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| {{AttackDataCargo-SF6/Query|dee_jay_28lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28lk}} |
| * '''Airborne''' 6-45f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 6-45f ({{FKD}} state) |
| * 40f charge time; charge lasts up to 12f after releasing down direction | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| * Startup refers to earliest air normal timing; 6f landing recovery only applies when no air attack is used | | * 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. | | 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}} |
| * '''Anti-Air Invuln:''' 1-5f (cannot hit cross-up); '''Airborne''' 4-44f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Anti-Air Invuln:''' 1-5f (cannot hit cross-up); '''Airborne''' 4-44f ({{FKD}} state) |
| * 40f charge time; charge lasts up to 12f after releasing down direction | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; cannot hit crouching opponents unless they extend an upward hurtbox | | * 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. Can follow up with HK/OD Jackknife or SA1 depending on screen position and distance from the opponent. | | 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}} |
| * '''Anti-Air Invuln:''' 1-9f (cannot hit cross-up); '''Airborne''' 4-51f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Anti-Air Invuln:''' 1-9f (cannot hit cross-up); '''Airborne''' 4-51f ({{FKD}} state) |
| * 40f charge time; charge lasts up to 12f after releasing down direction | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; cannot hit crouching opponents unless they extend an upward hurtbox | | * 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. | | 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}} |
| * '''Full Invuln:''' 1-11f (cannot hit cross-up); '''Airborne''' 2-62f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Full Invuln:''' 1-11f (cannot hit cross-up); '''Airborne''' 2-62f ({{FKD}} state) |
| * 40f charge time; charge lasts up to 12f after releasing down direction | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; only 1st hit connects on crouching opponents | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; only 1st hit connects on crouching opponents |