|
|
Line 16: |
Line 16: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lp}} |
| | * '''Cancel Hitconfirm Window:''' 13f (12f TC) |
| | <br> |
| Dee Jay's fastest normal, and has 1 frame lower recovery than any other jab in the game. It does have notably shorter range than 2LP, though, so it's only preferable to use when there's a 4 frame gap in pressure. | | Dee Jay's fastest normal, and has 1 frame lower recovery than any other jab in the game. It does have notably shorter range than 2LP, though, so it's only preferable to use when there's a 4 frame gap in pressure. |
| }} | | }} |
Line 30: |
Line 32: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp}} |
| | * '''Cancel Hitconfirm Window:''' 21f (~MP TC), 17f (~HP TC) |
| | <br> |
| One of the biggest plus-on-block normals in the game, core to Dee Jay's devious pressure game. Frame traps into any of Dee Jay's lights and has multiple target combos to go into, giving you extra layers to pursue and further incentivizes your opponent not to press. | | One of the biggest plus-on-block normals in the game, core to Dee Jay's devious pressure game. Frame traps into any of Dee Jay's lights and has multiple target combos to go into, giving you extra layers to pursue and further incentivizes your opponent not to press. |
| }} | | }} |
Line 48: |
Line 52: |
| * Forces Stand on hit | | * Forces Stand on hit |
| * Active frames 3-6 whiff on crouching opponents | | * Active frames 3-6 whiff on crouching opponents |
| | * '''Cancel Hitconfirm Window:''' 16f |
| <br> | | <br> |
| A forward-lunging punch with good utility in combos. The first 2 active frames are cancelable and work against crouching opponents; this allows Dee Jay to combo into [[#Machine Gun Uppercut (214P)|214HP]] using Drive Rush cancels or juggle routes. If spaced at farther ranges, 5HP is no longer cancelable but gains additional frame advantage for followup links. However, it cannot hit crouching opponents at this range, making it a riskier approach tool. | | A forward-lunging punch with good utility in combos. The first 2 active frames are cancelable and work against crouching opponents; this allows Dee Jay to combo into [[#Machine Gun Uppercut (214P)|214HP]] using Drive Rush cancels or juggle routes. If spaced at farther ranges, 5HP is no longer cancelable but gains additional frame advantage for followup links. However, it cannot hit crouching opponents at this range, making it a riskier approach tool. |
Line 63: |
Line 68: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lk}} |
| | * '''Cancel Hitconfirm Window:''' 14f |
| | <br> |
| A perfectly average 5LK that Dee Jay may get more use out of than most characters due to its much needed cancelability and it fitting quite well into his pressure strings. Can go into MK Sobat for a knockdown at any range. | | A perfectly average 5LK that Dee Jay may get more use out of than most characters due to its much needed cancelability and it fitting quite well into his pressure strings. Can go into MK Sobat for a knockdown at any range. |
| }} | | }} |
Line 77: |
Line 84: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mk}} |
| | <br> |
| One of Dee Jay's best pokes, with the great range and speed only being balanced by a lack of cancelability and how difficult it can be to confirm off of. Punish Counter allows a link into 5HP from further out, and 4HK when up close. Despite the low recovery, it still demands some care when hitting a Drive Impact. | | One of Dee Jay's best pokes, with the great range and speed only being balanced by a lack of cancelability and how difficult it can be to confirm off of. Punish Counter allows a link into 5HP from further out, and 4HK when up close. Despite the low recovery, it still demands some care when hitting a Drive Impact. |
| }} | | }} |
Line 91: |
Line 99: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5hk}} |
| | * Punish Counter: +18 Stagger |
| | <br> |
| An absolutely massive kick that has incredible range, speed and reward on Punish Counter. A great whiff punish button, but it has no cancel window and incredibly high recovery, making it highly whiff punishable itself and extremely susceptible to Drive Impact. | | An absolutely massive kick that has incredible range, speed and reward on Punish Counter. A great whiff punish button, but it has no cancel window and incredibly high recovery, making it highly whiff punishable itself and extremely susceptible to Drive Impact. |
| *Advantage on Punish Counter: +18
| |
| }} | | }} |
| <br> | | <br> |
Line 108: |
Line 117: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_2lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2lp}} |
| Longer than 5LP, but a frame slower. | | * '''Cancel Hitconfirm Window:''' 13f |
| | <br> |
| | Longer range than 5LP, but a frame slower. |
| }} | | }} |
|
| |
|
Line 122: |
Line 133: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_2mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2mp}} |
| | * '''Cancel Hitconfirm Window:''' 19f (15f into 236KK) |
| | <br> |
| A cancelable medium punch with short range and a slight disjoint for counterpoking and buffering. Being one of Dee Jay's only cancelable normals, it's a vital tool in combos and confirms, but the range still leaves a lot to be desired. | | A cancelable medium punch with short range and a slight disjoint for counterpoking and buffering. Being one of Dee Jay's only cancelable normals, it's a vital tool in combos and confirms, but the range still leaves a lot to be desired. |
| }} | | }} |
Line 136: |
Line 149: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_2hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2hp}} |
| | <br> |
| One of Dee Jay's more well-rounded buttons with decent range, speed, advantage, and high Punish Counter reward. Links to 2MP naturally or 5MK on Punish Counter only. Very important for comboing into Jackknife Maximum, as it forces an opponent to stand on hit. Can be used as a poke and pressure tool, but still often loses to Drive Impact. | | One of Dee Jay's more well-rounded buttons with decent range, speed, advantage, and high Punish Counter reward. Links to 2MP naturally or 5MK on Punish Counter only. Very important for comboing into Jackknife Maximum, as it forces an opponent to stand on hit. Can be used as a poke and pressure tool, but still often loses to Drive Impact. |
| }} | | }} |
Line 150: |
Line 164: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_2lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_2lk}} |
| | <br> |
| Good range, but isn't cancelable. Mostly used in light chains and to trip up the opponent's guard. | | Good range, but isn't cancelable. Mostly used in light chains and to trip up the opponent's guard. |
| }} | | }} |
Line 164: |
Line 179: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_2mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_2mk}} |
| | <br> |
| One of Dee Jay's strangest buttons, acting more like a sweep than a 2MK. While not bad by any means, it's a clear weakness to not have a traditional cancelable low poke to reliably confirm off of. It does give him a solid knockdown even on normal hit, though, allowing him to set up meaties and throws even from a back recovery. It's also one of the safest "sweeps" in the game, with few characters being able to punish it when spaced well. Has generally the same frame data as a regular cancelable 2MK, but is unique in that its hitbox is very disjointed on startup, making it an exceptionally good counterpoke. Since Dee Jay's other pokes don't tend to give him a knockdown, it's a good way to get out of spacing traps in the corner to give you time to switch sides. | | One of Dee Jay's strangest buttons, acting more like a sweep than a 2MK. While not bad by any means, it's a clear weakness to not have a traditional cancelable low poke to reliably confirm off of. It does give him a solid knockdown even on normal hit, though, allowing him to set up meaties and throws even from a back recovery. It's also one of the safest "sweeps" in the game, with few characters being able to punish it when spaced well. Has generally the same frame data as a regular cancelable 2MK, but is unique in that its hitbox is very disjointed on startup, making it an exceptionally good counterpoke. Since Dee Jay's other pokes don't tend to give him a knockdown, it's a good way to get out of spacing traps in the corner to give you time to switch sides. |
| }} | | }} |
Line 178: |
Line 194: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_2hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_2hk}} |
| | <br> |
| Another very strange Dee Jay move, 2HK is a slide rather than a traditional sweep. Unlike in previous games, it doesn't slide under fireballs. It does, however, have a significant anti-air hitbox that is strange to hit with but can work surprisingly well and give a Forced Knockdown juggle combo when trying to hit out moves that hover near the ground at mid range (e.g. Ken's '''Dragonlash''', Marisa's '''Phalanx''', or divekicks). Just be wary of this move's slow startup and recovery, especially when trying to use it reactively or space it on block. | | Another very strange Dee Jay move, 2HK is a slide rather than a traditional sweep. Unlike in previous games, it doesn't slide under fireballs. It does, however, have a significant anti-air hitbox that is strange to hit with but can work surprisingly well and give a Forced Knockdown juggle combo when trying to hit out moves that hover near the ground at mid range (e.g. Ken's '''Dragonlash''', Marisa's '''Phalanx''', or divekicks). Just be wary of this move's slow startup and recovery, especially when trying to use it reactively or space it on block. |
| *Last active frame advantage on block: -2
| |
| }} | | }} |
| <br> | | <br> |
Line 260: |
Line 276: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_jhk}} | | {{AttackDataCargo-SF6/Query|dee_jay_jhk}} |
| | | <br> |
| Causes juggle state on air hit, leading into Dee Jay's DR > 5MP target combo loops when used after landing a punish counter Drive Impact. | | Causes juggle state on air hit, leading into Dee Jay's DR > 5MP target combo loops when used after landing a punish counter Drive Impact. |
|
| |
| }} | | }} |
| <br> | | <br> |
Line 278: |
Line 293: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_6mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_6mk}} |
| | * First 2 active frames only hit airborne opponents (causing a spike knockdown) |
| | * 3rd active frame hits standing opponents; 4th-5th active frames hit crouching opponents |
| | ** 1f better advantage vs. crouching opponents |
| | * '''Cancel Hitconfirm Window:''' 19f (Super), 18f vs. crouching |
| | <br> |
| Advancing plus on block mid. Good meaty due to its long active frames and advantage on block but rather slow to start up. Is also quite good at catching jumps, as it also will knock down on air hit and lets you set up pressure again. | | Advancing plus on block mid. Good meaty due to its long active frames and advantage on block but rather slow to start up. Is also quite good at catching jumps, as it also will knock down on air hit and lets you set up pressure again. |
| *Causes a knockdown on air hit
| |
| *The first 2 active frames do not hit standing characters
| |
| *Hits crouchers on its 4th active frame (+5/+1 on standing, +6/+2 on crouching)
| |
| }} | | }} |
|
| |
|
Line 296: |
Line 313: |
| {{AttackDataCargo-SF6/Query|dee_jay_4hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_4hk}} |
| * Second hit launches on air Punish Counter | | * Second hit launches on air Punish Counter |
| | * '''Cancel Hitconfirm Window:''' 34f |
| <br> | | <br> |
| A fast but unconventional two-hitting anti-air, useful for when Dee Jay doesn't have down charge. The hitbox isn't nearly as reliable for stuffing jump-ins as Guile's anti-air buttons, so sometimes it may be safer to simply go for an air-to-air. It does have a generous cancel window on both hits, however, making for easy and consistent grounded hit confirms. | | A fast but unconventional two-hitting anti-air, useful for when Dee Jay doesn't have down charge. The hitbox isn't nearly as reliable for stuffing jump-ins as Guile's anti-air buttons, so sometimes it may be safer to simply go for an air-to-air. It does have a generous cancel window on both hits, however, making for easy and consistent grounded hit confirms. |
Line 311: |
Line 329: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_j2lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_j2lk}} |
| | <br> |
| Dampens the upward momentum of your jump, creating a short hop of sorts. A useful tool that allows you to reset pressure with a jump-in faster and better than most characters. Being active the entire way down also means it can be difficult to anti-air for certain characters and buttons. It can also be used to fake out a cross-up, altering your jump arc and making it difficult for the opponent to know which side you'll land on. | | Dampens the upward momentum of your jump, creating a short hop of sorts. A useful tool that allows you to reset pressure with a jump-in faster and better than most characters. Being active the entire way down also means it can be difficult to anti-air for certain characters and buttons. It can also be used to fake out a cross-up, altering your jump arc and making it difficult for the opponent to know which side you'll land on. |
| }} | | }} |
Line 331: |
Line 350: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5lp_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lp_mk}} |
| | * '''Cancel Hitconfirm Window:''' 31-32f (TC) |
| {{AttackDataCargo-SF6/Query|dee_jay_5lp_mk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lp_mk_mk}} |
| | <br> |
| Generally, this target combo isn't very useful except from the absolute max range of 5LP, as it's Dee Jay's only reliable ender. It leaves him plus on hit, allowing for some mixups after landing it, though you aren't point blank. | | Generally, this target combo isn't very useful except from the absolute max range of 5LP, as it's Dee Jay's only reliable ender. It leaves him plus on hit, allowing for some mixups after landing it, though you aren't point blank. |
| }} | | }} |
Line 350: |
Line 371: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp}} |
| | * '''Cancel Hitconfirm Window:''' 42-43f (TC) |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp_hk}} |
| | * '''Cancel Hitconfirm Window:''' 72-73f (Super) |
| | <br> |
| }} | | }} |
|
| |
|
Line 372: |
Line 396: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp}} |
| | * '''Cancel Hitconfirm Window:''' 15f (~HP TC, combo on CH only) |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_hp}} |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_4hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_4hp}} |
| | <br> |
| This target combo is a canned mixup. On block, no feint is safe, as it can be punished with a 6 frame attack. However, doing the attack followup instead, while unsafe, leaves a 3 frame gap meaning that no normal can check the string. If your opponent knows this, they may sit still, allowing the feint to start working again. On counter-hit, the final hit launches. In the corner this can be especially potent, notably when dumping some resources. | | This target combo is a canned mixup. On block, no feint is safe, as it can be punished with a 6 frame attack. However, doing the attack followup instead, while unsafe, leaves a 3 frame gap meaning that no normal can check the string. If your opponent knows this, they may sit still, allowing the feint to start working again. On counter-hit, the final hit launches. In the corner this can be especially potent, notably when dumping some resources. |
| }} | | }} |
Line 388: |
Line 414: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_jhp}} | | {{AttackDataCargo-SF6/Query|dee_jay_jhp}} |
| | <br> |
| Simple air target combo which spikes opponents back to the ground on hit. Adds some decent reward to your air to air hits and is useful to stop people from jumping out of the corner. | | Simple air target combo which spikes opponents back to the ground on hit. Adds some decent reward to your air to air hits and is useful to stop people from jumping out of the corner. |
| }} | | }} |
Line 498: |
Line 525: |
| ** 2.713 (max, final DR frame) | | ** 2.713 (max, final DR frame) |
| * See Strategy page for [[Street_Fighter_6/Dee_Jay/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | | * See Strategy page for [[Street_Fighter_6/Dee_Jay/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
|
| |
| * Notable Drive Rush cancel combo routes:
| |
| ** 2LP > DR 2LP, 2HP, 2MP
| |
| ** 2MP > DR 5MP, 2HP, 2MP
| |
| ** 2MP > DR 5HP > 214HP/214PP
| |
| }} | | }} |
| <br> | | <br> |
Line 527: |
Line 549: |
| {{AttackDataCargo-SF6/Query|dee_jay_46mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46mp}} |
| * 45f charge time | | * 45f charge time |
| | * '''Cancel Hitconfirm Window:''' 4f (Super / 2PP) |
| A basic, single fireball that travels fairly quickly. The main reason to use this over the heavy version is its lower total frames of commitment, leaving you less vulnerable to things that beat fireballs like jump-ins and Drive Impact. | | A basic, single fireball that travels fairly quickly. The main reason to use this over the heavy version is its lower total frames of commitment, leaving you less vulnerable to things that beat fireballs like jump-ins and Drive Impact. |
| {{AttackDataCargo-SF6/Query|dee_jay_46hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46hp}} |
| * 45f charge time | | * 45f charge time |
| | * '''Cancel Hitconfirm Window:''' 21f (Super / 2PP) |
| Dee Jay throws two fireballs with a small gap in between. The two fireballs will outnumber and win a clash against a single normal fireball, but an OD fireball will beat out both of them and continue to move towards you. It may seem tempting to always use this version over MP at first, but the overall commitment and total frames of it actually make it much easier for an opponent to punish and thus should typically only be used to beat other fireballs or to chip an opponent in Burnout. | | Dee Jay throws two fireballs with a small gap in between. The two fireballs will outnumber and win a clash against a single normal fireball, but an OD fireball will beat out both of them and continue to move towards you. It may seem tempting to always use this version over MP at first, but the overall commitment and total frames of it actually make it much easier for an opponent to punish and thus should typically only be used to beat other fireballs or to chip an opponent in Burnout. |
| {{AttackDataCargo-SF6/Query|dee_jay_46pp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46pp}} |
| * 45f charge time | | * 45f charge time |
| | * '''Cancel Hitconfirm Window:''' 17f (Super / 2PP) |
| Dee Jay quickly swings his arm twice, clashing fireballs with the first swing and creating one very large fireball that launches on hit with the second. If properly timed, the first swing can beat out an OD fireball while the second swing's fireball still goes through, giving it basically as much anti-fireball potential as HP Air Slasher. If the fireball hits, you can Drive Rush in to get a combo about 3/4 screen away. The size of the fireball means it is harder to jump over and cannot be low profiled like the other versions of this move (and most other fireballs). | | Dee Jay quickly swings his arm twice, clashing fireballs with the first swing and creating one very large fireball that launches on hit with the second. If properly timed, the first swing can beat out an OD fireball while the second swing's fireball still goes through, giving it basically as much anti-fireball potential as HP Air Slasher. If the fireball hits, you can Drive Rush in to get a combo about 3/4 screen away. The size of the fireball means it is harder to jump over and cannot be low profiled like the other versions of this move (and most other fireballs). |
|
| |
| }} | | }} |
|
| |
|
Line 573: |
Line 597: |
|
| |
|
| A flash kick style move with slightly shorter charge time, good combo potential, but a relatively small area of effect. It's easy to miss or even trade when anti-airing with this. The feint, however, is a very unique and widely applicable mix-up and pressure tool. Do be aware that the meterless versions will whiff on crouching opponents. | | A flash kick style move with slightly shorter charge time, good combo potential, but a relatively small area of effect. It's easy to miss or even trade when anti-airing with this. The feint, however, is a very unique and widely applicable mix-up and pressure tool. Do be aware that the meterless versions will whiff on crouching opponents. |
|
| |
| }} | | }} |
|
| |
|
Line 595: |
Line 618: |
| Dee Jay performs a forward moving feint that can be easily canceled into for strike/throw setups. | | Dee Jay performs a forward moving feint that can be easily canceled into for strike/throw setups. |
| {{AttackDataCargo-SF6/Query|dee_jay_236mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236mk}} |
| | * '''Cancel Hitconfirm Window:''' 18f (Super) |
| This version has only one hit that applies a knockdown. Can be spaced to be safe on block against most pokes when used near the tip of its range. | | This version has only one hit that applies a knockdown. Can be spaced to be safe on block against most pokes when used near the tip of its range. |
| {{AttackDataCargo-SF6/Query|dee_jay_236hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236hk}} |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| This version has two hits and keeps a grounded opponent standing. Both hits gain the additional frame advantage from Punish Counter, so you can use this as a far reaching whiff punish and link to a combo afterwards. | | This version has two hits and keeps a grounded opponent standing. Both hits gain the additional frame advantage from Punish Counter, so you can use this as a far reaching whiff punish and link to a combo afterwards. |
| {{AttackDataCargo-SF6/Query|dee_jay_236kk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236kk}} |
| | * '''Cancel Hitconfirm Window:''' 45f (Super) |
| This version has two hits, applies a knockdown, and makes Dee Jay leap forward to close gaps and go over some lows. | | This version has two hits, applies a knockdown, and makes Dee Jay leap forward to close gaps and go over some lows. |
|
| |
|
Line 618: |
Line 644: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_214lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_214lp}} |
| | * '''Cancel Hitconfirm Window:''' 48f (Super) |
| Slow but very high damaging special. Dee Jays highest damage combo ender by a good margin but is rather range dependent. Most commonly used from 2MP in combos but is difficult to use in whiff punishes due to the short range | | Slow but very high damaging special. Dee Jays highest damage combo ender by a good margin but is rather range dependent. Most commonly used from 2MP in combos but is difficult to use in whiff punishes due to the short range |
| {{AttackDataCargo-SF6/Query|dee_jay_214mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_214mp}} |
| | * '''Cancel Hitconfirm Window:''' 57f (Super) |
| A bit of a middle ground of the Light and Heavy versions. Very similar to the other meterless versions. Combos from 5HP and 4HK(1) | | A bit of a middle ground of the Light and Heavy versions. Very similar to the other meterless versions. Combos from 5HP and 4HK(1) |
| {{AttackDataCargo-SF6/Query|dee_jay_214hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_214hp}} |
| | * '''Cancel Hitconfirm Window:''' 90f (Super) |
| Tied for the slowest version of Machine Gun Uppercut but very rewarding to land. Only works from Punish Counter or Drive Rush 5HP and 4HK(1). Highest meterless combo ender but is very specific for moves that can actually combo into it. In the corner when juggled into allows for a juggle afterwards into '''Weekend Pleasure''' | | Tied for the slowest version of Machine Gun Uppercut but very rewarding to land. Only works from Punish Counter or Drive Rush 5HP and 4HK(1). Highest meterless combo ender but is very specific for moves that can actually combo into it. In the corner when juggled into allows for a juggle afterwards into '''Weekend Pleasure''' |
| {{AttackDataCargo-SF6/Query|dee_jay_214pp}} | | {{AttackDataCargo-SF6/Query|dee_jay_214pp}} |
| | * '''Cancel Hitconfirm Window:''' 116f (Super) |
| A highly rewarding, range dependent combo tool. Similar to the HP version only combos from Punish Counter or Drive Rush 5HP or 4HK(1) but is massively rewarding to use in combos. Offers the highest base damage of any of his specials. | | A highly rewarding, range dependent combo tool. Similar to the HP version only combos from Punish Counter or Drive Rush 5HP or 4HK(1) but is massively rewarding to use in combos. Offers the highest base damage of any of his specials. |
| }} | | }} |
Line 660: |
Line 690: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_214k_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k_lk}} |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_lk}} |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| Low kick from Jus Cool. The safest and most solid follow-up that is extremely good at beating low pokes thanks to its massive disjointed hitbox. It also converts into great damage on Counter-hit or Punish Counter for the normal version and obscene damage on the OD version. Many characters will be discouraged from using low pokes in fear of this move, and instead will be urged to choose riskier options in neutral. | | Low kick from Jus Cool. The safest and most solid follow-up that is extremely good at beating low pokes thanks to its massive disjointed hitbox. It also converts into great damage on Counter-hit or Punish Counter for the normal version and obscene damage on the OD version. Many characters will be discouraged from using low pokes in fear of this move, and instead will be urged to choose riskier options in neutral. |
| }} | | }} |
Line 700: |
Line 732: |
| {{AttackDataCargo-SF6/Query|dee_jay_214k_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k_hk}} |
| * Puts opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_hk}} |
| * Puts opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * Punish Counter puts opponents into [[Street_Fighter_6/Glossary#Juggles|free juggle state]] | | * Punish Counter puts opponents into [[Street_Fighter_6/Glossary#Juggles|free juggle state]] |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| <br> | | <br> |
| A combo tool and very situational anti-air, important for Dee Jay's longer juggle routes. | | A combo tool and very situational anti-air, important for Dee Jay's longer juggle routes. |