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
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Dee Jay 5lp.png
SF6 Dee Jay 5lp hitbox.png
Hitboxes Off
Hitboxes On

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
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f / 12f (TC)
  • Drive Rush cancel advantage: +3 oH / -2 oB
  • [4]6LP cancel advantage: -9 oH / -14 oB
  • 236LK cancel advantage: -14 oH / -19 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Dee Jay's fastest normal, and has 1 frame lower recovery than any other jab in the game. This makes it only -7 on Perfect Parry, preventing many characters from using their standard punish route. It does have notably shorter range than 2LP, though, so it's only preferable to use when there's a 4 frame gap in pressure.

The first 7 animation frames extend a vertical strike-only hurtbox, preventing Dee Jay from using this button as an anti-air.

5MP
Standing Medium Punch
5MP
SF6 Dee Jay 5mp.png
SF6 Dee Jay 5mp hitbox.png
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 13 TC 600 LH +5 +2
  • Cancel Hitconfirm Window: 21f (~MP TC) / 17f (~HP TC)


One of the biggest plus-on-block normals in the game, core to Dee Jay's devious pressure game. Even stronger when combined with his excellent Drive Rush momentum. 5MP frame traps into any of Dee Jay's lights and has multiple target combo routes, giving your offense additional layers.

5HP
Standing Heavy Punch
5HP
SF6 Dee Jay 5hp.png
SF6 Dee Jay 5hp hitbox.png

SF6 Dee Jay 5hp hitbox2.png
Can't Special Cancel
Hitboxes Off
Hitboxes On

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)
  • Forces Stand on hit (active frames 1-2)
  • Active frames 3-6 deal 100 less damage and whiff on crouching opponents
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +17 oH / +10 oB
  • [4]6LP cancel advantage: +5 oH / -2 oB
  • 236LK cancel advantage: 0 oH / -7 oB


A forward-lunging punch with good utility in combos. The first 2 active frames are cancelable and work against crouching opponents; this allows Dee Jay to combo into 214HP using Drive Rush cancels or juggle routes. It also forces the opponent to stand, allowing extended combo routes into [2]8HK.

If spaced at farther ranges, 5HP can get much better frame advantage; it makes an excellent shimmy tool due to its frame advantage and forward movement. However, it loses 100 damage and can no longer cancel or hit crouching opponents. This makes it inherently risky as an approach tool, as a crouch blocking opponent can easily whiff punish the recovery.

5LK
Standing Light Kick
5LK
SF6 Dee Jay 5lk.png
SF6 Dee Jay 5lk hitbox.png
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH +2 -2
  • Cancel Hitconfirm Window: 14f
    • DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +5 oH / +1 oB
  • [4]6LP cancel advantage: -6 oH / -10 oB
  • 236LK cancel advantage: -11 oH / -15 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A perfectly average 5LK that combos naturally from 5MP; he does not have any natural links from light starters, but it works well in his pressure strings. It can combo into MK Sobat for a knockdown at any range. It has decent range for a 5f punish tool, allowing it to combo into OD Sobat or get strong conversions on a +9 Drive Rush cancel.

5MK
Standing Medium Kick
5MK
SF6 Dee Jay 5mk.png
SF6 Dee Jay 5mk hitbox.png
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 16 - 600 LH +6 -1


One of Dee Jay's best pokes, with the great range and speed only being balanced by a lack of cancelability and how difficult it can be to confirm off of. Punish Counter allows a link into 5HP from further out, and 4HK when up close. Despite the low recovery, it still demands some care when hitting a Drive Impact.

5HK
Standing Heavy Kick
5HK
SF6 Dee Jay 5hk.png
SF6 Dee Jay 5hk hitbox.png
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 22(26) - 800 LH +1 -5
  • Punish Counter: +18 Stagger
  • 4f extra recovery on whiff
  • Extends a hurtbox 1f before active that is vulnerable to projectiles
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


An absolutely massive kick with great range and reward on Punish Counter, making it an excellent whiff punish and space control tool. The stagger effect allows a full Drive Rush conversion at any range for great damage and corner carry. However, its long recovery and lack of cancelability makes it whiff punishable and susceptible to Drive Impact in neutral.


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Dee Jay 2lp.png
SF6 Dee Jay 2lp hitbox.png
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 8 Chn Sp SA 300 LH +4 -1
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +5 oH / 0 oB
  • [4]6LP cancel advantage: -7 oH / -12 oB
  • 236LK cancel advantage: -12 oH / -17 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Longer range than 5LP, but a frame slower. Useful in chain combos for maintaining down charge.

2MP
Crouching Medium Punch
2MP
SF6 Dee Jay 2mp.png
SF6 Dee Jay 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 14 Sp SA 600 LH +4 -1
  • Cancel Hitconfirm Window: 19f (15f into 236KK)
  • Drive Rush cancel advantage: +12 oH / +7 oB
  • [4]6LP cancel advantage: 0 oH / -5 oB
  • 236LK cancel advantage: -5 oH / -10 oB


A stubby cancelable punch with a disjointed hitbox that works well against low pokes. An excellent meaty tool due to its 4 active frames, leading to improved combo routes and block advantage that the opponent may not expect. Being one of Dee Jay's only cancelable normals, it's a vital tool in combos and confirms, but the range still leaves a lot to be desired. The cancel window is incredibly lenient for a medium button, allowing Dee Jay to combo even when he can't get close for a full hitconfirm sequence.

2HP
Crouching Heavy Punch
2HP
SF6 Dee Jay 2hp.png
SF6 Dee Jay 2hp hitbox.png
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2 20 - 800 LH +6 -2
  • Punish Counter: +12 Stagger
  • Forces Stand on hit


One of Dee Jay's more well-rounded buttons with decent range, speed, advantage, and punish reward. Links to 2MP naturally, and links into 5HP on Punish Counter, making it a great whiff punish option when speed is more important than range (e.g. PC 2HP, 5HP, 2LP > Special). Very important for comboing into Jackknife Maximum since it forces the crouching opponents to stand. It can be used as a poke and pressure tool, but may lose to an early Drive Impact since it's not cancelable.

2LK
Crouching Light Kick
2LK
SF6 Dee Jay 2lk.png
SF6 Dee Jay 2lk hitbox.png
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 10 Chn 200 L +2 -2
  • Chains into 5LP/2LP/2LK
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Good range, but isn't cancelable. Mostly used in light chains and to trip up the opponent's guard.

2MK
Crouching Medium Kick
2MK
SF6 Dee Jay 2mk.png
SF6 Dee Jay 2mk hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 19 - 700 L KD +29 -6
  • Punish Counter: HKD +29


One of Dee Jay's more unique buttons, acting more like a sweep than a traditional 2MK. While not bad by any means, it's a clear weakness to not have a traditional cancelable low poke to reliably confirm off of. It does give him a solid knockdown even on normal hit, though, allowing him to set up meaties and throws even from a back recovery. It's also one of the safest "sweeps" in the game, with few characters being able to punish it when spaced well. Has generally the same frame data as a regular cancelable 2MK, but is unique in that its hitbox is very disjointed on startup, making it an exceptionally good counterpoke. Since Dee Jay's other pokes don't tend to give him a knockdown, it's a good way to get out of spacing traps in the corner to give you time to switch sides.

2HK
Crouching Heavy Kick
2HK
SF6 Dee Jay 2hk.png
SF6 Dee Jay 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 10 15 - 900 L HKD +33(+42) -11(-2)
  • Anti-Air Invuln (Legs/Upper Body): 12-23f
  • Counter-hit/Punish Counter: HKD +52~61
  • Puts airborne opponents into limited juggle state (better juggle on Counter-hit/Punish Counter)
  • Not a Hard Knockdown vs. airborne opponents


2HK is a slide rather than a traditional sweep. Unlike in previous games, it doesn't slide under fireballs. However, it does have a surprisingly large anti-air hitbox that works well against certain types of moves, like Ken's Dragonlash, Marisa's Phalanx, or Divekicks. Scoring a Forced Knockdown allows Dee Jay to maintain down charge and follow up with a Jackknife Maximum. Anti-airing with a counter-hit or Punish Counter floats the opponent higher for a more consistent juggle, even when there is no Forced Knockdown.

It is quite slow to startup, making it hard to use reactively. While unsafe on block, it can be spaced safely in neutral; this allows Dee Jay to mix up with a gimmicky Perfect Parry or invincible reversal attempt when the opponent takes their turn back, though this should only be used sparingly due to the high risk.


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Dee Jay jlp.png
SF6 Dee Jay jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 7 3 land - 300 H - -
  • Can be used as a fuzzy instant overhead


A quick air-to-air that hits at a slight downward angle.

j.MP
Jumping Medium Punch
j.MP
SF6 Dee Jay jmp.png
SF6 Dee Jay jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 3 land TC 700 H - -
  • Puts airborne opponents into limited juggle state
  • Chains into j.HP Target Combo for a spike knockdown (lenient 25f cancel window)
  • Shifts Dee Jay's hurtbox upward during startup


A useful air-to-air that hits above Dee Jay and knocks down. Not appropriate for all ranges due to the short horizontal reach.

j.HP
Jumping Heavy Punch
j.HP
SF6 Dee Jay jhp.png
SF6 Dee Jay jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H - -
  • Causes spike knockdown vs. airborne opponents


Good downward reach, making it an effective close-range jump attack. While not disjointed like Luke or Ken's similar buttons, the threat of j.2LK makes it harder for the opponent to anti-air consistently.

j.LK
Jumping Light Kick
j.LK
SF6 Dee Jay jlk.png
SF6 Dee Jay jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 6 3 land - 300 H - -


A quick air-to-air; unlike j.LP, this hits a bit higher above Dee Jay and has a more disjointed hitbox at the top of his foot.

j.MK
Jumping Medium Kick
j.MK
SF6 Dee Jay jmk.png
SF6 Dee Jay jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 3 land - 500 H - -
  • Can hit cross-up


Great for mixing up between cross-up j.MK and same-side j.2LK. Also has great horizontal reach, allowing Dee Jay to threaten some characters with a mixup between a ranged jump-in or empty jump, particularly if they lack an uppercut special.

j.HK
Jumping Heavy Kick
j.HK
SF6 Dee Jay jhk.png
SF6 Dee Jay jhk hitbox.png
Hitboxes Off
Hitboxes On

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 3 land - 800 H - -


A decent all-purpose air normal that hits in front before swinging his leg downward. After a Drive Impact crumple into neutral j.HK, the opponent is in the perfect position for Drive Rush 5MP~MP juggle loops that can take the opponent to the corner from anywhere on screen.


Command Normals

6MK
Sunrise Heel
6MK
SF6 Dee Jay 6mk.png
Not an overhead
SF6 Dee Jay 6mk hitbox.png
Not an overhead
Hitboxes Off
Hitboxes On

6MK
Sunrise Heel
Startup Active Recovery Cancel Damage Guard On Hit On Block
19(21) 5 16 SA 700 LH +5(+6) +1(+2)
  • First 2 active frames only hit airborne opponents (causing a spike knockdown)
  • 3rd active frame hits standing opponents; 4th-5th active frames hit crouching opponents
    • 1f better advantage vs. crouching opponents
  • Cancel Hitconfirm Window: 19f (Super), 18f vs. crouching


An advancing mid kick with advantage on hit and block, making it a great option for approaches and meaty pressure. Is also quite good at catching jumps, as it knocks down on airborne hits and gives enough time to set up even more pressure.

Keep in mind that Dee Jay does not get a true strike/throw mixup if the opponent stand blocks, as the opponent's 4f normal will beat the throw attempt. It is helpful to condition opponents to stay crouching by harassing with safe mid-range 2MKs.

4HK
Face Breaker
4HK
SF6 Dee Jay 4hk.png
SF6 Dee Jay 4hk hitbox.png
Hitboxes Off
Hitboxes On

4HK
Face Breaker
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2,4 20 Sp SA 500,300 (800) LH +1 -5
  • Anti-Air Invuln (Head): 4-12f; cannot hit cross-up
  • Forces stand; Counter-hit/Punish Counter bonus advantage carries through both hits
  • 1st hit puts airborne opponents into limited juggle state
  • 2nd hit causes air reset vs. airborne opponents (juggles on Punish Counter)
  • Cancel Hitconfirm Window: 34f
    • Special/DR cancel on 2nd hit is delayed until after active frames
  • Drive Rush cancel advantage: 1st hit +17 oH / +7 oB, 2nd hit +12 oH / +6 oB
  • [4]6LP cancel advantage: 1st hit +5 oH / -5 oB, 2nd hit 0 oH / -6 oB
  • 236LK cancel advantage: 1st hit 0 oH / -10 oB, 2nd hit -5 oH / -11 oB


A fast but unconventional two-hitting normal used in combos, juggles, and as an anti-air when charge is unavailable. The 2nd hit in particular has a great disjointed hitbox for anti-air purposes, and deals the entire 800 damage when it connects on its own. It has a tendency to whiff against close jumps, so air-to-airs may be preferable for dealing with cross-ups. The 2-hit animation makes it easily hitconfirmable in grounded combos.

j.2LK
Knee Shot
j.2LK
SF6 Dee Jay j2lk.png
SF6 Dee Jay j2lk hitbox.png
Hitboxes Off
Hitboxes On

j.2LK
Knee Shot
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 until land 3 land - 300 H +5(+9) +2(+8)
  • Forward jump only; Dee Jay is NOT in a Forced Knockdown state
  • Alters jump trajectory; jump is up to 5f faster depending on timing
  • Better advantage when spaced out or vs. crouching opponents


Dampens the upward momentum of your jump, creating a short hop of sorts. A useful tool that allows you to reset pressure with a jump-in faster and more effectively than most characters. Being active the entire way down also means it can be difficult for some characters to anti-air.

When used at close range where a j.MK could cross-up, Knee Shot is useful for faking the cross-up and remaining on the same side. Dee Jay also gets some safe jump setups without the usual +42 knockdown advantage due to his shorter jump duration.


Target Combos

5LP~MK~MK
Threebeat Combo
5LP~MK~MK
SF6 Dee Jay 5lp mk.png

SF6 Dee Jay 5lp mk mk.png
SF6 Dee Jay 5lp mk hitbox.png

SF6 Dee Jay 5lp mk mk hitbox.png
Hitboxes Off
Hitboxes On

5LP~MK
Threebeat Combo 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 TC 400(360) LH +2 (Whiff -17) -3 (Whiff -22)
  • Cancel Hitconfirm Window: 13f (single hit) / 31-32f (full TC)
  • 2-3f blockstring gap between hits
  • Can whiff on crouching opponents at max range (will not whiff if 5LP lands as a Punish Counter)
  • () refers to scaled damage from 5LP combo starter
5LP~MK~MK
Threebeat Combo 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 21 - 625(500) LH +2 -8
  • Always a true blockstring from 5LP~MK
  • () refers to scaled damage from 5LP combo starter


Generally, this Target Combo isn't very useful except from the absolute max range of 5LP, as it's Dee Jay's only reliable ender. The full sequence leaves Dee Jay plus on hit, allowing for some pressure; however, he is not quite within throw range, and must risk walking forward to land a throw.

5MP~HP~HK
Dee Jay Special
5MP~HP~HK
SF6 Dee Jay 5hp.png

SF6 Dee Jay 5hk.png
SF6 Dee Jay 5hp hitbox.png

SF6 Dee Jay 5hk hitbox.png
Hitboxes Off
Hitboxes On

5MP~HP
Dee Jay Special 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 7 24 TC 500 LH -2(+2) -11(-7)
  • Cancel Hitconfirm Window: 42-43f (TC)
  • Continues limited juggle state if juggled into (from DR, crumple, wall splat)
  • Always a true blockstring from 5MP
  • At max range, HP hits later for better advantage but can whiff on crouching opponents
5MP~HP~HK
Dee Jay Special 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3 30 SA 600(480) LH KD +34 -13
  • Cancel Hitconfirm Window: 72-73f (Super)
    • Super cancel is delayed until after 1st recovery frame
  • Puts opponents into spinning limited juggle state
  • () refers to scaled damage from 5MP combo starter


A Target Combo primarily used in juggles due to its ability to cancel into Super. Can be used as a whiff punish at certain ranges, but the HP can whiff if too far away. The cancel window from 5MP is shorter than when canceling into 5MP~MP, making it less practical as a raw hitconfirm option.

5MP~MP~HP/4HP
Funky Dance
5MP~MP~HP/4HP
SF6 Dee Jay 5mp mp.png

SF6 Dee Jay 5mp mp hp.png

SF6 Dee Jay 5mp mp 4hp.png
SF6 Dee Jay 5mp mp hitbox.png

SF6 Dee Jay 5mp mp hp hitbox.png

SF6 Dee Jay 5mp mp 4hp hitbox.png
Hitboxes Off
Hitboxes On

5MP~MP
Funky Dance 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2 17(19) TC 500 LH +2 -2
  • 2f extra recovery on block; true blockstring from 5MP but can be delayed (up to 4f gap)
    • Leaving a gap makes it possible to counter-hit and combo into HP ender
  • Continues juggle state if juggled into; great for Drive Rush corner carry routes
  • Cancel Hitconfirm Window: 15f (~HP TC)
5MP~MP~HP
Funky Dance 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 2 24 - 900 LH KD +43 -8
  • Doesn't combo on grounded opponents unless 5MP~MP 2nd hit lands as counter-hit
  • Puts opponent into limited juggle state
  • 3f blockstring gap between hits
5MP~MP~4HP
Funky Dance Feint
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 23 total - - - -4 -6
  • Similar animation to 5MP~MP~HP
  • Dee Jay is in a counter-hit state for entire feint duration


This Target Combo is a canned mixup. On block, the 5MP~MP starter leaves Dee Jay at a slight disadvantage, while ending with HP or 4HP Feint is punishable. If the opponent tries to take their turn back, the HP ender leaves only a small gap on block that will counter-hit a jab or throw attempt. This allows Dee Jay to enact "fake" pressure from an otherwise disadvantageous situation if you call out the opponent's defensive habits.

If you successfully land the HP ender, the opponent is launched; this can lead to significant corner damage, which is important to consider when balancing the risk and reward of attempting it.

j.MP~j.HP
Party in the Air
j.MP~j.HP
SF6 Dee Jay jhp.png
SF6 Dee Jay jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H - -
  • Spike knockdown vs. airborne opponents


Simple air target combo which slams the opponent back to the ground. Adds some decent reward to your air-to-air hits and is useful to stop people from jumping out of the corner.


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Dee Jay lplk.png
SF6 Dee Jay lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Diss Track
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +34 -
  • Punish Counter: HKD +34
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Dee Jay's forward throw has a notably high amount of knockdown advantage. A dash afterward leaves him +15, allowing him to gain some ground against a midscreen Back Rise. In the corner, Dee Jay can whiff 5LP to become +3 for an auto-timed throw loop, or he can walk back to bait the opponent's throw tech. He can also walk forward instead, making it harder for the opponent to predict where Dee Jay will end up.

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Dee Jay 4lplk.png
SF6 Dee Jay lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Flip Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +22 -
  • Side switch
  • Punish Counter: HKD +22
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


This throw is good for reversing pressure when Dee Jay is cornered. After the corner side switch, Dee Jay can dash forward, becoming +3. This lets him mix between another strike/throw, or shimmy with Jus Cool into Funky Slicer to punish the throw tech.


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Dee Jay hphk.png
SF6 Dee Jay hphk hitbox.png
Hitboxes Off
Hitboxes On

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
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from 5HP/4HK (1st) or Punish Counter 4HK (2nd) (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 5HP: 6[2]
  • 2MP, 4HK(1): 9[5]
  • 4HK(2): 10[6]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

  • 5HP > DI: 2f blockstring gap prevents opponent from absorbing the hit (must be close enough to cancel)
  • DR~2MP > DI: 1f blockstring gap prevents opponent from absorbing the hit
  • DR~4HK(1) > DI: 1f blockstring gap prevents opponent from absorbing the hit
  • DR~4HK(2) > DI: 2f blockstring gap prevents opponent from absorbing the hit

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Dee Jay 6hphk.png
SF6 Dee Jay 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Leg Scratch
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -8
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Dee Jay mpmk.png
SF6 Dee Jay mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 8 or until released 29(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Dee Jay 66.png
SF6 Dee Jay 66 hitbox.png
Hitboxes Off
Hitboxes On

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.763 (min, cancel into immediate Throw)
    • 2.535 (min, earliest blocking/movement frame)
    • 2.713 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

Air Slasher ([4]6P)
Air Slasher
[4]6P
SF6 Dee Jay 46mp.png
Light version feints and doesn't throw a fireball.

SF6 Dee Jay 46pp.png
SF6 Dee Jay 46mp hitbox.png
Light version feints and doesn't throw a fireball.

SF6 Dee Jay 46pp hitbox.png
SF6 Dee Jay 46pp hitbox2.png
Hitboxes Off
Hitboxes On

[4]6LP
Air Slasher
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 21 - - - - -
  • 45f charge time; charge lasts up to 10f after releasing back direction

Dee Jay performs a quick feint with the same startup animation as his other fireball. Recovers much quicker than the other versions, and can be used to bait unsafe options an opponent may use to try and go through your fireballs.

[4]6MP
Air Slasher
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 - 27 SA3 22PP 600 LH 0 -5
  • 45f charge time; charge lasts up to 10f after releasing back direction
  • Cancel Hitconfirm Window: 4f (Super / 2PP)
  • Projectile Speed: 0.03 (1-2f) / 0.115 (3f~)

A basic, single fireball that travels fairly quickly. The main reason to use this over the heavy version is its lower total frames of commitment, leaving you less vulnerable to things that beat fireballs like jump-ins and Drive Impact.

[4]6HP
Air Slasher
Startup Active Recovery Cancel Damage Guard On Hit On Block
17(34) - 43 SA3 22PP 500x2 LH +3 -3
  • 45f charge time; charge lasts up to 10f after releasing back direction
  • Cancel Hitconfirm Window: 21f (Super / 2PP)
  • Projectile Speed: 0.03 (1-2f) / 0.115/0.155 (3f~)

Dee Jay throws two fireballs with a small gap in between. The two fireballs will outnumber and win a clash against a single normal fireball, but an OD fireball will beat out both of them and continue to move towards you. It may seem tempting to always use this version over MP at first, but the overall commitment and total frames of it actually make it much easier for an opponent to punish and thus should typically only be used to beat other fireballs or to chip an opponent in Burnout. The second fireball travels faster than the first, so they will hit closer together against fullscreen opponents.

[4]6PP
Air Slasher
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(23) [11(1)~] 35 SA2 SA3 500x2 LH +5 (KD +69) +2
  • 45f charge time; charge lasts up to 10f after releasing back direction
  • Cancel Hitconfirm Window: 17f (Super / 2PP)
  • Projectile Speed: 0.15 (22f~)

Dee Jay quickly swings his arm twice, clashing fireballs with the first swing and creating one very large fireball that launches on hit with the second. If properly timed, the first swing can beat out an OD fireball while the second swing's fireball still goes through, giving it basically as much anti-fireball potential as HP Air Slasher. If the fireball hits, you can Drive Rush in to get a combo about 3/4 screen away. The size of the fireball means it is harder to jump over and cannot be low profiled like the other versions of this move (and most other fireballs).

Jackknife Maximum ([2]8K)
Jackknife Maximum
[2]8K
SF6 Dee Jay 28mk.png

SF6 Dee Jay 28kk.png
SF6 Dee Jay 28mk hitbox.png
Medium Kick

SF6 Dee Jay 28hk hitbox.png
Heavy Kick

SF6 Dee Jay 28kk hitbox.png
OD Version
Hitboxes Off
Hitboxes On

[2]8LK
Jackknife Maximum
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 - 22+6 land - - - - -
  • Airborne 6-45f (Forced Knockdown state)
  • 40f charge time; charge lasts up to 12f after releasing down direction
  • Startup refers to earliest air normal timing; 6f landing recovery only applies when no air attack is used

Dee Jay performs a unique feint that shoots him into the air, letting him quickly descend on his opponent with a jumping normal. Can act as a jump cancel of sorts, giving Dee Jay an altered trajectory to make anti-airs more difficult. A very strong pressure/mixup tool that can lead to cross-up and safe jump setups.

[2]8MK
Jackknife Maximum
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3(10)4 22+10 land - 600,500 (1100) LH KD +41 -32
  • Anti-Air Invuln: 1-5f (cannot hit cross-up); Airborne 4-44f (Forced Knockdown state)
  • 40f charge time; charge lasts up to 12f after releasing down direction
  • Puts opponent into limited juggle state; cannot hit crouching opponents unless they extend an upward hurtbox

Not a very good anti-air, as it loses anti-air invincibility on the first active frame of the move. Can follow up with HK/OD Jackknife or SA1 depending on screen position and distance from the opponent.

[2]8HK
Jackknife Maximum
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4(8)5(8)4 17+15 land - 600,200,500 (1300) LH KD +42(+37) -44
  • Anti-Air Invuln: 1-9f (cannot hit cross-up); Airborne 4-51f (Forced Knockdown state)
  • 40f charge time; charge lasts up to 12f after releasing down direction
  • Puts opponent into limited juggle state; cannot hit crouching opponents unless they extend an upward hurtbox

Very consistent anti-air, even somewhat good at sniping would-be cross-ups if done early enough. Can also be used as a combo ender for amazing corner carry. Dee Jay can get a perfect safe jump setup whether it hits grounded (+42) or after a MK Jackknife juggle (+37 into immediate j.2LK). The last hit of HK Jackknife increases the opponent's juggle count by 100, making any further hits impossible regardless of their launch height.

[2]8KK
Jackknife Maximum
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6(7)3(9)3 29+15 land - 300x5 (1500) LH KD +23 -55
  • Full Invuln: 1-11f (cannot hit cross-up); Airborne 2-62f (Forced Knockdown state)
  • 40f charge time; charge lasts up to 12f after releasing down direction
  • Puts opponent into limited juggle state; only 1st hit connects on crouching opponents

Dee Jay's main invincible reversal. Since SA1 isn't invincible and SA2 is fairly slow, this is your most important defensive tool. It is massively unsafe on whiff or block; it even gives enough time for moves like Kimberly's Spraycan or Lily's Condor Wind to be set up before punishing Dee Jay. Can also be used as an anti-air for slightly more damage and consistency than the HK version; keep in mind that only the first hit retains full invincibility, so an early anti-air attempt can get stuffed. Works well in juggles.

Rolling Sobat (236K)
Rolling Sobat
236K
SF6 Dee Jay 236mk.png

SF6 Dee Jay 236kk.png
SF6 Dee Jay 236mk hitbox.png
Medium Kick

SF6 Dee Jay 236hk hitbox.png
Heavy Kick

SF6 Dee Jay 236kk hitbox.png
OD Version
Hitboxes Off
Hitboxes On

236LK
Roll Through Feint
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 26 - - - - -
  • Distance: 0.945

Dee Jay performs a forward moving feint that can be easily canceled into for strike/throw setups.

236MK
Quick Rolling Sobat
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 23 SA3 1000 LH KD +34 -6(-4)
  • Cancel Hitconfirm Window: 18f (Super)

This version has only one hit that applies a knockdown. Can be spaced to be safe on block against most pokes when used near the tip of its range.

236HK
Double Rolling Sobat
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3(18)4 24 SA3 (1st) 700x2 (1400) LH +2 -10
  • Cancel Hitconfirm Window: 16f (Super)
  • Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)

This version has two hits and keeps a grounded opponent standing. Both hits gain the additional frame advantage from Punish Counter, so you can use this as a far reaching whiff punish and link to a combo afterwards.

236KK
Double Rolling Sobat
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 2(9)3 19 SA2 SA3 (2nd) 700,600 (1300) LH KD +39 -2
  • Low Crush 14-28f (not airborne)
  • Cancel Hitconfirm Window: 45f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)

This version has two hits, applies a knockdown, and makes Dee Jay leap forward to close gaps and go over some lows.

Machine Gun Uppercut (214P)
Machine Gun Uppercut
214P
SF6 Dee Jay 214lp.png

SF6 Dee Jay 214pp.png
SF6 Dee Jay 214lp hitbox.png
LP / MP Version

SF6 Dee Jay 214hp hitbox.png
HP / OD Version
Hitboxes Off
Hitboxes On

214LP
Machine Gun Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 4 35 SA3 1650 (800) LH KD +34 -19
  • Cancel Hitconfirm Window: 48f hit / 10f block (Super)

Slow but very high damaging special. Dee Jays highest damage combo ender by a good margin but is rather range dependent. Most commonly used from 2MP in combos but is difficult to use in whiff punishes due to the short range

214MP
Machine Gun Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 4 35 SA3 1900 (800) LH KD +32 -19
  • Cancel Hitconfirm Window: 57f hit / 10f block (Super)

A bit of a middle ground of the Light and Heavy versions. Very similar to the other meterless versions. Combos from 5HP and 4HK(1)

214HP
Machine Gun Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
28 4 35 SA3 2200 (800) LH KD +40 -19
  • Cancel Hitconfirm Window: 90f hit / 10f block (Super)

Tied for the slowest version of Machine Gun Uppercut but very rewarding to land. Only works from Punish Counter or Drive Rush 5HP and 4HK(1). Highest meterless combo ender but is very specific for moves that can actually combo into it. In the corner when juggled into allows for a juggle afterwards into Weekend Pleasure

214PP
Machine Gun Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
28 4 35 SA2 SA3 2500 (800) LH HKD +23 -19
  • Cancel Hitconfirm Window: 116f hit / 10f block (Super)
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)

A highly rewarding, range dependent combo tool. Similar to the HP version only combos from Punish Counter or Drive Rush 5HP or 4HK(1) but is massively rewarding to use in combos. Offers the highest base damage of any of his specials.

Jus Cool (214K)
Jus Cool
214K
SF6 Dee Jay 214k.png

SF6 Dee Jay 214kk.png
SF6 Dee Jay 214k hitbox.png

SF6 Dee Jay 214kk hitbox.png
Hitboxes Off
Hitboxes On

214K
Jus Cool
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 - 24 - - - - -
  • Sway Distance: 0.602 backwards

Dee Jay's all new special move that heavily defines his new "sway" centric playstyle. Upon activation, Dee Jay will perform a backstep with 5 different follow-ups that he can go into to mix up opponents. Can be canceled into from Drive Rush to bait whiffs, instantly ending your forward momentum. The startup of the sway combined with the follow-ups makes them fairly reactable and difficult to combo into, but in exchange all the follow-ups are safe on block. All follow-ups lose to Drive Impact, forcing you to do nothing to beat it—a sway without follow-ups is very hard to punish, though, so it remains a very good tool to bait reactions in neutral.

214KK
Jus Cool
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 36 - 500 LH KD +33 -22
  • Sway Distance: 0.74 backwards

The Overdrive version of Jus Cool gains an initial launching hit at a blazing fast 8 frames startup, making it incredibly easy and rewarding to combo into if in range for the initial hit. Bear in mind the somewhat limited range can make it occasionally difficult to combo into it from further out. Additionally all the follow-ups have different frame data compared to the meterless versions

Funky Slicer (214K~LK)
Funky Slicer
214K~LK
SF6 Dee Jay 214k lk.png

SF6 Dee Jay 214kk lk.png
SF6 Dee Jay 214k lk hitbox.png
Hitboxes Off
Hitboxes On

214K~LK
Funky Slicer
Startup Active Recovery Cancel Damage Guard On Hit On Block
13+12 3 22(20) SA3 800 L +2 -3
  • Cancel Hitconfirm Window: 16f (Super)
214KK~LK
Funky Slicer
Startup Active Recovery Cancel Damage Guard On Hit On Block
25+9 3 19(24) SA2 SA3 900 L +6 -2
  • Punish Counter: +16
  • Cancel Hitconfirm Window: 16f (Super)

Low kick from Jus Cool. The safest and most solid follow-up that is extremely good at beating low pokes thanks to its massive disjointed hitbox. It also converts into great damage on Counter-hit or Punish Counter for the normal version and obscene damage on the OD version. Many characters will be discouraged from using low pokes in fear of this move, and instead will be urged to choose riskier options in neutral.

Waning Moon (214K~MK)
Waning Moon
214K~MK
SF6 Dee Jay 214k mk.png

SF6 Dee Jay 214kk mk.png
SF6 Dee Jay 214k mk hitbox.png

SF6 Dee Jay 214kk mk hitbox.png
Hitboxes Off
Hitboxes On

214K~MK
Waning Moon
Startup Active Recovery Cancel Damage Guard On Hit On Block
13+25 3 16 - 1000 H HKD +27(+28) +1
  • Low Crush 12-22f (not airborne)

Dee Jays only grounded overhead, but a pretty good one. On hit it scores a knockdown and on block it leaves Dee Jay at frame advantage, though outside of throw range, which can set up for a quick and easy shimmy against tech-happy opponents.

214KK~MK
Waning Moon
Startup Active Recovery Cancel Damage Guard On Hit On Block
25+19 5 17 - 1100 H +5(+7) -4(-2)
  • Low Crush 12-22f (not airborne)

The OD version of Dee Jays overhead is noticeably faster, but is minus on block rather than plus. In exchange it gives a link to 2MP on hit rather than knocking down, making it much more rewarding when it hits but less so when its blocked.

Maximum Strike (214K~HK)
Maximum Strike
214K~HK
SF6 Dee Jay 214k hk.png

SF6 Dee Jay 214kk hk.png
SF6 Dee Jay 214k hk hitbox.png

SF6 Dee Jay 214kk hk hitbox.png
Hitboxes Off
Hitboxes On

214K~HK
Maximum Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
13+15 5 25 SA3 1000 LH KD +45 -10
  • Anti-Air Invuln (Leg): 15-19f; upper body hurtbox shrinks on frames 6-14 and 20-44
  • Puts opponents into limited juggle state
  • Cancel Hitconfirm Window: 20f (Super)
214KK~HK
Maximum Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
25+11 5 21 SA2 SA3 1000 LH KD +55(+57) -8
  • Anti-Air Invuln (Upper Body): 6-36f
  • Puts opponents into limited juggle state
  • Punish Counter puts opponents into free juggle state (requires initial 214KK to whiff)
  • Cancel Hitconfirm Window: 20f (Super)


A combo tool and situational anti-air, important for Dee Jay's longer juggle routes. Tends to whiff on crouching opponents outside close range, but there is rarely a good reason to attempt this move if the opponent is grounded. If opponents jump on reaction to Jus Cool, this can be used on reaction to snipe the opponent out of the air for big damage. It can even work against cross-ups with its near vertical hitbox as long as Dee Jay's forward movement doesn't cause the attack to whiff.

Juggling Dash/Sway (214K~6P~4P)
Juggling Dash/Sway
214K~6P~4P
SF6 Dee Jay 214k 6p.png

SF6 Dee Jay 214kk 6p.png

SF6 Dee Jay 214k 6p 4p.png
SF6 Dee Jay 214k 6p hitbox.png

SF6 Dee Jay 214k 6p 4p hitbox.png
Hitboxes Off
Hitboxes On

214K~6P
Juggling Dash
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 - 27 - - - - -
  • Projectile Invuln: 1-20f; can low profile under some high attacks
  • Distance: 2.36 forward; cancelable into 4P Backdash on frames 18-23 of dash
214KK~6P
Juggling Dash
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 - 22 - - - KD +40 -15
  • Projectile Invuln: 1-17f; can low profile under some high attacks
  • Hit/Block Advantage refers to dash data after 214KK connects
  • Distance: 2.0 forward; cancelable into 4P Backdash on frames 18-23 of dash

Juggling Dash allows Dee Jay to quickly close the gap after retreating with Jus Cool, dodging fireballs and some pokes in the process. The startup refers to the minimum Jus Cool time that must play out before the dash can be input, while recovery refers to the dash animation itself. The OD version of the dash recovers 5 frames faster, and can be used to switch sides after a 214KK launch for better screen position.

214K~6P~4P
Juggling Sway
Startup Active Recovery Cancel Damage Guard On Hit On Block
13+17 - 29 - - - - -
  • Distance: 1.0 backwards
214KK~6P~4P
Juggling Sway
Startup Active Recovery Cancel Damage Guard On Hit On Block
19+16 - 22 - - - KD +24 -31
  • Distance: 1.0 backwards
  • Hit/Block Advantage refers to dash data after 214KK connects

If the opponent doesn't take the bait on Dee Jay's in-and-out movement, he can retreat with a backdash. The total startup refers to the fastest 214K~6P animation that must play out before the backdash can be input. The recovery of this backdash is only 1 frame faster than simply backdashing after a Juggling Dash. The OD version of the backdash recovers 7 frames faster than the meterless version.

Speedy Maracas (22PP)
Speedy Maracas
22PP
SF6 Dee Jay 22pp.png
SF6 Dee Jay 22pp hitbox.png
Hitboxes Off
Hitboxes On

22PP
Speedy Maracas
Startup Active Recovery Cancel Damage Guard On Hit On Block
88 minimum - 38 - - - - -
  • Builds Super Art gauge while buttons are held; 272f to build 1 bar
    • 2000 Super (20% bar) on frame 88, then 49/frame on frame 109 onward
  • Can be canceled into from any version of Air Slasher
22PP
Speedy Maracas (2+ Bars)
Startup Active Recovery Cancel Damage Guard On Hit On Block
95(168) minimum - 38 - - - - -
  • New dance with slightly different data, but same general properties as the 0-1 bar version
    • 2000 Super (20% bar) on frame 68, then 49/frame on frame 96 onward (very slightly faster)
  • If Dee Jay reaches 2 bars of Super Gauge while dancing, he has an additional 73f unskippable animation
    • Continues building meter as usual during this transition; total minimum of 206f + 4018 Super gauge


Speedy Maracas is a fun little move that lets Dee Jay dance to build Super meter. The meter initially builds in one small chunk, then builds continuously as the buttons are held (only one button needs to be held to continue dancing). If the move is held, recovery will begin as soon as the buttons are released. The dance itself picks up in intensity after Dee Jay hits 2 bars, as he gains a second spotlight.

This move serves very little purpose in competitive matches, as the recovery is enormous; even when canceling a fullscreen Air Slasher into 22PP, slow characters can easily block the projectile and move in for a punish. After stunning a burned out opponent, it's possible to tap 22PP and land a quick combo before the opponent falls down, but Dee Jay gets more damage and meter with a simple jump-in punish.


Super Arts

Level 1 Super (236236K)
The Greatest Sobat
Level 1 Super Art
236236K
SF6 Dee Jay 236236k.png
SF6 Dee Jay 236236k hitbox.png
Hitboxes Off
Hitboxes On

236236K
The Greatest Sobat
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 45 - 1800 LH HKD +32 -24
  • Full Invuln: 1f (until freeze); Low Crush 4-14f; Armor Break
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling
  • Applies 40% damage scaling to next hit when beginning a combo (100/60/50...)
  • Counter-hit: Crumple (HKD +54)
  • Punish Counter: Crumple (HKD +67); wall bounce vs. airborne (free juggle state)


An unusual Super that lacks invincibility, instead being used as a punish starter or high-damage juggle ender. The crumple state on Punish Counter gives Dee Jay a full juggle combo on moves that are -7 or worse, which is a great option when outside his 2MP range. A counter-hit also gives a similar crumple, but with less advantage to convert into a combo; this is mostly useful for punishing installs like Ryu's Denjin Charge, or for canceling a poke against Drive Impact armor. The opponent will always be airborne during the crumple state unless the counter-hit version lands as a trade. The wall bounce on an airborne Punish Counter has a tendency to send the opponent flying over Dee Jay's head if too close to the corner.

Dee Jay does not extend a hurtbox on his leg during the attack; combined with the Low Crush property, this gives him some "pseudo-invincibility" in specific scenarios. For example, it's possible to use SA1 on reaction to mid-range fireball to force a trade, allowing Dee Jay to follow up with a Drive Rush juggle; this is much more practical against projectiles with slow movement speed and a wide extended hurtbox.

Level 2 Super (236236P)
Sunrise Festival (Start)
Level 2 Super Art
236236P
SF6 Dee Jay 236236lp.png

SF6 Dee Jay 236236p.png

SF6 Dee Jay 236236mp rhythm.png
MP/HP Rhythm starter
SF6 Dee Jay 236236lp hitbox.png
Hitboxes Off
Hitboxes On

236236LP
Lowkey Sunrise Festival
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 5 46 - 300
(~2600)
LH +6 -29
236236MP
Marvelous Sunrise Festival
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 5 46 - 300
(1700~2800)
LH +6 -29
236236HP
Headliner Sunrise Festival
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 5 46 - 200
(1700~3000)
LH +6 -29
  • Full Invuln: 1-16f; Armor Break
  • Drive Gauge Depletion: 1 bar (hit, full sequence) / 0.5 bars (block)
  • 40% minimum damage scaling
  • Applies 25% damage scaling to next hit when beginning a combo; counts as 3 hits for damage scaling when comboed into (applies to any hit after SA2 sequence)


Dee Jay lunges forward with a knee strike that can chain into a series of follow-up attack. The initial activation is nearly identical for all versions of SA2, with the HP starter doing only slightly less damage. This hit has great forward movement and invincibility. It's too slow for most reversal applications, but it's great at countering projectiles at mid-range (though it can be difficult to use against characters like Guile).

Regardless of which version is used, the follow-ups can only come out on hit; each hit causes no additional damage scaling, so linking out of the +6 can still be useful. Dee Jay stops immediately if the initial attack whiffs or is blocked, and is unable to continue with follow-ups.

The timing of the follow-up sequence starts easy with LP Super, then increases in difficulty with each button strength. This allows players to choose between a safe, consistent combo or a risky but rewarding finisher. This video is a good example for learning the button timing on the MP and HP follow-ups, with audio and visual cues to help practice.

236236LP
Lowkey Sunrise Festival
Level 2 Super Art
236236LP
SF6 Dee Jay 236236lp lp.png

SF6 Dee Jay 236236lp lp mp.png

SF6 Dee Jay 236236lp lp mp hp.png

SF6 Dee Jay 236236lp lp mp hp lk.png

SF6 Dee Jay 236236lp lp mp hp lk mk.png

SF6 Dee Jay 236236lp lp mp hp lk mk hk.png
SF6 Dee Jay 236236lp lp hitbox.png

SF6 Dee Jay 236236lp lp mp hitbox.png

SF6 Dee Jay 236236lp lp mp hp hitbox.png

SF6 Dee Jay 236236lp lp mp hp lk hitbox.png

SF6 Dee Jay 236236lp lp mp hp lk mk hitbox.png

SF6 Dee Jay 236236lp lp mp hp lk mk hk hitbox.png
Hitboxes Off
Hitboxes On

~LP (1)
+LP (Lowkey Hit 1)
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 25 - 175 - +6 (KD +41) -
  • Projectile Invuln: 1-25f; Timing window: 45f after 236236LP
~MP (2)
+MP (Lowkey Hit 2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 - 175 - +6 -
  • Projectile Invuln: 1-21f; Timing window: ?f after 236236LP~LP
~HP (3)
+HP (Lowkey Hit 3)
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 24 - 175 - +6 -
  • Projectile Invuln: 1-28f; Timing window: ?f after 236236LP~LP~MP
~LK (4)
+LK (Lowkey Hit 4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 4 35 - 175 - +6 -
  • Projectile Invuln: 1-31f; Timing window: ?f after 236236LP~LP~MP~HP
~MK (5)
+MK (Lowkey Hit 5)
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 47 - 200 - +6 -
  • Projectile Invuln: 1-38f; Timing window: ?f after 236236LP~LP~MP~HP~LK
~HK (End)
+HK (Lowkey Hit End)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3(5)3 79 - 500,900 - HKD +29 -
  • Projectile Invuln: 1-28f; Timing window: ?f after 236236LP~LP~MP~HP~LK~MK


The follow-ups to LP SA2 require no particular rhythm on the hits; just mashing the buttons in sequence is enough to guarantee the full damage. Using this version guarantees a safe 2600 damage, which is only a reduction of 200 max damage from MP Super, or 400 from HP Super. There is no cinematic ender like on the MP and HP versions; as a result, Dee Jay cannot choose which direction to knock the opponent, and he cannot get oki after the knockdown unless he reaches the corner.

236236MP
Marvelous Sunrise Festival
Level 2 Super Art
236236MP
SF6 Dee Jay 236236mp lp rhythm.png

SF6 Dee Jay 236236mp lp mp rhythm.png

SF6 Dee Jay 236236mp lp mp hp rhythm.png

SF6 Dee Jay 236236mp lp mp hp lk rhythm.png

SF6 Dee Jay 236236mp lp mp hp lk mk rhythm.png

SF6 Dee Jay 236236mp lp mp hp lk mk hk rhythm.png

SF6 Dee Jay 236236p lp mp hp lk mk hk hp.png
HP ender (side switch)

SF6 Dee Jay 236236p lp mp hp lk mk hk hk.png
HK ender (same side)
SF6 Dee Jay 236236lp lp hitbox.png

SF6 Dee Jay 236236lp lp mp hitbox.png

SF6 Dee Jay 236236lp lp mp hp hitbox.png

SF6 Dee Jay 236236lp lp mp hp lk hitbox.png

SF6 Dee Jay 236236lp lp mp hp lk mk hitbox.png

SF6 Dee Jay 236236lp lp mp hp lk mk hk hitbox.png
Hitboxes Off
Hitboxes On

~LP (1)
+LP (Marvelous Hit 1)
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 25 - 100(200) - +6 -
  • Projectile Invuln: 1-25(27)f; Rhythm Timing Window: 11f after 236236MP
~MP (2)
+MP (Marvelous Hit 2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 - 100(200) - +6 -
  • Projectile Invuln: 1-21(23)f; Rhythm Timing Window: 18f after 236236MP~LP
~HP (3)
+HP (Marvelous Hit 3)
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 24 - 100(200) - +6 -
  • Projectile Invuln: 1-27(28)f; Rhythm Timing Window: 16f after 236236MP~LP~MP
~LK (4)
+LK (Marvelous Hit 4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 4 35 - 100(200) - +6 -
  • Projectile Invuln: 1-29(31)f; Rhythm Timing Window: 19f after 236236MP~LP~MP~HP
~MK (5)
+MK (Marvelous Hit 5)
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 47 - 100(200) - +6 -
  • Projectile Invuln: 1-38f; Rhythm Timing Window: 19f after 236236MP~LP~MP~HP~LK
~HK (6)
+HK (Marvelous Hit 6)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3(5)3 79(64) - 400,600(200x2) - HKD +19 (KD +46) -
  • Projectile Invuln: 1-28(34)f; Rhythm Timing Window: 22f after 236236MP~LP~MP~HP~LK~MK
~HP (End)
Climactic Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - 181 total - 400,700 - HKD +24(+18) -
  • Switches sides; requires perfect rhythm sequence to activate
~HK (End)
Encore Beat
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - 151 total - 1100 - HKD +34(+37) -
  • Remains on same side; requires perfect rhythm sequence to activate


The MP follow-ups allow for higher damage than the LP version if the buttons are pressed in a particular rhythm. The key is to input each follow-up right as the previous one connects with the opponent. The hitstop of each hit is reduced compared to the LP Super, so the full animation will feel a bit faster overall. If you drop the rhythm on any hit, you cannot get the rhythm bonus on any further hits in the sequence.

If you managed to get the full rhythm of each hit, you can end with a fully invincible cinematic finisher. HP switches sides, allowing Dee Jay to regain corner control and even gives oki if he was close to the wall. HK keeps Dee Jay on the same side and grants a Hard Knockdown, allowing for a forward dash into great oki. Choosing not to end in the cinematic hit after a full-rhythm connect will significantly reduce the Super's damage; it would actually be better to land a non-rhythm HK at the end. If done perfectly all the way to the end, Dee Jay will do 200 more damage than LP SA2.

236236HP
Headliner Sunrise Festival
Level 2 Super Art
236236HP
SF6 Dee Jay 236236mp lp rhythm.png

SF6 Dee Jay 236236mp lp mp rhythm.png

SF6 Dee Jay 236236mp lp mp hp rhythm.png

SF6 Dee Jay 236236mp lp mp hp lk rhythm.png

SF6 Dee Jay 236236mp lp mp hp lk mk rhythm.png

SF6 Dee Jay 236236mp lp mp hp lk mk hk rhythm.png

SF6 Dee Jay 236236p lp mp hp lk mk hk hp.png
HP ender (side switch)

SF6 Dee Jay 236236p lp mp hp lk mk hk hk.png
HK ender (same side)
SF6 Dee Jay 236236lp lp hitbox.png

SF6 Dee Jay 236236lp lp mp hitbox.png

SF6 Dee Jay 236236lp lp mp hp hitbox.png

SF6 Dee Jay 236236lp lp mp hp lk hitbox.png

SF6 Dee Jay 236236lp lp mp hp lk mk hitbox.png

SF6 Dee Jay 236236lp lp mp hp lk mk hk hitbox.png
Hitboxes Off
Hitboxes On

~LP (1)
+LP (Headliner Hit 1)
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 25 - 100(200) - +6 (KD +41~42) -
  • Projectile Invuln: 1-25(26)f; Rhythm Timing Window: 9f after 236236HP
~MP (2)
+MP (Headliner Hit 2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 - 100(200) - +6 -
  • Projectile Invuln: 1-21(23)f; Rhythm Timing Window: 9f after 236236HP~LP
~HP (3)
+HP (Headliner Hit 3)
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 24 - 100(200) - +6 -
  • Projectile Invuln: 1-27(28)f; Rhythm Timing Window: 9f after 236236HP~LP~MP
~LK (4)
+LK (Headliner Hit 4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 4 35 - 100(250) - +6 -
  • Projectile Invuln: 1-29(31)f; Rhythm Timing Window: 9f after 236236HP~LP~MP~HP
~MK (5)
+MK (Headliner Hit 5)
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 47(46) - 100(250) - +6 -
  • Projectile Invuln: 1-38f; Rhythm Timing Window: 13f after 236236HP~LP~MP~HP~LK
~HK (6)
+HK (Headliner Hit 6)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3(5)3 79(64) - 400,600(250x2) - HKD +19 (KD +46) -
  • Projectile Invuln: 1-28(36)f; Rhythm Timing Window: 15f after 236236HP~LP~MP~HP~LK~MK
~HP (End)
Climactic Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - 181 total - 400,800 - HKD +24(+18) -
  • Switches sides; requires perfect rhythm sequence to activate
~HK (End)
Encore Beat
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - 151 total - 1200 - HKD +34(+37) -
  • Remains on same side; requires perfect rhythm sequence to activate


The HP version is essentially the same as the MP version, but the proper rhythm timing is even harder. Each hit does even less hitstop than the MP version, causing the full animation to move more quickly with less of an impact on each strike. If done perfectly all the way to the end, Dee Jay will do 400 more damage than LP SA2, and 200 more damage than MP SA2.

Level 3 Super (214214P)
Weekend Pleasure
Level 3 Super Art
214214P
SF6 Dee Jay 214214p.png

SF6 Dee Jay 214214p(ca).png
CA version grants 500 extra damage
SF6 Dee Jay 214214p hitbox.png
Hitboxes Off
Hitboxes On

214214P
Weekend Pleasure
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 48 - 4000 LH HKD +26 -28
  • Full Invuln: 1-13f; Armor Break
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
    • Cinematic time regenerates ~2 Drive bars for Dee Jay
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
214214P
Weekend Pleasure (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 48 - 4500 LH HKD +22 -28
  • Full Invuln: 1-13f; Armor Break
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
    • Cinematic time regenerates ~2.3 Drive bars for Dee Jay
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


A Super that works well as a reversal, anti-air, and as a powerful ender to Dee Jay's already high-damage combos. It does not have much horizontal range, but most special cancel routes leave Dee Jay close enough to connect properly. The great vertical hitbox makes it hard to jump over, but if the opponent gets behind Dee Jay it cannot hit as a cross-up.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Dee Jay 5pppkkk.png
"Come on, let's dance!"

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
"Seriously, your rhythm is not cool mon. *whistles*"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
550 (total) - - - - - - -

During this taunt, Dee Jay is able to low profile many fireballs.

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Dee Jay 4pppkkk.png
"Ey, wah gwan? Ya feelin' down?"

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



SF6 Navigation

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