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| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} -- | | | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jlp|caption=}} |
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| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} -- | | | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_jmp|caption=}} |
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| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} -- | | | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} j.H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhp|caption=}} |
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| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.L | | | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|dee_jay_jlk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|dee_jay_jlk|caption=}} |
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| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} j.M | | | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} j.A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jmk|caption=}} |
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| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.HK<br>{{Modern_sf6}} j.H | | | input = {{Classic_sf6}} j.HK<br>{{Modern_sf6}} j.A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhk|caption=}} |
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| | title = Party in the Air | | | title = Party in the Air |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.MP~j.HP<br>{{Modern_sf6}} -- | | | input = {{Classic_sf6}} j.MP~j.HP<br>{{Modern_sf6}} j.A[M~M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|dee_jay_jhp|caption=}} |
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| {{AttackDataCargo-SF6/Query|dee_jay_46mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46mp}} |
| * 45f charge time; charge lasts up to 10f after releasing back direction | | * 45f charge time; charge lasts up to 10f after releasing back direction |
| * '''Cancel Hitconfirm Window:''' 4f (Super / 2PP) | | * '''Cancel Hitconfirm Window:''' 4f (Super / 22PP) |
| * '''Projectile Speed:''' 0.03 (1-2f) / 0.115 (3f~) | | * '''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. | | 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; charge lasts up to 10f after releasing back direction | | * 45f charge time; charge lasts up to 10f after releasing back direction |
| * '''Cancel Hitconfirm Window:''' 21f (Super / 2PP) | | * '''Cancel Hitconfirm Window:''' 21f (Super / 22PP) |
| * '''Projectile Speed:''' 0.03 (1-2f) / 0.115/0.155 (3f~) | | * '''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. | | 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. |
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| {{AttackDataCargo-SF6/Query|dee_jay_46pp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46pp}} |
| * 45f charge time; charge lasts up to 10f after releasing back direction | | * 45f charge time; charge lasts up to 10f after releasing back direction |
| * '''Cancel Hitconfirm Window:''' 17f (Super / 2PP) | | * '''Cancel Hitconfirm Window:''' 17f (Super / 22PP) |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| * '''Projectile Speed:''' 0.15 (22f~) | | * '''Projectile Speed:''' 0.15 (22f~) |
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| {{AttackDataCargo-SF6/Query|dee_jay_214kk_mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_mk}} |
| * '''Low Crush''' 12-22f (not airborne) | | * '''Low Crush''' 12-22f (not airborne) |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} OTG state (can juggle any {{clr|SA|Super}}) | | * Puts airborne opponents into {{sf6-jug|limited juggle}} OTG state |
| ** Airborne {{clr|PC|Punish Counter}} grants a more lenient juggle 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. | | 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. |