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| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * 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) | | * Chains into {{clr|H|j.HP}} Target Combo for a spike knockdown (lenient 25f cancel window) |
| * Shifts Dee Jay's hurtbox upward during startup | | * '''Lower Body Projectile Invuln''' 6-22f |
| | ** If input immediately during ascent, can avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <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. | | A useful air-to-air that hits above Dee Jay and knocks down. Not appropriate for all ranges due to the short horizontal reach. |
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| {{AttackDataCargo-SF6/Query|dee_jay_jhp}} | | {{AttackDataCargo-SF6/Query|dee_jay_jhp}} |
| * Causes spike knockdown vs. airborne opponents | | * Causes spike knockdown vs. airborne opponents |
| | * '''Lower Body Projectile Invuln''' 9-23f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <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. | | 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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| {{AttackDataCargo-SF6/Query|dee_jay_jmk}} | | {{AttackDataCargo-SF6/Query|dee_jay_jmk}} |
| * Can hit cross-up | | * Can hit cross-up |
| | * '''Lower Body Projectile Invuln''' 8-21f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <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. | | 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_jhk}} | | {{AttackDataCargo-SF6/Query|dee_jay_jhk}} |
| | * '''Lower Body Projectile Invuln''' 10-19f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| 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. | | 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. |
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| * Alters jump trajectory; jump is up to 5f faster depending on timing | | * Alters jump trajectory; jump is up to 5f faster depending on timing |
| * Better advantage when spaced out or vs. crouching opponents | | * Better advantage when spaced out or vs. crouching opponents |
| | * '''Lower Body Projectile Invuln''' 6f~land (around back leg only) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <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. | | 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. |
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| 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. | | 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}} |
| * '''Anti-Air Invuln:''' 1-9f (cannot hit cross-up); '''Throw Invuln:''' 5-6f; '''Airborne''' 5-51f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-9f (cannot hit cross-up); '''Throw Invuln:''' 5f; '''Airborne''' 5-50f ({{FKD}} state) |
| * 40f charge time; charge lasts up to 12f after releasing down direction | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| * Puts opponent into {{sf6-jug|limited juggle}} state; cannot hit crouching opponents unless they extend a vertical hurtbox | | * 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. | | 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. |
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| 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. | | 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 fast startup also give it niche uses at punishing many "safe-ish" attacks or linking from long range {{clr|H|2HP}} hits. |
| {{AttackDataCargo-SF6/Query|dee_jay_28kk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28kk}} |
| * '''Full Invuln:''' 1-11f (cannot hit cross-up); '''Airborne''' 5-62f ({{FKD}} state) | | * '''Full Invuln:''' 1-11f (cannot hit cross-up); '''Airborne''' 5-62f ({{FKD}} state) |
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| 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. | | 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}} |
| | * 1f extra recovery on block |
| * Sway Distance: 0.74 backwards | | * 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. | | 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. |
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| 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. | | 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. The low follow-up can create a true blockstring, or can be delayed for a frame trap; the high follow-up always leaves a gap on block. Both options lose to {{clr|DR|Drive Impact}} if there is a gap; thankfully, doing no followup recovers just in time to counter {{clr|DR|DI}}, but this is still an expensive and risky read. |
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| 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}}.
| | If the opponent has an invincible reversal with enough range, they can safely mash it on reaction to the blocked {{clr|OD|214KK}} to cover all options. Either Dee Jay will end with a true blockstring into {{clr|L|Funky Slicer}}, or the move and it's non-blockstring follow-ups will lose to the reversal. Most {{clr|OD|OD Reversals}} do not have enough range for this, but many {{clr|SA|Supers}} can reach Dee Jay consistently. |
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| * 5f extra recovery on whiff or vs. armor | | * 5f extra recovery on whiff or vs. armor |
| * '''Cancel Hitconfirm Window:''' 16f (Super) | | * '''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. | | 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. The {{clr|OD|OD}} version creates a true blockstring for safety, though it can be manually delayed to set up a frame trap; this is not recommended if the opponent has an invincible {{clr|SA|Super}} that could go through all blockstring gaps. |
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