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| * '''{{clr|L|[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 |
| * '''{{clr|L|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 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| 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. | | 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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| * '''{{clr|L|[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 |
| * '''{{clr|L|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 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| 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. | | 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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| * '''{{clr|L|[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 |
| * '''{{clr|L|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 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Longer range than {{clr|L|5LP}}, but a frame slower. Useful in chain combos for maintaining down charge. | | Longer range than {{clr|L|5LP}}, but a frame slower. Useful in chain combos for maintaining down charge. |
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| {{AttackDataCargo-SF6/Query|dee_jay_2lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_2lk}} |
| * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|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 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Good range, but isn't cancelable. Mostly used in light chains and to trip up the opponent's guard. | | Good range, but isn't cancelable. Mostly used in light chains and to trip up the opponent's guard. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236k}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236k}} |
| * '''Full Invuln:''' 1f (until freeze); '''Low Crush''' 4-14f; Armor Break | | * '''Low Crush''' 4-14f; Armor Break |
| * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) | | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| * 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 +66) |
| * Punish Counter: Crumple (HKD +67); wall bounce vs. airborne ({{sf6-jug|free juggle}} state) | | * Punish Counter: Crumple (HKD +79); wall bounce vs. airborne ({{sf6-jug|free juggle}} state) |
| <br> | | <br> |
| An unusual Super that lacks invincibility, instead being used as a punish starter or high-damage juggle ender. The crumple state on Punish Counter gives Dee Jay a full juggle combo on moves that are {{sf6-adv|VM|-7}} or worse, which is a great option when outside his {{clr|M|2MP}} range. A counter-hit also gives a similar crumple, but with less advantage to convert into a combo; this is mostly useful for punishing installs like Ryu's Denjin Charge, or for canceling a poke against {{clr|4|Drive Impact}} armor. 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 Super that lacks invincibility, instead being used as a punish starter or high-damage juggle ender. The crumple state on Punish Counter gives Dee Jay a full juggle combo on moves that are {{sf6-adv|VM|-7}} or worse, which is a great option when outside his {{clr|M|2MP}} range. A counter-hit also gives a similar crumple, but with less advantage to convert into a combo; this is mostly useful for punishing installs like Ryu's Denjin Charge, or for canceling a poke against {{clr|4|Drive Impact}} armor. 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. |