Changing Dee Jay for AE ver. 2012

Well they did say they wanted to focus more on buffs rather than nerfs…I’m pretty sure they dont know what to do with DJ…so here’s hoping to some good stuff.
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Here’s to what I’m hoping what changes for Dee Jay.

What needs to be fixed:
U1 travels more distance and/or (3-4)-frame faster start up. Not only would this make it better to punish fireballs, but it would also make a decent punish ultra(Blanka Balls, Headbutts, etc).
EX Sobat extended projectile invincibility frames. I have a good feeling this will finally get addressed, XP.
CH on stuffed Air Slasher needs to go, but seeing as Guile got his removed, Dee Jay will get this too.
Please bring back slide distance. Punishing a jump-in with his slide is extremely situational now. Also, characters with excellent back dashes can just escape a jump-in and hardly get hit by OS slide anymore(this is towards you ROSE!)

What would help Dee Jay:
Please put back on active frames of knee shot. No longer being able to hit crouching characters with instant knee shot kills when I switch back to pressure the opponent.
LK Sobat back towards where it can jump over low tiger shots.

I mostly enjoyed the old slide for the akuma and dhalsim match up!

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Nah I like new slide better…just wish it had a tiny bit better recovery.

DJ needs some love in the recovery department for a few things, actually.

I can’t see this happening, especially when it doesn’t hit crouchers and they just buffed ken’s EX shoryuken from 180 to 190 damage

My theory is that they are doing minor tweaks to characters. Expect a significant damage buff and maybe a lil damage nerf and maybe upkick working on crouching characters. I don’t see any of our wish list making it in outside of that and given the buffs that so many characters that are bad for Deejay… that worries me.

Lets cross our fingers that EX SOBAT CRUMPLE STATE makes it in :wonder:

Looks like since guile got the Sonic Boom counter hit thing taken out Dee Jay will too.At least I hope so. Make him viable, Capcom.

I don’t want to sit here wondering why I’m not playing Guile or Ryu.

capcom is really focusing on utility this time. the next set of dev changes are out and deejay is not in it. Abel got buffed again basically to super.

Still not really worried by any of the changes in today’s update. I guess I was hoping for bigger nerfs for Fei, but I like the decreased blockstun and damage nerfs. Should be fine. Looking forward to seeing more Dans taunting more with more success. :stuck_out_tongue:

I really doubt they’re going to make jacknife ever hit crouchers. The whole point of the move IMO is that it’s riskier than a DP because they can just duck it. I think the devs wanted DJ to play around this risk, rather than it being a simple oversight on their part. Don’t get me wrong, it would be awesome, and they could do it like Oni where you can’t FADC on block, to keep it a bit risky, but I just don’t think that’s the direction we’re going in with DJ.

My predictions for possible nerfs are reverting cr. mp damage back to super, and possibly making the cr.lp > st. mk link harder. They might also (and this would be disastrous) mess with knee shot, either by reverting the input back to super, or by increasing the height requirement for doing it, which would fuck up a lot of his mixups.

Possible buffs in my opinion might be making the cr. mp link easier, more in line with cody etc. and buffing sobat damage, since right now it kind of sucks at 80/100/110. Could work with a +10 buff on all of them. They might also change the damage ratio so that the first kick does more damage than the second, for example 60/40 on the mk sobat. They’ve done similar things with a couple of other characters already.

They might also increase the range on MGU or reduce the pusback of cr. jabs or mp in order to make cr. lp, cr. lp, cr.mp xx MGU work on everyone. But I’m not holding my breath for that one.

At this point, I don’t think U1 is going to be fixed. We’ve seen very few real Ultra reworks beyond Gouken and some damage buffs/nerfs. Making U1 work would be a BIG change.

Wow these updates arent coming out to be what I expected…lol to Gen looking like he’s beast mode.

Updates are out. Tried the google translate but couldn’t really make sense of it. Damage is up for sobats. And something about Sobat carnival AND festival, something about damage increase on the super.

holy crap, dee jay can cancel his super into ultra 1 similar to how dan can cancel his super taunt into his ultra 1.

Dev Blog is out!
This is what google translate is giving me… Warning, super engrish…

First, before the decision to expand in the attacks - Punch - Standing far,
possible cancellations mortal just like Ryu
has to.
I have 90 damage,
will also go to the check charged shake sometimes at the risk Aiuchi.
[Thrasher] air continues to eliminate the counter after setting fire eat,
eat setting back to normal.
Sobatto] [Double rolling damage,
weak: 80 → 90, in: 100 → 110, strength: up from the previous 120 → 130,
When you hit all night for the first attack is
made ​​so difficult to adjust the撃目livebag 2.
[Festival] is the Ultra Combo Sobatto Ⅰ,
from the [Carnival] Sobatto Super Combo

Set to let out and cancel now.
I think the image of our friendly and super ultra combo combo ⇒ Dan.
Operation is canceled when the [carnival] Sobatto attacks since the last one before the attack,
[COLOR=#000000]If you cancel the command before it completes selector [festival] Sobatto can be exercised.[/COLOR]
⇒ damage when connected with Super Combo Ultra Combo Ⅰ, so there 570,
you may want to preserve the SC from one gauge to reverse.

Oh and I believe counter hit on air slasher is gone

I wonder if they’re going to allow the super cancel into ultra to be lenient. For example, actually get some hits from the super, then cancel into ultra for more damage. Ultra 1 is finally usable to a point. its just going to cost so much to get it off.

OH MY GAWWWDDDD!!! Rofl

YO. LETS WHOOP ASS!

I cant control my self…The amount of damage that’s gonna be goin on is rediculous…I need to go jog this one off. rofl.

The Super -> Ultra thing is pretty meh, DeeJay without meter is worthless, so why waste it?

The far std. MP cancelable is interesting tho

Nah. I get super all the time. I was hoping they made U1 better…I didnt think they’d take it that far.
Now we have an excuse why his super is so bad.

Anti air lockdown zoning is gonna be that much better with st.mp being cancelable…just gotta remember to hold back.

In AE Dee Jay really doesn’t rely on meter like he did in Super. I keep a constant full super all the time when I play matches.
Damage from doing this will be pretty beefy. Even something simple as cr.mp xx H. Dread Kicks xx Sobat Carnival(hopefully Dee Jay can maximize damage from this) xx Ultra 1.

I also haven’t thought about using his super as a punisher. If Super is great as a punisher, this will help out for ultra to close in to punish(plus the extra damage).