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| Dee Jay's all new special move that heavily defines his new "sway" centric playstyle. Upon activation, Dee Jay will perform a backstep with 5 different follow-ups that he can go into to mix up opponents. Can be canceled into from {{clr|DR|Drive Rush}} to bait whiffs, instantly ending your forward momentum. The startup of the sway combined with the follow-ups makes them fairly reactable and difficult to combo into, but in exchange all the follow-ups are safe on block. All follow-ups lose to {{clr|DR|Drive Impact}}, forcing you to do nothing to beat it—a sway without follow-ups is very hard to punish, though, so it remains a very good tool to bait reactions in neutral. | | Dee Jay's all new special move that heavily defines his new "sway" centric playstyle. Upon activation, Dee Jay will perform a backstep with 5 different follow-ups that he can go into to mix up opponents. Can be canceled into from {{clr|DR|Drive Rush}} to bait whiffs, instantly ending your forward momentum. The startup of the sway combined with the follow-ups makes them fairly reactable and difficult to combo into, but in exchange all the follow-ups are safe on block. All follow-ups lose to {{clr|DR|Drive Impact}}, forcing you to do nothing to beat it—a sway without follow-ups is very hard to punish, though, so it remains a very good tool to bait reactions in neutral. |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk}} |
| | * 1f extra recovery on block |
| * Sway Distance: 0.74 backwards | | * Sway Distance: 0.74 backwards |
| The Overdrive version of Jus Cool gains an initial launching hit at a blazing fast 8 frames startup, making it incredibly easy to combo into if in range for the initial hit. This move alone gives Dee Jay incredibly high damage 2 bar combos, far higher than what most characters could hope to achieve. Bear in mind the somewhat limited range can make it occasionally difficult to combo into it from further out. | | The Overdrive version of Jus Cool gains an initial launching hit at a blazing fast 8 frames startup, making it incredibly easy to combo into if in range for the initial hit. This move alone gives Dee Jay incredibly high damage 2 bar combos, far higher than what most characters could hope to achieve. Bear in mind the somewhat limited range can make it occasionally difficult to combo into it from further out. |
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| Using {{clr|OD|214KK}} on block is a bit of a mixed bag. Dee Jay has a very pure high/low/throw mix in which all options are incredibly rewarding should he guess correctly. However, both the high and low options are susceptible to {{clr|DR|Drive Impact}}, making the risk/reward not always in his favour. Thankfully, doing no followup recovers just in time to counter {{clr|DR|DI}}, but this is still an expensive and risky read. | | Using {{clr|OD|214KK}} on block is a bit of a mixed bag. Dee Jay has a very pure high/low/throw mix in which all options are incredibly rewarding should he guess correctly. The low follow-up can create a true blockstring, or can be delayed for a frame trap; the high follow-up always leaves a gap on block. Both options lose to {{clr|DR|Drive Impact}} if there is a gap; thankfully, doing no followup recovers just in time to counter {{clr|DR|DI}}, but this is still an expensive and risky read. |
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| Because all of the followups are either very unsafe or not a true blockstring, opponents can punish every potential followup with a decently ranged reversal 15f or faster. Most {{clr|OD|OD}} reversals will not have enough range to punish no followup, so most characters will need to use supers for a reliable punish. Notable examples are Luke, Kimberly, Cammy, or Guile {{clr|SA|SA1}}.
| | If the opponent has an invincible reversal with enough range, they can safely mash it on reaction to the blocked {{clr|OD|214KK}} to cover all options. Either Dee Jay will end with a true blockstring into {{clr|L|Funky Slicer}}, or the move and it's non-blockstring follow-ups will lose to the reversal. Most {{clr|OD|OD Reversals}} do not have enough range for this, but many {{clr|SA|Supers}} can reach Dee Jay consistently. |
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| * 5f extra recovery on whiff or vs. armor | | * 5f extra recovery on whiff or vs. armor |
| * '''Cancel Hitconfirm Window:''' 16f (Super) | | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| Low kick from Jus Cool. The safest and most solid follow-up that is extremely good at beating low pokes thanks to its massive disjointed hitbox. It also converts into great damage on {{clr|PC|Counter-hit}} or {{clr|PC|Punish Counter}} for the normal version and obscene damage on the OD version. Many characters will be discouraged from using low pokes in fear of this move, and instead will be urged to choose riskier options in neutral. | | Low kick from Jus Cool. The safest and most solid follow-up that is extremely good at beating low pokes thanks to its massive disjointed hitbox. It also converts into great damage on {{clr|PC|Counter-hit}} or {{clr|PC|Punish Counter}} for the normal version and obscene damage on the OD version. Many characters will be discouraged from using low pokes in fear of this move, and instead will be urged to choose riskier options in neutral. The {{clr|OD|OD}} version creates a true blockstring for safety, though it can be manually delayed to set up a frame trap; this is not recommended if the opponent has an invincible {{clr|SA|Super}} that could go through all blockstring gaps. |
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