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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. |