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| * '''Cancel Hitconfirm Window:''' 4f (Super / 2PP) | | * '''Cancel Hitconfirm Window:''' 4f (Super / 2PP) |
| * '''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 heavy 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}}. | | 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 / 2PP) |
| * '''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 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. The second fireball travels faster than the first, so they will hit closer together against fullscreen opponents. | | 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. The value it provides there cannot be understated, however. 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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| | 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; charge lasts up to 10f after releasing back direction | | * 45f charge time; charge lasts up to 10f after releasing back direction |
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| * 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~) |
| 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 {{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). | | 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). |
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| | 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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