(skeleton) |
No edit summary |
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Line 6: | Line 6: | ||
=====<font style="visibility:hidden; float:right">5LP</font>===== | =====<font style="visibility:hidden; float:right">5LP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Standing Light Punch | ||
| subtitle = | | subtitle = | ||
| input = | | input = 5LP | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_5lp|caption=}} | {{MoveDataCargoImage|dee_jay_5lp|caption=}} | ||
Line 18: | Line 18: | ||
=====<font style="visibility:hidden; float:right">5MP</font>===== | =====<font style="visibility:hidden; float:right">5MP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Standing Medium Punch | ||
| subtitle = | | subtitle = | ||
| input = | | input = 5MP | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_5mp|caption=}} | {{MoveDataCargoImage|dee_jay_5mp|caption=}} | ||
Line 30: | Line 30: | ||
=====<font style="visibility:hidden; float:right">5HP</font>===== | =====<font style="visibility:hidden; float:right">5HP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Standing Heavy Punch | ||
| subtitle = | | subtitle = | ||
| input = | | input = 5HP | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_5hp|caption=}} | {{MoveDataCargoImage|dee_jay_5hp|caption=}} | ||
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=====<font style="visibility:hidden; float:right">5LK</font>===== | =====<font style="visibility:hidden; float:right">5LK</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Standing Light Kick | ||
| subtitle = | | subtitle = | ||
| input = | | input = 5LK | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_5lk|caption=}} | {{MoveDataCargoImage|dee_jay_5lk|caption=}} | ||
Line 54: | Line 54: | ||
=====<font style="visibility:hidden; float:right">5MK</font>===== | =====<font style="visibility:hidden; float:right">5MK</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Standing Medium Kick | ||
| subtitle = | | subtitle = | ||
| input = | | input = 5MK | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_5Mk|caption=}} | {{MoveDataCargoImage|dee_jay_5Mk|caption=}} | ||
Line 66: | Line 66: | ||
=====<font style="visibility:hidden; float:right">5HK</font>===== | =====<font style="visibility:hidden; float:right">5HK</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Standing Heavy Kick | ||
| subtitle = | | subtitle = | ||
| input = | | input = 5HK | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=200px|dee_jay_5Hk|caption=}} | {{MoveDataCargoImage|imageHeight=200px|dee_jay_5Hk|caption=}} | ||
Line 79: | Line 79: | ||
=====<font style="visibility:hidden; float:right">2LP</font>===== | =====<font style="visibility:hidden; float:right">2LP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Crouching Light Punch | ||
| subtitle = | | subtitle = | ||
| input = | | input = 2LP | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_2lp|caption=}} | {{MoveDataCargoImage|dee_jay_2lp|caption=}} | ||
Line 91: | Line 91: | ||
=====<font style="visibility:hidden; float:right">2MP</font>===== | =====<font style="visibility:hidden; float:right">2MP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Crouching Medium Punch | ||
| subtitle = | | subtitle = | ||
| input = | | input = 2MP | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_2mp|caption=}} | {{MoveDataCargoImage|dee_jay_2mp|caption=}} | ||
Line 103: | Line 103: | ||
=====<font style="visibility:hidden; float:right">2HP</font>===== | =====<font style="visibility:hidden; float:right">2HP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Crouching Heavy Punch | ||
| subtitle = | | subtitle = | ||
| input = | | input = 2HP | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=200px|dee_jay_2hp|caption=}} | {{MoveDataCargoImage|imageHeight=200px|dee_jay_2hp|caption=}} | ||
Line 115: | Line 115: | ||
=====<font style="visibility:hidden; float:right">2LK</font>===== | =====<font style="visibility:hidden; float:right">2LK</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Crouching Light Kick | ||
| subtitle = | | subtitle = | ||
| input = | | input = 2LK | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_2lk|caption=}} | {{MoveDataCargoImage|dee_jay_2lk|caption=}} | ||
Line 127: | Line 127: | ||
=====<font style="visibility:hidden; float:right">2MK</font>===== | =====<font style="visibility:hidden; float:right">2MK</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Crouching Medium Kick | ||
| subtitle = | | subtitle = | ||
| input = | | input = 2MK | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_2mk|caption=}} | {{MoveDataCargoImage|dee_jay_2mk|caption=}} | ||
Line 138: | Line 138: | ||
=====<font style="visibility:hidden; float:right">2HK</font>===== | =====<font style="visibility:hidden; float:right">2HK</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Crouching Heavy Kick | ||
| subtitle = | | subtitle = | ||
| input = | | input = 2HK | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_2hk|caption=}} | {{MoveDataCargoImage|dee_jay_2hk|caption=}} | ||
Line 150: | Line 150: | ||
=====<font style="visibility:hidden; float:right">j.LP</font>===== | =====<font style="visibility:hidden; float:right">j.LP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Jumping Light Punch | ||
| subtitle = | | subtitle = | ||
| input = | | input = j.LP | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=200px|dee_jay_jlp|caption=}} | {{MoveDataCargoImage|imageHeight=200px|dee_jay_jlp|caption=}} | ||
Line 161: | Line 161: | ||
=====<font style="visibility:hidden; float:right">j.MP</font>===== | =====<font style="visibility:hidden; float:right">j.MP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Jumping Medium Punch | ||
| subtitle = | | subtitle = | ||
| input = | | input = j.MP | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=200px|dee_jay_jmp|caption=}} | {{MoveDataCargoImage|imageHeight=200px|dee_jay_jmp|caption=}} | ||
Line 172: | Line 172: | ||
=====<font style="visibility:hidden; float:right">j.HP</font>===== | =====<font style="visibility:hidden; float:right">j.HP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Jumping Heavy Punch | ||
| subtitle = | | subtitle = | ||
| input = | | input = j.HP | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_jhp|caption=}} | {{MoveDataCargoImage|dee_jay_jhp|caption=}} | ||
Line 183: | Line 183: | ||
=====<font style="visibility:hidden; float:right">j.LK</font>===== | =====<font style="visibility:hidden; float:right">j.LK</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Jumping Light Kick | ||
| subtitle = | | subtitle = | ||
| input = | | input = j.LK | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=200px|dee_jay_jlk|caption=}} | {{MoveDataCargoImage|imageHeight=200px|dee_jay_jlk|caption=}} | ||
Line 194: | Line 194: | ||
=====<font style="visibility:hidden; float:right">j.MK</font>===== | =====<font style="visibility:hidden; float:right">j.MK</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Jumping Medium Kick | ||
| subtitle = | | subtitle = | ||
| input = | | input = j.MK | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_jmk|caption=}} | {{MoveDataCargoImage|dee_jay_jmk|caption=}} | ||
Line 205: | Line 205: | ||
=====<font style="visibility:hidden; float:right">j.HK</font>===== | =====<font style="visibility:hidden; float:right">j.HK</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Jumping Heavy Kick | ||
| subtitle = | | subtitle = | ||
| input = | | input = j.HK | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_jhk|caption=}} | {{MoveDataCargoImage|dee_jay_jhk|caption=}} | ||
Line 215: | Line 215: | ||
== Command Normals == | == Command Normals == | ||
== Target Combos == | == Target Combos == | ||
== Universal Mechanics == | == Universal Mechanics == | ||
=== Throws === | === Throws === | ||
=====<font style="visibility:hidden; float:right">Throw</font>===== | =====<font style="visibility:hidden; float:right">Forward Throw (LPLK)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Throw | | title = Forward Throw | ||
| subtitle = | | subtitle = | ||
| input = | | input = LPLK | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_lplk|caption=}} | {{MoveDataCargoImage|dee_jay_lplk|caption=}} | ||
Line 230: | Line 232: | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Back Throw</font>===== | =====<font style="visibility:hidden; float:right">Back Throw (4LPLK)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Back Throw | | title = Back Throw | ||
| subtitle = | | subtitle = | ||
| input = | | input = 4LPLK | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_4lplk|caption=}} | {{MoveDataCargoImage|dee_jay_4lplk|caption=}} | ||
Line 243: | Line 245: | ||
=== Drive Moves === | === Drive Moves === | ||
=====<font style="visibility:hidden; float:right">Drive Impact</font>===== | =====<font style="visibility:hidden; float:right">Drive Impact (HPHK)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Drive Impact | | title = Drive Impact | ||
| subtitle = | | subtitle = | ||
| input = | | input = HPHK | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_hphk|caption=}} | {{MoveDataCargoImage|dee_jay_hphk|caption=}} | ||
Line 255: | Line 257: | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Drive Reversal</font>===== | =====<font style="visibility:hidden; float:right">Drive Reversal (6HPHK)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Drive Reversal | | title = Drive Reversal | ||
| subtitle = | | subtitle = | ||
| input = | | input = 6HPHK | ||
| images = | | images = | ||
{{MoveDataCargoImage|dee_jay_6hphk|caption=}} | {{MoveDataCargoImage|dee_jay_6hphk|caption=}} | ||
Line 267: | Line 269: | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Drive | =====<font style="visibility:hidden; float:right">Drive Parry (MPMK)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Drive | | title = Drive Parry | ||
| subtitle = | | subtitle = | ||
| input = | | input = MPMK | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=200px| | {{MoveDataCargoImage|imageHeight=200px|dee_jay_mpmk|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query| | {{AttackDataCargo-SF6/Query|dee_jay_mpmk}} | ||
See [[Street_Fighter_6/Gauges# | See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Drive | =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Drive | | title = Drive Rush | ||
| subtitle = | | subtitle = | ||
| input = | | input = 66 | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=200px| | {{MoveDataCargoImage|imageHeight=200px|dee_jay_66|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query| | {{AttackDataCargo-SF6/Query|dee_jay_66}} | ||
See [[Street_Fighter_6/Gauges# | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Framedata shown in parentheses refers to the Drive Rush version used from a Parry. | ||
}} | }} | ||
=== Taunts === | === Taunts === | ||
=====<font style="visibility:hidden; float:right">Taunt</font>===== | =====<font style="visibility:hidden; float:right">Neutral Taunt (5PPPKKK)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Neutral Taunt | | title = Neutral Taunt | ||
Line 301: | Line 303: | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|dee_jay_5pppkkk}} | {{AttackDataCargo-SF6/Query|dee_jay_5pppkkk}} | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Forward Taunt (6PPPKKK)</font>===== | |||
=====<font style="visibility:hidden; float:right">Forward Taunt</font>===== | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Forward Taunt | | title = Forward Taunt | ||
Line 314: | Line 314: | ||
{{AttackDataCargo-SF6/Query|dee_jay_6pppkkk}} | {{AttackDataCargo-SF6/Query|dee_jay_6pppkkk}} | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Back Taunt (4PPPKKK)</font>===== | |||
=====<font style="visibility:hidden; float:right">Back Taunt</font>===== | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Back Taunt | | title = Back Taunt | ||
Line 327: | Line 326: | ||
== Special Moves == | == Special Moves == | ||
=====<font style="visibility:hidden; float:right">236P</font>===== | =====<font style="visibility:hidden; float:right">Move Name (236P)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Placeholder | | title = Placeholder | ||
| subtitle = | | subtitle = | ||
| input = | | input = 236P | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=200px|dee_jay_|caption=}} | {{MoveDataCargoImage|imageHeight=200px|dee_jay_|caption=}} | ||
Line 344: | Line 343: | ||
== Super Arts == | == Super Arts == | ||
=====<font style="visibility:hidden; float:right">236236P</font>===== | =====<font style="visibility:hidden; float:right">Placeholder (236236P)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = | ||
Line 356: | Line 355: | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">214214P</font>===== | =====<font style="visibility:hidden; float:right">Placeholder (214214P)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = | ||
Line 368: | Line 367: | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Placeholder</font>===== | =====<font style="visibility:hidden; float:right">Placeholder ()</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = |
Revision as of 04:40, 9 January 2023
![]() |
Pre-release information
This page is under construction based on pre-release data. Join the SF6 Resource Hub for info on editing. |
Introduction
A globally popular dance music superstar, Dee Jay is always ready to have a good time. With a burning love for music and fighting, this Jamaican sensation drives audiences wild with hot new songs and stylish moves.
Dee Jay is a pressure-oriented rushdown character with many ways to set up frame traps or other mixups. His playstyle heavily revolves around feinting, wherein Dee Jay looks like he is approaching or performing a move before ducking away and returning to neutral. Efficient use of feints, his strong pressure buttons, and his excellent Drive Rush can let Dee Jay dance all over the screen like it's nothing.
Jus Cool is Dee Jay's primary tool setting up his pressure, and is a very unique special move. Most comparable to Slayer's "Dandy Step" from the Guilty Gear franchise, Jus Cool sways Dee Jay back and allows him to follow up with five unique follow-ups. Jus Cool can be followed up with a low kick that frame traps, an overhead kick that is safe and knocks down on hit, a launching knee swing for anti-airs, and a forwards dash that can be canceled out of with a second sway back. Utilizing all of these follow-ups can be somewhat tricky, but thankfully Dee Jay has numerous excellent pressure normals to help him along. His 5MP is plus, his 6MK is a plus normal that catches jump-outs, and his j.2K allows him to reset pressure with a jump-in attack must faster than other characters. Combining Jus Cool with his close range pressure options allows Dee Jay to mix opponents regardless of where he is on the screen, making him a devastating dance partner to be duking it out with.
Dee Jay's special move selection is rounded out by Air Slasher, a charge fireball that can be used to counter-zone, Jackknife Maximum for anti-airing, and Rolling Sobat to cover ground and either stagger or knock the opponent down. The most notable trait of these three moves, which winds up tying back into his trickiness, is that their light versions are all feints, which allows Dee Jay to bait people into responding for whiff punishes or reset pressure if he is close. To this end, Dee Jay has a lot of very fast movement options; his forward dash and particularly his Drive Rush are incredibly quick, which pairs well with his many lengthy pokes. If Dee Jay manages to get a good hit his damage potential becomes extremely high, as his OD moves all deal incredible damage and his Machine Gun Upper special is one of the highest damage combo enders in the game.
Dee Jay's up close pressure and screen control is very strong, but comes with somewhat of an awkward kit to work with. None of Dee Jay's longer reaching normals are special cancelable, making it difficult for him to meaningfully follow up with pokes. As well, all of his cancelable buttons are stubby, which can result in him dropping combos if the spacing isn't perfect. Armored moves, particularly Drive Impacts, will break right through his longer buttons if he doesn't use them carefully. Additionally, because his primary reversal is Overdrive Jackknife Maximum and he uses a lot of Drive for conversions, Dee Jay generally has a hard time in Burnout. Thus, Dee Jay can be a surprisingly demanding character at high levels of play. While all of the above can make Dee Jay somewhat awkward to play, putting time into using him effectively will carry you very far. If you enjoy cool beats and slick dance moves, do the dancehall ting with Dee Jay.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Dee Jay | |
---|---|
Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.043 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.50 |
Backward Dash Distance | 0.90 |
Drive Rush Min. Distance (Throw) | 0.763 |
Drive Rush Min. Distance (Block) | 2.535 |
Drive Rush Max Distance | 2.713 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 6 | Chn Sp SA TC | 300 | LH | +4 | -1 |
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 13 | TC | 600 | LH | +5 | +2 |
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 18 | Sp SA (close) | 800(700) | LH | +3(+8) | -4(+1) |
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 12 | Sp SA | 300 | LH | +2 | -2 |
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 16 | - | 600 | LH | +6 | -1 |
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 3 | 22(26) | - | 800 | LH | +1 | -5 |
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 8 | Chn Sp SA | 300 | LH | +4 | -1 |
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 14 | Sp SA | 600 | LH | +4 | -1 |
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 2 | 20 | - | 800 | LH | +6 | -2 |
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 10 | Chn | 200 | L | +2 | -2 |
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 19 | - | 700 | L | KD +29 | -6 |
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 10 | 15 | - | 900 | L | HKD +33(+42) | -11(-2) |
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 7 | 3 land | - | 300 | H | +4(+9) | 0(+5) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 3 land | TC | 700 | H | +10(+11) | +6(+7) |
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 6 | 3 land | - | 300 | H | +6(+9) | +2(+5) |
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 6 | 3 land | - | 500 | H | +9(+13) | +5(+9) |
j.HK
Command Normals
Target Combos
Universal Mechanics
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +34 | - |
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +22 | - |
Drive Moves
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact.
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
Armor Break; See Drive Reversal.
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
Drive Rush (66)
No results
See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
264 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
550 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Special Moves
Move Name (236P)
No results
No results No results No results
Super Arts
Placeholder (236236P)
No results
Placeholder (214214P)
No results
Placeholder ()
CA version grants 500 extra damage
No results
No results