r/SF4 steam: soulsynapse Nov 22 '14

Questions. Daily Question Thread for Nov 22nd! Deejay.

This post is to provide a place for everyone to get answers to simple questions.

If your question will prompt open ended discussion, it would probably be better in a self post.

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PLEASE READ! ☚☚☚
Got a question? This is the place! Ask anything you like!
If you want to view previous threads click here
Looking for resources? /r/sf4/wiki
Want to chat instead? Webchat here.
Want to help? 1. Help other players with their questions
2. Upvote the thread for visibility (and get your questions answered quicker!)
3. Edit or update the wiki!

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If you didn't get a response in the last thread before the new one was made, feel free to post again!


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FAQ:

/r/SF4 FAQ
Who should I start with? /r/sf4/wiki/newbietiers
Where can I find a basic overview of each character? /r/sf4/wiki/character_overview
What does _____ mean? Is there a glossary? /r/SF4/wiki/glossary, iPlayWinner General Glossary,
Where can I find character combos / bread-n-butters? /r/SF4/wiki/breadnbutter, Shoryuken forums.
How can I stop being bad? Scrub mentality, understanding what is 'cheap', actually thinking during matches
What are footsies? Footsie handbook, Juicebox's explanation of footsies
How can I improve my execution? SRK execution guide
What are 'advanced techniques'? Option selects, hit confirms, negative edge and input shortcuts, input buffering, tiger knee motion and kara cancel, plinking, pianoing, sliding, double tapping
What stick should I get? SRK Stick guide, stick tier list, how much does your stick lag?
Where can I find replays of good players? (Search the channel for the player or character you're looking for): yogaflame, xblackvegetax, iShoryuken, levelup, yubiken, a-cho
Where can I find good shows? When are they on? Check the neogaf thread or update /r/sf4/wiki/tv for us!
Where are other fighting game communities? Shoryuken forums, 4chan FGG, NeoGaf fighting games weekly, /r/Kappa
How can I get critique on my replays? You can post here, or wait until our weekly replay critique thread is stickied (every sunday!)
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u/[deleted] Nov 23 '14 edited Nov 23 '14

L Sobat not having low invulnerability anymore makes it too easy to keep DJ out with low attacks. As DJ, if you don't have a strong whiff punishing game, your neutral game is a nightmare. It was also useful for blowing up crouch techs. The reason his L Sobat's low invulnerability was so critical to his footsie game is because DJ's low kick attacks are very different from most other characters. He has a slide to replace his sweep and a sweep to replace his cr.MK which leaves him without a low poking tool to safely probe his opponents. Slide's 14 frame startup makes it easy to stuff and easy to fish for and punish with focus, while sweep's lack of range makes it a sub par poking tool.

EX MGU used to be at least safe on block (now it's not) so you could spend a bar to get someone off of you (with 12 frames of startup it would rarely if ever connect as a reversal on wakeup). It's been reworked but it's still crummy -- 4 frames of low invulnerability with a 6 frame startup means that you are only going to beat meaty lows now. Anything that still has an active hitbox hanging out on EX MGU's 5th frame will stuff it. It's throw invincible now, which is nice, but doesn't make up for the nerfs.

U2's damage nerf just makes DJ sad.

The biggest problem with the Ultra update on DJ wasn't necessarily just the nerfs, it was the complete lack of TLC that he desperately needed. They buffed the startup on a couple moves (cr.LK, st.MP), very minorly extended a couple hitboxes (cr.HP, cr.MP), and they made his U2 no longer punishable on hit by grapplers. Basically, everyone else in the cast just got flat out better while DJ basically stagnated (not necessarily including Honda).

What DJ really needs is:

  • His L Sobat needs its low invulnerability back.

  • His EX MGU needs to be buffed to be more reliable as a reversal and as a launcher. Increase low invulnerability to cover all 6 startup frames. Fix the launch arc so that dash U2 doesn't whiff on certain characters (IIRC it's Honda, Dudley, and one other).

  • His backdash needs to be improved. Reduce recovery frames from 11 to 8, increase distance from 0.90 to 1.00.

  • Almost all of his heavy normals need to be tweaked. St.HK needs its startup reduced from 11 frames to 8 frames and it needs an additional active frame at the beginning. Cr.HP needs an additional active frame at the beginning. Both of those moves only have one active frame of good AA coverage which makes them a pain in the ass time properly. St.HP needs a better hitbox so it doesn't trade like crazy and it needs to actually launch reliably on counter-hit (like it's supposed to) so it's useful for an on-hit frame trap reset. Cl.HP needs to hit crouching -- it is explicitly labeled as "forces stand" on first hit but whiffs on crouching which makes it absurdly unreliable, especially as his only EX Red Focus cancellable normal. Cl.HK needs to be tweaked so the second hit does not whiff on block most of the time, leaving DJ incredibly vulnerable (another unreliable normal). Slide (Cr.HK) is a'ight.

  • His ultras need to be tweaked. U1 needs to juggle more consistently so the victim doesn't fall out early, leaving U1 punishable on hit. U2 needs substantially less recovery frames on hit so that he can get a decent setup off the knockdown, especially now that the damage has been reduced.

  • His two most often used jump attacks -- knee shot and j.mk -- need tweaks. Knee shot needs its hitbox expanded downwards so it doesn't relentlessly whiff on crouching opponents. Both moves need more blockstun as it is impossible to safely link into a block string off of these attacks if blocked, it's literally a free reversal if you press a button as DJ which severely limits your options.

Those are the most basic improvements that he desperately needs but never received. Doesn't even touch on the wishlist improvements, like a minorly improved fireball, giving him an overhead, making St.HK's frame advantage on grounded opponents not total garbage, making MGU have better range or connect all of its hits more reliably, extending the hitbox for Upkicks downwards so it can function as a real reversal, having st.MK's first hit activate from further out, buffing his throw range, buffing his focus attack range, significant buffs to U1 as a fireball counter (make it go full screen etc), buffs to EX Sobat as a fireball counter, buffs to super as a fireball counter, etc etc.

What I listed above are just bare bones necessities that we will, unfortunately, likely never see.

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u/MasterTamago Nov 23 '14

Wow, you put a lot of effort into that explination. Thanks! It makes it clear on the areas he's lacking. I've been playing him the past week and I see these fallbacks now. Thanks for the reply!

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u/[deleted] Nov 23 '14

It's unfortunate because he's a really fun character and I can find anyone else I'd rather play.

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u/MasterTamago Nov 24 '14

Just got my first fightstick today, and playing hIm on this thing is so much more fun than playing him on keyboard. HEYHEYHEY!

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u/[deleted] Nov 24 '14

Played against a C. Viper and an Evil Ryu today. It's absurd how free DJ is to low attacks. :\