fischbs
4416
Those links are unreliable sometimes. Good shit if you’re 10/10 on them all the time, I doubt it though. There are situations where you need something guaranteed and it’s better not to go for something you might drop. That’s where a niche high damage normal comes into play. Called niche for a reason.
Why ever go for anything that’s not maximum efficiency? Because sometimes efficiency isn’t all that matters given context, sometimes you don’t want to risk a dropped hard as shit combo.
Sometimes you’d rather just have the extra damage and don’t need the knockdown because you’re confident on your next read to get the space you need and reestablish a neutral that’s at a spacing in your favor.
Besides all that, it’s just an idea for cl.hp to give it a purpose. If it duffed kids at 150+ damage I would start using it in certain situations. As it stands now I would rather just combo into cr.mk from cl.mk with whatever in between for knockdown, too, most likely. I have seen PIE Sci use raw cl.hk sometimes though, figured that’d be a good place for cl.hp to be instead with a very simple buff. He’s a good DJ.
Thunda
4417
Well, I don’t think anyone was really talking about 3 and 4 string links. Sucks if you cant get them but that requires work on your part. st.mk-cr.mk link suffices and is reliable. There’s nothing wrong with deejay getting more damage on a normal…but how much does that really help? I think a good idea for the move would be to make it an attack that deals hella stun. Maybe that way the move whiffing crouchers will be justified and you actually have a reason to combo into it. Deejay stuns no one, hardly ever. You make 5 to six right guesses before it ever happens.
fischbs
4418
I like the idea of more stun on cl.hp. Coupled with more damage I think it would make the normal useful. Add damage and stun to cl.hp, fix the first hit whiffing on crouching. and fix cl.hk’s second hit whiffing at max spacing, and DJ’s normals would be looking really solid IMO.
Cl.hk is useful for frame traps and confirming into Super without a ton of scaling, which is a solid tool. Cl.hp would be good if it was the go-to “I don’t have charge but I want to duff this bitch” normal.
I don’t like how cr.lk has a big stupid hurtbox out front before the active frames, I guess that’s a leftover “woops” from Capcom when they changed it from 3f to 4f at one point. Just doesn’t seem like it’d be intentional. I can live with it though.
Frost
4419
I’d prefer a revamped st.hk to give him some authority without charge in footsies, having one button the opponent needs to respect would change some matches drastically. Because you already have some options up close I don’t see why cl.hp/cl.hk need the change over st.hk, you could just go cl.mk > cr.mk or cl.mk > cr.lp > cr.mp > sobat if you want damage up close.
Also I haven’t ever said this but just so I can say I have - Fuck DeeJay’s hitstun hurtbox.
i mean i suppose it’s fun to theory craft but this game is in it’s final form so we work with what we got.
fischbs
4421
He has a button the opponent needs to respect, it’s LK Sobat. His St.mk is a good poke, his st.lk is a great fishing tool, his MP’s have great hitboxes, LP is fast and has high priority. St.hk still has a minor role in the neutral game. Great range, great pushback, 3 active frames in a generous area, and DJ draws back into his neutral stance away from the attack unlike other normals where the character remains in place. It’s also good as an anti-air in certain situations. The worst part is the terrible frame data, but the pushback is pretty damn far that it can put you outside of potential punish ranges. It’s not completely useless. You can’t judge everything strictly from frame data.
Cl.hp would be a nice change to give the button some use, considering all his other buttons have uses. You could go for cl.mk, cr.lp, cr.mp > Sobat, but you could also just go for the duff punch for good damage and good stun (as per Thunda’s well thought suggestion) without the risk of dropping a combo.
Da_Knut
4422
Q
If I’m close enough to cl.hk, I’m close enough to cl.mk, cr.mk. It’s a 2 frame link and not character specific. I don’t care if Daigo used cl.hk, I would still link cl.mk, cr.mk or cl.mk, cr.lp, st.mp/cr.mp xx sobat.
If “you” are not confident at hitting a 2f link, well fine, do you and cl.hk. But telling people that it’s the go to button is something I can’t agree on.
fischbs
4423
Wasn’t talking about cl.mk, cr.mk, I was talking about cl.mk x2, cr.mk. No problem with cl.mk, cr.mk. If Daigo is using cl.hk he has a good reason for it.
copying good players blindly is an ok way to improve, but actually using critical thinking to evaluate why they do something is more important.
Sometimes the best players go for dumb shit. It’s important to be able to see them as human and recognize when they aren’t doing optimal stuff. And if you’re trying to improve, there’s no reason not to try and go for optimal shit in every situation. walk forward cl.hk as some kind of punish simply has no place when other, better options exist.
fischbs
4425
I’m not talking about just blindly copying them. I was only listing off the uses for DJ’s normals, trying to highlight that cl.hp is the only one that’s devoid of any use, and the remainder are pretty solid, along with some suggestions for cl.hp. Cl.hp is the most damaging normal he has. You’re right, cl.mk, cr.mk link would be a better alternative under any circumstances as it does more damage, 10 less stun, and grants hard knockdown, but I put some stock into cl.hk because I’ve seen it used as a button for damage in an abrupt situation that doesn’t give you much time to react. Buddha’s probably right, maybe PIE_Sci just likes to use all the buttons and there’s no real point to his putting cl.hk to use save for the swag or feel of it, but it was something I noticed the last couple of times I watched his streams and he has a solid Dee Jay.
I think it’s easy to say that you should go for the utmost efficiency at any opportunity, but the actual execution of that philosophy in the heat of a match can sometimes go south, and at times you slap single hard hitting button instead of going for a superior, consistent link. But you guys are right – cl.mk, cr.mk is easy as fuck. Maybe I put too much stock in PIE_Sci. I dug in a lil too hard in defending the normal for that purpose – my point was that cl.hp could have a purpose as a normal you go for when you don’t have charge if it got some proper buffs, I wasn’t really here to champion the righteousness of the raw cl.hk punish, which I ended up doing anyways I guess.
…
is everyone in the dee jay fb page? i’m working on a guide
Frost
4429
If only I used FB. SRK and Twitter plebian for life I suppose.
And just to fill my status quo of Fischbs hate.
Fuck you, you are wrong. Stop being happy about DeeJay. >:c
Fuck you Froztey you can’t hang onto DJ just like you couldn’t hang onto the original 13 colonies. Go sip some shitty tea.
Kahmos
4431
I like this guy^ =D
A fellow lover of Deejay!
I love DJ man. If they would only fix his cl.hk/cl.hp (former needs to not whiff on second hit at max spacing, latter needs to hit crouching on first hit) then I would have no complaints left. If they’d take it a step further and make the second punch of cl.hp red focus cancellable I’d be really close to done about complaining. But who can ever be completely done? ;3
Frost
4433
After playing DeeJay and getting back into SF and hitting my beloved 3000pp scale again, I’ve come to the conclusion that DeeJay isn’t as bad as I thought he was. Aside from a couple really bad match-ups he’s not terrible.
That’s all I can be bothered to type, busy downloading Ground Zeroes for free, thank you based PS+ gods!
fischbs
4434
DJ is the best J. Needs cl.hp removed from the game and EX MGU’s AE range to make a return.
Hey guys, please sign the Dee Jay SFV petition if you can spare a quick second