Huh? What? Why are you posting here?
Not for pointlessly complaining about my character ad nauseam that’s for sure.
Try adapting instead of whining on srk day after day. Just sayin.
Ummm again… why are you posting here? simple question
I was pointing out the nonconstructiveness of your negative attitude. Why did you just post?
How about every time one of us posts we pm the other to justify the reasoning for it. It would keep the forum a lot cleaner.
I don’t know if you noticed but this is the 2012 changes thread and EVERYBODY in here is complaining about Deejay because he is missing several tools that counterparts who play similar to him have.
I find it ironic you getting snarky w/ people complaining about Deejay and you yourself introduced yourself with a “you guys know any safe jump set ups for Deejay”. Your posts in the T. Hawk 2012 changes threads are ironic as well. You’re also a Gen player. Interesting.
Real talk, the “adapt instead of whining” is generally the response of someone who doesn’t know what the hell they’re talking about, especially around here. I’d really study Deejay before getting into it w/ anybody in this thread. Many of the people in here represent the Top 20 Deejays and are the ones who provided a lot of the techniques people are including in their game.
Just some words of advice from an outside party watching you about to step into a speeding train.
Yea, none of the changes in the finalized blog were different. DeeJay stay butt. I stay reppin. I stay losin.
Final changes:
Normal
Far Standing Medium Punch
Expanded hitbox to end of glove, and made cancelable into a special move.
Close Standing Heavy Kick
Made first hit do forcible stand-up damage when it connects with opponents on the ground.Expanded second hit’s hitbox downward.Made attacker have a -2F (dis)advantage
U.C.
Sobat Festival
Made canceling into this move possible on penultimate hit of Sobat Carnival Super Combo.
Special
Double Rolling Sobat
Expanded hitbox along attacking foot for medium version’s second hit only when first hit connected.Changed damage from 80 to 90 for light, 100 to 110 for medium, and 120 to 130 for heavy version.
Air Slasher
Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.
i guess jump in hk or fp st hk xx super will be a heavy punish combo
who cares
welcome to bottom DJ
a buff i didn’t realize i wanted til now.
when doing a slide the hurtbox should shrink a little earlier making it easier to go under projectiles.
Deejay got absolutely nothing. He must have been S-Tier and we didn’t adapt and level up our respective game.
Thank you Capcom for extending the hit box to the end of his glove on far mp. A place it should have been in the first place, I will be trying my best to figure out how to use this move that has 7 frame start up but is now cancelable into one of his shit priority specials. Here’s to getting shoryu’ed through an air slasher thrown after an anti-air far mp. I can feel the bad match ups getting better.
Oh WAIT. We can force stand with close HK, because that’s exactly where Deejay wants to be. Another move we can’t combo into, but can be cancelled into special move. What EVER will I do with all that charge time? =\ <- This bullshit better cause a hard knock down or something after EX MGU.
Deejay = DJ = Dan Jamaican
All of his bad match ups got MEAN ASS buffs. I’m ecstatic… to pick up KOFVIII and learn that game. **I’M OUT BITCHES!!! :arazz: **
super-cancelable, not special…make no sense
Far mp special cancel could be a neat extra tool. Not something I’d poke with much with in ae but the new hitbox could prove more worthwhile. Sobat changes are pretty nice too but I’d like to know how the damage is distributed between the two hits.
That’s quite an outstanding volume of no idea what you’re talking about you have there. I appreciate that you were mad enough to stalk through my post history though.
I clicked on your name to see if you were a troll or if you were having an isolated incident of dumb.
far standing mp is special move cancelable.
anti air mp x fireball should be useful.
if you get shoryu’d after anti air mp then throwing a fireball then that’s your fault. i can’t remember when that has ever happened to me.
close hk force stand is 0 on block. so maybe on hit you can do something. knee shot against weaker opponents. or maybe just throw. walk back short seems ok in theory.
you guys are being too negative (who would have thought i would be saying this)
something we actually needed was an mgu hit box buff. i’ve hit viper and some other characters with mgu from its max range and the final hit whiffs. its ultra punishable in vipers case.
i’ve learned that the answers are there you just have to find them. if you’re not down for the ride, then play another game and let somebody else find it. i’ve been here since day 0. i’m not going anywhere.
^Actually if I’m not mistaken, close hk is now -2 on block, and still 0 on hit. It will only stand the person up if the 1st hits. Perhaps a frame trap into close lp possible?
Most of Deejays problem match ups got improvements, as well as the people who he had favorable or even match ups with. For someone claiming he is quitting Deejay himself, what in these updates has given you this epiphany? Please share because I’m a “scrub” and it’s honestly going over my head.
The only thing I wanted fixed wasnt mentioned. More distance after a landed Ultra 2, or a shorter animation. hate having to guess/ be punished for doing something right.
far mp cancellable is good, but, you usually anti air with far / close mp if you dont have charge right?
I got top 4 at big two and I got close to resetting dieminion at a local. I suck with other characters besides I don’t truly like them. I decided to tough it out with deejay. The more I learn the better he seems to me.
I try to save U2 to prevent this, but you should be at advantage after landing an ultra.
deejays close s.hk is -4 on block when both hits are blocked and im pretty sure the second hit whiifs the entire cast crouching making it super easy to punish. I’ll make a list of changes i think are needed soon.