DescriptionExecuted 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:
|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.|
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.