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.