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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) |
| <br> | | <br> |
| 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). | | 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 SA2, 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 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. | | 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp}} |
| * Timing window: 45f after 236236LP | | * '''Projectile Invuln:''' 1-25f; Timing window: 45f after 236236LP |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp}} |
| * Timing window: ?f after 236236LP~LP | | * '''Projectile Invuln:''' 1-21f; Timing window: ?f after 236236LP~LP |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp}} |
| * Timing window: ?f after 236236LP~LP~MP | | * '''Projectile Invuln:''' 1-28f; Timing window: ?f after 236236LP~LP~MP |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk}} |
| * Timing window: ?f after 236236LP~LP~MP~HP | | * '''Projectile Invuln:''' 1-31f; Timing window: ?f after 236236LP~LP~MP~HP |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk_mk}} |
| * Timing window: ?f after 236236LP~LP~MP~HP~LK | | * '''Projectile Invuln:''' 1-38f; Timing window: ?f after 236236LP~LP~MP~HP~LK |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk_mk_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk_mk_hk}} |
| * Timing window: ?f after 236236LP~LP~MP~HP~LK~MK | | * '''Projectile Invuln:''' 1-28f; Timing window: ?f after 236236LP~LP~MP~HP~LK~MK |
| <br> | | <br> |
| 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. | | The follow-ups to LP SA2 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp}} |
| * Rhythm Timing Window: 11f after 236236MP | | * '''Projectile Invuln:''' 1-25(27)f; Rhythm Timing Window: 11f after 236236MP |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp}} |
| * Rhythm Timing Window: 18f after 236236MP~LP | | * '''Projectile Invuln:''' 1-21(23)f; Rhythm Timing Window: 18f after 236236MP~LP |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp}} |
| * Rhythm Timing Window: 16f after 236236MP~LP~MP | | * '''Projectile Invuln:''' 1-27(28)f; Rhythm Timing Window: 16f after 236236MP~LP~MP |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk}} |
| * Rhythm Timing Window: 19f after 236236MP~LP~MP~HP | | * '''Projectile Invuln:''' 1-29(31)f; Rhythm Timing Window: 19f after 236236MP~LP~MP~HP |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk}} |
| * Rhythm Timing Window: 19f after 236236MP~LP~MP~HP~LK | | * '''Projectile Invuln:''' 1-38f; Rhythm Timing Window: 19f after 236236MP~LP~MP~HP~LK |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk_hk}} |
| * Rhythm Timing Window: 22f after 236236MP~LP~MP~HP~LK~MK | | * '''Projectile Invuln:''' 1-28(34)f; Rhythm Timing Window: 22f after 236236MP~LP~MP~HP~LK~MK |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk_hk_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk_hk_hp}} |
| * Switches sides; requires perfect rhythm sequence to activate | | * Switches sides; requires perfect rhythm sequence to activate |
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| 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. | | 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 fully invincible 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 SA2. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp}} |
| * Rhythm Timing Window: 9f after 236236HP | | * '''Projectile Invuln:''' 1-25(26)f; Rhythm Timing Window: 9f after 236236HP |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp}} |
| * Rhythm Timing Window: 9f after 236236HP~LP | | * '''Projectile Invuln:''' 1-21(23)f; Rhythm Timing Window: 9f after 236236HP~LP |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp}} |
| * Rhythm Timing Window: 9f after 236236HP~LP~MP | | * '''Projectile Invuln:''' 1-27(28)f; Rhythm Timing Window: 9f after 236236HP~LP~MP |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk}} |
| * Rhythm Timing Window: 9f after 236236HP~LP~MP~HP | | * '''Projectile Invuln:''' 1-29(31)f; Rhythm Timing Window: 9f after 236236HP~LP~MP~HP |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk}} |
| * Rhythm Timing Window: 13f after 236236HP~LP~MP~HP~LK | | * '''Projectile Invuln:''' 1-38f; Rhythm Timing Window: 13f after 236236HP~LP~MP~HP~LK |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk_hk}} |
| * Rhythm Timing Window: 15f after 236236HP~LP~MP~HP~LK~MK | | * '''Projectile Invuln:''' 1-28(36)f; Rhythm Timing Window: 15f after 236236HP~LP~MP~HP~LK~MK |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk_hk_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk_hk_hp}} |
| * Switches sides; requires perfect rhythm sequence to activate | | * Switches sides; requires perfect rhythm sequence to activate |
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| * Remains on same side; requires perfect rhythm sequence to activate | | * Remains on same side; requires perfect rhythm sequence to activate |
| <br> | | <br> |
| The HP version is essentially the same as the MP version, but the timing is even harder. Each hit does even less hitstop than the MP version, causing the full animation to move more quickly with less of an impact on each strike. If done perfectly all the way to the end, Dee Jay will do 400 more damage than LP Super and 200 more damage than MP Super. | | The HP version is essentially the same as the MP version, but the proper rhythm timing is even harder. Each hit does even less hitstop than the MP version, causing the full animation to move more quickly with less of an impact on each strike. If done perfectly all the way to the end, Dee Jay will do 400 more damage than LP SA2, and 200 more damage than MP SA2. |
| }} | | }} |
| </tabber> | | </tabber> |