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

So I’m working on Deejay for a mod project of Ultra, and I wanted to know how you guys thought about these suggestions (note: I don’t play Deejay)

Focus Attack
-Animation changed to match LK Sobat; frame data remains identical to focus attack.
EX Red Focus (RFC)
-Scaling now only counts as 1 hit
Far MP
-Hitbox lowered drastically
Crouch MP
-Startup reduced to 5F
-Active increased to 5F
-Recovery reduced to 10F
-Damage reduced to 65
-Stun increased to 100
Close HP
-1st Hitbox drastically lowered
-Damage changed to 7050
-Stun changed to 120
80
Far HP
-Hitbox increased in height and width
-Hurtbox reduced in height
Crouch HP
-Recovery reduced to 16F
-Damage increased to 100
-Cancel window increased to end of active
Far LK
-Active increased to 4F
-Recovery reduced to 5F
Far MK
-Active changed to 23
-1st Hitbox slightly increased in width
Far HK
-Startup reduced to 10F
-Recovery reduced to 18F
Crouch HK
-Startup reduced to 10F
-Active reduced to 6F
-Forward movement slightly increased
-Hitbox during first 4F increased in width but cannot hit airborne
-Hitbox during last 2F active moved more forward and increased in height
-Hurtbox for upward leg removed
-Stun increased to 200
Knee Shot
-Damage increased to 60
-Hitbox slightly lowered
Sobat
-Charge time reduced to 40F
-Can now be activated while Air Slasher is on screen
LK Sobat
-Startup increased to 14F
-Lower body invincibility added until end of active
-Damage increased to 100
-Stun increased to 100
MK Sobat
-Causes soft knockdown
-Damage increased to 80
40
-Stun increased to 10050
HK Sobat
-Causes soft knockdown
-Damage increased to 40
100
-Stun increased to 50150
LP Machine Gun Upper
-Startup reduced to 6F
-Lower body strike invincible until active
-Throw invincible until active
-Can no longer be mashed for more hits
-Blockstun increased by 5F
MP Machine Gun Upper
-Startup reduced to 4F
-Upper body invincible until recovery
-All hits (including mash) juggle
HP Machine Gun Upper
-All hits (including mash) hitbox increased in width
-All hits (including mash) stun increased by 15
EX Machine Gun Upper
-Startup reduced to 5F
-Completely invincible until active
-Automatically cancels into followup
-No longer allows free juggle on hit
LK Jacknife Maximum
-Stun increased to 100
MK Jacknife Maximum
-Damage increased to 60
60
-Stun increased to 10050
HK Jacknife Maximum
-Damage increased to 60
7020
-Stun increased to 100
50*50
Sobat Festival
-Startup reduced to 9F
-Forward movement increased
-Damage reduced to 423
Climax Beat
-Startup reduced to 6F
-Recovery on full animation reduced by 10F
-Damage reduced to 427
-Final hit inflicts 250 stun

How would you feel if these changes were implemented into Ultra? Where in the tier ranks do you think he would fall if other characters also got good buffs? What else could be improved upon? Any of your suggestions/criticisms are appreciated.

Changing lk sobat to 14 frames means cr.lk to lk sobat no longer a 4 frame punish because the sobat won’t connect. He really needs this vs a lot of moves as it is pretty decent range for a 4 frame punish.

Slide changes look weird. Making slide worse as an AA? No thanks.

EX MGU changes make no sense. There’s no way in hell they are giving him a fully invincible grounded reversal. It’s just not happening. I’d take an improved backdash instead. Automatically cancels into followup? Does that mean it’s like you always mash? That’s bad because it scales stuff more. No longer allows juggle? Meaning no dash U2 or upkick or fireball followup? Sounds awful to me. Maybe I’m misunderstanding.

The rest of the changes seem good or decent to me. His normals need help. I think better backdash and better throw and focus range would be huge too.

Thanks for the input. I thought this would be a good trade off for the 10 more damage, 50 more stun, and lower body invincibility back. It also can be used when Slash is on screen and charge time has been reduced by 10F. This is all added on to the -3 on block buff he received in Ultra, so I personally thought this would be considered the best version of the move he’s ever had in SF4. Nice to see a different perspective from an actual Deejay player though.

Depends on how you see it honestly. Much faster startup and more forward movement means you can react to the jump later and from further ranges. You now can’t hit airborne during the first 4F active, but the last 2F active has a much better anti-air hitbox and the upward facing leg no longer has a hurtbox.

Being invincible is the one thing he needs most I’m seeing from pretty much everyone who mains him. It might as well be considered a completely different move now with these changes.

Yes it auto cancels into the mash version, but since no input is needed it doesn’t count as an extra point of scaling. It now effectively always does 162 damage/235 stun.

No he can’t do U2/EX Sobat/Slash after it anymore, that would be extremely broken for a now 5F startup, fully invincible move that only costs 1 bar.

I tried to make the changes to his normals both reasonable and good enough to make him competent during footsies. My idea of changing his focus animation to be identical to LK Sobat was to justify the range increase. The way the animation is currently just can’t be a good ranged focus attack. The range increase this provides, along with less scaling on RFC was to try and make it a useful option to combo into Ultra with. Since he loses EX MGU into U2, why not give him another option that is simply more expensive? Fair trade imo.

He does have really shitty throw range, maybe that is something I should add to my list of changes.

Yeah I had about the same reaction there. I’ll throw in my own specific input though.

  • Also, the HK Upkicks change feels a tad…useless? The move is literally never used outside of comboing from MK Upkicks as it’s invincibility is neglegable. I might be reacting to the change wrong though.
  • The EX MGu change makes me uh…cringe? Probably the best phrase. Honestly, if that move couldn’t follow up with Dash Ultra 2, EX Sobat, Air Slasher, etc. I’d honestly say forget even changing it.
  • Also, LK Sobat increasing start up is pretty bad…Making it 14 frame start up means no combo off of cr LK.
  • DeeJay’s stun game is already pretty bad and forgettable, I’d much rather keep damage on U2 than add a little bit of stun to the end of it. And if you’re not using it in combo with AA slide or EX MGU, what’s the point…?
  • While I don’t necessarily look down on decreased start up on moves, the MGU reduced start ups seem…out of nowhere to put it simply. They work in every cancellable normal DeeJay has and offer no invincibility, so using it as a reversal isn’t worth it.
  • I actually like the changes to MK and HK sobat. I don’t really like using HK sobat for much except maybe a little bit extra damage off of a Super confirm, but if MK Sobat covers that, great. Soft Knockdown on the second hit is nice too.
  • Knee shot, cool? I think I’d prefer more active frames as well, but I’m not gonna look 30 damage and a lower hit box horse in the mouth. Unless you mean you just moved the hitbox downward. It should be expanded, not just lowered in my opinion.
  • Slide, eh. I mean I think I see what you were going for, but I prefer the AA frames the most for that move. Stun increase is nice though.
  • I’m fine giving up that little bit of damage for Cr MP to work a lot better, faster, etc. While I don’t want to lose any damage, since you’re increasing the Sobats damage, I’d take it.
  • Again, with Far St MP, do you mean you extended it downward or literally just moved it down? I’d prefer the prior, cuz if it’s the latter it means more difficult to use as an AA.
  • For the Focus Attack, I’m confused. Straight up gonna look like LK Sobat, same hit and hurtbox too? Dunno if that makes too much of a difference, I’d need to see it first before passing judgement.
  • The other things I didn’t mention I generally agreed with or found nothing wrong with. I may have gone a different direction with fixing some of the normals, but like I said, they’re not nerfed, so I’m not gonna complain.
  • Suggestions though. Yeah, less frames in his Backdash would be nice, Air Slasher I think should come out a bit faster, maybe one or two frames, and EX neeeeeeeeeeds a reduced recovery. It’s pretty bad. Also, no change to close St HK? The only thing I’d really say is needed is to make the second hit have an extended downward hitbox so both hits connect on crouching opponents, blocking or not. Ooh, and EX Sobat, if you’re going to give DeeJay a better EX MGU, then take away a few of those full invincibility frames and make it entirely fireball immune until active. It’s frustrating to have to time slow moving fireballs, not to mention difficult when the punish window is small and you have to wait for the right moment.
    Gosh, feels like my opinion on this stuff changes all the time, but I guess this time it’s more so that someone’s making a mod for it so maybe easier to just comment on another’s list. I’m not exactly a DeeJay master, aficionado is probably more accurate.

HK Upkicks change was specifically to get extra damage from the MK Upkicks juggle. The juggle now does 200 damage/300 stun.

Read above post for my thoughts on these. LK Sobat I increased startup to match Super version where this also wasn’t possible. He loses the airborne state from Super, but gains so much more in exchange.

6F Startup now means even better anti-air and can 1F link from cr.LP. Better recovery on hit means better setups as well. -33 Damage and +250 stun added on to these changes seemed fine to me, but as I said earlier, it’s nice to get a different perspective on things. I wanted Deejay to do more stun all around, which is why you see increased stun on many of his moves.

LP MGU gets lower body invincibility, 6F less startup, and now only -6 on block. This means he now has an answer to low meaty attacks on wakeup without meter. I didn’t want it to be too good or else it would be impossible to beat him. 4F startup, upper body invincibility, and full juggle on MP MGU allows him to get crazy good damage/stun from using this as an anti air at ranges where this would be more useful over Upkicks.

Thanks, I wanted MK Sobat to be used for confirms/FADC combos, and HK Sobat to be used for ending combos.

Yes, it has been expanded downward to whiff less on crouching characters. Bad wording on my part.

Read above post for my thoughts on this.

I honestly didn’t want the damage to be lowered either, but like you said I did increase the damage on Sobat. Faster startup, way better active frames, and less recovery allows this move to be used even better as a poke. It already has a really good hitbox/hurtbox placement to top it off.

Bad wording again, it has been expanded.

Animation, hitbox, and hurtbox are going to match LK Sobat. Frame data stays identical to current focus attack, so as to not make it ridiculously good. It gives him MUCH more range than his current focus does since the forward movement from LK Sobat is applied here as well.

Yeah, I tried to make most of his buffs both useful and interesting. This meant choosing unique ways to make them better, instead of the same old stuff we always see.

Ehhh, I’m definitely not a fan of good invincible backdashes, which is why I chose to keep his mediocre. I’ll test out increasing the distance he travels during backdash instead of making the recovery better, though.

I like this idea for Air Slasher. I was going to implement faster startup myself, but I was worried it would make him a bit too good coupled with his other changes. I probably will test this out now.

Didn’t even think about cl.HK, will see what I can come up with to make it better.

Thanks for the input as always.

Deejay doesn’t need tradeoffs. Straight buffs

Normally I would be in 100% agreement; however, some of the buffs I gave him would allow him to straight shit on more than half of the cast without slight nerfs to compensate. I tried to make all of his buffs cover a flaw that he has so that he is much more well-rounded. Most of the nerfs that were added were so these things weren’t completely ridiculous (best example is the change to EX MGU, it would be like pre-console Rolento EX PC on crack).

Let’s see…

  • Upkicks, okay cool. I was like super tired when I replied to this, must have missed the specific damage changes. Honestly, I think that might be a bit…too good? Dare I say? 200 damage is pretty damn good for an AA, as well as 300 stun and a half screen carry for no meter.
  • EX MGU It’s not that I don’t necessarily like the changes, more so that I’ve gotten so used to being able to EX Sobat and Dash U2 after them it’s second nature. I agree that giving him a fully invincible until active reversal is good and important, it’s just a huge change. Is it possible to just change the move during the Reversal window, but let it still be used in combos and such?
  • LK Sobat yeah, I know what you’re trying, it’s just not being able to combo off of cr LK feels like a huge huge nerf, or maybe just something to get used to. Since far St LK is better, more safe, and we have a better cr MP, maybe it won’t matter nearly as much.
  • I’ll reserve talking about this more till I actually see the results in a match, but not having Dash U2 do good damage or even be an option seems like stripping DeeJay of something as a character at this point.
  • LP MGU, yeah to low meaties, what about mid and high meaties? He’s still gonna get stuffed by those, haha. -6 is still flash kick-able.
  • HK MK Sobat, yeah, good with those.
  • Knee Shot gonna be god like~
  • Again, I’ll reserve talking bad on this till I see more of how you want it done.
  • Small damage nerf is worth the other changes to cr MP IMO. Isssssss fine.
  • Yaes, expanded! Far St MP combos!
  • Focus attack, interesting…Gotta see it though.
  • I appreciate the effort, I’ll reserve final judgement for when I see this mod though, haha.
  • I don’t want more invicibility, just slightly faster back dash. We can’t FA Level 1 punish Guile second hit of sweep, backdash, without being hit by a Flash Kick.
  • Yeah, Air Slasher could be good, just don’t make it too much faster. That’s why I said only 1-2 frame difference.
  • Cl HK is just to make the move function properly, honestly.
    Hope to see the mod soon!

I like almost all the changes

Focus attack- range was the main issue with it so this buff will definitely help.

Far MP- this will make it way more reliable right now it’s way too situational.

Cr.MP- love this ill definitively lose some dmg for the better utility this buff gives.

CL.HP- the change we’ve been asking capcom for years.

Far HP- only been asking for this since 2010.

Far HK- same as HP.

Cr.HP- the cancel window will be really helpful with his punish game.

Far LK- nice little change

Far MK- does this change makes the 2 hits more reliable for focus braking because the capcom version is really bad at this.

Cr.HK- I actually really like this change! Since you are making HP and HK more reliable as AAs, I can deal with making it so slide has to be a little more precise to AA with and also getting a better ground tool version of slide.

Knee shot- been asking for this for so long as well.

LK sobat- I thought about this one, and I’d rather just sacrifice the dmg and stun, than lose the comboability from lights, we will already have HK sobat for a damaging combo finisher that knocks down. But personally as long as lower body invincibility is back I don’t care lol. And also he can already get crumpled out of the startup way too often increasing the startup could make it even more unreliable as our main focus breaker.

MK sobat- love this change

HK sobat- love this change

LP mgu- great change being free to meaties was one of the main things holding him back.

MP mgu- great for dealing with some jumpins he had a hard time dealing with before.

HP mgu- love the hitbox increase some character hitboxes could avoid the last hit and leave DJ free for a punish.

Ex mgu- i see what you were going for here but if LP mgu does the job vs meaties well I don’t think he will really need his own ex patriot circle, personally I’d rather have the juggle properties of the patriot circle rather than the invincibility. I don’t mind DJ having to guess a bit on wake up between LP mgu for lows or up kicks for mids and highs.

All upkicks- like all of your changes.

U1- good changes

U2- as long as that dumb animation at the end is faster I’m fine with anything, getting put in a mixup for hitting your opponent is just bad game design capcom.

Fun suggestions- in ST he could juggle into supper after 2x upkicks near the corner. I would love to see that back in even if it did balrog headbutt>U1 dmg.

And bring the hand of god back.

I’d personally rather keep the janky version of EX MGU we have now than lose dash U2 and EX Sobat followups.

The lk sobat change I’d be torn on. Not sure if it would be much better than it is now due to the nerf/buff aspect of the change. I guess it would be better in footsies and combos but losing that nice range 4 frame punish would be huge. Since the new cr.mp would be 5 frames, that would help, but cr.lk still has more range. It’s great for punishing sweeps and rolento rolls and all kinds of things really.

So I’ve taken the most complained about changes and tweaked them a bit to see how you guys like them. Also added a few more changes of my own. Everything that is not listed is the same as I listed previously.

Backdash
-Movement distance increased from 0.9>1.05
Forward Throw
-Range increased from 0.85>.09
-Damage increased from 120>130
-Stun increased from 100>130
Close HK
-2nd Hitbox expanded downward
Crouch MP
-Damage increased from 65>70
Diagonal Jump Jab
-Now active until landing
-Hitbox expanded downward
-Hurtbox from elbow to fist removed
Neutral Jump Fierce
-Causes Hard Knockdown against airborne
Air Slasher
-Startup reduced from 12F>10F
-Recovery increased from 25F>26F
-Hit/blockstun increased by 2F (now +4/+1)
-Damage increased from 50>55
EX Air Slasher
-Recovery reduced from 39F>37F
LK Sobat
-Startup reduced from 14F>12F
-Pushback on block slightly reduced
EX Sobat
-Startup reduced from 15F>13F
-Strike invincibility removed
-Projectile invincible until 2nd active frame
-Forward movement slightly increased
-Damage reduced from 140>110
EX Machine Gun Upper
-Full body invincibility changed to lower body invincibility
-Damage reduced from 162>155
-Stun increased from 235>250
-Opponent floats closer on hit

Only change I’m slightly worried about is the Slash change. He might be a little too strong with it when coupled with all of his normal and wakeup improvements. The slide change is HUGE, it allows him to gain space very quickly while maintaining charge, which is probably one of his biggest buffs so far. Do you guys think Deejay would be a top tier in Ultra with all of these changes?

Edit: Added a few more changes I had forgotten about.

His tier placing will depend on the other characters in the game. Are you guys also buffing characters like yun and Cammy? Because your buffed version of DJ in USF4 would IMO still be bellow them in a tier list. But he would be really good like, ssf4 ryu high tier. Just compare him to your new version of ryu since to me ryu and DJ should usually be about the same in character strength.

  • Air Slasher, possible to keep recovery the same? You can reduce the damage back to 50, most fire balls do that anyway. Love the hit and block stun change though, made a one frame link into Cr LP or LK. Also, yay for slightly less terrible recovery on EX Air Slasher.
  • Cr MP, I thought the damage reduction was justified for the buffing it got, no worries on that, but I’ll take the extra damage anyway.
  • God Hand, is it really needed? I dunno, I feel like I never use it.
  • LK Sobat, Is that within SPD Range? It might already be in SPD range actually, can’t remember.
  • EX Sobat I like what you did, but two things. Make it 120 damage, that seems fair to me at least, and is it still air borne? It currently is in the first couple frames.
  • EX MGU, so what’s his fully invincible grounded reversal now then? EX Upkicks hit crouching?
    As a side question, how far into the Mod are you? And how many other characters are you doing / have you done?

Haven’t worked much on Ryu, but these are his changes so far

Close MP
-Recovery by 1F
-Pushback reduced
Crouch MP
-Damage increased to 70
Crouch MK
-Hurtbox reduced to Vanilla levels
-Damage increased to 70
Crouch HK
-Damage increased to 110
-Stun increased to 200
Collarbone Breaker
-Hitstun on crouching increased to match hitstun against standing
Solar Plexus Strike
-Damage increased to 4080
Hadoken
-Meter gain on activation increased to 20
-Startup reduced from 13F>12F
-Recovery reduced from 32F>30F
Shoryuken
-First active hitbox period increased to 3F
-First active hitbox slightly increased in height
EX Shoryuken
-First hit given juggle potential
Metsu Shoryuken
-Startup reduced to 5F
-Flagged to retain 8F startup if opponent is in hitstun.
-First hit before animation changed to do damage in order to make gaining a counterhit bonus possible.
Close HK
-Active frames changed from 8(2)4 to 8
4
-Damage changed to 60*50
-First hit hitstop reduced to 6F
-Second hitbox given overhead properties
-Second hit pushback slightly reduced
Crouch HP
-Damage increased to 110 against airborne

Probably won’t add too many more changes to this list, but as of right now Deejay and Ryu are probably pretty close to each other I would say. Deejay’s probably better, but once I put in a few more buffs for Ryu they should even out.

EX upkicks is literally the best anti air in the game. Given that, I don’t think a fully invincible grounded reversal will ever be implemented by capcom. It would be nice, but I don’t think it will ever happen.

Any ideas as to when we’d see a Mod like this released?

I’m not sure how good Slash would be if I took away the recovery nerf. I wanted to make it more like his ST version where he has a frame of extra recovery, but way better startup. The startup along with frame advantage buffs I think gives him a really solid pressure game that offsets the slight pushback nerf to LK Sobat. The way EX Slash works makes it hard to buff recovery any more than it already has been tbh. The 2nd projectile comes out on frame 27, so I effectively made the recovery a mere 10F. He also already has a ridiculous amount of advantage after it (even more after the recovery buff), so I think any less recovery would be overkill.

I might change it back, I did buff it quite a bit.

Not necessarily needed per se, but I really like that it adds something unique to his game.

I haven’t tested this specifically yet honestly. I’m 90% sure it will still be safe from SPD if spaced well, though.

Yes it is still airborne. I was initially going to nerf it to 100 damage, but I thought that was a little too much. 110 seems like the perfect amount for me. I’ll add in a buff so it’s only -6 on block to sweeten the deal.

I’m torn on this right now. EX Upkicks is never going to hit crouching, it is already one of the best anti airs in the game. I changed EX MGU back because you guys were saying that you rather have comboability instead of invincibility, both is wayyyy too good. I’ll look it over some more and see which one I decide is better for him.

The mod is in the early stages and is being worked on by me and 2 other people (cerberusfx and Eternal). Progress has been slow, but once the hitbox viewer is officially released we will be able to work on it with much more accuracy and speed. All characters are getting rebalanced, along with some system changes (Manually assigned hurtboxes for all reeling animations, weakened focus attacks, revamped meter build system, more emphasis on Super combos among other things that we haven’t fully decided on yet)

Sorry for double post, but I would like to post my (currently) final changelist for Deejay. It is based on feedback you guys have given me, along with many changes of my own.

Backdash
-Movement distance increased
Focus Attack
-Animation changed to match LK Sobat; frame data remains identical to focus attack.
EX Red Focus (RFC)
-Scaling now only counts as 1 hit
Forward Throw
-Range increased from 0.85>.09
-Damage increased from 120>130
-Stun increased from 100>130
Far MP
-Hitbox drastically expanded downward
Crouch MP
-Startup reduced from 6F>5F
-Active increased from 2F>5F
-Recovery reduced from 12F>10F
-Damage reduced from 80>65
-Stun increased from 80>100
Close HP
-1st Hitbox drastically lowered
-Damage changed from 5070>7050
-Stun changed from 70130>12080
Far HP
-Hitbox increased in height and width
-Hurtbox reduced in height
Crouch HP
-Recovery reduced from 19F>16F
-Damage increased from 90>100
-Cancel window increased to end of active
Far LK
-Active increased from 2F>4F
-Recovery reduced from 7F>5F
Far MK
-Active changed from 14>23
-1st Hitbox slightly increased in width
Close HK
-2nd Hitbox expanded downward
Far HK
-Startup reduced from 11F>10F
-Recovery reduced from 23F>18F
Crouch HK
-Startup reduced from 14F>10F
-Active reduced from 9F>6F
-Forward movement slightly increased
-Hitbox during first 4F increased in width but cannot hit airborne
-Hitbox during last 2F active moved more forward and increased in height
-Hurtbox for upward leg removed
-Stun increased from 140>200
Diagonal Jump Jab
-Now active until landing
-Hitbox expanded downward
-Hurtbox from elbow to fist removed
Neutral Jump Fierce
-Causes Hard Knockdown against airborne
Knee Shot
-Damage increased from 30>60
-Hitbox slightly expanded downward
Air Slasher
-Startup reduced from 12F>10F
-Recovery increased from 25F>26F
-Hit/blockstun increased by 2F (now +4/+1)
-Damage increased from 50>55
EX Air Slasher
-Recovery reduced from 39F>37F
Sobat
-Charge time reduced from 50F>40F
-Can now be activated while Air Slasher is on screen
LK Sobat
-Lower body invincibility added until end of active
-Pushback on block slightly reduced
-Damage increased from 90>100
-Stun increased from 90>100
MK Sobat
-Causes soft knockdown
-Damage increased from 6050>8040
-Stun increased from 5050>10050
HK Sobat
-Causes soft knockdown
-Damage increased from 8050>40100
-Stun increased from 10050>50150
EX Sobat
-Startup reduced from 15F>13F
-Strike invincibility removed
-Projectile invincible until 2nd active frame
-Forward movement slightly increased
-Damage reduced from 140>110
-Blockstun increased by 2F (-6 on block)
LP Machine Gun Upper
-Startup reduced from 12F>6F
-Lower body strike invincible until active
-Throw invincible until active
-Can no longer be mashed for more hits
-Blockstun increased by 5F (-6 on block)
MP Machine Gun Upper
-Startup reduced from 12F>4F
-Upper body invincible until recovery
-All hits (including mash) juggle
HP Machine Gun Upper
-All hits (including mash) hitbox increased in width
-All hits (including mash) stun increased by 15
EX Machine Gun Upper
-Startup reduced from 6F>5F
-Lower body strike invincible until active
-Automatically cancels into followup
-Damage reduced from 162>155
-Stun increased from 235>250
-Juggles opponent closer on hit
LK Jacknife Maximum
-Stun increased from 50>100
MK Jacknife Maximum
-Damage increased from 7030>6060
-Stun increased from 5050>10050
HK Jacknife Maximum
-Damage increased from 404030>607020
-Stun increased to 1005050
Sobat Carnival
-Juggle potential for all hits has been increased
-Juggle physics against airborne changed to increase the chance of all hits connecting
Sobat Festival
-Startup reduced from 11F>9F
-Forward movement increased
-Damage reduced from 473>423
Climax Beat
-Startup reduced from 7F>6F
-Recovery on full animation reduced by 10F
-Damage reduced from 450>427
-Final hit inflicts 250 stun

I think he is really good now imo, will probably remain high tier even once all of the other characters are done being rebalanced.

FYI cr.hp xx EX MGU, dash U2 does 554 damage/625 stun…shit just got real.

nice list. this would make him pretty damn strong imo.

It all looks really good! Maybe some of the other more experienced DJs will come in and later and add some other things they’d like to see.

P.S. thanks for the god hand and super juggles.