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| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{New Patch Warning SF6}} |
| | {{Character Top SF6 | chara=Dee_Jay | tag=DeeJay }} |
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| |
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| | <center>{{FrameDataKey-SF6}}</center> |
| == Normals == | | == Normals == |
| === Standing Normals === | | === Standing Normals === |
| | =====<font style="visibility:hidden; float:right">5LP</font>===== |
| | {{MoveDataCargo |
| | | title = Standing Light Punch |
| | | subtitle = |
| | | input = 5LP |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=200px|dee_jay_5lp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_5lp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_5lp}} |
| | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * '''Cancel Hitconfirm Window:''' 13f / 12f (TC) |
| | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-2}} 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 |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <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. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">5MP</font>===== |
| | {{MoveDataCargo |
| | | title = Standing Medium Punch |
| | | subtitle = |
| | | input = 5MP |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|dee_jay_5mp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_5mp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_5mp}} |
| | * '''Cancel Hitconfirm Window:''' 21f (~MP TC) / 17f (~HP TC) |
| | <br> |
| | One of the biggest plus-on-block normals in the game, core to Dee Jay's devious pressure game. Even stronger when combined with his excellent {{clr|4|Drive Rush}} momentum. {{clr|M|5MP}} frame traps into any of Dee Jay's lights and has multiple target combo routes, giving your offense additional layers. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">5HP</font>===== |
| | {{MoveDataCargo |
| | | title = Standing Heavy Punch |
| | | subtitle = |
| | | input = 5HP |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|dee_jay_5hp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_5hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_5hp|2|caption=Can't Special Cancel}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_5hp}} |
| | * Forces Stand on hit (active frames 1-2) |
| | * Active frames 3-6 deal 100 less damage and whiff on crouching opponents |
| | * '''Cancel Hitconfirm Window:''' 16f |
| | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} 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 |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <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}}. |
| | |
| | If spaced at farther ranges, {{clr|H|5HP}} can get much better frame advantage; it makes an excellent shimmy tool due to its frame advantage and forward movement. However, it loses 100 damage and can no longer cancel or hit crouching opponents. This makes it inherently risky as an approach tool, as a crouch blocking opponent can easily whiff punish the recovery. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">5LK</font>===== |
| | {{MoveDataCargo |
| | | title = Standing Light Kick |
| | | subtitle = |
| | | input = 5LK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|dee_jay_5lk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_5lk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_5lk}} |
| | * '''Cancel Hitconfirm Window:''' 14f |
| | ** {{clr|4|DR}} cancel is delayed until after 2nd active frame |
| | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|P|+1}} 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 |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <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. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">5MK</font>===== |
| | {{MoveDataCargo |
| | | title = Standing Medium Kick |
| | | subtitle = |
| | | input = 5MK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=170px|dee_jay_5mk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_5mk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_5mk}} |
| | <br> |
| | One of Dee Jay's best pokes, with the great range and speed only being balanced by a lack of cancelability and how difficult it can be to confirm off of. Punish Counter allows a link into {{clr|H|5HP}} from further out, and {{clr|H|4HK}} when up close. Despite the low recovery, it still demands some care when hitting a {{clr|4|Drive Impact}}. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">5HK</font>===== |
| | {{MoveDataCargo |
| | | title = Standing Heavy Kick |
| | | subtitle = |
| | | input = 5HK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|dee_jay_5hk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_5hk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_5hk}} |
| | * Punish Counter: +18 Stagger |
| | * 4f extra recovery on whiff |
| | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | An absolutely massive kick with great range and reward on Punish Counter, making it an excellent whiff punish and space control tool. The stagger effect allows a full {{clr|4|Drive Rush}} conversion at any range for great damage and corner carry. However, its long recovery and lack of cancelability makes it whiff punishable and susceptible to {{clr|4|Drive Impact}} in neutral. |
| | }} |
| | <br> |
| | |
| === Crouching Normals === | | === Crouching Normals === |
| | =====<font style="visibility:hidden; float:right">2LP</font>===== |
| | {{MoveDataCargo |
| | | title = Crouching Light Punch |
| | | subtitle = |
| | | input = 2LP |
| | | images = |
| | {{MoveDataCargoImage|dee_jay_2lp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|dee_jay_2lp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_2lp}} |
| | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} 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 |
| | * 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> |
| | Longer range than {{clr|L|5LP}}, but a frame slower. Useful in chain combos for maintaining down charge. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">2MP</font>===== |
| | {{MoveDataCargo |
| | | title = Crouching Medium Punch |
| | | subtitle = |
| | | input = 2MP |
| | | images = |
| | {{MoveDataCargoImage|dee_jay_2mp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|dee_jay_2mp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_2mp}} |
| | * '''Cancel Hitconfirm Window:''' 19f (15f into 236KK) |
| | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-5}} oB |
| | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-10}} oB |
| | <br> |
| | A stubby cancelable punch with a disjointed hitbox that works well against low pokes. An excellent meaty tool due to its 4 active frames, leading to improved combo routes and block advantage that the opponent may not expect. Being one of Dee Jay's only cancelable normals, it's a vital tool in combos and confirms, but the range still leaves a lot to be desired. The cancel window is incredibly lenient for a medium button, allowing Dee Jay to combo even when he can't get close for a full hitconfirm sequence. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">2HP</font>===== |
| | {{MoveDataCargo |
| | | title = Crouching Heavy Punch |
| | | subtitle = |
| | | input = 2HP |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|dee_jay_2hp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_2hp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_2hp}} |
| | * Punish Counter: +12 Stagger |
| | * Forces Stand on hit |
| | <br> |
| | One of Dee Jay's more well-rounded buttons with decent range, speed, advantage, and punish reward. Links to {{clr|M|2MP}} naturally, and links into {{clr|H|5HP}} on Punish Counter, making it a great whiff punish option when speed is more important than range (e.g. PC {{clr|H|2HP}}, {{clr|H|5HP}}, {{clr|L|2LP}} > Special). Very important for comboing into Jackknife Maximum since it forces the crouching opponents to stand. It can be used as a poke and pressure tool, but may lose to an early {{clr|4|Drive Impact}} since it's not cancelable. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">2LK</font>===== |
| | {{MoveDataCargo |
| | | title = Crouching Light Kick |
| | | subtitle = |
| | | input = 2LK |
| | | images = |
| | {{MoveDataCargoImage|dee_jay_2lk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|dee_jay_2lk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_2lk}} |
| | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | Good range, but isn't cancelable. Mostly used in light chains and to trip up the opponent's guard. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">2MK</font>===== |
| | {{MoveDataCargo |
| | | title = Crouching Medium Kick |
| | | subtitle = |
| | | input = 2MK |
| | | images = |
| | {{MoveDataCargoImage|dee_jay_2mk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|dee_jay_2mk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_2mk}} |
| | * Punish Counter: HKD +29 |
| | * Extends a hurtbox on whiff until end of recovery |
| | <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. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">2HK</font>===== |
| | {{MoveDataCargo |
| | | title = Crouching Heavy Kick |
| | | subtitle = |
| | | input = 2HK |
| | | images = |
| | {{MoveDataCargoImage|dee_jay_2hk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|dee_jay_2hk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_2hk}} |
| | * '''Anti-Air Invuln (Legs/Upper Body):''' 12-23f |
| | * Counter-hit/Punish Counter: HKD +52~61 |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state (better juggle on Counter-hit/Punish Counter) |
| | * Not a Hard Knockdown vs. airborne opponents |
| | <br> |
| | {{clr|H|2HK}} is a slide rather than a traditional sweep. Unlike in previous games, it doesn't slide under fireballs. However, it does have a surprisingly large anti-air hitbox that works well against certain types of moves, like Ken's Dragonlash, Marisa's Phalanx, or Divekicks. Scoring a Forced Knockdown allows Dee Jay to maintain down charge and follow up with a Jackknife Maximum. Anti-airing with a counter-hit or Punish Counter floats the opponent higher for a more consistent juggle, even when there is no Forced Knockdown. |
| | |
| | It is quite slow to startup, making it hard to use reactively. While unsafe on block, it can be spaced safely in neutral; this allows Dee Jay to mix up with a gimmicky Perfect Parry or invincible reversal attempt when the opponent takes their turn back, though this should only be used sparingly due to the high risk. |
| | }} |
| | <br> |
| | |
| === Jumping Normals === | | === Jumping Normals === |
| | =====<font style="visibility:hidden; float:right">j.LP</font>===== |
| | {{MoveDataCargo |
| | | title = Jumping Light Punch |
| | | subtitle = |
| | | input = j.LP |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jlp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_jlp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_jlp}} |
| | * Can be used as a fuzzy instant overhead |
| | <br> |
| | A quick air-to-air that hits at a slight downward angle. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">j.MP</font>===== |
| | {{MoveDataCargo |
| | | title = Jumping Medium Punch |
| | | subtitle = |
| | | input = j.MP |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|dee_jay_jmp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_jmp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_jmp}} |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Chains into j.HP Target Combo for a spike knockdown (lenient 25f cancel window) |
| | * Shifts Dee Jay's hurtbox upward during startup |
| | <br> |
| | A useful air-to-air that hits above Dee Jay and knocks down. Not appropriate for all ranges due to the short horizontal reach. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">j.HP</font>===== |
| | {{MoveDataCargo |
| | | title = Jumping Heavy Punch |
| | | subtitle = |
| | | input = j.HP |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|dee_jay_jhp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_jhp}} |
| | * Causes spike knockdown vs. airborne opponents |
| | <br> |
| | Good downward reach, making it an effective close-range jump attack. While not disjointed like Luke or Ken's similar buttons, the threat of {{clr|L|j.2LK}} makes it harder for the opponent to anti-air consistently. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">j.LK</font>===== |
| | {{MoveDataCargo |
| | | title = Jumping Light Kick |
| | | subtitle = |
| | | input = j.LK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=150px|dee_jay_jlk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_jlk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_jlk}} |
| | <br> |
| | A quick air-to-air; unlike {{clr|L|j.LP}}, this hits a bit higher above Dee Jay and has a more disjointed hitbox at the top of his foot. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">j.MK</font>===== |
| | {{MoveDataCargo |
| | | title = Jumping Medium Kick |
| | | subtitle = |
| | | input = j.MK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jmk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_jmk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_jmk}} |
| | * Can hit cross-up |
| | <br> |
| | Great for mixing up between cross-up {{clr|M|j.MK}} and same-side {{clr|L|j.2LK}}. Also has great horizontal reach, allowing Dee Jay to threaten some characters with a mixup between a ranged jump-in or empty jump, particularly if they lack an uppercut special. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">j.HK</font>===== |
| | {{MoveDataCargo |
| | | title = Jumping Heavy Kick |
| | | subtitle = |
| | | input = j.HK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|imageHeight=120px|hitbox=yes|dee_jay_jhk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_jhk}} |
| | <br> |
| | A decent all-purpose air normal that hits in front before swinging his leg downward. After a {{clr|4|Drive Impact}} crumple into neutral {{clr|H|j.HK}}, the opponent is in the perfect position for {{clr|4|Drive Rush}} {{clr|M|5MP}}~{{clr|M|MP}} juggle loops that can take the opponent to the corner from anywhere on screen. |
| | }} |
| | <br> |
| | |
| == Command Normals == | | == Command Normals == |
| == Universal Mechanics == | | =====<font style="visibility:hidden; float:right">6MK</font>===== |
| | {{MoveDataCargo |
| | | title = Sunrise Heel |
| | | subtitle = |
| | | input = 6MK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|dee_jay_6mk|caption=Not an overhead}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|dee_jay_6mk|caption=Not an overhead}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_6mk}} |
| | * First 2 active frames only hit airborne opponents (causing a spike knockdown) |
| | * 3rd active frame hits standing opponents; 4th-5th active frames hit crouching opponents |
| | ** 1f better advantage vs. crouching opponents |
| | * '''Cancel Hitconfirm Window:''' 19f (Super), 18f vs. crouching |
| | <br> |
| | An advancing mid kick with advantage on hit and block, making it a great option for approaches and meaty pressure. Is also quite good at catching jumps, as it knocks down on airborne hits and gives enough time to set up even more pressure. |
| | |
| | Keep in mind that Dee Jay does not get a true strike/throw mixup if the opponent stand blocks, as the opponent's 4f normal will beat the throw attempt. It is helpful to condition opponents to stay crouching by harassing with safe mid-range {{clr|M|2MKs}}. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">4HK</font>===== |
| | {{MoveDataCargo |
| | | title = Face Breaker |
| | | subtitle = |
| | | input = 4HK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|dee_jay_4hk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_4hk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_4hk}} |
| | * '''Anti-Air Invuln (Head):''' 4-12f; cannot hit cross-up |
| | * Forces stand; Counter-hit/Punish Counter bonus advantage carries through both hits |
| | * 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * 2nd hit causes air reset vs. airborne opponents (juggles on Punish Counter) |
| | * '''Cancel Hitconfirm Window:''' 34f |
| | ** Special/{{clr|4|DR}} cancel on 2nd hit is delayed until after active frames |
| | * '''{{clr|4|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+7}} oB, 2nd hit {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB |
| | * '''{{clr|L|[4]6LP}} cancel advantage:''' 1st hit {{sf6-adv|VP|+5}} oH / {{sf6-adv|VM|-5}} oB, 2nd hit {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-6}} oB |
| | * '''{{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> |
| | 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. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">j.2LK</font>===== |
| | {{MoveDataCargo |
| | | title = Knee Shot |
| | | subtitle = |
| | | input = j.2LK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|dee_jay_j2lk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_j2lk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_j2lk}} |
| | * 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 |
| | * Better advantage when spaced out or vs. crouching opponents |
| | <br> |
| | Dampens the upward momentum of your jump, creating a short hop of sorts. A useful tool that allows you to reset pressure with a jump-in faster and more effectively than most characters. Being active the entire way down also means it can be difficult for some characters to anti-air. |
| | |
| | When used at close range where a {{clr|M|j.MK}} could cross-up, Knee Shot is useful for faking the cross-up and remaining on the same side. Dee Jay also gets some safe jump setups without the usual +42 knockdown advantage due to his shorter jump duration. |
| | }} |
| | <br> |
| | |
| == Target Combos == | | == Target Combos == |
| | =====<font style="visibility:hidden; float:right">5LP~MK~MK</font>===== |
| | {{MoveDataCargo |
| | | title = Threebeat Combo |
| | | subtitle = |
| | | input = 5LP~MK~MK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_5lp_mk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=120px|dee_jay_5lp_mk_mk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_5lp_mk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_5lp_mk_mk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_5lp_mk}} |
| | * '''Cancel Hitconfirm Window:''' 15f (single hit) / 33-34f (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}} |
| | * Always a true blockstring from {{clr|L|5LP}}~{{clr|M|MK}} |
| | * () refers to scaled damage from {{clr|L|5LP}} combo starter |
| | <br> |
| | 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. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">5MP~HP~HK</font>===== |
| | {{MoveDataCargo |
| | | title = Dee Jay Special |
| | | subtitle = |
| | | input = 5MP~HP~HK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_5mp_hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_5mp_hp_hk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_5mp_hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_5mp_hp_hk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp}} |
| | * '''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}} |
| | * '''Cancel Hitconfirm Window:''' 72-73f (Super) |
| | ** Super cancel is delayed until after 1st recovery frame |
| | * Puts opponents into spinning {{sf6-jug|limited juggle}} state |
| | * () refers to scaled damage from {{clr|M|5MP}} combo starter |
| | <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. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">5MP~MP~HP/4HP</font>===== |
| | {{MoveDataCargo |
| | | title = Funky Dance |
| | | subtitle = |
| | | input = 5MP~MP~HP/4HP |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_5mp_mp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_5mp_mp_hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_5mp_mp_4hp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_5mp_mp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_5mp_mp_hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_5mp_mp_4hp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp}} |
| | * 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}} |
| | * 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 |
| | * 3f blockstring gap between hits |
| | {{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> |
| | 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. |
| | |
| | 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. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">j.MP~j.HP</font>===== |
| | {{MoveDataCargo |
| | | title = Party in the Air |
| | | subtitle = |
| | | input = j.MP~j.HP |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_jhp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_jhp}} |
| | * Spike knockdown vs. airborne opponents |
| | <br> |
| | 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> |
| | |
| | == Throws == |
| | =====<font style="visibility:hidden; float:right">Forward Throw (LPLK)</font>===== |
| | {{MoveDataCargo |
| | | title = Forward Throw |
| | | subtitle = |
| | | input = LPLK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|dee_jay_lplk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_lplk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_lplk}} |
| | * Punish Counter: HKD +34 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <br> |
| | 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. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Back Throw (4LPLK)</font>===== |
| | {{MoveDataCargo |
| | | title = Back Throw |
| | | subtitle = |
| | | input = 4LPLK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|dee_jay_4lplk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_4lplk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_4lplk}} |
| | * Side switch |
| | * Punish Counter: HKD +22 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <br> |
| | 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> |
| | |
| | == Drive System == |
| | =====<font style="visibility:hidden; float:right">Drive Impact (HPHK)</font>===== |
| | {{MoveDataCargo |
| | | title = Drive Impact |
| | | subtitle = |
| | | input = HPHK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|dee_jay_hphk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_hphk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_hphk}} |
| | * '''Armor (2-hit):''' 1-27f |
| | * 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. |
| | |
| | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| | * {{clr|H|5HP}}: 6[2] |
| | * {{clr|M|2MP}}, {{clr|H|4HK(1)}}: 9[5] |
| | * {{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 |
| | |
| | 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 |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Drive Reversal (6HPHK)</font>===== |
| | {{MoveDataCargo |
| | | title = Drive Reversal |
| | | subtitle = |
| | | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|dee_jay_6hphk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_6hphk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_6hphk}} |
| | * '''Full Invuln:''' 1-22f; Armor Break |
| | * 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. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Drive Parry (MPMK)</font>===== |
| | {{MoveDataCargo |
| | | title = Drive Parry |
| | | subtitle = |
| | | input = MPMK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=200px|dee_jay_mpmk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_mpmk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_mpmk}} |
| | See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] on the Gauges page for more details. |
| | * Perfect Parry: |
| | ** Applies a 50% damage scaling multiplier to any punish afterwards |
| | ** vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack |
| | ** vs. projectiles, puts you into a fixed 11f recovery |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| | {{MoveDataCargo |
| | | title = Drive Rush |
| | | subtitle = |
| | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|dee_jay_mpmk_66_pdr|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_mpmk_66_pdr|caption=}} |
| | | info = |
| | {{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 |
| | ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced attack starts the combo |
| | |
| | Distance: |
| | * 0.763 (min, cancel into immediate Throw) |
| | * 2.535 (min, earliest blocking/movement frame) |
| | * 2.713 (max, final {{clr|4|DR}} frame) |
| | }} |
| | <br> |
| | |
| == Special Moves == | | == Special Moves == |
| | =====<font style="visibility:hidden; float:right">Air Slasher ([4]6P)</font>===== |
| | {{MoveDataCargo |
| | | title = Air Slasher |
| | | subtitle = |
| | | input = [4]6P |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_46mp|caption=Light version feints and doesn't throw a fireball.}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_46pp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_46mp|caption=Light version feints and doesn't throw a fireball.}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_46pp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_46pp|2|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_46lp}} |
| | * 45f charge time; charge lasts up to 10f after releasing back direction |
| | Dee Jay performs a quick feint with the same startup animation as his other fireball. Recovers much quicker than the other versions, and can be used to bait unsafe options an opponent may use to try and go through your fireballs. |
| | {{AttackDataCargo-SF6/Query|dee_jay_46mp}} |
| | * 45f charge time; charge lasts up to 10f after releasing back direction |
| | * '''Cancel Hitconfirm Window:''' 4f (Super / 2PP) |
| | * '''Projectile Speed:''' 0.03 (1-2f) / 0.115 (3f~) |
| | A basic, single fireball that travels fairly quickly. The main reason to use this over the heavy version is its lower total frames of commitment, leaving you less vulnerable to things that beat fireballs like jump-ins and {{clr|4|Drive Impact}}. |
| | {{AttackDataCargo-SF6/Query|dee_jay_46hp}} |
| | * 45f charge time; charge lasts up to 10f after releasing back direction |
| | * '''Cancel Hitconfirm Window:''' 21f (Super / 2PP) |
| | * '''Projectile Speed:''' 0.03 (1-2f) / 0.115/0.155 (3f~) |
| | Dee Jay throws two fireballs with a small gap in between. The two fireballs will outnumber and win a clash against a single normal fireball, but an OD fireball will beat out both of them and continue to move towards you. It may seem tempting to always use this version over MP at first, but the overall commitment and total frames of it actually make it much easier for an opponent to punish and thus should typically only be used to beat other fireballs or to chip an opponent in Burnout. The second fireball travels faster than the first, so they will hit closer together against fullscreen opponents. |
| | {{AttackDataCargo-SF6/Query|dee_jay_46pp}} |
| | * 45f charge time; charge lasts up to 10f after releasing back direction |
| | * '''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~) |
| | 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). |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Jackknife Maximum ([2]8K)</font>===== |
| | {{MoveDataCargo |
| | | title = Jackknife Maximum |
| | | subtitle = |
| | | input = [2]8K |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|dee_jay_28mk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|dee_jay_28kk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_28mk|caption=Medium Kick}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_28hk|caption=Heavy Kick}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|dee_jay_28kk|caption=OD Version}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_28lk}} |
| | * '''Airborne''' 6-45f ({{FKD}} state) |
| | * 40f charge time; charge lasts up to 12f after releasing down direction |
| | * Startup refers to earliest air normal timing; 6f landing recovery only applies when no air attack is used |
| | 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}} |
| | * '''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 |
| | * 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. |
| | {{AttackDataCargo-SF6/Query|dee_jay_28hk}} |
| | * '''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 |
| | * 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 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}} |
| | * '''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 |
| | * Puts opponent into {{sf6-jug|limited juggle}} state; only 1st hit connects on crouching opponents |
| | Dee Jay's main invincible reversal. Since {{clr|10|SA1}} isn't invincible and {{clr|10|SA2}} is fairly slow, this is your most important defensive tool. It is massively unsafe on whiff or block; it even gives enough time for moves like Kimberly's Spraycan or Lily's Condor Wind to be set up before punishing Dee Jay. Can also be used as an anti-air for slightly more damage and consistency than the HK version; keep in mind that only the first hit retains full invincibility, so an early anti-air attempt can get stuffed. Works well in juggles. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Rolling Sobat (236K)</font>===== |
| | {{MoveDataCargo |
| | | title = Rolling Sobat |
| | | subtitle = |
| | | input = 236K |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|dee_jay_236mk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=200px|dee_jay_236kk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_236mk|caption=Medium Kick}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_236hk|caption=Heavy Kick}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_236kk|caption=OD Version}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_236lk}} |
| | * Distance: 0.945 |
| | Dee Jay performs a forward moving feint that can be easily canceled into for strike/throw setups. |
| | {{AttackDataCargo-SF6/Query|dee_jay_236mk}} |
| | * '''Cancel Hitconfirm Window:''' 18f (Super) |
| | This version has only one hit that applies a knockdown. Can be spaced to be safe on block against most pokes when used near the tip of its range. |
| | {{AttackDataCargo-SF6/Query|dee_jay_236hk}} |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| | * Applies 25% damage scaling to next hit when beginning a combo (100/75/65...) |
| | This version has two hits and keeps a grounded opponent standing. Both hits gain the additional frame advantage from Punish Counter, so you can use this as a far reaching whiff punish and link to a combo afterwards. |
| | {{AttackDataCargo-SF6/Query|dee_jay_236kk}} |
| | * '''Low Crush''' 14-28f (not airborne) |
| | * '''Cancel Hitconfirm Window:''' 45f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| | This version has two hits, applies a knockdown, and makes Dee Jay leap forward to close gaps and go over some lows. |
| | |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Machine Gun Uppercut (214P)</font>===== |
| | {{MoveDataCargo |
| | | title = Machine Gun Uppercut |
| | | subtitle = |
| | | input = 214P |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|dee_jay_214lp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|dee_jay_214pp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_214lp|caption=LP / MP Version}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_214hp|caption=HP / OD Version}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_214lp}} |
| | * '''Cancel Hitconfirm Window:''' 48f hit / 10f block (Super) |
| | Slow but very high damaging special. Dee Jays highest damage combo ender by a good margin but is rather range dependent. Most commonly used from 2MP in combos but is difficult to use in whiff punishes due to the short range |
| | {{AttackDataCargo-SF6/Query|dee_jay_214mp}} |
| | * '''Cancel Hitconfirm Window:''' 57f hit / 10f block (Super) |
| | A bit of a middle ground of the Light and Heavy versions. Very similar to the other meterless versions. Combos from 5HP and 4HK(1) |
| | {{AttackDataCargo-SF6/Query|dee_jay_214hp}} |
| | * '''Cancel Hitconfirm Window:''' 90f hit / 10f block (Super) |
| | Tied for the slowest version of Machine Gun Uppercut but very rewarding to land. Only works from Punish Counter or {{clr|4|Drive Rush}} 5HP and 4HK(1). Highest meterless combo ender but is very specific for moves that can actually combo into it. In the corner when juggled into allows for a juggle afterwards into '''Weekend Pleasure''' |
| | {{AttackDataCargo-SF6/Query|dee_jay_214pp}} |
| | * '''Cancel Hitconfirm Window:''' 116f hit / 10f block (Super) |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| | A highly rewarding, range dependent combo tool. Similar to the HP version only combos from Punish Counter or {{clr|4|Drive Rush}} 5HP or 4HK(1) but is massively rewarding to use in combos. Offers the highest base damage of any of his specials. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Jus Cool (214K)</font>===== |
| | {{MoveDataCargo |
| | | title = Jus Cool |
| | | subtitle = |
| | | input = 214K |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|dee_jay_214k|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|dee_jay_214kk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_214k|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_214kk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_214k}} |
| | * Sway Distance: 0.602 backwards |
| | Dee Jay's all new special move that heavily defines his new "sway" centric playstyle. Upon activation, Dee Jay will perform a backstep with 5 different follow-ups that he can go into to mix up opponents. Can be canceled into from {{clr|4|Drive Rush}} to bait whiffs, instantly ending your forward momentum. The startup of the sway combined with the follow-ups makes them fairly reactable and difficult to combo into, but in exchange all the follow-ups are safe on block. All follow-ups lose to {{clr|4|Drive Impact}}, forcing you to do nothing to beat it—a sway without follow-ups is very hard to punish, though, so it remains a very good tool to bait reactions in neutral. |
| | {{AttackDataCargo-SF6/Query|dee_jay_214kk}} |
| | * Sway Distance: 0.74 backwards |
| | The Overdrive version of Jus Cool gains an initial launching hit at a blazing fast 8 frames startup, making it incredibly easy and rewarding to combo into if in range for the initial hit. Bear in mind the somewhat limited range can make it occasionally difficult to combo into it from further out. Additionally all the follow-ups have different frame data compared to the meterless versions |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">Funky Slicer (214K~LK)</font>====== |
| | {{MoveDataCargo |
| | | title = Funky Slicer |
| | | subtitle = |
| | | input = 214K~LK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=200px|dee_jay_214k_lk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=200px|dee_jay_214kk_lk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_214k_lk|caption=}} |
| | | info = |
| | {{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) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | {{AttackDataCargo-SF6/Query|dee_jay_214kk_lk}} |
| | * Punish Counter: +16 |
| | * 5f extra recovery on whiff or vs. armor |
| | * '''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. |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">Waning Moon (214K~MK)</font>====== |
| | {{MoveDataCargo |
| | | title = Waning Moon |
| | | subtitle = |
| | | input = 214K~MK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=200px|dee_jay_214k_mk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=200px|dee_jay_214kk_mk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_214k_mk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_214kk_mk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_214k_mk}} |
| | * '''Low Crush''' 12-22f (not airborne) |
| | Dee Jays only grounded overhead, but a pretty good one. On hit it scores a knockdown and on block it leaves Dee Jay at frame advantage, though outside of throw range, which can set up for a quick and easy shimmy against tech-happy opponents. |
| | {{AttackDataCargo-SF6/Query|dee_jay_214kk_mk}} |
| | * '''Low Crush''' 12-22f (not airborne) |
| | The OD version of Dee Jays overhead is noticeably faster, but is minus on block rather than plus. In exchange it gives a link to 2MP on hit rather than knocking down, making it much more rewarding when it hits but less so when its blocked. |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">Maximum Strike (214K~HK)</font>====== |
| | {{MoveDataCargo |
| | | title = Maximum Strike |
| | | subtitle = |
| | | input = 214K~HK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=200px|dee_jay_214k_hk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=200px|dee_jay_214kk_hk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_214k_hk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_214kk_hk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_214k_hk}} |
| | * '''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 |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| | {{AttackDataCargo-SF6/Query|dee_jay_214kk_hk}} |
| | * '''Anti-Air Invuln (Upper Body):''' 6-36f |
| | * Puts opponents into {{sf6-jug|limited juggle}} state |
| | * Punish Counter puts opponents into {{sf6-jug|free juggle}} state (requires initial 214KK to whiff) |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| | <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. |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">Juggling Dash/Sway (214K~6P~4P)</font>====== |
| | {{MoveDataCargo |
| | | title = Juggling Dash/Sway |
| | | subtitle = |
| | | input = 214K~6P~4P |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_214k_6p|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_214kk_6p|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|dee_jay_214k_6p_4p|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_214k_6p|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_214k_6p_4p|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_214k_6p}} |
| | * '''Projectile Invuln:''' 1-20f; can low profile under some high attacks |
| | * Distance: 2.36 forward; cancelable into 4P Backdash on frames 18-23 of dash |
| | {{AttackDataCargo-SF6/Query|dee_jay_214kk_6p}} |
| | * '''Projectile Invuln:''' 1-17f; can low profile under some high attacks |
| | * Hit/Block Advantage refers to dash data after 214KK connects |
| | * Distance: 2.0 forward; cancelable into 4P Backdash on frames 18-23 of dash |
| | Juggling Dash allows Dee Jay to quickly close the gap after retreating with Jus Cool, dodging fireballs and some pokes in the process. The startup refers to the minimum Jus Cool time that must play out before the dash can be input, while recovery refers to the dash animation itself. The OD version of the dash recovers 5 frames faster, and can be used to switch sides after a 214KK launch for better screen position. |
| | {{AttackDataCargo-SF6/Query|dee_jay_214k_6p_4p}} |
| | * Distance: 1.0 backwards |
| | {{AttackDataCargo-SF6/Query|dee_jay_214kk_6p_4p}} |
| | * Distance: 1.0 backwards |
| | * Hit/Block Advantage refers to dash data after 214KK connects |
| | If the opponent doesn't take the bait on Dee Jay's in-and-out movement, he can retreat with a backdash. The total startup refers to the fastest 214K~6P animation that must play out before the backdash can be input. The recovery of this backdash is only 1 frame faster than simply backdashing after a Juggling Dash. The OD version of the backdash recovers 7 frames faster than the meterless version. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Speedy Maracas (22PP)</font>===== |
| | {{MoveDataCargo |
| | | title = Speedy Maracas |
| | | subtitle = |
| | | input = 22PP |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=200px|dee_jay_22pp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_22pp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_22pp}} |
| | * Builds Super Art gauge while buttons are held; 272f to build 1 bar |
| | ** 2000 Super (20% bar) on frame 88, then 49/frame on frame 109 onward |
| | * Can be canceled into from any version of Air Slasher |
| | {{AttackDataCargo-SF6/Query|dee_jay_22pp_2bar}} |
| | * New dance with slightly different data, but same general properties as the 0-1 bar version |
| | ** 2000 Super (20% bar) on frame 68, then 49/frame on frame 96 onward (very slightly faster) |
| | * If Dee Jay reaches 2 bars of Super Gauge while dancing, he has an additional 73f unskippable animation |
| | ** Continues building meter as usual during this transition; total minimum of 206f + 4018 Super gauge |
| | <br> |
| | Speedy Maracas is a fun little move that lets Dee Jay dance to build Super meter. The meter initially builds in one small chunk, then builds continuously as the buttons are held (only one button needs to be held to continue dancing). If the move is held, recovery will begin as soon as the buttons are released. The dance itself picks up in intensity after Dee Jay hits 2 bars, as he gains a second spotlight. |
| | |
| | This move serves very little purpose in competitive matches, as the recovery is enormous; even when canceling a fullscreen Air Slasher into 22PP, slow characters can easily block the projectile and move in for a punish. After stunning a burned out opponent, it's possible to tap 22PP and land a quick combo before the opponent falls down, but Dee Jay gets more damage and meter with a simple jump-in punish. |
| | }} |
| | <br> |
| | |
| == Super Arts == | | == Super Arts == |
| {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} | | =====<font style="visibility:hidden; float:right">Level 1 Super (236236K)</font>===== |
| | {{MoveDataCargo |
| | | title = The Greatest Sobat |
| | | subtitle = Level 1 Super Art |
| | | input = 236236K |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=200px|dee_jay_236236k|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_236236k|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_236236k}} |
| | * '''Low Crush''' 4-14f; Armor Break |
| | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| | * 30% minimum damage scaling |
| | * Applies 40% damage scaling to next hit when beginning a combo (100/60/50...) |
| | * Counter-hit: Crumple (HKD +66), {{sf6-adv|VP|+4}} before opponent goes airborne |
| | * Punish Counter: Crumple (HKD +79), {{sf6-adv|VP|+6}} before opponent goes airborne |
| | ** Causes wall bounce vs. airborne ({{sf6-jug|free juggle}} state) |
| | <br> |
| | 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. |
| | |
| | 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. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Level 2 Super (236236P)</font>===== |
| | <tabber> Start = |
| | {{MoveDataCargo |
| | | title = Sunrise Festival (Start) |
| | | subtitle = Level 2 Super Art |
| | | input = 236236P |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236lp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236mp|caption=MP/HP Rhythm starter}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=220px|dee_jay_236236lp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_236236lp}} |
| | {{AttackDataCargo-SF6/Query|dee_jay_236236mp}} |
| | {{AttackDataCargo-SF6/Query|dee_jay_236236hp}} |
| | * '''Full Invuln:''' 1-16f; Armor Break |
| | * '''Drive Gauge Depletion:''' 1 bar (hit, full sequence) / 0.5 bars (block) |
| | * 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 30% scaling to Dee Jay's Super Art gain until the end of the combo |
| | <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). |
| | |
| | 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 {{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. |
| | }} |
| | |-| |
| | LP Rhythm = |
| | ======<font style="visibility:hidden; float:right">236236LP</font>====== |
| | {{MoveDataCargo |
| | | title = Lowkey Sunrise Festival |
| | | subtitle = Level 2 Super Art |
| | | input = 236236LP |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236lp_lp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236lp_lp_mp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236lp_lp_mp_hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk_mk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk_mk_hk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp_hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk_mk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk_mk_hk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp}} |
| | * '''Projectile Invuln:''' 1-25f; Timing window: 45f after {{clr|L|236236LP}} |
| | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp}} |
| | * '''Projectile Invuln:''' 1-21f; Timing window: ?f after {{clr|L|236236LP}}~{{clr|L|LP}} |
| | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp}} |
| | * '''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}} |
| | * '''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}} |
| | * '''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}} |
| | * '''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> |
| | 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. |
| | }} |
| | |-| |
| | MP Rhythm = |
| | ======<font style="visibility:hidden; float:right">236236MP</font>====== |
| | {{MoveDataCargo |
| | | title = Marvelous Sunrise Festival |
| | | subtitle = Level 2 Super Art |
| | | input = 236236MP |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236mp_lp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236mp_lp_mp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236mp_lp_mp_hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236mp_lp_mp_hp_lk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236mp_lp_mp_hp_lk_mk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236mp_lp_mp_hp_lk_mk_hk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236mp_lp_mp_hp_lk_mk_hk_hp|caption=HP ender (side switch)}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236mp_lp_mp_hp_lk_mk_hk_hk|caption=HK ender (same side)}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp_hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk_mk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk_mk_hk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp}} |
| | * '''Projectile Invuln:''' 1-25(27)f; Rhythm Timing Window: 11f after {{clr|M|236236MP}} |
| | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp}} |
| | * '''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}} |
| | * '''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}} |
| | * '''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}} |
| | * '''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}} |
| | * '''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}} |
| | * Switches sides; requires perfect rhythm sequence to activate |
| | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk_hk_hk}} |
| | * Remains on same side; requires perfect rhythm sequence to activate |
| | <br> |
| | 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. {{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}}. |
| | }} |
| | |-| |
| | HP Rhythm = |
| | ======<font style="visibility:hidden; float:right">236236HP</font>====== |
| | {{MoveDataCargo |
| | | title = Headliner Sunrise Festival |
| | | subtitle = Level 2 Super Art |
| | | input = 236236HP |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236hp_lp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236hp_lp_mp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236hp_lp_mp_hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236hp_lp_mp_hp_lk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236hp_lp_mp_hp_lk_mk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236hp_lp_mp_hp_lk_mk_hk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236hp_lp_mp_hp_lk_mk_hk_hp|caption=HP ender (side switch)}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236hp_lp_mp_hp_lk_mk_hk_hk|caption=HK ender (same side)}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp_hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk_mk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk_mk_hk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp}} |
| | * '''Projectile Invuln:''' 1-25(26)f; Rhythm Timing Window: 9f after {{clr|H|236236HP}} |
| | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp}} |
| | * '''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}} |
| | * '''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}} |
| | * '''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}} |
| | * '''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}} |
| | * '''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}} |
| | * Switches sides; requires perfect rhythm sequence to activate |
| | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk_hk_hk}} |
| | * Remains on same side; requires perfect rhythm sequence to activate |
| | <br> |
| | 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> |
| | |
| | =====<font style="visibility:hidden; float:right">Level 3 Super (214214P)</font>===== |
| | {{MoveDataCargo |
| | | title = Weekend Pleasure |
| | | subtitle = Level 3 Super Art |
| | | input = 214214P |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=120px|dee_jay_214214p|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=120px|dee_jay_214214p(ca)|caption=CA version grants 500 extra damage}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_214214p|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_214214p}} |
| | * '''Full Invuln:''' 1-13f; Armor Break |
| | * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) |
| | ** Cinematic time regenerates ~2 Drive bars for Dee Jay |
| | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| | {{AttackDataCargo-SF6/Query|dee_jay_214214p(ca)}} |
| | * '''Full Invuln:''' 1-13f; Armor Break |
| | * Available at 25% HP or below |
| | * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) |
| | ** Cinematic time regenerates ~2.3 Drive bars for Dee Jay |
| | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| | <br> |
| | 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> |
| | |
| | == Taunts == |
| | =====<font style="visibility:hidden; float:right">Neutral Taunt (5PPPKKK)</font>===== |
| | {{MoveDataCargo |
| | | title = Neutral Taunt |
| | | subtitle = |
| | | input = 5PPPKKK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|dee_jay_5pppkkk|caption='' "Come on, let's dance!" ''}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_5pppkkk}} |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Forward Taunt (6PPPKKK)</font>===== |
| | {{MoveDataCargo |
| | | title = Forward Taunt |
| | | subtitle = |
| | | input = 6PPPKKK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|dee_jay_6pppkkk|caption='' "Seriously, your rhythm is not cool mon. *whistles*" ''}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_6pppkkk}} |
| | During this taunt, Dee Jay is able to low profile many fireballs. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Back Taunt (4PPPKKK)</font>===== |
| | {{MoveDataCargo |
| | | title = Back Taunt |
| | | subtitle = |
| | | input = 4PPPKKK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|dee_jay_4pppkkk|caption='' "Ey, wah gwan? Ya feelin' down?" ''}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|dee_jay_4pppkkk}} |
| | }} |
| | <br> |
| | |
| | {{Character Subnav SF6|chara=Dee_Jay|discord={{{discord|}}} | tag=DeeJay}} |
| {{Navbox-SF6}} | | {{Navbox-SF6}} |
| [[Category:Street Fighter 6]] | | [[Category:Street Fighter 6]] |
| [[Category:Dee Jay]] | | [[Category:Dee Jay]] |