Why are you using cr. mp into hk sobat as a blockstring anyway? hk sobat is hella unsafe on block. if you’re that close, just use air slasher, or depending on the character, you can sometimes get away with lk sobat.
I lost a money match because I tried to chip with cr.mp xx hk sobat kick. The mf mashed ultra and I lost. The magic of the invincible pixle.
Exactly what Da knut was talking about. Chip.
Yeah that’s exactly the same situation I got into except the person mashed Dp. I hate that BS…you should get punished for inputing the forward direction while in blockstun.
Actually that’s another great point why are Dee Jays dread kicks so unsafe on block seriously -7, -9 is a bit crazy considering some characters can punish that with raw ultra. O how I miss ST Dee Jay. But on a serious note if he did get a 3f crouching normal it would make true block strings much easier and safer.
The SRK Deejay community should have a poll on what is the single most realistic thing we feel will help Deejay, then all take to Onos Twitter, and spam him about it util he has to respond. What say you? We have to do it fast before Location Tests are over.
I will drop my EX Sobat Crumple state because I know that will NEVER happen now. I agree that his c. lp and or c. lk need to be 3f. My 2nd choice would be to have the lk sobat have its Super properties back.
I’d settle for cr lk to be 4 frames. Far lk should be 4 frames, I don’t get that, but my most pressing and realistic change would be to adjust the hurtbox on sobat kicks. Too many crouching moves can completely beat it. I can see soem moves beating it, but it looks like he hops over most so that they shouldn’t hit!
Super lk sobat
Helps against grapplers and obvious throw attempts
Helps against sagat and rose.
Gets you out of pressure with an air reset instead of a full combo.
Yep. We need our lk sobat back. It would be nice if lk upkick could hit crouching opponents. It’s very important for a zoning character to have a reversal or escape option. It sucks that opponents can knock you down, walk towards you and crouch meatie. Our back dash is ass so just about the whole cast can OS sweep and reset the whole situation.
This is the biggest reasons why DJ will be around 30 in the tier list. But nobody believes me. I’m the pessimistic and cynical one
I’ve been complaining since day one. He has no get off me move. Even guile has flashkick FADC. Ex mgu with invincibility like Makoto’s ex oroshi would be nice too. Of course it can be as good, but more invulnerability that ends before the active frames.
I hope they mix the properties of the new lk Sobat and the old…cause I seem to remember old lk sobat getting stuffed by things when it should hop over it…a bit less consistant than the new one…but the new one also doesnt seem to hop over certain things the old one use to.
the new one has more invincibility to get over low attacks, but the old one went over more like some mid pokes.
Too bad itll still be eaten by Guy’s cr.MK.
FUCK THAT MOVE.
…Then you must absolutely LOVE chuns sweep!..Gettn anti aired and shit.
I have more problems getting used to his wierd jump arc and getting caught off guard by slide.
I want dat Guile charge guile sonic boom charge time for Deejay 2012…went into trial mode with that dude…Hell yah.
I think the people in these forums represent a good portion of the Top 100 Deejays on XBL. How could Ono not pay attention to them.
We have no support in either direction meaning we have no support to get buffed or support to get nerfed. Deejay makes no noise.
lol that doesnt count for me…I dont do ranked matches…and wont until I get more awesome at this game.
I doubt they’ll listen anyway… I doubt there are enough DeeJays making complaints…and the complaints are probably to “small” for them. We need to be like “OH MY GAWD characters can jump over fireballs making Deejays range game useless!” so they can buff Upkicks so that fire balls shoot out of his feet. Hell Yah.
if guile’s charge time is less why don’t they make deejay be able to throw a fireball with down forward.
I think the changes that have been slated so far seem to be aimed towards making Dee Jay a more aggressive character, rather than a defensive one. New cancelable far mp, super into ultra, more sobat damage, and even the max out counter hit removal encourages you to throw fireballs at closer ranges. Letting Dee Jay throw fireballs with down forward would be helping his defensive play (by letting him keep downcharge and all that), and I don’t think that’s the direction they intend to go with him.
Returning lk sobat to super fits in more with what I feel they’re trying to do with the character, especially with all the AE -> Super rollbacks they’re implementing on the rest of the cast. It makes him a character who’s less afraid to be up close. A 3 frame c. jab or 4 frame c. lk would be awesome, but I’m not holding my breath on that. It just doesn’t feel like they want Dee Jay to be that good at point blank. That’s also why I think they’ll never give Dee Jay a meterless reversal that hits crouching opponents.
Making EX MGU a decent reversal would be massive, especially with the now common dash U2. It would catapult Dee Jay’s wake up game to one of the most damaging in the game, alongside the shotos. I’m not sure how I would fix Dee Jay’s oki. (Well, I know how I and the rest of the forum would fix it, but I’m struggling to find a way that I feel the developers would be amenable to :().
Dumb question - but what was changed between DJ’s lk sobat between Super and AE? Was this one of the stealth nerfs they did in AE?
This was not a stealth nerf. lk sobat was airborn in Super (aka non throwable). It was no longer in AE.