SF6 Year 1 Patch Notes - Dee Jay

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Dee Jay's changelist was really hard to parse so forgive me if I missed some stuff.

Пікірлер: 57

  • @invincibleloonie
    @invincibleloonieАй бұрын

    I think the Jackknife changes were to cut its grounded range horizontally so it wouldn’t be able to punish certain attacks that other DPs couldn’t.

  • @YourEverydaySheep

    @YourEverydaySheep

    Ай бұрын

    Yeah Deejay can't punish Jamie's spaced rekka with it anymore thankfully.

  • @deeaizee9130

    @deeaizee9130

    Ай бұрын

    This. Dee Jay lost his H Jackknife punish on Juri's Fuha blockstrings, for example.

  • @iMaytriksU
    @iMaytriksUАй бұрын

    Deejay deserves to be top tier for at least half a decade after what capcom did to him in sf4

  • @Anomaly188

    @Anomaly188

    Ай бұрын

    Funny thing is, Capcom really didn't do much to him, and that was the problem from the start. He was practically a straight port of his Super 2 self but he couldn't work with SF4's mechanics so he had no coherent gameplan. Super 2 Dee Jay was all about zoning people out to stay safe and throwing them away if they got in since throws were unbreakable then and did nearly a quarter lifebar in damage. The ability to break throws and armor through fireballs to build meter combined with his jank unupdated kit killed his viability in a footsie heavy game like 4.

  • @rangoon2
    @rangoon2Ай бұрын

    Bafael I love you

  • @HollyBunnySilly

    @HollyBunnySilly

    Ай бұрын

    they use maractus as their pfp how could you not love them

  • @melleen629

    @melleen629

    Ай бұрын

    @@HollyBunnySilly I need the maractus lore

  • @HollyBunnySilly

    @HollyBunnySilly

    26 күн бұрын

    ​@@melleen629I love maractus that's all the lore :3

  • @Noonanx09
    @Noonanx09Ай бұрын

    Jackknife changes were to prevent it from punishing things that were -5 or -6 but safe(r) if spaced, like Jamie 1st rekka or Juri fuha stores. A change you didn't mention is that Jackknife now travels a much shorter distance if it whiffs and goes past the opponent, making it easier to punish on whiff!

  • @Stealphie

    @Stealphie

    Ай бұрын

    only -6. all versions of it are 6 frames

  • @emeraldmann1329
    @emeraldmann1329Ай бұрын

    "After level 2 super, the super gain for the rest of the combo is more scaled" >Still gets like 70% of a bar

  • @iamccbeats

    @iamccbeats

    Ай бұрын

    59.99 percent. But who's counting 😅

  • @DEClimax
    @DEClimaxАй бұрын

    you wouldnt be using sway HK as a reaction AA, you would be swaying furst then confurming a HK AA if they try to jump the other options, and its very good at thet meow

  • @kiplit9013
    @kiplit9013Ай бұрын

    baf my goat

  • @Nukanator10
    @Nukanator10Ай бұрын

    Even with all of the nerfs he got, he doesn't feel different to me. Dee Jay in SF6 is all about fast mixups, crazy baits and making the opponent guess constantly with the best Drive Rush in the game. If you took any of that away, that would be a real nerf to Dee Jay's game play.

  • @dismasthepenitent569

    @dismasthepenitent569

    Ай бұрын

    I think that what you're describing is a really good thing, actually. The character is weaker, but he doesn't feel weak, and his identity and core game plan remain intact.

  • @doctordice2doctordice210

    @doctordice2doctordice210

    Ай бұрын

    @@dismasthepenitent569that's what a lot of the top tiers got actually They get to have their toys, it's just the reward of their BS has been toned down while most of the low tiers got theirs toned up + having more toys to work with

  • @user-bv3ok2re3s
    @user-bv3ok2re3sАй бұрын

    Recent Fuudo's Dee Jay video is full of rage ...

  • @jamestrombone6613
    @jamestrombone6613Ай бұрын

    Baf I love you

  • @rdmqwerty
    @rdmqwertyАй бұрын

    i do think that his level 1 super is designed to be a whiff punish tool. because it has special properties on a punish counter that let you combo after it. ive only really ever done that as like a meme punish. like if i jump a zangief level 3 super, id use it just to style on them. but its not optimal in the slightest. i think im gonna try using it for whiff punishing sometime soon

  • @zachculberson4457
    @zachculberson4457Ай бұрын

    Baf the goat fr.

  • @isaiahyoung5377
    @isaiahyoung5377Ай бұрын

    Look at what they did to my boy!

  • @HollyBunnySilly

    @HollyBunnySilly

    Ай бұрын

    Yeah! With all of these nerfs, now he only has good neutral, above average damage, great mixups, one of the best drive rushes, the ability to alter his jump arc, fantastic whiff punishes, and good pressure! He's ruined!

  • @laffy7204
    @laffy7204Ай бұрын

    Flashkick was a good for converting off of crouching heavy punch. Now flashkicks been nerfed, crouching heavy punch is much worse

  • @De-nu3nb
    @De-nu3nbАй бұрын

    might be a sf 6 primer idea later on: I'm having trouble with charged moves after a drive rushed normal, sayd for ed, ex snatcher into l.fireball gives you enough time to drive rush a s.hp, which can then go into a precisly charged light snatcher. I'm having a rough time getting that last part, the input history shows that i have a perfect qcf.k, and the timing would cancel correctly from a s.hp normally; are the buffer timings different when you drive rush a normal? ill sub to you on twitch i promise

  • @pretzels7437

    @pretzels7437

    Ай бұрын

    Just practice it more, it's *somewhat* like a perfect knuckle but it has a visual cue. I play ed too and main thing is that once you play around with charged special moves, they behave more like links than instant cancela

  • @antoniocasanova9055
    @antoniocasanova9055Ай бұрын

    Bafael te quiero ❤

  • @javiermoreno5898
    @javiermoreno5898Ай бұрын

    For me this seems like how they nerfed guile but most other characters left pretty healthy in SFV season 5. This seems to be intended for non high levels of play only, and his gameplan is so linear and simple that for the less educated it seems impossible to beat. The same with the adjustments to Honda in this patch (I am referring to when they made Guile’s booms minus in SFV). They want to remove the very obvious cheese and give leeway to more strategy

  • @meathir4921

    @meathir4921

    Ай бұрын

    Guile boom nerfs in SF5 hurt him across the board. It hurts his zoning slightly but especially hurt his pressure because it meant he could build significantly less grey life off a single blockstring safely. As it turned out since the overall power level of the game was lower in late SF5 and defensive options were added like V Shift that benefitted Guile, his relative tier placement only dropped very slightly if not at all. Do not downplay the boom change.

  • @gengarisnotinsmash...
    @gengarisnotinsmash...Ай бұрын

    Baf is Jamaican some great videos of what's changed in SF6!

  • @javiergiandinotto1053
    @javiergiandinotto1053Ай бұрын

    I think capcom need to reverse Face Breaker first hit reaction on hit, I mean, they killed one of his punish combo on jumping opponents, that as a DJ player was a bit hard to react to it so it was a good reward Imo, nerfing damage is good overall, but remove the sauce...

  • @glawrk2861
    @glawrk2861Ай бұрын

    Everyone keeps saying Dee Jay fell off a cliff, when all he got were damage nerfs and his stupider shit got toned down to make you actually have to consider risks. He still does above average damage and he still has a complex neutral for many characters to handle, I don't see him getting off the top 5 atm.

  • @toltotal6363

    @toltotal6363

    Ай бұрын

    He wasn’t top 5 in season 1 and he certainly isn’t now

  • @Hrybread

    @Hrybread

    Ай бұрын

    @@toltotal6363 """top 5""" is such a pointless, semantic argument in a balanced game like sf6. The fact of the matter is Dee Jay was the 2nd most popular character at capcom cup, and was extremely strong. He's still strong now

  • @stoveFGC

    @stoveFGC

    Ай бұрын

    It's just a lot of nerfs and scaling in different places at the same time when most characters didn't get hit nearly as hard and some got way buffed. Definitely not weak now but it's hard not to feel it when you're sweating for half the stuff you used to get for free and I think that'll heavily affect his use in tournaments

  • @computervision557

    @computervision557

    Ай бұрын

    @@Hrybread Second most is Ken, DJ is third. However, T0/T1 characters are very close to each other, no matter it is CPT or Japan EVO, there were more than 6+ characters in top8

  • @ADreamingTraveler

    @ADreamingTraveler

    Ай бұрын

    @@toltotal6363 Deejay was basically top 3 in season 1 with Luke and JP until the February JP nerfs.

  • @Quartzrog
    @QuartzrogАй бұрын

    His level 1 super also now causes a wall-bounce off an airborne counter hit, which can lead to some fun combos,

  • @javiergiandinotto1053

    @javiergiandinotto1053

    Ай бұрын

    Always has been that way tho

  • @HellecticMojo
    @HellecticMojoАй бұрын

    Still no reason for level 1. Just save it for 2 or 3.

  • @BigJC777

    @BigJC777

    Ай бұрын

    sweep punish

  • @tentayeprimo6674

    @tentayeprimo6674

    Ай бұрын

    Dude use literally any other button instead of a whole ass super lol​@@BigJC777

  • @acewttimer
    @acewttimerАй бұрын

    Every character I touch gets nerfed…

  • @GetThatWorkout

    @GetThatWorkout

    Ай бұрын

    That means you’re great at fighting games

  • @sergiok6660
    @sergiok6660Ай бұрын

    I think the big thing wirh deejay vs. ken is that Deejay ken is top tier because of how well he plays street fighter. Deejay is top tier because of how well he DOESN'T play street fighter. Ken is incredibly strong, but not because he's full of cheese like Deejay. All of kens "cheese" has flat-out answers, where a lot of the options Deejay could mindlessly cycle thru were very difficult to answer. I think these nerfs do a good job letting him remain that character that just rotates offensive options and reacts to the hits, and just targeting how much reward he gets. Backsway lk follow-up was a great example of smtn you had to specifically be scouting out to beat, and if you guessed wrong you would explode off a damn light special lol

  • @zatherog
    @zatherogАй бұрын

    Why videos look so blurry

  • @Bafael

    @Bafael

    Ай бұрын

    It takes a while for HD versions to process but SD versions go up immediately.

  • @yourstillwithme
    @yourstillwithmeАй бұрын

    DJ needed nerfs. As did Chun, Cammy, and Luke but only he got them. This patch os honestly pretty terrible. The changes and dmg nerfs dj got should have been apploed to 90% of casf.

  • @SnydeX9
    @SnydeX9Ай бұрын

    Hate them changing scaling for individual moves.

  • @pretzels7437

    @pretzels7437

    Ай бұрын

    Makes sense, they don't want to outright remove the intricate combo system but they also know they can't completely change frame data that heavy because it'll affect said combos. So the solution was all the problem normals get more scaling on them

  • @ADreamingTraveler

    @ADreamingTraveler

    Ай бұрын

    It's either damage scaling for those moves or removing combos entirely

  • @realchezboi

    @realchezboi

    Ай бұрын

    it makes sense which moves they affected with heavy scaling, dee jay’s damage was really high

  • @BigJC777

    @BigJC777

    Ай бұрын

    @@ADreamingTraveleronly thing they needed to do instead of the damage acaling was make sway low plus 1 on hit meaning he only gets a 5 frame on punish counter and make it minus 4 on block making it punishable or neutral depending on burnout. litterally the only thing he needed for damage. the jacknife nerf is fine, the ex fireball is fine, stand hp is not its a 9 frame that only hits standing

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