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

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…