Changing Dee Jay for AE ver. 2012

DJ is below average and lose to most of the top 10

there’s a guy trying to defend Nastyy. I watched his Deejay tutorial and he was dropping sweep combos. i’m done.

Is Deejays Ultras safe or something? What the hell is going on over at Capcom Unity? No wonder the balance comes out so warped. THAT’S who they listen to? WTF?

Atleast people are talkn about him…Maybe somethin good will come of it…looks at Ultra comments…gets sad

That’s a great list Count Blackula. I haven’t read the Unity replies but i really hope that Capcom dose take notice in the next round of changes.

If Capcom is really taking advice from the scrubbery that is Capcom-Unity i’ll stop playing SFIV seriously and move to casual play now and wait for V.

i think more invincibility on ex mgu could solve a lot of problems without changing frame data.

As far as reversals go, that’d be fair…hell its actually hard for some chars to punish.

Crazy buff that would be fun. Regular mgu destroys fireballs

lol!

How about this for crazy? EX MGU creates suction like Tanden Engine and Rufus’s obesity spin. Just my own personal fantasy. Ryu tries cr. mk at too-long range, whiffs, gets sucked in then dash U2.

http://www.capcom-unity.com/street_fighter/go/thread/view/7411/28317223/DeeJay_AE_2012_Changes

If you got any ideas like those post them there ^ : p I don’t want it to fall off of the first page of threads before it gets lost in the threads.

aka bump dat shit.

chime
Personally I think capcom just gave DeeJay an easy out. Instead of rebalancing his normals, add frames, take away frames, they gave him the super xx ultra 1, which to me, is a bit much. Sure we all want DeeJay to be better, but i personally think that super xx ultra1 is overboard. especially how it easy it seems to do.

I dont know about you folks, but i kind of like that ex mgu dash ultra 2 is kinda tough. its always impressive, just about every single time you land it, and i know i feel good when i do. its not impossible, but tough enough to mean something.

personally i think DeeJay needs his light attacks buffed, his far s.hp buffed, and his slide to be more viable as a fireball dodger.

Super xx U1 is a meaningless buff, and doesn’t address Dee Jay’s real problems.

Super xx U1 is interesting, even if it might not end up being any good. Dee Jay is a character who uses a lot of meter over the course of a round in a lot of matchups, and having an incentive to store it up instead would be an interesting change of pace.

That said, I’m not that interested. What REALLY intrigues me is that they might have changed U1’s other properties, namely its juggle properties, since the penultimate hit of Super (the one that gets canceled into Ultra 1) leaves you airborne. If this U1 with changed juggle properties persists outside of the combo, then we could be seeing the birth of a BnB combo into Ultra like Balrog has. It’s a long shot, since I think they would have made a bigger deal out of it, but I’m holding out that SOMETHING’s made that ultra better.

I wanna see

full projectile invincibility on ex sobat,
better connection on U1 as others have said,
and some kind of overhead.

and i never thought of it b4 but i love that idea about the b+mp command normal. That’d be bonus

It’d be a bit of a scrub friendly change but U2 changed to back forward back forward input would be tasty, i’d like to be able to walk backwards and pop it out as an anti air. No chance of that happening but I was just thinking about it after a local yesterday (third place!).

Also again as i’ve mentioned loads a command overhead + lk sobat unthrowable feels pretty necessary at this stage.

Command overhead’s not going to happen, I think. The only ones that kind of look like overheads are cr. HP and st. HK, and both of them are way too fast. I don’t think that at this point they’re going to start adding in new animations and stuff. But in any case, having an overhead doesn’t bother me too much. Overheads are never a particularly big part of characters’ games, even when they can combo off from them. I think Dudley’s the only exception I can think of. Dee Jay’s knee shot works fine at building high-low mixup pressure. It hits about as fast as most overheads do anyways, if you think of Sakura or Ibuki’s overheads.

Unthrowable lk sobat definitely, definitely needs to come back, though.

If they don’t make LK sobat unthrowable I think i’d settle for it being unblockable instead :tup:

I’d love full projectile invincibility. I’m tired of getting hit out of it when I don’t time it perfect.

I’m fine with the projectile invince on the move…You cant mindlessly blow thew stuff…but it gets the job done.

Less push back on the first hit of it would be great…against alot of decent players who are playing the zoning game carefully…I seem to only connect with the first hit. Either that or give it more range altogether.

The loc tests are over. Thank you Deejay community for nothing. Enjoy your new useful tools. I look forward to seeing you all placing in Top 10,000 at Evo. Bye.