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| * Punish Counter: Crumple (HKD +67); wall bounce vs. airborne ({{sf6-jug|free juggle}} state) | | * Punish Counter: Crumple (HKD +67); wall bounce vs. airborne ({{sf6-jug|free juggle}} state) |
| <br> | | <br> |
| An unusual Level 1 Super that lacks invincibility, but has the speed and range for utility in some high damage juggles. It also gives a crumple on Counter-hit or Punish Counter, giving it some unique potential as a punish starter; canceling a poke into {{clr|10|SA1}} against {{clr|4|Drive Impact}} is one way to initiate this. The opponent will always be airborne during the crumple state unless the counter-hit version lands as a trade. The wall bounce on an airborne Punish Counter has a tendency to send the opponent flying over Dee Jay's head if too close to the corner. | | An unusual Super that lacks invincibility, instead being used as a punish starter 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. |
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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; the practicality of this depends on the opponent's extended hurtbox and projectile speed (much harder to do against fast-moving projectiles). | | 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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| * 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) |
| <br> | | <br> |
| Dee Jay lunges forward with a knee strike that can chain into a series of follow-up attack. The initial activation is nearly identical for all versions of {{clr|10|SA2}}, with the HP starter doing only slightly less damage. This hit has great forward movement and invincibility. It's too slow for most reversal applications, but it's great at countering projectiles at mid-range (though it can be difficult to use against characters like Guile). | | Dee Jay lunges forward with a knee strike that can chain into a series of follow-up attack. The initial activation is nearly identical for all versions of {{clr|10|SA2}}, with the {{clr|H|HP}} starter doing only slightly less damage. This hit has great forward movement and invincibility. It's too slow for most reversal applications, but it's great at countering projectiles at mid-range (though it can be difficult to use against characters like Guile). |
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| Regardless of which version is used, the follow-ups can only come out on hit; each hit causes no additional damage scaling, so linking out of the {{sf6-adv|VP|+6}} can still be useful. Dee Jay stops immediately if the initial attack whiffs or is blocked, unable to continue with follow-ups. | | Regardless of which version is used, the follow-ups can only come out on hit; each hit causes no additional damage scaling, so linking out of the {{sf6-adv|VP|+6}} can still be useful. Dee Jay stops immediately if the initial attack whiffs or is blocked, and is unable to continue with follow-ups. |
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| The timing of the follow-up sequence starts easy with LP Super, then increases in difficulty with each button strength. This allows players to choose between a safe, consistent combo or a risky but rewarding finisher. [https://www.youtube.com/watch?v=j0k8-2Qjq3g This video] is a good example for learning the button timing on the MP and HP follow-ups, with audio and visual cues to help practice. | | The timing of the follow-up sequence starts easy with {{clr|L|LP}} {{clr|10|Super}}, then increases in difficulty with each button strength. This allows players to choose between a safe, consistent combo or a risky but rewarding finisher. [https://www.youtube.com/watch?v=j0k8-2Qjq3g This video] is a good example for learning the button timing on the {{clr|M|MP}} and {{clr|H|HP}} follow-ups, with audio and visual cues to help practice. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp}} |
| * '''Projectile Invuln:''' 1-25f; Timing window: 45f after 236236LP | | * '''Projectile Invuln:''' 1-25f; Timing window: 45f after {{clr|L|236236LP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp}} |
| * '''Projectile Invuln:''' 1-21f; Timing window: ?f after 236236LP~LP | | * '''Projectile Invuln:''' 1-21f; Timing window: ?f after {{clr|L|236236LP}}~{{clr|L|LP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp}} |
| * '''Projectile Invuln:''' 1-28f; Timing window: ?f after 236236LP~LP~MP | | * '''Projectile Invuln:''' 1-28f; Timing window: ?f after {{clr|L|236236LP}}~{{clr|L|LP}}~{{clr|M|MP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk}} |
| * '''Projectile Invuln:''' 1-31f; Timing window: ?f after 236236LP~LP~MP~HP | | * '''Projectile Invuln:''' 1-31f; Timing window: ?f after {{clr|L|236236LP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk_mk}} |
| * '''Projectile Invuln:''' 1-38f; Timing window: ?f after 236236LP~LP~MP~HP~LK | | * '''Projectile Invuln:''' 1-38f; Timing window: ?f after {{clr|L|236236LP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk_mk_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp_mp_hp_lk_mk_hk}} |
| * '''Projectile Invuln:''' 1-28f; Timing window: ?f after 236236LP~LP~MP~HP~LK~MK | | * '''Projectile Invuln:''' 1-28f; Timing window: ?f after {{clr|L|236236LP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}}~{{clr|M|MK}} |
| <br> | | <br> |
| The follow-ups to {{clr|10|LP SA2}} require no particular rhythm on the hits; just mashing the buttons in sequence is enough to guarantee the full damage. Using this version guarantees a safe 2600 damage, which is only a reduction of 200 max damage from MP Super, or 400 from HP Super. There is no cinematic ender like on the MP and HP versions; as a result, Dee Jay cannot choose which direction to knock the opponent, and he cannot get oki after the knockdown unless he reaches the corner. | | The follow-ups to {{clr|L|LP}} {{clr|10|SA2}} require no particular rhythm on the hits; just mashing the buttons in sequence is enough to guarantee the full damage. Using this version guarantees a safe 2600 damage, which is only a reduction of 200 max damage from {{clr|M|MP}} {{clr|10|Super}}, or 400 from {{clr|H|HP}} {{clr|10|Super}}. There is no cinematic ender like on the {{clr|M|MP}} and {{clr|H|HP}} versions; as a result, Dee Jay cannot choose which direction to knock the opponent, and he cannot get oki after the knockdown unless he reaches the corner. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp}} |
| * '''Projectile Invuln:''' 1-25(27)f; Rhythm Timing Window: 11f after 236236MP | | * '''Projectile Invuln:''' 1-25(27)f; Rhythm Timing Window: 11f after {{clr|M|236236MP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp}} |
| * '''Projectile Invuln:''' 1-21(23)f; Rhythm Timing Window: 18f after 236236MP~LP | | * '''Projectile Invuln:''' 1-21(23)f; Rhythm Timing Window: 18f after {{clr|M|236236MP}}~{{clr|L|LP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp}} |
| * '''Projectile Invuln:''' 1-27(28)f; Rhythm Timing Window: 16f after 236236MP~LP~MP | | * '''Projectile Invuln:''' 1-27(28)f; Rhythm Timing Window: 16f after {{clr|M|236236MP}}~{{clr|L|LP}}~{{clr|M|MP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk}} |
| * '''Projectile Invuln:''' 1-29(31)f; Rhythm Timing Window: 19f after 236236MP~LP~MP~HP | | * '''Projectile Invuln:''' 1-29(31)f; Rhythm Timing Window: 19f after {{clr|M|236236MP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk}} |
| * '''Projectile Invuln:''' 1-38f; Rhythm Timing Window: 19f after 236236MP~LP~MP~HP~LK | | * '''Projectile Invuln:''' 1-38f; Rhythm Timing Window: 19f after {{clr|M|236236MP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk_hk}} |
| * '''Projectile Invuln:''' 1-28(34)f; Rhythm Timing Window: 22f after 236236MP~LP~MP~HP~LK~MK | | * '''Projectile Invuln:''' 1-28(34)f; Rhythm Timing Window: 22f after {{clr|M|236236MP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}}~{{clr|M|MK}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk_hk_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp_mp_hp_lk_mk_hk_hp}} |
| * Switches sides; requires perfect rhythm sequence to activate | | * Switches sides; requires perfect rhythm sequence to activate |
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| * Remains on same side; requires perfect rhythm sequence to activate | | * Remains on same side; requires perfect rhythm sequence to activate |
| <br> | | <br> |
| The MP follow-ups allow for higher damage than the LP version if the buttons are pressed in a particular rhythm. The key is to input each follow-up right as the previous one connects with the opponent. The hitstop of each hit is reduced compared to the LP Super, so the full animation will feel a bit faster overall. If you drop the rhythm on any hit, you cannot get the rhythm bonus on any further hits in the sequence. | | The {{clr|M|MP}} follow-ups allow for higher damage than the {{clr|L|LP}} version if the buttons are pressed in a particular rhythm. The key is to input each follow-up right as the previous one connects with the opponent. The hitstop of each hit is reduced compared to the {{clr|L|LP}} Super, so the full animation will feel a bit faster overall. If you drop the rhythm on any hit, you cannot get the rhythm bonus on any further hits in the sequence. |
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| If you managed to get the full rhythm of each hit, you can end with a fully invincible cinematic finisher. HP switches sides, allowing Dee Jay to regain corner control and even gives oki if he was close to the wall. HK keeps Dee Jay on the same side and grants a Hard Knockdown, allowing for a forward dash into great oki. Choosing not to end in the cinematic hit after a full-rhythm connect will significantly reduce the Super's damage; it would actually be better to land a non-rhythm HK at the end. If done perfectly all the way to the end, Dee Jay will do 200 more damage than {{clr|10|LP SA2}}. | | If you managed to get the full rhythm of each hit, you can end with a fully invincible cinematic finisher. {{clr|H|HP}} switches sides, allowing Dee Jay to regain corner control and even gives oki if he was close to the wall. {{clr|H|HK}} keeps Dee Jay on the same side and grants a Hard Knockdown, allowing for a forward dash into great oki. Choosing not to end in the cinematic hit after a full-rhythm connect will significantly reduce the Super's damage; it would actually be better to land a non-rhythm {{clr|H|HK}} at the end. If done perfectly all the way to the end, Dee Jay will do 200 more damage than {{clr|L|LP}} {{clr|10|SA2}}. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp}} |
| * '''Projectile Invuln:''' 1-25(26)f; Rhythm Timing Window: 9f after 236236HP | | * '''Projectile Invuln:''' 1-25(26)f; Rhythm Timing Window: 9f after {{clr|H|236236HP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp}} |
| * '''Projectile Invuln:''' 1-21(23)f; Rhythm Timing Window: 9f after 236236HP~LP | | * '''Projectile Invuln:''' 1-21(23)f; Rhythm Timing Window: 9f after {{clr|H|236236HP}}~{{clr|L|LP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp}} |
| * '''Projectile Invuln:''' 1-27(28)f; Rhythm Timing Window: 9f after 236236HP~LP~MP | | * '''Projectile Invuln:''' 1-27(28)f; Rhythm Timing Window: 9f after {{clr|H|236236HP}}~{{clr|L|LP}}~{{clr|M|MP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk}} |
| * '''Projectile Invuln:''' 1-29(31)f; Rhythm Timing Window: 9f after 236236HP~LP~MP~HP | | * '''Projectile Invuln:''' 1-29(31)f; Rhythm Timing Window: 9f after {{clr|H|236236HP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk}} |
| * '''Projectile Invuln:''' 1-38f; Rhythm Timing Window: 13f after 236236HP~LP~MP~HP~LK | | * '''Projectile Invuln:''' 1-38f; Rhythm Timing Window: 13f after {{clr|H|236236HP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk_hk}} |
| * '''Projectile Invuln:''' 1-28(36)f; Rhythm Timing Window: 15f after 236236HP~LP~MP~HP~LK~MK | | * '''Projectile Invuln:''' 1-28(36)f; Rhythm Timing Window: 15f after {{clr|H|236236HP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}}~{{clr|M|MK}} |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk_hk_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp_mp_hp_lk_mk_hk_hp}} |
| * Switches sides; requires perfect rhythm sequence to activate | | * Switches sides; requires perfect rhythm sequence to activate |
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| * Remains on same side; requires perfect rhythm sequence to activate | | * Remains on same side; requires perfect rhythm sequence to activate |
| <br> | | <br> |
| The HP version is essentially the same as the MP version, but the proper rhythm timing is even harder. Each hit does even less hitstop than the MP version, causing the full animation to move more quickly with less of an impact on each strike. If done perfectly all the way to the end, Dee Jay will do 400 more damage than {{clr|10|LP SA2}}, and 200 more damage than {{clr|10|MP SA2}}. | | The {{clr|H|HP}} version is essentially the same as the {{clr|M|MP}} version, but the proper rhythm timing is even harder. Each hit does even less hitstop than the {{clr|M|MP}} version, causing the full animation to move more quickly with less of an impact on each strike. If done perfectly all the way to the end, Dee Jay will do 400 more damage than {{clr|L|LP}} {{clr|10|SA2}}, and 200 more damage than {{clr|M|MP}} {{clr|10|SA2}}. |
| }} | | }} |
| </tabber> | | </tabber> |
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| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| A Level 3 that is able to do very high damage thanks to Dee Jay's already good combo scaling and damage. Low horizontal range, but reaches very high vertically for anti-air and juggle purposes. It cannot hit cross-up, so it should not be used against close range jumps in most cases. | | A Super that works well as a reversal, anti-air, and as a powerful ender to Dee Jay's already high-damage combos. It does not have much horizontal range, but most special cancel routes leave Dee Jay close enough to connect properly. The great vertical hitbox makes it hard to jump over, but if the opponent gets behind Dee Jay it cannot hit as a cross-up. |
| }} | | }} |
| <br> | | <br> |