Street Fighter 6/Dee Jay/Combos

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Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)

Day 1 Combos

Combo Position Damage Drive Super Difficulty Notes
2LK/5LP, 2LP>236MK Anywhere 1270 0 0 Easy A simple light confirm. Sobat (236MK) gives meaty pressure afterwards, but is punishable on block if not spaced correctly.
2LK/5LP, 2LP>[2]8HK Anywhere 1510 0 0 Easy Jackknife Maximum ([2]8HK), a.k.a "Up Kicks", whiffs on crouching opponents and is extremely unsafe if blocked; hit confirming required.
5MP~5HP~5HK Anywhere 1580 0 0 Very Easy Target Combo starting with Dee Jay's 5MP.
5MP, 5LK>236MK/236HK Anywhere 1700/2020 0 0 Easy MK Sobat gives knockdown while HK Sobat does more damage, is +2 on hit, and leaves both players standing in throw range.
5MP~2MP>214LP Anywhere 2620 0 0 Medium All versions of Machine Gun Uppercut (214P) do not hit crouching opponents; hit confirming required.
j.HP, 2HP, 2MP>[2]8HK Anywhere 2990 0 0 Easy Basic jump-in combo. 2HP forces Stand on hit, ensuring HK Up Kicks combos.
j.HP, 2HP, 2MP>[2]8MK, [2]8HK Corner 3510 0 0 Medium Corner version only. MK Up Kicks allows HK Up Kicks to juggle afterwards.
Drive Impact, delay 5H>214HP Anywhere 2860 1 0 Easy Works when DI lands mid-screen, or if they block it while in the corner.

Combo Theory

The primary goal for combo extensions, whether you're mid-screen or in the corner, is to land OD Jus Cool (214KK) into its HK followup, Maximum Strike (214KK~HK), since it launches the opponent high into the air allowing for a couple of different juggles and Combo Enders.

Outside of the corner, the main Combos Enders are either:

  • HK Rollig Sobat (236HK) - most wall carry
  • HP Machine Gun Upper (214HP) - most damage
Rolling Sobat


... 214KK~HK, 236HK

Rolling Sobat (236HK) gives better wall carry and saves you 1 bar of Drive Gauge at the expense of damage.

Machine Gun Upper


... 214KK~HK, Drive Rush 5HP/4HK>214HP

Machine Gun Upper (214HP) is Dee Jay's highest damage meterless Combo Ender and can be canceled into his Level 2 or 3 Super for massive damage. Requires at least 1 bar of Drive Gauge for the Drive Rush.

You can squeeze in another Maximum Strike (214K~HK) to get more damage and wall carry out of his combos at the cost of 1 Drive Gauge. For example:

Additional Maximum Strike


... 214KK~HK, Drive Rush 4HK(1)>214K~HK, 236HK

Make sure to cancel the 1st hit of 4HK or the HK Sobat wont connect. This example actually does more damage than the HP Machine Gun Upper ender, but Machine Gun Upper can be canceled into Level 2 or 3 Super while HK Sobat cannot.


While at the corner, ...


Links and Starters

Light Starters

Combo Position Damage Difficulty Notes
2LK/5LP~2LP>236MK/[2]8HK Anywhere 1270/1510 Easy/Medium Standard Light BNB route. Sobat (236MK) gives meaty pressure afterwards, but is punishable on block if not spaced correctly. Jackknife Maximum ([2]8HK), a.k.a "Up Kicks", is more damaging but whiffs on crouching opponents and is extremely unsafe if blocked; Hit confirming required.
2LP~2LP~2LP>236236K Anywhere 2070 Easy An easy light confirm into level 1 Super.
2LK/5LP~2LP>236MK>214214P Anywhere 3670 Medium light confirm into level 3 Super.


Medium Starters

Combo Position Damage Difficulty Notes
5MP~5LK>236MK/236HK Anywhere 1700/2020 Easy MK Sobat gives knockdown while HK Sobat does more damage, is +2 on hit, and leaves both players standing in throw range.
5MP~2LP>[2]8HK Anywhere 1940 Easy Don't forget that Jackknife Maximum whiffs on crouching opponents.
5MK~2MP>[2]8HK Anywhere 2240 Easy 2MP comfortably links off of 5MK.
5MK~2MP>214KK~HK~236HK Anywhere 3140 Medium Good wall carry for a little meter investment.
2MP>[4]6PP~5LK>236MK/236HK Anywhere 2540/2820 Medium MK Sobat gives knockdown while HK Sobat does more damage, is +2 on hit, and leaves both players standing in throw range.
5MP~5HP~5HK>236236k Anywhere 2840 Easy A simple Target Combo into level 1 Super.
6MK~2LP/5LK>236MK Anywhere 1800 Easy A simple confirm off of 6MK. If you're worried about 2LP linking you can opt for 5K which also gives the option to end in HK Sobat instead.
6MK~2LP>214KK~HK~236HK Anywhere 2940 Medium Another confirm off of 6MK. OD Jus Cool (214KK) will whiff if you're too far away even if the 2LP combos. Make sure to space properly.
6MK~2MP>214LP Anywhere 2620 Medium Meterless confirm off of Dee Jay's 6MK. Does not work on crouching opponents.

Normal Hit

Sunrise Heel
Very Easy


6MK, 5LK, 214LP > 214214P
6MK, 5LK > 214KK~HK

Whiffs outside close range.

Counter Hit

CH Sunrise Heel
Very Easy


CH 6MK, 2MP, 214LP > 214214P
CH 6MK, 2MP > 214KK~HK, 236HK


CH 2MP
Very Easy


CH 2MP, 2MP > 236HK
CH 2MP, 2MP > 236MK > 214214P


CH 5HP
Very Easy


CH 5HP, 2MP, 214LP > 214214P
CH 5HP, 2MP > 214KK~HK

Whiffs at max range.


CH 2HP
Very Easy


CH 2HP, 2MP, 214LP > 214214P
CH 2HP, 2MP > 214KK~HK
CH 2HP, 4HK(2) > 214LP
CH 2HP, 4HK(2) > 214KK~HK

Whiffs outside close range.

Punish Counter

PC 2HP
Very Easy


PC 2HP, 5HP, 214MP > 214214P
PC 2HP, 5HP > 214KK~HK
PC Greatest Sobat
Very Easy


PC 236236K, 5HP, 214PP

Enders

OD Maximum Strike
Very Easy, Easy


236HK
dl.Headliner Sunrise Festival~HP/HK
Drive Rush > HP > 214HP > 214214HP
Drive Rush > 4HK(2) > 214MP, 236236K
Drive Rush > 4HK(2) > 214K~HK, [4]6PP, 214K~HK, 236HK/236MK > 214214HP

Save meter with Double Rolling Sobat, or cash out meter for big damage and swag.

Side Swap
Easy


(Any starter to 214KK)~[3]P, [2]8HK

For 2 drive bars, you can end almost any grounded combo with this sequence to swap sides. Doing 3P after 214KK will still get you the Juggling Dash.

Punishes

Punish Counter

5LP
Very Easy, Medium


5LP > 214LP > 214214P
5LP > 214KK~HK
5LP, 2HP, 2MP > Headliner Sunrise Festival~HP/HK
5LP, 2HP, 2MP > 236MK/HK
5LP, [2]HP, [2]MP > 6KK
5LP, 2HP, 2MP > Drive Rush > 5HP > 214HP
5LP, 2HP, 2MP > Drive Rush > 2HP, 5HP > 214MP > 214214P
5LP, 2HP, 2MP > Drive Rush > 2HP, 5HP > 214KK~HK

Quick Rolling Sobat trades damage for okizeme.

2LP/5LK
Very Easy, Medium


5LK > 214LP > 214214P
5LK > 214KK~HK
2LP, 2HP, 2MP > Headliner Sunrise Festival~HP/HK
2LP, 2HP, 2MP > 236MK/HK
2LP, [2]HP, [2]MP > 6KK
2LP, 2HP, 2MP > Drive Rush > 5HP > 214HP
2LP, 2HP, 2MP > Drive Rush > 2HP, 5HP > 214MP > 214214P
2LP, 2HP, 2MP > Drive Rush > 2HP, 5HP > 214KK~HK

Quick Rolling Sobat trades damage for okizeme. Same routes as 4F punishes, but 5LK/2LP have better reach.

2MP
Very Easy, Medium


2MP > 214MP > 214214P
2MP > 214KK~HK
2MP, 2MP > Headliner Sunrise Festival~HP/HK
2MP, 2MP > Drive Rush > 5HP > 214HP
2MP, 2MP > Drive Rush > 2HP, 5HP > 214MP > 214214P
2MP, 2MP > Drive Rush > 2HP, 5HP > 214KK~HK

Substitute 2LP, 2HP, 2MP for 2MP, 2MP on longer combos affected by scaling.

2HP
Very Easy, Medium


2HP, 5HP > 214MP > 214214P
2HP, 5HP > 214KK~HK
2HP, 2HP, 2MP > Headliner Sunrise Festival~HP/HK
2HP, 2HP, 2MP > 236MK/HK
2HP, [2]HP, [2]MP > 6KK
2HP, 2HP, 2MP > Drive Rush > 5HP > 214HP
2HP, 2HP, 2MP > Drive Rush > 2HP, 5HP > 214MP > 214214P
2HP, 2HP, 2MP > Drive Rush > 2HP, 5HP > 214KK~HK

Quick Rolling Sobat trades damage for okizeme. Substitute 2MP, 2MP, for 2HP, 2HP, 2MP on Drive Rush combos.

Anti-air

Air-to-air
Very Easy


j.MP~HP
j.LK
Face Breaker
Very Easy


4HK

Can special cancel into Jus Cool or Double Air Slasher for pressure.

Jackknife Maximum
Very Easy


[2]8HK
[2]8MK, [2]8HK

HK is air invincible. MK is riskier but has combo potential if properly spaced.

Slide
Easy


2HK, [2]8HK

Must hit as they are higher in their jump



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