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

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(→‎Introduction: separated this con again because it's worth mentioning in more detail)
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{{ ProConTable
{{ ProConTable
| pros=
| pros=
* '''Cool Movement''': A fast forward dash, an extremely fast Drive Rush, and his '''Jus Cool''' sway series give Dee Jay unconventional but powerful movement and mix-ups.
* '''Tricky Movement''': A fast forward dash, an extremely fast Drive Rush, and his '''Jus Cool''' sway series give Dee Jay unconventional but powerful movement and mix-ups.
* '''Anti-Fireball Fireballs''': Dee Jay can use the two hits of heavy Air Slasher to beat out most non-OD fireballs, giving him an edge against other fireball characters. His OD Heavy Slasher also has an initial hit that can break other OD fireballs before creating its own.
* '''Anti-Fireball Fireballs''': Dee Jay can use the two hits of heavy Air Slasher to beat out most non-OD fireballs, giving him an edge against other fireball characters. His OD Heavy Slasher also has an initial hit that can break other OD fireballs before creating its own.
* '''High Damage''': Dee Jay's damage potential in combos is well above average. Machine Gun Uppercut gives him very damaging combos if he is able to confirm into it. He converts his Drive gauge into damage very well in general, with the rest of his Overdrive moves being useful for extending combos in a variety of damaging ways.
* '''High Damage''': Dee Jay's damage potential in combos is well above average. Machine Gun Uppercut gives him very damaging combos if he is able to confirm into it. He converts his Drive gauge into damage very well in general, with the rest of his Overdrive moves being useful for extending combos in a variety of damaging ways.
| cons=
| cons=
* '''Weird Buttons''': Dee Jay's normals have a steep learning curve. Many of them lack the conventions and conveniences that other characters have—his cr.MK in particular acts more like a sweep than a regular crouching medium poke. His pokes also tend to lack any sort of cancelability, greatly limiting his ability to confirm off them without Punish Counter.
* '''Uncancellable Pokes''': Dee Jay has very few special cancelable normals, which causes him to struggle against some of the game's system mechanics. He cannot Drive Rush off of his pokes for pressure, and they can also quite easily lose to Drive Impact if he's not careful. It also limits his confirms off of them primarily to Punish Counters.
* '''Weird Buttons''': Dee Jay's normals have a steep learning curve. Even aside from the lack of cancels, many of them lack the conventions and conveniences that other characters have—his cr.MK in particular acts more like a sweep than a regular crouching medium poke.
* '''No Level 1 Reversal''': Without a Level 1 Super reversal, Dee Jay can be put in very disadvantageous situations, especially during Burnout.
* '''No Level 1 Reversal''': Without a Level 1 Super reversal, Dee Jay can be put in very disadvantageous situations, especially during Burnout.
* '''Drop Prone''': On top of being high execution, many of Dee Jay's confirms are deceptively range dependent. Extremely meticulous awareness of his ranges is required to not sacrifice damage for consistency in his combos.
* '''Drop Prone''': On top of being high execution, many of Dee Jay's confirms are deceptively range dependent. Extremely meticulous awareness of his ranges is required to not sacrifice damage for consistency in his combos.

Revision as of 12:41, 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.


Strengths Weaknesses
  • Tricky Movement: A fast forward dash, an extremely fast Drive Rush, and his Jus Cool sway series give Dee Jay unconventional but powerful movement and mix-ups.
  • Anti-Fireball Fireballs: Dee Jay can use the two hits of heavy Air Slasher to beat out most non-OD fireballs, giving him an edge against other fireball characters. His OD Heavy Slasher also has an initial hit that can break other OD fireballs before creating its own.
  • High Damage: Dee Jay's damage potential in combos is well above average. Machine Gun Uppercut gives him very damaging combos if he is able to confirm into it. He converts his Drive gauge into damage very well in general, with the rest of his Overdrive moves being useful for extending combos in a variety of damaging ways.
  • Uncancellable Pokes: Dee Jay has very few special cancelable normals, which causes him to struggle against some of the game's system mechanics. He cannot Drive Rush off of his pokes for pressure, and they can also quite easily lose to Drive Impact if he's not careful. It also limits his confirms off of them primarily to Punish Counters.
  • Weird Buttons: Dee Jay's normals have a steep learning curve. Even aside from the lack of cancels, many of them lack the conventions and conveniences that other characters have—his cr.MK in particular acts more like a sweep than a regular crouching medium poke.
  • No Level 1 Reversal: Without a Level 1 Super reversal, Dee Jay can be put in very disadvantageous situations, especially during Burnout.
  • Drop Prone: On top of being high execution, many of Dee Jay's confirms are deceptively range dependent. Extremely meticulous awareness of his ranges is required to not sacrifice damage for consistency in his combos.

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