(→Okizeme and Mixups: Filled out the Knockdowns list with an incomplete selection of Dee Jay's knockdowns, plus frame data. Oki itself to be added later.) |
|||
Line 3: | Line 3: | ||
== Neutral == | == Neutral == | ||
===close=== | |||
Deejay's normals are strongest when playing around his great walkspeed and stronger pokes. Most of his good neutral pokes lose to Drive Impact(DI) but when Deejay uses that in combined with his walkspeed, feints, and powerful specials it can make it risky for an opponent to attempt that. | |||
<!--SF6_Dee_jay_2mp_hitbox.png--> | |||
<gallery widths="280px" heights="180px" mode="packed"> | |||
SF6_Dee_Jay_5lk.png| '''{{clr|L|5LK}}''' | |||
SF6_Dee_Jay_2hp.png | '''{{clr|H|2HP}}''' | |||
SF6_Dee_Jay_2mk.png | '''{{clr|M|2MK}}''' | |||
SF6_Dee_Jay_5mk.png | '''{{clr|M|5MK}}''' | |||
SF6_Dee_Jay_5hk.png | '''{{clr|H|5HK}}''' | |||
SF6_Dee_Jay_6mk.png | '''{{clr|M|6MK}}''' | |||
</gallery> | |||
To get a good idea of how to use his normals it may help to get a good understanding of what buttons have the most range. | |||
{| class="wikitable" | |||
|+ range table | |||
! range !!colspan="6"| least to most range | |||
|- | |||
! move !! {{clr|L|5LK}} !! {{clr|H|2HP}} !! {{clr|M|2MK}} !! {{clr|M|5MK}} !! {{clr|H|5HK}} !! {{clr|M|6MK}} | |||
|- | |||
! startup | |||
| 6 || 8 || 8 || 9 || 12 || 19(21) | |||
|- | |||
! recovery | |||
| 12 || 20 || 19 || 16 || 26 || 16 | |||
|- | |||
! block | |||
| {{sf6-adv|M|-2}} || {{sf6-adv|M|-2}} || {{sf6-adv|VM|-6}} || {{sf6-adv|M|-1}} || {{sf6-adv|VM|-5}} || {{sf6-adv|P|+2}} | |||
|- | |||
! hit | |||
| {{sf6-adv|VP|+5}} || {{sf6-adv|VP|+6}} || KD || {{sf6-adv|VP|+6}} || {{sf6-adv|P|+1}} || {{sf6-adv|P|+1(+2)}} | |||
|} | |||
;'''{{clr|L|5LK}}''' | |||
: 5LK info | |||
;'''{{clr|H|2HP}}''' | |||
: 2HP info | |||
;'''{{clr|M|2MK}}''' | |||
: 2MK info | |||
;'''{{clr|M|5MK}}''' | |||
: 5MK info | |||
;'''{{clr|H|5HK}}''' | |||
: 5HK info | |||
;'''{{clr|M|6MK}}''' | |||
: 6MK info | |||
== Offense == | == Offense == |
Revision as of 18:02, 21 July 2023
Neutral
close
Deejay's normals are strongest when playing around his great walkspeed and stronger pokes. Most of his good neutral pokes lose to Drive Impact(DI) but when Deejay uses that in combined with his walkspeed, feints, and powerful specials it can make it risky for an opponent to attempt that.
To get a good idea of how to use his normals it may help to get a good understanding of what buttons have the most range.
range | least to most range | |||||
---|---|---|---|---|---|---|
move | 5LK | 2HP | 2MK | 5MK | 5HK | 6MK |
startup | 6 | 8 | 8 | 9 | 12 | 19(21) |
recovery | 12 | 20 | 19 | 16 | 26 | 16 |
block | -2 | -2 | -6 | -1 | -5 | +2 |
hit | +5 | +6 | KD | +6 | +1 | +1(+2) |
- 5LK
- 5LK info
- 2HP
- 2HP info
- 2MK
- 2MK info
- 5MK
- 5MK info
- 5HK
- 5HK info
- 6MK
- 6MK info
Offense
Frame Traps
Light Chains -
Okizeme and Mixups
TO-DO
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +34 | ? |
Back Throw | +22 | ? |
2MK | +29 | ? |
2HK | HKD +33(+42) HKD +52(+61) (Punish) |
Slide; last active frame hit in paranthesis |
[2]8HK | +42 | ? |
[2]8MK, [2]8HK | +37 | ? |
236MK | +34 | ? |
236KK | +39 | ? |
214K > MK | HKD +27(+28) | crouching hit in parenthesis |
214KK > HK, 236HK | +37 | ? |
214KK > HK, DR 5HP > 214HP | +43 | ? |
SA2 > HP Ender | HKD +24 | ? |
SA2 > HK Ender | HKD +34 | ? |
SA3 | HKD +26 | ? |
CA | HKD +22 | ? |
Safejumps: All safejumps are -2 or -3 if the opponent does wakeup perfect parry, so not punishable.
KD Adv. | Safejump | Notes |
---|---|---|
+36 - +37 | 9, j.2LK | ? |
+39 - +40 | [2]8LK, j.2LK | ? |
+41 - +42 | 9, j.X | ? |
+42 - +43 | 9, dl.j.2LK | ? |
+43 - +44 | [2]8LK, j.X | ? |
Corner Throw Loop
Neutral/Forward Throw, 66, 5LP (whiff), Throw
Notes: Must be in corner
vs. Burnout
Drive Rush
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP | 5MP | 5HP | 5LK | 5MK | 5HK | 2LP | 2MP | 2HP | 2LK | 2MK | 2HK | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP | +? | ? |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. Dee Jay