DeeJayBot 1.0
DeeJayBot is a relatively advanced bot designed to help teach players how to deal with “Frustration Type” players in SF6. DeeJay’s CPU option is good at acclimating players to the DeeJay matchup and the character’s ‘pressure’ so we did not feel a need to make him a particularly matchup-focused bot. While we do not expect to see a large amount of ‘frustration’ type DeeJay players, he is the character with the tool kit for acclimating players to this type of fighting style in bot format. For a fuller description of the CPU’s benefits please see our overview in our Disc’s Guidance Video.
While this bot is there to teach you about active defense and gaining advantage, the way the Drive Gauge refills can tilt which aspect the bot will push the player on. While this makes it a less ‘realistic’ bot compared to the CPU, if you set the Drive Gauge to refill he has more opportunities to ‘force’ the player into stressful situations that require flexibility and active defense. If you set the Drive Gauge to refill and set the time to Refill to around 40 frames through the sub menu in the Drive Gauge refill options, he will occasionally go into Burnout state, allowing the player to more easily understand the risks DeeJay needs to take to keep up his pressure and frustrating tactics, and what character specific options the player has at their disposal to create and maintain that advantage in neutral. This setting does not effect the point system, but it does tilt the training for the player.
Unlike a lot of other bots the speed of inputs on DeeJay bot can cause a lot of small shifts in behavior that add up to a more or less effective bot. The behavior changes are not enough to impact the effectiveness of his point system, but if you cannot input them cleanly it may be worth revisting your recordings when you have time later, as some of them are quite fast. We will make an attempt to give some Frame Length guidelines post-release of this bot as it requires a bit more researching to get exact tolerance, but until then we will at least try to describe what animations in an input signify if the input is too slow.
While not required for inputs not specified as needing to be (first frame) in their written notation, this bot benefits greatly from most of it’s inputs having first frame inputs. There is a fairly easy trick to getting first frame inputs every time. In order to hit the first frame input in action 2 for example set the LK button on an input that does not interface with the in game menus like square or triangle on the playstation controller (or your controllers equivalent.) This should let you hold these buttons before you record. When you set your recording to ‘Start: On Input’ if you hold these buttons this will cause the game to register the inputs as first frame. There is usually enough time between the transition from the recording menu and the start of the recording to press whatever direction you want (in this case 1.) There is a slight flaw in this method compared to the equivalent method in our SFV bots. If you go too quickly with the input, the game can take quite a while from transitioning from the recording menu to starting the recording. You need to time your input after the first frame input with the recording start itself. Fortunately there is a sound cue for the recording start that can help you time this somewhat. Most actions that need a button at the first frame of the recording do not usually have a difficult/quick second button, however, so try and relax when using this method.
Gauge Settings
As with all bots Vitality Gauge P1 should be set to “100%”, and Vitality Recovery Settings P1 should be set to “Standard”. Drive Gauge P1 should be set to “6”, and Drive Gauge Recovery Settings P1 should be set to “Standard”. SA Gauge P1 should be set to “2” (or “3” if you need it for your combo practice), and SA Gauge Recovery Settings P1 should be set to “30F” (Access this option by pressing the appropriate button -Triangle on Playstation- when on the SA Gauge Recovery Settings P1 ‘Refill’ option).
Vitality Gauge P2 should be set to “100%”, and Vitality Recovery Settings P2 should be set to “Refill”. Drive Gauge P2 should be set to “6”, and Drive Gauge Recovery Settings P2 should be set to “Refill” (or if switching from another bot with a ‘Refill’ timer, it can usually be left that way). SA Gauge P2 should be set to “0”, and SA Gauge Recovery Settings P2 should be set to “Standard”.
These settings may change based on your goals, explained in the Difficulty section below.
Goals
Completing each action gives 1 point. Try to get to 10 points without dying.
Points System
- A - AntiAir or Air-to-Air any of DeeJay’s aerial movements
- B - Land your best ‘neck-height’ normal attack on DeeJay in neutral (neither character was just blocking)
- C - Damage DeeJay with a Drive Rush combo
- D - Tech his throw
Variants
Difficulty Levels
- Easy - Points given for ABCD
- Medium - Points given for ABD
- Hard - Points given for A and C
- Extreme - Points given for C and D only
Actions
Action #1
Record from close enough to hit: 5LK hidden [5HP] 6 6MP+MK (Drive Rush input) end recording
Action #2
1LK 1LP hidden [1MP] end recording
Action #3
6LP+HP (6)3214HK end recording
Action #4
9MP+LK (hold the MP until end) 63214 end recording
Action #5
6LK+MK hidden [5LP+LK] 1 (hold 1 for short delay, 20 frames or so) end recording
Action #6
5HP+HK (hold the HP until end) 63214 end recording instantly
Action #7
5LP 5LP hidden [44 7] end recording
Action #8
1/2 LP hidden [9LK] optionally hidden [6 6]
In-depth
Still in progress.