interesting idea would be to give him a invincible evade move like Vega. I think a cartwheel move would be awesome!