Respond like a dick if you have to. I don’t take things personal. This is the internet.

mp MGU AA and juggle is silly.

don’t change lvl2 FA universally. That was a big complaint around vanilla because focus attacks were slower and not used as much. If your change is in the middle then go for it, but i’d recommend just adjusting a few characters.

I think SF4 would generally benefit from more stun overall. It helps bad matchups and promotes offense.

It’s a combination of lackluster and silly. Nothing really innovative.

Meter gain on whiff is not a good idea imo, but your game not mine. Meter gain on whiff promotes bad meter management, i guess a small amount of meter offsets this.

Deejay was originally designed to be an all around character. Something like a charge ryu. He’s supposed to be on the staler side of things. It’s part of who he is.

sobat focus animation actually doesn’t help either. he needs a range buff and maybe a slightly lower hitbox.

Less pushback on heavies so he can RFA lvl1

Something to give him damage when he has no charge. He has nothing without charge besides maybe single normal or cl. mk cr. mk.

lvl1 focus no longer causes crumple? that was a great addition to SF4 and you want to take it out?

I just think our ideology is too different. I also think your understanding of Deejay is my biggest issue. Small changes go a long way with Deejay, that goes for the good or the bad.

It’s a combination of lackluster and silly. I feel like your group doesn’t understand the game.

If you’re going to make fireballs better, make them harder to empty jump. They get empty jumped for free by almost everybody except a few.

Also games not balanced around a benchmark get crazy and it makes it harder to decide what’s fair and not fair in your mod. Some changes can be seen as arbitrary. Is there a place where I can see changes to other characters? Maybe your changes to Deejay were necessary to the whole cast and not just to Deejay as a stand alone character.

So with presumably one more balance update to this game on the way in 2015, do you think that Capcom will actually do anything to make Dee Jay better?

Honestly, I don’t see Dee Jay improving whatsoever, and if he does manage to crawl out of bottom-tier, it will be because of nerfs to other characters.

I am trying to remain positive thru all of this. There has been more DeeJay exposure showing the struggle at it’s finest. Plus he was one of the three characters they were keeping a special eye on.

Please capcom deliver the goods.

Capcom isn’t going to make sweeping changes to DJ. At best they will be minor tweaks. These dream lists are great and all but they’ll never be implemented and at best we’ll just end up in a circle jerk over potentially awesome changes.

He needs his low invul back on LK sobat. I don’t think -3 on block is that game breaking when it puts DJ at frame disadvantage and at a range where DJ has no real options against any poke practically any character cares to stick out after blocking the LK sobat.

He needs a reversal to counter low profile pressure during knockdowns and resets, where he is overwhelmingly free. I don’t think there are any other characters basically free to pressure in that sense. They all have an option, even if its just a method of escape rather than a crummy reversal. They need to revert some of the changes on his EX MGU, or tweak it in a more sensible fashion. Being able to push someone out during pressure was at least an option. You wasted a bar to be safe on block. Is that so evil?

There are other issues of course. He has an obnoxious anti air dead zone just outside of the typical crossup jump range. His throw range and focus range are abysmal. His knee shot and medium kick both lack block stun and basically force you into a 50/50 after a blocked jump in. His backdash is unreliable.

In addition to reverting changes to LK.Sobat and EX.MGU, he needs his st.hk to start up much faster and have its hitbox modified to cover DJ’s AA dead zone. His throw and focus ranges need some tender loving. His jump attacks need block stun and his backdash needs to lose some frames. But even those changes are pipe dreams. Didn’t even mention enemies falling out of Ultra 1, Super, and Sobat attacks, or St.MP being unreliable/impossible to link against standing shotos and whiffing on crouching targets. Didn’t even mention whatever the fuck Cl.HP is supposed to be, or his complete lack of use for EX Red Focus. No mention of U2 whiffing on a few characters. I’m probably missing a lot. Some of those issues wouldn’t be so bad if we weren’t free to low profile.

Yet I still play him and I don’t know why. He’s a cool character, but he has so many issues it’s hard to keep smiling. I just don’t know what kind of super-japan crackrock Capcom was smoking with the nerfs in Ultra. I like to dabble in ST as of late and DJ there is pretty awesome even if I am personally ass at ST against these GGPO go-hards. Having that low invul on LK Sobat makes me feel like a moron for suggesting that it’s not a necessary part of his toolset.

I honestly don’t expect much buffs from capcom, but hopefully fixing things that seem outright broken is in the realm of possibility.

-cl.hp “forces stand” and whiffs on crouchers
-mk sobat and cl.hp (which is worthless) are literally the only two things that red focus connects after. no cl.hk, cr.hp, ex sobat.
-EX MGU dash U2 whiffs often if preceded by 2 cr.jabs, still possible to whiff after cr.lp, cr.mp
-people fall out of regular MGU, sobats and U1 ON HIT
-cl.mk, far mp does not work on 1/3 of the cast even though frame data says it should
-the cancel window on cr.hp is virtually nonexistent.
-comboing into EX MGU is so flaky. I was in training and set decapre to crouch. cross up mk, cr.lp cr.mp EX MGU and EX MGU got blocked every time no matter how deep the crossup was. it worked every time when i did non crossup.
-try this vs poison: cross up mk, cr.lk, cr.lp, and the cr.lp whiffs every time. seriously… after 1 light attack.
-knee shot cannot hit crouching rolento at all and connects on crouching elena randomly 50% of the time (I’ve tested this a lot from various heights)

The last 3 are probably due to the fact that the new characters all have super janky hitboxes, but this stuff should all work.

Knee shot whiffs on a couple of crouching characters, Rolento and Elena aren’t the only offenders. It’s in serious need of some loving for hitbox expansion/lowering. Either might satisfy me.

Red focus with Deej is stale, he has nothing to gain from the implementation of it. Balrog had some love with one of his rush punches to allow red focus to be viable for him, why skip out on DeeJay, the worse character overall?

I agree about the mk jump-in on block, it’s quite ridiculous. I’ve eaten a lot of DPs from attempting a cross-up into his st.lp, idk if that’s just me being bad or if it genuinely has quite bad block-stun.

Biggest issue by far is him being completely free to a low profile meaty on wake-up and medium range lows, they removed his low invincibility on Lk Sobat which may or may not have been justified…ahem. But gave him no real alternative, they tried something with EX MGU and it does not work, it gets stuffed too easily. Fix that and at least he isn’t option-less against one of the most basic forms of attack in the game, that’d be nice.

I’ll rephrase the beginning of that paragraph, it’s his biggest flaw for me personally.

Froztey, it has nothing to do with you being bad, j.mk has no fucking block stun and its a free DP for your opponent if you hit a button after landing. Forces you into a 50/50. It’s pretty stupid.

They need to give his LK Sobat low invul back, leave the -3 it was hardly OP when coupled with the low invul (we ARE talking about DJ here), and they need to increase the invulnerability of EX MGU while also increasing the startup. It doesn’t need to always hit opponents, but it needs to be safe on block so we can at least create some space under pressure. It was like that before Ultra, and it needs to return to that state. Being able to create that space is critical even if it doesn’t connect & give you any damage.

Hell, even if EX MGU was a half decent reversal that did catch low profiles consistently to let you combo into U2, would it really be that overpowered? Low profile moves hit by EX MGU, everything else covered by upkicks. You’re still spending bar to beat braindead pressure and comboing into U2 isn’t too unbalanced considering the awful frame advantage you get after animation and the recent nerf to U2 damage. I can’t see it being obscene when so many other characters have easy as fuck combos into Ultra for free or, just the same, one bar.

I just don’t understand a lot of the decisions made by Capcom for DJ.

Like you said Froztey the biggest issue is easily the freeness to lows. They’re shit awful to deal with on wakeup and in resets, it’s literally free pressure. The only option you have is wakeup U2 in those scenarios.

there’s a chance, but i’m not getting my hopes up

i’ll just use him for Sagat, Viper, bad/unfamiliar shoto players, gen and wherever else i’m comfortable.

been picking rog back up. Can’t understand how Rog players complain. Safe overhead that can be red focused into ultra if i’m ready or red focus lvl1 turn punch ultra juggle.

now that LK sobat is gone, just use it as an opportunity to strengthen your footsies and neutral game. The same scenarios you bait a low, you can still profit from. just sweep them or mp xx sobat if you’ve got a hard read. it sucks it’s not as low risk, but w.e this is the game we play.

As a DJ player I don’t think you can see how anyone can complain when we’ve got it this bad.

At this point I don’t care what Capcom does. We have lists out showing acceptable buffs and fixes as well as more extravagant changes for them to consider. But I wouldn’t be surprised if they just give Dee Jay some silly gimmick.

You can actually connect knee shot on crouching Rolento. It’s a bit more about your jump’s spacing rather than the knee shot’s height.

I’ve gotten heavily back into my E.Ryu and Cody as of recent, I use DeeJay as a third alternative at the moment with a few others on the side. They’re my main three as of now though.

Like FREEJ4Y said about LK Sobat, I’ve implemented it as a “discount LP MGB” and started to poke with it primarily rather than bait or counter-poke. It’s nothing amazing but it’s still a good tool in those situations, considering the rest of his tool-set.

If there is a patch I highly doubt DeeJay will receive what he needs, because he’d be the most buffed character. His design is flawed and a lot of changes are required to make him even mid-tier, and I doubt they’d put that much effort into a single character at this point.

A question about his USF4 version, who actually wanted LK Sobat to be -3 and lose it’s low invincibility? I know it was a nightmare in the Guile MU with LK Sobat being free to him, but I can’t imagine people actually wrote in saying “LK Sobat -3 but remove the good thing about it so it’s a below average special, cheers.”

EDIT**
A little tidbit about his dream buff list, I’m heavily in favour of DeeJay getting the “Gouken” treatment with a few of his specials and having a vortex implemented into one of his special attacks, I used to be in favour of EX Jackknife receiving this buff but lately my opinion has changed due to the larger punishes I’ve been dishing out(And failing because of this issue.)

Machine-Gun Upper is the move I’m talking about, EX and Normal, or just EX. What would the opinions be on giving this a “vortex” property, so that if one hit lands the rest will also land? Maybe just give the initial two/three hits this property, just something to address the drop outs we constantly experience.

Example -
cr.lp > cr.lp > EX MGU
EX MGU hits, opponent is pulled towards DeeJay so the entire move is 100% guaranteed to hit on all of the cast.

Just food for thought, it isn’t anything desperately needed…but it’d be nice to have confidence in my combos.

I tried for a solid 5 minutes in training and didn’t get it once. Even if it’s possible the window is so small it hardly matters.

The term you are looking for is pursuit property, and I think he needs it on all versions of MGU and Sobat. You could make an argument for super and U1 as well.

Shoryuken wiki lists EX Sobat as having pursuit property already yet people fall out of that all the time. MGU definitely needs this vortex property though, or DJ simply needs to step forward into the attack more.

I tried landing knee shot on Rolento and it’s a joke.

I can’t imagine LK Sobat being low invul and -3 on block being overpowered.

wow I never realized that sobats supposedly had pursuit property… I guess it’s the same level of accuracy as close fierce forcing stand…

The term for what I was looking for completely eluded me, but yeah…a pursuit property. If EX MGU has a pursuit property it needs a damn stronger one, characters be falling out of that thing so much it’s not even funny.

-3 Sobat with Low Invincibility could be abused, I wouldn’t expect them to buff it completely without giving it some sort of trade-off. But, you know…Yun DOES have trouble getting in so he really needed that +1 Lunge Punch. With no drawbacks. AT ALL. (Fuck the balancing system Capcom have.) I would like to see it -3 and regain it’s invincibility frames, but being realistic that probably won’t happen, I’d be happy with -4, or heck just back to how it was in AE. The -3 change didn’t really do that much overall, just gives him a spammable move he can’t spam anyway because he’s a charge character.

So yo I was messing around with a friend in online training earlier today. As I was working on some stuff on the Elena matchup, I found out that far HK completely whiffs on crouch blocking Elena no matter the spacing… Made me turn off the game and switch to Call of Duty…

I think that can happen with Blanka at certain ranges as well, I remember it whiffing on someone outside of the new cast in a match at some point before…I might follow this up later and do a little testing, I use far HK quite a lot anyway

Might still connect on normals they stick out.

far mk whiffs on crouching elena too

Damn Elena why are your hurt-boxes so damn buggy…