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[[File:Jackknife_Maximum.png|thumb|left|The initial kick in ''Super Street Fighter II Turbo Revival'']] Executed by charging downward, then pressing upward and kick, Dee Jay leaps up and forward into the air while delivering a slashing kick(s). |
[[File:Jackknife_Maximum.png|thumb|left|The initial kick in ''Super Street Fighter II Turbo Revival'']] Executed by charging downward, then pressing upward and kick, Dee Jay leaps up and forward into the air while delivering a slashing kick(s). |
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− | The height traveled, startup time and number of kicks delivered (and thus, how much recovery time the move requires) are determined by the kick button pressed: |
+ | The height traveled, startup time and number of kicks delivered (and thus, how much recovery time the move requires) are determined by the kick button pressed: |
+ | {| align="center" border="1" cellpadding="1" cellspacing="1" style="width:340px;" |
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+ | |- |
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+ | ! Version |
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+ | ! Effect |
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+ | |- |
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+ | |style="text-align:center;"|[[File:Arcade-Button-LKick.png]] |
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+ | |style="text-align:left;"| Has the least startup time, travels the least and delivers only one kick. |
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+ | |- |
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+ | |style="text-align:center;"|[[File:Arcade-Button-HKick.png]] |
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+ | |style="text-align:left;"|Has the longest startup time, travels the most and delivers three kicks. |
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+ | |- |
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+ | |style="text-align:center;"|[[File:Arcade-Button-MKick.png]] |
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+ | |style="text-align:left;"|Balances in-between, with two kicks. |
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+ | |- |
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+ | |style="text-align:center;"|[[EX]] |
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+ | |} |
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+ | <!--light kick version has the least startup time, travels the least and delivers only one kick; heavy kick version h; and medium kick version b.--> |
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+ | <!--The [[EX Special]] version introduced in ''[[Super Street Fighter IV]]'' d--> |
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==Tactics== |
==Tactics== |
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The move can be generally use as an anti-air or combo finisher, and can punish whiffed airborne attacks with lower priority. However, like all anti-air moves, Dee Jay will be vulnerable upon descent if the move misses or is blocked. |
The move can be generally use as an anti-air or combo finisher, and can punish whiffed airborne attacks with lower priority. However, like all anti-air moves, Dee Jay will be vulnerable upon descent if the move misses or is blocked. |
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==Gallery== |
==Gallery== |
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===Sprites=== |
===Sprites=== |
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− | [[Image:DJJackknifeMaximum.gif|thumb|left|Street Fighter Alpha 3, heavy kick version]] |
+ | [[Image:DJJackknifeMaximum.gif|thumb|left|Street Fighter Alpha 3, heavy kick version]]{{DeeJay1}}[[Category:Attacks]] |
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[[Category:Special Attacks]] |
[[Category:Special Attacks]] |
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[[Category:Dee Jay's Special Attacks]] |
[[Category:Dee Jay's Special Attacks]] |
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[[Category:EX-able Attacks]] |
[[Category:EX-able Attacks]] |
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[[Category:Charge Attacks]] |
[[Category:Charge Attacks]] |
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Revision as of 02:40, 7 April 2020
The Jackknife Maximum (ジャックナイフマキシマム Jakkunaifu Makishimamu?), also known informally as the Up Kicks, is one of Dee Jay's special attacks, introduced in Super Street Fighter II Turbo.
All appearances | + |
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Description
Executed by charging downward, then pressing upward and kick, Dee Jay leaps up and forward into the air while delivering a slashing kick(s).
The height traveled, startup time and number of kicks delivered (and thus, how much recovery time the move requires) are determined by the kick button pressed:
Version | Effect |
---|---|
Has the least startup time, travels the least and delivers only one kick. | |
Has the longest startup time, travels the most and delivers three kicks. | |
Balances in-between, with two kicks. | |
EX | Delivers five kicks (the last kick hits twice, thus scoring up to six hits) and travels the furthest into the air with the least startup time. |
Tactics
The move can be generally use as an anti-air or combo finisher, and can punish whiffed airborne attacks with lower priority. However, like all anti-air moves, Dee Jay will be vulnerable upon descent if the move misses or is blocked.
Gallery
Sprites
Dee Jay's Move List | |
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Throws | Swing Over Launch • Flip Throw • Diss Track |
Unique Attacks | Knee Shot • Sunrise Heel • Maximum High • Funky Summersault • Sliding Heel Kick • Face Breaker • Threebeat Combo • Dee Jay Special • Funky Dance • Party in the Air • Speedy Maracas |
Drive Impact | Wild Beat |
Drive Reversal | Leg Scratch |
Special Attacks | Air Slasher • Double Rolling Sobat • Machinegun Upper • Jackknife Maximum • Waning Moon • Jus Cool |
Super Combos | Sobat Carnival • Theme of Sunrise • Climax Beat |
Super Arts | The Greatest Sobat • Sunrise Festival • Weekend Pleasure |
Ultra Combos | Sobat Festival • Climax Beat |