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| =====<font style="visibility:hidden; float:right">Level 2 Super (236236P)</font>===== | | =====<font style="visibility:hidden; float:right">Level 2 Super (236236P)</font>===== |
| | <tabber> Start = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Sunrise Festival (Start) | | | title = Sunrise Festival (Start) |
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| The timing of the followup 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 followups, with audio and visual cues to help practice. | | The timing of the followup 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 followups, with audio and visual cues to help practice. |
| }} | | }} |
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| | LP Rhythm = |
| ======<font style="visibility:hidden; float:right">236236LP</font>====== | | ======<font style="visibility:hidden; float:right">236236LP</font>====== |
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| The followups to LP Lv.2 Super 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 followups to LP Lv.2 Super 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. |
| }} | | }} |
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| | MP Rhythm = |
| ======<font style="visibility:hidden; float:right">236236MP</font>====== | | ======<font style="visibility:hidden; float:right">236236MP</font>====== |
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| If you managed to get the full rhythm of each hit, you can end with a 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 LP Super. | | If you managed to get the full rhythm of each hit, you can end with a 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 LP Super. |
| }} | | }} |
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| | HP Rhythm = |
| ======<font style="visibility:hidden; float:right">236236HP</font>====== | | ======<font style="visibility:hidden; float:right">236236HP</font>====== |
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| The HP version is essentially the same as the MP version, but the 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 LP Super and 200 more damage than MP Super. | | The HP version is essentially the same as the MP version, but the 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 LP Super and 200 more damage than MP Super. |
| }} | | }} |
| | </tabber> |
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| =====<font style="visibility:hidden; float:right">Level 3 Super (214214P)</font>===== | | =====<font style="visibility:hidden; float:right">Level 3 Super (214214P)</font>===== |