DeeJay General Discussion

Yeah, the problem with that bait is you might as well just throw out an AS as his mexican uppercut (FP) is so damn slow to recover. I’ve been hit many times trying to bait out an ultra and just getting hit with it.

I’ll tell you something that I keep doing that is annoying me. I like to throw out a lot of c.mks in footsies, looking for the trade so they go down and I can advance. The problem is I throw them out too casualy thinking they’ll recover so if someone’s jumping I’ll throw one out while they’re going up as if it’s just a c.lk so I can go strait into the anti-air upkick but then realise it’s got big recovery and get hit with a jumpin attack ;(

The thing they need to change about fs.fp is the fact that he takes a step forward when he does this. it makes it pretty obvious that it’s a fake fireball (as opposed to in ST where he did the exact same thing as a max out, but only with no fireball and no voice). This also aleviates the frame problem seem to wnat to change about it. the only negative about this approach is that it then no longer has the same range as it does now.

Here’s a laugh for you boys. A message to me from a guy called M Bipson on XBL:

“hooray for dee jay’s dodgy/broken ass hitboxes on his moves, most annoying character to play against by far, would rather play against OP SF4 Sagat sigh

That’ll be the first and last time you’ll hear someone say DJ’s more broken then Vanilla Sagat.

LOL what a scrub.

lol @ anyone actually complaining about DJ …Sheesh!

Hell yeah, broken tier. Even ST Akuma ain’t got shit on Dee Jay. But seriously, it’s the salt in your opponent that was talking. Nobody would actually believe that crap. It’s just that many people online don’t know the matchup.

Any idea on when we’ll see some AE changes for DeeJ? Some of the buffs that the “weaker” characters received have already got me licking my chops.

They release a weekly blog entry for four or five characters. DeeJay was not announced for next weeks entry, so at least two weeks of wait until we get to see something.

You have to wait til monday to find out if he’s going to be mentioned next time.

It makes me lol, ppl in the general threads say that charge characters have good footsies. Charge characters except DJ would be more correct. Srsly, his best pokes are unsafe specials and aerial attacks (the knee).

  1. umm LK sobat
  2. knee shot

  1. st. MK
  2. st. LK
  3. cr. HP

his normals are pretty much sucky.

I think DeeJ should have an unblockable gun. That would help his footsies tremendously.

Has anybody tried spamming instant knee shot like how Rufus spams dive kicks? I’ve been playing Dee Jay theory fighter in my mind, but I’m too scared to actually play SSFIV right now and try it as the disappointment could destroy my desire to play the game online. LOL.

DJ’s knee shot isn’t fast enough or have enough active frames for it to be used instantly unfortunantly. If you do the knee shot as soon as possible after jumping it won’t hit them if (especialy if they’re crouching) and they’ll get a free throw. If you do it any later then that it’s too slow to catch most moves and it’s slow enough to where people can SRK it on reaction or they’ll block it everytime. You won’t be able to catch anyone unawares with it if you use it like a dive kick in its current state. Hopefully if they buff his knee shot in AE it might be able to be used as serious pressure which would be really cool but right now it’s just used to mix up jumpins and get over fireballs. It’s also got a killer hitbox on it, it barely ever trades.

I feel like the developers of SSFIV gave DJ great air moves but didn’t bother with his ground moves. DJ’s got some of the best air to air moves in the damn game but absolute wank ground normals for the most part, lol.

I really think DeeJay was complete in vanilla but never released. His normals feel consistent with everyone’s normals in vanilla. They’ve got just a few too many startup and recovery frames and aren’t quite as good as they should be. It also feels like they just refused to give him more range on them. I feel like they need to have him take a step on far st.mp like he does on far st.hp. Or at least have it lunge forward like cr.hp. I don’t understand why cr.lk is so slow. It takes as long to startup as cr.mk and has long recovery for a light attack that does no damage.

That said, if they made light sobat even or + on block, sped up cr.lk, and made knee shot work for an instant overhead I think he’d be ok. If you got a high/low/throw mixup off a blocked lk.sobat it would be far more useful. It could be made range dependent too, but at least then DeeJay would have real pressure strings.

just saw how Capcom made gouken extra buff.

Hoping deejay gets the same. He’s not in the next update tho =(

I’m still trying to find a use for his air mp =(

If Capcom buffs DeeJay like Gouken that would be godlike by Capcom. For some reason though I still feel like they’ll just breeze over him and just say “DJ’s crouching medium kick has a slightly smaller hitbox”.

There isn’t one I can find.

Anyways, has anyone got any use out of c.lp c.lp c.lk xx super?
I like it, it’s a good hit confirm and it hits as long as you use the mk version of the super and I hate doing a super after a 1 frame link because I always miss the link when I want to do a super and the whole thing is blocked.

The only bad thing about that hitconfirm is you got to be careful not to get a negative edge on the c.lk and throw out a lk sobat xx super by acident because the LK sobat will be blocked. As long as you don’t negative edge the super with lk it’s cool and does good damage.

That guy is clearly the worst Bipson.

I’d be really surprised if his normals weren’t buffed at this point since pretty much every character posted so far got buffed normals.

Honestly what I’m worried about most is that the Jackknife Maximum won’t make it through the AE update intact.

I could see them removing invincibility frames from either the EX or lk version so easily.

Yeah I’m 90% sure they’ll nerf his upkicks which will blow. I really want them to buff his dash so dash-ultra is more viable like Guile’s and Bison but you rarely hear anything about changes in animation in updates. They could probably take just take a few frames out of the dash and it would have the same effect anyways.

Almost definitely going to get nerfed, imho. Their tendency so far has seemed to be trying to make sure no one has outstanding moves that hijack the character’s playstyle. Cammy’s cannon strike and Balrog’s headbutt getting nerfed seem to me to be the same sort of thing. I think DJ’s anti-air game is going to need a serious rethink. On the other hand, we’re almost sure to get some buffs in the normals department, and I think it’s likely that sobats will become safer, too.

In development they said they wanted DJ to control the horizontal space of the stage and be weak in the air, so those changes seem to be the closest bet to returning DJ to the playstyle they envisioned, rather than madly relying on knee shot and crossup jump-ins. The question is whether the buffs will outweigh the nerfs, obviously. I’m worried because lk upkicks form such a huge part of my game, but hey, open minds, right?