|
|
Line 374: |
Line 374: |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_hp}} |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_4hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_4hp}} |
| This target combo is a canned mixup. On block, no feint is safe, as it can be punished with a 6 frame attack. However, doing the attack followup instead, while unsafe, leaves a 3 frame gap meaning that no normal can check the string. If your opponent knows this, they may sit still, allowing the feint to start working again. On counterhit, the final hit launches. In the corner this can be especially potent, notably when dumping some resources. | | This target combo is a canned mixup. On block, no feint is safe, as it can be punished with a 6 frame attack. However, doing the attack followup instead, while unsafe, leaves a 3 frame gap meaning that no normal can check the string. If your opponent knows this, they may sit still, allowing the feint to start working again. On counter-hit, the final hit launches. In the corner this can be especially potent, notably when dumping some resources. |
| }} | | }} |
|
| |
|
Line 404: |
Line 404: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_lplk}} | | {{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 is almost always advised, as it still leaves you +15 and allows you to gain some ground on a back roll. In the corner, a single dash will put you point blank at +15, meaning throw loops must be manually timed. However, several meaty options are available. | | Dee Jay's forward throw has a notably high amount of knockdown advantage. A dash afterward is almost always advised, as it still leaves you +15 and allows you to gain some ground on a back roll. In the corner, a single dash will put you point blank at +15, meaning throw loops must be manually timed. However, several meaty options are available. |
| }} | | }} |
Line 418: |
Line 421: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_4lplk}} | | {{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, 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. |
| }} | | }} |
Line 558: |
Line 565: |
| * 40f charge time; '''Anti-Air Invuln:''' 1-9f; '''Airborne''' 4-51f | | * 40f charge time; '''Anti-Air Invuln:''' 1-9f; '''Airborne''' 4-51f |
| * Cannot hit crouching opponents; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Cannot hit crouching opponents; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| Very consistent anti-air, even somewhat good at sniping would-be crossups if done early enough. Can also be used as a combo ender for amazing corner carry. | | 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. |
| {{AttackDataCargo-SF6/Query|dee_jay_28kk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28kk}} |
| * 40f charge time; '''Full Invuln:''' 1-11f; '''Airborne''' 2-62f | | * 40f charge time; '''Full Invuln:''' 1-11f; '''Airborne''' 2-62f |
Line 654: |
Line 661: |
| {{AttackDataCargo-SF6/Query|dee_jay_214k_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k_lk}} |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_lk}} |
| 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 Counterhit or Punish Counter for the normal version and obscene damage on the OD version. Many characters will be discouraged from using low pokes in fear of this move, and instead will be urged to choose riskier options in neutral. | | Low kick from Jus Cool. The safest and most solid follow-up that is extremely good at beating low pokes thanks to its massive disjointed hitbox. It also converts into great damage on Counter-hit or Punish Counter for the normal version and obscene damage on the OD version. Many characters will be discouraged from using low pokes in fear of this move, and instead will be urged to choose riskier options in neutral. |
| }} | | }} |
|
| |
|
Line 769: |
Line 776: |
| * '''Full Invuln:''' 1f (until freeze); Armor Break | | * '''Full Invuln:''' 1f (until freeze); Armor Break |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| * Counterhit: Crumple (HKD +54) | | * Counter-hit: Crumple (HKD +54) |
| * Punish Counter: Crumple (HKD +67) | | * Punish Counter: Crumple (HKD +67) |
|
| |
|