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| {{AttackDataCargo-SF6/Query|dee_jay_5lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lp}} |
| * Chains into 5LP/2LP/2LK | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f / 12f (TC) | | * '''Cancel Hitconfirm Window:''' 13f / 12f (TC) |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-2}} oB | | * '''Drive Rush cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-2}} oB |
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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Dee Jay's fastest normal, and has 1 frame lower recovery than any other jab in the game. It does have notably shorter range than 2LP, though, so it's only preferable to use when there's a 4 frame gap in pressure. | | Dee Jay's fastest normal, and has 1 frame lower recovery than any other jab in the game. This makes it only {{sf6-adv|VM|-7}} on Perfect Parry, preventing many characters from using their standard punish route. It does have notably shorter range than {{clr|L|2LP}}, though, so it's only preferable to use when there's a 4 frame gap in pressure. |
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| | The first 7 animation frames extend a vertical strike-only hurtbox, preventing Dee Jay from using this button as an anti-air. |
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| * '''Cancel Hitconfirm Window:''' 21f (~MP TC) / 17f (~HP TC) | | * '''Cancel Hitconfirm Window:''' 21f (~MP TC) / 17f (~HP TC) |
| <br> | | <br> |
| One of the biggest plus-on-block normals in the game, core to Dee Jay's devious pressure game. Frame traps into any of Dee Jay's lights and has multiple target combos to go into, giving you extra layers to pursue and further incentivizes your opponent not to press. | | One of the biggest plus-on-block normals in the game, core to Dee Jay's devious pressure game. Even stronger when combined with his excellent Drive Rush momentum. {{clr|M|5MP}} frame traps into any of Dee Jay's lights and has multiple target combo routes, giving your offense additional layers. |
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| {{AttackDataCargo-SF6/Query|dee_jay_5hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5hp}} |
| * Forces Stand on hit | | * Forces Stand on hit (active frames 1-2) |
| * Active frames 3-6 whiff on crouching opponents | | * Active frames 3-6 deal 100 less damage and whiff on crouching opponents |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB | | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB |
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| * '''236LK cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-7}} oB | | * '''236LK cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-7}} oB |
| <br> | | <br> |
| A forward-lunging punch with good utility in combos. The first 2 active frames are cancelable and work against crouching opponents; this allows Dee Jay to combo into [[#Machine Gun Uppercut (214P)|214HP]] using Drive Rush cancels or juggle routes. If spaced at farther ranges, 5HP is no longer cancelable but gains additional frame advantage for follow-up links. However, it cannot hit crouching opponents at this range, making it a riskier approach tool. | | A forward-lunging punch with good utility in combos. The first 2 active frames are cancelable and work against crouching opponents; this allows Dee Jay to combo into [[#Machine Gun Uppercut (214P)|214HP]] using Drive Rush cancels or juggle routes. It also forces the opponent to stand, allowing extended combo routes into {{clr|H|[2]8HK}}. |
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| | If spaced at farther ranges, {{clr|H|5HP}} can get much better frame advantage; it makes an excellent shimmy tool due to its frame advantage and forward movement. However, it loses 100 damage and can no longer cancel or hit crouching opponents. This makes it inherently risky as an approach tool, as a crouch blocking opponent can easily whiff punish the recovery. |
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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| A perfectly average 5LK that Dee Jay may get more use out of than most characters due to its much needed cancelability and it fitting quite well into his pressure strings. Can go into MK Sobat for a knockdown at any range. | | A perfectly average {{clr|L|5LK}} that combos naturally from {{clr|M|5MP}}; he does not have any natural links from light starters, but it works well in his pressure strings. It can combo into {{clr|M|MK Sobat}} for a knockdown at any range. It has decent range for a 5f punish tool, allowing it to combo into {{clr|10|OD Sobat}} or get strong conversions on a {{sf6-adv|VP|+9}} {{clr|4|Drive Rush}} cancel. |
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| {{AttackDataCargo-SF6/Query|dee_jay_5mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mk}} |
| <br> | | <br> |
| One of Dee Jay's best pokes, with the great range and speed only being balanced by a lack of cancelability and how difficult it can be to confirm off of. Punish Counter allows a link into 5HP from further out, and 4HK when up close. Despite the low recovery, it still demands some care when hitting a Drive Impact. | | One of Dee Jay's best pokes, with the great range and speed only being balanced by a lack of cancelability and how difficult it can be to confirm off of. Punish Counter allows a link into {{clr|H|5HP}} from further out, and {{clr|H|4HK}} when up close. Despite the low recovery, it still demands some care when hitting a Drive Impact. |
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| {{AttackDataCargo-SF6/Query|dee_jay_5hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5hk}} |
| * Punish Counter: +18 Stagger | | * Punish Counter: +18 Stagger |
| | * 4f extra recovery on whiff |
| | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| An absolutely massive kick that has incredible range, speed and reward on Punish Counter. A great whiff punish button, but it has no cancel window and incredibly high recovery, making it highly whiff punishable itself and extremely susceptible to Drive Impact. | | An absolutely massive kick with great range and reward on Punish Counter, making it an excellent whiff punish and space control tool. The stagger effect allows a full Drive Rush conversion at any range for great damage and corner carry. However, its long recovery and lack of cancelability makes it whiff punishable and susceptible to Drive Impact in neutral. |
| }} | | }} |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|dee_jay_2lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2lp}} |
| * Chains into 5LP/2LP/2LK | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB | | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB |
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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Longer range than 5LP, but a frame slower. | | Longer range than {{clr|L|5LP}}, but a frame slower. Useful in chain combos for maintaining down charge. |
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| * '''236LK cancel advantage:''' {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-10}} oB | | * '''236LK cancel advantage:''' {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-10}} oB |
| <br> | | <br> |
| A cancelable medium punch with short range and a slight disjoint for counterpoking and buffering. Being one of Dee Jay's only cancelable normals, it's a vital tool in combos and confirms, but the range still leaves a lot to be desired. | | A stubby cancelable punch with a disjointed hitbox that works well against low pokes. An excellent meaty tool due to its 4 active frames, leading to improved combo routes and block advantage that the opponent may not expect. Being one of Dee Jay's only cancelable normals, it's a vital tool in combos and confirms, but the range still leaves a lot to be desired. The cancel window is incredibly lenient for a medium button, allowing Dee Jay to combo even when he can't get close for a full hitconfirm sequence. |
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| {{AttackDataCargo-SF6/Query|dee_jay_2hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2hp}} |
| * Punish Counter: +12 Stagger | | * Punish Counter: +12 Stagger |
| | * Forces Stand on hit |
| <br> | | <br> |
| One of Dee Jay's more well-rounded buttons with decent range, speed, advantage, and high Punish Counter reward. Links to 2MP naturally, and links into 5HP on Punish Counter, granting Dee Jay access to excellent 2HP, 5HP, 2LP>... whiff punishes in situations where something faster than 5HK is desirable. Very important for comboing into Jackknife Maximum, as it forces an opponent to stand on hit. Can be used as a poke and pressure tool, but still often loses to Drive Impact. | | One of Dee Jay's more well-rounded buttons with decent range, speed, advantage, and punish reward. Links to {{clr|M|2MP}} naturally, and links into {{clr|H|5HP}} on Punish Counter, making it a great whiff punish option when speed is more important than range (e.g. PC {{clr|H|2HP}}, {{clr|H|5HP}}, {{clr|L|2LP}} > Special). Very important for comboing into Jackknife Maximum since it forces the crouching opponents to stand. It can be used as a poke and pressure tool, but may lose to an early Drive Impact since it's not cancelable. |
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| {{AttackDataCargo-SF6/Query|dee_jay_2lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_2lk}} |
| * Chains into 5LP/2LP/2LK | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
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| * Punish Counter: HKD +29 | | * Punish Counter: HKD +29 |
| <br> | | <br> |
| One of Dee Jay's more unique buttons, acting more like a sweep than a traditional 2MK. While not bad by any means, it's a clear weakness to not have a traditional cancelable low poke to reliably confirm off of. It does give him a solid knockdown even on normal hit, though, allowing him to set up meaties and throws even from a back recovery. It's also one of the safest "sweeps" in the game, with few characters being able to punish it when spaced well. Has generally the same frame data as a regular cancelable 2MK, but is unique in that its hitbox is very disjointed on startup, making it an exceptionally good counterpoke. Since Dee Jay's other pokes don't tend to give him a knockdown, it's a good way to get out of spacing traps in the corner to give you time to switch sides. | | One of Dee Jay's more unique buttons, acting more like a sweep than a traditional {{clr|M|2MK}}. While not bad by any means, it's a clear weakness to not have a traditional cancelable low poke to reliably confirm off of. It does give him a solid knockdown even on normal hit, though, allowing him to set up meaties and throws even from a back recovery. It's also one of the safest "sweeps" in the game, with few characters being able to punish it when spaced well. Has generally the same frame data as a regular cancelable {{clr|M|2MK}}, but is unique in that its hitbox is very disjointed on startup, making it an exceptionally good counterpoke. Since Dee Jay's other pokes don't tend to give him a knockdown, it's a good way to get out of spacing traps in the corner to give you time to switch sides. |
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| * Not a Hard Knockdown vs. airborne opponents | | * Not a Hard Knockdown vs. airborne opponents |
| <br> | | <br> |
| 2HK is a slide rather than a traditional sweep. Unlike in previous games, it doesn't slide under fireballs. It does, however, have a significant anti-air hitbox that is strange to hit with but can work surprisingly well and give a Forced Knockdown juggle combo when trying to hit out moves that hover near the ground at mid range (e.g. Ken's Dragonlash, Marisa's Phalanx, or divekicks). Just be wary of this move's slow startup and recovery, especially when trying to use it reactively or space it on block. | | {{clr|H|2HK}} is a slide rather than a traditional sweep. Unlike in previous games, it doesn't slide under fireballs. However, it does have a surprisingly large anti-air hitbox that works well against certain types of moves, like Ken's Dragonlash, Marisa's Phalanx, or Divekicks. Scoring a Forced Knockdown allows Dee Jay to maintain down charge and follow up with a Jackknife Maximum. Anti-airing with a counter-hit or Punish Counter floats the opponent higher for a more consistent juggle, even when there is no Forced Knockdown. |
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| | It is quite slow to startup, making it hard to use reactively. While unsafe on block, it can be spaced safely in neutral; this allows Dee Jay to mix up with a gimmicky Perfect Parry or invincible reversal attempt when the opponent takes their turn back, though this should only be used sparingly due to the high risk. |
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| <br> | | <br> |
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| * 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 |
| | <br> |
| | A useful air-to-air that hits above Dee Jay and knocks down. Not appropriate for all ranges due to the short horizontal reach. |
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| * Causes spike knockdown vs. airborne opponents | | * Causes spike knockdown vs. airborne opponents |
| <br> | | <br> |
| Good downward reach for close jump-ins. | | Good downward reach, making it an effective close-range jump attack. While not disjointed like Luke or Ken's similar buttons, the threat of {{clr|L|j.2LK}} makes it harder for the opponent to anti-air consistently. |
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| {{AttackDataCargo-SF6/Query|dee_jay_jlk}} | | {{AttackDataCargo-SF6/Query|dee_jay_jlk}} |
| <br> | | <br> |
| A quick air-to-air; unlike j.LP, this hits a bit higher above Dee Jay and has a more disjointed hitbox at the top of his foot. | | A quick air-to-air; unlike {{clr|L|j.LP}}, this hits a bit higher above Dee Jay and has a more disjointed hitbox at the top of his foot. |
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| {{AttackDataCargo-SF6/Query|dee_jay_jmk}} | | {{AttackDataCargo-SF6/Query|dee_jay_jmk}} |
| * Can hit cross-up | | * Can hit cross-up |
| | <br> |
| | Great for mixing up between cross-up {{clr|M|j.MK}} and same-side {{clr|L|j.2LK}}. Also has great horizontal reach, allowing Dee Jay to threaten some characters with a mixup between a ranged jump-in or empty jump, particularly if they lack an uppercut special. |
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| {{AttackDataCargo-SF6/Query|dee_jay_jhk}} | | {{AttackDataCargo-SF6/Query|dee_jay_jhk}} |
| <br> | | <br> |
| A decent all-purpose air normal that hits in front before swinging his leg downward. After a Drive Impact crumple into neutral j.HK, the opponent is in the perfect position for Drive Rush 5MP~MP juggle loops that can take the opponent to the corner from anywhere on screen. | | A decent all-purpose air normal that hits in front before swinging his leg downward. After a Drive Impact crumple into neutral {{clr|H|j.HK}}, the opponent is in the perfect position for {{clr|4|Drive Rush}} {{clr|M|5MP}}~{{clr|M|MP}} juggle loops that can take the opponent to the corner from anywhere on screen. |
| }} | | }} |
| <br> | | <br> |