got damn Threi, I got wrecked a new one, ggs. That double P ;_;
And sorry for all the jumping,(same goes to everyone in Kadey's lobby) I'm trying to work on my AA so I was trying to do anything to make you jump at me. Deejays jumps are so damn fast though, most of the time I didn't even realize you jumped until way after you landed. The one time I did I couldn't even get the EX hayate to connect. ;_;
Any advice you could give? I want those AA reactions you have. I need a training session with jlai.
What exactly makes Deejay a bad character? I know you're on a complete other level compared to me, but he seems to have everything he needs to do reasonably well. Multiple AA options/tricks(that fireball into slide always gets me) amazing pressure, decent zoning. Only thing I could think of is lack of a good reversal. I mean, I've never beaten a Deejay player in my life(Seriosuly, in ranked or in endless). But maybe that just points to how shitty of a player I am
Well the thing is the more time you spend in the air is the less time you have playing makoto's awesome ground game. From my point of view if you are neutral jumping a lot that makes things a LOT easier for me, i can throw out a jab fireball and set up a simple trap. Whereas if you are on the ground threatening with stand and low strong buffered into ex hayate its a LOT scarier.
As for why DJ is a bad character...it all boils down to character knowledge. At face value he does seem fine but if you pressure him extensively and know where the holes are you will see that he is actually pretty bad. People tend to treat him like Guile, and as such give him a LOT more leeway than he deserves, which in turn gives the DJ player a much easier time.
But the short answer is:
1. His damage output is low. Deejay has to rely on his jabs a LOT (since all his other buttons are very situational and pretty slow),
2. His zoning isn't as effective as it seems. People seem to overlook this, but the reason guile's fireball and antiair options are so good is to make up for the fact that its a charge fireball. They are telegraphed very blantantly, moreso than motion fireballs (Even the best guile players have fireball patterns) When you play enough you will start to get a rough idea of when charge characters are vulnerable, when you do, you will really start to notice the pattern. This is where the real difference comes in, Guile can still stop you pretty effectively, while DeeJay cannot. His antiair options require a lot more precision (and for a lot of chars are simply too risky to attempt) and have less of a payoff (very little damage, stun, and hitstun - it doesn't discourage people from trying it again)
This is just for antiairs and zoning though, this is not taking into account that deejay is
NOT as threatening on the ground as Guile or a lot of other characters are. His slow, low damaging normals and specials mean that you really can just walk up on him, but people are afraid to thinking they will get hit with something big. It doesnt happen. There are not guile fierces, gouken sweeps, or sim snipers to rack up damage and stun.
The weakness everyone knows about is of course the bad wake-up game. But people dont tend to realize how crippled it is. At first glance it actually seems pretty reasonable. An anti jumpin and anti-meaty (we will get to this) in EX upkicks, and an anti-throw in ex sobat, and of course the best option: blocking. People try to crossup deejay, get upkicked, and proclaim his wake-up options fine. I remember earlier in this thread regarding gouken's wakeup options, it was said that there is never a situation when he doesn't have a right way to escape/reversal.
...DeeJay however, is completely free to low meaties. As in ALL his reversal options will either whiff or get stuffed completely. As in there is NO right answer (his backdash is horrible btw). It would be fine to just block, if not for the fact that against most characters he will still be susceptible to counterhits due to his slow close, mid, and far-range buttons. It is free pressure. Meaty makoto's low forward on deejay and see what happens.
His pressure has holes in it. He is actually pretty negative on most of his specials and normals on block (exception being his fireball, which is even on block). His sobats are all very punishable, its tricky when spaced right but they are all at least -5. Pretty much the only thing that is a legit blockstring from deejay is Jab > Jab. Anything else you see is the DJ player risking counterhits because of a read that the player is passive and won't throw it out. Im actually surprised you didn't pick up on it, but Makoto's stand strong was stuffing pretty much everything DeeJay put out in a neutral position.
All of the weaknesses he has (and these are just general ones, if i went into detail on all the little issues he has it would take forever) are all fine and dandy on their own, and are perfectly reasonable if you want to give a character weaknesses to balance out their strengths. But thats the problem, Capcom didn't really give deejay any real strengths to balance out his weaknesses. He is a Jack of all Trades, master of none. He does a lot of things but does them all mediocre. What seems to have happened is Capcom has forgot that he is a charge character, and that you need certain things to balance out that weakness, which he hasn't received.
*edit* gg beevee my net was crapping out there at the end
the rog matchup is too damn stressful. its like playing a damn twitch shooter with 1hp D: