Changing Dee Jay for AE ver. 2012

Hmm well that’s gives me some hope but I doubt it’ll be anything very significant. guess we’ll see. At least U1 have one ok use…though right now it’s not enough to make people drop U2.

U1 will have good use if you are sitting on a full bar (Not hard to obtain for the 'ol Deester) and land a knee shot or crossup into easy ass Sobat combo into super into Ultra for Zangief vanilla damage.

Fuck dash U2 when I could do that shit xD

Not going to quote of slew of posts are think are stupid, but a few things that did catch my attention.

Far st. Mp doesn’t link off of cl mk it would be a 2 frame trap
Rush down Deejay is not how he’s supposed to be played, but it works in AE (a little) he doesn’t have enough frame advantage and his normals aren’t good enough for that. He’s a fundamentals character
Super Cancel to U1 seems lulzy. How is the damage going to work? When can you cancel?. I think I’ll stick with dash U2 in most cases.
If you don’t get super with deejay idk what to say.
You barely need to burn meter.
Maybe if I’m styling trying to pull off fadc combos online or burning ex sobat fadc to get Makoto off me.
Really wanted super lk sobat back
More damage off sobats is only fair.

Just read 570 damage? Holy shxt. Must be off raw super ultra.
Far st. Mp is 90 damage? Wow

they weren’t. they at least had to move forward. Sagat’s comeback potential was second to none.

I’m going to save you guys a lot of trouble.
Everytime you anti air with far. mp cancel to fireball.
I wonder if the damage went to the first or second part of the sobat. Still don’t understand why HK sobat is -1 on hit.

“Oooh look at me I can dash Ultra. I’m special it defines me as a player and now I’m mad because other players get to land an Ultra when they casually play. Fuck if Deejay hasn’t seen a top anything in any reasonable tourney… it’s all about meeeeeeeeeeee-aaaaaah!!!” -Who Am I? :rofl:

All jokes aside. None of theses buffs do shit for my play outside of increased damage and no more counter hit shit. I use EX Air Slasher at the end of block strings sometime to get aggressive types off me. I use EX Sobat to punish careless fireball whores. Super to Ultra is gonna be a rarity for me.

Far s. MP, having extended hit box and can be cancelled into… does anybody even use that thing out side of accidentally anti airing somebody with it? After seeing the bad match up characters BUFFS, I am VERY scared for Deejays future. FREEJAY 2012

Yeah I still think Dj could use some rounding out. But for now I’m happy that they see that he needs to be buffed and not nerfed…Sometimes I think they dont even know what to do with half of these characters.

I’m pretty sure they changed juggle properties of Ultra I.

Super is putting the opponent in the air, so if Ultra I have to connect until the last hit, it can’t be as it is now.

I think it will juggle like Boxer’s. Perhaps half the damage if opponent already in air.

This tells me you don’t know what the hell you are talking about, i used to think that move was shit too till i maned up and learned to play the game, really good in allot of matchups (especially gief).

Ok so let’s get this straight:

In my opinion, I think the st. mp buff is going to change Dee Jay’s game plan just a little. It says the hitbox has been increased and if that makes it easier to anti air, especially if you can cancel into max out, then that gives you a great (90 damage) option for anti-airs while walking backwards. That’s a solid new option. I’ll have to see how useful it is in footsies, although I think it could be very viable. Dee Jay has needed super cancelable normals with some sort of RANGE since super, so this is a significant change and it’s good he’s getting one now.

Decreased counter hit window on maxout recovery? Great. That essentially just means you can throw fireballs with less risk at closer distances, but this change doesn’t reward good play. It just reduces the punishment for poor play. Nice, but not too interesting.

Sobat damage buff is excellent. Sobats are part and parcel of everyone’s bread and butters, and getting 10 more damage on all of them (which I called lol) brings us closer in line with things like Cody’s criminal upper, Hakan’s oil slide, Sagat’s dp, and all the other jab confirmable BnBs. This buff will really add up for raw lk sobats (for those who integrate them frequently into their play-style).

And Dee Jay’s most interesting buff, super cancelable U1. I’m not sure what to think of this. Dee Jay gets super all the time. The only times he doesn’t are against a character who doesn’t understand that EX sobat goes through fireballs, and against really aggressive corner pressure. Dee Jay’s FADC combos are usually stylin’ at best. His meter gain is good, too. 570 damage from super to U1 is massive, and we’ll need to go into the lab to figure out how much this will deal off of a realistic combo.

The most important thing about this buff is that Super is dead easy to cancel into because it cancels from sobats, which means that you’re going to have a lot more opportunities to land this than U2, which you will need to hit EX MGU for (or possibly anti air slide). However, I definitely wouldn’t count on getting a full super meter every round, so I doubt you’ll be able to pull this off more than once a match. If none of U1’s other properties are changed (range, speed, invincibility, and juggle potential [although Hyun Sai makes an interesting point above about juggles]) then I would probably still pick U2 for most matches. Good play will give you plenty of opportunities to land it as an anti-air or a corner combo even if you can’t dash ultra, and of course, you can do it with just one stick a’ buttah as opposed to four.

I’m pretty sure the link from super to U1 will be done at the end of the super animation. How else would we be able to build the charge required for U1? I would have liked an even easier U2, but looks like I’ll be using U1 nonstop now!

That’s a Bayou thing. It’s no disrespec though.

It’s good that far st.mp has buffs but how can you use it in a combo. It has a 7 frame startup lol. It should be a better AA becaause the range is extended but that’s more like far st.hp/hk range. Hp/Hk is more damage, right? I don’t get why I would use it for extended ranges.

Super cancel to U1 is a joke. I don’t even wanna get in to that. I’m using u2 because u1 is ass.

More damge on sobat kicks… cool. The more damage the better

CH on fireball removed. Whatever. That shouldn’t have been added in ae anyways.

DJ will be low middle tier in 2012. He is low middle in every version of the game lol

He just need lk sobat unthrowable and airborne again :sad:

surprised nobody had anything to say about the makoto nerf.

I don’t think he’s low-middle tier now, he’s a solid middle tier at least, and in my opinion can go as high as high-middle tier, depending on how his bad matchups change. But that’s really an argument going nowhere.

I think the U1 changes at the very least are interesting for the matchups you already use U1 for. It will also be interesting to see what properties actually changed for U1 (or possibly super) to enable the super straight into ultra.

lk sobat unthrowable would’ve been awesome to get back.

Makoto nerfs are good news, but don’t really change the matchup. Less health, less damage on the Fukiage means you eat less if you do a bad jump in or cross up, but again, that’s reducing the punishment for bad play rather than changing the matchup. Worse range on EX grab is nice for me, since I eat way too many of those, but again, I don’t think it’ll change the matchup hugely.

^this, I knew losing that would change a lot.

I cant complain on these changes. but not what i want, like more active frames on the knee, so it doesnt whiff on crouchers as easy.

Its funny how early they put out these updates. If they set the changes this early, then what the hell is the reason for the loketest?
I there has to be more changes.

Super > U1 is cool. not gonna be able to get full super though, only like 4 hits.if it juggles better now, maybe 6 hits,

I love how non deejay players are saying deejay is gonna be top tier now lol

Keep in mind ;Super >ultra may do more damage if you cancel the super early while the person is still ground based.

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Sooooo super to ultra will get HELLA annoying. Already got tired of seeing green dee jays online in super.

Just gonna have to play more local, only one other dude plays deej here

If Ultra 1 itself gets a few properties changed then it’ll be a welcome addition to the bag of tricks. Cancelling Super to Ultra though, not 100% sure on that. Sounds cool but I wouldn’t have requested it, and I don’t think it changes much for someone who likes to use their meter like me.

Hey Super to Ultra is atleast and OPTION(big damage!)…U1 was useless other wise…

I’m not sure if I’ll use it yet…Depends on how everythings goes with hands on…I dont know…I cant dash U2 but landing corner U2 is easy enough in some matchups and doesnt cost but 1 bar.

I hope they get some real DeeJay players on that location test to tell em what’s up. Lk sobat recovery buff! tired of getting jab punished.

Super to Ultra is Capcoms way of letting Deejay players know we’re the new Dan Tier. LOL

lol Nah that junk was mor pure laziness than anything…Puts on oldschool chicago accent…“Sho Ya shay Ya Ultra’s Ushless Ay?* Tosses Dj some super to Ultra*…Now buy yaself somethin Nice wit dat”