Street Fighter 6/Dee Jay: Difference between revisions

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Advancing plus on block mid. Good meaty due to its long active frames and advantage on block but rather slow to start up
Advancing plus on block mid. Good meaty due to its long active frames and advantage on block but rather slow to start up
*Not an overhead
*Not an overhead
*Hits crouchers on its 2nd active frame (+5/+1 on standing, +6/+2 on crouching)
*Causes a knockdown on air hit
*The first 2 active frames do not hit standing characters
*Hits crouchers on its 4th active frame (+5/+1 on standing, +6/+2 on crouching)
}}
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Revision as of 16:25, 16 June 2023


Introduction

A globally popular dance music superstar, Dee Jay is always ready to have a good time. With a burning love for music and fighting, this Jamaican sensation drives audiences wild with hot new songs and stylish moves.

Dee Jay is a pressure-oriented rushdown character with many ways to set up frame traps or other mixups. His playstyle heavily revolves around feinting, wherein Dee Jay looks like he is approaching or performing a move before ducking away and returning to neutral. Efficient use of feints, his strong pressure buttons, and his excellent Drive Rush can let Dee Jay dance all over the screen like it's nothing.

Jus Cool is Dee Jay's primary tool setting up his pressure, and is a very unique special move. Most comparable to Slayer's "Dandy Step" from the Guilty Gear franchise, Jus Cool sways Dee Jay back and allows him to follow up with five unique follow-ups. Jus Cool can be followed up with a low kick that frame traps, an overhead kick that is safe and knocks down on hit, a launching knee swing for anti-airs, and a forwards dash that can be canceled out of with a second sway back. Utilizing all of these follow-ups can be somewhat tricky, but thankfully Dee Jay has numerous excellent pressure normals to help him along. His 5MP is plus, his 6MK is a plus normal that catches jump-outs, and his j.2K allows him to reset pressure with a jump-in attack must faster than other characters. Combining Jus Cool with his close range pressure options allows Dee Jay to mix opponents regardless of where he is on the screen, making him a devastating dance partner to be duking it out with.

Dee Jay's special move selection is rounded out by Air Slasher, a charge fireball that can be used to counter-zone, Jackknife Maximum for anti-airing, and Rolling Sobat to cover ground and either stagger or knock the opponent down. The most notable trait of these three moves, which winds up tying back into his trickiness, is that their light versions are all feints, which allows Dee Jay to bait people into responding for whiff punishes or reset pressure if he is close. To this end, Dee Jay has a lot of very fast movement options; his forward dash and particularly his Drive Rush are incredibly quick, which pairs well with his many lengthy pokes. If Dee Jay manages to get a good hit his damage potential becomes extremely high, as his OD moves all deal incredible damage and his Machine Gun Upper special is one of the highest damage combo enders in the game.

Dee Jay's up close pressure and screen control is very strong, but comes with somewhat of an awkward kit to work with. None of Dee Jay's longer reaching normals are special cancelable, making it difficult for him to meaningfully follow up with pokes. As well, all of his cancelable buttons are stubby, which can result in him dropping combos if the spacing isn't perfect. Armored moves, particularly Drive Impacts, will break right through his longer buttons if he doesn't use them carefully. Additionally, because his primary reversal is Overdrive Jackknife Maximum and he uses a lot of Drive for conversions, Dee Jay generally has a hard time in Burnout. Thus, Dee Jay can be a surprisingly demanding character at high levels of play. While all of the above can make Dee Jay somewhat awkward to play, putting time into using him effectively will carry you very far. If you enjoy cool beats and slick dance moves, do the dancehall ting with Dee Jay.

Pick if you like: Avoid if you dislike:
  • Tricky movements, including a fast forward dash, Drive Rush and sway specials
  • Using feint special moves to bait opponents to respond incorrectly
  • Shutting down fireballs with your own fireballs
  • Cashing out resources to convert hits or approaches into big damage
  • Rhythm mini-games
  • Committal pokes without cancel windows
  • Highly distance specific combos that are prone to dropping
  • Losing very hard in burnout
  • Charge inputs (though not as core to his moveset as Guile)


Classic & Modern Versions Comparison

List of differences with Modern Dee Jay
Missing Normals
  • Standing Medium Kick (5MK)
  • Standing Heavy Punch (5HP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Party in the Air (j.MP~j.HP)
Shortcut-Only Specials
  • Jus Cool (5S)
Miscellaneous Changes
  • 2L is 2LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains
  • Level 2 super is always Lowkey Sunrise Festival (LP version)
    • This version does not require rhythmic timing


Dee Jay
SF6 Dee Jay Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.043
Backward Walk Speed 0.032
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.50
Backward Dash Distance 0.90
Drive Rush Min. Distance (Throw) 0.763
Drive Rush Min. Distance (Block) 2.535
Drive Rush Max Distance 2.713
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Dee Jay 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 6 Chn Sp SA TC 300 LH +4 -1

Dee Jays fastest normal both in startup and recovery. Good for mashing out of pressure, scrambles and for checking opponents movements, as well as things like Drive Impacts due to its chaining properties

5MP
Standing Medium Punch
5MP
SF6 Dee Jay 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 13 TC 600 LH +5 +2

5HP
Standing Heavy Punch
5HP
SF6 Dee Jay 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 18 Sp SA (close) 800(700) LH +3(+8) -4(+1)

Very fast, advancing normal. Special cancellable but only during its initial active frames. Can be spaced to be made better on both hit and block

  • Forces stand
  • Whiffs on crouchers from further out

5LK
Standing Light Kick
5LK
SF6 Dee Jay 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH +2 -2

5MK
Standing Medium Kick
5MK
SF6 Dee Jay 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 16 - 600 LH +6 -1

Dee Jays primary normal for linking out of, as well as a respectable poke. On PC can link into both 5HP from further out and 4HK when up close

  • Does not special cancel

5HK
Standing Heavy Kick
5HK
SF6 Dee Jay 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 22(26) - 800 LH +1 -5

Slower, advancing mid. Best serves as a pre-emptive whiff punish on things with a lot of recovery. Importantly does not special cancel and has a lot of recovery, making it vulnerable to Drive Impacts when used improperly

  • Advantage on Punish Counter: +18

Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Dee Jay 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 8 Chn Sp SA 300 LH +4 -1

2MP
Crouching Medium Punch
2MP
SF6 Dee Jay 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 14 Sp SA 600 LH +4 -1

2HP
Crouching Heavy Punch
2HP
SF6 Dee Jay 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2 20 - 800 LH +6 -2

2LK
Crouching Light Kick
2LK
SF6 Dee Jay 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 10 Chn 200 L +2 -2

2MK
Crouching Medium Kick
2MK
SF6 Dee Jay 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 19 - 700 L KD +29 -6

One of Dee Jay's strangest buttons—while not bad by any means, it's a clear weakness to not have a regular crouching medium kick to reliably confirm off of. It does give him a solid knockdown even on normal hit, though, allowing him to set up meaties and throws even from a back recovery.

2HK
Crouching Heavy Kick
2HK
SF6 Dee Jay 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 10 15 - 900 L HKD +33(+42) -11(-2)


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Dee Jay jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 7 3 land - 300 H - -

j.MP
Jumping Medium Punch
j.MP
SF6 Dee Jay jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 3 land TC 700 H - -

j.HP
Jumping Heavy Punch
j.HP
SF6 Dee Jay jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H - -

j.LK
Jumping Light Kick
j.LK
SF6 Dee Jay jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 6 3 land - 300 H - -

j.MK
Jumping Medium Kick
j.MK
SF6 Dee Jay jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 3 land - 500 H - -

j.HK
Jumping Heavy Kick
j.HK
SF6 Dee Jay jhk.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 3 land - 800 H - -

Command Normals

6MK
Sunrise Heel
6MK
SF6 Dee Jay 6mk.png

6MK
Sunrise Heel
Startup Active Recovery Cancel Damage Guard On Hit On Block
19(21) 5 16 SA 700 LH +5(+6) +1(+2)

Advancing plus on block mid. Good meaty due to its long active frames and advantage on block but rather slow to start up

  • Not an overhead
  • Causes a knockdown on air hit
  • The first 2 active frames do not hit standing characters
  • Hits crouchers on its 4th active frame (+5/+1 on standing, +6/+2 on crouching)

4HK
Face Breaker
4HK
SF6 Dee Jay 4hk.png

4HK
Face Breaker
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2,4 20 Sp SA 500,300 (800) LH +1 -5

Very fast anti air, incredibly useful for when Dee Jay doesn't have charge. Cancels on both hits making for rather easy grounded hit confirms

  • Second hit launches on air Punish Counter

j.2LK
Knee Shot
j.2LK
SF6 Dee Jay j2lk.png

j.2LK
Knee Shot
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 until land 3 land - 300 H +5(+9) +2(+8)

Kills your upward momentum when used rising. Useful for creating fake crossups or for giving yourself a shorter jump.

Target Combos

5LP~MK~MK
Threebeat Combo
5LP~MK~MK
SF6 Dee Jay 5lp mk.png

SF6 Dee Jay 5lp mk mk.png

5LP~MK
Threebeat Combo 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 TC 400(360) LH +2 (Whiff -17) -3 (Whiff -22)
5LP~MK~MK
Threebeat Combo 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 21 - 625(500) LH +2 -8

5MP~HP~HK
Dee Jay Special
5MP~HP~HK
SF6 Dee Jay 5hp.png

SF6 Dee Jay 5hk.png

5MP~HP
Dee Jay Special 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 7 24 TC 500 LH -2(+2) -11(-7)
5MP~HP~HK
Dee Jay Special 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3 30 SA 600(480) LH KD +34 -13

5MP~MP~HP/4HP
Funky Dance
5MP~MP~HP/4HP
SF6 Dee Jay 5mp mp.png

SF6 Dee Jay 5mp mp hp.png

SF6 Dee Jay 5mp mp 4hp.png

5MP~MP
Funky Dance 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2 17(19) TC 500 LH +2 -2
5MP~MP~HP
Funky Dance 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 2 24 - 900 LH KD +43 -8
5MP~MP~4HP
Funky Dance Feint
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 23 total - - - -4 -6

Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Dee Jay lplk.png

LPLK
Diss Track
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +34 -

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Dee Jay 4lplk.png

4LPLK
Flip Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +22 -

Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Dee Jay hphk.png

HPHK
Wild Beat
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: gaps of 8f or less cannot be escaped by jumping

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Dee Jay 6hphk.png

6HPHK
Leg Scratch
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(18) 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Dee Jay mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Dee Jay 66.png

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Notable Drive Rush cancel combo routes:
  • Notable Drive Rush cancel blockstring gaps:

Special Moves

Air Slasher ([4]6P)
Air Slasher
[4]6P
SF6 Dee Jay 46mp.png
Light version feints and doesn't throw a fireball.

SF6 Dee Jay 46pp.png

[4]6LP
Air Slasher
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 21 - - - - -
  • 45f charge time

Dee Jay performs a quick feint with the same startup animation as his other fireball. Recovers much quicker than the other versions, and can be used to bait unsafe options an opponent may use to try and go through your fireballs.

[4]6MP
Air Slasher
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 - 27 SA3 22PP 600 LH 0 -5
  • 45f charge time

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 Drive Impact.

[4]6HP
Air Slasher
Startup Active Recovery Cancel Damage Guard On Hit On Block
17(34) - 43 SA3 22PP 500x2 LH +3 -3
  • 45f charge time

Dee Jay throws two fireballs with only a small gap in between. Although the two fireballs will outnumber and win a clash against a single normal fireball, an OD fireball will beat out both of them and continue to move towards you. The commitment of this move should be taken into account when throwing it at medium ranges.

[4]6PP
Air Slasher
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(23) [11(1)~] 35 SA2 SA3 500x2 LH +5 (KD +69) +2
  • 45f charge time

Dee Jay creates one very large fireball that launches an opponent on hit. You can Drive Rush in to get a combo about 3/4 screen away. The size of the fireball means it cannot be low profiled like the other versions of this move.

Jackknife Maximum ([2]8K)
Jackknife Maximum
[2]8K
SF6 Dee Jay 28mk.png

SF6 Dee Jay 28kk.png

[2]8LK
Jackknife Maximum
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 - 22+6 land - - - - -
  • 40f charge time; Airborne 6-45f

Dee Jay performs a feint that shoots him into the air, letting him quickly descend on his opponent with a jumping normal. Can act as a jump cancel of sorts. Very good for cross-up and safejump setups.

[2]8MK
Jackknife Maximum
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3(10)4 22+10 land - 600,500 (1100) LH KD +41 -32
  • Anti-Air Invuln: 1-5f; Airborne 4-44f
  • 40f charge time; cannot hit crouching opponents; puts opponent into limited juggle state
[2]8HK
Jackknife Maximum
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4(8)5(8)4 17+15 land - 600,200,500 (1300) LH KD +42(+37) -44
  • Anti-Air Invuln: 1-9f; Airborne 4-51f
  • 40f charge time; cannot hit crouching opponents; puts opponent into limited juggle state
[2]8KK
Jackknife Maximum
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6(7)3(9)3 29+15 land - 300x5 (1500) LH KD +23 -55
  • Full Invuln: 1-11f; Airborne 2-62f
  • 40f charge time; only 1st hit connects on crouching opponents; puts opponent into limited juggle state

A flash kick style move with slightly shorter charge time, good combo potential, but a relatively small area of effect. It's easy to miss or even trade when anti-airing with this. The feint, however, is a very unique and widely applicable mix-up and pressure tool.

Rolling Sobat (236K)
Rolling Sobat
236K
SF6 Dee Jay 236mk.png

SF6 Dee Jay 236kk.png

236LK
Roll Through Feint
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 26 - - - - -

Dee Jay performs a forward moving feint that can be easily canceled into for strike/throw setups.

236MK
Quick Rolling Sobat
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 23 SA3 1000 LH KD +34 -6(-4)

This version has only one hit that applies a knockdown.

236HK
Double Rolling Sobat
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3(18)4 24 SA3 (1st) 700x2 (1400) LH +2 -10

This version has two hits and keeps a grounded opponent standing. Both hits gain the additional frame advantage from Punish Counter, so you can use this as a far reaching whiff punish and link to a combo afterwards.

236KK
Double Rolling Sobat
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 2(9)3 19 SA2 SA3 (2nd) 700,600 (1300) LH KD +39 -2

This version has two hits, applies a knockdown, and makes Dee Jay leap forward to close gaps and go over some lows.

Machine Gun Uppercut (214P)
Machine Gun Uppercut
214P
SF6 Dee Jay 214lp.png

SF6 Dee Jay 214pp.png

214LP
Machine Gun Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 4 35 SA3 1650 (800) LH KD +34 -19

Slow but very high damaging special. Dee Jays highest damage combo ender by a good margin but is rather range dependent. Most commonly used from 2MP in combos but is difficult to use in whiff punishes due to the short range

214MP
Machine Gun Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 4 35 SA3 1900 (800) LH KD +32 -19

A bit of a middle ground of the Light and Heavy versions. Very similar to the other meterless versions. Combos from 5HP and 4HK(1)

214HP
Machine Gun Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
28 4 35 SA3 2200 (800) LH KD +40 -19

Tied for the slowest version of Machine Gun Uppercut but very rewarding to land. Only works from Punish Counter or Drive Rush 5HP and 4HK(1). Highest meterless combo ender but is very specific for moves that can actually combo into it

214PP
Machine Gun Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
28 4 35 SA2 SA3 2500 (800) LH HKD +23 -19

A highly rewarding, range dependent combo tool. Similar to the HP version only combos from Punish Counter or Drive Rush 5HP or 4HK(1) but is massively rewarding to use in combos. Offers the highest base damage of any of his specials that cancel to his Level 2 or 3

Jus Cool (214K)
Jus Cool
214K
SF6 Dee Jay 214k.png

SF6 Dee Jay 214kk.png

214K
Jus Cool
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 - 24 - - - - -

Dee Jay's new special added to Street Fighter 6, upon activation Dee Jay will perform a backstep with 5 followups which can be performed afterwards. The startup of the sway combined with the followups makes them fairly reactable and somewhat difficult to combo into, but in exchange all the followups are safe on block. Can be canceled into from Drive Rush to bait whiffs

214KK
Jus Cool
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 36 - 500 LH KD +33 -22

The Overdrive version of Jus Cool gains an initial launching hit at a blazing fast 8 frames startup, making it incredibly easy and rewarding to combo into if in range for the initial hit. Bear in mind the somewhat limited range can make it occasionally difficult to combo into it from further out. Additionally all the followups have different frame data compared to the meterless versions

Funky Slicer (214K~LK)
Funky Slicer
214K~LK
SF6 Dee Jay 214k lk.png

SF6 Dee Jay 214kk lk.png

214K~LK
Funky Slicer
Startup Active Recovery Cancel Damage Guard On Hit On Block
13+12 3 22(20) SA3 800 L +2 -3
214KK~LK
Funky Slicer
Startup Active Recovery Cancel Damage Guard On Hit On Block
25+9 3 19(24) SA2 SA3 900 L +6 -2

Waning Moon (214K~MK)
Waning Moon
214K~MK
SF6 Dee Jay 214k mk.png

SF6 Dee Jay 214kk mk.png

214K~MK
Waning Moon
Startup Active Recovery Cancel Damage Guard On Hit On Block
13+25 3 16 - 1000 H HKD +27(+28) +1

Dee Jays only grounded overhead, but a pretty good one. On hit it scores a knockdown and on block it leaves Dee Jay at frame advantage, though outside of throw range, which can set up for a quick and easy shimmy against tech-happy opponents

214KK~MK
Waning Moon
Startup Active Recovery Cancel Damage Guard On Hit On Block
25+19 5 17 - 1100 H +5(+7) -4(-2)

The OD version of Dee Jays overhead is noticeably faster, but is minus on block rather than plus. In exchange it gives a link to 2MP on hit rather than knocking down, making it much more rewarding when it hits but less so when its blocked

Maximum Strike (214K~HK)
Maximum Strike
214K~HK
SF6 Dee Jay 214k hk.png

SF6 Dee Jay 214kk hk.png

214K~HK
Maximum Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
13+15 5 25 SA3 1000 LH KD +45 -10
214KK~HK
Maximum Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
25+11 5 21 SA2 SA3 1000 LH KD +55(+57) -8

Juggling Dash/Sway (214K~6P~4P)
Juggling Dash/Sway
214K~6P~4P
SF6 Dee Jay 214k 6p.png

SF6 Dee Jay 214kk 6p.png

SF6 Dee Jay 214k 6p 4p.png

214K~6P
Juggling Dash
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 - 27 - - - - -

Projectile invincible during the dash

214KK~6P
Juggling Dash
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 - 22 - - - KD +40 -15
214K~6P~4P
Juggling Sway
Startup Active Recovery Cancel Damage Guard On Hit On Block
13+17 - 29 - - - - -
214KK~6P~4P
Juggling Sway
Startup Active Recovery Cancel Damage Guard On Hit On Block
19+16 - 22 - - - KD +24 -31

Speedy Maracas (22PP)
Speedy Maracas
22PP
SF6 Dee Jay 22pp.png

22PP
Speedy Maracas
Startup Active Recovery Cancel Damage Guard On Hit On Block
88 minimum - 38 - - - - -
  • Builds Super Art gauge while buttons are held

Super Arts

Level 1 Super (236236K)
The Greatest Sobat
Level 1 Super Art
236236K
SF6 Dee Jay 236236k.png

236236K
The Greatest Sobat
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 45 - 1800 LH HKD +32 -24
  • Full Invuln: 1f (until freeze); Armor Break
  • Counterhit: Crumple (HKD +54)
  • Punish Counter: Crumple (HKD +67)


Level 2 Super (236236P)
Sunrise Festival (Start)
Level 2 Super Art
236236P
SF6 Dee Jay 236236lp.png

SF6 Dee Jay 236236p.png

SF6 Dee Jay 236236mp rhythm.png
MP/HP Rhythm starter

236236LP
Lowkey Sunrise Festival
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 5 46 - 300
(~2600)
LH +6 -29
236236MP
Marvelous Sunrise Festival
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 5 46 - 300
(1700~2800)
LH +6 -29
236236HP
Headliner Sunrise Festival
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 5 46 - 200
(1700~3000)
LH +6 -29
  • Full Invuln: 1-16f; Armor Break
  • Depletes ? Drive bars from opponent on hit


Dee Jay lunges forward with a knee strike that can chain into a series of followup attack. The initial activation is nearly identical for all versions of Lv.2 Super, with the 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).

Regardless of which version is used, the followups can only come out on hit; each hit causes no additional damage scaling, so linking out of the +6 can still be useful. Dee Jay stops immediately if the initial attack whiffs or is blocked, unable to continue with followups.

The timing of the followup sequence starts easy with LP 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. This video is a good example for learning the button timing on the MP and HP followups, with audio and visual cues to help practice.

236236LP
Lowkey Sunrise Festival
Level 2 Super Art
236236LP
SF6 Dee Jay 236236lp lp.png

SF6 Dee Jay 236236lp lp mp.png

SF6 Dee Jay 236236lp lp mp hp.png

SF6 Dee Jay 236236lp lp mp hp lk.png

SF6 Dee Jay 236236lp lp mp hp lk mk.png

SF6 Dee Jay 236236lp lp mp hp lk mk hk.png

~LP (1)
+LP (Lowkey Hit 1)
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 25 - 175 - +6 (KD +41) -
  • Timing window: 45f after 236236LP
~MP (2)
+MP (Lowkey Hit 2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 - 175 - +6 -
  • Timing window: ?f after 236236LP~LP
~HP (3)
+HP (Lowkey Hit 3)
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 24 - 175 - +6 -
  • Timing window: ?f after 236236LP~LP~MP
~LK (4)
+LK (Lowkey Hit 4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 4 35 - 175 - +6 -
  • Timing window: ?f after 236236LP~LP~MP~HP
~MK (5)
+MK (Lowkey Hit 5)
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 47 - 200 - +6 -
  • Timing window: ?f after 236236LP~LP~MP~HP~LK
~HK (End)
+HK (Lowkey Hit End)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3(5)3 79 - 500,900 - HKD +29 -
  • Timing window: ?f after 236236LP~LP~MP~HP~LK~MK


The followups to LP Lv.2 Super 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 MP Super, or 400 from HP Super. There is no cinematic ender like on the MP and 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.

236236MP
Marvelous Sunrise Festival
Level 2 Super Art
236236MP
SF6 Dee Jay 236236mp lp rhythm.png

SF6 Dee Jay 236236mp lp mp rhythm.png

SF6 Dee Jay 236236mp lp mp hp rhythm.png

SF6 Dee Jay 236236mp lp mp hp lk rhythm.png

SF6 Dee Jay 236236mp lp mp hp lk mk rhythm.png

SF6 Dee Jay 236236mp lp mp hp lk mk hk rhythm.png

SF6 Dee Jay 236236p lp mp hp lk mk hk hp.png
HP ender (side switch)

SF6 Dee Jay 236236p lp mp hp lk mk hk hk.png
HK ender (same side)

~LP (1)
+LP (Marvelous Hit 1)
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 25 - 100(200) - +6 -
  • Timing window: 34f (11f Rhythm) after 236236MP
~MP (2)
+MP (Marvelous Hit 2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 - 100(200) - +6 -
  • Timing window: ?f (?f Rhythm) after 236236MP~LP
~HP (3)
+HP (Marvelous Hit 3)
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 24 - 100(200) - +6 -
  • Timing window: ?f (?f Rhythm) after 236236MP~LP~MP
~LK (4)
+LK (Marvelous Hit 4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 4 35 - 100(200) - +6 -
  • Timing window: ?f (?f Rhythm) after 236236MP~LP~MP~HP
~MK (5)
+MK (Marvelous Hit 5)
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 47 - 100(200) - +6 -
  • Timing window: ?f (?f Rhythm) after 236236MP~LP~MP~HP~LK
~HK (6)
+HK (Marvelous Hit 6)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3(5)3 79(64) - 400,600(200x2) - HKD +19 (KD +46) -
  • Timing window: ?f (?f Rhythm) after 236236MP~LP~MP~HP~LK~MK
~HP (End)
Climactic Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - 181 total - 400,700 - HKD +24(+18) -
  • Switches sides; requires perfect rhythm sequence to activate
~HK (End)
Encore Beat
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - 151 total - 1100 - HKD +34(+37) -
  • Remains on same side; requires perfect rhythm sequence to activate


The MP followups allow for higher damage than the LP version if the buttons are pressed in a particular rhythm. The key is to input each followup right as the previous one connects with the opponent. The hitstop of each hit is reduced compared to the 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.

If you managed to get the full rhythm of each hit, you can end with a cinematic finisher. HP switches sides, allowing Dee Jay to regain corner control and even gives oki if he was close to the wall. 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 HK at the end. If done perfectly all the way to the end, Dee Jay will do 200 more damage than LP Super.

236236HP
Headliner Sunrise Festival
Level 2 Super Art
236236HP
SF6 Dee Jay 236236mp lp rhythm.png

SF6 Dee Jay 236236mp lp mp rhythm.png

SF6 Dee Jay 236236mp lp mp hp rhythm.png

SF6 Dee Jay 236236mp lp mp hp lk rhythm.png

SF6 Dee Jay 236236mp lp mp hp lk mk rhythm.png

SF6 Dee Jay 236236mp lp mp hp lk mk hk rhythm.png

SF6 Dee Jay 236236p lp mp hp lk mk hk hp.png
HP ender (side switch)

SF6 Dee Jay 236236p lp mp hp lk mk hk hk.png
HK ender (same side)

~LP (1)
+LP (Headliner Hit 1)
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 25 - 100(200) - +6 (KD +41~42) -
  • Timing window: 33f (9f Rhythm) after 236236HP
~MP (2)
+MP (Headliner Hit 2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 - 100(200) - +6 -
  • Timing window: ?f (?f Rhythm) after 236236HP~LP
~HP (3)
+HP (Headliner Hit 3)
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 24 - 100(200) - +6 -
  • Timing window: ?f (?f Rhythm) after 236236HP~LP~MP
~LK (4)
+LK (Headliner Hit 4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 4 35 - 100(250) - +6 -
  • Timing window: ?f (?f Rhythm) after 236236HP~LP~MP~HP
~MK (5)
+MK (Headliner Hit 5)
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 47(46) - 100(250) - +6 -
  • Timing window: ?f (?f Rhythm) after 236236HP~LP~MP~HP~LK
~HK (6)
+HK (Headliner Hit 6)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3(5)3 79(64) - 400,600(250x2) - HKD +19 (KD +46) -
  • Timing window: ?f (?f Rhythm) after 236236HP~LP~MP~HP~LK~MK
~HP (End)
Climactic Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - 181 total - 400,800 - HKD +24(+18) -
  • Switches sides; requires perfect rhythm sequence to activate
~HK (End)
Encore Beat
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - 151 total - 1200 - HKD +34(+37) -
  • Remains on same side; requires perfect rhythm sequence to activate


The HP version is essentially the same as the MP version, but the timing is even harder. Each hit does even less hitstop than the 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 LP Super and 200 more damage than MP Super.

Level 3 Super (214214P)
Weekend Pleasure
Level 3 Super Art
214214P
SF6 Dee Jay 214214p.png

SF6 Dee Jay 214214p(ca).png
CA version grants 500 extra damage

214214P
Weekend Pleasure
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 48 - 4000 LH HKD +26 -28
  • Full Invuln: 1-?f; Armor Break
  • Depletes 1.5 Drive bars from opponent on hit
    • Cinematic time regenerates ~? Drive bars for Dee Jay
214214P
Weekend Pleasure (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 48 - 4500 LH HKD +22 -28
  • Full Invuln: 1-?f; Armor Break
  • Depletes 2 Drive bars from opponent on hit
    • Cinematic time regenerates ~? Drive bars for Dee Jay


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Dee Jay 5pppkkk.png
"Come on, let's dance!"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
264 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Dee Jay 6pppkkk.png
"Seriously, your rhythm is not cool mon. *whistles*"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
550 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Dee Jay 4pppkkk.png
"Ey, wah gwan? Ya feelin' down?"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
429 (total) - - - - - - -



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