How to make a balanced Dee Jay. Capcom please read!

Well i dont main dee jay. But i play him since SSF4 2010. And he is a very very fun character. But unfortunately in every version he sucked, and a really useless character. And both alex myers, justin wong, br balrog, aloine, poongko and all other pro’s think he is the weakest character right now in Ultra. And I think so and i really want to main him but he cant do anything in high ranked game.

So what should they do to make dee jay a top tier, awesome character? Well, read these out. These are my suggestions.

BUFFS:

Add knockdown effect for all double rolling sobat, so when people plays in rushdown style, they wont have to follow clp-clp-cmp “low” DRS. That would give him more damage and momentum.

Make Air slasher 60 damage, OR increase the recovery time.

U1 should be fully connected after using EX Machinegun Upper, and U2 should not only connect with EX Machinegun Upper, it should connect with all versions because, it already requires corner, why would you make it harder to combo ? Thats riddicilous.

Buff 10 damage to his air mk, so when you are doing crossup combo’s you can actually deal some damage as all the other rushdown characters.

Increase the start-up frame of his anti air special move (up kick) for all versions because its really slow and cant punish jumpers properly sometimes.

NERFS:

Well guys, you must be saying “WTF Thats OP”, so I’m already nerfing somethings obviously.

Decrease his cmk sweep range, or damage but not on both at the same time. Because that move is overused, because its very strong.

Reduce knee-shot hitbox, and increase damage by 10 or 5.

Reduse U2 Damage by 50 because i already added combo capabilities.

Allright guys thats it please share your thoughts with me. And tell another buffs or nerfs.

have a nice game!

lmfao gtfo

I don’t think you understand the character or his weaknesses. The buffs you suggest are random as hell and don’t help his issues, which are low damage, crappy normals, and crappy wakeup options on the ground, and I can’t believe you actually suggested nerfs.

His normals truly suck. They need buffs. They nerfed his only ground wakeup options in ultra by reducing EX MGU invincibility and removing low invincibility from lk sobat. His ground wake up needs help.

I’d rather have the old EX MGU, the old lk sobat, a better backdash, better focus and throw range, and buffs to various normals’ hitboxes and frame data, especially heavy normals. He needs more than that, but at least with that he’d be a passable character.

I’m a scrubb and I aint liking your changes.

They should just have given him a overhaul. Take away all the nerfs he got.
Increase his Throw range and backdash recovery to Ryu Levels.
Increase range on FA.
I think I prefer old EX MGU compared to new one.
Fix U1. No more falling out. More range and prolly faster startup.
EX Sobat should be same startup as LK version to be able to combo from Lights.
All sobats should knockdown.
MGU should be easier to land and prolly require alittle less mash to boot.

His Normals are a catastrophe. They nerfd LK Sobat and basicly nuderd the poor man.
cLP as shotos at 3f
increase range on fsMK dubbelhit
4f cLK and sLK.
5f cMP wth the extended hitbox.
fsMP could hit crouchers please.

Pretty much all versions of the heavy normals are wortless exept the slide, and the slide wouldent hurt to get better either.
Make cHP 6f to take cMP old spot as the 1f link. This will still be range limited kinda like sMK already is for combos so see no problems for it since it will be situational.
fsHP always launches on hit. And a slightly better hitbox.
fsHK make it 8f, 4f, 18f. Will turn it in to a bad version of Bisons.
csHP even have a function?

He still lacks in offence, a :df: :kick: overhead could help. make it a bad version of Vegas maybe. And by worse I mean range. A animation for it can be grabbed from the super or Ultra 1.

And tada i made DeeJay in to the Ryu of the chargers. Decent offense, decent zoneing and as a trade he stays weak on wakeup. A charecter that can do almost everything but a bit worse then the specialist.

I copied this from something I wrote along time ago, and just polished it up a bit. To tierd to look over it one more time so expect edits tomorov ^^

“EX Machinegun Upper, it should connect with all versions because, it already requires corner” stopped reading

Alright well, those buffs don’t help much sadly. And the nerfs are some of the things that he does best already…Not really sure where you were going with this. Best thing I saw was both hits of Sobats always connecting, but even then he has more problems. DeeJay as a character suffers immensely from bad hitboxes and bad hurtboxes. Dash U2, while easier, is starting to feel less and less useful in some matches. Aside from the hit box hurt box changes, I’ll talk about properties and such of moves and normals I’d like to see changed.

Mostly bored at the moment, so I guess I’ll make a pipe dream list.
If you wanted to change things…
Buffs

  • All versions of Double Rolling Sobat, including EX, as well as super and Ultra 1 should have pursuit properties. Meaning that if one hit hits while the opponent is grounded all hits should connect.

  • Either decrease the start up time for Ultra 1, or make the distance even farther. As it stands, it is still difficult to use as a punish from far outside of sweep range consistently.

  • Knee Shot should have a slightly larger hitbox, or stay active more? I’m not entirely sure how to change this move accurately, but it shouldn’t whiff on some crouching opponents. Low profile moves excluded.

  • Reduce the push back on hit from crouching Light Punch. This was an unlisted change that severely gimps his cross up Jump Medium Kick into crouching Light Punch xx EX Machine Gun Upper, Dash Ultra 2. It makes it mostly whiff on characters. If the purpose of EX MGU launching higher was to make Dash Ultra 2 easier, shouldn’t we be able to connect it?

  • Give crouching Light Punch one more frame of advantage on hit. This covers a wide variety of links and staple bread and butters for DeeJay. This will increase his overall damage output and consistency of combos. If possible maybe give it another frame of block stun as well, would make hitting ‘true’ block strings easier.

  • Make EX Double Rolling Sobat slightly faster. It’s currently the slowest version of the move. Even if it’s just as fast as Heavy Double Rolling Sobat, it’d be easier to chase certain back dashes and punish certain fireballs.

  • Make EX Machine Gun Upper have a vacuum effect. Similar to the buff Gouken received, where EX Tatsumaki now pulls in for all hits. There have been many times where I’ve seen DeeJay players make a correct read, only to be punished because the last launching hit doesn’t connect.

  • Slightly increase the push back on block of EX Machine Gun Upper, not to AE2012, but at least make it outside of Spinning Pile Driver range.

  • (The following are silly changes that will most likely never occur, but would make DeeJay over powered. They are either meant to be humorous or simply not taken seriously.) Decrease start up time of Light Double Rolling Sobat. Increase the chip on Air Slasher by five, making it 20 instead of 15. Decrease the recovery of Air Slasher by 2-3 frames. Decrease the recovery time of EX Air Slasher by at least 10 frames. A 40 frame recovery on that seems a bit overkill. Make all versions of Double Rolling Sobat airborne and thus immune to throws and to cause a light air recovery when knocked out of it. Make crouching heavy kick (Slide) immune to throws. Make far standing Medium Kick hit both hits from further out and both be special cancellable. Increase block stun on crouching Medium Kick, making it harder to punish on block. Give DeeJay a down Taunt that has him throw a Maraca, similar to Dudley’s rose toss. Make Knee Shot throw immune. Give close standing Heavy Kick a larger hit box in general to make juggling off of Medium Jackknife Maximum’s first hit easier.

Alright, enough of the silly stuff. For balancing reasons, I’ll include some nerfs too. Only fair that the character doesn’t become over powered.

Nerfs

  • Reduce the damage on either Medium or Heavy Jackknife Maximum by 10. Currently, when used together you get 170 damage and 200 stun, as well as a screen carry. While this is great for DeeJay as an anti-air option, it may be considered a bit too strong.

  • Reduce the damage of far standing Medium Kick by 10. Currently it does 110 damage off of two hits and 150 stun off of both hits. For a normal, that’s rather high, or at least a Medium normal. As it stands it would make more sense for the first hit to be reduced, as if you’re too far out, only the second hit will connect. That way you’ll still get the 60 damage.

  • Take away non-EX Machine Gun Upper’s armor breaking properties. In most cases, this move isn’t used outside of combos and as such it seems a bit odd to have it armor breaking.

  • Reduce the damage of Ultra 1 by 10-15 points.

  • Reduce the active frames of jumping Light Punch. Right now, that move stays active from the height of a jump arc until the ground. With Knee Shot, this normal seems a bit unused.

-Reduce damage on close standing Heavy Kick by 10. Right now the move does 130 damage, is even on hit, -2 on block, does 200 stun, and can be cancelled into super on the second hit.

Keep in mind, these are just my own opinion on what should or needs to be changed. I’m not really expecting a major update to Ultra. I just figured I’d throw two cents in to what I though about the character. He’s currently my main, so a lot of nerfs are things that I see as fair trade offs for the serious buffs I asked for. Mostly damage reduction nerfs honestly, but the buffs normalize his damage as well. Anyway, anybody else?

I’m loving your down taunt idea hahaha

Also cl. st. hk has pursuit property on the second hit. If it whiffs after a 1 hit mk upkick, you simply missed the link (you were too slow). I’d enjoy the first hit having a bigger hitbox though.

Oh, okay. I wasn’t completely sure how that worked there, but I figured a larger hit box on it wouldn’t hurt regardless, haha. The down taunt idea was just a joke really, but still You see some crazy fun rose set ups with Dudley and I’m like, #jealous.

Why nerf him when the buffs that you listed would keep him bottom tier?

Cuz ya can’t just aimlessly buff. And cuz I know that these aren’t gonna happen anyway.
EDIT: Why not throw in some of your changes? If you feel you know some things that would make DeeJay a more viable character, I, as well as others around here may be interested in your opinions. It’s nice to see different inputs on these kinds of topics.

Capcom might read this, think the buffs are to much. But like the idea of your nerfs and implement just them. ^^

they aimlessly buffed other characters, fuck outta here.

You missed a lot of important points. Those buffs would be similar to what we already got, but no game changers.

Far HK less than 10f start up less recovery and not -9 on block on first active frame maybe an additional active frame right after the second active frame that hits at a 45 degree angle

Reason: Far empty jumps help opponents get in on Deejay pretty easily especially if you’re not mixing up your fireball speeds and spacing

Far HP less recovery bigger hitbox, always juggle in the air.

*Reason: the button sucks, used to be like a fake fireball, used to help stop far jump ins, those were necessary tools to Deejays character design. I’m only comparing to ST because that’s Deejay’s closest relative right now.
*

**Bigger fireball hitbox **

Reason: so ppl can’t empty jump and land and block them. Deejay is terrible against empty jumps without a read

Put the HP juggle property on st. MP, reduce damage and possibly stun.

*Reason: This AA is the one most of us already get the most counterhits with. why not make our AA damage better without charge so we’re still a threat. The jump in damage in this game is skewed when compared to the AA damage. One of the better points of SFxT, would be a great addition to this game in general and not just Deejay
*
Better hitboxes in a lot of areas

Reason: Deejay is ass without charge, fact

Knee bigger hitbox, smaller hurtbox

Reason: crouching blanka, honda, sakura and others just avoid it or AA it for free. Smaller hurtbox is more for getting over projectiles. Sometimes you think you’re over it then get hit on the back end.

Sobat invincibility back, maybe a few frames less (super?) and -4

Reason: It was his best footsie tool, at least forced ppl, to respect his zone 1/2 game

Air Slasher more pushback or original hit/block stun +1/+4 instead of 0/+3

Reason: Ever since the change gief and other characters have been walking in on us for free; don’t have to jump, focus, or anything, just fucking walk. It should be +1 on block. If i get close enough to somebody in the corner, i deserve a reward and better pressure. I shouldn’t be afraid of mistiming it and having some scrub mash a 3f cr. tech and we trade.

MGU safe on block.

Reason: Not versatile, only good for combos, this is an old school thing that i would like back. Small history lesson for those who joined later, Deejay’s MGU was originally going to be a mash move. all mash moves are + on block, everybody complained and they got it changed. Nobody knows the properties besides ppl who worked on the game. I tried tweet Seth Killian, but no response.

**EX MGU 10f start up (just faster than all jabs) **

Reason: The new 6f version sucks. I’d never thought I would want a move made slower. idk how much invincibility would be fair on that, but -5 or -6 so we don’t get raped by cody for trying to get away.

or

NEW MOVE MGU mash version

input P x 5
Regular version works similar current version, safer on block less damage maybe even throw in another property. You guys add on, i might not be creative enough, but let’s keep it realistic

**New EX MGU

Maybe remove combo from other ex mgu and leave that one for only reversals and only juggle with non ultra

This version should be very unsafe, at least -7 and low pushback, lead into ultra or maybe even a free juggle state, NO INVINCIBILITY strictly for combos.**

Sobat always hit twice

Reason: Come on man, seriously? EVERYTHING ELSE that didn’t hit properly got fixed, except this

EX sobat faster or the same as MK and HK sobat. More projectile invincibility

Reason: Dealing with poison is a nightmare once in the corner because deejay can’t get through the fireball traps even though there are gaps. The only answer is to Ultra through. Dealing with Guile still sucks because you have to deal with cr. MK and all his other ranged normals. This would help. Also why is my EX move slower than my regular version?
*
**Damage distribution change on sobat 70
40 MK and 90*40 HK
**
*Reason: Better combo damage and just in case that second hit whiffs on HK we get some more damage
*
Soft knockdown on hit, but different soft knockdown than LK sobat

Reason: adds more depth to his knockdown and currently landing a MK and HK sobat which can only be done off mediums right now sucks. I almost always combo into LK sobat unless i’m going for an FADC combo or the match is against a character with bad normal range or can’t punish sobat.

Old EX MGU would need different properties, maybe even take away the launch and make it +4/+5 and you can combo afterwards similar to ibuki 3s ex kazekiri.

New EX MGU (mash input)

Maybe -8 since it leads to ultra and more pushback, no invincibility, free juggle state. Find the right juggle so it doesn’t whiff like 6f EX MGU

I guess this solves the issue I feel capcom has with the current ex mgu being a good reversal and leading into ultra, Rog has EX headbutt, viper has EX seismo, but i guess the armor break on ex mgu is what makes it too much. Divides up the properties so more moves can be strong and you don’t have a swiss army knife type of tool.

@Jcool813‌ Some really nice thoughts in there, these threads are just depressing since nothing is gonna get changed.

Ouch, I mean yeah. I was just trying to be fair was all. I like some of your changes too, but a lot of them delve into what I was talking about. Notice I didn’t mention anything about hurt / hit boxes? I mentioned I wanted to just talk about move properties. Hurt / Hit boxes are one of the biggest things I want changed, haha. I recognize they’re ass, so that’s definitely where we agree. I like some of the over all changes you were talking about too, the Air Slash one would be really nice. I actually never played DeeJay prior to AE2012, so anything before that is alien to me, haha. Glad to have other people around to talk about what he was like. Thanks for the input.

DeeJay is so free to empty jumps. This is one of the main reasons why he doesn’t beat Hugo or Gief.

I find Honda to honestly be a bit difficult. From outside of Upkicks range and st MP, his J LP beats slide clean into hands or whatever he wants. What would be good for stopping that though? Far st HP being better?

Early far st.hp works but empty jump might cause the button to whiff. Cr.hp trades, but if honda use a hard button, it might get stuffed or trade in Honda’s favor. Far st.hk/st.mk beats the empty jump. Jump back hk is the most consistent but you won’t always have time to react.

Yeah that’s what I figured. I kept trying to slide it, cuz I had the timing in the beginning of the match. Then he started using light punch and it blew up all my AA attempts oddly enough, haha. There we go, make DeeJay better at anti-airing from not-point blank range. Upkicks are great, but they are limiting with how far away you can use them.

wasn’t attacking you Roy

i say “fuck outta here” to anything lol

Second hit of EX SOBAT should be overhead. So if we get past guile’s fireball, he can’t flash kick us.

Also this is depressing because non of this is going to change.

I lost a lot of respect for Capcom with Ultra.

haha that’d be weird