Changing Dee Jay for AE ver. 2012

I can hope all I want but what we desire isn’t happening. honestly we Humble Dee Jay players don’t ask for much…just a competent character…and no one bothers with that because Capcom listens to the stupidest people who don’t play Dee jay enough to know what improvements he so desperately needs.

saying he’ll be ok cause tope tier got nerfed is like saying your meal got downgraded from a steak to McDonalds…bad but still edible. Dee Jay is more like shit that people forgot about so it’s “improved” because while still shit, it doesn’t stink as bad. Capcom just sprayed febreeze on him to cover the stink.

More AE changes coming up…

Should I be optimistic… it is Capcom we are dealing with

I’m gonna be optimistic. Now if they don’t do anything good for DeeJay then I’ll have to switch to one of the other characters I like that is viable for tourneys.

The suspense is killing me.

lol i wouldnt be too optimistic, i dont expect much especially based on their first set of changes.

lol looking at what we were given before i’m pretty sure we’re not going to get much.

i think deejay should have been treated like Cody in terms of buffs.

Cody is going to be ridiculously overbuffed. i think its because he’s popular.

Completed change list for DeeJay in AE2012:

All changes reverted back to regular AE. DeeJay’s cr.MK given 3 more frames startup so now he has to work for his knockdowns

Have fun! :slight_smile: - Ono

When are the changes being anounced?

Please let it not be true. And yeah Cody got some mad buffs. Most were to his knife though and we still don’t know just how good that could be. I think Codys should really figure some stuff out with it. Why? Well if it’s anything like playing Weiss from Arcana Hearts 3 the extra range and damage can really be a deadly thing when her blades are equipped. And just like Cody when she’s hit she “drops” her blades so you have to get another knockdown to equip them again. And her playstyle is very viable despite that downside. Cody can be this dangerous too if the knife gets a bit more exploration in gameplay.

Since they’re going to be more changes…bump the unity thread for more recognition?

Dude what

[quote=“Porter, post:331, topic:131845”]

Dude what
[/quote

He was joking.[/quote]

… Not that I care. I dropped Dee Jay ages ago. But fuck that was a good one he got me lol

Random deejay buff i would like

400 stun on Mgu so we can get some ST like stun in.

far st. lp should hit crouching

I think that asking for DJ to have footsies at this point would be like asking for sim to have rushdown again. I can’t see it happening. His sf4 character design strikes me as intentionally flawed in that respect.

I assume that capcom regard him as a well balanced character in light of the way they’ve consistently chosen not to boost his core game play in favour of ‘rounding him out’ with gimmicky buffs to his less useful tools. (far s.hp launcher, force stand roundhouse, super > u1, etc.)

Perhaps the problem isn’t so much that he’s weak, but that he’s a balanced character in an arena where high tiers unintentionally exceed the bar he sets.

Give him a wake up game and reversal, then he will be balanced

all i want is ultra I to do full damage during juggled opponents, and a faster roundhouse. how is it that guile caught me with ultra I (playing as a shoto) during a mid tatsumaki, and he juggled me in mid air for full damage(lol). i didn’t get knocked out; he just got all hits on me while i was stuck in mid air. same thing happened to me vs bison. he can pull you out of mid air with ultra I, but dee jay can’t juggle you for full damage…really? i think faster cr. hk would be op. he could scoot pressure all over the stage and charge. lol. he’d be a scoot machine of death. i think he doesn’t have an overhead because it would force his opponents into the fetal position. lol. literally, the mindgames you could play would be endless. your opponent would just have to crouch block the entire game, which would just lead to more overhead. it would also just force them into a corner.

and i would make his up kicks have less startup. right now, upkicks have 6 frames of startup; i would make it 4 like guile’s flashkick.

The other day I fought a great Gief and I some how managed to land U2 in every round. That’s nice and all but I got punished all three times and I lost because of the stupid animations after the U2. Why do I have to guess my way out of danger after landing an ultra?

Preach da knut.

We don’t need an overhead because knee shot is our overhead. It’s better than an overhead now that I have a full grasp on how to use it. I have to stop getting thrown after doing poorly timed meaty knee shot.

If your wakeup is so bad stop getting knocked down.