Street Fighter 6/Dee Jay

From SuperCombo Wiki


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

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

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)

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

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

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

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

Target Combos

Universal Mechanics

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 Moves

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.

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

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

Armor Break; See Drive Reversal.

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 Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.

Drive Rush (66)
Drive Rush
66
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See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Dee Jay 5pppkkk.png
""

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
""

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
""

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

Special Moves

Move Name (236P)
Placeholder
236P
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Super Arts

Placeholder (236236P)
Level 1 Super Art
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                  No results

Placeholder (214214P)
Level 2 Super Art
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Placeholder ()
Level 3 Super Art
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
CA version grants 500 extra damage

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No results


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