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

From SuperCombo Wiki
(→‎Introduction: (removed a con that's not quite accurate in retrospect))
(Rewording Dee Jay's intro completely to better fit recent meta developments with the character i.e Fuudo/Hotdog)
Line 2: Line 2:
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.
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's playstyle relies on '''mind games and long normals''', centering around '''baiting opponents into acting early or reacting wrongly to something before covering ground and punishing them for it.''' Once he establishes his pace, Dee Jay shines at making opponents second-guess themselves so that he can go for mixups of some kind or another.
Dee Jay is a '''pressure-oriented rushdown character''' with many ways to set up frametraps 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.  


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 longer normals and command normals (namely, 5MK, 2MK, 5HP, and 6MK) in addition to his throws to get him in and on top of his opponents if they're not prepared to stop a dash or a Drive Rush. His Drive Impact also has incredible reach due to its animation, and getting a Punish Counter with it is one of many ways to set up for a combo ending with '''Machine Gun Punch''' to cash out for damage.
'''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 followups. Jus Cool can be followed up with a low kick that frametraps, 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 cancelled out of with a second sway back. Utilizing all of these followups 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.


'''Jus Cool''' is another tool that helps sell his trickiness, as it's a special move that lets Dee Jay sway back to avoid getting hit before advancing with one of five followups, each with their own particular uses, and Overdrive Jus Cool adds on to Dee Jay's excellent Drive Meter usage by both swaying and launching the opponent with a hit. Dee Jay's special move selection is rounded out by '''Air Slasher''', a charge fireball with some anti-fireball applications when the HP and Overdrive versions are used, '''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 deliberately bait people into thinking he's going to use one of them only to recover faster than expected and pop them for overextending.
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.  


That said, Dee Jay mainly has to work around one major tradeoff on his longer normals, which is their lack of cancel windows. While he makes great use of Drive Meter, some of his opportunities to use it are limited if he hits opponents with his buttons tailor-made for poking, since he can't cancel them into Drive Rush or special moves. Armored moves, especially or particularly Drive Impacts, will break right through these 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. This is especially true if he doesn't have enough meter for a Lv. 3 Super Art, since his Level 1 Super Art crushes lows for part of its animation but doesn't have invulnerability otherwise, and his Level 2 Super Art doesn't have consistent enough invulnerability to carry him through many moves. If you enjoy cool beats and slick dance moves, though, do the dancehall ting with Dee Jay.
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 cancellable, making it difficult for him to meaningfully follow up with pokes. As well, all of his cancellable 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.


{{ ReasonsToPick
{{ ReasonsToPick

Revision as of 19:49, 15 November 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 frametraps 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 followups. Jus Cool can be followed up with a low kick that frametraps, 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 cancelled out of with a second sway back. Utilizing all of these followups 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 cancellable, making it difficult for him to meaningfully follow up with pokes. As well, all of his cancellable 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

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