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| {{AttackDataCargo-SF6/Query|dee_jay_28lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28lk}} |
| * 40f charge time; '''Airborne''' 6-45f | | * '''Airborne''' 6-45f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * Startup refers to earliest air normal timing | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| Dee Jay performs a feint that shoots him into the air, letting him quickly descend on his opponent with a jumping normal. Can act as a jump cancel of sorts. Very good for cross-up and safejump setups. | | * Startup refers to earliest air normal timing; 6f landing recovery only applies when no air attack is used |
| | Dee Jay performs a unique feint that shoots him into the air, letting him quickly descend on his opponent with a jumping normal. Can act as a jump cancel of sorts, giving Dee Jay an altered trajectory to make anti-airs more difficult. A very strong pressure/mixup tool that can lead to cross-up and safe jump setups. |
| {{AttackDataCargo-SF6/Query|dee_jay_28mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28mk}} |
| * 40f charge time; '''Anti-Air Invuln:''' 1-5f; '''Airborne''' 4-44f | | * '''Anti-Air Invuln:''' 1-5f (cannot hit cross-up); '''Airborne''' 4-44f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * Cannot hit crouching opponents; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| * In or near the corner, allows for combo into HK Jackknife.
| | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; cannot hit crouching opponents unless they extend an upward hurtbox |
| Not a very good anti-air, as it loses anti-air invincibility on the first active frame of the move. | | Not a very good anti-air, as it loses anti-air invincibility on the first active frame of the move. Can follow up with HK/OD Jackknife or SA1 depending on screen position and distance from the opponent. |
| {{AttackDataCargo-SF6/Query|dee_jay_28hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28hk}} |
| * 40f charge time; '''Anti-Air Invuln:''' 1-9f; '''Airborne''' 4-51f | | * '''Anti-Air Invuln:''' 1-9f (cannot hit cross-up); '''Airborne''' 4-51f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * Cannot hit crouching opponents; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| Very consistent anti-air, even somewhat good at sniping would-be cross-ups if done early enough. Can also be used as a combo ender for amazing corner carry. | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; cannot hit crouching opponents unless they extend an upward hurtbox |
| | Very consistent anti-air, even somewhat good at sniping would-be cross-ups if done early enough. Can also be used as a combo ender for amazing corner carry. Dee Jay can get a perfect safe jump setup whether it hits grounded (+42) or after a MK Jackknife juggle (+37 into immediate j.2LK). The last hit of HK Jackknife increases the opponent's juggle count by 100, making any further hits impossible regardless of their launch height. |
| {{AttackDataCargo-SF6/Query|dee_jay_28kk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28kk}} |
| * 40f charge time; '''Full Invuln:''' 1-11f; '''Airborne''' 2-62f | | * '''Full Invuln:''' 1-11f (cannot hit cross-up); '''Airborne''' 2-62f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * Only 1st hit connects on crouching opponents; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| Dee Jay's main invincible reversal. Since his Level 1 isn't invincible and his Level 2 is fairly slow, you will be relying on this move a lot as your invincible option. It is massively unsafe on block, so don't be reckless. Can also be used as an anti-air for slightly more damage and consistency than the HK version. | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; only 1st hit connects on crouching opponents |
| | | Dee Jay's main invincible reversal. Since SA1 isn't invincible and SA2 is fairly slow, this is your most important defensive tool. It is massively unsafe on whiff or block; it even gives enough time for moves like Kimberly's Spraycan or Lily's Condor Wind to be set up before punishing Dee Jay. Can also be used as an anti-air for slightly more damage and consistency than the HK version; keep in mind that only the first hit retains full invincibility, so an early anti-air attempt can get stuffed. Works well in juggles. |
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| A flash kick style move with slightly shorter charge time, good combo potential, but a relatively small area of effect. It's easy to miss or even trade when anti-airing with this. The feint, however, is a very unique and widely applicable mix-up and pressure tool. Do be aware that the meterless versions will whiff on crouching opponents.
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