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

Yea I know, and that’s a huge damage nerf for low invulnerability to return. DeeJay needs all the damage he can get. He got knee shot and U2 dmg nerfs already. I’d rather not pile them on.

Freej4y’s suggestion is better.

What was his suggestion again?

they just don’t want Deejay to be good

i swear somebody black fucked the shit out of some execs wife something

blatant hate

-4 and low invul back. It’s on this very page :stuck_out_tongue:
Granted, -4 would make it flash kickable, but I guess I could live with it for low invul to return. The Guile MU is so bad anyway I’m not sure I’d care haha. It would help with so many others.

rofl

They didn’t wreck Balrog… -3 has been nice in some aspects, but I’d let it go.

Oh, wow. I just realized that Jcool is FreeJ4y. GG to myself. Been talking to him on forums for months, haha. And to think, I’ve been listening to him for that long with my playstyle and tips! XD

I know that it is a bit late to add this here, but since they added 10 dmg on his CR MP and ST MP(from 50 to 60 dmg) as a compensation buff, it is rather a pseudo-nerf to him. Command grab into cr mp > st mp xx HK Upkicks deals 212 dmg in AE2012, in USF4 207 dmg. Yeah great nerf.

Doesn´t he need more damage btw?

Ya I shouldn’t settle for less Ultra was supposed to make everyone a threat. Well since they announced that there will be no balance changes till next year we should mass post a collective changelist for unity.

I’m starting to come around to that, actually. I had a series of frustrating matches recently that I literally just banged my head against a wall. Losing to people that aren’t as good as you for character flaws is silly. I’m not complaining that I’m losing at character select screen, I’m just saying that even after putting significant time into other characters, can’t play any of them like DeeJay, so why shouldn’t his chances of winning be the same as everyone else’s at the character select screen.
Needs faster buttons, needs more damage, I’d love L immune Sobat back, and a few other things.

How much is cr.HP on hit/block?

http://wiki.shoryuken.com/Ultra_Street_Fighter_IV/Deejay

Also the AE page has more details about moves like invincibility and stuff, you just gotta make sure the move you are looking for wasn’t in the changelist for ultra.

http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Deejay

Exactly. We needed it improved to -3 to begin with for a reason when they were taking suggestions…a solid reason to help our character be a little bit safer from free flashkicks on blocked old lk sobats.

But seriously, like I’ve been saying…lk sobat being -3 w low invul doesn’t make it broken. Japanese Arcade was fine to me…but Capcom over played how effective it was based on feedback from other players.
Like I said before, to me it’s because of Elena, if she wasn’t in Ultra…I seriously think they would have left the low invincibility on lk sobat. Maybe those Elena Japanese players complained, maybe other players.
Maybe those old location test comments made by Gamerbee and Dieminion made Capcom think they made a Deejay god. Who knows?

Next year, if they give the low invincibility back and make it -4…Ok fine, we will have to accept that. But really…why should we have to compromise on a move that was recently improved to help us, then nerfed
to help someone else?

cr.HP is -7/-3… Err…

They need to make cr. hp more easily cancelable.

Yeah I don’t understand that. I hate going for it in a combo to get good damage and for whatever reason it just won’t cancel.

I don’t think you can’t cancel far cr.HP.

My final thoughts:

*St.MP: *
-Starts up faster (6 -> 5)

Cl.HP:
-Advantage on hit greatly increased (-4 -> +5)
-Loses force stand property
-Loses ability cancel property

St.HP:
-Disadvantage on block decreased (-9 -> -8)
-Disadvantage on hit decreased (-5 -> -4)
-Any air hit now floats opponent

Cl.HK:
-Second hit no longer whiffs on block

St.HK:
-Disadvantage on block decreased (-9 -> -7)
-Disadvantage on hit decreased (-5 -> -3)
-Air hit now causes hard knockdown

Cr.HK:
-Starts up faster (14 -> 12)

Nj.HP
-Air hit now causes hard knockdown

Jump:
-Total frames reduced (41 -> 40)

Throw:
-Forward Range increased (0.85 -> 0.90)
-Back range increased (0.87 -> 0.90)

Back Dash:
-Recovers faster (11 -> 9)

Focus Attack:
-Range slightly increased
-L2 FA Forward Dash advantage on block increased (+3 -> +4)

L Double Rolling Sobat:
-Starts up faster (12 -> 9)

EX Double Rolling Sobat:
-Starts up faster (15 -> 12)

EX Air Slasher:
-Advantage on block increased (+1 -> +3)
-Advantage on hit increased (+4 -> +6)

L, M, H, EX Machine Gun Upper:
-Range slightly increased

Ultra 1:
-Charge reduced (55 -> 50)

Ultra 2:
-Recovery after animation version substantially reduced

Super:
-Charge reduced (55 -> 50)
-Now juggles after M Jackknife Maximum

Of course any helpful normals/specials improvements other than the what I’m proposing most likely would be nice but of the top of my head these would compliment what I think is Dee Jay’s playstyle:

  • Jackknife Maximum hits crouching opponents
  • low invincibility lk Double Rolling Sobat and adv. block -3 -> -2
  • far cr.HP special cancel or startup 7 -> 6 and adv. block -7 -> -3/adv. hit -3 -> +6
  • far st.HK startup 11 -> 8 and adv. block -9 -> -3/adv. hit -5 -> +3
  • fix Machine Gun Upper
  • Sobat Festival startup 1+11 -> 0+9
  • Climax Beat ending animation recovery reduced

These will never happen but I want:

  • command overhead or target combo from close st.mk into overhead
  • qcfx2 Climax Beat input
  • Sobat Carnival to Climax Beat cancel
  • j.HK or cr.MK connecting after ex Maching Gun Upper for hard knockdown
  • pulls out an AK-47 during Machine Gun Upper and a machete during for Jackknife Maximum

if they’re not going to fix EX MGU can we get full juggle like rolento?

My two cents on everything DeeJay in Ultra -
I honestly feel as though they removed some very important parts of his footsie and pressure game without adding counterparts for the lost aspects of said game.

For instance, the main nerf everybody is complaining about is the heavily important LK Sobat low invincibility, whilst I agree with them giving him a form of safe pressure and helping out the Guile MU a little, they didn’t give him a suitable replacement for the loss of this precious tool.
I honestly think LK Sobat should have retained it’s low invinc frames, it would then give him ONE strong option for low spam without having to spend bar like a motherfucker.

The only other thing I think Capcom should have on the “This NEEDS Addressing” list is giving him an honest mans reversal, no botched job of a reversal like the “Better” EX MGU which if anything I’m starting to find worse.
Possible ways of fixing this? Making Jackknife (Maybe EX only?) hit crouching opponents, quite like they did with Gouken. I think this is a fair change and would REALLY help him out. They could attempt another change to his EX MGU but I have no faith in them making a good change to it honestly.

One more area I’d love to see changed would be his normal game, Abel is a character who received a lot of very positive normal changes that he’d needed since Super, and I’d love to see the same with DeeJay, a 3-frame crouching jab would be nice but it will most likely never happen. I’m thinking about improvements around his mid-long range game so he wouldn’t so desperately need something like his AE LK Sobat.
All I can think of is various hitbox/start-up improvements to some of his far normals; far st.mk or far st.hk to name two, or to finally make his far st.hp useful. Y’know, the little things that can add up.

I’ve tried to only note on things that are similar to treatment other characters received in the Ultra patch, as to keep as much realistic possibility for those buffs.