What's bad about his buttons? Plus his walk speed is freaking good.
For the most part they all have slow startup, bad hitboxes, short range, and long recovery. The only real exception to this is his standing jabs, which are actually really good, but they don't lead into much for him.
To go into it one by one:
close jab: this is a legitimately good jab, has a good hitbox, hits crouchers, and has fast startup and recovery
far jab: also good, has fast startup and recovery, makes a good last second antiair
low jab: middle of the road, nothing really particularly good or bad about it (it can be chained into itself i guess)
close short: pretty crappy, only use it has is that it has zero pushback when you hit it.
far short: slow startup for a light button, but okay recovery. Limited use due to the low hitbox on a standing move.
low short: this is where the issue starts. DeeJay needs to be relying on this button the most out of all, and it's the biggest letdown. Very slow startup, Very slow recovery, and deceptively poor range (the hitbox ends before DeeJay's ankles). It's essentially a low forward in properties but has low short damage and hitstun...leaving DeeJay without a real low short. It really hurts him. (Startup being 1f faster in USF4)
close strong: primarily an anti-air move (hits directly vertical). Tough to use though due to close strong and far strong having vastly different startup times.
far strong: pretty much deejay's "best" antiair...by a good margin. It's a medium strength move. This is an issue (and contributes to him having low damage: having to rely on this move instead of others due to how bad they are). Although it has ok range (ok in reference to the rest of deejay's normals, not compared to the rest of the cast), it's higher hitbox makes it ineffective in the ground game. (will be getting buffed in USF4, mostly for more combo potential)
low strong: his old ST poke, nowhere in the same league as good as it was in that game (range, damage, speed, or hitbox). It's been buffed twice now in an effort to get it more use and still can't be applied very well. (It's getting buffed
again in usf4)
close forward: this, along with his close jab, is deejay's legit
best button. If far forward was deleted and he only had close forward, he would no doubt shoot up a tier. Great hitbox, startup, and frame advantage, can combo into itself (and a lot of other things). Unfortunately it's a close button which means you will only be seeing it in meaty pressure or combos.
far forward: Crappy normal that deejay is forced to use because its the closest thing he has to a good ranged normal. Somewhat ok startup (but slower if you use it as a ranged poke), terrible damage if you use it as a ranged poke (60dmg), and
terrible frame advantage (unless you cancel the first hit...which doesn't have much range.) Mediocre hitbox as well. Only saving grace for it is if you are in that range where you are close enough that the first hit of far mk won't whiff but not too close that close mk will come out, it can make a pretty good armor breaker. However, that range is
very narrow, and even attempting that is a huge risk in itself.
low forward: Deejay's sweep. Its pretty fast for a sweep. That's about the only good thing it has going for it. The range is very bad, and the damage is pretty low.
close fierce: A two hit punch, it has decent startup but it being two hits causes a bunch of issues for him (you can use the first hit as a close range antiair...kinda...but the second hit whiffing will leave you in a terrible position, the first hit does poor damage (50dmg), close strong does more. Only the first hit is cancellable too, meaning this button has no use at all to deejay as there is another button that does what it can do better.
far fierce: WTF capcom. This should be one of deejay's best anti-airs...and its complete garbage. Complete and utter
shit. slow-ish startup, poor range, awful recovery,
horrible hitbox. They keep adding stupid gimmicks to this button but the button itself remains trash.
low fierce: As a ground poke it's really bad, slow startup, poor range, very poor recovery. It's pretty bad as an anti-air too except for one little caveat - its surprisingly effective at stuffing dive kicks. Due to where it's hitbox is, and it having a good number of active frames, its blows them up pretty well. This is the
only area that I think DeeJay is more effective than Guile.
close roundhouse: Odd move. It was hilariously bad in SSF4 (as in it would NOT hit...the move was literally broken on some characters), but they fixed it somewhat. Its a bit slow to use as a close range antiair but once again, like a bunch of deejay's normals, it's multi-hitting. The damage is separated, meaning its very little damage (you will only be getting the second hit - 60dmg) and his medium-strength buttons do more.
far roundhouse: DeeJay's longest-ranged poke...which has slow startup, a bad hitbox (its his furthest-ranged poke but even then the hitbox isn't at deejay's feet), and REALLY bad recovery (non-cancellable -5 on hit). Might as well use LK sobat, it's pretty much a completely faster move.
low roundhouse: His slide. Nothing like it was in ST, currently the slowest slide in the game (well technically bison's slide is 1 frame slower but his is entirely different in application and can be focus cancelled). Capcom made the slide shorter in AE to make it able to be a bit more useful on the ground (easier to space) but in doing so it's actually worse as an anti air now. Either way it's still focus bait, and considering it's the only way deejay can maintain forward movement while holding a charge (compare with guile's knee bazooka) it only amplifies how bad deejay's midrage game is.
As it stands right now he is a character filled with conceptual anti-airs as normals (sorta like dhalsim), and not much in the way of effective ground pokes. That creates a pretty big hole in his neutral game, and he suffers for it. On top of that his situational anti-airs don't really work as advertised. But yes, he does have a good walkspeed.
MIMIC said:
Speaking of DeeJay, does anyone else think that he and Dan have the best reversals in the game? I kind of judge it on how effective Fuerte's splash can stuff it. After all these years, I've found that his splash cannot stop a Dan SRK reversal or DeeJay's EX upkick reversal.
Some characters will get stuffed (Ryu, Ken, Sagat, Akuma, etc), or whiff (if you time it right, like Yun's EX upkicks), but DeeJay and Dan don't whiff or trade; they HIT you
Dan does have one of the better SRKs in the game, along with Oni and Seth. Oni's however, can't be made safe (yet). DeeJay's upkicks are an effective antiair, yes (assuming you have charge), but it comes with it's own set of problems. You can't make it safe or FADC it (due to it being airborne from the first active frame), and as stated many times, it whiffs on crouching opponents. I'd say it's about as effective as blanka's EX upball.
Yeah. What I'm talking about may just simply be character dependent anyway. But I figured that since those were two were the only guys' reversals that always wins out that it was like that across the board.
What about Seth's dive kick or Guy's elbow thing? Who wins when DeeJay or Dan goes for the reversal?
It depends on how early you input the command. If you do it too early than Seth's dive kick and guy's elbow will win every time. This is hard for characters like seth, sakura, and adon since their air-to-ground moves are really fast. If you delay it enough then yeah, upkicks will beat it.
Its all about hitbox/hurtbox interaction and invincibility frames. You always want to time the move that when their hitbox reaches you, you are on the invincibility frames of your reversal, and when your reversal is on it's first active frame, its right on their hurtbox. The later the reversal, the better simply put.
On a related note Rose's jump fierce is
really hard to antiair, it can stuff EX upkicks clean.