Changing Dee Jay for AE ver. 2012

By the way, folks, the translation for the 2012 dev blog has been updated, and it is now made clear that “The cancel timing is right before the last hit of Sobat Carnival, so if you can input the command in time you can cancel into the ultra.”

This implies two things to me. Firstly since they say the full combo deals 570 damage and raw super deals 350, I’m not sure we can expect full hits from the U1. Secondly, I’m pretty sure super leaves the opponent in the air before the final overhead-looking hit, so that suggests to me that the juggle properties have been changed.

I’m actually on holiday now so I’m away from my xbox, but if can anyone shed light on this?

By the way, there’s also been a fix on the second hit of mk dread kicks occasionally whiffing… I’ve experienced this a few times, so it’s nice to know.

Yes, before last hit, opponent is in the air.

After a machin gun upper ( not mashing) doing 114 damage, Ultra I does 144 damage with 80% scaling, total 258.

After Super doing 240 damage, Ultra I will be doing 330 damage (don’t know what is the scaling here), total 570.

That is a difference of 186 in damage.

Ultra I is doing 60*5 + 173, is doing 3 hits after a juggle now, and unfortunately, not the most damaging hit.

Something is definitly different in the juggle.

I’m hoping they changed it to where the 2 hits before the last hit on the super keep you grounded but have extra hitstun on them

I’m gonna do full screen supers and when my opponent goes to kick my ass for it, I’m gonna do Ultra 1… Danjay.

The last hit of the super won’t be connecting though, remember? So it wouldn’t be dealing 350 damage.

What if U1 has pretty much full juggle properties, but won’t do the last hit unless you caught the opponent standing (in a “lock”, as the dev blogs have been calling it)

I’ve had limited success using far mp in footsies… always wished it had just a tad more range. So i’m interested to see how that pans out. It being cancelable means you should always cancel it when you AA with it. Even if only for the meter.

No CH on max outs… that was stupid to begin with but it did teach me not to throw them without thinking.

The +10 damage on sobats is awesome. That’s the go to ender to his standard BnB and makes lk sobat over cr.mk type stuff hurt that much more. It may only be 7 damage at the end of a cr.lp, cr.lp, cr.mp xx sobat combo, but it adds up eventually.

Super into U1 makes U1 my go to ultra.
You can juggle U1 off EX MGU for damage similar to corner juggles off EX MGU.
You can cancel out of super into U1 for crazy damage which makes laggy whiffed moves really painful against DJ as you could do cr.hp xx hk sobat xx super xx U1. That combo would probably be around 650 damage judging by what they put up. Yeah, it uses two full meters but it’s an insane amount of damage.
Add that in certain situations U1 can be used to go through fireballs and it becomes easier to use than U2.
Yes, U2 still does more damage, can be used after EX MGU for big damage, and can be used as an AA or reversal in certain situations. But I feel I’ll get more use out of U1 since any easy combo goes into a sobat then super then ultra for huge damage.

My bad, totally forgot that… That makes Super at 240 without the last hit, so Ultra I will do 330 damage. I hope there will be some Deejays at the loc tests, but I’m pessimistic on this, given the huge popularity of the character.

Won’t damage scaling kick in if you combo :d::hp: xx :b::f::hk: xx :b::f::b::f::hk: xx :b::f::b::f::3k: ?

Well obviously, on the loc test video, Ultra I is hitting 3 times + the last most damaging strike. Without scaling (which is huge in the video, given he started it from a cr.jab2 to cr.strong), it would make 240 + 603 + 173 = 593.


That combo is easily over 500 damage, combo would of Killed juri if Ultra bar was full.

The ultra hits for 5 hits not 3, Ultra whiffs the first hit.

This is pretty good, more worth it than I thought, if this means the U1 juggle limit is better, then U1 is gonna be the goto ultra.

Very interesting seeing that footage. The combo looks like it does great damage, and unless they’ve seriously changed the juggle mechanics, I believe the same should apply to an EX MGU, or at the very least a CH standing fierce.

Does anyone have the juggle point data of super’s penultimate hit to compare to the juggle point EX MGU leaves you at?

If those four hits become possible off of EX MGU, then U1 becomes my go to ultra in almost every matchup. I will take the slight damage nerf in exchange for range, ease of execution, and comboability off super every time.

DJ is back to low tier again. It sucks that yall don’t see it. Capcom is making him easier to play, not improvements. They are not giving him the tools for the meta game. They are making him noob friendly. Yall will see around this time next year.

This is the first round of changes. I’m not expecting Deejay to become an A grade character by the end of all this 2012 stuff anyways, as long as he’s still as fun to play as he is i’m chuffed.

Damn…That hurt…Where the Loc tests the say all be all…or are they considering changing stuff up more?
What else do you guys really think they could do to DeeJay to push up up to the upper tiers? By design he’s simple and a middle ground character…I could really only see them upping damage/boosting recovery…even tweaks like old lk sobat wont boost him incredibly.

Also since the U1 juggle limit seems better…does that mean you can ex upper to U1 and get just as many hits?

still gotta see how it’ll be if the juggle will even be effected by MGU…but Da Knut is right. it’s not about giving Dee Jay better tools to handle opponents, it’s making him way more easily accessible for newcomers…in one way it’s not bad to bring in more Dee Jay Players, on the other, Dee Jay still hasn’t gained anything that helps him move up so new players (assuming this all will go through) will get destroyed trying to save up all that meter for this.

Lol low tier. Ya’ll are cynical as fuck.

Only just started playing Dee Jay seriously, I think he is a solid all around character with a few tricks. Knee Shot is just an amazing tool, and it really helps his “vortex” if you can call it that lol. He has a nice defensive game where he can sit back and zone people and I am just very happy when I play him. Not too sure what else you could really want with Dee Jay without turning him into another character, he does exactly what I would picture him to do, just an all rounder who can adapt to a variety of situations.

Yeah low tier. 30th on the tier list at best. Do realize how many matchups DJ loses?

I’d like to see an official list…cause I dont even know my damn self.

I could be totally wrong but I don’t feel like he outright loses matches, he just doesn’t have any particular strengths in any of them. The latest Tierlist that shows DJ that low also puts Viper at about 16 and Seth at about 22, both of which just did incredibly well at Evo.