|
|
(22 intermediate revisions by 3 users not shown) |
Line 1: |
Line 1: |
| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}} | | {{New Patch Warning SF6}} |
| {{Character Top SF6 | chara=Dee_Jay | tag=DeeJay }} | | {{Character Top SF6 | chara=Dee_Jay | tag=DeeJay }} |
|
| |
|
Line 11: |
Line 11: |
| | input = 5LP | | | input = 5LP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_5lp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|dee_jay_5lp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_5lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_5lp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lp}} |
Line 21: |
Line 21: |
| * '''{{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. |
|
| |
| The first 7 animation frames extend a vertical strike-only hurtbox, preventing Dee Jay from using this button as an anti-air.
| |
| }} | | }} |
|
| |
|
Line 63: |
Line 61: |
| * '''{{clr|L|[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 |
| * '''{{clr|L|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 |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <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 {{clr|4|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}}. |
Line 85: |
Line 84: |
| * '''{{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. |
Line 142: |
Line 141: |
| * '''{{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...) |
| | * Topmost hurtbox on frames 1-7 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| <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. |
Line 195: |
Line 195: |
| {{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. |
Line 212: |
Line 212: |
| {{AttackDataCargo-SF6/Query|dee_jay_2mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_2mk}} |
| * Punish Counter: HKD +29 | | * Punish Counter: HKD +29 |
| | * Extends a hurtbox on whiff until end of recovery |
| <br> | | <br> |
| 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. | | 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. |
Line 379: |
Line 380: |
| * '''{{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 | | * '''{{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 and full meter gain 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. |
| | |
| | If the first hit connects on an airborne opponent, the resulting juggle state is quite low; this forces Dee Jay to use both hits in most juggle routes, which eats up more of his juggle potential. It also makes a conversion less likely when trading with air normals. If the first hit connects, the 2nd hit gains an additional point toward its Juggle Limit. |
| }} | | }} |
|
| |
|
Line 393: |
Line 396: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_j2lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_j2lk}} |
| * Forward jump only; Dee Jay is NOT in a Forced Knockdown state | | * Forward jump only; Dee Jay is in a Punish Counter state from 2nd active frame until end of landing recovery |
| | ** Does not count as a Forced Knockdown state |
| * Alters jump trajectory; jump is up to 5f faster depending on timing | | * Alters jump trajectory; jump is up to 5f faster depending on timing |
| * Better advantage when spaced out or vs. crouching opponents | | * Better advantage when spaced out or vs. crouching opponents |
Line 419: |
Line 423: |
| | info = | | | info = |
| {{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:''' 15f (single hit) / 33-34f (full TC) |
| * 2-3f blockstring gap between hits | | * 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) | | * Can whiff on crouching opponents at max range (will not whiff if {{clr|L|5LP}} lands as a Punish Counter) |
Line 451: |
Line 455: |
| {{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) |
| | ** Super cancel is delayed until after 1st recovery frame |
| * Puts opponents into spinning {{sf6-jug|limited juggle}} state | | * Puts opponents into spinning {{sf6-jug|limited juggle}} state |
| * () refers to scaled damage from {{clr|M|5MP}} combo starter | | * () refers to scaled damage from {{clr|M|5MP}} combo starter |
| <br> | | <br> |
| | A Target Combo primarily used in juggles due to its ability to cancel into Super. Can be used as a whiff punish at certain ranges, but the {{clr|H|HP}} can whiff if too far away. The cancel window from {{clr|M|5MP}} is shorter than when canceling into {{clr|M|5MP}}~{{clr|M|MP}}, making it less practical as a raw hitconfirm option. |
| }} | | }} |
|
| |
|
Line 482: |
Line 488: |
| * Doesn't combo on grounded opponents unless {{clr|M|5MP}}~{{clr|M|MP}} 2nd hit lands as counter-hit | | * 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 | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| * 2f blockstring gap between hits | | * 3f 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}} | | * Similar animation to {{clr|M|5MP}}~{{clr|M|MP}}~{{clr|H|HP}} |
Line 524: |
Line 530: |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| Dee Jay's forward throw has a notably high amount of knockdown advantage. A dash afterward is almost always advised, as it still leaves you +15 and allows you to gain some ground on a back roll. In the corner, a single dash will put you point blank at +15, meaning throw loops must be manually timed. However, several meaty options are available. | | Dee Jay's forward throw has a notably high amount of knockdown advantage. A dash afterward leaves him {{sf6-adv|VP|+15}}, allowing him to gain some ground against a midscreen Back Rise. In the corner, Dee Jay can whiff {{clr|L|5LP}} to become {{sf6-adv|P|+3}} for an auto-timed throw loop, or he can walk back to bait the opponent's throw tech. He can also walk forward instead, making it harder for the opponent to predict where Dee Jay will end up. |
| }} | | }} |
|
| |
|
Line 542: |
Line 548: |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| This throw is good for reversing pressure, especially in the corner, as after a dash you're +3. After this, you can mix up between another throw, his Jus Cool sway into Funky Slicer to punish throw techs, meaty buttons, etc. | | This throw is good for reversing pressure when cornered. After the corner side switch, Dee Jay can dash forward, becoming {{sf6-adv|P|+3}}. He is well out of throw range and can only beat wakeup buttons with a spaced normal like {{clr|M|2MP}}, which can be hitconfirmed directly into a special. For true strike/throw oki, a {{clr|4|Drive Rush}} is required. |
| }} | | }} |
| <br> | | <br> |
Line 560: |
Line 566: |
| * '''Armor (2-hit):''' 1-27f | | * '''Armor (2-hit):''' 1-27f |
| * Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block) | | * Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block) |
| | * Combos when canceled from {{clr|H|5HP}}/{{clr|H|4HK (1st)}} or Punish Counter {{clr|H|4HK (2nd)}} (no corner wallsplat) |
| | ** Useful for draining opponent's Drive gauge, especially after Perfect Parry |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
|
| |
|
Line 567: |
Line 575: |
| * {{clr|H|4HK(2)}}: 10[6] | | * {{clr|H|4HK(2)}}: 10[6] |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
| | |
| | Against the following characters in Burnout: |
| | * '''JP (22K)''', frame 3 counter |
| | * '''Marisa (214K)''', frame 3 armor |
| | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause {{clr|4|DI}} to Lock. |
| | * {{clr|H|5HP}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit (must be close enough to cancel) |
| | * {{clr|4|DR~}}{{clr|M|2MP}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|4|DR~}}{{clr|H|4HK(1)}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|4|DR~}}{{clr|H|4HK(2)}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| }} | | }} |
|
| |
|
Line 573: |
Line 591: |
| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (in blockstun) | | | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_6hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_6hphk|caption=}} |
Line 581: |
Line 599: |
| {{AttackDataCargo-SF6/Query|dee_jay_6hphk}} | | {{AttackDataCargo-SF6/Query|dee_jay_6hphk}} |
| * '''Full Invuln:''' 1-22f; Armor Break | | * '''Full Invuln:''' 1-22f; Armor Break |
| * 5f extra recovery on hit | | * 5f extra recovery on hit; 4f screen freeze during startup |
| | {{AttackDataCargo-SF6/Query|dee_jay_6hphk_recovery}} |
| | * '''Full Invuln:''' 1-20f; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
Line 603: |
Line 624: |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_66|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_66}} | | {{AttackDataCargo-SF6/Query|dee_jay_mpmk_66_pdr}} |
| | * 1-bar version performed out of Parry |
| | * Startup is 1+8 immediately after successful Parry |
| | {{AttackDataCargo-SF6/Query|dee_jay_mpmk_66_drc}} |
| | * 3-bar version performed on hit/block from a cancelable normal |
| | ** Can also be performed from whiffed cancelable light normals |
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Dee_Jay/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| | * Startup refers to minimum time before an attack can cancel the {{clr|4|Drive Rush}} animation |
| | * The first 15 recovery frames are cancelable into any attack |
| | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| * 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 {{clr|4|Drive Rush}} attack starts the combo | | ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced 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 {{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 {{clr|4|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]]
| |
| }} | | }} |
| <br> | | <br> |
Line 657: |
Line 687: |
| * 45f charge time; charge lasts up to 10f after releasing back direction | | * 45f charge time; charge lasts up to 10f after releasing back direction |
| * '''Cancel Hitconfirm Window:''' 17f (Super / 2PP) | | * '''Cancel Hitconfirm Window:''' 17f (Super / 2PP) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| * '''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 {{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). | | 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, though it will lose some damage due to scaling. 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). |
| }} | | }} |
|
| |
|
Line 683: |
Line 714: |
| Dee Jay performs a unique feint that shoots him into the air, letting him quickly descend on his opponent with a jumping normal. Can act as a jump cancel of sorts, giving Dee Jay an altered trajectory to make anti-airs more difficult. A very strong pressure/mixup tool that can lead to cross-up and safe jump setups. | | Dee Jay performs a unique feint that shoots him into the air, letting him quickly descend on his opponent with a jumping normal. Can act as a jump cancel of sorts, giving Dee Jay an altered trajectory to make anti-airs more difficult. A very strong pressure/mixup tool that can lead to cross-up and safe jump setups. |
| {{AttackDataCargo-SF6/Query|dee_jay_28mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28mk}} |
| * '''Anti-Air Invuln:''' 1-5f (cannot hit cross-up); '''Airborne''' 4-44f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-5f (cannot hit cross-up); '''Throw Invuln:''' 5-6f; '''Airborne''' 5-44f ({{FKD}} state) |
| * 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 {{clr|10|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); '''Throw Invuln:''' 5-6f; '''Airborne''' 5-51f ({{FKD}} state) |
| * 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 |
| Very consistent anti-air, even somewhat good at sniping would-be cross-ups if done early enough. Can also be used as a combo ender for amazing corner carry. Dee Jay can get a perfect safe jump setup whether it hits grounded (+42) or after a MK Jackknife juggle (+37 into immediate j.2LK). The last hit of HK Jackknife increases the opponent's juggle count by 100, making any further hits impossible regardless of their launch height. | | Very consistent anti-air, even somewhat good at sniping would-be cross-ups if done early enough. Can also be used as a combo ender for solid corner carry. Dee Jay can get a perfect safe jump setup whether it hits grounded (+42) or after a MK Jackknife juggle (+37 into immediate j.2LK). The last hit of HK Jackknife increases the opponent's juggle count by 100, making any further hits impossible regardless of their launch height. |
| {{AttackDataCargo-SF6/Query|dee_jay_28kk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28kk}} |
| * '''Full Invuln:''' 1-11f (cannot hit cross-up); '''Airborne''' 2-62f ({{FKD}} state) | | * '''Full Invuln:''' 1-11f (cannot hit cross-up); '''Airborne''' 5-62f ({{FKD}} state) |
| * 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 |
Line 797: |
Line 828: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_214k_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k_lk}} |
| | * 2f extra recovery on hit, 5f extra recovery on whiff or vs. armor |
| * '''Cancel Hitconfirm Window:''' 16f (Super) | | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_lk}} |
| * Punish Counter: +16 | | * Punish Counter: +16 |
| | * 5f extra recovery on whiff or vs. armor |
| * '''Cancel Hitconfirm Window:''' 16f (Super) | | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| Low kick from Jus Cool. The safest and most solid follow-up that is extremely good at beating low pokes thanks to its massive disjointed hitbox. It also converts into great damage on Counter-hit or Punish Counter for the normal version and obscene damage on the OD version. Many characters will be discouraged from using low pokes in fear of this move, and instead will be urged to choose riskier options in neutral. | | Low kick from Jus Cool. The safest and most solid follow-up that is extremely good at beating low pokes thanks to its massive disjointed hitbox. It also converts into great damage on Counter-hit or Punish Counter for the normal version and obscene damage on the OD version. Many characters will be discouraged from using low pokes in fear of this move, and instead will be urged to choose riskier options in neutral. |
Line 841: |
Line 875: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_214k_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k_hk}} |
| * '''Anti-Air Invuln (Leg):''' 15-19f; upper body hurtbox shrinks on frames 6-14 and 20-44 | | * '''Anti-Air Invuln (Upper Body):''' 15-19f; upper body hurtbox shrinks on frames 6-14 and 20-44 |
| * Puts opponents into {{sf6-jug|limited juggle}} state | | * Puts opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 20f (Super) | | * '''Cancel Hitconfirm Window:''' 20f (Super) |
Line 849: |
Line 883: |
| * Punish Counter puts opponents into {{sf6-jug|free juggle}} state (requires initial 214KK to whiff) | | * Punish Counter puts opponents into {{sf6-jug|free juggle}} state (requires initial 214KK to whiff) |
| * '''Cancel Hitconfirm Window:''' 20f (Super) | | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| A combo tool and situational anti-air, important for Dee Jay's longer juggle routes. Tends to whiff on crouching opponents outside close range, but there is rarely a good reason to attempt this move if the opponent is grounded. If opponents jump on reaction to Jus Cool, this can be used on reaction to snipe the opponent out of the air for big damage. It can even work against cross-ups with its near vertical hitbox as long as Dee Jay's forward movement doesn't cause the attack to whiff. | | A combo tool and situational anti-air, important for Dee Jay's longer juggle routes. Tends to whiff on crouching opponents outside close range, but there is rarely a good reason to attempt this move if the opponent is grounded. If opponents jump on reaction to Jus Cool, this can be used on reaction to snipe the opponent out of the air for big damage. It can even work against cross-ups with its near vertical hitbox as long as Dee Jay's forward movement doesn't cause the attack to whiff. |
Line 923: |
Line 958: |
| | 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), {{sf6-adv|VP|+4}} before opponent goes airborne |
| * Punish Counter: Crumple (HKD +67); wall bounce vs. airborne ({{sf6-jug|free juggle}} state) | | * Punish Counter: Crumple (HKD +79), {{sf6-adv|VP|+6}} before opponent goes airborne |
| | ** Causes 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 {{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. | | An unusual Super that lacks invincibility, instead being used as a punish starter, counter-hit conversion tool, or a 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, which makes it a useful punish against installs like Ryu's Denjin Charge, or for canceling a poke against {{clr|4|Drive Impact}} armor. While it's possible to get a grounded combo after both crumple states, it's usually better to let the opponent go airborne and use a more optimal juggle route. |
| | |
| | If the Punish Counter {{clr|10|SA1}} hits an airborne opponent, they will be slammed against the wall for a juggle. If the opponent is too close to the corner, they tend to fly over Dee Jay's head, making the follow-up juggle limited or impossible. Counter-hits do not cause this wall bounce, simply resulting in a knockdown. |
| | |
| | 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; this is much more practical against projectiles with slow movement speed and a wide extended hurtbox. |
|
| |
|
| 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).
| | Due to the high pushback, this Super is relatively safe when spaced; other than some fast ranged Supers, most characters cannot punish it at midrange. This makes it less risky to fish for counter-hit {{clr|M|5MK}} > {{clr|10|SA1}} in neutral, as a dropped confirm will rarely be punished. |
| }} | | }} |
|
| |
|
Line 957: |
Line 999: |
| * 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 {{clr|10|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) |
| | * Applies 30% scaling to Dee Jay's Super Art gain until the end of the combo |
| <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 {{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). | | 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 {{clr|H|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). |
|
| |
|
| 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, and is unable to continue with follow-ups. |
|
| |
|
| The timing of the follow-up sequence starts easy with LP Super, then increases in difficulty with each button strength. This allows players to choose between a safe, consistent combo or a risky but rewarding finisher. [https://www.youtube.com/watch?v=j0k8-2Qjq3g This video] is a good example for learning the button timing on the MP and HP follow-ups, with audio and visual cues to help practice. | | The timing of the follow-up sequence starts easy with {{clr|L|LP}} {{clr|10|Super}}, then increases in difficulty with each button strength. This allows players to choose between a safe, consistent combo or a risky but rewarding finisher. [https://www.youtube.com/watch?v=j0k8-2Qjq3g This video] is a good example for learning the button timing on the {{clr|M|MP}} and {{clr|H|HP}} follow-ups, with audio and visual cues to help practice. |
| }} | | }} |
| |-| | | |-| |
Line 997: |
Line 1,040: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp}} |
| * '''Projectile Invuln:''' 1-25f; Timing window: 45f after 236236LP | | * '''Projectile Invuln:''' 1-25f; Timing window: 45f after {{clr|L|236236LP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp}} |
| * '''Projectile Invuln:''' 1-21f; Timing window: ?f after 236236LP~LP | | * '''Projectile Invuln:''' 1-21f; Timing window: ?f after {{clr|L|236236LP}}~{{clr|L|LP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp}} |
| * '''Projectile Invuln:''' 1-28f; Timing window: ?f after 236236LP~LP~MP | | * '''Projectile Invuln:''' 1-28f; Timing window: ?f after {{clr|L|236236LP}}~{{clr|L|LP}}~{{clr|M|MP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk}} |
| * '''Projectile Invuln:''' 1-31f; Timing window: ?f after 236236LP~LP~MP~HP | | * '''Projectile Invuln:''' 1-31f; Timing window: ?f after {{clr|L|236236LP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk_mk}} |
| * '''Projectile Invuln:''' 1-38f; Timing window: ?f after 236236LP~LP~MP~HP~LK | | * '''Projectile Invuln:''' 1-38f; Timing window: ?f after {{clr|L|236236LP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk_mk_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk_mk_hk}} |
| * '''Projectile Invuln:''' 1-28f; Timing window: ?f after 236236LP~LP~MP~HP~LK~MK | | * '''Projectile Invuln:''' 1-28f; Timing window: ?f after {{clr|L|236236LP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}}~{{clr|M|MK}} |
| <br> | | <br> |
| 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. | | The follow-ups to {{clr|L|LP}} {{clr|10|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 {{clr|M|MP}} {{clr|10|Super}}, or 400 from {{clr|H|HP}} {{clr|10|Super}}. There is no cinematic ender like on the {{clr|M|MP}} and {{clr|H|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. |
| }} | | }} |
| |-| | | |-| |
Line 1,048: |
Line 1,091: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp}} |
| * '''Projectile Invuln:''' 1-25(27)f; Rhythm Timing Window: 11f after 236236MP | | * '''Projectile Invuln:''' 1-25(27)f; Rhythm Timing Window: 11f after {{clr|M|236236MP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp}} |
| * '''Projectile Invuln:''' 1-21(23)f; Rhythm Timing Window: 18f after 236236MP~LP | | * '''Projectile Invuln:''' 1-21(23)f; Rhythm Timing Window: 18f after {{clr|M|236236MP}}~{{clr|L|LP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp}} |
| * '''Projectile Invuln:''' 1-27(28)f; Rhythm Timing Window: 16f after 236236MP~LP~MP | | * '''Projectile Invuln:''' 1-27(28)f; Rhythm Timing Window: 16f after {{clr|M|236236MP}}~{{clr|L|LP}}~{{clr|M|MP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk}} |
| * '''Projectile Invuln:''' 1-29(31)f; Rhythm Timing Window: 19f after 236236MP~LP~MP~HP | | * '''Projectile Invuln:''' 1-29(31)f; Rhythm Timing Window: 19f after {{clr|M|236236MP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk}} |
| * '''Projectile Invuln:''' 1-38f; Rhythm Timing Window: 19f after 236236MP~LP~MP~HP~LK | | * '''Projectile Invuln:''' 1-38f; Rhythm Timing Window: 19f after {{clr|M|236236MP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk_hk}} |
| * '''Projectile Invuln:''' 1-28(34)f; Rhythm Timing Window: 22f after 236236MP~LP~MP~HP~LK~MK | | * '''Projectile Invuln:''' 1-28(34)f; Rhythm Timing Window: 22f after {{clr|M|236236MP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}}~{{clr|M|MK}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk_hk_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk_hk_hp}} |
| * Switches sides; requires perfect rhythm sequence to activate | | * Switches sides; requires perfect rhythm sequence to activate |
Line 1,064: |
Line 1,107: |
| * Remains on same side; requires perfect rhythm sequence to activate | | * Remains on same side; requires perfect rhythm sequence to activate |
| <br> | | <br> |
| 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 {{clr|M|MP}} follow-ups allow for higher damage than the {{clr|L|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 {{clr|L|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. |
|
| |
|
| 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}}. | | If you managed to get the full rhythm of each hit, you can end with a fully invincible cinematic finisher. {{clr|H|HP}} switches sides, allowing Dee Jay to regain corner control and even gives oki if he was close to the wall. {{clr|H|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 {{clr|H|HK}} at the end. If done perfectly all the way to the end, Dee Jay will do 200 more damage than {{clr|L|LP}} {{clr|10|SA2}}. |
| }} | | }} |
| |-| | | |-| |
Line 1,105: |
Line 1,148: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp}} |
| * '''Projectile Invuln:''' 1-25(26)f; Rhythm Timing Window: 9f after 236236HP | | * '''Projectile Invuln:''' 1-25(26)f; Rhythm Timing Window: 9f after {{clr|H|236236HP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp}} |
| * '''Projectile Invuln:''' 1-21(23)f; Rhythm Timing Window: 9f after 236236HP~LP | | * '''Projectile Invuln:''' 1-21(23)f; Rhythm Timing Window: 9f after {{clr|H|236236HP}}~{{clr|L|LP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp}} |
| * '''Projectile Invuln:''' 1-27(28)f; Rhythm Timing Window: 9f after 236236HP~LP~MP | | * '''Projectile Invuln:''' 1-27(28)f; Rhythm Timing Window: 9f after {{clr|H|236236HP}}~{{clr|L|LP}}~{{clr|M|MP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk}} |
| * '''Projectile Invuln:''' 1-29(31)f; Rhythm Timing Window: 9f after 236236HP~LP~MP~HP | | * '''Projectile Invuln:''' 1-29(31)f; Rhythm Timing Window: 9f after {{clr|H|236236HP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk}} |
| * '''Projectile Invuln:''' 1-38f; Rhythm Timing Window: 13f after 236236HP~LP~MP~HP~LK | | * '''Projectile Invuln:''' 1-38f; Rhythm Timing Window: 13f after {{clr|H|236236HP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk_hk}} |
| * '''Projectile Invuln:''' 1-28(36)f; Rhythm Timing Window: 15f after 236236HP~LP~MP~HP~LK~MK | | * '''Projectile Invuln:''' 1-28(36)f; Rhythm Timing Window: 15f after {{clr|H|236236HP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}}~{{clr|M|MK}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk_hk_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk_hk_hp}} |
| * Switches sides; requires perfect rhythm sequence to activate | | * Switches sides; requires perfect rhythm sequence to activate |
Line 1,121: |
Line 1,164: |
| * 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 {{clr|10|LP SA2}}, and 200 more damage than {{clr|10|MP SA2}}. | | The {{clr|H|HP}} version is essentially the same as the {{clr|M|MP}} version, but the proper rhythm timing is even harder. Each hit does even less hitstop than the {{clr|M|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|L|LP}} {{clr|10|SA2}}, and 200 more damage than {{clr|M|MP}} {{clr|10|SA2}}. |
| }} | | }} |
| </tabber> | | </tabber> |
Line 1,149: |
Line 1,192: |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| A Level 3 that is able to do very high damage thanks to Dee Jay's already good combo scaling and damage. Low horizontal range, but reaches very high vertically for anti-air and juggle purposes. It cannot hit cross-up, so it should not be used against close range jumps in most cases. | | A Super that works well as a reversal, anti-air, and as a powerful ender to Dee Jay's already high-damage combos. It does not have much horizontal range, but most special cancel routes leave Dee Jay close enough to connect properly. The great vertical hitbox makes it hard to jump over, but if the opponent gets behind Dee Jay it cannot hit as a cross-up. |
| }} | | }} |
| <br> | | <br> |