Seems like he’d take a crazy jump in the tier list if he was to get some of those changes, only thing I’m not feeling the groove with very much is the sweep change, less AA frames? His normal AAs suck enough as it is.
I’d REALLY like to see far HK be like 8-frames as well, wishful thinking. And EX Sobat being a 12-framer so it could link into jab/short BnBs would be godlike.
Not sure on why the FA animation change to LK Sobat is a thing, couldn’t it just have a start-up or hitbox expansion and remain the same? I quite like how it looks.
Oh, and what’s the EX MGU automatic follow-up? More hits automatically? That’d fuck up the U2 juggle, anything with the word “Automatic” in SF feels weird to see.
And I’ve said this one before, but EX Jackknife to have an expanded hitbox and hit crouchers, just like the Gouken tatsu buff, having the vacuum effect would be dope as well but I wouldn’t care much considering he’d have a good reversal.
Having a better backdash would help DJ’s wakeup without buffing his wakeup too much.
What I’d rather see is Super connecting after a M Upkicks juggle, and then you could cancel that super into U1 (juggle would only really land in the corner). Connecting Super after M Upkicks juggle is an old school juggle from Super Turbo and I’d like to see it make a return.
I’d rather it not see U1 connect fully after EX MGU, that’s the primary reason for taking U2. There needs to be some differences between the ultras. I made a suggestion to make EX Slasher +6 on hit and to reduce the charge time of U1 to 50 frames. Those two changes would make it easier to combo U1 (and EX Sobat, with a faster startup change on it as well) after EX Slasher, which would be a pretty nasty hit confirm.
I think EX MGU should really only work with U2 as far as Ultras go. You can still get mediocre damage out of U1 off of it. If you want more, go for U2, where you get that juggle potential but then sacrifice what U1 brings to the fireball game.
Can’t quote for some reason but @Froztey I’ll explain some things.
First, if you looked at my changes then you will see that he got better anti airs all around. The slide change is one of his biggest buffs actually. It makes it much harder to walk backwards against him and is actually way better as an anti air if you time it better. I basically changed it to be more like his ST version.
Far HK 8F startup would simply be way too good against grapplers, he’s already much better against them as it is.
The FA animation looked goofy and can’t be made much better. I’ll see what I can do but the animation change is staying for the moment.
Look back at the EX MGU changed, I fixed the problem the followup would normally cause. Since it cancels automatically now there is no extra point of scaling, so it actually does more damage all around.
EX Jackknife is never getting the Gouken treatment, Deejay wouldn’t be able to be pressured on wakeup at all with a buff like that.
@fischbs I did make Super juggle much better, so MK Upkicks into Super works now :disagree:
Another double post, sorry but it’s because I come with a few more changes. Sadly there are a few nerfs, but there are slso some new buffs :). Reason for this, is because I talked the changes over with my mod colleagues, and they didn’t agree with some of the changes.
Things that will be removed as per their request and my own judgement.
EX Slash recovery buff
EX Sobat invincibility changes, still keeps rest of the buffs and damage is back to 140.
nj.HP hard knockdown
EX RFA scaling change
Air Slasher damage buff
LK Sobat pushback nerf
Climax Beat stun buff
Things being added
cr.LK +2F of hitstun
LK Jackknife Maximum gains 2F active fron 2F>4F
LK Sobat startup increased by 2F from 12F>14F
LK Sobat active increased by 1F from 2F>3F
LK Sobat recovery reduced by 1F from 21F>20F
MK/HK Sobat meter gain on startup increased from 20>30
MK Sobat blockstun increased by 1F (-6 on block)
HK Sobat blockstun increased by 2F (-7 on block)
Still sound good? Don’t worry about the LK Sobat startup nerf, I gave cr.LK extra hitstun so it still combos. Focus attacks are also very much weakened, so dont worry about it being too slow to beat them.
EX Slash recovery buff allowed an insanely damaging and easy to perform corner loop in cr.HP xx EX AS.This was simply too good for the amount of risk involved.
EX Sobat invincibility has been changed back to Ultra levels, since the added projectile invincibility was unnecessary along with the improved Slash and U1 buffs. It still got way better and is back at 140 damage which is good.
nj.HP hard knockdown was just an unnecessary change, same thing with U2 stun buff. Sadly this means he no longer gets insane amounts of stun from U2 combos.
I wanted the EX RFA scaling buff to stay to give it a reason to be used, I really did. Sadly they didn’t think he should have a unique property for a system mechanic.
14 frames is a bit slow for his LK Sobat for my tastes. Why not just get rid of the knockdown off it and buff everything else about it, if you’re giving knockdown to his M and H Sobat? With the reduced startup of EX Sobat you can spend meter for knockdown off of a short if you want it instead of going for LK Sobat.
I don’t think nj.HP is an unnecessary change.
Cr.HK with 10 frame startup and increased range sounds too good.
I’d say the problem with his backdash wasn’t necessarily how far it went back, just how long it took to recover.
Having trouble quoting as well, apologies @TheFreshPrince
I can’t understand why he wouldn’t EVER not have a buff to his EX Jackknife, he’s still be able to be pressured on wake-up with baits and such, and he can’t FADC that attack, seems fair but that’s just me, because he has absolutely nothing to retaliate with on wake-up and force opponents into respecting him, and almost all of the cast have a move like that. Best options are to block/backdash currently.
Far st.hk 8F would be too good I totally agree, it’s not super important to me but something I’d have on a wish list of “Best possible buffs.” Cause it would be a damn scary normal in the poking game and whiff punishing.
Still have mixed opinions on the EX MGU, the word automatic just makes it seem like an option stripper if anything, that’s just me though.
If slide is faster and just has shorter AA active frames, I’m fine with that. Not too difficult adjusting honestly, probably be easier if anything. (Never played ST, 09’er for life)
EDIT: Only just read the first post of this thread, this subforum 10/10
the dude was making deejay suggestions and didn’t even know EX MGU dash U2 existed. so yea I flamed him a bit. how you gonna just suggest random shit for a character you clearly have not even researched…
Been playing DeeJay for what, 4 days ish? And I think I already have an intermediate amount of knowledge on his weaknesses/gameplay, guess the guy was a little slow to catch onto stuff.
Also the Br_Balrog and Aloine part gave me a laugh, no idea why, god bless the internet.
Will run this by them, but yes I will fight for this to happen.
I see where you are coming from but Dictator doesn’t have a projectile of his own. Deejay now has better U1 and better Air Slasher himself, so I really don’t see the need for him to have a better way around projectiles with 1 bar than he already has.
lol, the funny things about this is the damage buff is coming back after I thought about it.
Forgot to mention this, but it is a system wide change for Ultras to have less damage. Deejay isn’t the only one to get this. We are trying to give Ultras less reward but more utility.
For sure.
Didn’t even think about this…
Great.
Will probably just make LK Sobat 13F startup and cr.LK +1F hitstun instead of +2F. Would allow cr.LK to combo into both LK/EX Sobat without comboing into MK/HK Sobat.
I gave him a wakeup option with the improved LP MGU. Now the attacker has to guess between LP MGU (1F slower startup than EX MGU so certain setups won’t work), EX MGU, MK upkicks, EX upkicks, and backdash. The lower body invincibility and startup buff on LP MGU is more helpful than you would think, it now means that he’s not free to meaties anymore on wakup.
Well, just by judging from the EX MGU buff in Ultra I’m allowed to be a little pessimistic about MGU having any sort of invincibility, as long as a low meaty isn’t unanswerable I’m cool with it.
One more! Haha, I feel like I just wanna keep talking about this, dunno why.
EX Sobat, yeah I guess you’re right. Is it possible to make his Super travel farther and keep fireball invincibility until active? Just maybe an easier confirm for U1 or something, I dunno.
Air Slasher, oh. Uh, cool!
Ultras, oh, that makes sense then! I’m down with that as a system wide change.
Yeah uh, that was my first thought when I saw the cr LK buff, haha. Combo into EX Sobat is cool though. Something I always thought would be cool is if EX Sobat left a juggle property for a normal, so like if you did it in corner you do like Cl LP for a reset or something, haha.
What about meaty mids though? We get blown up by Shoto’s crouch MP, Yun’s cr MP, and things like that.
As a side request, possible to make the hurt box on Cl MK a bit more pulled back so it can’t be thrown as easily. Having a frame trap would be cooooooool~
Just read the fix/balance log for the patch tomorrow, nothing for Dee jay and no hurtbox adjustments on the new characters. Fixed a bunch of other characters shit though, garbage.
Seriously, absolutely nothing for DeeJay? Please tell me Elena/Decapre have been looked into at least. I’ve had a quick scan myself and a lot of it just seems like them sweeping up some of their fuck-ups from the last patch.
2015 please fix DeeJay and Hurtbox Fighter 4, amen.
Yo I had no idea that super xx ultra 1 isn’t a true block string on Elena and Rolanto… They both can reversal you after the 5th hit of ultra 1. Elena can even jab or jump out of it.
Edit: I gotta see if that happens in the middle of the super part too.