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| {{AttackDataCargo-SF6/Query|dee_jay_5lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lp}} |
| Dee Jays fastest normal both in startup and recovery. Good for mashing out of pressure, scrambles and for checking opponents movements, as well as things like Drive Impacts due to its chaining properties | | Dee Jay's fastest normal, both in startup and recovery. Good range for a 4 frame button. Mash out of pressure, win scrambles, and check an opponent's movements with it. |
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| {{AttackDataCargo-SF6/Query|dee_jay_5hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5hp}} |
| Very fast, advancing normal. Special cancellable but only during its initial active frames. Can be spaced to be made better on both hit and block
| | A fairly fast, cancelable, and forward-moving punch that whiffs on crouchers at a distance. The cancel only works in the initial frames, making it inconsistent at most ranges. Can be spaced for more advantage on both hit and block, allowing for damaging links in combos. |
| *Forces stand
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| *Whiffs on crouchers from further out
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| {{AttackDataCargo-SF6/Query|dee_jay_5lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lk}} |
| A fast kick to the shins. While it isn't a low, this makes for an amazing counterpoke with it's fast startup and ability to cancel, notably with a reliable cancel into MK Sobat for a knockdown even when hitting a limb. | | A perfectly average 5LK that Dee Jay may get more use out of than most characters due to its cancelability and it fitting quite well into his pressure strings. Can go into MK Sobat for a knockdown at any range. |
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| {{AttackDataCargo-SF6/Query|dee_jay_5mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mk}} |
| Dee Jays primary normal for linking out of, as well as a respectable poke. On PC can link into both 5HP from further out and 4HK when up close | | 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 5HP from further out, and 4HK when up close. |
| *Does not special cancel
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| {{AttackDataCargo-SF6/Query|dee_jay_5hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5hk}} |
| Slower, advancing mid. Best serves as a pre-emptive whiff punish on things with a lot of recovery. Importantly does not special cancel and has a lot of recovery, making it vulnerable to Drive Impacts when used improperly
| | An absolutely massive kick that has incredible range, speed and reward on Punish Counter. A great whiff punish button, but it has no cancel window and incredibly high recovery, making it highly whiff punishable itself and extremely susceptible to Drive Impact. |
| *Advantage on Punish Counter: +18 | | *Advantage on Punish Counter: +18 |
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| {{AttackDataCargo-SF6/Query|dee_jay_2lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2lp}} |
| | | Longer than 5LP, but a frame slower. |
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| {{AttackDataCargo-SF6/Query|dee_jay_2hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2hp}} |
| One of Dee Jay's main punish starters. Links to 2MP naturally or 5MK on PC only. Extremely important for comboing into Jackknife Maximum, as it forces stand. Can be used somewhat like a counterpoke, but generally not able to convert into anything besides MK Sobat on PC. | | One of Dee Jay's more well-rounded buttons with decent range, speed, advantage, and high Punish Counter reward. Links to 2MP naturally or 5MK on Punish Counter only. Very important for comboing into Jackknife Maximum, as it forces an opponent to stand on hit. Can be used as a poke and pressure tool, especially when in closer range or when 5HK is too risky to throw out due to Drive Impact. |
| *Forces stand
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| {{AttackDataCargo-SF6/Query|dee_jay_2lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_2lk}} |
| | | Good range, but isn't cancelable. Mostly used in light chains and to trip up the opponent's guard. |
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