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| {{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 }} |
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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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| The first 7 animation frames extend a vertical strike-only hurtbox, preventing Dee Jay from using this button as an anti-air.
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| * '''{{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}}. |
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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...) |
| | * 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. |
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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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| {{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. |
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| * '''{{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. |
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| | 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. |
| }} | | }} |
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| | 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 |
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| | 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) |
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| * 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 when Dee Jay is cornered. After the corner side switch, Dee Jay can dash forward, becoming {{sf6-adv|P|+3}}. This lets him mix between another strike/throw, or shimmy with Jus Cool into Funky Slicer to punish the throw tech. | | 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> |
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| | 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=}} |
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| {{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. |
| }} | | }} |
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| }} | | }} |
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| =====<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}}.
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| * 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]]
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| }} | | }} |
| <br> | | <br> |
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| * 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). |
| }} | | }} |
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| 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 |
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| | 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. |
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| | 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) |
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| * 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. |
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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), {{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 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, counter-hit conversion tool, or a high-damage juggle ender. |
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| | 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. |
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| | 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. |
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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 {{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; this is much more practical against projectiles with slow movement speed and a wide extended hurtbox. |
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| | 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. |
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| * 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 {{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). | | 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). |