Dee Jay

I want that win pose so bad. I loved it.

he may not have the same st.MP anymore but st.HP is still an uppercut, and it was an alternative to st.MP in ST, same with his slide.

stand MP has better vertical range as was much quicker. stand HP still looks slow… they are situationally different moves, and it definitely is a subtraction from his overall moveset unless that new hook is good for something…

Well Seth did specifically say that he was gonna have a problem with jump ins. But look at how slow that jab max out is. He could probably shoot it out, then slide behind it to be in position where if someone jumps it, he can up kick them.

I don’t think he’ll be Vega defenseless, so we’re still good, guys. :smiley:

Yeah I think intentionally they wanted to banish the thought of Dee Jay just being Guile with more special moves.

They really wanted him to be different this time around so they probably nerfed his jump in defence a little bit, probably including his upkicks (and at the same time buffing Guiles’ flashkick), but made him such a great rushdown character that it would be stupid to try and play as him any other way.

I mean you only have to look at his great fireballs, amazing EX dread kicks and frankly naughty damage on most of his harder hitting specials, his super and his ultra and I think you’re going to see a Dee Jay that’s very happy to crouch next to you spamming jab whilst baiting openings for his sick looking combos.

Wow, dj’s lookin really strong and really fun. They’re makin his dread kicks really tough by given them invincibility frames, but it’s all good. I personally don’t see jumpins being that big of a problem, but it all depends on how crappy in priority they make his upkicks. Cross ups could be a big problem. I guess is some respects dj’s weaknesses are similar to guile’s.

Here’s my question:

Do you think there are any practical purposes to spend a bar and use dj’s ex machine gun punch to cancel out fireballs? I don’t think his ex recovers fast enough to leave him at any frame advantage to capitalize. And even if it did, he’d have to be far across the screen to react to a fireball and mash out the ex punch, so the best it would allow for is to let him fire off his fireball more quickly. I just don’t see much use to cancelling fireballs with this move. Does anyone else?

I wonder, his EX fireball is a double. So does each of the two fireballs have EX properties (absorb a hit)?

Also, Dee Jay’s throw. Is it just me or did it do nearly zero damage? Were throws always that weak in SF4?

The second fireball in the EX will hit you as you dash if you try to focus both of them

up kick looks weak, ground game looks solid though. my prediciton dj will be mid-high tier, maybe like blanka, chunli range around there. not quite up there with ryu but up there.

Does Deejays ultra air-reset after a couple of anti-air hits? Looks wierd to me.

Yeah looks like it doesn’t knock people down from the air. It’s not quite a reset since the Ultra keeps juggling them while it can, but they land on their feet when dropped which is weird. Bet people can hit him right back when that happens if it stays like that.

I really hope they fix that, or else an air hit with his ultra= you eat ultra instead.

Perhaps that’s the reason why they gave EX Sobats the crumple? His ultra might be crap at fully connecting anything other than crumples. I could see that being the balancing factor.

It’s just not right, there’s not a single special, super or ultra move in the game to my knowledge that air resets the upponent other than Sakuras ground shunpukyaku. Sakuras super also has some weird reset, but it’s only after an EX shunpukyaku from what I can see, so it’s not normally obtainable.

http://g4tv.com/videos/42814/Super-Street-Fighter-IV-Direct-Feed-Developer-Walkthrough/?quality=hd

(from about 7 minutes in)

So short sobat/dread kick is invincible to fireballs and machine gun upper can be used to counter Ryu’s low forward>fireball.

Dee jays win poses are some of the best I’ve ever seen in a fighting game and his remixed theme is a worthy tribute to the original ST one.

He said low tiger shot specifically, so that probably means low invincibility like a lot of people have talked about here.

I don’t think it’s practical to use it to absorb fireballs from far away, but, if it has start up invincibility, I think it would be useful to punish poorly spaced block strings into fireballs. Kinda like how you can focus dash and punish the recovery now. You could just mash out an EX MGU after the last normal before the fireball. Then, you’ll absorb the fireball and juggle the opponent. Since you were probably crouch blocking before, you could probably juggle your ultra afterward for big damage. DeeJay’s ultra does some really good damage and chip.

I was under the impression that most throws did about 100 damage or so in SFIV. I haven’t checked into it too much, but the characters I use have throws that are from 110 to 120.

Bada Ba Ba Ba… I’m lovin’ it. :wink: Going over low pokes during footsies and effectively neutralizing tiger shot spam is gonna be so much fun.

Also, at about 10:30 or so, Seth says they’re still experimenting with the motion for the MGU… So we may still get to keep it as a charge move. I guess we’ll see. There are pros and cons to each.

I prefer the charge input rather than a mash move. I find it much harder to be precise with mash moves.

Well I perfer mash… it will make you (well some of you) learn the advanced quick mashing techniques thus making you a better player overall.

I wouldn’t think of it as mash, it’s more like “5 rapid presses”.

Isn’t it better to be able to do something without charge?

Thinking advanced gen-esque technical here, it makes him have higher potential in footsies, right? like poke >> MGU fadc >> c. lp c.lp c.mp xx ex dreadkicks >> ultra possible. whereas if MGU were a charge move that would be impossible.

I can understand not wanting to put all that effort into technical ability but objectively, what’s the downside?

The only downside is that you can’t do the move standing.