Dee Jay

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.

At first I raged. But after thinking about it, I like it. Not needing a charge opens up many possibilities. I can see it helping out a ton.

Not really. We got cr.HP for far jump ins(hopefully) and cl.MP should be for those neutral jumps and cross up attempts.

c.fierce, at least in Super Turbo, isn’t a reliable anti-air. I’d be pretty surprised if that changed.

Edit: Oh, you probably mean s.fierce. That may be a decent far AA, from the looks of it.

Ok new question to all you DeeJay fans :>

His EX Dread Kicks crumble the opponent, that sets them up for super (meaningless because not possible) or Ultra or simple cr. RH slide.

Overpowered to Combo into Ultra? Yes / No / Your thoughts ? ^^

edit: spelling… i hate it

Overpowered if safe, which I doubt. Also depends on what everyone else gets.

it’s already been said that Balrog can combo his Ultra even w/o Ex Bar.
Headbut -> Ultra for Balrog, Ryu has light dp->ultra/super

Don’t think that EX Dread Kicks -> ultra is op

~ Chun also has Ex Legs -> Ultra (which is possible at midscreen or closer to corner)

It’s good sure, but it’s hardly OP. Not even enough to garantee high tierness by itself let alone OP. (Gouken & Abel say hi).

Viper’s EX Lightning Knuckle is pretty safe. Overpowered? Not at all.

Ya, I doubt EX dreadkicks > ultra is op, but as it was mentioned, you should be wide open after a blocked EX dreadkick then. I’m also curious since it crumples, if it counts as two hits toward damage scaling like a normal crumple? If that’s the case, then in the standard crossup setup…

j.mk > c.lp > c.lp > c.mp xx EX dreadkick > Ultra

The ultra would only do 40% of it’s normal damage. Even in a situation where you would land a forward jump hp or hk > c.mp xx EX dreadkick > Ultra, the ultra only does 60%. It would probably do the damage of a juggled boxer ultra, which is noticeable, but hardly game changing.

That is absolutely correct, sir.

Because EX dreadkicks is two hits, you’ve already started scaling the Ultra from there. If you combo into EX dreadkicks, then you’re just making the damage worse. Sure, it’s guaranteed damage; but it’s not the best damage.

The scaling system works per move and not per hit so ex dreadkick make for one hit only.
Im not saying its overpowered but if you watch the vid with juri, she’d lost like 65% of her life with the dreadkick into ultra combo. That’s really enormous.
And by the way chun ex legs to ultra doesnt work midscreen, only in the corner, it doesnt work on half of the cast, and when it work it does only half the damage.

Not at midscreen, Ive made that mistake 100 times before I stopped doing it.

Lil’ Shoto says “only in the corner!”

If EX Dread Kicks also was range-specific and took a year and some change to reach hitting frames I’d say your comparison was accurate.

[media=youtube]F8aZDg8mRXE#t=7m12s"[/media], blocked EX Dread Kicks look like they have a bit of recovery that could be punished, but knock the opponent far enough back that the opponent needs to find something with both speed and range to punish with.

I also have yet to see them comboed into from a jab or cross-up. I suspect it can probably be done, but it hasn’t yet been proven. Here’s hoping it’s not one of the one-frame links SF4 seems so fond of.

that is just because of Juris ridiculous low hp, seriuusly i would put her on one level with akuma.

-Both have low hp
-Both are hit-and-run characters
-Both have the tools to trick the opponent (teleport or “eye avoid” Oo)
-Both have maaany good Combo moves (at least juris moves look like they combo really well)

Ugggggh hit and run, if people start playin Juri the way queefs online do I think I’ll be sick, man I hate online akuma’s playing chasing in street fighter is just annoying, when I get my hands on some Juri, its gonna be rushdowns like they’re goin outta style : P least she looks good for it, and it’s class the way her “cross counter” sorta move goes in different directions, I smell some amazing lookin fights with Juri

@3pwood

Not really? he seems to come out of it really fast, ryu’s super could definitely get him, but he’s pushed juri back too far for her to do anything, Hmm

about blocked EX Dread Kicks punishment… as Bison player i would say at least EX Scissor Kicks can handle that ^^
i mean the distance DeeJay pushes himself away from the opponent is about the same range of a blocked Blanka Ball or Honda Headbutt, these things are hard to punish (actually only Hondas Headbutt… )

ex boom ftw :wink:
and out of curiosity, does the ex dread kick crumple tag after a lv2 FA? or does it just knocks down peeps.

yes juri lost a lot of health, but from everything i’ve seen i think its safe to assume the health bars are smaller. the ultra may do the same damage, numerically, as all the ones we have now nut health bars may be really small…

also chun-li can get into her ultra from very near midscreen