Confirmed SSFIV AE DeeJay Changes

…the game didn’t come out yet, there isn’t any frame data.

If you are talking about the 3 frame better recovery rumour (not the charge time rumour) then no it doesn’t recover as fast as Guiles lp or mp sonic boom, it recovers as fast as his HP boom.

We have no data on deejay’s charge time in this game.

oh ok my mistake

What do they mean exactaly by DJ’s dash being able to be “buffered”. Are they changing the speed of the dash or something? How will the change make DJ’s dash ultra easier because right now it feels very hard to do compared to any of the rest of the charge cast and I don’t quite know why except for it just feels very arkward and slow.

They are increasing the input buffer within the dash (before it was something like 6 frames to pull off the entire dash ultra or something crazy like that)

Honestly though…that is a pretty good buff, it massively increases his comeback potential for people who can’t pull it off as easily, but I would have preferred that they left that as is and work on his ultra 1.

It might mean that there are some frames at the end where you can input something and it’ll come out when the dash ends.

That is, if you did the U2 input and hit PPP before the dash ends, it might still come out. So it would be more lenient on how fast you have to go into the dash after you break your :db: charge.

^ok so the dash isn’t faster, it only has more time to buffer inputs? Did it mention a specific number of buffereable frames?

Before it was like you either had to input on the last frame of the dash or first frame after the dash (not sure which). This should still theoritically help his EX MGU > dash U2, since the charge only needs to last until you can buffer the inputs instead of the last frame of the animation. So it might loosen up the charge timing and the PPP input timing.

Also dash U1 will be cake (hopefully they might change the range or speed to make it more useful.)

If these changes are legitimate, then paint me hyped. But what about the previously mentioned overhead from the loc tests?

^idk maybe they didn’t mention it. I guess we’ll see what’s up whenever the dev blogs talk about DJ.

Also maybe you can do sobat > FADC U2 now? it’s only 8 frames. And maybe if sobat stands them up (can’t remember), you can combo into his upkicks?

These buffs + overhead = gdlk.

lol.

Buffs are nice. I’d like dread kicks to be a little safer on block, and buffing EX max out but it’s aiight. Maybe he’ll move up a few spaces on the tier list? (not like they matter anyway)

Whatever these dash changes are, I’m sure they were worked on specifically with dash->U2 in mind. So whatever is exactly happening inside the dash, i expect getting the U2 juggle will be significantly easier.

@ No_cigar: For Sobat -> FADC -> U2 to be possible, there would have to be a shitload of frame advantage from that first hit. Like enough time to recharge down-back for U2.

BUT, since dash->U2 will be easier, a Deejay with 3 bars will suddenly become terrifying:

Any random mk / hk sobat -> FADC 1st hit -> jab -> jab -> EX MGU -> super-easy dash-U2

OR (if u got 4 bars and want to be a badass):

Wait for opponent to throw a fireball -> EX Sobat -> FADC 1st hit -> $$Profit

I hope they aren’t playing w/ my emotions because his Air Slasher being better alone would have been fine for me. That’s how thankful having nothing will make you.

So now I can zone much better w/ air slasher. People will have to respect me and not jump in a bit more when I don’t have down charge. I can do what Deejays more privileged white brother Guile does.

Buffs to Sobat Kick frame advantage allows for decent FADC combos MID SCREEN!!! :wow: = MOAR DAMAGE <- I promised I wouldn’t cry

Slide Buff = when you do this shit at the right distance (as most of us TRY to) you won’t lose 300 hp for being blocked. <- Might be able to trade or beat Dhalsim S. FP tears comes out (lying to myself BTW)

Far MK buff allows for more things to do after you catch somebody crouch teching w/ it. Something to do after you hit people out of Focus. Far MK > c. LP > c. MK ???

MK Upkicks invincibility buff? REALLY? You shouldn’t have. MK Upkick > HK Upkick <- MOAR DAMAGE MOAR OFTEN!

Better dash… meaning our guys like Tyram, JCool, & Verify will start nailing that elusive dash ultra more consistently? Better placement at tourneys? MOAR EXPOSURE FOR DEEJ? GROUP HUG EVERYBODY!!!

Oh oh oh wait… Far HK is an overhead still. crosses fingers :china:

P.S. I don’t care how many new Deejay people bandwagon his changes. It’s good for the forums and community. More people trying Deejay = more things found out faster.

I love how quickly you changed your tune, 4th Letter. I could give you shit for it, but I’d rather we all get hyped then bitch.

I’m looking forward to the juggles off Jacknifes, for the different possibilities, seeing as charge time be willing, you could get alot of mileage out of it. MK juggle into Ultra 2 looks alot more plausible, and just being able to jackknife someone into the corner from a few steps from midscreen with the HK Jacknife juggle sounds gdlk. Not to mention, I think Ultra or Super off of Juggled Jacknifes sounds more plausible if juggle mechanics be willing. Don’t see why you couldn’t.

Couldn’t really do Dash in ultra before without a FA in front of it, so I’m not too hyped about that. Maybe I’ll learn it, but I’m still just a vortex scrub with a love for sobats and fireballs.

Air slasher is another big deal, because if its like Guile’s slasher, then even with the normals not quite being up to snuff, Deejay’s got four pretty solid options he can throw out there behind it. The new S. mk, C. HP, s. hk, and c. mk, which is always a plus.

However, I do think they removed the overhead. If they didn’t, he’s going to be gdlk, or at least much improved. Even as a blockstring, jumping in and hitting jab > jab > air slasher might leave Deejay with enough frame advantage to force a guessing game.

Overhead, Sweep, or nothing? Even if its not possible after a blockstring, lp airslasher, with a kneeshot behind it and a quick guessing game against a grounded opponent sounds like alot more fun. Some of the little shenanigans that make me enjoy using him.

I don’t think we’ll see very many bandwagoners, not only did he get a buff according to rumors (s. HK now rapes crouchtech) but he’s got an easier road with his new and improved c. mp. Why would anyone who didn’t like the guy play Deejay when Guile is so much more braindead by comparison?

dee jay getting a overhead is the most needed thing.These buffs they gave him wont improve as much as everyone thinks

Offensive guile? More like Defensive Guile Alternate. Turtle Fighter 4 AE.

Oh well sounds like good buffs too me but i will hate him and anyone who plays him, no offense (Dudley mainer). =(

Dude needs strike invincibility on some of his EX moves too. And I think I’m set.

And I’m sure people still won’t flock to Dee Jay even if they gave him a 29frame Air Slasher recovery (LP Sonic Boom) cuz he black!

Does Frame advantage on Sobats mean I won’t get jabbed out of it by Balrog every ten seconds? Meant to ask that, cause Sobats are a pretty big aspect of Deejays offensive and defensive game.

I think it just means that it does more hit stun and maybe more block stun on hit. You will probably still get jabbed out of it.

I would have preferred if they just lowered the recovery on Sobats, but if they have enough frame advantage to make it more safe in general on block then cool.

Also I’m pretty stoked that we got away with the jackknife not only intact, but buffed.

Good shit

:woot: PLEASE REPORT BACK ASAP, THE SAME DAY YOU PLAY OK IF YOU CAN RECORD ON YAH CELL PHONE OR CAMERA WOULD BE NICE. IF THEY ALLOW IT.:woot:

I GUESS ALL HE NEED IS OH HK AND UC2 CHANGE SO WE CAN FADC DASH UP UC2 LIKE GUILE. NOW DEEJAY/GOUKEN FOR LYFE