

Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 5 | 46 | - | 300 (~2600) |
LH | +6 | -29 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 5 | 46 | - | 300 (1700~2800) |
LH | +6 | -29 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 5 | 46 | - | 200 (1700~3000) |
LH | +6 | -29 |
- Full Invuln: 1-16f; Armor Break
- Drive Gauge Depletion: 1 bar (hit, full sequence) / 0.5 bars (block)
- 40% minimum damage scaling
- 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 SA2 sequence)
- Applies 30% scaling to Dee Jay's Super Art gain until the end of the combo
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 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).
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 +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.
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. 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.