That was kinda my point. I feel like Deejay as a character they don’t know what to do with him. In the beginning he was shaping up to be really solid, but they stripped him of EVERYTHING. The ex crumple, the mash special. I don’t get how they feel these things were game breaking good… but then allow the Mugen Twins as they are and then super buff Fei Long.
I’m really interested in knowing the Japanese dev psychology during their meetings. The way the japanese worship and Pillage Jamaican culture you’d figure they’d treat Deejay better lol.
Correct, you have it… but does opportunity to use super show up? Does Deejay have any normal that he can poke out and make people afraid of him when he has meter? Does the full stock meter mean “oh shit I can’t be careless anymore?”. No. When Deejay has super OR ultra opponent concern level doesn’t go up. Opponents at this point almost dare your execution and reactions.
[LEFT]Seth Killian confirmed on Twitter that there indeed are undocumented changes to v2012 of Super Street Fighter 4 Arcade Edition.[/LEFT]
[LEFT]Hopefully they gave Dee Jay a few nice “hidden” buffs after all…[/LEFT]
I know, I might be being a bit dramatic for comedy sake but honestly… When I personally have full meter with Deejay, I end up not even needing it because I’m cruising through my match up or I’m playing somebody who has God Tier fireball recovery and going through fireballs doesn’t do shit for me. I could realistically do an easy lp lk combo into super and clean up w/ ultra.
You have to understand there are 2 worlds that exist in the FGC. There are people who play offline and people who play online strictly. It’s a different Universe for the online warriors and your rules may not apply to us all the time. Burning meter to fly through fireballs and throw attempts and punish the prick spamming them is a necessity because Focus dashing through them or teching when you have input lag will just have you looking like an idiot. We also have to EX up kicks people who careless jump in on us to maximize damage because the opportunity may not present itself gain.
I remember when a pro-player said playing online in the USA gives you bad habits, well its TRUE. The issue is our sub par internet frame work is here to stay and some character types excel in it while others falter. Deejay needs buffs in both worlds.
I don’t want to see Jcool813 or Da Knut or Hatrify make it to semis, or W or L finals only to run into a certified bad match up and know whats going to happen because “It Was Written”.
I can accept PERSONALLY sucking at the game, what I won’t accept is knowing somebody has better reads, defense, and execution than me w/ Deejay and have them falling into the same pitfalls against the same chars. So screw all the little bullshit they gave Deejay. Give what he had in the loc tests of Super and watch our guys start consistently showing up in Top 8s. /RANT
all supers should be six frames and have different ranges like chun.
that would have been a nice buff to go with the ultra. more projectile invincibility too ex. like bison’s new super.
i feel you. when i got 4th at Big Two i didn’t run into a bad matchup until dieminion and chris G which both put me out of the tournament. I’m not going to blame deejay for my shortcomings in the tournament. I got a game off of dieminion in CT the same week so its not that deejay can’t win, its because i’m not good enough. i’m not the best. I like to think I am because it helps me in tournaments mentally, but its a lie lol i’m just an online warrior with a little too much pride in his character.
All of deejay’s bad matchups are beatable if you possess the knowledge. The more I learn and the better i play the less buffs i feel are necessary.
the buffs i want are things that don’t make sense or are not “fair” in my eyes.
ultra 1 doesn’t do what it is supposed to do.
i get a full bar for an ass super.
ex sobat doesn’t do what it is supposed to do.
i spend bar on ex mgu and its ass outside of combos.
mgu doesn’t get full hits sometimes unless you’re deep when you do it.
you don’t have a move with back charge that is unthrowable unless you spend the bar.
even though none of these things got changed there are answers like don’t put yourself in that situation again. i know its lame, but its the answer that’s how i’ve gotten far with this character.
as for online gameplay, the game can’t be buffed for online gameplay because that’s not what is keeping the game alive. i believe its the huge tournament scene. the only fix for online gameplay is for america to switch to FiOS.
I hear what you guys are saying, but matchups play a huge role. Consider…
I once played a good HDR Cammy, invested tons of hours. I played with the top players regularly (still do when I choose to actually play). One time I faced a top Dhalsim, got owned. I switched to Vega, who I invested MUCH less time in. Won the first match, lol. I’m not saying skill means nothing; what I *am *saying is that matchups can certainly make a difference. Especially when they’re 7-3 like that one was.
Front page of SRK has tournament footage of AE 2012, first video at 5:00 mark of Dee Jay against Honda then Juri; I couldn’t notice anything different. After EX MGU the player just did EX Sobat (and he had Ultra 1) so I’m guessing no change there.
EDIT The 4th and 6th videos both start off with Dee Jay matches, also.
I thought that was you on the stream against ChrisG, good stuff man made my proud to be a DeeJay player.
Also looks like the Jury match got a bit harder, and Guile also looks to be about the same as Super. I am secretly hoping that they gave him a 3f c.lp. Also in the DeeJay mirror match on the front page one of the DeeJays goes though the other DeeJays EX Air slasher with an EX sobat it’s either really well timed or they could have added a bit more involve on EX sobat or are my eye’s playing tricks on me?
sigh will come back to this game later on despite no real changes to Dee Jay. I expect no hidden changes to be found. I would try out super to ultra for novelty purposes online but in offline/arcades wouldn’t bother.
just watched and i’m not sure either. got to hit training mode and test it, but no time. if anybody has time to check it then let us know that would be great.
Finally got the chance to test this out in AE, unfortunately it’s just good timing on the EX sobat :(. Also during the Jury match (first clip ~9:45) you see DeeJay hit her with the first hit of the EX sobat but the second hit wifs I thought they were going to fix that?
Oh snap! They brought back Dee Jay’s slide properties. The animation is back to its fast timing so you can easily react to fireballs. I missed this so much with Dee Jay. Also, I don’t know if I just feel like I’m under a placebo effect because of 2012 release this early morning, but it seems like EX Dread Kicks may have a few more frames of projectile invincibility. So he may have now have some leniency on reacting to fireballs with the move.
Super Canceling into Ultra1 is super easy. There’s no way you can drop it unless you’re just being stupid slow. I’m trying to see if I can fish out any other “hidden changes”.
EDIT: Other things I don’t know for sure until others try out…
Dread Kicks in general may be faster. It doesn’t seem so sluggish anymore. It just might be an okay option to get out of crazy jump situations(to not get punished by something even if you dodge something). If Dread Kicks is faster in general(by a few frames), this could explain the reason for the feeling of slight leniency for reacting to fireballs with EX version.
LK Dread Kicks can still be thrown during startup.
I never post here…but I main DeeJay and just wanted to point out that his changes are pretty much useless minus the Far Standing MP hitbox…good luck :}
After playing with Deejay after the update and taking him in training mode here are some of the things I notice/felt as i played. You can see by my recent posts that I was the BIGGEST skeptic of the upcoming updates. I can happily say that I am slightly eating my words. I can’t say for sure, but I’d bet Verify, JCool, and Da Knut are going to feel like they got a shot of steroids on top of their already solid play.
[LIST]
[]cr. lp got secretly buffed. I don’t know if it’s recovery frames or if its start up but it’s different. Hit box is sweeter too. Evidence later. <- This is a game changer to me.
[]Close HK causes hard knock down in the corner after ex. mgu. It gives an option to put somebody down and make a concrete decision as to your next tactic.
[]cr. lp combos into Close HK and is seems like it can be a good set up against characters who like to empty jump when you dare play meaty games. (they had to have buffed cr. lp because cl. lp does not combo into cl. HK and that was always the faster normal)
[]You can FADC both hits of of Cl HK
[]cr. lp feels like it combos into everything WAY better, and it will stuff things that people used to spam to annoy Deejay. (Ex. Bisons who carelessly abuse Scissor Kick loops might eat a counter hit cr. lp into whatever special you have in store.). I also was doing FADC combos w/ cr. lp, cr. mp xx sobat, which i normal can’t do consistently
[]mp is WAY better all across the board. it does anti-air better and will even smack unsuspecting people who try to bully in.
[]This might be placebo effect, but I had much more success when FADC’ing after h. airslasher and continuing the combo in the corner. Again, I’m a person who would routinely drop FADC combos because of mp.
[]Feels like HK is faster, I could be wrong though.
[]Super > Ultra SMH I did 640 something damage with a basic jump in combo. The input is REALLLLLLY lenient so when you feel like you’re doing it too early that summabitch still comes out.
[]Full Super > Ultra combo off off of hit confirmed lk sobat if you’re close enough. Which means you catch anybody slipping… “dat damage”
[/LIST]
It still sucks that super has no real uses outside of combing (not sure what it punishes) because that would make people respect Deejay when he has meter.
All in all, I feel that cr. lp being better (if I’m not seeing/feeling things that aren’t there) is the best fix against Bison, Balrog, and frame trap characters who abuse block strings once inside. I’m surprised until debunked.:clapdos:
Have you been able to combo after the slide? Not that I’m complaining(I loved slide back in original Super), but it seems really situational now to get the juggle off of slide to go into upkicks or Ultra 2.
Oh and about cr. LP into c.Hk. It could always be done in with Dee Jay(at least in AE). It was a 1 frame link though. Perhaps the link timing opened up to a 2 frame link?