I should be able to draft something detailed up in terms of changes/justifications once we solidify what we want a bit more.
Short form:
Biggest generic weaknesses across all matchups:
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no option to beat crouching meaties (w/OS) on wakeup that isn’t Super/Ultra 2.
Potential fixes: Adjustments to EX MGU invulnerability/startup, OR 1 hit armor to EX MGU. Adjusting Upkick hitbox to hit crouching for one to two versions of Upkicks. Alter invulnerability on a version of Sobat to do this. -
5f cr.lk makes crouch teching more difficult and restricts empty jump mixups.
Potential fix: Adjust startup to 4f. -
Gaps in his anti-air spacings allow guaranteed jumpins if Dee Jay is not charged.
Potential fix: Lower hurtbox of cr.hp.
Matchup specific issues:
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Some characters fall out of the last hit of barraged Machine Gun Uppers.
Potential fixes: Extend forward hitbox slightly, or add pursuit property after first hit. -
Dash Ultra 2 is not consistent on characters with small falling hurtboxes.
Potential fixes: Increase Dee Jay’s forward dash distance, adjust the hitbox for the first frame of Ultra 2. -
Ultra 2’s maraca animation deprives players of post-ultra setups and actively endangers them for landing it in some matchups (e.g. Gief with U2).
Potential fix: Remove the animation when the ultra does not result in a KO, or make the animation cancellable. -
In some matchups (Guile, Cody, Vega), LK Sobat is not a viable pressuring tool because of being -5 on block, but Dee Jay needs to get in.
Potential fix: Adjust blockstun value resulting in -3 disadvantage on block.
Playstyle issues:
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current state of cr.lk restricts playstyle, as listed above with potential fix.
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The current design of Rolling Sobat forces players to make an uninteresting choice between extra damage and completely relinquishing pressure, or a soft knockdown.
Potential fix: Adding a soft knockdown to MK/HK Rolling Sobat maintains the damage/setup dynamic, but allows Dee Jay to increase his overall combo damage. With different spacings by strength, these moves allow a range of possible setups as well as offers the player choices for resetting spacing. This would represent a buff, but would also make Dee Jay more interesting to play in terms of the choices players would have to make with him. -
Counterpoking with Dee Jay is bad because of a combination of few active frames and poor hitboxes on his normals.
Potential fix: Extend hitboxes of cr.mp/hp, possibly swap a recovery frame for an active one.
General buffs:
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Knee Shot’s hit/hurtboxes can use small improvements to help Dee Jay’s pressure game.
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Ultra 1 has too little forward range to be broadly useful as an anti-fireball ultra, and starts up too slowly to punish some fireballs on reaction.
Potential fix: Increase forward range and the speed with which Dee Jay covers it, adjust startup.
In addition to that, if the non ex up kicks auto corrected to hit cross ups, that would greatly improve his wake up game. Having a set up for ultra 1(other than canceling from super) would also be great.
Still bad wakeup)