Home » Game » Street Fighter » [Street Fighter] I didn’t understand, so I tried checking the DJ in training mode, and it turns out that every point is kind of perfectly weak.

[Street Fighter] I didn’t understand, so I tried checking the DJ in training mode, and it turns out that every point is kind of perfectly weak.

1: Japan Otaku Reviews

The air slasher can’t be varied in intensity, but the technique itself is strong.

You can combo from an air slash at the edge of the screen.

2: Japan Otaku Reviews

There are a lot of things that people using them don’t often complain about, but could it be that there are just few users, so they don’t stand out?

3: Japan Otaku Reviews

They were just used because they were strong in the first year, and everyone doesn’t have much attachment to the DJ…

4: Japan Otaku ReviewsYeahx2

>>3

Hey hey hey!

5: Japan Otaku Reviews

At first, Josuke was able to toy with them, but everyone remembered their tactics…

7: Japan Otaku Reviews

>>5

Rather, I feel that recently there are more people who don’t know about it because it had become somewhat like an endangered species for a while.

6: Japan Otaku Reviews

With 25 characters, having a usage rate of around 13-15% is not particularly low.

The higher the rank, the higher the usage rate.

8: Japan Otaku Reviews

I think it would be extremely strong if we could organize our approach while varying the pace.

Fighting on the opponent’s turf is really tough…

9: Japan Otaku Reviews

Most of the people who have complaints have generally moved to different characters.

10: Japan Otaku ReviewsYeahx3

To be honest, I felt that even in Y1, it was really tight and I was just masking it with firepower.

I think if I had complained about it back then, I would have been criticized intensely.

12: Japan Otaku Reviews

There may be shortcomings everywhere, but it has a unique strength that only this one has…

13: Japan Otaku ReviewsYeahx3

I was told anything and everything by someone who had a middle foot rush and ammunition.

14: Japan Otaku Reviews

A character who can’t provide for their family.

15: Japan Otaku Reviews

Where does the big machine gun upper hit?

There are no techniques that connect at all in this frame, but where do you hit?

23: Japan Otaku Reviews

>>15

It’s a combo part after floating with OD Joss.

27: Japan Otaku Reviews

>>23

You have to either decide to target someone in a staggered state or hit someone who’s floating, or it won’t connect.

16: Japan Otaku Reviews

I get really annoyed when I get caught up by Kuda P’s spinning.

17: Japan Otaku Reviews

Rush is strong, but the fact that the recommended move to use from Rush is crouching punch makes it feel like I’m struggling to find moves to use.

18: Japan Otaku Reviews

>>17

But DJ Rush Koopa is really strong, you know?

19: Japan Otaku Reviews

There are quite a few moments where you can deal around 3000 damage, so if you hit those, it’s strong.

It’s tough because it feels like you have to take damage by pushing forward or by countering.

20: Japan Otaku Reviews

It’s cooler to stand than to squat.

21: Japan Otaku Reviews

21: Japan Otaku Reviews

Legend Population Count as of March 12, 2025:
1st: Mai (58)
2nd: JP (38)
3rd: Ken (32)
4th: Akuma & Zangief (28)
6th: Vega (27)
7th: Cammy (26)
8th: Luke & Blanka (22)
10th: Kimberly (21)
11th: Juri (20)
12th: DJ (19)
13th: Rashid (17)
14th: Ed (16)
15th: A.K.I. (15)
16th: Terry, Chun-Li, Jamie, Manon, Honda (14)
21st: Ryu (13)
22nd: Dhalsim (12)
23rd: Guile (11)
24th: Marisa (9)
25th: Lily (6)
*Note: The total does not equal 500 because the number of people fluctuated during counting.

22: Japan Otaku Reviews

If you land a throw after a big P target control (cancel), you can smile.

24: Japan Otaku Reviews

Rush is strong, but it’s frustratingly lacking in easy-to-use normal attacks.

25: Japan Otaku Reviews

Is it not okay to revert to Firepower Y1?

31: Japan Otaku Reviews

>>25

If you go back, won’t that make using Vega meaningless?

Is it possible to differentiate because of the mine…?

26: Japan Otaku Reviews

A character that enjoys gaining an advantage by touching at mid-range.

28: Japan Otaku Reviews

I’m not asking for too much, I just want the correction for the standing big P to be removed.

29: Japan Otaku Reviews

There are characters who can combo even if they can’t cancel from a low medium kick during a rush, and I seriously feel that low medium kick is way too weak compared to others, with almost no return.

30: Japan Otaku Reviews

I can’t see the rush, but the techniques coming from there are weak, so it’ll be fine.

32: Japan Otaku Reviews

Dealing with this guy is somehow harder than against y1.

33: Japan Otaku Reviews

Normal techniques are really something, huh?

There are no returns in the lower section, and none in the middle section either.

34: Japan Otaku ReviewsYeahx3

This guy currently has no strengths to compensate for the lack of invincibility in SA1.

47: Japan Otaku Reviews

>>34

I’m thinking at least they should remove the startup correction.

I wonder if they might not change it to trigger on 6F or 5F… it seems like there would be more situations to use it as a counter.

61: Japan Otaku Reviews

>>34

Official Bomber

35: Japan Otaku Reviews

Is Maechu K not going to become a mid-range yet?

But I feel like it would be dangerous if this guy holds the middle.

36: Japan Otaku Reviews

>>35

Because there is a waning moon…

38: Japan Otaku Reviews

>>36

It can be enhanced and used in interesting ways, but…

44: Japan Otaku ReviewsYeahx4

>>36

When people say, “Since there’s Josu school, you have choices in the middle and lower ranks,” it makes me want to snap.

49: Japan Otaku Reviews

>>35

6K while in the middle is 19 frames.

Same as Vega’s big punch.

Don’t do things like that in the middle of it.

37: Japan Otaku Reviews

There are too many things being lost instead of the super rush.

39: Japan Otaku Reviews

Y1 was said to be super strong during the rush, but to be honest, it doesn’t seem that way relatively now.

I think I’m at a higher level, but not the highest.

40: Japan Otaku ReviewsYeahx1

To be honest, by the end of Year 1, the evaluation was already declining.

Even if this guy goes back to Y1, I think it would still be pretty tough.

41: Japan Otaku Reviews

OD air slalom is untaco.

42: Japan Otaku Reviews

I wonder why there are no invincibility frames in SA1 for DJs…

43: Japan Otaku Reviews

I want the juggling step and juggling sway to have different performance levels for small, medium, and large.

45: Japan Otaku ReviewsYeahx1

I’m actually appreciating the strength of this guy’s rush lately…

46: Japan Otaku Reviews

Considering the moves that can be used in Rush, overall it feels like I’m losing to the rushing performance of characters like Vega, Juri, Aki, and Luke.

50: Japan Otaku ReviewsYeahx1

But I think Josuke’s school is the technique of diarrhea and messy poop.

52: Japan Otaku Reviews

>>50

It’s bad to easily place the blame.

54: Japan Otaku Reviews

>>50

If you get caught in a rush when you jump, you’ll get hit by a full combo…

51: Japan Otaku Reviews

When adjusting the start and occurrence of SA1, the modern version behaves oddly in terms of growth…

55: Japan Otaku ReviewsYeahx1

>>51

I think it’s fine to point out that MDJ has that kind of strength…

53: Japan Otaku Reviews

A character that best fits the word “victim.”

56: Japan Otaku Reviews

Doesn’t Josuke use it for counterattacks?

57: Japan Otaku Reviews

I’m around diamond rank 3, but I’m winning and losing with “Buppa Hey Hey Hey!”

58: Japan Otaku Reviews

Well, even now, there’s no doubt that it’s not a weak character, but it definitely doesn’t feel like a top-tier character either.

It’s really inconvenient that there are many situations where you can be stuck without two gauges.

59: Japan Otaku Reviews

SA2 is too weak!

68: Japan Otaku Reviews

>>59

I think SA2 is strong; I don’t really understand the meaning of having weak, medium, and strong options when strong is the clear choice.

75: Japan Otaku ReviewsYeahx1

>>68

The modern one can only be released halfway, which is terrible.

70: Japan Otaku Reviews

>>59

Is there invincibility when swapping bullet escape positions, making it weak?

79: Japan Otaku Reviews

>>70

Not by eye coordination

I wanted it to just be a normal dance…

I’ve been using DJ, but I’ve never used SA2 even once until I reached Master.

60: Japan Otaku Reviews

I want them to stop being able to drop a hundred kan from Sura with hey hey hey.

62: Japan Otaku Reviews

While you may have some complaints as you use it, it’s definitely a fun character.

63: Japan Otaku Reviews

Despite having a full set of weapons, it’s exquisitely weak.

64: Japan Otaku ReviewsYeahx3

It’s dangerous to hold in the middle, but this guy doesn’t even have a proper low attack.

67: Japan Otaku Reviews

>>64

It’s tough to chase after an opponent who keeps backing away…

65: Japan Otaku Reviews

I think the big P initiation correction will be relaxed in the next update.

66: Japan Otaku Reviews

Juri-chan has a strong advantage with her long normals and fast rushes, so it’s quite tough to go up directly against DJ.

71: Japan Otaku ReviewsYeahx6

>>66

Since DJ is weak against aerial attacks, isn’t he an easy target for Juri, who is incredibly strong?

Besides, it’s clear that Juri is stronger than Rush…

69: Japan Otaku Reviews

It’s understandable to weaken the judgment on the knees, but was it really necessary to have a panic?

Shooting when you’re not that strong is seriously a matter of life and death.

72: Japan Otaku Reviews

I think it would be fine for SA1 to have something like invincibility.

73: Japan Otaku Reviews

Watching videos from when I was in Y1 makes me laugh because the firepower is too high.

74: Japan Otaku Reviews

I like it when they start jumping and doing something funny when I try to throw.

76: Japan Otaku Reviews

It seems that DJ’s anti-air is weak, so Juri’s jumps are really tough.

77: Japan Otaku Reviews

It’s really tough to be coming back from the Copa three times for the JOS school.

78: Japan Otaku Reviews

If the DJ is charged, Summer has a strong upper hitbox, so it can somewhat resist Juri’s jump heavy punch.

80: Japan Otaku Reviews

I love voice to the extent that it’s among my top favorites.

It looks fun, that’s nice.

81: Japan Otaku Reviews

A character that is fun to use to get a panic cancel with 2 big P and big K.

82: Japan Otaku Reviews

It’s a bit unfortunate that the opponent got hit by a mid punch at the tip and had a return of 0, rather than getting a clear judgment on the stretch.

83: Japan Otaku Reviews

When I was thrown over the OD jackknife maximum and flew to the other side, I couldn’t react in time for a counterattack.

84: Japan Otaku Reviews

I really like being able to take returns in situations where you normally can’t drop them with a air-to-ground attack; I wish all characters had that, but not to the extent of giving up a regular heavy kick.

85: Japan Otaku Reviews

It is interesting to touch.

86: Japan Otaku Reviews

There are many clear strengths, but there are also many frustrating aspects, which has been consistent since Y1.

In the end, the reason this guy thrived in Y1 was because it was a game where you died no matter what you hit.

87: Japan Otaku Reviews

It’s something that can be said about all charge characters, but when they sit back and wait, I don’t know what to do.

88: Japan Otaku Reviews

Shimmy seems like a character that’s especially pleasurable.

I think while getting caught up.

89: Japan Otaku Reviews

I thought Juli, JP, and DJ were just the right characters, but when I actually use DJ, there are some surprisingly weak points.

I realized that in the first year, I was able to cover it up with firepower.

90: Japan Otaku Reviews

After playing with 6, if I touch DJ in Super 2 or Super 4,

The movement is so lame that it makes me doubt if it’s the same character.

97: Japan Otaku Reviews

>>90

Since I started with 6, I often thought when I saw the old DJ, “It’s surprising they made this character playable from the start…”

91: Japan Otaku Reviews

If you’re saying this character is weak, then you can’t play the game using the weak characters from when the balance was good in the first year, right?

92: Japan Otaku Reviews

I imagine there are many hardships, but when this guy keeps coming at me relentlessly, I can’t handle it at all.

That distance is normally where you would use a typical technique, and the spinning kick coming from there is really long.

93: Japan Otaku Reviews

Lately, I’ve been throwing more raw rushes while using it.

112: Japan Otaku Reviews

>>93

It’s bad that Rush’s small pants make it easier for Jasper.

94: Japan Otaku Reviews

It’s a prejudice, but DJ users from Y1 don’t use SA2 in combos that much.

95: Japan Otaku Reviews

It’s strange that characters with OD invincibility also have SA1 invincibility across the board.

96: Japan Otaku Reviews

I just learned today that there is a special move called the Flying Party.

I’ve never seen it.

102: Japan Otaku Reviews

>>96

It’s quite convenient.

98: Japan Otaku Reviews

The role division between SA2 and SA3 seems to be working well and is just right, I suppose.

SA3 that can be used for anti-air and SA2 that can be used for exchanging ammunition.

99: Japan Otaku Reviews

It’s a character with a breakthrough strength but also has a cost; however, the cost remains, which somewhat mildens the strength, and now some characters have arrived that can breakthrough without any cost…

100: Japan Otaku Reviews

And a bomber SA1.

101: Japan Otaku Reviews

2 gives the impression of being a Guile variant, while 4 feels more like a clingy experience with knees and weak kicks.

103: Japan Otaku Reviews

SA2 has become even more meaningless in a modern context.

104: Japan Otaku Reviews

Where do you use fake Sobat?

106: Japan Otaku Reviews

>>104

When I want to dance like Osu’s big deity.

108: Japan Otaku Reviews

>>104

…in terms of frame consumption when receiving a stun…

111: Japan Otaku Reviews

>>104

After doing copacopaco, you’ll start to parry while getting into the middle soba, right?

If you keep rampaging with OD air slam, you’ll turn into a tuna, so I’ll pass.

113: Japan Otaku Reviews

>>104

It seems that people are surprisingly able to throw after a feint, possibly because they are usually on guard against a thigh kick.

105: Japan Otaku Reviews

It was really good to have a sobat and a machine gun as commands, but I want to ask why the machine gun was set to down charge.

114: Japan Otaku Reviews

>>105

They probably wanted to unify it in a casual way.

I completely wrecked it with a bang at 6.

107: Japan Otaku Reviews

In SA2, it can only produce a failure state when modern, so its firepower is also finished.

109: Japan Otaku Reviews

I actually think that breaking the opponent’s brain with a mysterious dance is quite useful; if everything gets a serious response, my brain will break.

110: Japan Otaku Reviews

It might be true that there are weaknesses in numbers, but in practice, it’s impossible to stop an entire live rush, and I think there is strength that goes beyond just numbers.

115: Japan Otaku Reviews

If you can’t handle the standing jab during a rush, you can mix in a medium punch, but I don’t think it’s easy to perform a jab.

116: Japan Otaku Reviews

I’ll be relying on the DJ’s feint techniques.

Considering their personality, they are not the type to resort to cowardly tricks like feints.

118: Japan Otaku Reviews

>>116

The DJ is not pretending; they are just dancing.

117: Japan Otaku Reviews

I’m not sure if it was thanks to using this, but when I shimmy at the edge, I’ve become more aware of how to drop my opponent’s anti-air.

There are times when you can’t drop it.

119: Japan Otaku Reviews

The uncle hunt in Osu was interesting, wasn’t it?

120: Japan Otaku Reviews

It’s essentially the same as Honda in the first year; against opponents that can’t be dealt with, they’re incredibly strong, so if you don’t reduce the damage, it can get serious. As a result, when you enter a rank where only those who can be dealt with remain, it feels like you just become a person with no firepower.

122: Japan Otaku Reviews

>>121

I can’t do it live.

123: Japan Otaku Reviews

It is probably the most modern, and there is no reason to do it.

124: Japan Otaku Reviews

Since there’s nothing to do other than a live rush or a medium buckwheat, it’s easier for a forward step to connect when the opponent is just watching the rush.

125: Japan Otaku Reviews

Even so, when I face off against this guy, I feel like I’m going to get sliced by his low kick.

127: Japan Otaku Reviews

>>125

To be honest, it’s not really strong since it only gets knocked down in a single hit.

I understand that you’re really pissed off.

126: Japan Otaku Reviews

I thought DJ’s SA2 was invincible for a long time, but is that just my imagination?

129: Japan Otaku Reviews

>>126

Aren’t you invincible until the judgment of the first dan disappears?

Also, during rhythm games, I’m completely invincible the whole time.

131: Japan Otaku Reviews

>>126

It’s long enough to dance in the Yuusaar.

128: Japan Otaku Reviews

After being knocked down with a medium kick, the wake-up pressure isn’t particularly favorable for the DJ side either.

130: Japan Otaku Reviews

It tends to go in the direction of shaking things up with actions that don’t immediately cause damage before finally dealing damage.

132: Japan Otaku Reviews

Weak…?

133: Japan Otaku Reviews

According to Sasamon, it’s a character that requires bold yet delicate play.

134: Japan Otaku Reviews

In the end, if you can combo with counters or during a rush and can get a knockdown from there, then it’s not really a significant advantage, right? The knockdown from a low medium kick.

135: Japan Otaku Reviews

I feel that I shouldn’t think about playing in a logically perfect and efficient way.

136: Japan Otaku Reviews

It seems like falling once is a different matter altogether.

137: Japan Otaku Reviews

When viewed as a large foot, the judgment is not bad for a medium foot.

The lack of a normal midfoot and the fact that Sura is the weakest in history makes it overall a negative.

138: Japan Otaku Reviews

How about becoming a DJP?

139: Japan Otaku Reviews

The bullet feint is seriously ridiculous.

The feints in JP are worse, that’s for sure.

140: Japan Otaku Reviews

It’s the beginning of a hot night! Enjoy!

141: Japan Otaku Reviews

I’m not weak, though.

The Ed battle seemed surprisingly cool, but how about Mai?

  • Related Posts

    [Granblue Fantasy] The border is too high.

    Japan Otaku Reviews discusses gameplay challenges, earnings, and strategies, along with concerns about rankings and limits.

    Read more

    [G Generation] As expected, it’s the flagship machine, Gem.

    Japan Otaku discusses various Gundam models, their significance, and confusions surrounding model numbers and versions.

    Read more

    Leave a Reply

    Your email address will not be published. Required fields are marked *

    You Missed

    [BanG Dream!] The strange document continues long… I hope it continues…

    • April 14, 2025
    [BanG Dream!] The strange document continues long… I hope it continues…

    [Dragon Quest: The Adventure of Dai] I watched the season’s anime review collaboration, but isn’t Avan-sensei just amazing!

    • April 14, 2025
    [Dragon Quest: The Adventure of Dai] I watched the season’s anime review collaboration, but isn’t Avan-sensei just amazing!

    [Granblue Fantasy] The border is too high.

    • April 14, 2025
    [Granblue Fantasy] The border is too high.

    [Too Many Losing Heroines!] It’s really terrible, but the edit is quite elaborate.

    • April 14, 2025
    [Too Many Losing Heroines!] It’s really terrible, but the edit is quite elaborate.

    [JoJo’s Bizarre Adventure] I’m excited by the insect bites on girls, but there’s hardly any illustrations…

    • April 14, 2025
    [JoJo’s Bizarre Adventure] I’m excited by the insect bites on girls, but there’s hardly any illustrations…

    [Princession Orchestra] I feel an unhidden phonic gain in the place where it is attached!

    • April 14, 2025
    [Princession Orchestra] I feel an unhidden phonic gain in the place where it is attached!