
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.
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?
They were just used because they were strong in the first year, and everyone doesn’t have much attachment to the DJ…
>>3
Hey hey hey!
At first, Josuke was able to toy with them, but everyone remembered their tactics…
>>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.
With 25 characters, having a usage rate of around 13-15% is not particularly low.
The higher the rank, the higher the usage rate.
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…
Most of the people who have complaints have generally moved to different characters.
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.
There may be shortcomings everywhere, but it has a unique strength that only this one has…
I was told anything and everything by someone who had a middle foot rush and ammunition.
A character who can’t provide for their family.
Where does the big machine gun upper hit?
There are no techniques that connect at all in this frame, but where do you hit?
>>15
It’s a combo part after floating with OD Joss.
>>23
You have to either decide to target someone in a staggered state or hit someone who’s floating, or it won’t connect.
I get really annoyed when I get caught up by Kuda P’s spinning.
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.
>>17
But DJ Rush Koopa is really strong, you know?
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.
It’s cooler to stand than to squat.
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.
If you land a throw after a big P target control (cancel), you can smile.
Rush is strong, but it’s frustratingly lacking in easy-to-use normal attacks.
Is it not okay to revert to Firepower Y1?
>>25
If you go back, won’t that make using Vega meaningless?
Is it possible to differentiate because of the mine…?
A character that enjoys gaining an advantage by touching at mid-range.
I’m not asking for too much, I just want the correction for the standing big P to be removed.
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.
I can’t see the rush, but the techniques coming from there are weak, so it’ll be fine.
Dealing with this guy is somehow harder than against y1.
Normal techniques are really something, huh?
There are no returns in the lower section, and none in the middle section either.
This guy currently has no strengths to compensate for the lack of invincibility in SA1.
>>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.
>>34
Official Bomber
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.
>>35
Because there is a waning moon…
>>36
It can be enhanced and used in interesting ways, but…
>>36
When people say, “Since there’s Josu school, you have choices in the middle and lower ranks,” it makes me want to snap.
>>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.
There are too many things being lost instead of the super rush.
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.
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.
OD air slalom is untaco.
I wonder why there are no invincibility frames in SA1 for DJs…
I want the juggling step and juggling sway to have different performance levels for small, medium, and large.
I’m actually appreciating the strength of this guy’s rush lately…
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.
But I think Josuke’s school is the technique of diarrhea and messy poop.
>>50
It’s bad to easily place the blame.
>>50
If you get caught in a rush when you jump, you’ll get hit by a full combo…
When adjusting the start and occurrence of SA1, the modern version behaves oddly in terms of growth…
>>51
I think it’s fine to point out that MDJ has that kind of strength…
A character that best fits the word “victim.”
Doesn’t Josuke use it for counterattacks?
I’m around diamond rank 3, but I’m winning and losing with “Buppa Hey Hey Hey!”
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.
SA2 is too weak!
>>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.
>>68
The modern one can only be released halfway, which is terrible.
>>59
Is there invincibility when swapping bullet escape positions, making it weak?
>>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.
I want them to stop being able to drop a hundred kan from Sura with hey hey hey.
While you may have some complaints as you use it, it’s definitely a fun character.
Despite having a full set of weapons, it’s exquisitely weak.
It’s dangerous to hold in the middle, but this guy doesn’t even have a proper low attack.
>>64
It’s tough to chase after an opponent who keeps backing away…
I think the big P initiation correction will be relaxed in the next update.
Juri-chan has a strong advantage with her long normals and fast rushes, so it’s quite tough to go up directly against DJ.
>>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…
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.
I think it would be fine for SA1 to have something like invincibility.
Watching videos from when I was in Y1 makes me laugh because the firepower is too high.
I like it when they start jumping and doing something funny when I try to throw.
It seems that DJ’s anti-air is weak, so Juri’s jumps are really tough.
It’s really tough to be coming back from the Copa three times for the JOS school.
If the DJ is charged, Summer has a strong upper hitbox, so it can somewhat resist Juri’s jump heavy punch.
I love voice to the extent that it’s among my top favorites.
It looks fun, that’s nice.
A character that is fun to use to get a panic cancel with 2 big P and big K.
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.
When I was thrown over the OD jackknife maximum and flew to the other side, I couldn’t react in time for a counterattack.
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.
It is interesting to touch.
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.
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.
Shimmy seems like a character that’s especially pleasurable.
I think while getting caught up.
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.
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.
>>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…”
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?
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.
Lately, I’ve been throwing more raw rushes while using it.
>>93
It’s bad that Rush’s small pants make it easier for Jasper.
It’s a prejudice, but DJ users from Y1 don’t use SA2 in combos that much.
It’s strange that characters with OD invincibility also have SA1 invincibility across the board.
I just learned today that there is a special move called the Flying Party.
I’ve never seen it.
>>96
It’s quite convenient.
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.
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…
And a bomber SA1.
2 gives the impression of being a Guile variant, while 4 feels more like a clingy experience with knees and weak kicks.
SA2 has become even more meaningless in a modern context.
Where do you use fake Sobat?
>>104
When I want to dance like Osu’s big deity.
>>104
…in terms of frame consumption when receiving a stun…
>>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.
>>104
It seems that people are surprisingly able to throw after a feint, possibly because they are usually on guard against a thigh kick.
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.
>>105
They probably wanted to unify it in a casual way.
I completely wrecked it with a bang at 6.
In SA2, it can only produce a failure state when modern, so its firepower is also finished.
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.
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.
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.
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.
>>116
The DJ is not pretending; they are just dancing.
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.
The uncle hunt in Osu was interesting, wasn’t it?
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.
>>121
I can’t do it live.
It is probably the most modern, and there is no reason to do it.
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.
Even so, when I face off against this guy, I feel like I’m going to get sliced by his low kick.
>>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.
I thought DJ’s SA2 was invincible for a long time, but is that just my imagination?
>>126
Aren’t you invincible until the judgment of the first dan disappears?
Also, during rhythm games, I’m completely invincible the whole time.
>>126
It’s long enough to dance in the Yuusaar.
After being knocked down with a medium kick, the wake-up pressure isn’t particularly favorable for the DJ side either.
It tends to go in the direction of shaking things up with actions that don’t immediately cause damage before finally dealing damage.
Weak…?
According to Sasamon, it’s a character that requires bold yet delicate play.
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.
I feel that I shouldn’t think about playing in a logically perfect and efficient way.
It seems like falling once is a different matter altogether.
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.
How about becoming a DJP?
The bullet feint is seriously ridiculous.
The feints in JP are worse, that’s for sure.
It’s the beginning of a hot night! Enjoy!
I’m not weak, though.
The Ed battle seemed surprisingly cool, but how about Mai?