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| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}}
| | {{Character Top SF6 | chara=Dee_Jay | tag=DeeJay }} |
| {{Character Top SF6 | chara=Dee_Jay }} | |
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| <center>{{FrameDataKey-SF6}}</center> | | <center>{{FrameDataKey-SF6}}</center> |
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| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = | | | subtitle = |
| | input = 5LP | | | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_5lp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|dee_jay_5lp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_5lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_5lp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lp}} |
| 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. | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * '''Cancel Hitconfirm Window:''' 13f / 12f (TC) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-2}} oB |
| | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VM|-9}} oH / {{sf6-adv|VM|-14}} oB |
| | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-14}} oH / {{sf6-adv|VM|-19}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | Dee Jay's fastest normal, and has 1 frame lower recovery than any other jab in the game. This makes it only {{sf6-adv|VM|-7}} on Perfect Parry, preventing many characters from using their standard punish route. It does have notably shorter range than {{clr|L|2LP}}, though, so it's only preferable to use when there's a 4 frame gap in pressure. |
| }} | | }} |
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| | title = Standing Medium Punch | | | title = Standing Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 5MP | | | input = {{Classic_sf6}} 5MP<br>{{Modern_sf6}} 5M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_5mp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_5mp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp}} |
| One of the biggest plus-on-block normals in the game, core to Dee Jay's devious pressure game. Frame traps into any of Dee Jay's lights and has multiple target combos to go into, giving you extra layers to pursue and further incentivizes your opponent not to press. | | * '''Cancel Hitconfirm Window:''' 21f (~MP TC) / 17f (~HP TC) |
| | <br> |
| | One of the biggest plus-on-block normals in the game, core to Dee Jay's devious pressure game. Even stronger when combined with his excellent {{clr|DR|Drive Rush}} momentum. {{clr|M|5MP}} frame traps into any of Dee Jay's lights and has multiple target combo routes, giving your offense additional layers. Unfortunately leaves you just outside throw range on block, which means walking up for a throw will lose to mashing. |
| }} | | }} |
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| | title = Standing Heavy Punch | | | title = Standing Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 5HP | | | input = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_5hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_5hp|caption=}} |
| | {{MoveDataCargoImage|imageHeight=170px|dee_jay_5hp|2|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_5hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_5hp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5hp}} |
| * Forces Stand on hit | | * Forces Stand on hit (active frames 1-2) |
| * Active frames 3-6 whiff on crouching opponents | | * Active frames 3-6 deal 100 less damage and whiff on crouching opponents unless they extend a vertical hurtbox |
| | * '''Cancel Hitconfirm Window:''' 16f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB |
| | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-2}} oB |
| | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-7}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| A forward-lunging punch with good utility in combos. The first 2 active frames are cancelable and work against crouching opponents; this allows Dee Jay to combo into [[#Machine Gun Uppercut (214P)|214HP]] using Drive Rush cancels or juggle routes. If spaced at farther ranges, 5HP is no longer cancelable but gains additional frame advantage for followup links. However, it cannot hit crouching opponents at this range, making it a riskier approach tool. | | A forward-lunging punch with good utility in combos. The first 2 active frames are cancelable and work against crouching opponents; this allows Dee Jay to combo into [[#Machine Gun Uppercut (214P)|214HP]] using {{clr|DR|Drive Rush}} cancels or juggle routes. It also forces the opponent to stand, allowing extended combo routes into {{clr|H|[2]8HK}}. |
| | |
| | If spaced at farther ranges, {{clr|H|5HP}} can get much better frame advantage; it makes an excellent shimmy tool due to its frame advantage and forward movement. However, it loses 100 damage and can no longer cancel or hit crouching opponents. This makes it inherently risky as an approach tool, as a crouch blocking opponent can easily whiff punish the recovery. |
| }} | | }} |
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| | title = Standing Light Kick | | | title = Standing Light Kick |
| | subtitle = | | | subtitle = |
| | input = 5LK | | | input = {{Classic_sf6}} 5LK<br>{{Modern_sf6}} A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_5lk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_5lk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lk}} |
| A perfectly average 5LK that Dee Jay may get more use out of than most characters due to its much needed cancelability and it fitting quite well into his pressure strings. Can go into MK Sobat for a knockdown at any range. | | * '''Cancel Hitconfirm Window:''' 14f |
| | ** {{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|P|+1}} oB |
| | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VM|-6}} oH / {{sf6-adv|VM|-10}} oB |
| | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-11}} oH / {{sf6-adv|VM|-15}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | A perfectly average {{clr|L|5LK}} that combos naturally from {{clr|M|5MP}}; he does not have any natural links from light starters, but it works well in his pressure strings. It can combo into {{clr|M|MK Sobat}} for a knockdown at any range. It has decent range for a 5f punish tool, allowing it to combo into {{clr|OD|OD Sobat}} or get strong conversions on a {{sf6-adv|VP|+9}} {{clr|DR|Drive Rush}} cancel. |
| }} | | }} |
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| | title = Standing Medium Kick | | | title = Standing Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 5MK | | | input = {{Classic_sf6}} 5MK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|dee_jay_5mk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|dee_jay_5mk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mk}} |
| 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. | | <br> |
| | 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. {{clr|PC|Punish Counter}} allows a link into {{clr|H|5HP}} from further out, and {{clr|H|4HK}} when up close. Despite the low recovery, it still demands some care when hitting a {{clr|DR|Drive Impact}}. |
| }} | | }} |
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| | title = Standing Heavy Kick | | | title = Standing Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 5HK | | | input = {{Classic_sf6}} 5HK<br>{{Modern_sf6}} 5H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_5hk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_5hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5hk}} |
| 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. | | * {{clr|PC|Punish Counter}}: {{sf6-adv|VP|+18 Stagger}} / {{sf6-jug|limited juggle}} state vs. airborne |
| *Advantage on Punish Counter: +18
| | * 4f extra recovery on whiff |
| | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | An absolutely massive kick with great range and reward on {{clr|PC|Punish Counter}}, making it an excellent whiff punish and space control tool. The stagger effect allows a full {{clr|DR|Drive Rush}} conversion at any range for great damage and corner carry. However, its long recovery and lack of cancelability makes it whiff punishable and susceptible to {{clr|DR|Drive Impact}} in neutral. |
| }} | | }} |
| <br> | | <br> |
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| | title = Crouching Light Punch | | | title = Crouching Light Punch |
| | subtitle = | | | subtitle = |
| | input = 2LP | | | input = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} 5/2L~2L |
| | images = | | | images = |
| {{MoveDataCargoImage|dee_jay_2lp|caption=}} | | {{MoveDataCargoImage|dee_jay_2lp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_2lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2lp}} |
| Longer than 5LP, but a frame slower. | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB |
| | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VM|-7}} oH / {{sf6-adv|VM|-12}} oB |
| | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-17}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Topmost hurtbox on frames 1-7 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| | <br> |
| | Longer range than {{clr|L|5LP}}, but a frame slower. Useful in chain combos for maintaining down charge. |
| }} | | }} |
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| | title = Crouching Medium Punch | | | title = Crouching Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 2MP | | | input = {{Classic_sf6}} 2MP<br>{{Modern_sf6}} A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|dee_jay_2mp|caption=}} | | {{MoveDataCargoImage|dee_jay_2mp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_2mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2mp}} |
| A cancelable medium punch with short range and a slight disjoint for counterpoking and buffering. Being one of Dee Jay's only cancelable normals, it's a vital tool in combos and confirms, but the range still leaves a lot to be desired. | | * '''Cancel Hitconfirm Window:''' 19f (15f into 236KK) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-5}} oB |
| | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-10}} oB |
| | <br> |
| | A stubby cancelable punch with a disjointed hitbox that works well against low pokes. An excellent meaty tool due to its 4 active frames, leading to improved combo routes and block advantage that the opponent may not expect. Being one of Dee Jay's only cancelable normals, it's a vital tool in combos and confirms, but the range still leaves a lot to be desired. The cancel window is incredibly lenient for a medium button, allowing Dee Jay to combo even when he can't get close for a full hitconfirm sequence. |
| }} | | }} |
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| | title = Crouching Heavy Punch | | | title = Crouching Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 2HP | | | input = {{Classic_sf6}} 2HP<br>{{Modern_sf6}} 2H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_2hp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_2hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2hp}} |
| 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. | | * {{clr|PC|Punish Counter}}: {{sf6-adv|VP|+12 Stagger}} / {{sf6-jug|limited juggle}} state Hard Knockdown vs. airborne |
| | ** Generally no follow-up juggle is possible |
| | * Forces Stand on hit |
| | <br> |
| | One of Dee Jay's more well-rounded buttons with decent range, speed, advantage, and punish reward. Links to {{clr|M|2MP}} up close or {{clr|M|MK}}/{{clr|H|HK}} Jackknife from farther out. Links into {{clr|H|5HP}} on {{clr|PC|Punish Counter}}, making it a great whiff punish option when speed is more important than range (e.g. PC {{clr|H|2HP}}, {{clr|H|5HP}}, {{clr|L|2LP}} > Special). Very important for comboing into Jackknife since it forces the crouching opponents to stand. It can be used as a poke and pressure tool, but may lose to an early {{clr|DR|Drive Impact}} since it's not cancelable. |
| }} | | }} |
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| | title = Crouching Light Kick | | | title = Crouching Light Kick |
| | subtitle = | | | subtitle = |
| | input = 2LK | | | input = {{Classic_sf6}} 2LK<br>{{Modern_sf6}} 2L |
| | images = | | | images = |
| {{MoveDataCargoImage|dee_jay_2lk|caption=}} | | {{MoveDataCargoImage|dee_jay_2lk|caption=}} |
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| | info = | | | info = |
| {{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. | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | Good range, but isn't cancelable. Dee Jay's only low starter without counterhit, and thus very important for his mixups. Needs to hit pretty close to chain {{clr|L|2LP}} and continue a combo, so the utility is mostly limited to meaty and {{clr|DR|Drive Rush}} setups. After {{clr|DR|Drive Rush}} it becomes {{sf6-adv|VP|+6}} on hit, allowing links into {{clr|M|2MP}} or {{clr|L|5LK}}. |
| }} | | }} |
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| | title = Crouching Medium Kick | | | title = Crouching Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 2MK | | | input = {{Classic_sf6}} 2MK<br>{{Modern_sf6}} 2M |
| | images = | | | images = |
| {{MoveDataCargoImage|dee_jay_2mk|caption=}} | | {{MoveDataCargoImage|dee_jay_2mk|caption=}} |
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| | 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 cancelable 2MK, but is unique in that its hitbox is very disjointed on startup, making it an exceptionally good counterpoke. | | * {{clr|PC|Punish Counter}}: HKD +29 |
| | * Extends a hurtbox on whiff until end of recovery |
| | <br> |
| | One of Dee Jay's more unique buttons, acting more like a sweep than a traditional {{clr|M|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 {{clr|M|2MK}}, but is unique in that its hitbox is very disjointed on startup, making it an exceptionally good counterpoke. Since Dee Jay's other pokes don't tend to give him a knockdown, it's a good way to get out of spacing traps in the corner to give you time to switch sides. |
| }} | | }} |
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| | title = Crouching Heavy Kick | | | title = Crouching Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 2HK | | | input = {{Classic_sf6}} 2HK<br>{{Modern_sf6}} 3H |
| | images = | | | images = |
| {{MoveDataCargoImage|dee_jay_2hk|caption=}} | | {{MoveDataCargoImage|dee_jay_2hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_2hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_2hk}} |
| Another very strange Dee Jay move, 2HK is a slide rather than a traditional sweep. Unlike in previous games, it doesn't slide under fireballs. It does, however, have a significant anti-air hitbox that is strange to hit with but can work surprisingly well and give a Forced Knockdown juggle combo when trying to hit out moves that hover near the ground at mid range (e.g. Ken's '''Dragonlash''', Marisa's '''Phalanx''', or divekicks). Just be wary of this move's slow startup and recovery, especially when trying to use it reactively or space it on block.
| | * '''Anti-Air Invuln (Legs/Upper Body):''' 12-23f |
| *Last active frame advantage on block: -2
| | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +52~61 |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state (better juggle on {{clr|PC|Counter-hit/Punish Counter}}) |
| | * Not a Hard Knockdown vs. airborne opponents |
| | <br> |
| | {{clr|H|2HK}} is a slide rather than a traditional sweep. Unlike in previous games, it doesn't slide under fireballs. However, it does have a surprisingly large anti-air hitbox that works well against certain types of moves, like Ken's Dragonlash, Marisa's Phalanx, or Divekicks. Scoring a Forced Knockdown allows Dee Jay to maintain down charge and follow up with a Jackknife Maximum. Anti-airing with a {{clr|PC|Counter-hit}} or {{clr|PC|Punish Counter}} floats the opponent higher for a more consistent juggle, even when there is no Forced Knockdown. |
| | |
| | It is quite slow to startup, making it hard to use reactively. While unsafe on block, it can be spaced safely in neutral; this allows Dee Jay to mix up with a gimmicky Perfect Parry or invincible reversal attempt when the opponent takes their turn back, though this should only be used sparingly due to the high risk. |
| }} | | }} |
| <br> | | <br> |
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| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = j.LP | | | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jlp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_jlp}} | | {{AttackDataCargo-SF6/Query|dee_jay_jlp}} |
| | * Can be used as a fuzzy instant overhead |
| | <br> |
| | A quick air-to-air that hits at a slight downward angle. |
| }} | | }} |
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| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = j.MP | | | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_jmp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_jmp}} | | {{AttackDataCargo-SF6/Query|dee_jay_jmp}} |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Chains into {{clr|H|j.HP}} Target Combo for a spike knockdown (lenient 25f cancel window) |
| | * Shifts Dee Jay's hurtbox upward during startup |
| | <br> |
| | A useful air-to-air that hits above Dee Jay and knocks down. Not appropriate for all ranges due to the short horizontal reach. |
| | |
| | On hit, Dee Jay can choose between following up with the Target Combo or landing and continuing the combo grounded. The grounded combos are usually only available when hitting {{clr|M|j.MP}} around the apex of the jump, so for rising air-to-airs, stick to the Target Combo. |
| }} | | }} |
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| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = j.HP | | | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_jhp}} | | {{AttackDataCargo-SF6/Query|dee_jay_jhp}} |
| | * Causes spike knockdown vs. airborne opponents |
| | <br> |
| | Good downward reach, making it an effective close-range jump attack. While not disjointed like Luke or Ken's similar buttons, the threat of {{clr|L|j.2LK}} makes it harder for the opponent to anti-air consistently. |
| }} | | }} |
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| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = j.LK | | | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|dee_jay_jlk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|dee_jay_jlk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_jlk}} | | {{AttackDataCargo-SF6/Query|dee_jay_jlk}} |
| | <br> |
| | A quick air-to-air; unlike {{clr|L|j.LP}}, this hits a bit higher above Dee Jay and has a more disjointed hitbox at the top of his foot. |
| }} | | }} |
|
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| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = j.MK | | | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jmk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_jmk}} | | {{AttackDataCargo-SF6/Query|dee_jay_jmk}} |
| | * Can hit cross-up |
| | <br> |
| | Great for mixing up between cross-up {{clr|M|j.MK}} and same-side {{clr|L|j.2LK}}. Also has great horizontal reach, allowing Dee Jay to threaten some characters with a mixup between a ranged jump-in or empty jump, particularly if they lack an uppercut special. |
| }} | | }} |
|
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| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = j.HK | | | input = {{Classic_sf6}} j.HK<br>{{Modern_sf6}} j.H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_jhk}} | | {{AttackDataCargo-SF6/Query|dee_jay_jhk}} |
| | | <br> |
| Causes juggle state on air hit, leading into Dee Jay's DR > 5MP target combo loops when used after landing a punish counter Drive Impact.
| | A decent all-purpose air normal that hits in front before swinging his leg downward. After a {{clr|DR|Drive Impact}} crumple into neutral {{clr|H|j.HK}}, the opponent is in the perfect position for {{clr|DR|Drive Rush}} {{clr|M|5MP}}~{{clr|M|MP}} juggle loops that can take the opponent to the corner from anywhere on screen. |
| | |
| }} | | }} |
| <br> | | <br> |
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| | title = Sunrise Heel | | | title = Sunrise Heel |
| | subtitle = | | | subtitle = |
| | input = 6MK | | | input = {{Classic_sf6}} 6MK<br>{{Modern_sf6}} 6M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|dee_jay_6mk|caption=Not an overhead}} | | {{MoveDataCargoImage|imageHeight=180px|dee_jay_6mk|caption=Not an overhead}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_6mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_6mk}} |
| Advancing plus on block mid. Good meaty due to its long active frames and advantage on block but rather slow to start up. Is also quite good at catching jumps, as it also will knock down on air hit and lets you set up pressure again.
| | * First 2 active frames only hit airborne opponents (causing a spike knockdown) |
| *Causes a knockdown on air hit
| | * 3rd active frame hits standing opponents; 4th-5th active frames hit crouching opponents |
| *The first 2 active frames do not hit standing characters
| | ** 1f better advantage vs. crouching opponents |
| *Hits crouchers on its 4th active frame (+5/+1 on standing, +6/+2 on crouching)
| | * '''Cancel Hitconfirm Window:''' 19f (Super), 18f vs. crouching |
| | <br> |
| | An advancing mid kick with advantage on hit and block, making it a great option for approaches and meaty pressure. Is also quite good at catching jumps, as it knocks down on airborne hits and gives enough time to set up even more pressure. |
| | |
| | Keep in mind that Dee Jay does not get a true strike/throw mixup if the opponent stand blocks, as the opponent's 4f normal will beat the throw attempt. It is helpful to condition opponents to stay crouching by harassing with safe mid-range {{clr|M|2MKs}}. |
| }} | | }} |
|
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| | title = Face Breaker | | | title = Face Breaker |
| | subtitle = | | | subtitle = |
| | input = 4HK | | | input = {{Classic_sf6}} 4HK<br>{{Modern_sf6}} 4H or A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|dee_jay_4hk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|dee_jay_4hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_4hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_4hk}} |
| * Second hit launches on air Punish Counter | | * '''Anti-Air Invuln (Head):''' 4-12f; cannot hit cross-up |
| | * Forces stand; {{clr|PC|Counter-hit/Punish Counter}} bonus advantage carries through both hits |
| | * 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * 2nd hit causes air reset vs. airborne opponents (juggles on {{clr|PC|Punish Counter}}) |
| | * '''Cancel Hitconfirm Window:''' 34f |
| | ** Special/{{clr|DR|DR}} cancel on 2nd hit is delayed until after active frames |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+7}} oB, 2nd hit {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB |
| | * '''{{clr|L|[4]6LP}} cancel advantage:''' 1st hit {{sf6-adv|VP|+5}} oH / {{sf6-adv|VM|-5}} oB, 2nd hit {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-6}} oB |
| | * '''{{clr|L|236LK}} cancel advantage:''' 1st hit {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-10}} oB, 2nd hit {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-11}} oB |
| <br> | | <br> |
| A fast but unconventional two-hitting anti-air, useful for when Dee Jay doesn't have down charge. The hitbox isn't nearly as reliable for stuffing jump-ins as Guile's anti-air buttons, so sometimes it may be safer to simply go for an air-to-air. It does have a generous cancel window on both hits, however, making for easy and consistent grounded hit confirms. | | A fast but unconventional two-hitting normal used in combos, juggles, and as an anti-air when charge is unavailable. The 2-hit animation makes it easily hitconfirmable in grounded combos, while the fast startup makes it easy to combo into from many places. Any time Dee Jay is {{sf6-adv|P|+3}} (such as after the {{clr|L|5LP}} TC), {{clr|H|4HK}} will trade against 4 frame normals for massive frame advantage. |
| | |
| | This normal is Dee Jay's primary chargeless anti-air. The 2nd hit in particular has a great disjointed hitbox for anti-air purposes, and deals the entire 800 damage and full meter gain when it connects on its own. It has a tendency to whiff against close jumps, so air-to-airs may be preferable for dealing with cross-ups. While the hitbox will still beat far jumps fairly consistently, the short range makes it quite easy to bait with empty jumps from long range. |
| | |
| | On anti-air hit, cancelling into {{clr|L|236LK}} is generally recommended. Dee Jay will always be plus and very close after the recovery, as opposed to a forward dash which will almost always leave him minus, if not punishable. On anti-air {{clr|PC|Punish Counter}}, the opponent is launched into a juggle state, allowing for many strong followups. It's still possible to combo the {{clr|PC|Punish Counter}} after cancelling into {{clr|L|236LK}}, though the juggles are more restrictive. |
| | |
| | If the first hit connects on an airborne opponent, the resulting juggle state is quite low; this forces Dee Jay to use both hits in most juggle routes, which eats up more of his juggle potential. It also makes a conversion less likely when trading with air normals. If the first hit connects, the 2nd hit gains an additional point toward its Juggle Limit. |
| }} | | }} |
|
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| | title = Knee Shot | | | title = Knee Shot |
| | subtitle = | | | subtitle = |
| | input = j.2LK | | | input = {{Classic_sf6}} j.2LK<br>{{Modern_sf6}} j.2L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_j2lk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_j2lk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_j2lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_j2lk}} |
| Dampens the upward momentum of your jump, creating a short hop of sorts. A useful tool that allows you to reset pressure with a jump-in faster and better than most characters. Being active the entire way down also means it can be difficult to anti-air for certain characters and buttons. It can also be used to fake out a cross-up, altering your jump arc and making it difficult for the opponent to know which side you'll land on. | | * Forward jump only; Dee Jay is in a {{clr|PC|Punish Counter}} state from 2nd active frame until end of landing recovery |
| | ** Does not count as a Forced Knockdown state |
| | * Alters jump trajectory; jump is up to 5f faster depending on timing |
| | * Better advantage when spaced out or vs. crouching opponents |
| | <br> |
| | Dampens the upward momentum of your jump, creating a short hop of sorts. A useful tool that allows you to reset pressure with a jump-in faster and more effectively than most characters. Being active the entire way down also means it can be difficult for some characters to anti-air. |
| | |
| | When used at close range where a {{clr|M|j.MK}} could cross-up, Knee Shot is useful for faking the cross-up and remaining on the same side. Dee Jay also gets some safe jump setups without the usual +42 knockdown advantage due to his shorter jump duration. |
| }} | | }} |
| <br> | | <br> |
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| | title = Threebeat Combo | | | title = Threebeat Combo |
| | subtitle = | | | subtitle = |
| | input = 5LP~MK~MK | | | input = {{Classic_sf6}} 5LP~MK~MK<br>{{Modern_sf6}} 5L~M~M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_5lp_mk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_5lp_mk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5lp_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lp_mk}} |
| | * '''Cancel Hitconfirm Window:''' 17f (single hit) / 35-36f (full TC) |
| | * 2-3f blockstring gap between hits |
| | * Can whiff on crouching opponents at max range (will not whiff if {{clr|L|5LP}} lands as a {{clr|PC|Punish Counter}}) |
| | * Applies 20% damage scaling to next hit when beginning a combo (after blocked {{clr|L|5LP}}) |
| | * () refers to scaled damage from {{clr|L|5LP}} combo starter |
| {{AttackDataCargo-SF6/Query|dee_jay_5lp_mk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lp_mk_mk}} |
| Generally, this target combo isn't very useful except from the absolute max range of 5LP, as it's Dee Jay's only reliable ender. It leaves him plus on hit, allowing for some mixups after landing it, though you aren't point blank.
| | * Always a true blockstring from {{clr|L|5LP}}~{{clr|M|MK}} |
| | * () refers to scaled damage from {{clr|L|5LP}} combo starter |
| | ** If the first {{clr|M|MK}} begins the combo, damage on this hit is scaled to 500 |
| | <br> |
| | A Target Combo that leaves the opponent grounded and within throw range for a mixup. While {{clr|M|MK Sobat}} is usually the preferred ender, this TC gives a safer hitconfirm option at longer ranges where only one light normal can connect. The 2nd hit is safe on block, and the small blockstring gap allows Dee Jay to frame trap with the 2nd hit, which can be hitconfirmed into the ender by itself with good reactions. |
| }} | | }} |
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| | title = Dee Jay Special | | | title = Dee Jay Special |
| | subtitle = | | | subtitle = |
| | input = 5MP~HP~HK | | | input = {{Classic_sf6}} 5MP~HP~HK<br>{{Modern_sf6}} 5M~H~H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_5mp_hp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_5mp_hp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp}} |
| | * '''Cancel Hitconfirm Window:''' 42-43f (TC) |
| | * Continues limited juggle state if juggled into (from {{clr|DR|DR}}, crumple, wall splat) |
| | * Always a true blockstring from {{clr|M|5MP}} |
| | * At max range, {{clr|H|HP}} hits later for better advantage, but active frames 5-7 whiff on crouching opponents |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp_hk}} |
| | * '''Cancel Hitconfirm Window:''' 72-73f (Super) |
| | ** Super cancel is delayed until after 1st recovery frame |
| | * Puts opponents into spinning {{sf6-jug|limited juggle}} state |
| | * () refers to scaled damage from {{clr|M|5MP}} combo starter |
| | <br> |
| | A Target Combo primarily used in juggles due to its ability to cancel into Super. Can be used as a whiff punish at certain ranges, but the {{clr|H|HP}} can whiff if too far away just like a regular {{clr|H|5HP}}. The cancel window from {{clr|M|5MP}} is shorter than when canceling into {{clr|M|5MP}}~{{clr|M|MP}}, making it less practical as a raw hitconfirm option. |
| }} | | }} |
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| | title = Funky Dance | | | title = Funky Dance |
| | subtitle = | | | subtitle = |
| | input = 5MP~MP~HP/4HP | | | input = {{Classic_sf6}} 5MP~MP~HP/4HP<br>{{Modern_sf6}} 5M~M~M/4M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_5mp_mp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_5mp_mp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp}} |
| | * 2f extra recovery on block; true blockstring from {{clr|M|5MP}} but can be delayed (up to 4f gap) |
| | ** Leaving a gap makes it possible to {{clr|PC|Counter-hit}} and combo into {{clr|H|HP}} ender |
| | * Continues juggle state if juggled into; great for {{clr|DR|Drive Rush}} corner carry routes |
| | * '''Cancel Hitconfirm Window:''' 15f (~{{clr|H|HP}} TC) |
| | <br> |
| | Even before considering the followups, Dee Jay still gets a lot of use out of the {{clr|M|5MP}}~{{clr|M|MP}} TC. On block, the TC leaves him fairly close and {{sf6-adv|M|-2}}, which isn't bad considering you have frametrap and throw followups. On opponents in Burnout, it becomes {{sf6-adv|P|+2}}, making it quite an abusable option to push your way to the corner. The only issue is most blockstrings into {{clr|M|5MP}} will trade with 4 frame normals, but there is significant risk to mashing, and Dee Jay can combo off the trade anyway. |
| | |
| | {{clr|M|5MP}}~{{clr|M|MP}} is also situationally useful in combos. In juggles, the second {{clr|M|MP}} launches fairly high and does not increase the juggle count, allowing Dee Jay to loop {{clr|DR|Drive Rush}} {{clr|M|5MP}}~{{clr|M|MP}} as long as he has Drive. It can be somewhat challenging to set up and the damage isn't very high, but the corner carry is absurd, generally going corner to corner in only 3 reps. |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_hp}} |
| | * Doesn't combo on grounded opponents unless {{clr|M|5MP}}~{{clr|M|MP}} 2nd hit lands as {{clr|PC|Counter-hit}} |
| | * Puts opponent into {{sf6-jug|limited juggle}} state |
| | * 3f blockstring gap between hits |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_4hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_4hp}} |
| This target combo is a canned mixup. On block, no feint is safe, as it can be punished with a 6 frame attack. However, doing the attack followup instead, while unsafe, leaves a 3 frame gap meaning that no normal can check the string. If your opponent knows this, they may sit still, allowing the feint to start working again. On counterhit, the final hit launches. In the corner this can be especially potent, notably when dumping some resources. | | * Similar animation to {{clr|M|5MP}}~{{clr|M|MP}}~{{clr|H|HP}} |
| | * Dee Jay is in a {{clr|PC|Counter-hit}} state for entire feint duration |
| | <br> |
| | This Target Combo is a canned mixup. While ending with {{clr|H|HP}} or {{clr|H|4HP Feint}} is punishable on block, if the opponent tries to take their turn back, the {{clr|H|HP}} ender leaves only a small gap on block that will {{clr|PC|Counter-hit}} a jab or throw attempt. This allows Dee Jay to enact "fake" pressure from an otherwise disadvantageous situation if you call out the opponent's defensive habits. |
| | |
| | If you successfully land the {{clr|H|HP}} ender, the opponent is launched; this can lead to significant corner damage, which is important to consider when balancing the risk and reward of attempting it. |
| }} | | }} |
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| | title = Party in the Air | | | title = Party in the Air |
| | subtitle = | | | subtitle = |
| | input = j.MP~j.HP | | | input = {{Classic_sf6}} j.MP~j.HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_jhp}} | | {{AttackDataCargo-SF6/Query|dee_jay_jhp}} |
| Simple air target combo which spikes opponents back to the ground on hit. Adds some decent reward to your air to air hits and is useful to stop people from jumping out of the corner. | | * Spike knockdown vs. airborne opponents |
| | <br> |
| | Simple air target combo which slams the opponent back to the ground. Gives amazing oki on hit but is weaker than grounded followups. Mostly useful in situations where grounded options aren't available, such as hitting {{clr|M|j.MP}} while rising or from a back jump. |
| }} | | }} |
| <br> | | <br> |
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| | title = Forward Throw | | | title = Forward Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK | | | input = {{Classic_sf6}} LPLK<br>{{Modern_sf6}} LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|dee_jay_lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|dee_jay_lplk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_lplk}} | | {{AttackDataCargo-SF6/Query|dee_jay_lplk}} |
| Dee Jay's forward throw has a notably high amount of knockdown advantage. A dash afterward is almost always advised, as it still leaves you +15 and allows you to gain some ground on a back roll. In the corner, a single dash will put you point blank at +15, meaning throw loops must be manually timed. However, several meaty options are available. | | * {{clr|PC|Punish Counter}}: HKD +34 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <br> |
| | Dee Jay's forward throw has a notably high amount of knockdown advantage. A dash afterward leaves him {{sf6-adv|VP|+15}}, allowing him to gain some ground against a midscreen Back Rise. In the corner, Dee Jay can whiff {{clr|L|5LP}} to become {{sf6-adv|P|+3}} for an auto-timed throw loop, or he can walk back to bait the opponent's throw tech. He can also walk forward instead, making it harder for the opponent to predict where Dee Jay will end up. |
| }} | | }} |
|
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| | title = Back Throw | | | title = Back Throw |
| | subtitle = | | | subtitle = |
| | input = 4LPLK | | | input = {{Classic_sf6}} 4LPLK<br>{{Modern_sf6}} 4LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_4lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_4lplk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_4lplk}} | | {{AttackDataCargo-SF6/Query|dee_jay_4lplk}} |
| This throw is good for reversing pressure, especially in the corner, as after a dash you're +3. After this, you can mix up between another throw, his Jus Cool sway into Funky Slicer to punish throw techs, meaty buttons, etc. | | * Side switch |
| | * {{clr|PC|Punish Counter}}: HKD +22 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <br> |
| | This throw is good for reversing pressure when cornered. After the corner side switch, Dee Jay can dash forward, becoming {{sf6-adv|P|+3}}. He is well out of throw range and can only beat wakeup buttons with a spaced normal like {{clr|M|2MP}}, which can be hitconfirmed directly into a special. For true strike/throw oki, a {{clr|DR|Drive Rush}} is required. |
| }} | | }} |
| <br> | | <br> |
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| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = HPHK | | | input = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|dee_jay_hphk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_hphk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_hphk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_hphk}} | | {{AttackDataCargo-SF6/Query|dee_jay_hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.520 (1.480 movement + 1.04 hitbox) |
| | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| | * Combos when canceled from {{clr|H|5HP}}/{{clr|H|4HK (1st)}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
| | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
|
| |
|
| When canceled 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] | | * {{clr|H|5HP}}: 7[3] |
| * 2MP, 4HK(1): 9[5] | | * {{clr|M|2MP}}, {{clr|H|4HK(1)}}: 10[6] |
| * 4HK(2): 10[6] | | * {{clr|H|4HK(2)}}: 11[7] |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
| | |
| | Against the following characters in Burnout: |
| | * '''JP (22K)''', frame 3 counter |
| | * '''Marisa (214K)''', frame 3 armor |
| | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| | |
| | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on {{clr|PC|Counter-hit}}, allowing the opponent to escape a Stun by mashing on wakeup. |
| | * {{clr|H|5HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} (must be close enough to cancel) |
| | * {{clr|DR|DR~}}{{clr|M|2MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|DR|DR~}}{{clr|H|4HK(1)}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|DR|DR~}}{{clr|H|4HK(2)}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
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| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (in blockstun) | | | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_6hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_6hphk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_6hphk}} | | {{AttackDataCargo-SF6/Query|dee_jay_6hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
| | * '''Full Invuln:''' 1-22f; '''Range:''' 1.66; Armor Break |
| * '''Full Invuln:''' 1-22f; Armor Break | | * 5f extra recovery on hit; 4f screen freeze during startup |
| | {{AttackDataCargo-SF6/Query|dee_jay_6hphk_recovery}} |
| | * '''Full Invuln:''' 1-20f; '''Range:''' 1.66; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
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| | title = Drive Parry | | | title = Drive Parry |
| | subtitle = | | | subtitle = |
| | input = MPMK | | | input = {{Classic_sf6}} MPMK<br>{{Modern_sf6}} DP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|dee_jay_mpmk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|dee_jay_mpmk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_mpmk}} | | {{AttackDataCargo-SF6/Query|dee_jay_mpmk}} |
| See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] | | See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] on the Gauges page for more details. |
| * Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack | | * Perfect Parry: |
| * Perfect Parry vs. projectiles puts you into a fixed 11f recovery | | ** Applies a 50% damage scaling multiplier to any punish afterwards |
| | ** vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack |
| | ** vs. projectiles, puts you into a fixed 11f recovery |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_66|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_66}} | | {{AttackDataCargo-SF6/Query|dee_jay_mpmk_66_pdr}} |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in (parentheses) refers to Parry Drive Rush. | | * 1-bar version performed out of Parry |
| * Distance:
| | * Startup is 1+8 immediately after successful Parry |
| ** 0.763(min, cancel into immediate Throw)
| | {{AttackDataCargo-SF6/Query|dee_jay_mpmk_66_drc}} |
| ** 2.535 (min, earliest blocking/movement frame)
| | * 3-bar version performed on hit/block from a cancelable normal |
| ** 2.713 (max, final DR frame)
| | ** Can also be performed from whiffed cancelable light normals |
| * See Strategy page for [[Street_Fighter_6/Dee_Jay/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]]
| | |
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Dee_Jay/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
| | * The first 15 recovery frames are cancelable into any attack |
| | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo |
|
| |
|
| * Notable Drive Rush cancel combo routes:
| | Distance: |
| ** 2LP > DR 2LP, 2HP, 2MP | | * 0.763 (min, cancel into immediate Throw) |
| ** 2MP > DR 5MP, 2HP, 2MP | | * 2.535 (min, earliest blocking/movement frame) |
| ** 2MP > DR 5HP > 214HP/214PP | | * 2.713 (max, final {{clr|DR|DR}} frame) |
| }} | | }} |
| <br> | | <br> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Air Slasher | | | title = Air Slasher |
| | subtitle = | | | subtitle = Fireball |
| | input = [4]6P | | | input = {{Classic_sf6}} [4]6P<br>{{Modern_sf6}} [4]6X or [4]S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_46mp|caption=Light version feints and doesn't throw a fireball.}} | | {{MoveDataCargoImage|imageHeight=180px|dee_jay_46mp|caption=Light version feints and doesn't throw a fireball.}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_46pp|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|dee_jay_46pp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_46mp|caption=Light version feints and doesn't throw a fireball.}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_46mp|caption=Light version feints and doesn't throw a fireball.}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_46lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46lp}} |
| * 45f charge time | | * 45f charge time; charge lasts up to 10f after releasing back direction |
| Dee Jay performs a quick feint with the same startup animation as his other fireball. Recovers much quicker than the other versions, and can be used to bait unsafe options an opponent may use to try and go through your fireballs. | | Dee Jay performs a quick feint with the same startup animation as his other fireball. Recovers much quicker than the other versions, and can be used to bait unsafe options an opponent may use to try and go through your fireballs. |
| {{AttackDataCargo-SF6/Query|dee_jay_46mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46mp}} |
| * 45f charge time | | * 45f charge time; charge lasts up to 10f after releasing back direction |
| A basic, single fireball that travels fairly quickly. The main reason to use this over the heavy version is its lower total frames of commitment, leaving you less vulnerable to things that beat fireballs like jump-ins and Drive Impact. | | * '''Cancel Hitconfirm Window:''' 4f (Super / 22PP) |
| | * '''Projectile Speed:''' 0.03 (1-2f) / 0.115 (3f~) |
| | A basic, single fireball that travels fairly quickly. The main reason to use this over the {{clr|HP|HP}} version is its lower total frames of commitment, leaving you less vulnerable to things that beat fireballs like jump-ins and {{clr|DR|Drive Impact}}. Compared to a standard fireball, it has notably high startup but fairly short recovery. This makes Dee Jay more vulnerable to getting counterhit when using at midrange, but also keeps him slightly safer from jumps and other anti-projectile options. |
| {{AttackDataCargo-SF6/Query|dee_jay_46hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46hp}} |
| * 45f charge time | | * 45f charge time; charge lasts up to 10f after releasing back direction |
| Dee Jay throws two fireballs with a small gap in between. The two fireballs will outnumber and win a clash against a single normal fireball, but an OD fireball will beat out both of them and continue to move towards you. It may seem tempting to always use this version over MP at first, but the overall commitment and total frames of it actually make it much easier for an opponent to punish and thus should typically only be used to beat other fireballs or to chip an opponent in Burnout. | | * '''Cancel Hitconfirm Window:''' 21f (Super / 22PP) |
| | * '''Projectile Speed:''' 0.03 (1-2f) / 0.115/0.155 (3f~) |
| | Dee Jay throws two fireballs with a small gap in between. The two fireballs will outnumber and win a clash against a single normal fireball, but an {{clr|OD|OD}} fireball will beat out both of them and continue to move towards you. It may seem tempting to always use this version over {{clr|MP|MP}} at first, but the enormous recovery makes it much easier to punish in general use. As such, this version is generally reserved for fireball wars, but the value it provides there cannot be understated. It allows Dee Jay to muscle through characters approaching behind slow fireballs or throwing fast fireballs from fullscreen, and most characters need to use an {{clr|OD|OD}} fireball to contest it. |
| | |
| | The {{clr|HP|HP}} version is also quite useful against opponents in Burnout. From fullscreen, the fireballs do fairly high chip and become somewhat challenging to jump over. Up close, it becomes {{sf6-adv|P|+1}} on block, which combined with the high chip and lack of pushback in the corner, makes it very strong at racking up damage against an opponent in Burnout. Being a fireball, it will also beat {{clr|SA|SA1}}s and give a combo after thanks to the {{clr|PC|Punish Counter}} advantage. |
| {{AttackDataCargo-SF6/Query|dee_jay_46pp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46pp}} |
| * 45f charge time | | * 45f charge time; charge lasts up to 10f after releasing back direction |
| Dee Jay quickly swings his arm twice, clashing fireballs with the first swing and creating one very large fireball that launches on hit with the second. If properly timed, the first swing can beat out an OD fireball while the second swing's fireball still goes through, giving it basically as much anti-fireball potential as HP Air Slasher. If the fireball hits, you can Drive Rush in to get a combo about 3/4 screen away. The size of the fireball means it is harder to jump over and cannot be low profiled like the other versions of this move (and most other fireballs). | | * '''Cancel Hitconfirm Window:''' 17f (Super / 22PP) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * '''Projectile Speed:''' 0.15 (22f~) |
| | Dee Jay quickly swings his arm twice, clashing fireballs with the first swing and creating one very large fireball that launches on hit with the second. If properly timed, the first swing can beat out an {{clr|OD|OD}} fireball while the second swing's fireball still goes through, giving it basically as much anti-fireball potential as {{clr|HP|HP}} Air Slasher. If the fireball hits, you can {{clr|DR|Drive Rush}} in to get a combo about 3/4 screen away, though it will lose some damage due to scaling. The size of the fireball means it is harder to jump over and cannot be low profiled like the other versions of this move (and most other fireballs). |
|
| |
|
| | The {{clr|OD|OD}} version especially shines in the corner. By nature of being a plus on block fireball, he can use it as a meaty to counter {{clr|SA|SA1}}s and still be at advantage even if they blocked. On hit, Dee Jay can link {{clr|LP|2LP}} and continue a combo, though he generally has better routes for similar meter investment if he's already confirmed. The plus on block nature also lets it be used in blockstrings to safely confirm combos or force mixups for less cost than a {{clr|DR|Drive Rush}} cancel. Against an opponent in Burnout, it becomes {{sf6-adv|VP|+6}} on block, letting Dee Jay score guaranteed chip kills without fear of a reversal super. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Jackknife Maximum | | | title = Jackknife Maximum |
| | subtitle = | | | subtitle = Upkicks |
| | input = [2]8K | | | input = {{Classic_sf6}} [2]8K<br>{{Modern_sf6}} [2]8X or [2]S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|dee_jay_28mk|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|dee_jay_28mk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|dee_jay_28kk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|dee_jay_28kk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_28mk|caption=Medium Kick}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_28mk|caption=Medium Kick}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_28hk|caption=Heavy Kick}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_28hk|caption=Heavy Kick}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|dee_jay_28kk|caption=OD Version}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|dee_jay_28kk|caption=OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_28lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28lk}} |
| * 40f charge time; '''Airborne''' 6-45f | | * '''Airborne''' 6-45f ({{FKD}} state) |
| * Startup refers to earliest air normal timing | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| Dee Jay performs a feint that shoots him into the air, letting him quickly descend on his opponent with a jumping normal. Can act as a jump cancel of sorts. Very good for cross-up and safejump setups. | | * Startup refers to earliest air normal timing; 6f landing recovery only applies when no air attack is used |
| | Dee Jay performs a unique feint that shoots him into the air, letting him quickly descend on his opponent with a jumping normal. Can act as a jump cancel of sorts, giving Dee Jay an altered trajectory to make anti-airs more difficult. A very strong pressure/mixup tool that can lead to cross-up and safe jump setups. Also travels slightly lower than a regular forward jump which can technically make air buttons hit sooner, though this is rarely necessary outside of fringe cases like an anti-air {{clr|DR|Drive Impact}}. |
| {{AttackDataCargo-SF6/Query|dee_jay_28mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28mk}} |
| * 40f charge time; '''Anti-Air Invuln:''' 1-5f; '''Airborne''' 4-44f | | * '''Anti-Air Invuln:''' 1-5f (cannot hit cross-up); '''Throw Invuln:''' 5-6f; '''Airborne''' 5-44f ({{FKD}} state) |
| * Cannot hit crouching opponents; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| * In or near the corner, allows for combo into HK Jackknife.
| | * Puts opponent into {{sf6-jug|limited juggle}} state; cannot hit crouching opponents unless they extend a vertical hurtbox |
| Not a very good anti-air, as it loses anti-air invincibility on the first active frame of the move. | | Not a very good anti-air, as it loses anti-air invincibility on the first active frame of the move. Can follow up with {{clr|H|HK}}/{{clr|OD|OD}} Jackknife or {{clr|SA|SA1}} depending on screen position and distance from the opponent. Both are hard to get midscreen, but consistent in corner combos. Unfortunately this version has very low juggle potential, so it generally needs to hit against grounded opponents. Whiffs against crouching opponents, so ideally combo into {{clr|H|2HP}} before using this move. |
| {{AttackDataCargo-SF6/Query|dee_jay_28hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28hk}} |
| * 40f charge time; '''Anti-Air Invuln:''' 1-9f; '''Airborne''' 4-51f | | * '''Anti-Air Invuln:''' 1-9f (cannot hit cross-up); '''Throw Invuln:''' 5-6f; '''Airborne''' 5-51f ({{FKD}} state) |
| * Cannot hit crouching opponents; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| Very consistent anti-air, even somewhat good at sniping would-be crossups if done early enough. Can also be used as a combo ender for amazing corner carry. | | * Puts opponent into {{sf6-jug|limited juggle}} state; cannot hit crouching opponents unless they extend a vertical hurtbox |
| | Very consistent anti-air, even somewhat good at sniping would-be cross-ups if done early enough. Dee Jay can get a perfect safe jump setup whether it hits grounded ({{sf6-adv|VP|+42}}) or after a {{clr|M|MK}} Jackknife juggle ({{sf6-adv|VP|+37}} into immediate {{clr|L|j.2LK}}). The last hit of HK Jackknife increases the opponent's juggle count by 100, making any further hits impossible regardless of their launch height. |
| | |
| | In combos, {{clr|H|HK}} Jackknife does less damage than Dee Jays other enders but gives amazing corner carry and good oki. Again, it whiffs on crouching opponents, so try and use {{clr|H|2HP}} beforehand. Its long range and 6f startup also give it niche uses at punishing certain attacks (such as Juri {{clr|M|214MK}}) or linking from long range {{clr|H|2HP}} hits. |
| {{AttackDataCargo-SF6/Query|dee_jay_28kk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28kk}} |
| * 40f charge time; '''Full Invuln:''' 1-11f; '''Airborne''' 2-62f | | * '''Full Invuln:''' 1-11f (cannot hit cross-up); '''Airborne''' 5-62f ({{FKD}} state) |
| * Only 1st hit connects on crouching opponents; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| Dee Jay's main invincible reversal. Since his Level 1 isn't invincible and his Level 2 is fairly slow, you will be relying on this move a lot as your invincible option. It is massively unsafe on block, so don't be reckless. Can also be used as an anti-air for slightly more damage and consistency than the HK version. | | * Puts opponent into {{sf6-jug|limited juggle}} state; 2nd/3rd hits whiff on crouching opponents unless they extend a vertical hurtbox |
| | | Dee Jay's main invincible reversal. Since {{clr|SA|SA1}} isn't invincible and {{clr|SA|SA2}} is fairly slow, this is your most important defensive tool. It is massively unsafe on whiff or block; it even gives enough time for moves like Kimberly's Spraycan or Lily's Condor Wind to be set up before punishing Dee Jay. Can also be used as an anti-air for slightly more damage and consistency than the HK version; keep in mind that only the first hit retains full invincibility, so an early anti-air attempt can get stuffed. Works well in juggles. |
| | |
| A flash kick style move with slightly shorter charge time, good combo potential, but a relatively small area of effect. It's easy to miss or even trade when anti-airing with this. The feint, however, is a very unique and widely applicable mix-up and pressure tool. Do be aware that the meterless versions will whiff on crouching opponents.
| |
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| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Rolling Sobat | | | title = Rolling Sobat |
| | subtitle = | | | subtitle = |
| | input = 236K | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 236X or 6S (M) |
| | images = | | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|dee_jay_236mk|2|caption=}} |
| {{MoveDataCargoImage|imageHeight=180px|dee_jay_236mk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|dee_jay_236mk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=200px|dee_jay_236kk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_236kk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_236mk|caption=Medium Kick}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_236mk|caption=Medium Kick}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236lk}} |
| | * Distance: 0.945 |
| Dee Jay performs a forward moving feint that can be easily canceled into for strike/throw setups. | | Dee Jay performs a forward moving feint that can be easily canceled into for strike/throw setups. |
| {{AttackDataCargo-SF6/Query|dee_jay_236mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236mk}} |
| This version has only one hit that applies a knockdown. Can be spaced to be safe on block against most pokes when used near the tip of its range. | | * '''Cancel Hitconfirm Window:''' 18f (Super) |
| | This version has only one hit that applies a knockdown. Dee Jays main ender from light normals, being consistent at all ranges and doing decent damage. In corner juggles, allows combos into {{clr|H|HK}} Jackknife or {{clr|SA|SA1}} after, and is stronger than {{clr|H|236HK}} for cancelling into {{clr|SA|SA3}}. Requires a {{clr|DR|Drive Rush}} to get oki midscreen, but lets you get a meaty {{clr|M|6MK}} there. |
| | |
| | In neutral, {{clr|M|236MK}} is a very effective poke. The range is amazing while also having high damage, decent startup, and a knockdown. On block, it can be punishable if poorly spaced, but from most ranges the opponents normals will whiff. When spaced perfectly, it becomes only {{sf6-adv|VM|-4}}, which is completely safe against every character. It does still have a lot of recovery, so random jumps or {{clr|DR|Drive Impacts}} will punish you very hard. |
| {{AttackDataCargo-SF6/Query|dee_jay_236hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236hk}} |
| This version has two hits and keeps a grounded opponent standing. Both hits gain the additional frame advantage from Punish Counter, so you can use this as a far reaching whiff punish and link to a combo afterwards. | | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| | * Applies 25% damage scaling to next hit when beginning a combo (100/75/65...) |
| | This version has two hits and keeps a grounded opponent standing in a {{sf6-adv|P|+2}} mixup. Combos from {{clr|MP|2MP}} and {{clr|L|5LK}}, as well as many places in Dee Jays juggles. Against grounded opponents, the damage and oki are worse than {{clr|L|214LP}}, but {{clr|H|236HK}} notably works from much farther out. The standing mixup it gives is also nice for denying wakeup {{clr|DR|Drive Reversal}} from characters without invincible specials. Does fairly good damage in juggles at the cost of having no oki midscreen, but the range it leaves Dee Jay at is very nice for zoning. |
| | |
| | Both hits will gain advantage from {{clr|PC|Counter-hits}}, making it {{sf6-adv|VP|+4}} on {{clr|PC|Counter-hit}} and {{sf6-adv|VP|+6}} on {{clr|PC|Punish Counter}}. The {{clr|PC|Counter-hit}} links are impractical as {{clr|H|236HK}} is unsafe on block, but the {{clr|PC|Punish Counter}} routes are nice as a whiff punish or punish against very unsafe attacks. The scaling on these routes is high, so ideally keep combos short from this starter. |
| {{AttackDataCargo-SF6/Query|dee_jay_236kk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236kk}} |
| This version has two hits, applies a knockdown, and makes Dee Jay leap forward to close gaps and go over some lows. | | * '''Low Crush''' 14-28f (not airborne) |
| | * '''Cancel Hitconfirm Window:''' 45f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| | This version has two hits and applies a knockdown. Mostly useful as Dee Jays best way to combo into {{clr|SA|SA2}}. Gives absurd conrer carry in combos, which combined with {{clr|SA|SA2}}, can easily corner opponents from even roundstart. In neutral, Dee Jay can easily use this version to close gaps while even dodging some low attacks like Terrys {{clr|L|LP}} Power Wave. He's only left {{sf6-adv|M|-2}} on block, and on hit, the two hits give an easy confirm into {{clr|SA|SA2}} or {{clr|SA|SA3}} for big damage. |
|
| |
|
| | Against opponents in Burnout, {{clr|OD|236KK}} becomes {{sf6-adv|P|+2}} on block while also having amazing corner carry and leaving Dee Jay very close. It's an expensive option, but it's a very effective way to push opponents to the corner, especially when combined with Dee Jays other options. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Machine Gun Uppercut | | | title = Machine Gun Uppercut |
| | subtitle = | | | subtitle = |
| | input = 214P | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|dee_jay_214lp|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|dee_jay_214lp|caption=LP / MP Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|dee_jay_214pp|caption=}} | | {{MoveDataCargoImage|imageHeight=230px|dee_jay_214pp|caption=HP / OD Version}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_214lp|caption=LP / MP Version}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_214lp|caption=LP / MP Version}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_214lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_214lp}} |
| Slow but very high damaging special. Dee Jays highest damage combo ender by a good margin but is rather range dependent. Most commonly used from 2MP in combos but is difficult to use in whiff punishes due to the short range | | * '''Cancel Hitconfirm Window:''' 48f hit / 10f block (Super) |
| | Slow but very highly damaging special with great oki. Dee Jays highest damage combo ender by a good margin but is rather range dependent. Most commonly used from {{clr|M|2MP}} in combos but can be inconsistent due to the short range. Can also technically be used after {{clr|L|5LK}} but it rarely connects due to the high pushback. |
| {{AttackDataCargo-SF6/Query|dee_jay_214mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_214mp}} |
| A bit of a middle ground of the Light and Heavy versions. Very similar to the other meterless versions. Combos from 5HP and 4HK(1) | | * '''Cancel Hitconfirm Window:''' 57f hit / 10f block (Super) |
| | A bit of a middle ground of the Light and Heavy versions. Combos from {{clr|H|5HP}} and {{clr|H|4HK}}(1) while being much more consistent due to the range and pushback of these normals. Does really good damage in grounded combos, especially when cancelled into {{clr|SA|SA3}}, so it should almost always be your meterless ender when comboing from {{clr|H|5HP}}. From {{clr|H|4HK}}, however, cancelling the second hit into {{clr|L|214LP}} does slightly better damage. Also combos from {{clr|PC|Counter-hit}} or {{clr|PC|Punish Counter}} {{clr|M|2MP}}, which can be nice for punishing things like {{clr|DR|Drive Reversal}}. |
| {{AttackDataCargo-SF6/Query|dee_jay_214hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_214hp}} |
| Tied for the slowest version of Machine Gun Uppercut but very rewarding to land. Only works from Punish Counter or Drive Rush 5HP and 4HK(1). Highest meterless combo ender but is very specific for moves that can actually combo into it. In the corner when juggled into allows for a juggle afterwards into '''Weekend Pleasure''' | | * '''Cancel Hitconfirm Window:''' 90f hit / 10f block (Super) |
| | Tied for the slowest version of Machine Gun Uppercut but very rewarding to land. Only works from {{clr|PC|Punish Counter}} or {{clr|DR|Drive Rush}} {{clr|H|5HP}} and {{clr|H|4HK}}(1). Almost always comboed into from a juggled {{clr|H|5HP}}, and unfortunately most routes into it have high scaling, somewhat negating the high damage. Still useful in juggles as your most consistent route into {{clr|SA|SA3}} or for a solid balance of damage and oki. Loses about 800 damage when cancelled into {{clr|SA|SA3}}, but in the corner {{clr|SA|SA3}} can be juggled after without cancelling. |
| {{AttackDataCargo-SF6/Query|dee_jay_214pp}} | | {{AttackDataCargo-SF6/Query|dee_jay_214pp}} |
| A highly rewarding, range dependent combo tool. Similar to the HP version only combos from Punish Counter or Drive Rush 5HP or 4HK(1) but is massively rewarding to use in combos. Offers the highest base damage of any of his specials. | | * '''Cancel Hitconfirm Window:''' 116f hit / 10f block (Super) |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| | A highly rewarding, range dependent combo tool. Almost identical to the {{clr|H|HP}} version but adds a followup hit at the end. Does extremely high damage but is unfortunately difficult to use in combos. As mentioned before, it's difficult to find routes into it that don't have high scaling, so it generally does only slightly more damage than the {{clr|H|HP}} version. The followup hit actually gives ''worse'' oki than all other versions, and while Dee Jay can still get meaty normals, it's challenging to mix up with throws. The primary use is comboing into {{clr|SA|SA2}}, but even that won't work in juggles, which is the main place you can land it. Can be useful in specific meterdump combos, but in most you're better off saving the bar. |
| | |
| | One of the main flaws of {{clr|OD|214PP}} is the massive scaling it applies to followup supers. However, this won't apply if {{clr|OD|214PP}} is the combo starter itself. In this context, the super afterward is unscaled, leading to massive damage for minimal effort. To put this into context, doing raw {{clr|OD|214PP}} into {{clr|HP|HP}} {{clr|SA|SA2}} does almost as much damage as a standard 6 bar {{clr|SA|SA3}} combo while being significantly more meter efficient. Because of how slow it is, this is generally only possible after blocked reversals. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Jus Cool | | | title = Jus Cool |
| | subtitle = | | | subtitle = Sway |
| | input = 214K | | | input = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 5S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|dee_jay_214k|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|dee_jay_214k|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|dee_jay_214kk|caption=}} | | {{MoveDataCargoImage|imageHeight=210px|dee_jay_214kk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_214k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_214k|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_214k}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k}} |
| Dee Jay's all new special move that heavily defines his new "sway" centric playstyle. Upon activation, Dee Jay will perform a backstep with 5 different follow-ups that he can go into to mix up opponents. Can be canceled into from Drive Rush to bait whiffs, instantly ending your forward momentum. The startup of the sway combined with the followups makes them fairly reactable and difficult to combo into, but in exchange all the followups are safe on block. All followups lose to Drive Impact, forcing you to do nothing to beat it—a sway without followups is very hard to punish, though, so it remains a very good tool to bait reactions in neutral. | | * Sway Distance: 0.602 backwards |
| | Dee Jay's all new special move that heavily defines his new "sway" centric playstyle. Upon activation, Dee Jay will perform a backstep with 5 different follow-ups that he can go into to mix up opponents. Can be canceled into from {{clr|DR|Drive Rush}} to bait whiffs, instantly ending your forward momentum. The startup of the sway combined with the follow-ups makes them fairly reactable and difficult to combo into, but in exchange all the follow-ups are safe on block. All follow-ups lose to {{clr|DR|Drive Impact}}, forcing you to do nothing to beat it—a sway without follow-ups is very hard to punish, though, so it remains a very good tool to bait reactions in neutral. |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk}} |
| The Overdrive version of Jus Cool gains an initial launching hit at a blazing fast 8 frames startup, making it incredibly easy and rewarding to combo into if in range for the initial hit. Bear in mind the somewhat limited range can make it occasionally difficult to combo into it from further out. Additionally all the followups have different frame data compared to the meterless versions | | * Sway Distance: 0.74 backwards |
| | The Overdrive version of Jus Cool gains an initial launching hit at a blazing fast 8 frames startup, making it incredibly easy to combo into if in range for the initial hit. This move alone gives Dee Jay incredibly high damage 2 bar combos, far higher than what most characters could hope to achieve. Bear in mind the somewhat limited range can make it occasionally difficult to combo into it from further out. |
| | |
| | Using {{clr|OD|214KK}} on block is a bit of a mixed bag. Dee Jay has a very pure high/low/throw mix in which all options are incredibly rewarding should he guess correctly. However, both the high and low options are susceptible to {{clr|DR|Drive Impact}}, making the risk/reward not always in his favour. Thankfully, doing no followup recovers just in time to counter {{clr|DR|DI}}, but this is still an expensive and risky read. |
| | |
| | Because all of the followups are either very unsafe or not a true blockstring, opponents can punish every potential followup with a decently ranged reversal 15f or faster. Most {{clr|OD|OD}} reversals will not have enough range to punish no followup, so most characters will need to use supers for a reliable punish. Notable examples are Luke, Kimberly, Cammy, or Guile {{clr|SA|SA1}}. |
| }} | | }} |
|
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| =====<font style="visibility:hidden; float:right">Funky Slicer (214K~LK)</font>===== | | ======<font style="visibility:hidden; float:right">Funky Slicer (214K~LK)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Funky Slicer | | | title = Funky Slicer |
| | subtitle = | | | subtitle = Sway~Low |
| | input = 214K~LK | | | input = {{Classic_sf6}} 214K~LK<br>{{Modern_sf6}} 5S~L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|dee_jay_214k_lk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_214k_lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|dee_jay_214kk_lk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_214k_lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|dee_jay_214k_lk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_214k_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k_lk}} |
| | * 2f extra recovery on hit, 5f extra recovery on whiff or vs. armor |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_lk}} |
| Low kick from Jus Cool. The safest and most solid follow-up that is extremely good at beating low pokes thanks to its massive disjointed hitbox. It also converts into great damage on Counterhit or Punish Counter for the normal version and obscene damage on the OD version. Many characters will be discouraged from using low pokes in fear of this move, and instead will be urged to choose riskier options in neutral. | | * {{clr|PC|Punish Counter}}: +16 |
| | * 5f extra recovery on whiff or vs. armor |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| | Low kick from Jus Cool. The safest and most solid follow-up that is extremely good at beating low pokes thanks to its massive disjointed hitbox. It also converts into great damage on {{clr|PC|Counter-hit}} or {{clr|PC|Punish Counter}} for the normal version and obscene damage on the OD version. Many characters will be discouraged from using low pokes in fear of this move, and instead will be urged to choose riskier options in neutral. |
| }} | | }} |
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| =====<font style="visibility:hidden; float:right">Waning Moon (214K~MK)</font>===== | | ======<font style="visibility:hidden; float:right">Waning Moon (214K~MK)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Waning Moon | | | title = Waning Moon |
| | subtitle = | | | subtitle = Sway~Overhead |
| | input = 214K~MK | | | input = {{Classic_sf6}} 214K~MK<br>{{Modern_sf6}} 5S~M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|dee_jay_214k_mk|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|dee_jay_214k_mk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|dee_jay_214kk_mk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_214k_mk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|dee_jay_214k_mk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_214k_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k_mk}} |
| Dee Jays only grounded overhead, but a pretty good one. On hit it scores a knockdown and on block it leaves Dee Jay at frame advantage, though outside of throw range, which can set up for a quick and easy shimmy against tech-happy opponents | | * '''Low Crush''' 12-22f (not airborne) |
| | * {{clr|PC|Punish Counter}}: puts opponent into {{sf6-jug|limited juggle}} OTG state |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/80/70...) |
| | Dee Jay's only grounded overhead, but a pretty good one. On hit, it scores a knockdown and on block it leaves Dee Jay at frame advantage, though outside of throw range, which can set up for a quick and easy shimmy against tech-happy opponents. If it hops over the opponents attack, he can convert the {{clr|PC|Punish Counter}} into a juggle; it has enough advantage to juggle into {{clr|H|HK Sobat}} if the 2nd active frame connects, which will always happen when hopping over a low poke. |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_mk}} |
| The OD version of Dee Jays overhead is noticeably faster, but is minus on block rather than plus. In exchange it gives a link to 2MP on hit rather than knocking down, making it much more rewarding when it hits but less so when its blocked | | * '''Low Crush''' 12-22f (not airborne) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} OTG state |
| | ** Airborne {{clr|PC|Punish Counter}} grants a more lenient juggle state |
| | The {{clr|OD|OD}} version of Dee Jay's overhead is noticeably faster, but is minus on block rather than plus. In exchange it gives a link to {{clr|M|2MP}} on hit rather than knocking down, making it much more rewarding when it hits but less so when its blocked. If the opponent tries to jump away after the initial blocked hit, the ground bounce allows Dee Jay to convert into a {{clr|SA|Super}}, {{clr|OD|OD Jackknife}}, or {{clr|M|MK}}/{{clr|H|HK}} Sobat. |
| }} | | }} |
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| =====<font style="visibility:hidden; float:right">Maximum Strike (214K~HK)</font>===== | | ======<font style="visibility:hidden; float:right">Maximum Strike (214K~HK)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Maximum Strike | | | title = Maximum Strike |
| | subtitle = | | | subtitle = Sway~Launch |
| | input = 214K~HK | | | input = {{Classic_sf6}} 214K~HK<br>{{Modern_sf6}} 5S~H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|dee_jay_214k_hk|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|dee_jay_214k_hk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|dee_jay_214kk_hk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_214k_hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_214k_hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_214k_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k_hk}} |
| * Puts opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * '''Anti-Air Invuln (Upper Body):''' 15-19f; upper body hurtbox shrinks on frames 6-14 and 20-44 |
| | * Puts opponents into {{sf6-jug|limited juggle}} state |
| | * Upper hitbox whiffs on crouching opponents unless they extend a vertical hurtbox |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk_hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_hk}} |
| * Puts opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * '''Anti-Air Invuln (Upper Body):''' 6-36f |
| * Punish Counter puts opponents into [[Street_Fighter_6/Glossary#Juggles|free juggle state]] | | * Puts opponents into {{sf6-jug|limited juggle}} state |
| | * {{clr|PC|Punish Counter}} puts opponents into {{sf6-jug|free juggle}} state (requires initial 214KK to whiff) |
| | * Upper hitbox whiffs on crouching opponents unless they extend a vertical hurtbox |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| A combo tool and very situational anti-air, important for Dee Jay's longer juggle routes. | | A combo tool and situational anti-air, important for Dee Jay's longer juggle routes. Tends to whiff on crouching opponents outside close range, but there is rarely a good reason to attempt this move if the opponent is grounded. If opponents jump on reaction to Jus Cool, this can be used on reaction to snipe the opponent out of the air for big damage. It can even work against cross-ups with its near vertical hitbox as long as Dee Jay's forward movement doesn't cause the attack to whiff. |
| }} | | }} |
|
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| =====<font style="visibility:hidden; float:right">Juggling Dash/Sway (214K~6P~4P)</font>===== | | ======<font style="visibility:hidden; float:right">Juggling Dash/Sway (214K~6P~4P)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Juggling Dash/Sway | | | title = Juggling Dash/Sway |
| | subtitle = | | | subtitle = Sway~Dash/Feint |
| | input = 214K~6P~4P | | | input = {{Classic_sf6}} 214K~6P~4P<br>{{Modern_sf6}} 5S~6S~S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_214k_6p|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|dee_jay_214k_6p|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_214kk_6p|caption=}}
| |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|dee_jay_214k_6p_4p|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|dee_jay_214k_6p_4p|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_214k_6p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|dee_jay_214k_6p|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_214k_6p}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k_6p}} |
| Projectile invincible during the dash. | | * '''Projectile Invuln:''' 1-20f; can low profile under some high attacks |
| | * Distance: 2.36 forward; cancelable into 4P Backdash on frames 18-23 of dash |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk_6p}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_6p}} |
| Projectile invincible during the dash. | | * '''Projectile Invuln:''' 1-17f; can low profile under some high attacks |
| Recovers 2 frames faster and has 5 fewer total frames than the meterless version.
| | * Hit/Block Advantage refers to dash data after 214KK connects |
| | * Distance: 2.0 forward; cancelable into 4P Backdash on frames 18-23 of dash |
| | Juggling Dash allows Dee Jay to quickly close the gap after retreating with Jus Cool, dodging fireballs and some pokes in the process. The startup refers to the minimum Jus Cool time that must play out before the dash can be input, while recovery refers to the dash animation itself. The OD version of the dash recovers 5 frames faster, and can be used to switch sides after a 214KK launch for better screen position. |
| {{AttackDataCargo-SF6/Query|dee_jay_214k_6p_4p}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k_6p_4p}} |
| Total of 29 frames.
| | * Distance: 1.0 backwards |
| Dee Jay takes a step back, allowing you to quickly move backward out of danger.
| |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk_6p_4p}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_6p_4p}} |
| Total of 22 frames.
| | * Distance: 1.0 backwards |
| The OD versions of Juggling Dash/Sway have less recovery compared to the meterless versions. | | * Hit/Block Advantage refers to dash data after 214KK connects |
| | If the opponent doesn't take the bait on Dee Jay's in-and-out movement, he can retreat with a backdash. The total startup refers to the fastest 214K~6P animation that must play out before the backdash can be input. The recovery of this backdash is only 1 frame faster than simply backdashing after a Juggling Dash. The OD version of the backdash recovers 7 frames faster than the meterless version. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Speedy Maracas | | | title = Speedy Maracas |
| | subtitle = | | | subtitle = Dance |
| | input = 22PP | | | input = {{Classic_sf6}} 22PP<br>{{Modern_sf6}} 22MH |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|dee_jay_22pp|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|dee_jay_22pp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_22pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_22pp|caption=}} |
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| * If Dee Jay reaches 2 bars of Super Gauge while dancing, he has an additional 73f unskippable animation | | * If Dee Jay reaches 2 bars of Super Gauge while dancing, he has an additional 73f unskippable animation |
| ** Continues building meter as usual during this transition; total minimum of 206f + 4018 Super gauge | | ** Continues building meter as usual during this transition; total minimum of 206f + 4018 Super gauge |
| | | <br> |
| 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. |
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| | title = The Greatest Sobat | | | title = The Greatest Sobat |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = 236236K | | | input = {{classic_sf6}} 236236K<br>{{Modern_sf6}} 236236L or 5HS or 6HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|dee_jay_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|dee_jay_236236k|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_236236k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_236236k|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236k}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236k}} |
| * '''Full Invuln:''' 1f (until freeze); Armor Break | | * '''Low Crush''' 4-14f; Armor Break |
| | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| * Counterhit: Crumple (HKD +54) | | * Applies 40% damage scaling to next hit when beginning a combo (100/60/50...) |
| * Punish Counter: Crumple (HKD +67) | | * Causes sliding Hard Knockdown vs. airborne opponents |
| | * {{clr|PC|Counter-Hit}}: Crumple (HKD +66), {{sf6-adv|VP|+4}} before opponent goes airborne |
| | * {{clr|PC|Punish Counter}}: Crumple (HKD +79), {{sf6-adv|VP|+6}} before opponent goes airborne |
| | ** Causes wall bounce vs. airborne ({{sf6-jug|free juggle}} state) |
| | <br> |
| | An unusual Super that lacks invincibility, instead being used as a punish starter, {{clr|PC|Counter-hit}} conversion tool, or a high-damage juggle ender. |
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|
| An unusual Level 1 Super that lacks invincibility, but its speed and range allow it to be used to end some high damage juggles. It also gives a crumple on Punish Counter, giving it some unique punish potential.
| | The crumple state on {{clr|PC|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 {{clr|PC|Counter-hit}} also gives a similar crumple, which makes it a useful punish against installs like Ryu's Denjin Charge, or for canceling a poke against {{clr|DR|Drive Impact}} armor. While it's possible to get a grounded combo after both crumple states, it's usually better to let the opponent go airborne and use a more optimal juggle route. |
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| | If the {{clr|PC|Punish Counter}} {{clr|SA|SA1}} hits an airborne opponent, they will be slammed against the wall for a juggle. If the opponent is too close to the corner, they tend to fly over Dee Jay's head, making the follow-up juggle limited or impossible. {{clr|PC|Counter-hits}} do not cause this wall bounce, resulting in the usual sliding Hard Knockdown. |
| | |
| | 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|SA|SA1}} on reaction to mid-range fireball to force a trade, allowing Dee Jay to follow up with a {{clr|DR|Drive Rush}} juggle; this is much more practical against projectiles with slow movement speed and a wide extended hurtbox. |
| | |
| | Due to the high pushback, this Super is relatively safe when spaced; other than some fast ranged Supers, most characters cannot punish it at midrange. This makes it less risky to fish for {{clr|PC|Counter-hit}} {{clr|M|5MK}} > {{clr|SA|SA1}} in neutral, as a dropped confirm will rarely be punished. |
| }} | | }} |
|
| |
|
Line 781: |
Line 1,017: |
| | title = Sunrise Festival (Start) | | | title = Sunrise Festival (Start) |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 236236P | | | input = {{classic_sf6}} 236236P<br>{{Modern_sf6}} 236236M or 4HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236hp|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236hp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236lp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|dee_jay_236236lp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236mp|caption=MP/HP Rhythm starter}} | | {{MoveDataCargoImage|imageHeight=200px|dee_jay_236236mp|caption=MP/HP Rhythm starter}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=220px|dee_jay_236236lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=220px|dee_jay_236236lp|caption=}} |
Line 795: |
Line 1,031: |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp}} |
| * '''Full Invuln:''' 1-16f; Armor Break | | * '''Full Invuln:''' 1-16f; Armor Break |
| * Depletes 1 Drive bar from opponent on hit (full sequence) | | * '''Drive Gauge Depletion:''' 1 bar (hit, full sequence) / 0.5 bars (block) |
| ** Without cinematic finisher on MP/HP versions, only 1/2 Drive bar depleted
| |
| * 40% minimum damage scaling | | * 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 {{clr|SA|SA2}} sequence) |
| | * Applies 30% scaling to Dee Jay's Super Art gain until the end of the combo |
| <br> | | <br> |
| Dee Jay lunges forward with a knee strike that can chain into a series of followup attack. The initial activation is nearly identical for all versions of Lv.2 Super, 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|SA|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). |
|
| |
|
| Regardless of which version is used, the followups 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 followups. | | 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. |
|
| |
|
| 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 follow-up sequence starts easy with {{clr|L|LP}} {{clr|SA|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. |
| }} | | }} |
| |-| | | |-| |
Line 811: |
Line 1,048: |
| | title = Lowkey Sunrise Festival | | | title = Lowkey Sunrise Festival |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 236236LP | | | input = {{classic_sf6}} 236236LP<br>{{Modern_sf6}} 236236M + mash S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236lp_lp|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236lp_lp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236lp_lp_mp|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236lp_lp_mp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236lp_lp_mp_hp|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236lp_lp_mp_hp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236lp_lp_mp_hp_lk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk_mk|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236lp_lp_mp_hp_lk_mk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236lp_lp_mp_hp_lk_mk_hk|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236lp_lp_mp_hp_lk_mk_hk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|dee_jay_236236lp_lp|caption=}} |
Line 838: |
Line 1,075: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236lp_lp}} |
| * 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}} |
| * 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}} |
| * 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}} |
| * 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}} |
| * 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}} |
| * 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 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 follow-ups to {{clr|L|LP}} {{clr|SA|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|SA|Super}}, or 400 from {{clr|H|HP}} {{clr|SA|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. |
| }} | | }} |
| |-| | | |-| |
Line 858: |
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| | title = Marvelous Sunrise Festival | | | title = Marvelous Sunrise Festival |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 236236MP | | | input = {{classic_sf6}} 236236MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236mp_lp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_236236mp_lp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236mp_lp_mp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_236236mp_lp_mp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236mp_lp_mp_hp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_236236mp_lp_mp_hp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236mp_lp_mp_hp_lk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_236236mp_lp_mp_hp_lk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236mp_lp_mp_hp_lk_mk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_236236mp_lp_mp_hp_lk_mk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236mp_lp_mp_hp_lk_mk_hk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_236236mp_lp_mp_hp_lk_mk_hk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236mp_lp_mp_hp_lk_mk_hk_hp|caption=HP ender (side switch)}} | | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236mp_lp_mp_hp_lk_mk_hk_hp|caption=HP ender (side switch)}} |
Line 889: |
Line 1,126: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236mp_lp}} |
| * 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}} |
| * 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}} |
| * 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}} |
| * 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}} |
| * 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}} |
| * 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 |
Line 905: |
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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 followups allow for higher damage than the LP version if the buttons are pressed in a particular rhythm. The key is to input each followup 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. |
|
| |
|
| 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 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|SA|SA2}}. |
| }} | | }} |
| |-| | | |-| |
Line 915: |
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| | title = Headliner Sunrise Festival | | | title = Headliner Sunrise Festival |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 236236HP | | | input = {{classic_sf6}} 236236HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236hp_lp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_236236hp_lp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236hp_lp_mp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_236236hp_lp_mp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236hp_lp_mp_hp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_236236hp_lp_mp_hp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236hp_lp_mp_hp_lk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_236236hp_lp_mp_hp_lk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236hp_lp_mp_hp_lk_mk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_236236hp_lp_mp_hp_lk_mk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=100px|dee_jay_236236hp_lp_mp_hp_lk_mk_hk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|dee_jay_236236hp_lp_mp_hp_lk_mk_hk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236hp_lp_mp_hp_lk_mk_hk_hp|caption=HP ender (side switch)}} | | {{MoveDataCargoImage|imageHeight=120px|dee_jay_236236hp_lp_mp_hp_lk_mk_hk_hp|caption=HP ender (side switch)}} |
Line 946: |
Line 1,183: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp}} | | {{AttackDataCargo-SF6/Query|dee_jay_236236hp_lp}} |
| * 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}} |
| * 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}} |
| * 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}} |
| * 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}} |
| * 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}} |
| * 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 |
Line 962: |
Line 1,199: |
| * 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 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 {{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|SA|SA2}}, and 200 more damage than {{clr|M|MP}} {{clr|SA|SA2}}. |
| }} | | }} |
| </tabber> | | </tabber> |
Line 970: |
Line 1,207: |
| | title = Weekend Pleasure | | | title = Weekend Pleasure |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = 214214P | | | input = {{classic_sf6}} 214214P<br>{{Modern_sf6}} 214214H or 2HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|dee_jay_214214p|caption=}} | | {{MoveDataCargoImage|imageHeight=135px|dee_jay_214214p|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=120px|dee_jay_214214p(ca)|caption=CA version grants 500 extra damage}} | | {{MoveDataCargoImage|imageHeight=135px|dee_jay_214214p(ca)|caption=CA version grants 500 extra damage}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_214214p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|dee_jay_214214p|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_214214p}} | | {{AttackDataCargo-SF6/Query|dee_jay_214214p}} |
| * '''Full Invuln:''' 1-?f; Armor Break | | * '''Full Invuln:''' 1-13f; Armor Break |
| * Depletes 1.5 Drive bars from opponent on hit | | * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) |
| ** Cinematic time regenerates ~? Drive bars for Dee Jay | | ** Cinematic time regenerates ~2 Drive bars for Dee Jay |
| * 50% minimum damage scaling | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| {{AttackDataCargo-SF6/Query|dee_jay_214214p(ca)}} | | {{AttackDataCargo-SF6/Query|dee_jay_214214p(ca)}} |
| * '''Full Invuln:''' 1-?f; Armor Break | | * '''Full Invuln:''' 1-13f; Armor Break |
| * Depletes 2 Drive bars from opponent on hit | | * Available at 25% HP or below |
| ** Cinematic time regenerates ~? Drive bars for Dee Jay | | * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) |
| * 50% minimum damage scaling; available at 25% HP or below | | ** Cinematic time regenerates ~2.3 Drive bars for Dee Jay |
| | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| 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 works well as an anti-air. | | <br> |
| | | 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> |
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| | title = Neutral Taunt | | | title = Neutral Taunt |
| | subtitle = | | | subtitle = |
| | input = 5PPPKKK | | | input = {{classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_5pppkkk|caption='' "Come on, let's dance!" ''}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_5pppkkk|caption='' "Come on, let's dance!" ''}} |
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| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = | | | subtitle = |
| | input = 6PPPKKK | | | input = {{classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_6pppkkk|caption='' "Seriously, your rhythm is not cool mon. *whistles*" ''}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_6pppkkk|caption='' "Seriously, your rhythm is not cool mon. *whistles*" ''}} |
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| | title = Back Taunt | | | title = Back Taunt |
| | subtitle = | | | subtitle = |
| | input = 4PPPKKK | | | input = {{classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_4pppkkk|caption='' "Ey, wah gwan? Ya feelin' down?" ''}} | | {{MoveDataCargoImage|imageHeight=180px|dee_jay_4pppkkk|caption='' "Ey, wah gwan? Ya feelin' down?" ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_4pppkkk}} | | {{AttackDataCargo-SF6/Query|dee_jay_4pppkkk}} |
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| <br> | | <br> |
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| {{Character Subnav SF6|chara=Dee_Jay|discord={{{discord|}}} }} | | {{Character Subnav SF6|chara=Dee_Jay|discord={{{discord|}}} | tag=DeeJay}} |
| {{Navbox-SF6}} | | {{Navbox-SF6}} |
| [[Category:Street Fighter 6]] | | [[Category:Street Fighter 6]] |
| [[Category:Dee Jay]] | | [[Category:Dee Jay]] |