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Line 694: |
| {{AttackDataCargo-SF6/Query|dee_jay_46mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_46mp}} |
| * 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:''' 4f (Super / 2PP) | | * '''Cancel Hitconfirm Window:''' 4f (Super / 22PP) |
| * '''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 {{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. | | 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 / 22PP) |
| * '''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 {{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, but the value it provides there cannot be understated. 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. | | 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, but the value it provides there cannot be understated. 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. |
Line 706: |
Line 706: |
| {{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 |
| * '''Cancel Hitconfirm Window:''' 17f (Super / 2PP) | | * '''Cancel Hitconfirm Window:''' 17f (Super / 22PP) |
| * 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~) |