Changing Dee Jay for AE ver. 2012

For what reason tho? His EXTREME distance game? Or maybe dat EXTREAM ultra damage?

Nah…just horrible design.

I want Some advantage on f.standing mk. I also want slide recovery to be abit better…I get caught by surprise by some of the punishes you can do to that thing…Also I want my skill level to be buffed to actually being good in this DAMN game!:mad:

Derp every character is in an advantageous position after their Ultra, but Dee Jay can’t because…

That’s how it was supposed to be? Nah foh with that

Are you serious? You can’t compare. DJ doesn’t want options. He wants to be safe.

what im saying is this is not a isolated case for dj, not to excuse it but to point out that the chances of that changing are close to zero since it is a very intentional change for the series as a whole.

Any body think Dee Jay should stun alittle faster? It seems for me that whenever I stun someone they’re already basically dead.

Same here. He has to have some of the lowest stun.

Thirded. Sometimes it’s like fucckkk I guessed right three times why is this dude not stunned?

I never thought about that but yeah it’s completely true. If the Sobat combos did more stun I’d be more likely to do the FADC combos, as it stands I just do it when it’ll kill or i’m trying to style.

hey guys,
I know i don’t post here very often. Been crazy busy at work. But i still put in 2+ hours of Deejay time (endless / ranked) every single night, and I’ve begun to notice just how important (or how annoying) some of his current AE changes have been in regards to my playstyle. And it makes me think a lot about what I’d like to see changed, or remain the same, in 2012.

  • I’m not as mad about lk sobat now as I was when AE first came out. Cause I used to instinctually throw out the lk sobat whenever I “felt” a throw coming. But losing that ability has actually helped my crouch-teching a lot. And if I’m absolutely sure a throw is coming, I still have EX sobat.

  • For cr. RH… is less distance in exchange for faster startup a fair trade? Cause i would like that. I mean, look at Vega, Guy, Blanka and Dhalsim. They all have hard knockdown slides with faster startup *and *equal or better distance. Hell, Bison’s cr. RH travels half the screen and only has 1 more frame of startup (15) than Deejay (14).

  • Agreed on the comments about cl. S.HP. Totally useless. I’d rather have the fierce button literally do nothing when you press it standing close to your opponent than what it currently does.

  • EX jackknife. Didn’t they say they had fixed it in AE so it always gets full hits? Cause that was just a straight up lie. That thing still fumbles the opponent around and pops them out after 2 hits all the time.

Also, this isn’t related to balance, but just something that has always annoyed me. Can they please remove that STUPID little animation in Deejay’s neutral stance. Sometimes, if you or your opponent is away at the beginning of a match, you just stand there and wait until you’re both ready. Well, after a few seconds Deejay does that little hop and obnoxiously goes “heyyyyy!”, and i swear my opponent always thinks I’m taunting them.

My opponents have even confused Deejay’s backdash for a taunt. Because, 1) it is such a bad backdash it doesn’t even look like a backdash, and 2) Deejay is the only one in the game (aside from Blanka) to make a noise when he backdashes.

Agreed. Ideally, you’d think every normal would have its role, no matter how obscure and situational. If they really can’t think of anything at all, they should just remove the cl. HP and replace it with the current far HP. At least then you get better counter hit set ups to get that juggle state.

Well, the AE changes said they made it more likely that you’d get more hits when using EX Jacknife and HK Jacknife. I think I’ve noticed it locking more often, but yeh, it still fumbles a lot.

To be honest I love Dee Jay’s style. The only time the “heyy!” idle animation bugs me is when I’m in training mode, thinking or doing something else and he keeps going “heeyyy!” every 4 seconds like some needy little brother. And if they can’t tell the difference between Dee Jay’s back dash and a taunt, then the match is already swinging in your favour. :stuck_out_tongue:

it would be nice if cl. fierce hit crouching and was safe on block so you could push people out.
its honestly useless.

two hits ex upkicks?
A) probably doing it too early
B) catching people at weird angles or distances

Slide
either make it short range and faster startup ex. Cody
long range long startup
make the upper body invincibility start early so you have a chance of getting in on guile with a good cr. roundhouse guess against a sonic boom.

Far st. roundhouse has a big gap for those who haven’t noticed.
its hits at about 85 degrees and there a huge gap then its second active frame its at about 0 degrees it seems like.

I’ve been trying to figure out what the hell is going on with far st. RH for a while.

The early active frames hit much higher than it did in SSF4, it almost arcs over a full 180 from his head (the 85 degrees you mentioned) to the ground. But it still seems kinda inconsistent (there does seem to be a “gap” in the hitbox), and starts up too slow.

It’s as if Capcom started to change its properties, but then just forgot to finish it. I’d like for them to just make a nice, clean, rainbow-like hitbox throughout the arc with slightly better distance in 2012.

Cause I’ve been trying to use far st. mk as my “far” poke, but it often comes up short. Either give far st. mk the distance of Bison’s far st. mk, or add distance to far st. RH. It would really help against good Zangiefs.

Fighting a good Gief and fighting a bad Gief is like night and day. Good Giefs scare the hell out of me. Cause Deejay doesn’t have anything to poke with outside of Gief’s crazy lp SPD range. Blocked sobats and slides all = free SPD. And to make matters worse, Gief doesn’t even need to SPD Deejay. He can just win with footsies straight up. And don’t even get me started on wakeup…

This should probably be in the matchup thread, but properly spaced slides are completely safe to Gief’s lp SPD. Same thing goes for sobats, with mk sobat particularly easy to space safely. Just make sure you’re hitting with dem tip-toes.

Dee Jay’s slide and sobats get a lot of criticism, and they are finicky to use safely, but except against Guile, you can always space the lk version, and often the mk version, such that they’re safe on block. Even against Guile, a perfectly spaced slide is safe on block against flash kick punishes. Of course, this still leaves the issue of these moves having awful startups, but hey, one thing at a time.

With regards to wakeup, everyone has trouble with Zangief’s wakeup game, it’s one of the best. Dee Jay, though, is comparatively better with his wakeup vs. Zangief because his mk jacknife reversal actually hits crouching Zangief, catching most of his meaties except for cr. HK and cr. MK, which aren’t used too often since they don’t really combo into anything. The same goes for T. Hawk and Abel (the latter of which against whom even lk jacknife hits crouching). Still not easy, but no worse than most of the rest of the cast has it.

I would love if they changed input property for U2. Since they did it to Bison for some odd reason, why not change DeeJays from “L” to DQCF. This way EX MGU> U2 would be rediculous and DeeJay would be good again. Not ST good, but close to it and I can go back to being a full Deejay main. In ST and in AE

Deejay’s Far St. Roundhouse needs to work like honda’s stand fierce and jump mp. both of those normals have no gap in the animation and work when timed correctly.jj

I think far fierce should always launch (far fetched i know) or at least launch crouching.

far. mp needs to hit crouching. if it doesn’t. its fireball cancelability is meh

This is true. They’re talking about an extended hitbox for that move, let’s hope it’s vertical as well as horizontal.

Been away for 2 weeks in Europe but been doing a lot of thinking about Dee Jay and the changes. c.hp is way to slow on wiff. I was playing the CPU the other day just to see what it will punish on wiff and c.hp can be punished by Hondas headbut from ¾ quarter screen away. Also I think if they made the slide faster as in the animation more like Codys or Roses I think it would be too good. I would like them to remove the knock down hitbox on the slide or make it hit less on jumping in opponents. I hate it when I bate out a jump-in and I slide to punish and they don’t get juggle but they get knock down like they were standing.

the problem with you getting the standing knockdown as opposed to the juggle state isn’t because of deejay’s slide its because of the engine.

Jumping hit boxes are ridiculously small and don’t include the feet. only the upper body in most cases. that’s why empty jumps are so powerful.

I always thought that it was hard to hit empty jumps because they dont have those recovery frames from doing attacks in the air( was 2 frames?)…But Thats crazy. So if you were to empty jump, even if you have a hit box directly on their feet as they land, they wont get hit?

i need an overhead! :frowning: i wonder if cr.HP would work well as an overhead? it looks kinda like it could be one