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| * '''236LK cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-7}} oB | | * '''236LK cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-7}} oB |
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| 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 follow-up links. However, it cannot hit crouching opponents at this range, making it a riskier approach tool. |
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| {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_4hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_4hp}} |
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| 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 follow-up 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. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_214k}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k}} |
| Dee Jay's all new special move that heavily defines his new "sway" centric playstyle. Upon activation, Dee Jay will perform a backstep with 5 different follow-ups that he can go into to mix up opponents. Can be canceled into from Drive Rush to bait whiffs, instantly ending your forward momentum. The startup of the sway combined with the followups makes them fairly reactable and difficult to combo into, but in exchange all the followups are safe on block. All followups lose to Drive Impact, forcing you to do nothing to beat it—a sway without followups is very hard to punish, though, so it remains a very good tool to bait reactions in neutral. | | Dee Jay's all new special move that heavily defines his new "sway" centric playstyle. Upon activation, Dee Jay will perform a backstep with 5 different follow-ups that he can go into to mix up opponents. Can be canceled into from Drive Rush to bait whiffs, instantly ending your forward momentum. The startup of the sway combined with the follow-ups makes them fairly reactable and difficult to combo into, but in exchange all the follow-ups are safe on block. All follow-ups lose to Drive Impact, forcing you to do nothing to beat it—a sway without follow-ups is very hard to punish, though, so it remains a very good tool to bait reactions in neutral. |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk}} |
| The Overdrive version of Jus Cool gains an initial launching hit at a blazing fast 8 frames startup, making it incredibly easy and rewarding to combo into if in range for the initial hit. Bear in mind the somewhat limited range can make it occasionally difficult to combo into it from further out. Additionally all the followups have different frame data compared to the meterless versions | | The Overdrive version of Jus Cool gains an initial launching hit at a blazing fast 8 frames startup, making it incredibly easy and rewarding to combo into if in range for the initial hit. Bear in mind the somewhat limited range can make it occasionally difficult to combo into it from further out. Additionally all the follow-ups have different frame data compared to the meterless versions |
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| * 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) | | * 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) |
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| 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 follow-up 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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| Regardless of which version is used, the followups can only come out on hit; each hit causes no additional damage scaling, so linking out of the {{sf6-adv|VP|+6}} can still be useful. Dee Jay stops immediately if the initial attack whiffs or is blocked, unable to continue with followups. | | Regardless of which version is used, the follow-ups can only come out on hit; each hit causes no additional damage scaling, so linking out of the {{sf6-adv|VP|+6}} can still be useful. Dee Jay stops immediately if the initial attack whiffs or is blocked, unable to continue with follow-ups. |
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| The timing of the followup sequence starts easy with LP Super, then increases in difficulty with each button strength. This allows players to choose between a safe, consistent combo or a risky but rewarding finisher. [https://www.youtube.com/watch?v=j0k8-2Qjq3g This video] is a good example for learning the button timing on the MP and HP followups, with audio and visual cues to help practice. | | The timing of the follow-up sequence starts easy with LP Super, then increases in difficulty with each button strength. This allows players to choose between a safe, consistent combo or a risky but rewarding finisher. [https://www.youtube.com/watch?v=j0k8-2Qjq3g This video] is a good example for learning the button timing on the MP and HP follow-ups, with audio and visual cues to help practice. |
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| * Timing window: ?f after 236236LP~LP~MP~HP~LK~MK | | * Timing window: ?f after 236236LP~LP~MP~HP~LK~MK |
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| The followups to LP Lv.2 Super require no particular rhythm on the hits; just mashing the buttons in sequence is enough to guarantee the full damage. Using this version guarantees a safe 2600 damage, which is only a reduction of 200 max damage from MP Super, or 400 from HP Super. There is no cinematic ender like on the MP and HP versions; as a result, Dee Jay cannot choose which direction to knock the opponent, and he cannot get oki after the knockdown unless he reaches the corner. | | The follow-ups to LP Lv.2 Super require no particular rhythm on the hits; just mashing the buttons in sequence is enough to guarantee the full damage. Using this version guarantees a safe 2600 damage, which is only a reduction of 200 max damage from MP Super, or 400 from HP Super. There is no cinematic ender like on the MP and HP versions; as a result, Dee Jay cannot choose which direction to knock the opponent, and he cannot get oki after the knockdown unless he reaches the corner. |
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| * Remains on same side; requires perfect rhythm sequence to activate | | * Remains on same side; requires perfect rhythm sequence to activate |
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| The MP followups allow for higher damage than the LP version if the buttons are pressed in a particular rhythm. The key is to input each followup right as the previous one connects with the opponent. The hitstop of each hit is reduced compared to the LP Super, so the full animation will feel a bit faster overall. If you drop the rhythm on any hit, you cannot get the rhythm bonus on any further hits in the sequence. | | The MP follow-ups allow for higher damage than the LP version if the buttons are pressed in a particular rhythm. The key is to input each follow-up right as the previous one connects with the opponent. The hitstop of each hit is reduced compared to the LP Super, so the full animation will feel a bit faster overall. If you drop the rhythm on any hit, you cannot get the rhythm bonus on any further hits in the sequence. |
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| If you managed to get the full rhythm of each hit, you can end with a cinematic finisher. HP switches sides, allowing Dee Jay to regain corner control and even gives oki if he was close to the wall. HK keeps Dee Jay on the same side and grants a Hard Knockdown, allowing for a forward dash into great oki. Choosing not to end in the cinematic hit after a full-rhythm connect will significantly reduce the Super's damage; it would actually be better to land a non-rhythm HK at the end. If done perfectly all the way to the end, Dee Jay will do 200 more damage than LP Super. | | If you managed to get the full rhythm of each hit, you can end with a cinematic finisher. HP switches sides, allowing Dee Jay to regain corner control and even gives oki if he was close to the wall. HK keeps Dee Jay on the same side and grants a Hard Knockdown, allowing for a forward dash into great oki. Choosing not to end in the cinematic hit after a full-rhythm connect will significantly reduce the Super's damage; it would actually be better to land a non-rhythm HK at the end. If done perfectly all the way to the end, Dee Jay will do 200 more damage than LP Super. |