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| * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|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 | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-2}} oB |
| * '''[4]6LP cancel advantage:''' {{sf6-adv|VM|-9}} oH / {{sf6-adv|VM|-14}} oB | | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VM|-9}} oH / {{sf6-adv|VM|-14}} oB |
| * '''236LK cancel advantage:''' {{sf6-adv|VM|-14}} oH / {{sf6-adv|VM|-19}} oB | | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-14}} oH / {{sf6-adv|VM|-19}} oB |
| * 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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| * '''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. 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. | | 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 {{clr|4|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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| * Active frames 3-6 deal 100 less damage and 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 | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB |
| * '''[4]6LP cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-2}} oB | | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-2}} oB |
| * '''236LK cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-7}} oB | | * '''{{clr|L|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. It also forces the opponent to stand, allowing extended combo routes into {{clr|H|[2]8HK}}. | | 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 {{clr|4|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. | | 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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| {{AttackDataCargo-SF6/Query|dee_jay_5lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lk}} |
| * '''Cancel Hitconfirm Window:''' 14f | | * '''Cancel Hitconfirm Window:''' 14f |
| ** DR cancel is delayed until after 2nd active frame | | ** {{clr|4|DR}} cancel is delayed until after 2nd active frame |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|P|+1}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|P|+1}} oB |
| * '''[4]6LP cancel advantage:''' {{sf6-adv|VM|-6}} oH / {{sf6-adv|VM|-10}} oB | | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VM|-6}} oH / {{sf6-adv|VM|-10}} oB |
| * '''236LK cancel advantage:''' {{sf6-adv|VM|-11}} oH / {{sf6-adv|VM|-15}} oB | | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-11}} oH / {{sf6-adv|VM|-15}} oB |
| * 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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| {{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 {{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. | | 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 {{clr|4|Drive Impact}}. |
| }} | | }} |
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| * 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 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. | | 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 {{clr|4|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 {{clr|4|Drive Impact}} in neutral. |
| }} | | }} |
| <br> | | <br> |
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| * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|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 | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB |
| * '''[4]6LP cancel advantage:''' {{sf6-adv|VM|-7}} oH / {{sf6-adv|VM|-12}} oB | | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VM|-7}} oH / {{sf6-adv|VM|-12}} oB |
| * '''236LK cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-17}} oB | | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-17}} oB |
| * 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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| {{AttackDataCargo-SF6/Query|dee_jay_2mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2mp}} |
| * '''Cancel Hitconfirm Window:''' 19f (15f into 236KK) | | * '''Cancel Hitconfirm Window:''' 19f (15f into 236KK) |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| * '''[4]6LP cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-5}} oB | | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-5}} oB |
| * '''236LK cancel advantage:''' {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-10}} oB | | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-10}} oB |
| <br> | | <br> |
| 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. | | 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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| * Forces Stand on hit | | * Forces Stand on hit |
| <br> | | <br> |
| 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. | | 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 {{clr|4|Drive Impact}} since it's not cancelable. |
| }} | | }} |
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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 {{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. | | A decent all-purpose air normal that hits in front before swinging his leg downward. After a {{clr|4|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> |
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| * 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 |
| ** Special/DR cancel on 2nd hit is delayed until after active frames | | ** Special/{{clr|4|DR}} cancel on 2nd hit is delayed until after active frames |
| * '''Drive Rush cancel advantage:''' 1st hit {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+7}} oB, 2nd hit {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+7}} oB, 2nd hit {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB |
| * '''[4]6LP cancel advantage:''' 1st hit {{sf6-adv|VP|+5}} oH / {{sf6-adv|VM|-5}} oB, 2nd hit {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-6}} oB | | * '''{{clr|L|[4]6LP}} cancel advantage:''' 1st hit {{sf6-adv|VP|+5}} oH / {{sf6-adv|VM|-5}} oB, 2nd hit {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-6}} oB |
| * '''236LK cancel advantage:''' 1st hit {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-10}} oB, 2nd hit {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-11}} oB | | * '''{{clr|L|236LK}} cancel advantage:''' 1st hit {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-10}} oB, 2nd hit {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-11}} oB |
| <br> | | <br> |
| A fast but unconventional two-hitting normal used in combos, juggles, and as an anti-air when charge is unavailable. The 2nd hit in particular has a great disjointed hitbox for anti-air purposes, and deals the entire 800 damage when it connects on its own. It has a tendency to whiff against close jumps, so air-to-airs may be preferable for dealing with cross-ups. The 2-hit animation makes it easily hitconfirmable in grounded combos. | | A fast but unconventional two-hitting normal used in combos, juggles, and as an anti-air when charge is unavailable. The 2nd hit in particular has a great disjointed hitbox for anti-air purposes, and deals the entire 800 damage when it connects on its own. It has a tendency to whiff against close jumps, so air-to-airs may be preferable for dealing with cross-ups. The 2-hit animation makes it easily hitconfirmable in grounded combos. |
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| {{AttackDataCargo-SF6/Query|dee_jay_66}} | | {{AttackDataCargo-SF6/Query|dee_jay_66}} |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo | | ** Only applies scaling once per combo; does not apply when an enhanced {{clr|4|Drive Rush}} attack starts the combo |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush. | | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to {{clr|4|Parry Drive Rush}}. |
| * Distance: | | * Distance: |
| ** 0.763 (min, cancel into immediate Throw) | | ** 0.763 (min, cancel into immediate Throw) |
| ** 2.535 (min, earliest blocking/movement frame) | | ** 2.535 (min, earliest blocking/movement frame) |
| ** 2.713 (max, final DR frame) | | ** 2.713 (max, final {{clr|4|DR}} frame) |
| * See Strategy page for [[Street_Fighter_6/Dee_Jay/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | | * See Strategy page for [[Street_Fighter_6/Dee_Jay/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| }} | | }} |
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| * '''Cancel Hitconfirm Window:''' 4f (Super / 2PP) | | * '''Cancel Hitconfirm Window:''' 4f (Super / 2PP) |
| * '''Projectile Speed:''' 0.03 (1-2f) / 0.115 (3f~) | | * '''Projectile Speed:''' 0.03 (1-2f) / 0.115 (3f~) |
| A basic, single fireball that travels fairly quickly. The main reason to use this over the heavy version is its lower total frames of commitment, leaving you less vulnerable to things that beat fireballs like jump-ins and Drive Impact. | | A basic, single fireball that travels fairly quickly. The main reason to use this over the heavy version is its lower total frames of commitment, leaving you less vulnerable to things that beat fireballs like jump-ins and {{clr|4|Drive Impact}}. |
| {{AttackDataCargo-SF6/Query|dee_jay_46hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46hp}} |
| * 45f charge time; charge lasts up to 10f after releasing back direction | | * 45f charge time; charge lasts up to 10f after releasing back direction |
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| * '''Cancel Hitconfirm Window:''' 17f (Super / 2PP) | | * '''Cancel Hitconfirm Window:''' 17f (Super / 2PP) |
| * '''Projectile Speed:''' 0.15 (22f~) | | * '''Projectile Speed:''' 0.15 (22f~) |
| Dee Jay quickly swings his arm twice, clashing fireballs with the first swing and creating one very large fireball that launches on hit with the second. If properly timed, the first swing can beat out an OD fireball while the second swing's fireball still goes through, giving it basically as much anti-fireball potential as HP Air Slasher. If the fireball hits, you can Drive Rush in to get a combo about 3/4 screen away. The size of the fireball means it is harder to jump over and cannot be low profiled like the other versions of this move (and most other fireballs). | | Dee Jay quickly swings his arm twice, clashing fireballs with the first swing and creating one very large fireball that launches on hit with the second. If properly timed, the first swing can beat out an OD fireball while the second swing's fireball still goes through, giving it basically as much anti-fireball potential as HP Air Slasher. If the fireball hits, you can {{clr|4|Drive Rush}} in to get a combo about 3/4 screen away. The size of the fireball means it is harder to jump over and cannot be low profiled like the other versions of this move (and most other fireballs). |
| }} | | }} |
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| * 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 {{sf6-jug|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 {{clr|10|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) |
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| * 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 {{sf6-jug|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 {{clr|10|SA1}} isn't invincible and {{clr|10|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_214hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_214hp}} |
| * '''Cancel Hitconfirm Window:''' 90f hit / 10f block (Super) | | * '''Cancel Hitconfirm Window:''' 90f hit / 10f block (Super) |
| Tied for the slowest version of Machine Gun Uppercut but very rewarding to land. Only works from Punish Counter or Drive Rush 5HP and 4HK(1). Highest meterless combo ender but is very specific for moves that can actually combo into it. In the corner when juggled into allows for a juggle afterwards into '''Weekend Pleasure''' | | Tied for the slowest version of Machine Gun Uppercut but very rewarding to land. Only works from Punish Counter or {{clr|4|Drive Rush}} 5HP and 4HK(1). Highest meterless combo ender but is very specific for moves that can actually combo into it. In the corner when juggled into allows for a juggle afterwards into '''Weekend Pleasure''' |
| {{AttackDataCargo-SF6/Query|dee_jay_214pp}} | | {{AttackDataCargo-SF6/Query|dee_jay_214pp}} |
| * '''Cancel Hitconfirm Window:''' 116f hit / 10f block (Super) | | * '''Cancel Hitconfirm Window:''' 116f hit / 10f block (Super) |
| * Counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| A highly rewarding, range dependent combo tool. Similar to the HP version only combos from Punish Counter or Drive Rush 5HP or 4HK(1) but is massively rewarding to use in combos. Offers the highest base damage of any of his specials. | | A highly rewarding, range dependent combo tool. Similar to the HP version only combos from Punish Counter or {{clr|4|Drive Rush}} 5HP or 4HK(1) but is massively rewarding to use in combos. Offers the highest base damage of any of his specials. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|dee_jay_214k}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k}} |
| * Sway Distance: 0.602 backwards | | * 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 {{clr|4|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 {{clr|4|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 | | * Sway Distance: 0.74 backwards |
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| * Punish Counter: Crumple (HKD +67); wall bounce vs. airborne ({{sf6-jug|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 {{clr|10|SA1}} against {{clr|4|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. |
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| Dee Jay does not extend a hurtbox on his leg during the attack; combined with the Low Crush property, this gives him some "pseudo-invincibility" in specific scenarios. For example, it's possible to use SA1 on reaction to mid-range fireball to force a trade, allowing Dee Jay to follow up with a Drive Rush juggle; the practicality of this depends on the opponent's extended hurtbox and projectile speed (much harder to do against fast-moving projectiles). | | Dee Jay does not extend a hurtbox on his leg during the attack; combined with the Low Crush property, this gives him some "pseudo-invincibility" in specific scenarios. For example, it's possible to use {{clr|10|SA1}} on reaction to mid-range fireball to force a trade, allowing Dee Jay to follow up with a {{clr|4|Drive Rush}} juggle; the practicality of this depends on the opponent's extended hurtbox and projectile speed (much harder to do against fast-moving projectiles). |
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| * '''Drive Gauge Depletion:''' 1 bar (hit, full sequence) / 0.5 bars (block) | | * '''Drive Gauge Depletion:''' 1 bar (hit, full sequence) / 0.5 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| * Applies 25% damage scaling to next hit when beginning a combo; counts as 3 hits for damage scaling when comboed into (applies to any hit after SA2 sequence) | | * Applies 25% damage scaling to next hit when beginning a combo; counts as 3 hits for damage scaling when comboed into (applies to any hit after {{clr|10|SA2}} sequence) |
| <br> | | <br> |
| Dee Jay lunges forward with a knee strike that can chain into a series of follow-up attack. The initial activation is nearly identical for all versions of SA2, with the HP starter doing only slightly less damage. This hit has great forward movement and invincibility. It's too slow for most reversal applications, but it's great at countering projectiles at mid-range (though it can be difficult to use against characters like Guile). | | Dee Jay lunges forward with a knee strike that can chain into a series of follow-up attack. The initial activation is nearly identical for all versions of {{clr|10|SA2}}, with the HP starter doing only slightly less damage. This hit has great forward movement and invincibility. It's too slow for most reversal applications, but it's great at countering projectiles at mid-range (though it can be difficult to use against characters like Guile). |
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| Regardless of which version is used, the follow-ups can only come out on hit; each hit causes no additional damage scaling, so linking out of the {{sf6-adv|VP|+6}} can still be useful. Dee Jay stops immediately if the initial attack whiffs or is blocked, unable to continue with follow-ups. | | Regardless of which version is used, the follow-ups can only come out on hit; each hit causes no additional damage scaling, so linking out of the {{sf6-adv|VP|+6}} can still be useful. Dee Jay stops immediately if the initial attack whiffs or is blocked, unable to continue with follow-ups. |
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| * '''Projectile Invuln:''' 1-28f; Timing window: ?f after 236236LP~LP~MP~HP~LK~MK | | * '''Projectile Invuln:''' 1-28f; Timing window: ?f after 236236LP~LP~MP~HP~LK~MK |
| <br> | | <br> |
| The follow-ups to LP SA2 require no particular rhythm on the hits; just mashing the buttons in sequence is enough to guarantee the full damage. Using this version guarantees a safe 2600 damage, which is only a reduction of 200 max damage from MP Super, or 400 from HP Super. There is no cinematic ender like on the MP and HP versions; as a result, Dee Jay cannot choose which direction to knock the opponent, and he cannot get oki after the knockdown unless he reaches the corner. | | The follow-ups to {{clr|10|LP SA2}} require no particular rhythm on the hits; just mashing the buttons in sequence is enough to guarantee the full damage. Using this version guarantees a safe 2600 damage, which is only a reduction of 200 max damage from MP Super, or 400 from HP Super. There is no cinematic ender like on the MP and HP versions; as a result, Dee Jay cannot choose which direction to knock the opponent, and he cannot get oki after the knockdown unless he reaches the corner. |
| }} | | }} |
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| The MP follow-ups allow for higher damage than the LP version if the buttons are pressed in a particular rhythm. The key is to input each follow-up right as the previous one connects with the opponent. The hitstop of each hit is reduced compared to the LP Super, so the full animation will feel a bit faster overall. If you drop the rhythm on any hit, you cannot get the rhythm bonus on any further hits in the sequence. | | The MP follow-ups allow for higher damage than the LP version if the buttons are pressed in a particular rhythm. The key is to input each follow-up right as the previous one connects with the opponent. The hitstop of each hit is reduced compared to the LP Super, so the full animation will feel a bit faster overall. If you drop the rhythm on any hit, you cannot get the rhythm bonus on any further hits in the sequence. |
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| If you managed to get the full rhythm of each hit, you can end with a fully invincible cinematic finisher. HP switches sides, allowing Dee Jay to regain corner control and even gives oki if he was close to the wall. HK keeps Dee Jay on the same side and grants a Hard Knockdown, allowing for a forward dash into great oki. Choosing not to end in the cinematic hit after a full-rhythm connect will significantly reduce the Super's damage; it would actually be better to land a non-rhythm HK at the end. If done perfectly all the way to the end, Dee Jay will do 200 more damage than LP SA2. | | If you managed to get the full rhythm of each hit, you can end with a fully invincible cinematic finisher. HP switches sides, allowing Dee Jay to regain corner control and even gives oki if he was close to the wall. HK keeps Dee Jay on the same side and grants a Hard Knockdown, allowing for a forward dash into great oki. Choosing not to end in the cinematic hit after a full-rhythm connect will significantly reduce the Super's damage; it would actually be better to land a non-rhythm HK at the end. If done perfectly all the way to the end, Dee Jay will do 200 more damage than {{clr|10|LP SA2}}. |
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| * Remains on same side; requires perfect rhythm sequence to activate | | * Remains on same side; requires perfect rhythm sequence to activate |
| <br> | | <br> |
| The HP version is essentially the same as the MP version, but the proper rhythm timing is even harder. Each hit does even less hitstop than the MP version, causing the full animation to move more quickly with less of an impact on each strike. If done perfectly all the way to the end, Dee Jay will do 400 more damage than LP SA2, and 200 more damage than MP SA2. | | The HP version is essentially the same as the MP version, but the proper rhythm timing is even harder. Each hit does even less hitstop than the MP version, causing the full animation to move more quickly with less of an impact on each strike. If done perfectly all the way to the end, Dee Jay will do 400 more damage than {{clr|10|LP SA2}}, and 200 more damage than {{clr|10|MP SA2}}. |
| }} | | }} |
| </tabber> | | </tabber> |