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| * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f / 12f (TC) | | * '''Cancel Hitconfirm Window:''' 13f / 12f (TC) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-2}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-2}} oB |
| * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VM|-9}} oH / {{sf6-adv|VM|-14}} oB | | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VM|-9}} oH / {{sf6-adv|VM|-14}} oB |
| * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-14}} oH / {{sf6-adv|VM|-19}} oB | | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-14}} oH / {{sf6-adv|VM|-19}} oB |
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| * '''Cancel Hitconfirm Window:''' 21f (~MP TC) / 17f (~HP TC) | | * '''Cancel Hitconfirm Window:''' 21f (~MP TC) / 17f (~HP TC) |
| <br> | | <br> |
| One of the biggest plus-on-block normals in the game, core to Dee Jay's devious pressure game. Even stronger when combined with his excellent {{clr|4|Drive Rush}} momentum. {{clr|M|5MP}} frame traps into any of Dee Jay's lights and has multiple target combo routes, giving your offense additional layers. | | One of the biggest plus-on-block normals in the game, core to Dee Jay's devious pressure game. Even stronger when combined with his excellent {{clr|DR|Drive Rush}} momentum. {{clr|M|5MP}} frame traps into any of Dee Jay's lights and has multiple target combo routes, giving your offense additional layers. |
| }} | | }} |
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| * Active frames 3-6 deal 100 less damage and whiff on crouching opponents | | * Active frames 3-6 deal 100 less damage and whiff on crouching opponents |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB |
| * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-2}} oB | | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-2}} oB |
| * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-7}} oB | | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-7}} oB |
| * 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...) |
| <br> | | <br> |
| A forward-lunging punch with good utility in combos. The first 2 active frames are cancelable and work against crouching opponents; this allows Dee Jay to combo into [[#Machine Gun Uppercut (214P)|214HP]] using {{clr|4|Drive Rush}} cancels or juggle routes. It also forces the opponent to stand, allowing extended combo routes into {{clr|H|[2]8HK}}. | | A forward-lunging punch with good utility in combos. The first 2 active frames are cancelable and work against crouching opponents; this allows Dee Jay to combo into [[#Machine Gun Uppercut (214P)|214HP]] using {{clr|DR|Drive Rush}} cancels or juggle routes. It also forces the opponent to stand, allowing extended combo routes into {{clr|H|[2]8HK}}. |
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| If spaced at farther ranges, {{clr|H|5HP}} can get much better frame advantage; it makes an excellent shimmy tool due to its frame advantage and forward movement. However, it loses 100 damage and can no longer cancel or hit crouching opponents. This makes it inherently risky as an approach tool, as a crouch blocking opponent can easily whiff punish the recovery. | | If spaced at farther ranges, {{clr|H|5HP}} can get much better frame advantage; it makes an excellent shimmy tool due to its frame advantage and forward movement. However, it loses 100 damage and can no longer cancel or hit crouching opponents. This makes it inherently risky as an approach tool, as a crouch blocking opponent can easily whiff punish the recovery. |
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| {{AttackDataCargo-SF6/Query|dee_jay_5lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5lk}} |
| * '''Cancel Hitconfirm Window:''' 14f | | * '''Cancel Hitconfirm Window:''' 14f |
| ** {{clr|4|DR}} cancel is delayed until after 2nd active frame | | ** {{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|P|+1}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|P|+1}} oB |
| * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VM|-6}} oH / {{sf6-adv|VM|-10}} oB | | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VM|-6}} oH / {{sf6-adv|VM|-10}} oB |
| * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-11}} oH / {{sf6-adv|VM|-15}} oB | | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-11}} oH / {{sf6-adv|VM|-15}} oB |
| * 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...) |
| <br> | | <br> |
| A perfectly average {{clr|L|5LK}} that combos naturally from {{clr|M|5MP}}; he does not have any natural links from light starters, but it works well in his pressure strings. It can combo into {{clr|M|MK Sobat}} for a knockdown at any range. It has decent range for a 5f punish tool, allowing it to combo into {{clr|10|OD Sobat}} or get strong conversions on a {{sf6-adv|VP|+9}} {{clr|4|Drive Rush}} cancel. | | A perfectly average {{clr|L|5LK}} that combos naturally from {{clr|M|5MP}}; he does not have any natural links from light starters, but it works well in his pressure strings. It can combo into {{clr|M|MK Sobat}} for a knockdown at any range. It has decent range for a 5f punish tool, allowing it to combo into {{clr|OD|OD Sobat}} or get strong conversions on a {{sf6-adv|VP|+9}} {{clr|DR|Drive Rush}} cancel. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|dee_jay_5mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mk}} |
| <br> | | <br> |
| One of Dee Jay's best pokes, with the great range and speed only being balanced by a lack of cancelability and how difficult it can be to confirm off of. Punish Counter allows a link into {{clr|H|5HP}} from further out, and {{clr|H|4HK}} when up close. Despite the low recovery, it still demands some care when hitting a {{clr|4|Drive Impact}}. | | One of Dee Jay's best pokes, with the great range and speed only being balanced by a lack of cancelability and how difficult it can be to confirm off of. Punish Counter allows a link into {{clr|H|5HP}} from further out, and {{clr|H|4HK}} when up close. Despite the low recovery, it still demands some care when hitting a {{clr|DR|Drive Impact}}. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_5hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_5hk}} |
| * Punish Counter: +18 Stagger | | * {{clr|PC|Punish Counter}}: +18 Stagger |
| * 4f extra recovery on whiff | | * 4f extra recovery on whiff |
| * Extends a hurtbox 1f before active that is vulnerable to projectiles | | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| * 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...) |
| <br> | | <br> |
| An absolutely massive kick with great range and reward on Punish Counter, making it an excellent whiff punish and space control tool. The stagger effect allows a full {{clr|4|Drive Rush}} conversion at any range for great damage and corner carry. However, its long recovery and lack of cancelability makes it whiff punishable and susceptible to {{clr|4|Drive Impact}} in neutral. | | An absolutely massive kick with great range and reward on Punish Counter, making it an excellent whiff punish and space control tool. The stagger effect allows a full {{clr|DR|Drive Rush}} conversion at any range for great damage and corner carry. However, its long recovery and lack of cancelability makes it whiff punishable and susceptible to {{clr|DR|Drive Impact}} in neutral. |
| }} | | }} |
| <br> | | <br> |
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| * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB |
| * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VM|-7}} oH / {{sf6-adv|VM|-12}} oB | | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|VM|-7}} oH / {{sf6-adv|VM|-12}} oB |
| * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-17}} oB | | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-17}} oB |
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| {{AttackDataCargo-SF6/Query|dee_jay_2mp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2mp}} |
| * '''Cancel Hitconfirm Window:''' 19f (15f into 236KK) | | * '''Cancel Hitconfirm Window:''' 19f (15f into 236KK) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-5}} oB | | * '''{{clr|L|[4]6LP}} cancel advantage:''' {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-5}} oB |
| * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-10}} oB | | * '''{{clr|L|236LK}} cancel advantage:''' {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-10}} oB |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_2hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_2hp}} |
| * Punish Counter: +12 Stagger | | * {{clr|PC|Punish Counter}}: +12 Stagger |
| * Forces Stand on hit | | * Forces Stand on hit |
| <br> | | <br> |
| One of Dee Jay's more well-rounded buttons with decent range, speed, advantage, and punish reward. Links to {{clr|M|2MP}} naturally, and links into {{clr|H|5HP}} on Punish Counter, making it a great whiff punish option when speed is more important than range (e.g. PC {{clr|H|2HP}}, {{clr|H|5HP}}, {{clr|L|2LP}} > Special). Very important for comboing into Jackknife Maximum since it forces the crouching opponents to stand. It can be used as a poke and pressure tool, but may lose to an early {{clr|4|Drive Impact}} since it's not cancelable. | | One of Dee Jay's more well-rounded buttons with decent range, speed, advantage, and punish reward. Links to {{clr|M|2MP}} naturally, and links into {{clr|H|5HP}} on Punish Counter, making it a great whiff punish option when speed is more important than range (e.g. PC {{clr|H|2HP}}, {{clr|H|5HP}}, {{clr|L|2LP}} > Special). Very important for comboing into Jackknife Maximum since it forces the crouching opponents to stand. It can be used as a poke and pressure tool, but may lose to an early {{clr|DR|Drive Impact}} since it's not cancelable. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_2mk}} | | {{AttackDataCargo-SF6/Query|dee_jay_2mk}} |
| * Punish Counter: HKD +29 | | * {{clr|PC|Punish Counter}}: HKD +29 |
| * Extends a hurtbox on whiff until end of recovery | | * Extends a hurtbox on whiff until end of recovery |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|dee_jay_2hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_2hk}} |
| * '''Anti-Air Invuln (Legs/Upper Body):''' 12-23f | | * '''Anti-Air Invuln (Legs/Upper Body):''' 12-23f |
| * Counter-hit/Punish Counter: HKD +52~61 | | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +52~61 |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state (better juggle on Counter-hit/Punish Counter) | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state (better juggle on Counter-hit/Punish Counter) |
| * Not a Hard Knockdown vs. airborne opponents | | * Not a Hard Knockdown vs. airborne opponents |
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| {{AttackDataCargo-SF6/Query|dee_jay_jhk}} | | {{AttackDataCargo-SF6/Query|dee_jay_jhk}} |
| <br> | | <br> |
| A decent all-purpose air normal that hits in front before swinging his leg downward. After a {{clr|4|Drive Impact}} crumple into neutral {{clr|H|j.HK}}, the opponent is in the perfect position for {{clr|4|Drive Rush}} {{clr|M|5MP}}~{{clr|M|MP}} juggle loops that can take the opponent to the corner from anywhere on screen. | | A decent all-purpose air normal that hits in front before swinging his leg downward. After a {{clr|DR|Drive Impact}} crumple into neutral {{clr|H|j.HK}}, the opponent is in the perfect position for {{clr|DR|Drive Rush}} {{clr|M|5MP}}~{{clr|M|MP}} juggle loops that can take the opponent to the corner from anywhere on screen. |
| }} | | }} |
| <br> | | <br> |
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| * 2nd hit causes air reset vs. airborne opponents (juggles on Punish Counter) | | * 2nd hit causes air reset vs. airborne opponents (juggles on Punish Counter) |
| * '''Cancel Hitconfirm Window:''' 34f | | * '''Cancel Hitconfirm Window:''' 34f |
| ** Special/{{clr|4|DR}} cancel on 2nd hit is delayed until after active frames | | ** Special/{{clr|DR|DR}} cancel on 2nd hit is delayed until after active frames |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+7}} oB, 2nd hit {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+7}} oB, 2nd hit {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB |
| * '''{{clr|L|[4]6LP}} cancel advantage:''' 1st hit {{sf6-adv|VP|+5}} oH / {{sf6-adv|VM|-5}} oB, 2nd hit {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-6}} oB | | * '''{{clr|L|[4]6LP}} cancel advantage:''' 1st hit {{sf6-adv|VP|+5}} oH / {{sf6-adv|VM|-5}} oB, 2nd hit {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-6}} oB |
| * '''{{clr|L|236LK}} cancel advantage:''' 1st hit {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-10}} oB, 2nd hit {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-11}} oB | | * '''{{clr|L|236LK}} cancel advantage:''' 1st hit {{sf6-adv|E|0}} oH / {{sf6-adv|VM|-10}} oB, 2nd hit {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-11}} oB |
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| {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_hp}} |
| * '''Cancel Hitconfirm Window:''' 42-43f (TC) | | * '''Cancel Hitconfirm Window:''' 42-43f (TC) |
| * Continues limited juggle state if juggled into (from {{clr|4|DR}}, crumple, wall splat) | | * Continues limited juggle state if juggled into (from {{clr|DR|DR}}, crumple, wall splat) |
| * Always a true blockstring from {{clr|M|5MP}} | | * Always a true blockstring from {{clr|M|5MP}} |
| * At max range, {{clr|H|HP}} hits later for better advantage but can whiff on crouching opponents | | * At max range, {{clr|H|HP}} hits later for better advantage but can whiff on crouching opponents |
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| * 2f extra recovery on block; true blockstring from {{clr|M|5MP}} but can be delayed (up to 4f gap) | | * 2f extra recovery on block; true blockstring from {{clr|M|5MP}} but can be delayed (up to 4f gap) |
| ** Leaving a gap makes it possible to counter-hit and combo into {{clr|H|HP}} ender | | ** Leaving a gap makes it possible to counter-hit and combo into {{clr|H|HP}} ender |
| * Continues juggle state if juggled into; great for {{clr|4|Drive Rush}} corner carry routes | | * Continues juggle state if juggled into; great for {{clr|DR|Drive Rush}} corner carry routes |
| * '''Cancel Hitconfirm Window:''' 15f (~{{clr|H|HP}} TC) | | * '''Cancel Hitconfirm Window:''' 15f (~{{clr|H|HP}} TC) |
| {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_5mp_mp_hp}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_lplk}} | | {{AttackDataCargo-SF6/Query|dee_jay_lplk}} |
| * Punish Counter: HKD +34 | | * {{clr|PC|Punish Counter}}: HKD +34 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|dee_jay_4lplk}} | | {{AttackDataCargo-SF6/Query|dee_jay_4lplk}} |
| * Side switch | | * Side switch |
| * Punish Counter: HKD +22 | | * {{clr|PC|Punish Counter}}: HKD +22 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| This throw is good for reversing pressure when cornered. After the corner side switch, Dee Jay can dash forward, becoming {{sf6-adv|P|+3}}. He is well out of throw range and can only beat wakeup buttons with a spaced normal like {{clr|M|2MP}}, which can be hitconfirmed directly into a special. For true strike/throw oki, a {{clr|4|Drive Rush}} is required. | | This throw is good for reversing pressure when cornered. After the corner side switch, Dee Jay can dash forward, becoming {{sf6-adv|P|+3}}. He is well out of throw range and can only beat wakeup buttons with a spaced normal like {{clr|M|2MP}}, which can be hitconfirmed directly into a special. For true strike/throw oki, a {{clr|DR|Drive Rush}} is required. |
| }} | | }} |
| <br> | | <br> |
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| * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling | | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| * Combos when canceled from {{clr|H|5HP}}/{{clr|H|4HK (1st)}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) | | * Combos when canceled from {{clr|H|5HP}}/{{clr|H|4HK (1st)}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| * A blocked {{clr|4|DI}} can combo into another {{clr|4|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) | | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| ** This happens because a blocked {{clr|4|DI}} is not considered a "hit" for combo purposes | | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
| ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo | | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
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| * '''Marisa (214K)''', frame 3 armor | | * '''Marisa (214K)''', frame 3 armor |
| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|10|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. | | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|5HP}}{{clr|10|*}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} (must be close enough to cancel) | | * {{clr|H|5HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} (must be close enough to cancel) |
| * {{clr|4|DR~}}{{clr|M|2MP}}{{clr|10|*}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit | | * {{clr|DR|DR~}}{{clr|M|2MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|H|4HK(1)}}{{clr|10|*}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit | | * {{clr|DR|DR~}}{{clr|H|4HK(1)}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|H|4HK(2)}}{{clr|10|*}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|DR|DR~}}{{clr|H|4HK(2)}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
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| ** Can also be performed from whiffed cancelable light normals | | ** Can also be performed from whiffed cancelable light normals |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Dee_Jay/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Dee_Jay/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| * Startup refers to minimum time before an attack can cancel the {{clr|4|Drive Rush}} animation | | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
| * The first 15 recovery frames are cancelable into any attack | | * The first 15 recovery frames are cancelable into any attack |
| * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) | | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties | | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced attack starts the combo | | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo |
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| Distance: | | Distance: |
| * 0.763 (min, cancel into immediate Throw) | | * 0.763 (min, cancel into immediate Throw) |
| * 2.535 (min, earliest blocking/movement frame) | | * 2.535 (min, earliest blocking/movement frame) |
| * 2.713 (max, final {{clr|4|DR}} frame) | | * 2.713 (max, final {{clr|DR|DR}} frame) |
| }} | | }} |
| <br> | | <br> |
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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|4|Drive Impact}}. | | 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}}. |
| {{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 |
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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|4|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 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). |
| }} | | }} |
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| * 40f charge time; charge lasts up to 12f after releasing down direction | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| * Puts opponent into {{sf6-jug|limited juggle}} state; cannot hit crouching opponents unless they extend an upward hurtbox | | * Puts opponent into {{sf6-jug|limited juggle}} state; cannot hit crouching opponents unless they extend an upward hurtbox |
| Not a very good anti-air, as it loses anti-air invincibility on the first active frame of the move. Can follow up with HK/OD Jackknife or {{clr|10|SA1}} depending on screen position and distance from the opponent. | | Not a very good anti-air, as it loses anti-air invincibility on the first active frame of the move. Can follow up with HK/OD Jackknife or {{clr|SA|SA1}} depending on screen position and distance from the opponent. |
| {{AttackDataCargo-SF6/Query|dee_jay_28hk}} | | {{AttackDataCargo-SF6/Query|dee_jay_28hk}} |
| * '''Anti-Air Invuln:''' 1-9f (cannot hit cross-up); '''Throw Invuln:''' 5-6f; '''Airborne''' 5-51f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-9f (cannot hit cross-up); '''Throw Invuln:''' 5-6f; '''Airborne''' 5-51f ({{FKD}} state) |
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| * 40f charge time; charge lasts up to 12f after releasing down direction | | * 40f charge time; charge lasts up to 12f after releasing down direction |
| * Puts opponent into {{sf6-jug|limited juggle}} state; only 1st hit connects on crouching opponents | | * Puts opponent into {{sf6-jug|limited juggle}} state; only 1st hit connects on crouching opponents |
| Dee Jay's main invincible reversal. Since {{clr|10|SA1}} isn't invincible and {{clr|10|SA2}} is fairly slow, this is your most important defensive tool. It is massively unsafe on whiff or block; it even gives enough time for moves like Kimberly's Spraycan or Lily's Condor Wind to be set up before punishing Dee Jay. Can also be used as an anti-air for slightly more damage and consistency than the HK version; keep in mind that only the first hit retains full invincibility, so an early anti-air attempt can get stuffed. Works well in juggles. | | Dee Jay's main invincible reversal. Since {{clr|SA|SA1}} isn't invincible and {{clr|SA|SA2}} is fairly slow, this is your most important defensive tool. It is massively unsafe on whiff or block; it even gives enough time for moves like Kimberly's Spraycan or Lily's Condor Wind to be set up before punishing Dee Jay. Can also be used as an anti-air for slightly more damage and consistency than the HK version; keep in mind that only the first hit retains full invincibility, so an early anti-air attempt can get stuffed. Works well in juggles. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|dee_jay_214hp}} | | {{AttackDataCargo-SF6/Query|dee_jay_214hp}} |
| * '''Cancel Hitconfirm Window:''' 90f hit / 10f block (Super) | | * '''Cancel Hitconfirm Window:''' 90f hit / 10f block (Super) |
| Tied for the slowest version of Machine Gun Uppercut but very rewarding to land. Only works from Punish Counter or {{clr|4|Drive Rush}} 5HP and 4HK(1). Highest meterless combo ender but is very specific for moves that can actually combo into it. In the corner when juggled into allows for a juggle afterwards into '''Weekend Pleasure''' | | Tied for the slowest version of Machine Gun Uppercut but very rewarding to land. Only works from Punish Counter or {{clr|DR|Drive Rush}} 5HP and 4HK(1). Highest meterless combo ender but is very specific for moves that can actually combo into it. In the corner when juggled into allows for a juggle afterwards into '''Weekend Pleasure''' |
| {{AttackDataCargo-SF6/Query|dee_jay_214pp}} | | {{AttackDataCargo-SF6/Query|dee_jay_214pp}} |
| * '''Cancel Hitconfirm Window:''' 116f hit / 10f block (Super) | | * '''Cancel Hitconfirm Window:''' 116f hit / 10f block (Super) |
| * Counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| A highly rewarding, range dependent combo tool. Similar to the HP version only combos from Punish Counter or {{clr|4|Drive Rush}} 5HP or 4HK(1) but is massively rewarding to use in combos. Offers the highest base damage of any of his specials. | | A highly rewarding, range dependent combo tool. Similar to the HP version only combos from Punish Counter or {{clr|DR|Drive Rush}} 5HP or 4HK(1) but is massively rewarding to use in combos. Offers the highest base damage of any of his specials. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|dee_jay_214k}} | | {{AttackDataCargo-SF6/Query|dee_jay_214k}} |
| * Sway Distance: 0.602 backwards | | * Sway Distance: 0.602 backwards |
| 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|4|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|4|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}} |
| * Sway Distance: 0.74 backwards | | * Sway Distance: 0.74 backwards |
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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...) |
| {{AttackDataCargo-SF6/Query|dee_jay_214kk_lk}} | | {{AttackDataCargo-SF6/Query|dee_jay_214kk_lk}} |
| * Punish Counter: +16 | | * {{clr|PC|Punish Counter}}: +16 |
| * 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) |
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| * Applies 40% damage scaling to next hit when beginning a combo (100/60/50...) | | * Applies 40% damage scaling to next hit when beginning a combo (100/60/50...) |
| * Counter-hit: Crumple (HKD +66), {{sf6-adv|VP|+4}} before opponent goes airborne | | * Counter-hit: Crumple (HKD +66), {{sf6-adv|VP|+4}} before opponent goes airborne |
| * Punish Counter: Crumple (HKD +79), {{sf6-adv|VP|+6}} before opponent goes airborne | | * {{clr|PC|Punish Counter}}: Crumple (HKD +79), {{sf6-adv|VP|+6}} before opponent goes airborne |
| ** Causes wall bounce vs. airborne ({{sf6-jug|free juggle}} state) | | ** Causes wall bounce vs. airborne ({{sf6-jug|free juggle}} state) |
| <br> | | <br> |
| An unusual Super that lacks invincibility, instead being used as a punish starter, counter-hit conversion tool, or a high-damage juggle ender. | | An unusual Super that lacks invincibility, instead being used as a punish starter, counter-hit conversion tool, or a high-damage juggle ender. |
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| The crumple state on Punish Counter gives Dee Jay a full juggle combo on moves that are {{sf6-adv|VM|-7}} or worse, which is a great option when outside his {{clr|M|2MP}} range. A counter-hit also gives a similar crumple, which makes it a useful punish against installs like Ryu's Denjin Charge, or for canceling a poke against {{clr|4|Drive Impact}} armor. While it's possible to get a grounded combo after both crumple states, it's usually better to let the opponent go airborne and use a more optimal juggle route. | | The crumple state on Punish Counter gives Dee Jay a full juggle combo on moves that are {{sf6-adv|VM|-7}} or worse, which is a great option when outside his {{clr|M|2MP}} range. A counter-hit also gives a similar crumple, which makes it a useful punish against installs like Ryu's Denjin Charge, or for canceling a poke against {{clr|DR|Drive Impact}} armor. While it's possible to get a grounded combo after both crumple states, it's usually better to let the opponent go airborne and use a more optimal juggle route. |
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| If the Punish Counter {{clr|10|SA1}} hits an airborne opponent, they will be slammed against the wall for a juggle. If the opponent is too close to the corner, they tend to fly over Dee Jay's head, making the follow-up juggle limited or impossible. Counter-hits do not cause this wall bounce, simply resulting in a knockdown. | | If the Punish Counter {{clr|SA|SA1}} hits an airborne opponent, they will be slammed against the wall for a juggle. If the opponent is too close to the corner, they tend to fly over Dee Jay's head, making the follow-up juggle limited or impossible. Counter-hits do not cause this wall bounce, simply resulting in a knockdown. |
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| Dee Jay does not extend a hurtbox on his leg during the attack; combined with the Low Crush property, this gives him some "pseudo-invincibility" in specific scenarios. For example, it's possible to use {{clr|10|SA1}} on reaction to mid-range fireball to force a trade, allowing Dee Jay to follow up with a {{clr|4|Drive Rush}} juggle; this is much more practical against projectiles with slow movement speed and a wide extended hurtbox. | | Dee Jay does not extend a hurtbox on his leg during the attack; combined with the Low Crush property, this gives him some "pseudo-invincibility" in specific scenarios. For example, it's possible to use {{clr|SA|SA1}} on reaction to mid-range fireball to force a trade, allowing Dee Jay to follow up with a {{clr|DR|Drive Rush}} juggle; this is much more practical against projectiles with slow movement speed and a wide extended hurtbox. |
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| Due to the high pushback, this Super is relatively safe when spaced; other than some fast ranged Supers, most characters cannot punish it at midrange. This makes it less risky to fish for counter-hit {{clr|M|5MK}} > {{clr|10|SA1}} in neutral, as a dropped confirm will rarely be punished. | | Due to the high pushback, this Super is relatively safe when spaced; other than some fast ranged Supers, most characters cannot punish it at midrange. This makes it less risky to fish for counter-hit {{clr|M|5MK}} > {{clr|SA|SA1}} in neutral, as a dropped confirm will rarely be punished. |
| }} | | }} |
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| * '''Drive Gauge Depletion:''' 1 bar (hit, full sequence) / 0.5 bars (block) | | * '''Drive Gauge Depletion:''' 1 bar (hit, full sequence) / 0.5 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| * Applies 25% damage scaling to next hit when beginning a combo; counts as 3 hits for damage scaling when comboed into (applies to any hit after {{clr|10|SA2}} sequence) | | * Applies 25% damage scaling to next hit when beginning a combo; counts as 3 hits for damage scaling when comboed into (applies to any hit after {{clr|SA|SA2}} sequence) |
| * Applies 30% scaling to Dee Jay's Super Art gain until the end of the combo | | * Applies 30% scaling to Dee Jay's Super Art gain until the end of the combo |
| <br> | | <br> |
| Dee Jay lunges forward with a knee strike that can chain into a series of follow-up attack. The initial activation is nearly identical for all versions of {{clr|10|SA2}}, with the {{clr|H|HP}} starter doing only slightly less damage. This hit has great forward movement and invincibility. It's too slow for most reversal applications, but it's great at countering projectiles at mid-range (though it can be difficult to use against characters like Guile). | | Dee Jay lunges forward with a knee strike that can chain into a series of follow-up attack. The initial activation is nearly identical for all versions of {{clr|SA|SA2}}, with the {{clr|H|HP}} starter doing only slightly less damage. This hit has great forward movement and invincibility. It's too slow for most reversal applications, but it's great at countering projectiles at mid-range (though it can be difficult to use against characters like Guile). |
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| Regardless of which version is used, the follow-ups can only come out on hit; each hit causes no additional damage scaling, so linking out of the {{sf6-adv|VP|+6}} can still be useful. Dee Jay stops immediately if the initial attack whiffs or is blocked, and is unable to continue with follow-ups. | | Regardless of which version is used, the follow-ups can only come out on hit; each hit causes no additional damage scaling, so linking out of the {{sf6-adv|VP|+6}} can still be useful. Dee Jay stops immediately if the initial attack whiffs or is blocked, and is unable to continue with follow-ups. |
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| The timing of the follow-up sequence starts easy with {{clr|L|LP}} {{clr|10|Super}}, then increases in difficulty with each button strength. This allows players to choose between a safe, consistent combo or a risky but rewarding finisher. [https://www.youtube.com/watch?v=j0k8-2Qjq3g This video] is a good example for learning the button timing on the {{clr|M|MP}} and {{clr|H|HP}} follow-ups, with audio and visual cues to help practice. | | The timing of the follow-up sequence starts easy with {{clr|L|LP}} {{clr|SA|Super}}, then increases in difficulty with each button strength. This allows players to choose between a safe, consistent combo or a risky but rewarding finisher. [https://www.youtube.com/watch?v=j0k8-2Qjq3g This video] is a good example for learning the button timing on the {{clr|M|MP}} and {{clr|H|HP}} follow-ups, with audio and visual cues to help practice. |
| }} | | }} |
| |-| | | |-| |
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| * '''Projectile Invuln:''' 1-28f; Timing window: ?f after {{clr|L|236236LP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}}~{{clr|M|MK}} | | * '''Projectile Invuln:''' 1-28f; Timing window: ?f after {{clr|L|236236LP}}~{{clr|L|LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|L|LK}}~{{clr|M|MK}} |
| <br> | | <br> |
| The follow-ups to {{clr|L|LP}} {{clr|10|SA2}} require no particular rhythm on the hits; just mashing the buttons in sequence is enough to guarantee the full damage. Using this version guarantees a safe 2600 damage, which is only a reduction of 200 max damage from {{clr|M|MP}} {{clr|10|Super}}, or 400 from {{clr|H|HP}} {{clr|10|Super}}. There is no cinematic ender like on the {{clr|M|MP}} and {{clr|H|HP}} versions; as a result, Dee Jay cannot choose which direction to knock the opponent, and he cannot get oki after the knockdown unless he reaches the corner. | | The follow-ups to {{clr|L|LP}} {{clr|SA|SA2}} require no particular rhythm on the hits; just mashing the buttons in sequence is enough to guarantee the full damage. Using this version guarantees a safe 2600 damage, which is only a reduction of 200 max damage from {{clr|M|MP}} {{clr|SA|Super}}, or 400 from {{clr|H|HP}} {{clr|SA|Super}}. There is no cinematic ender like on the {{clr|M|MP}} and {{clr|H|HP}} versions; as a result, Dee Jay cannot choose which direction to knock the opponent, and he cannot get oki after the knockdown unless he reaches the corner. |
| }} | | }} |
| |-| | | |-| |
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| The {{clr|M|MP}} follow-ups allow for higher damage than the {{clr|L|LP}} version if the buttons are pressed in a particular rhythm. The key is to input each follow-up right as the previous one connects with the opponent. The hitstop of each hit is reduced compared to the {{clr|L|LP}} Super, so the full animation will feel a bit faster overall. If you drop the rhythm on any hit, you cannot get the rhythm bonus on any further hits in the sequence. | | The {{clr|M|MP}} follow-ups allow for higher damage than the {{clr|L|LP}} version if the buttons are pressed in a particular rhythm. The key is to input each follow-up right as the previous one connects with the opponent. The hitstop of each hit is reduced compared to the {{clr|L|LP}} Super, so the full animation will feel a bit faster overall. If you drop the rhythm on any hit, you cannot get the rhythm bonus on any further hits in the sequence. |
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| If you managed to get the full rhythm of each hit, you can end with a fully invincible cinematic finisher. {{clr|H|HP}} switches sides, allowing Dee Jay to regain corner control and even gives oki if he was close to the wall. {{clr|H|HK}} keeps Dee Jay on the same side and grants a Hard Knockdown, allowing for a forward dash into great oki. Choosing not to end in the cinematic hit after a full-rhythm connect will significantly reduce the Super's damage; it would actually be better to land a non-rhythm {{clr|H|HK}} at the end. If done perfectly all the way to the end, Dee Jay will do 200 more damage than {{clr|L|LP}} {{clr|10|SA2}}. | | If you managed to get the full rhythm of each hit, you can end with a fully invincible cinematic finisher. {{clr|H|HP}} switches sides, allowing Dee Jay to regain corner control and even gives oki if he was close to the wall. {{clr|H|HK}} keeps Dee Jay on the same side and grants a Hard Knockdown, allowing for a forward dash into great oki. Choosing not to end in the cinematic hit after a full-rhythm connect will significantly reduce the Super's damage; it would actually be better to land a non-rhythm {{clr|H|HK}} at the end. If done perfectly all the way to the end, Dee Jay will do 200 more damage than {{clr|L|LP}} {{clr|SA|SA2}}. |
| }} | | }} |
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| * Remains on same side; requires perfect rhythm sequence to activate | | * Remains on same side; requires perfect rhythm sequence to activate |
| <br> | | <br> |
| The {{clr|H|HP}} version is essentially the same as the {{clr|M|MP}} version, but the proper rhythm timing is even harder. Each hit does even less hitstop than the {{clr|M|MP}} version, causing the full animation to move more quickly with less of an impact on each strike. If done perfectly all the way to the end, Dee Jay will do 400 more damage than {{clr|L|LP}} {{clr|10|SA2}}, and 200 more damage than {{clr|M|MP}} {{clr|10|SA2}}. | | The {{clr|H|HP}} version is essentially the same as the {{clr|M|MP}} version, but the proper rhythm timing is even harder. Each hit does even less hitstop than the {{clr|M|MP}} version, causing the full animation to move more quickly with less of an impact on each strike. If done perfectly all the way to the end, Dee Jay will do 400 more damage than {{clr|L|LP}} {{clr|SA|SA2}}, and 200 more damage than {{clr|M|MP}} {{clr|SA|SA2}}. |
| }} | | }} |
| </tabber> | | </tabber> |