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| *Advantage on Punish Counter: +18 | | *Advantage on Punish Counter: +18 |
| }} | | }} |
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| === Crouching Normals === | | === Crouching Normals === |
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| *Last active frame advantage on block: -2 | | *Last active frame advantage on block: -2 |
| }} | | }} |
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| === Jumping Normals === | | === Jumping Normals === |
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| }} | | }} |
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| == Command Normals == | | == Command Normals == |
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| 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 better than most characters. Being active the entire way down also means it can be difficult to anti-air for certain characters and buttons. It can also be used to fake out a cross-up, altering your jump arc and making it difficult for the opponent to know which side you'll land on. | | 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 better than most characters. Being active the entire way down also means it can be difficult to anti-air for certain characters and buttons. It can also be used to fake out a cross-up, altering your jump arc and making it difficult for the opponent to know which side you'll land on. |
| }} | | }} |
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| == Target Combos == | | == Target Combos == |
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| Simple air target combo which spikes opponents back to the ground on hit. Adds some decent reward to your air to air hits and is useful to stop people from jumping out of the corner. | | Simple air target combo which spikes opponents back to the ground on hit. Adds some decent reward to your air to air hits and is useful to stop people from jumping out of the corner. |
| }} | | }} |
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| == Throws == | | == Throws == |
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| This throw is good for reversing pressure, especially in the corner, as after a dash you're +3. After this, you can mix up between another throw, his Jus Cool sway into Funky Slicer to punish throw techs, meaty buttons, etc. | | This throw is good for reversing pressure, especially in the corner, as after a dash you're +3. After this, you can mix up between another throw, his Jus Cool sway into Funky Slicer to punish throw techs, meaty buttons, etc. |
| }} | | }} |
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| == Drive System == | | == Drive System == |
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| ** 2MP > DR 5HP > 214HP/214PP | | ** 2MP > DR 5HP > 214HP/214PP |
| }} | | }} |
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| == Special Moves == | | == Special Moves == |
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| 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. The one semi-practical use of Speedy Maracas is to avoid a Punish Counter if you see the opponent jump over your fireball; since the entire animation is considered a Counterhit state, the punish against Dee Jay will be a bit weaker. | | 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. The one semi-practical use of Speedy Maracas is to avoid a Punish Counter if you see the opponent jump over your fireball; since the entire animation is considered a Counterhit state, the punish against Dee Jay will be a bit weaker. |
| }} | | }} |
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| == Super Arts == | | == Super Arts == |
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| }} | | }} |
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| == Taunts == | | == Taunts == |
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| {{AttackDataCargo-SF6/Query|dee_jay_4pppkkk}} | | {{AttackDataCargo-SF6/Query|dee_jay_4pppkkk}} |
| }} | | }} |
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| {{Character Subnav SF6|chara=Dee_Jay|discord={{{discord|}}} }} | | {{Character Subnav SF6|chara=Dee_Jay|discord={{{discord|}}} }} |