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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_46lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46lp}} |
| * 45f charge time | | * 45f charge time; charge lasts up to 10f after releasing back direction |
| Dee Jay performs a quick feint with the same startup animation as his other fireball. Recovers much quicker than the other versions, and can be used to bait unsafe options an opponent may use to try and go through your fireballs. | | Dee Jay performs a quick feint with the same startup animation as his other fireball. Recovers much quicker than the other versions, and can be used to bait unsafe options an opponent may use to try and go through your fireballs. |
| {{AttackDataCargo-SF6/Query|dee_jay_46mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46mp}} |
| * 45f charge time | | * 45f charge time; charge lasts up to 10f after releasing back direction |
| * '''Cancel Hitconfirm Window:''' 4f (Super / 2PP) | | * '''Cancel Hitconfirm Window:''' 4f (Super / 2PP) |
| | * '''Projectile Speed:''' 0.03 (1-2f) / 0.115 (3f~) |
| 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; charge lasts up to 10f after releasing back direction |
| * '''Cancel Hitconfirm Window:''' 21f (Super / 2PP) | | * '''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. | | * '''Projectile Speed:''' 0.03 (1-2f) / 0.115/0.155 (3f~) |
| | 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. The second fireball travels faster than the first, so they will hit closer together against fullscreen opponents. |
| {{AttackDataCargo-SF6/Query|dee_jay_46pp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46pp}} |
| * 45f charge time | | * 45f charge time; charge lasts up to 10f after releasing back direction |
| * '''Cancel Hitconfirm Window:''' 17f (Super / 2PP) | | * '''Cancel Hitconfirm Window:''' 17f (Super / 2PP) |
| | * '''Projectile Speed:''' 0.15 (22f~) |
| 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). |
| }} | | }} |