|
|
Line 163: |
Line 163: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_2mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_2mk}} |
| One of Dee Jay's strangest buttons, acting more like a sweep than a 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 cancellable 2MK, but is unique in that its hitbox is very disjointed on startup, making it an exceptionally good counterpoke. | | One of Dee Jay's strangest buttons, acting more like a sweep than a 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 2MK, but is unique in that its hitbox is very disjointed on startup, making it an exceptionally good counterpoke. |
| }} | | }} |
|
| |
|
Line 430: |
Line 430: |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] |
|
| |
|
| When cancelled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout | | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| * 5HP: 6[2] | | * 5HP: 6[2] |
| * 2MP, 4HK(1): 9[5] | | * 2MP, 4HK(1): 9[5] |
Line 735: |
Line 735: |
| * Builds Super Art gauge while buttons are held; 272f to build 1 bar | | * 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 | | ** 2000 Super (20% bar) on frame 88, then 49/frame on frame 109 onward |
| * Can be cancelled into from any version of Air Slasher | | * Can be canceled into from any version of Air Slasher |
| {{AttackDataCargo-SF6/Query|dee_jay_22pp_2bar}} | | {{AttackDataCargo-SF6/Query|dee_jay_22pp_2bar}} |
| * New dance with slightly different data, but same general properties as the 0-1 bar version | | * New dance with slightly different data, but same general properties as the 0-1 bar version |
Line 744: |
Line 744: |
| 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. | | 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 cancelling 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. |
| }} | | }} |
|
| |
|