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| * '''Cancel Hitconfirm Window:''' 13f / 12f (TC) | | * '''Cancel Hitconfirm Window:''' 13f / 12f (TC) |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * 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 | | * '''[4]6LP cancel advantage:''' {{sf6-adv|VM|-9}} oH / {{sf6-adv|VM|-14}} oB |
| * '''236LK cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-17}} oB | | * '''236LK cancel advantage:''' {{sf6-adv|VM|-14}} oH / {{sf6-adv|VM|-19}} 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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| * Active frames 3-6 whiff on crouching opponents | | * Active frames 3-6 whiff on crouching opponents |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| | * '''[4]6LP cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-2}} oB |
| | * '''236LK cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-7}} oB |
| <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. |
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| * '''Cancel Hitconfirm Window:''' 14f | | * '''Cancel Hitconfirm Window:''' 14f |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| | * '''[4]6LP cancel advantage:''' {{sf6-adv|VM|-6}} oH / {{sf6-adv|VM|-10}} oB |
| | * '''236LK cancel advantage:''' {{sf6-adv|VM|-11}} oH / {{sf6-adv|VM|-15}} oB |
| <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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| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * 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> |
| 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_2mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2mp}} |
| * '''Cancel Hitconfirm Window:''' 19f (15f into 236KK) | | * '''Cancel Hitconfirm Window:''' 19f (15f into 236KK) |
| | * '''[4]6LP cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-5}} oB |
| | * '''236LK cancel advantage:''' {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-10}} oB |
| <br> | | <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. |
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| * Second hit launches on air Punish Counter | | * Second hit launches on air Punish Counter |
| * '''Cancel Hitconfirm Window:''' 34f | | * '''Cancel Hitconfirm Window:''' 34f |
| | * '''[4]6LP cancel advantage:''' 1st hit {{sf6-adv|VP|+5}} oH / {{sf6-adv|VM|-5}} oB, 2nd hit {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-6}} oB |
| | * '''236LK cancel advantage:''' 1st hit {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-10}} oB, 2nd hit {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-11}} oB |
| <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. |