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| {{AttackDataCargo-SF6/Query|dee_jay_236mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236mk}} |
| * '''Cancel Hitconfirm Window:''' 18f (Super) | | * '''Cancel Hitconfirm Window:''' 18f (Super) |
| This version has only one hit that applies a knockdown. Can be spaced to be safe on block against most pokes when used near the tip of its range. | | This version has only one hit that applies a knockdown. Dee Jays main ender from light normals, being consistent at all ranges and doing decent damage. In corner juggles, allows combos into {{clr|H|HK}} Jackknife or {{clr|SA|SA1}} after, and is stronger than {{clr|H|236HK}} for cancelling into {{clr|SA|SA3}}. Requires a {{clr|DR|Drive Rush}} to get oki midscreen, but lets you get a meaty {{clr|M|6MK}} there. |
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| | In neutral, {{clr|M|236MK}} is a very effective poke. The range is amazing while also having high damage, decent startup, and a knockdown. On block, it can be punishable if poorly spaced, but from most ranges the opponents normals will whiff. When spaced perfectly, it becomes only {{sf6-adv|VM|-4}}, which is completely safe against every character. It does still have a lot of recovery, so random jumps or {{clr|DR|Drive Impacts}} will punish you very hard. |
| {{AttackDataCargo-SF6/Query|dee_jay_236hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236hk}} |
| * '''Cancel Hitconfirm Window:''' 16f (Super) | | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| * Applies 25% damage scaling to next hit when beginning a combo (100/75/65...) | | * Applies 25% damage scaling to next hit when beginning a combo (100/75/65...) |
| This version has two hits and keeps a grounded opponent standing. Both hits gain the additional frame advantage from Punish Counter, so you can use this as a far reaching whiff punish and link to a combo afterwards. | | This version has two hits and keeps a grounded opponent standing in a {{sf6-adv|P|+2}} mixup. Combos from {{clr|MP|2MP}} and {{clr|L|5LK}}, as well as many places in Dee Jays juggles. Against grounded opponents, the damage and oki are worse than {{clr|L|214LP}}, but {{clr|H|236HK}} notably works from much farther out. The standing mixup it gives is also nice for denying wakeup {{clr|DR|Drive Reversal}} from characters without invincible specials. Does fairly good damage in juggles at the cost of having no oki midscreen, but the range it leaves Dee Jay at is very nice for zoning. |
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| | Both hits will gain advantage from Counter-hits, making it {{sf6-adv|VP|+4}} on Counter-hit and {{sf6-adv|VP|+6}} on {{clr|PC|Punish Counter}}. The Counter-hit links are impractical as {{clr|H|236HK}} is very unsafe on block, but the {{clr|PC|Punish Counter}} routes are very nice as a whiff punish or punish against very unsafe attacks. The scaling on these routes is very high, so ideally keep combos short from this starter. |
| {{AttackDataCargo-SF6/Query|dee_jay_236kk}} | | {{AttackDataCargo-SF6/Query|dee_jay_236kk}} |
| * '''Low Crush''' 14-28f (not airborne) | | * '''Low Crush''' 14-28f (not airborne) |
| * '''Cancel Hitconfirm Window:''' 45f (Super) | | * '''Cancel Hitconfirm Window:''' 45f (Super) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| This version has two hits, applies a knockdown, and makes Dee Jay leap forward to close gaps and go over some lows. | | This version has two hits and applies a knockdown. Mostly useful as Dee Jays best way to combo into {{clr|SA|SA2}}. Gives absurd conrer carry in combos, which combined with {{clr|SA|SA2}}, can easily corner opponents from even roundstart. In neutral, Dee Jay can easily use this version to close gaps while even dodging some low attacks like Terrys {{clr|L|LP}} Power Wave. He's only left {{sf6-adv|M|-2}} on block, and on hit, the two hits give an easy confirm into {{clr|SA|SA2}} or {{clr|SA|SA3}} for big damage. |
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| | Against opponents in burnout, {{clr|OD|236KK}} becomes {{sf6-adv|P|+2}} on block while also having amazing corner carry and leaving Dee Jay very close. It's an expensive option, but it's a very effective way to push opponents to the corner, especially when combined with Dee Jays other options. |
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