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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236k}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236k}} |
| * '''Full Invuln:''' 1f (until freeze); Armor Break | | * '''Full Invuln:''' 1f (until freeze); '''Low Crush''' 4-14f; Armor Break |
| | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| * Applies 40% damage scaling to next hit when beginning a combo (100/60/50...) | | * 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); wall bounce vs. airborne ([[Street_Fighter_6/Glossary#Juggles|free juggle state]]) |
| <br> | | <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 has the speed and range for utility in some high damage juggles. It also gives a crumple on Counter-hit or Punish Counter, giving it some unique potential as a punish starter; canceling a poke into SA1 against Drive Impact is one way to initiate this. The opponent will always be airborne during the crumple state unless the counter-hit version lands as a trade. The wall bounce on an airborne Punish Counter has a tendency to send the opponent flying over Dee Jay's head if too close to the corner. Dee Jay does not extend a hurtbox on his leg during the attack; combined with the Low Crush property, this gives him some "pseudo-invincibility" in specific scenarios. |
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| }} | | }} |
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| {{AttackDataCargo-SF6/Query|dee_jay_236236hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp}} |
| * '''Full Invuln:''' 1-16f; Armor Break | | * '''Full Invuln:''' 1-16f; Armor Break |
| * Depletes 1 Drive bar from opponent on hit (full sequence) | | * '''Drive Gauge Depletion:''' 1 bar (hit, full sequence) / 0.5 bars (block) |
| ** Without cinematic finisher on MP/HP versions, only 1/2 Drive bar depleted
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| * 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) | | * 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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| {{AttackDataCargo-SF6/Query|dee_jay_214214p}} | | {{AttackDataCargo-SF6/Query|dee_jay_214214p}} |
| * '''Full Invuln:''' 1-13f; Armor Break | | * '''Full Invuln:''' 1-13f; Armor Break |
| * Depletes 1.5 Drive bars from opponent on hit | | * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) |
| ** Cinematic time regenerates ~2 Drive bars for Dee Jay | | ** Cinematic time regenerates ~2 Drive bars for Dee Jay |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
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| * '''Full Invuln:''' 1-13f; Armor Break | | * '''Full Invuln:''' 1-13f; Armor Break |
| * Available at 25% HP or below | | * Available at 25% HP or below |
| * Depletes 2 Drive bars from opponent on hit | | * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) |
| ** Cinematic time regenerates ~2.3 Drive bars for Dee Jay | | ** Cinematic time regenerates ~2.3 Drive bars for Dee Jay |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |