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

Very true indeed.

Sad, but oh so true. At the same time he was so unthreatening already, why make him worse?

Need to make his cr.lp, cl.lk, cl.mk +4 on block and his lk.sobat 9 frame startup. Give us an actual blockstring that can’t be mashed out of.

I wrote a big post regarding his “crutches” of EX MGU and LK Sobat and my reasoning behind labeling them as such as well as a more complete list of changes I’d like to see but the forum ate the post so consider yourselves lucky.

Thank you forum. :slight_smile:

Is there a way i can just not see fischbs posts?

Forums can’t save me every time.

Ignored here a while ago.

Heaven forbid I’m not part of the circlejerk. You guys are ridiculous.

Can we get a standing overhead yet? It’s the only thing i ever have to complain about. Everything else just seems inconvenient compared to the giant hole in the mix-up game.

second hit of close HK should be overhead. maybe increase the gap between the hits or less damage or something to make it “fair” but i really don’t think capcom has a golden standard when it comes to Deejay.

Or make it a command normal F+Hk or B+Hk

yea that’d be weird with a charge character. a down forward command makes more sense. like vega and decapre.

Just make standing hk overhead. Solved. Its about the same speed or slower than many others

Would -3 on block really break a low invul lk sobat?

Capcom says yes, i’d take -4.

or second hit of ex sobat -11 and second hit overhead so guile can’t fucking just down back and destroy deejay for free.

I would say keep it -3 but lower the damage to 70. Everybody wins.

My suggestion to make Deejay better is to DDOS capcomunity.com and take internet privileges away from anyone who posts there or posts LIKE they frequent there. Thank you.

that sounds awful to me

@MorrisMulberry‌, I think he means keep it -3 and give back low invulnerability, then reduce it to 70.

We don’t need compensation buffs/nerfs. I refuse to settle for that. DJ wasn’t that good in the arcade version, so why decrease the damage and block stun? I watched a lot of Japanese tournaments and DJ wasn’t doing shit in the arcade version

Yeah, I never understood losing throw or low invulnerability, he just never was a big enough threat to take away anything, let alone something that valuable.