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| {{AttackDataCargo-SF6/Query|dee_jay_5lp_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lp_mk}} |
| * '''Cancel Hitconfirm Window:''' 13f (single hit) / 31-32f (full TC) | | * '''Cancel Hitconfirm Window:''' 13f (single hit) / 31-32f (full TC) |
| | * 2-3f blockstring gap between hits |
| | * Can whiff on crouching opponents at max range (will not whiff if {{clr|L|5LP}} lands as a Punish Counter) |
| | * () refers to scaled damage from {{clr|L|5LP}} combo starter |
| {{AttackDataCargo-SF6/Query|dee_jay_5lp_mk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lp_mk_mk}} |
| | * Always a true blockstring from {{clr|L|5LP}}~{{clr|M|MK}} |
| | * () refers to scaled damage from {{clr|L|5LP}} combo starter |
| <br> | | <br> |
| Generally, this target combo isn't very useful except from the absolute max range of 5LP, as it's Dee Jay's only reliable ender. It leaves him plus on hit, allowing for some mixups after landing it, though you aren't point blank. | | Generally, this Target Combo isn't very useful except from the absolute max range of {{clr|L|5LP}}, as it's Dee Jay's only reliable ender. The full sequence leaves Dee Jay plus on hit, allowing for some pressure; however, he is not quite within throw range, and must risk walking forward to land a throw. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp}} |
| * '''Cancel Hitconfirm Window:''' 42-43f (TC) | | * '''Cancel Hitconfirm Window:''' 42-43f (TC) |
| | * Continues limited juggle state if juggled into (from {{clr|4|DR}}, crumple, wall splat) |
| | * Always a true blockstring from {{clr|M|5MP}} |
| | * At max range, {{clr|H|HP}} hits later for better advantage but can whiff on crouching opponents |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp_hk}} |
| * '''Cancel Hitconfirm Window:''' 72-73f (Super) | | * '''Cancel Hitconfirm Window:''' 72-73f (Super) |
| | * Puts opponents into spinning {{sf6-jug|limited juggle}} state |
| | * () refers to scaled damage from {{clr|M|5MP}} combo starter |
| <br> | | <br> |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp}} |
| * '''Cancel Hitconfirm Window:''' 15f (~HP TC, combo on CH only) | | * 2f extra recovery on block; true blockstring from {{clr|M|5MP}} but can be delayed (up to 4f gap) |
| | ** Leaving a gap makes it possible to counter-hit and combo into {{clr|H|HP}} ender |
| | * Continues juggle state if juggled into; great for {{clr|4|Drive Rush}} corner carry routes |
| | * '''Cancel Hitconfirm Window:''' 15f (~{{clr|H|HP}} TC) |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_hp}} |
| | * Doesn't combo on grounded opponents unless {{clr|M|5MP}}~{{clr|M|MP}} 2nd hit lands as counter-hit |
| | * Puts opponent into {{sf6-jug|limited juggle}} state |
| | * 2f blockstring gap between hits |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_4hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_4hp}} |
| | * Similar animation to {{clr|M|5MP}}~{{clr|M|MP}}~{{clr|H|HP}} |
| | * Dee Jay is in a counter-hit state for entire feint duration |
| <br> | | <br> |
| This target combo is a canned mixup. On block, no feint is safe, as it can be punished with a 6 frame attack. However, doing the attack follow-up instead, while unsafe, leaves a 3 frame gap meaning that no normal can check the string. If your opponent knows this, they may sit still, allowing the feint to start working again. On counter-hit, the final hit launches. In the corner this can be especially potent, notably when dumping some resources. | | This Target Combo is a canned mixup. On block, the {{clr|M|5MP}}~{{clr|M|MP}} starter leaves Dee Jay at a slight disadvantage, while ending with {{clr|H|HP}} or {{clr|H|4HP Feint}} is punishable. If the opponent tries to take their turn back, the {{clr|H|HP}} ender leaves only a small gap on block that will counter-hit a jab or throw attempt. This allows Dee Jay to enact "fake" pressure from an otherwise disadvantageous situation if you call out the opponent's defensive habits. |
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| | If you successfully land the {{clr|H|HP}} ender, the opponent is launched; this can lead to significant corner damage, which is important to consider when balancing the risk and reward of attempting it. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_jhp}} | | {{AttackDataCargo-SF6/Query|dee_jay_jhp}} |
| | * Spike knockdown vs. airborne opponents |
| <br> | | <br> |
| Simple air target combo which spikes opponents back to the ground on hit. Adds some decent reward to your air to air hits and is useful to stop people from jumping out of the corner. | | Simple air target combo which slams the opponent back to the ground. Adds some decent reward to your air-to-air hits and is useful to stop people from jumping out of the corner. |
| }} | | }} |
| <br> | | <br> |