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| {{AttackDataCargo-SF6/Query|dee_jay_214k}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k}} |
| | * Sway Distance: 0.602 backwards |
| Dee Jay's all new special move that heavily defines his new "sway" centric playstyle. Upon activation, Dee Jay will perform a backstep with 5 different follow-ups that he can go into to mix up opponents. Can be canceled into from Drive Rush to bait whiffs, instantly ending your forward momentum. The startup of the sway combined with the follow-ups makes them fairly reactable and difficult to combo into, but in exchange all the follow-ups are safe on block. All follow-ups lose to Drive Impact, forcing you to do nothing to beat it—a sway without follow-ups is very hard to punish, though, so it remains a very good tool to bait reactions in neutral. | | Dee Jay's all new special move that heavily defines his new "sway" centric playstyle. Upon activation, Dee Jay will perform a backstep with 5 different follow-ups that he can go into to mix up opponents. Can be canceled into from Drive Rush to bait whiffs, instantly ending your forward momentum. The startup of the sway combined with the follow-ups makes them fairly reactable and difficult to combo into, but in exchange all the follow-ups are safe on block. All follow-ups lose to Drive Impact, forcing you to do nothing to beat it—a sway without follow-ups is very hard to punish, though, so it remains a very good tool to bait reactions in neutral. |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk}} |
| | * Sway Distance: 0.74 backwards |
| The Overdrive version of Jus Cool gains an initial launching hit at a blazing fast 8 frames startup, making it incredibly easy and rewarding to combo into if in range for the initial hit. Bear in mind the somewhat limited range can make it occasionally difficult to combo into it from further out. Additionally all the follow-ups have different frame data compared to the meterless versions | | The Overdrive version of Jus Cool gains an initial launching hit at a blazing fast 8 frames startup, making it incredibly easy and rewarding to combo into if in range for the initial hit. Bear in mind the somewhat limited range can make it occasionally difficult to combo into it from further out. Additionally all the follow-ups have different frame data compared to the meterless versions |
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| {{AttackDataCargo-SF6/Query|dee_jay_214k_6p}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k_6p}} |
| * '''Projectile Invuln:''' 1-20f; can low profile under some high attacks | | * '''Projectile Invuln:''' 1-20f; can low profile under some high attacks |
| * Cancelable into 4P Backdash on frames 18-23 of dash | | * Distance: 2.36 forward; cancelable into 4P Backdash on frames 18-23 of dash |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk_6p}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_6p}} |
| * '''Projectile Invuln:''' 1-17f; can low profile under some high attacks | | * '''Projectile Invuln:''' 1-17f; can low profile under some high attacks |
| * Hit/Block Advantage refers to dash data after 214KK connects | | * Hit/Block Advantage refers to dash data after 214KK connects |
| * Cancelable into 4P Backdash on frames 18-23 of dash | | * Distance: 2.0 forward; cancelable into 4P Backdash on frames 18-23 of dash |
| Juggling Dash allows Dee Jay to quickly close the gap after retreating with Jus Cool, dodging fireballs and some pokes in the process. The startup refers to the minimum Jus Cool time that must play out before the dash can be input, while recovery refers to the dash animation itself. The OD version of the dash recovers 5 frames faster, and can be used to switch sides after a 214KK launch for better screen position. | | Juggling Dash allows Dee Jay to quickly close the gap after retreating with Jus Cool, dodging fireballs and some pokes in the process. The startup refers to the minimum Jus Cool time that must play out before the dash can be input, while recovery refers to the dash animation itself. The OD version of the dash recovers 5 frames faster, and can be used to switch sides after a 214KK launch for better screen position. |
| {{AttackDataCargo-SF6/Query|dee_jay_214k_6p_4p}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k_6p_4p}} |
| | * Distance: 1.0 backwards |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk_6p_4p}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_6p_4p}} |
| | * Distance: 1.0 backwards |
| * Hit/Block Advantage refers to dash data after 214KK connects | | * Hit/Block Advantage refers to dash data after 214KK connects |
| If the opponent doesn't take the bait on Dee Jay's in-and-out movement, he can retreat with a backdash. The total startup refers to the fastest 214K~6P animation that must play out before the backdash can be input. The recovery of this backdash is only 1 frame faster than simply backdashing after a Juggling Dash. The OD version of the backdash recovers 7 frames faster than the meterless version. | | If the opponent doesn't take the bait on Dee Jay's in-and-out movement, he can retreat with a backdash. The total startup refers to the fastest 214K~6P animation that must play out before the backdash can be input. The recovery of this backdash is only 1 frame faster than simply backdashing after a Juggling Dash. The OD version of the backdash recovers 7 frames faster than the meterless version. |