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

From SuperCombo Wiki
(→‎Introduction: most characters can chip people well in burnout, and this isn't really part of his main gameplan, so i'm consolidating that pro with another one. also, dee jay doesn't have fast walk speed. some of these are just getting wordy and i'm cutting them down.)
Line 7: Line 7:
* '''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.
* '''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.
* '''Feint Master''': Dee Jay is very good at baiting the opponent to respond to his strong options and then feinting them into a punish. At any range, there is always some way Dee Jay can mix people up.
* '''Feint Master''': Dee Jay is very good at baiting the opponent to respond to his strong options and then feinting them into a punish. At any range, there is always some way Dee Jay can mix people up.
* '''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. These fireballs become even more terrifying when the opponent is in Burnout, as they do considerable chip damage and beat out almost any opposing fireball attempt.
* '''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.
* '''Shimmy King''': Dee Jay's fast walk speeds combined with strong forward advancing normals and specials for shimmying tech-happy opponents, most notably with '''Jus Cool''' naturally moving him backwards when used in pressure to put him out of throw range and set up an easy Punish Counter with the followups available, and his 5HP moving him forward to put him in range for his max-damage punish counter combos
* '''Burnout Chip''': Against burnt out opponents Dee Jay's fireballs go from merely good to great, with Heavy and OD Air Slashers tacking on heavy amounts of chip damage incredibly quickly. Additionally, the extra blockstun on burnt out opponents makes OD Air Slasher a gapless blockstring into his 2MP, which can create extensive pressure sequences provided Dee Jay has the meter to spend
| cons=
| cons=
* '''Uncancellable Pokes''': Dee Jay has far reaching normals with great hitboxes, but many of them suffer from a lack of cancels. He cannot Drive Rush off of his further reaching pokes such as 5MK, 2MK or 5HP from further away for pressure or confirms.  
* '''Uncancellable Pokes''': Dee Jay has far reaching normals with great hitboxes, but many of them suffer from a lack of cancel windows. He cannot Drive Rush off of his further reaching pokes such as 5MK, 2MK or 5HP for pressure or confirms, and they can easily lose to Drive Impact with poor timing.
* '''No Level 1 Reversal''': Without a Level 1 Super reversal, when put into Burnout DeeJay can be put into very disadvantageous positions, particularly when cornered. Often to avoid stuns or to escape pressure situations when burnt out he needs to spend at minimum 2 stocks of super gauge to keep himself from being stunned
* '''No Level 1 Reversal''': Without a Level 1 Super reversal, Dee Jay can be put into very disadvantageous positions, especially when cornered and/or in Burnout.
}}
}}



Revision as of 15:00, 19 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.
  • Feint Master: Dee Jay is very good at baiting the opponent to respond to his strong options and then feinting them into a punish. At any range, there is always some way Dee Jay can mix people up.
  • 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. These fireballs become even more terrifying when the opponent is in Burnout, as they do considerable chip damage and beat out almost any opposing fireball attempt.
  • 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 far reaching normals with great hitboxes, but many of them suffer from a lack of cancel windows. He cannot Drive Rush off of his further reaching pokes such as 5MK, 2MK or 5HP for pressure or confirms, and they can easily lose to Drive Impact with poor timing.
  • No Level 1 Reversal: Without a Level 1 Super reversal, Dee Jay can be put into very disadvantageous positions, especially when cornered and/or in Burnout.

SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu