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| * '''Anti-Air Invuln (Legs/Upper Body):''' 12-23f | | * '''Anti-Air Invuln (Legs/Upper Body):''' 12-23f |
| * Counter-hit/Punish Counter: HKD +52~61 | | * Counter-hit/Punish Counter: HKD +52~61 |
| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] (better juggle on Counter-hit/Punish Counter) | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state (better juggle on Counter-hit/Punish Counter) |
| * Not a Hard Knockdown vs. airborne opponents | | * Not a Hard Knockdown vs. airborne opponents |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_jmp}} | | {{AttackDataCargo-SF6/Query|dee_jay_jmp}} |
| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Chains into j.HP Target Combo for a spike knockdown (lenient 25f cancel window) | | * Chains into j.HP Target Combo for a spike knockdown (lenient 25f cancel window) |
| * Shifts Dee Jay's hurtbox upward during startup | | * Shifts Dee Jay's hurtbox upward during startup |
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| * '''Anti-Air Invuln (Head):''' 4-12f; cannot hit cross-up | | * '''Anti-Air Invuln (Head):''' 4-12f; cannot hit cross-up |
| * Forces stand; Counter-hit/Punish Counter bonus advantage carries through both hits | | * Forces stand; Counter-hit/Punish Counter bonus advantage carries through both hits |
| * 1st hit puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * 2nd hit causes air reset vs. airborne opponents (juggles on Punish Counter) | | * 2nd hit causes air reset vs. airborne opponents (juggles on Punish Counter) |
| * '''Cancel Hitconfirm Window:''' 34f | | * '''Cancel Hitconfirm Window:''' 34f |
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| * '''Anti-Air Invuln:''' 1-5f (cannot hit cross-up); '''Airborne''' 4-44f ({{FKD}} 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 {{sf6-jug|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 ({{FKD}} 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 {{sf6-jug|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 ({{FKD}} 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 {{sf6-jug|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. | | 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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| {{AttackDataCargo-SF6/Query|dee_jay_214k_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k_hk}} |
| * '''Anti-Air Invuln (Leg):''' 15-19f; upper body hurtbox shrinks on frames 6-14 and 20-44 | | * '''Anti-Air Invuln (Leg):''' 15-19f; upper body hurtbox shrinks on frames 6-14 and 20-44 |
| * Puts opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 20f (Super) | | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_hk}} |
| * '''Anti-Air Invuln (Upper Body):''' 6-36f | | * '''Anti-Air Invuln (Upper Body):''' 6-36f |
| * Puts opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts opponents into {{sf6-jug|limited juggle}} state |
| * Punish Counter puts opponents into [[Street_Fighter_6/Glossary#Juggles|free juggle state]] (requires initial 214KK to whiff) | | * Punish Counter puts opponents into {{sf6-jug|free juggle}} state (requires initial 214KK to whiff) |
| * '''Cancel Hitconfirm Window:''' 20f (Super) | | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| <br> | | <br> |
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| * 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); wall bounce vs. airborne ([[Street_Fighter_6/Glossary#Juggles|free juggle state]]) | | * Punish Counter: Crumple (HKD +67); wall bounce vs. airborne ({{sf6-jug|free juggle}} state) |
| <br> | | <br> |
| 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. | | 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. |