Wow, what a fucking bullshit - wtf was Capcom drinking or snorting when they’re nerfing the low-tier characters even further in AE (I main Fuerte so I’m still salty about AE Fuerte).
Stealth nerf nobody noticed was the last hit of ex mgu being smaller. Nothing serious, but I used it as a defensive tool.
unthrowable lk sobat never was and still isnt a big deal to me. only situation i really put it to use was in the dhalsim match when they mash slide then throw. Now i just have to use a meter with ex sobat instead of lk. But i would gladly take it if they wanna give it back to us.
For 2012 version i wanna see c.hp cancel to special from all ranges, the return of the old max out hit stun with the same recovery it has now, a new ex fireball, even faster s.hk, speed up fierce fireball, either s.lk plus 6 on hit or farthest s.mk 5 frames, 1 less frame recovery on c.jab. scrap close s.hp completely and give me a usable move. crouch short being 4 frames and chainable into itself without getting dped would be nice too, but i dont see that happening. Also make lk sobat hit box better so it can to hit everyones low forward/slide type moves
i realized ex sb was for pushing people out.
faster st. hk would be nice. it really has to be used as a preemptive anti air as opposed to a reaction based AA.
even faster st. mk? no way would we get that.
close st. hp is the only norrmal with no utility. i actually AA’d with it by mistake a couple of times, but its stupid. its an easy link that cancels to sobat, but when are you going to confirm from that close?
faster short would be nice, but its always been 5 frames
cr. jab should be 3 frames.
i don’t really blame deejay for how poorly he performs. i blame the engine. neutral jumping against fireballs is so free in SFIV in ST. not so much.
i’ll gladly replace the current far st. mk with the ST st. mk that has 11 active frames and AAs like guile’s current st. mk
ST frame data here just for fun
http://nki.combovideos.com/flame.html
i would ignore some of the recovery of the faster attacks because ST was a faster game overall.
One thing that I wish they would change is the U2 aftermath. After the U2 animation, DJ is in a horrible position. Especially against grapplers and shotos with meter. Against Gief is the worst. The dude will most likely have U2 and meter. It sucks
holy shit i cant believe i forgot to include that, yes make u2 knock back a bit further after it hits and give u more plus frames.
U2 by gief beats most of deejays option after landing Climax beat on reaction for the most part. I really want to use U1 in that matchup, but need the damage to kill him.
Ugh. I hope Super gets some extra something in the update…Was playin some scrub akuma and decided I wanted to win the match with super…Guy did an Raging Demon right in front of me…I activated super and got grabbed…So No real invince on that move?
Lol I wouldn’t bother using super that way… save it for going through fireballs, or, even better, comboing into it.
As far as U2 goes, you know how the final hit causes wall bounce? I want DJ to recover before the wall bounce and be able to combo upkicks afterwards if you’re relatively close to the corner. That’s what I want.
IMO deejay beats blanka or at worst it’s 5/5.
I Would like for super to have a use outside of extra damage…If they dont give it extra fireball invince, hit invince, or something to that extent it’s still gonna be pretty useless.
After a couple of local sessions, one of the things i’d really like is more horizontal range on his focus attack. I always bleat on about the overhead normal (which I think would suit Deejay), but I’ve only recently started to notice how completely ass his focus is.
i forgot i want hk and ex sobat fadcs to be plus on block right now I think youre -1 after a fadc on block, +1 would make it solid.
Absolutely. Paying two bars to make your sobat completely safe and give you some advantage is something DJ should be able to do.
Shoryu fadc is +3 on block…Wtf
We need that safe
ok my thought
most needed:
normals
- cl. mp change input to b - mp (i dont want situational AA)
- cr lk 3f or 4f startup
3)cr lp.-> cr mp (2fr link) - more range st hp (far) and cr.mk
specials
1)more invul on ex machine gun upper(like ex oroshi for example )to have good reversal move
2)more range on all machine gun upper ( to good hit-confirm)
3)juggle mk upkick to ultra 1 (like boxer) not so much damage but good possibility to punish jumpin
4)ex-airslasher more frame advantage on hit( to make combo ex-as -> ex dreadkick every time on hit)
some crazy ideas
- close st hk (2hit move) -> launcher (cuz this move useless, this change make DJ more combobility and air-reset )
- all machine gun upper - negate projectile like tornado rufus or palm strike yun (buff DJ in match up with guile or dhalsim maybe)
PS
oh yes,
overhead please. St hk or cr hp doesn matter, I want DJ vortex, not only cross-up:(
and fix problem while first sobat attack hit opponnent , but second not , wtfo_O
I don’t think they’ll mess around with anything in regards to far s. mp because they just added hit box and combo ability to it. I just want to know what I need to be trolling Onos Twitter with. I don’t want my potential criminal like stalking and harassment to be for some stuff I KNOW they’d never do. LOL
With the buff to far standing mk will we be able to combo after both hits? Would be nice combined with the dread kick damage buff. Also did ex dread kicks get a damage buff? wouldbe nice for ex mgu into ex dreadkicks to do a little more damage
the extra animation after u2 ends is obv put in to limit your options, same as the animation for claws forward throw having an extra hop animation after the slam