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| {{AttackDataCargo-SF6/Query|dee_jay_5lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lp}} |
| * '''Cancel Hitconfirm Window:''' 13f (12f TC) | | * Chains into 5LP/2LP/2LK |
| | * '''Cancel Hitconfirm Window:''' 13f / 12f (TC) |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| | * '''[4]6LP cancel advantage:''' {{sf6-adv|VM|-7}} oH / {{sf6-adv|VM|-12}} oB |
| | * '''236LK cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-17}} oB |
| <br> | | <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. |
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| {{AttackDataCargo-SF6/Query|dee_jay_5mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp}} |
| * '''Cancel Hitconfirm Window:''' 21f (~MP TC), 17f (~HP TC) | | * '''Cancel Hitconfirm Window:''' 21f (~MP TC) / 17f (~HP TC) |
| <br> | | <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. |
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| {{AttackDataCargo-SF6/Query|dee_jay_5lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lk}} |
| * '''Cancel Hitconfirm Window:''' 14f | | * '''Cancel Hitconfirm Window:''' 14f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <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. |
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| {{AttackDataCargo-SF6/Query|dee_jay_5hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5hk}} |
| * Punish Counter: +18 Stagger | | * Punish Counter: +18 Stagger |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <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. |
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| {{AttackDataCargo-SF6/Query|dee_jay_2lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2lp}} |
| | * Chains into 5LP/2LP/2LK |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Longer range than 5LP, but a frame slower. | | Longer range than 5LP, but a frame slower. |
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| {{AttackDataCargo-SF6/Query|dee_jay_2lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_2lk}} |
| | * Chains into 5LP/2LP/2LK |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <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. |
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| {{AttackDataCargo-SF6/Query|dee_jay_236hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236hk}} |
| * '''Cancel Hitconfirm Window:''' 16f (Super) | | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| | * Applies 25% damage scaling to next hit when beginning a combo (100/75/65...) |
| 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) | | * '''Cancel Hitconfirm Window:''' 45f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| 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. |
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| {{AttackDataCargo-SF6/Query|dee_jay_214pp}} | | {{AttackDataCargo-SF6/Query|dee_jay_214pp}} |
| * '''Cancel Hitconfirm Window:''' 116f hit / 10f block (Super) | | * '''Cancel Hitconfirm Window:''' 116f hit / 10f block (Super) |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| 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. |
| }} | | }} |
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| * If Dee Jay reaches 2 bars of Super Gauge while dancing, he has an additional 73f unskippable animation | | * If Dee Jay reaches 2 bars of Super Gauge while dancing, he has an additional 73f unskippable animation |
| ** Continues building meter as usual during this transition; total minimum of 206f + 4018 Super gauge | | ** Continues building meter as usual during this transition; total minimum of 206f + 4018 Super gauge |
| | | <br> |
| Speedy Maracas is a fun little move that lets Dee Jay dance to build Super meter. The meter initially builds in one small chunk, then builds continuously as the buttons are held (only one button needs to be held to continue dancing). If the move is held, recovery will begin as soon as the buttons are released. The dance itself picks up in intensity after Dee Jay hits 2 bars, as he gains a second spotlight. | | Speedy Maracas is a fun little move that lets Dee Jay dance to build Super meter. The meter initially builds in one small chunk, then builds continuously as the buttons are held (only one button needs to be held to continue dancing). If the move is held, recovery will begin as soon as the buttons are released. The dance itself picks up in intensity after Dee Jay hits 2 bars, as he gains a second spotlight. |
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| * '''Full Invuln:''' 1f (until freeze); Armor Break | | * '''Full Invuln:''' 1f (until freeze); Armor Break |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| | * Applies 40% damage scaling to next hit when beginning a combo (100/60/50...) |
| * Counter-hit: Crumple (HKD +54) | | * Counter-hit: Crumple (HKD +54) |
| * Punish Counter: Crumple (HKD +67) | | * Punish Counter: Crumple (HKD +67) |
| | | <br> |
| An unusual Level 1 Super that lacks invincibility, but its speed and range allow it to be used to end some high damage juggles. It also gives a crumple on Punish Counter, giving it some unique punish potential. | | An unusual Level 1 Super that lacks invincibility, but its speed and range allow it to be used to end some high damage juggles. It also gives a crumple on Punish Counter, giving it some unique punish potential. |
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| ** Without cinematic finisher on MP/HP versions, only 1/2 Drive bar depleted | | ** Without cinematic finisher on MP/HP versions, only 1/2 Drive bar depleted |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| | * Applies 25% damage scaling to next hit when beginning a combo; counts as 3 hits for damage scaling when comboed into (applies to any hit after SA2 sequence) |
| <br> | | <br> |
| Dee Jay lunges forward with a knee strike that can chain into a series of followup attack. The initial activation is nearly identical for all versions of Lv.2 Super, with the HP starter doing only slightly less damage. This hit has great forward movement and invincibility. It's too slow for most reversal applications, but it's great at countering projectiles at mid-range (though it can be difficult to use against characters like Guile). | | Dee Jay lunges forward with a knee strike that can chain into a series of followup attack. The initial activation is nearly identical for all versions of Lv.2 Super, with the HP starter doing only slightly less damage. This hit has great forward movement and invincibility. It's too slow for most reversal applications, but it's great at countering projectiles at mid-range (though it can be difficult to use against characters like Guile). |
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| {{AttackDataCargo-SF6/Query|dee_jay_214214p}} | | {{AttackDataCargo-SF6/Query|dee_jay_214214p}} |
| * '''Full Invuln:''' 1-?f; Armor Break | | * '''Full Invuln:''' 1-13f; Armor Break |
| * Depletes 1.5 Drive bars from opponent on hit | | * Depletes 1.5 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~? Drive bars for Dee Jay | | ** Cinematic time regenerates ~2 Drive bars for Dee Jay |
| * 50% minimum damage scaling | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| {{AttackDataCargo-SF6/Query|dee_jay_214214p(ca)}} | | {{AttackDataCargo-SF6/Query|dee_jay_214214p(ca)}} |
| * '''Full Invuln:''' 1-?f; Armor Break | | * '''Full Invuln:''' 1-13f; Armor Break |
| | * Available at 25% HP or below |
| * Depletes 2 Drive bars from opponent on hit | | * Depletes 2 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~? Drive bars for Dee Jay | | ** Cinematic time regenerates ~2.3 Drive bars for Dee Jay |
| * 50% minimum damage scaling; available at 25% HP or below | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| | | <br> |
| A Level 3 that is able to do very high damage thanks to Dee Jay's already good combo scaling and damage. Low horizontal range, but works well as an anti-air. | | A Level 3 that is able to do very high damage thanks to Dee Jay's already good combo scaling and damage. Low horizontal range, but reaches very high vertically for anti-air and juggle purposes. It cannot hit cross-up, so it should not be used against close range jumps in most cases. |
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| }} | | }} |
| <br> | | <br> |