Deejay is a character that not only me, but the whole DeeJay community feels that he is a character that gets constantly ignored. DeeJay needs a lot of changes just so he could be tournament viable, the last change he got was that his St. HK makes a force stand up when DeeJay really has no use it. The other changes DeeJay got in the update before that were decent, but none that will still make him a very good character.
Changing Dee Jay for AE ver. 2012 - That is the link to the DeeJay changes thread on SRK.
Necessary changes for DeeJay
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[]EX Sobat FADC +1 after block for a safe option out of pressure.
[]He needs a reliable non special anti-air if not buff his air to air move hit boxes. I think that will allow people to take risks, but be able to fall back on zoning fundamentals when in trouble.
[]He needs cl. lp or c. lp to be 3 frames and +4 on block
[]He needs c. lk to be +0 on block and the hit advantage needs to be upped +2 or +3
[]He needs far. hk to be an 6 or 7 frame move so we can poke from far away with it
[]Deejay needs his throw invincible lk sobat back IMMEDIATELY. Lk. Sobat was considered Airborne in Super. This was a nerf he recieved in Super -> AE, which made his matchups against grappling characters much harder. Making that attack airborne helps a lot against tick throws and was a change that he didn’t need.
[]FADC on his Jackknife (upkicks). The move leaves DeeJay in a very bad situation if blocked, giving him FADC on block would make him a much more versatile character
[]Change the spacing after U2. When facing a Gief with U2, there is almost nothing DeeJay can do except slowly walk backwards, any attack that he can try do can be punished by Gief’s U2.
[]Make EX Jackknife always have all hits. I’m tired of having a character jump in and even when I time it so I think all hits will happen, I only get about 3-4 of the hits.
[]His cl.S.FP and Far S.HP are both almost useless normals. They whiff on crouching characters, and they’re both just both bad pokes in general.
[]His slide is a good AA, and I don’t think should be changed, but using it against fireballs was much better in ST. If his slide had better upperbody invincibility at the start, it could be a much better normal like Dhalsim’s LK. Slide
[]DeeJay NEEDS an overhead. Since Deejay is a zoning and a rushdown character, having an overhead could change his pressure game (Which isn’t that good already) much better. His Cr.HP is almost a useless normal unless its used for punishes, but making that attack an Overhead (which it already looks like) could change him entirely.
[]More hitstun on his Knee Shots. On Certain characters unless its an extremely meaty KS, then you can’t combo into any other attack after it.
[]DeeJay’s MK.Sobat or HK.Sobat should create knockdown. After hitting an opponent with a HK.Sobat, it leaves DeeJay in a space that isn’t a very good position for him.
[]Cr.lp ~ Cr. Mp - 1 Frame Link? Make this at least a two-frame link. I mostly play online and I don’t even bother trying to do that link.
[]DeeJay’s U1 is almost a useless ultra. It has barely any projectile invincibility, and should be more like Chun’s U1. The Juggling on the ultra makes no sense, after about 2-3 hits, the character just falls out. Having EX-MachineGun into U1 would be a great buff for DeeJay, and definitely make him a much better character. When trying to punish characters after they whiff an attack (Example a blanka ball) then using U1, most of the time I only get 2-3 of the hits, when it could easily be juggling. You can’t even really use it off of a Lvl. 3 Focus Attack
[]More Range on MachineGun upper. A lot of the time when I do a cross up cr.lp~cr.lp xx hp.Machinegun Upper, I will get one or two of the hits, then punished for it.
[]More invincibility on EX-MachineGun Upper, the attack can be used for blocking one fireball, if the Ex-machinegun upper was more like say Ex-Messiah Kick where it has full body invincibility for at least the first couple start up frames, the attack could be useful outside of combos
[*]**More frame advantage on EX-Air Slasher on hit, so doing an EX-Sobat Kick after a EX-Air Slasher is more viable
**
[/LIST]
DeeJay’s wake up game isn’t very good. He is extremely vulnerable to pressure do to his upkicks not hitting most crouching characters. His other options are ex machine gun upper and ex sobat. Ex Machine gun upper isnt that great of a choice do to its small amount of invincibility. Ex sobat can be used to escape pressure sometimes, but it’s massively punishable on block or whiff. Deejay seriously needs for at least lk upkick to hit all crouchers. **His backdash is also very short and doesn’t help his situation at all versus most of the cast of characters. **
DeeJay has no block strings. Since all of his Sobats can be punished unless it is properly spaced, it makes it really hard to keep the pressure on when near the opponent. If the Sobat kicks were more safe on block, DeeJay wouldn’t have such a problem with characters that can DP through block strings.
**These are all changes that wouldn’t make DeeJay OP, yes these are a lot of changes that are being asked but this is a character that has been ignored compared to the rest of the cast. With these changes DeeJay could actually be used competitively instead of looking like a troll character when used in tournament. **
^ Is what I’m about to post on the unity boards in a new thread, could you guys just make changes to what you seem is necessary, I basically just browsed through this thread and made a big compilation of all the changes you guys wanted into the thread. But yea edit and bold what you want me to change before I post the thread.