After taking a look at the videos, here are some things…
I’m psyched about:
(2:28) [media=youtube]YAgBQHcdlVw#t=2m26s"[/media] looks like a decent anti air. Also, was that an alpha-style knockdown off a counter hit? I haven’t played a lot of 4, but that’s new, right?
(2:30) [media=youtube]YAgBQHcdlVw#t=2m30s"[/media]. I was pretty worried that they’d make this not knock down anymore. Looks like it still does, and has decent speed and range.
(4:35) [media=youtube]F8aZDg8mRXE#t=4m34s"[/media] looks good ‘n’ beefy
(2:42) [media=youtube]F8aZDg8mRXE#t=2m41s"[/media] looks nice and quick.
(2:31) [media=youtube]F8aZDg8mRXE#t=2m30s"[/media] As long as there is a way to combo into that c.strong, this will be pretty powerful.
(2:44) [media=youtube]F8aZDg8mRXE#t=2m44s"[/media] looks nice and quick.
(3:15) [media=youtube]F8aZDg8mRXE#t=3m14s"[/media] looks pretty good. Hopefully it’s possible to land it deep.
(3:16) [media=youtube]F8aZDg8mRXE#t=3m16s"[/media]. Double throw looks fast and stylish. May be less practical than a single double-hitting projectile, but I’m still psyched at how awesome it looks.
(3:18) [media=youtube]F8aZDg8mRXE#t=3m18s"[/media]. Looks like a darn good crossup setup.
(4:15) [media=youtube]F8aZDg8mRXE#t=4m15s"[/media] look suitably slow and fast. And check out that recovery, as she jumps the second MaxOut point blank, and he blocks anyway.
(4:56) [media=youtube]F8aZDg8mRXE#t=4m55s"[/media] have a lot of forward motion, and don’t stay airborne for too long. Works out as a decent corner escape, here. May also have some actual invulnerability, though that meaty kick may have just been mistimed. I want to see the recovery and invulnerability/priority on short Upkicks.
(6:27) [media=youtube]F8aZDg8mRXE#t=6m26s"[/media] seems to launch. I wonder if you can combo after it in the corner, or with a super/ultra.
(6:22) [media=youtube]F8aZDg8mRXE#t=6m21s"[/media]? Is that what that was? Am I just seeing things?
(4:42) [media=youtube]F8aZDg8mRXE#t=4m42s"[/media], the smile never leaves his face.
I’m bummed/worried about:
(0:46) [media=youtube]F8aZDg8mRXE#t=0m45s"[/media]. Assuming I’m correct about this being s.strong, DeeJay just lost one of his best anti-air normals.
(3:22) [media=youtube]F8aZDg8mRXE#t=3m22s"[/media]. I’m pretty sure that’s what this is. If I’m right, this is where our anti-air strong went. Now mostly useless as an anti-air because it’s a close move.
(2:58) [media=youtube]F8aZDg8mRXE#t=2m57s"[/media]. Looks like Gouken’s. Makes me worried for the number of good hitting frames it will have and the timing required to hit with it at the angle you intend.
(0:54) [media=youtube]F8aZDg8mRXE#t=0m54s"[/media] looks like the later part of the slide doesn’t hit grounded opponents…or maybe it’s just a range thing.
(2:02) [media=youtube]F8aZDg8mRXE#t=2m2s"[/media] has like no range. How’s that supposed to get him out of trouble? You’d think they’d make it pretty decent, since he has to abandon his charge to dash.
(3:42) [media=youtube]F8aZDg8mRXE#t=3m40s"[/media]. Not much range on this, looks like, but that doesn’t really bother me.
(4:11) [media=youtube]F8aZDg8mRXE#t=4m10s"[/media]. Not much range…hopefully it’s a good counter-poke.
(3:16, 3:39, 5:50, 7:12) [media=youtube]F8aZDg8mRXE#t=3m14s"]C.jab, c.jab, c.strong. May not be a combo [URL=“http://www.youtube.com/watch?v=F8aZDg8mRXE#t=7m12s”[/media]. Looks to have been timed well, and the c.strong was just too slow. In order to utilize his crossup well, DeeJay needs a long-ish combo like this so that he can build up back charge mid-combo, so I hope this, or something like it, does actually end up working.
(6:06) [media=youtube]F8aZDg8mRXE#t=6m03s"[/media]. Now it’s a mash move. And, like all mash moves in SF4, it’ll require stupid amounts of execution to make use of it in a combo. Though I guess it does give him one special he can use without charge.