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.
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**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
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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?
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**Damage distribution change on sobat 7040 MK and 90*40 HK
**
*Reason: Better combo damage and just in case that second hit whiffs on HK we get some more damage
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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.