Street Fighter 6/Dee Jay/Strategy: Difference between revisions

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(→‎Corner Throw Loop: Changed throw loop setup to one that actually works)
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==== Corner Throw Loop ====
==== Corner Throw Loop ====
'''Neutral/Forward Throw, 236LK x N<br>'''
'''Neutral/Forward Throw, 66, 5LP (whiff), Throw<br>'''
Notes: Must be in corner
Notes: Must be in corner



Revision as of 15:57, 16 June 2023


Neutral

TO-DO


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 +? ?
Back Throw +? ?
2HK HKD +?
HKD +? (Punish)
?

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
Drive Rush Cancel - Blockstring Gaps
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.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP +? ?


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. Dee Jay


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