Street Fighter 6/Dee Jay/Data

From SuperCombo Wiki


Character Vitals

Dee Jay
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Dee Jay Portrait.png SF6 Dee Jay Face.png 10000 0.8 / 0.33 4+38+3 2.115 0.763
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.043 19 1.50 1.90 2.535
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.032 23 0.90 1.52 2.713


Normals

Standing Normals

5LP
Dee_Jay
dee_jay_5lp

5LP

Standing Light Punch
SF6 Dee Jay 5lp.png
SF6 Dee Jay 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA TC 13 (12 TC)
Startup Active Recovery Total Hitstun Blockstun
4 3 6 12 13 8
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250(150) 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-7 +8 +3 +3 -2
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Chains into 5LP/2LP/2LK; very low recovery makes it safer than most lights when Perfect Parried; frames 1-7 extend a vertical strike-only hurtbox to prevent anti-air usage; [4]6LP cancel: -9/-14; 236LK cancel: -14/-19
5MP
Dee_Jay
dee_jay_5mp

5MP

Standing Medium Punch
SF6 Dee Jay 5mp.png
SF6 Dee Jay 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH TC 21 (~MP), 17 (~HP)
Startup Active Recovery Total Hitstun Blockstun
7 3 13 22 21 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] 2000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-14 +9 +6 - -
Punish Advantage Hit Advantage Block Advantage
+9 +5 +2
Notes
Good combo/frame trap starter with 2 different Target Combo follow-ups
5HP
Dee_Jay
dee_jay_5hp

5HP

Standing Heavy Punch
SF6 Dee Jay 5hp.png
SF6 Dee Jay 5hp hitbox.pngSF6 Dee Jay 5hp hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800(700) - - LH Sp SA (close) 16
Startup Active Recovery Total Hitstun Blockstun
9 6 18 32 27 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22(-17) +7(+12) 0(+5) +17 +10
Punish Advantage Hit Advantage Block Advantage
+7(+12) +3(+8) -4(+1)
Notes
The first 2 active frames are cancelable, can hit crouching, and force stand (important for [2]8HK combo routes); active frames 3-6 have much longer range at the cost of cancelability, 100 less damage, and whiffing on crouch; much better frame advantage on a long-range connect (useful as a shimmy tool and punish starter); [4]6LP cancel: +5/-2; 236LK cancel: 0/-7
5LK
Dee_Jay
dee_jay_5lk

5LK

Standing Light Kick
SF6 Dee Jay 5lk.png
SF6 Dee Jay 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Sp SA 14
Startup Active Recovery Total Hitstun Blockstun
5 2 12 18 16 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-12 +6 +2 +5 +1
Punish Advantage Hit Advantage Block Advantage
+6 +2 -2
Notes
Good buffer tool; combos into 236HK on hit, or 236KK on Punish Counter making it a useful 5f punish tool; [4]6LP cancel: -6/-10; 236LK cancel: -11/-15; DR cancel is delayed until after 2nd active frame
5MK
Dee_Jay
dee_jay_5mk

5MK

Standing Medium Kick
SF6 Dee Jay 5mk.png
SF6 Dee Jay 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
9 3 16 27 25 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] 2000 700 (490) 350 (175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 +10 +3 - -
Punish Advantage Hit Advantage Block Advantage
+10 +6 -1
Notes
Decent neutral poke that can lead to combos at close range
5HK
Dee_Jay
dee_jay_5hk

5HK

Standing Heavy Kick
SF6 Dee Jay 5hk.png
SF6 Dee Jay 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
12 3 22(26) 36(40) 26 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [8000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 +5 -1 - -
Punish Advantage Hit Advantage Block Advantage
+18 Stagger +1 -5
Notes
Great poke that leads to full Drive Rush conversions on Punish Counter; 4f extra recovery on whiff; extends a hurtbox 1f before active that is vulnerable to projectiles

Crouching Normals

2LP
Dee_Jay
dee_jay_2lp

2LP

Crouching Light Punch
SF6 Dee Jay 2lp.png
SF6 Dee Jay 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
5 3 8 15 15 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-9 +8 +3 +5 0
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Chains into 5LP/2LP/2LK; [4]6LP cancel: -7/-12; 236LK cancel: -12/-17
2MP
Dee_Jay
dee_jay_2mp

2MP

Crouching Medium Punch
SF6 Dee Jay 2mp.png
SF6 Dee Jay 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 19(15)
Startup Active Recovery Total Hitstun Blockstun
6 4 14 23 22 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16 +8 +3 +12 +7
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Good combo/buffer tool and meaty normal; good hitbox priority against low pokes; very long special hitconfirm window (but only 15f when canceling to 236KK); [4]6LP cancel: 0/-5; 236LK cancel: -5/-10
2HP
Dee_Jay
dee_jay_2hp

2HP

Crouching Heavy Punch
SF6 Dee Jay 2hp.png
SF6 Dee Jay 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
8 2 20 29 28 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 +10 +2 - -
Punish Advantage Hit Advantage Block Advantage
+12 Stagger +6 -2
Notes
Forces Stand on hit (important combo starter for [2]8K routes); good combo/punish starter
2LK
Dee_Jay
dee_jay_2lk

2LK

Crouching Light Kick
SF6 Dee Jay 2lk.png
SF6 Dee Jay 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 10% Starter L Chn -
Startup Active Recovery Total Hitstun Blockstun
5 2 10 16 14 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-10 +6 +2 - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -2
Notes
Chains into 5LP/2LP/2LK
2MK
Dee_Jay
dee_jay_2mk

2MK

Crouching Medium Kick
SF6 Dee Jay 2mk.png
SF6 Dee Jay 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - L - -
Startup Active Recovery Total Hitstun Blockstun
8 4 19 30 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] 2000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 KD +29 -2 - -
Punish Advantage Hit Advantage Block Advantage
HKD +29 KD +29 -6
Notes
Acts like a sweep, but safer (difficult for many characters to punish); HKD on Punish Counter only; good hitbox priority
2HK
Dee_Jay
dee_jay_2hk

2HK

Crouching Heavy Kick
SF6 Dee Jay 2hk.png
SF6 Dee Jay 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Total Hitstun Blockstun
14 10 15 38 - 14
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
12-23 Air (Legs/Upper Body) - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23(-14) HKD +33(+42) -7(+2) - -
Punish Advantage Hit Advantage Block Advantage
HKD +52(+61) HKD +33(+42) -11(-2)
Notes
Can anti-air (solid hitbox, but slow startup); puts airborne opponents into limited juggle state (better juggle adv. on CH/PC)

Jumping Normals

j.LP
Dee_Jay
dee_jay_jlp

j.LP

Jumping Light Punch
SF6 Dee Jay jlp.png
SF6 Dee Jay jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
4 7 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can be used as a fuzzy instant overhead
j.MP
Dee_Jay
dee_jay_jmp

j.MP

Jumping Medium Punch
SF6 Dee Jay jmp.png
SF6 Dee Jay jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - H TC -
Startup Active Recovery Total Hitstun Blockstun
6 4 3 land - 15 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 air 10
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Puts airborne opponents into limited juggle state; can chain to j.HP for a spike knockdown (very lenient 25f cancel window); shifts Dee Jay's hurtbox upward during startup
j.HP
Dee_Jay
dee_jay_jhp

j.HP

Jumping Heavy Punch
SF6 Dee Jay jhp.png
SF6 Dee Jay jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
9 6 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Causes spike knockdown vs. airborne opponents
j.LK
Dee_Jay
dee_jay_jlk

j.LK

Jumping Light Kick
SF6 Dee Jay jlk.png
SF6 Dee Jay jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
4 6 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Decent air-to-air normal
j.MK
Dee_Jay
dee_jay_jmk

j.MK

Jumping Medium Kick
SF6 Dee Jay jmk.png
SF6 Dee Jay jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - H - -
Startup Active Recovery Total Hitstun Blockstun
8 6 3 land - 17 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cross-up
j.HK
Dee_Jay
dee_jay_jhk

j.HK

Jumping Heavy Kick
SF6 Dee Jay jhk.png
SF6 Dee Jay jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
10 5 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Decent jump-in that hits in front of Dee Jay before swinging his leg downward

Command Normals

6MK
Dee_Jay
dee_jay_6mk

6MK

Sunrise Heel
SF6 Dee Jay 6mk.png
SF6 Dee Jay 6mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH SA 19(18)
Startup Active Recovery Total Hitstun Blockstun
19(21) 5 16 39 24 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] 2000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17(-16) +9(+10) +5(+6) - -
Punish Advantage Hit Advantage Block Advantage
+9(+10) +5(+6) +1(+2)
Notes
The first 2 active frames only hit airborne opponents (great vertical hitbox that causes a spike knockdown); () refers to startup vs. grounded opponents and 1f better advantage vs. crouching opponents; not an overhead despite the animation; good tool for oki or approaching in neutral with long range and forward movement
4HK
Dee_Jay
dee_jay_4hk

4HK

Face Breaker
SF6 Dee Jay 4hk.png
SF6 Dee Jay 4hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500,300 (800) - - LH Sp SA 34
Startup Active Recovery Total Hitstun Blockstun
7 2,4 20 32 27,25 (27 total) 17,19 (21 total)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000,2000 [4000x2] 1000x2 500x2 (350x2) 500x2 (250x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
4-12 Air (Head) - - 200 100 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 +5 -1 +17/+12 +7/+6
Punish Advantage Hit Advantage Block Advantage
+5 +1 -5
Notes
Forces Stand on hit; good anti-air but cannot hit cross-up; 1st hit puts airborne opponents into limited juggle state; 2nd hit does 800 damage on its own if 1st hit whiffs, and causes air reset (Punish Counter causes both hits to juggle); CH/PC advantage carries through both hits; [4]6LP cancel: +5/-5 1st hit, 0/-6 2nd hit; 236LK cancel: 0/-10 1st hit, -5/-11 2nd hit; 2nd hit special/DR cancel is delayed until after active frames
j.2LK
Dee_Jay
dee_jay_j2lk

j.2LK

Knee Shot
SF6 Dee Jay j2lk.png
SF6 Dee Jay j2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
6 until land 3 land - 15 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-8(-2) - - - -
Punish Advantage Hit Advantage Block Advantage
+9(+13) +5(+9) +2(+8)
Notes
Forward Jump only; alters jump trajectory (up to 5f faster than normal jump depending on timing); listed frame advantage is vs. tall standing/crouching characters; better advantage vs. shorter characters or when spaced to hit late

Target Combos

5LP~MK
Dee_Jay
dee_jay_5lp_mk

5LP~MK

Threebeat Combo 1
SF6 Dee Jay 5lp mk.png
SF6 Dee Jay 5lp mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400(360) - - LH TC 31-32 (13)
Startup Active Recovery Total Hitstun Blockstun
9 3 18 29 23 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 - - - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 (Whiff -17) -3 (Whiff -22)
Notes
2-3f blockstring gap between hits; () refers to scaled damage after 5LP combo starter; can whiff on crouching opponents at max range (will not whiff if 5LP hits as a Punish Counter)
5LP~MK~MK
Dee_Jay
dee_jay_5lp_mk_mk

5LP~MK~MK

Threebeat Combo 2
SF6 Dee Jay 5lp mk mk.png
SF6 Dee Jay 5lp mk mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
625(500) - - LH - -
Startup Active Recovery Total Hitstun Blockstun
14 3 21 37 26 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 [4000] 500 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -8
Notes
Leaves opponent slightly out of throw range on hit, but has advantage to pressure the opponent; always a true blockstring after 5LP~MK; () refers to scaled damage from 5LP combo starter
5MP~HP
Dee_Jay
dee_jay_5mp_hp

5MP~HP

Dee Jay Special 1
SF6 Dee Jay 5hp.png
SF6 Dee Jay 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - LH TC 42-43
Startup Active Recovery Total Hitstun Blockstun
11 7 24 41 29 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
+2 -2(+2) -11(-7)
Notes
At max 5MP range, HP hits late for improved frame advantage (but can whiff on crouching opponents); always a true blockstring from 5MP; continues limited juggle state if juggled into (after Drive Rush, airborne crumple, or wall splat)
5MP~HP~HK
Dee_Jay
dee_jay_5mp_hp_hk

5MP~HP~HK

Dee Jay Special 2
SF6 Dee Jay 5hk.png
SF6 Dee Jay 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600(480) - - LH SA 72-73
Startup Active Recovery Total Hitstun Blockstun
13 3 30 45 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 - 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +34 KD +34 -13
Notes
() refers to scaled damage after 5MP combo starter; puts opponent into spinning limited juggle state; Super cancel is delayed until after 1st recovery frame
5MP~MP
Dee_Jay
dee_jay_5mp_mp

5MP~MP

Funky Dance 1
SF6 Dee Jay 5mp mp.png
SF6 Dee Jay 5mp mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - LH TC 15 (~HP on CH)
Startup Active Recovery Total Hitstun Blockstun
12 2 17(19) 30(32) 21 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000 [4000] 400 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 - - - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -2
Notes
True blockstring from 5MP, but can be delayed significantly (up to 4f blockstring gap); landing a counter-hit allows 5MP~MP~HP to fully combo; continues limited juggle state if juggled into (after Drive Rush, airborne crumple, or wall splat); great in Drive Rush juggles that can get fullscreen corner carry; 2f extra recovery on block
5MP~MP~HP
Dee_Jay
dee_jay_5mp_mp_hp

5MP~MP~HP

Funky Dance 2
SF6 Dee Jay 5mp mp hp.png
SF6 Dee Jay 5mp mp hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
20 2 24 45 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7000 [7000] 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +43 KD +43 -8
Notes
Doesn't combo on grounded hit unless 5MP~MP lands as a counter-hit; unsafe ender on block with a 3f blockstring gap (can frame trap opponent's button if they try to challenge); works will in Drive Rush juggles; puts opponent into limited juggle state
5MP~MP~4HP
Dee_Jay
dee_jay_5mp_mp_4hp

5MP~MP~4HP

Funky Dance Feint
SF6 Dee Jay 5mp mp 4hp.png
SF6 Dee Jay 5mp mp 4hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
- - 23 total 23 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
0 -4 -6
Notes
Similar animation to 5MP~MP~HP; used to bait opponents that expect Dee Jay to stop at 5MP~MP or frame trap with the HP ender; Dee Jay is in a counter-hit state for entire feint duration
j.MP~HP
Dee_Jay
dee_jay_jmp_hp

j.MP~HP

Party in the Air
SF6 Dee Jay jhp.png
SF6 Dee Jay jmp hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - H - -
Startup Active Recovery Total Hitstun Blockstun
8 7 3 land - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - 2000 1000 (700) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 99
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Causes spike knockdown vs. airborne opponents

Throws

LPLK
Dee_Jay
dee_jay_lplk

LPLK

Diss Track
SF6 Dee Jay lplk.png
SF6 Dee Jay lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +34 KD +34 -
Notes
Allows corner throw loop by walking or dashing; dash + whiff 5LP sets up +3 situation
4LPLK
Dee_Jay
dee_jay_4lplk

4LPLK

Flip Throw
SF6 Dee Jay 4lplk.png
SF6 Dee Jay lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +22 KD +22 -
Notes
Gives oki after back throw into corner (+3 after dash)

Drive Moves

HPHK
Dee_Jay
dee_jay_hphk

HPHK

Wild Beat
SF6 Dee Jay hphk.png
SF6 Dee Jay hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
26 2 35 62 - 34
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 10000 [15000] -10000 [3000(2100)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
Crumple (Standing +21, Juggle +46, HKD +104) KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
Dee_Jay
dee_jay_6hphk

6HPHK

Leg Scratch
SF6 Dee Jay 6hphk.png
SF6 Dee Jay 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Total Hitstun Blockstun
20 3 26(31) 48(53) - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22 Full Break - 200 100 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -8
Notes
5f extra recovery on hit; see Drive Reversal.
MPMK
Dee_Jay
dee_jay_mpmk

MPMK

Drive Parry
SF6 Dee Jay mpmk.png
SF6 Dee Jay mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Total Hitstun Blockstun
1 8 or until released 29(1)(11) 37(3) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -5000,250~ - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (after Perfect Parry) - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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.
66
Dee_Jay
dee_jay_66

66

Drive Rush
SF6 Dee Jay 66.png
SF6 Dee Jay 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Total Hitstun Blockstun
9(11) 45(46) 24(23) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -10000(-30000) - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.763 (min/throw), 2.535 (min/block), 2.713 (max/final DR frame)

Special Moves

Air Slasher

[4]6LP
Dee_Jay
dee_jay_46lp

[4]6LP

Air Slasher
SF6 Dee Jay 46lp.png
File:SF6 Dee Jay 46lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
- - 21 21 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
45 charge time (holds charge for 10f after release); feint that can be used to bait opponent's reaction or extend close range combos/blockstrings
[4]6MP
Dee_Jay
dee_jay_46mp

[4]6MP

Air Slasher
SF6 Dee Jay 46mp.png
SF6 Dee Jay 46mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 22PP 4
Startup Active Recovery Total Hitstun Blockstun
17 - 27 44 28 23
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.03 (1-2f), 0.115 (3f~)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 - - - -
Punish Advantage Hit Advantage Block Advantage
+4 0 -5
Notes
45 charge time (holds charge for 10f after release); 1-hit projectile; safest zoning option against jumps and anti-projectile moves; can be canceled into Speedy Maracas after 23f even on whiff
[4]6HP
Dee_Jay
dee_jay_46hp

[4]6HP

Air Slasher
File:SF6 Dee Jay 46hp.png
File:SF6 Dee Jay 46hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x2 125x2 - LH SA3 22PP 21
Startup Active Recovery Total Hitstun Blockstun
17(34) - 43 60 30,30 24,24
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [1500x2] 750x2 450x2 (315x2) 225x2 (112x2) 0.03 (1-2f), 0.115/0.155 (3f~)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
45 charge time (holds charge for 10f after release); throws two 1-hit projectiles; useful option in fireball wars but very vulnerable to jumps and anti-projectile moves; Counter-hit/Punish Counter bonus advantage applies to both hits; () refers to startup of 2nd fireball; recovery is counted after first projectile startup; 2nd projectile moves faster than the 1st; can be canceled into Speedy Maracas after 35f even on whiff
[4]6PP
Dee_Jay
dee_jay_46pp

[4]6PP

Air Slasher
SF6 Dee Jay 46pp.png
SF6 Dee Jay 46pp hitbox.pngSF6 Dee Jay 46pp hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x2 125x2 - LH SA2 SA3 17
Startup Active Recovery Total Hitstun Blockstun
10(23) [11(1)~] 35 45 29,29 26,26 (24,24)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1250x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2) 0.15 (22f~)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 (far) 1,2
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-13 - - - -
Punish Advantage Hit Advantage Block Advantage
+9 (KD +69) +5 (KD +69) +2
Notes
45 charge time (holds charge for 10f after release); throws two 1-hit projectiles at close range; Counter-hit/Punish Counter bonus advantage carries through both hits; from farther ranges, they merge into a single 2-hit projectile that knocks down on hit (puts opponent into limited juggle state); powerful option for zoning, pressure, Burnout chip sequences, and fireball wars; very low pushback on block, allowing for corner loops and pressure; puts airborne opponents into limited juggle state; projectile starts moving forward on frame 22; can be canceled into Speedy Maracas after 31f even on whiff

Jackknife Maximum

[2]8LK
Dee_Jay
dee_jay_28lk

[2]8LK

Jackknife Maximum
SF6 Dee Jay 28lk.png
File:SF6 Dee Jay 28lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
23 - 22+6 land 51 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 6-45 (FKD) - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
40f charge time (holds charge for 12f after release); startup refers to earliest air normal timing; 6f landing recovery only applies to empty jump version (air normals have the usual 3f landing recovery)
[2]8MK
Dee_Jay
dee_jay_28mk

[2]8MK

Jackknife Maximum
SF6 Dee Jay 28mk.png
SF6 Dee Jay 28mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600,500 (1100) 150 - LH - -
Startup Active Recovery Total Hitstun Blockstun
6 3(10)4 22+10 land 54 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [2500x2] 1000x2 (1000) 500x2 (350x2) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-5 Air - 4-44 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-47 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +41 KD +41 -32
Notes
40f charge time (holds charge for 12f after release); whiffs on crouching opponents unless they extend a vertical attack hurtbox; puts opponent into limited juggle state (can follow up with [2]8HK/KK or SA1 depending on distance from opponent); can trade with jump-ins due to short invincibility window; cannot hit cross-up
[2]8HK
Dee_Jay
dee_jay_28hk

[2]8HK

Jackknife Maximum
File:SF6 Dee Jay 28hk.png
SF6 Dee Jay 28hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600,200,500 (1300) 150 - LH - -
Startup Active Recovery Total Hitstun Blockstun
6 4(8)5(8)4 17+15 land 66 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 1000,500x2 (1000) 600,300x2 (420,210x2) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-9 Air - 4-51 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-59 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42 KD +42(+37) -44
Notes
40f charge time (holds charge for 12f after release); whiffs on crouching opponents unless they extend a vertical attack hurtbox; gives a perfect safe jump setup when connecting vs. grounded opponents; when juggled after [2]8MK, the +37 KD Adv. sets up a safe jump with j.2LK; last hit ends juggle state due to +100 juggle count increase; cannot hit cross-up
[2]8KK
Dee_Jay
dee_jay_28kk

[2]8KK

Jackknife Maximum
SF6 Dee Jay 28kk.png
SF6 Dee Jay 28kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x5 (1500) 75 - LH - -
Startup Active Recovery Total Hitstun Blockstun
6 6(7)3(9)3 29+15 land 77 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4200 - -20000 200x5 (140x5) 100 (50) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Full - 2-62 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-70 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -55
Notes
40f charge time (holds charge for 12f after release); only first hit connects on crouching opponents; puts opponent into limited juggle state; cannot hit cross-up; at close range, may cross over opponents on whiff/block

Rolling Sobat

236LK
Dee_Jay
dee_jay_236lk

236LK

Roll Through Feint
SF6 Dee Jay 236lk.png
File:SF6 Dee Jay 236lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
- - 26 26 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Useful feint for mixups and for frame-kill setups; Distance: 0.945
236MK
Dee_Jay
dee_jay_236mk

236MK

Quick Rolling Sobat
SF6 Dee Jay 236mk.png
SF6 Dee Jay 236mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - LH SA3 18
Startup Active Recovery Total Hitstun Blockstun
12 3 23 37 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24(-22) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +34 KD +34 -6(-4)
Notes
Good neutral and whiff punish tool, especially against low pokes; can be spaced to be safe on block
236HK
Dee_Jay
dee_jay_236hk

236HK

Double Rolling Sobat
File:SF6 Dee Jay 236hk.png
SF6 Dee Jay 236hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700x2 (1400) 175x2 25% Starter LH SA3 (1st) 16
Startup Active Recovery Total Hitstun Blockstun
15 3(18)4 24 63 21,30 21,18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [3500x2] 1000x2 750x2 (525x2) 375x2 (187x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 - - - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -10
Notes
Stays close to opponent for +2 strike/throw mixup on hit; Counter-hit/Punish Counter bonus frame advantage carries through both hits; when canceled to SA3, weaker than MK version due to missing the 2nd hit
236KK
Dee_Jay
dee_jay_236kk

236KK

Double Rolling Sobat
SF6 Dee Jay 236kk.png
SF6 Dee Jay 236kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700,600 (1300) 175,150 20% Starter; Combo (2 hits) LH SA2 SA3 (2nd) 45
Startup Active Recovery Total Hitstun Blockstun
19 2(9)3 19 51 - 11,20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [3500x2] -20000 750x2 (525x2) 375x2 (187x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 10 1,1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +39 KD +39 -2
Notes
Low crush 14-28f (not airborne); puts opponent into limited juggle state (can only combo into SA2/SA3 vs. grounded, but much more lenient juggle state vs. airborne opponents); somewhat weak to Drive Impact because only 2nd hit is Super cancelable

Machine Gun Uppercut

214LP
Dee_Jay
dee_jay_214lp

214LP

Machine Gun Uppercut
SF6 Dee Jay 214lp.png
SF6 Dee Jay 214lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1650 (800) 37 - LH SA3 48 hit / 10 blk
Startup Active Recovery Total Hitstun Blockstun
15 4 35 53 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [2000,3000] 200x8,1000 (200) 1700[600] (1190[420]) 50 (25) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-37 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +34 KD +34 -19
Notes
Damage Distribution: 150x5,200x3,300; () refers to damage on high juggle (puts opponent into limited juggle state); combo/juggle tool; combos naturally from 2MP; doesn't play out full animation on block or on high juggle connect; cancels on 1st or 8th hit; Punish Counter Drive Dmg refers to before and after Super cancelable hit; good anti-air hitbox but cannot hit cross-up and is too slow for practical AA purposes
214MP
Dee_Jay
dee_jay_214mp

214MP

Machine Gun Uppercut
File:SF6 Dee Jay 214mp.png
File:SF6 Dee Jay 214mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1900 (800) 25 - LH SA3 57 hit / 10 blk
Startup Active Recovery Total Hitstun Blockstun
22 4 35 60 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [2750,2250] 200x11,1000 (200) 1700[600] (1190[420]) 50 (25) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-37 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +32 KD +32 -19
Notes
Damage Distribution: 100x5,150x3,200x3,350; () refers to damage on high juggle (puts opponent into limited juggle state); combo/juggle tool; combos naturally from 5HP; doesn't play out full animation on block or on high juggle connect; cancels on 1st or 11th hit; Punish Counter Drive dmg refers to before and after Super cancelable hit; good anti-air hitbox but cannot hit cross-up and is too slow for practical AA purposes
214HP
Dee_Jay
dee_jay_214hp

214HP

Machine Gun Uppercut
SF6 Dee Jay 214hp.png
SF6 Dee Jay 214hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2200 (800) 25 - LH SA3 90 hit / 10 blk
Startup Active Recovery Total Hitstun Blockstun
28 4 35 66 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [2600,2400] 200x15,1000 (200) 2100[600] (1470[420]) 50 (25) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 20 (1 air) 1x11,20
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-37 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +40 KD +40 -19
Notes
Damage Distribution: 100x4,150x4,100x4,180x3,260; () refers to damage on high juggle (puts opponent into limited juggle state, and can potentially link SA3 for huge damage); combo/juggle tool; requires CH/PC/DR 5HP or 4HK(1st) to combo on the ground; doesn't play out full animation on block or on high juggle connect; cancels on 1st or 13th hit; Punish Counter Drive dmg refers to before and after Super cancelable hit; good anti-air hitbox but cannot hit cross-up and is too slow for practical AA purposes
214PP
Dee_Jay
dee_jay_214pp

214PP

Machine Gun Uppercut
SF6 Dee Jay 214pp.png
File:SF6 Dee Jay 214pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2500 (800) 25 Combo (2 hits) LH SA2 SA3 116 hit / 10 blk
Startup Active Recovery Total Hitstun Blockstun
28 4 35 66 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [3000,2000] -20000 2100,1000[600] (1470,700[420]) 50 (25) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1x16
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-37 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +23 HKD +23 -19
Notes
Damage Distribution: 100x12,150x3,200,650; () refers to damage on high juggle; combo/juggle tool; requires CH/PC/DR 5HP or 4HK(1st) to combo on the ground; doesn't play out full animation on block or on high juggle connect; cancel occurs on 1st or 2nd to last hit; Punish Counter Drive dmg refers to before and after Super cancelable hit; good anti-air hitbox but cannot hit cross-up and is too slow for practical AA purposes

Jus Cool

214K
Dee_Jay
dee_jay_214k

214K

Jus Cool
SF6 Dee Jay 214k.png
SF6 Dee Jay 214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
13 - 24 37 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can input follow-ups on frames 13-25 (variable timing allows stronger mixups and reaction to opponent's response); useful shimmy tool that can be canceled into to bait the opponent's defensive button press; Distance: 0.602 back
214K~LK
Dee_Jay
dee_jay_214k_lk

214K~LK

Funky Slicer
SF6 Dee Jay 214k lk.png
SF6 Dee Jay 214k lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - L SA3 16
Startup Active Recovery Total Hitstun Blockstun
13+12 3 22(20) 36(34) 27 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -3
Notes
Safe low ender; 2f less recovery on block; good for whiff punishing after baiting opponent with 214K; against opponents in Burnout, canceling from 5HP into 214K~LK allows for a frame trap that leads to counter-hit combos
214K~MK
Dee_Jay
dee_jay_214k_mk

214K~MK

Waning Moon
SF6 Dee Jay 214k mk.png
SF6 Dee Jay 214k mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - H - -
Startup Active Recovery Total Hitstun Blockstun
13+25 3 16 43 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 air 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +27(+28) HKD +27(+28) +1
Notes
12-22f low crush (not airborne); gives great oki on hit or additional pressure on block; causes spike knockdown vs. airborne opponents
214K~HK
Dee_Jay
dee_jay_214k_hk

214K~HK

Maximum Strike
SF6 Dee Jay 214k hk.png
SF6 Dee Jay 214k hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - LH SA3 20
Startup Active Recovery Total Hitstun Blockstun
13+15 5 25 44 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
15-19 Air (Leg) - - 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +45 KD +45 -10
Notes
Upper body hurtbox shrinks down on frames 6-14 and 20-44; puts the opponent into limited juggle state; can work as an anti-air if opponent jumps during Sway startup and can hit cross-up; can whiff on crouching opponents outside close range
214K~6P
Dee_Jay
dee_jay_214k_6p

214K~6P

Juggling Dash
SF6 Dee Jay 214k 6p.png
SF6 Dee Jay 214k 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
13 - 27 40 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-20 Projectile - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Startup refers to fastest 214K animation before 6P can be input, recovery refers to 6P dash animation; cancelable into 4P backdash on frames 18-23 of dash; can low profile under many high attacks while dashing; Distance: 2.36 forward
214K~6P~4P
Dee_Jay
dee_jay_214k_6p_4p

214K~6P~4P

Juggling Sway
SF6 Dee Jay 214k 6p 4p.png
SF6 Dee Jay 214k 6p 4p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
13+17 - 29 59 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Startup refers to fastest 214K + 6P animation before 4P can be input, recovery refers to the 4P dash animation; only 1f faster than letting 6P dash finish and ending with regular backdash; Distance: 1.0 back


214KK
Dee_Jay
dee_jay_214kk

214KK

Jus Cool
SF6 Dee Jay 214kk.png
SF6 Dee Jay 214kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 125 - LH - -
Startup Active Recovery Total Hitstun Blockstun
8 5 36 48 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] -20000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-40 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +33 KD +33 -22
Notes
Can input attack follow-ups on frames 25-37 (frames 13-25 of the sway itself), and can input 6P dash follow-up after frame 19; puts opponent into limited juggle state; attack follow-ups can be input 3f earlier on block, allowing for 4f frame trap with LK follow-up; Distance: 0.74 back
214KK~LK
Dee_Jay
dee_jay_214kk_lk

214KK~LK

Funky Slicer
SF6 Dee Jay 214kk lk.png
File:SF6 Dee Jay 214kk lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 225 - L SA2 SA3 16
Startup Active Recovery Total Hitstun Blockstun
25+9 3 19(24) 30(35) 28 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] - 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
+16 +6 -2
Notes
Safe low ender; 5f extra recovery on whiff; good for whiff punishing after baiting opponent with 214KK; earliest timing on block gives 4f gap that can set up trade combos into 5HP
214KK~MK
Dee_Jay
dee_jay_214kk_mk

214KK~MK

Waning Moon
SF6 Dee Jay 214kk mk.png
SF6 Dee Jay 214kk mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1100 275 - H - -
Startup Active Recovery Total Hitstun Blockstun
25+19 5 17 40 27(25) 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] - 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20(-17) - - - -
Punish Advantage Hit Advantage Block Advantage
+9(+11) +5(+7) -4(-2)
Notes
Safe overhead ender that can lead to follow-up combos on hit; 12-22f low crush (not airborne); first 2 active frames whiff on most standing characters (can hit airborne or tall characters); +6 on hit vs. all crouching characters (most likely scenario due to being an overhead); causes spike knockdown vs. airborne opponents (OTG bounce on airborne Punish Counter)
214KK~HK
Dee_Jay
dee_jay_214kk_hk

214KK~HK

Maximum Strike
SF6 Dee Jay 214kk hk.png
SF6 Dee Jay 214kk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - LH SA2 SA3 20
Startup Active Recovery Total Hitstun Blockstun
25+11 5 21 36 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] - 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6-36 Upper Body - - 2 (PC: 0) 2
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +65(+57) KD +55(+57) -8
Notes
Puts the opponent into limited juggle state (free juggle state on Punish Counter; requires initial 214KK to whiff); can whiff on crouching opponents outside close range; can work as an anti-air if opponent jumps during Sway startup, and can hit cross-up
214KK~6P
Dee_Jay
dee_jay_214kk_6p

214KK~6P

Juggling Dash
SF6 Dee Jay 214kk 6p.png
File:SF6 Dee Jay 214kk 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
19 - 22 41 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-17 Projectile - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +40 KD +40 -15
Notes
Can be input after 19f of 214KK (startup refers to this pre-dash period); hit/block adv. refers to data after 214KK attack connects (fastest timing); can cancel into 4P backdash on frames 18-23 of dash; can low profile under many high attacks while dashing; after 214KK launch, can dash to switch sides and follow up with a juggled [2]8K or SA1; Distance: 2.0 forward
214KK~6P~4P
Dee_Jay
dee_jay_214kk_6p_4p

214KK~6P~4P

Juggling Sway
File:SF6 Dee Jay 214kk 6p 4p.png
File:SF6 Dee Jay 214kk 6p 4p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
19+16 - 22 57 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +24 KD +24 -31
Notes
Hit/block advantage refers to data after 214KK attack connects (fastest timing); only 1f faster than letting 6P dash finish and ending with regular backdash; Distance: 1.0 back

Speedy Maracas

22PP
Dee_Jay
dee_jay_22pp

22PP

Speedy Maracas
SF6 Dee Jay 22pp.png
SF6 Dee Jay 22pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
88 minimum - 38 126~ - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - 2000 + 49/frame - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can hold buttons to extend dance; counter-hit state for entire duration; can be canceled into from any version of [4]6P (remains in a Punish Counter state afterwards); builds Super Art gauge (2000 after 88f, then 49 per frame beginning on frame 109 when held); recovery starts after 88f when tapped or when buttons are released; takes 272f to build 1 bar; if Dee Jay reaches 2 bars of Super Gauge, transitions to a new dance animation with more recovery
Dee_Jay
dee_jay_22pp_2bar

22PP

Speedy Maracas (2+ Bars)
SF6 Dee Jay 22pp.png
SF6 Dee Jay 22pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
95(168) minimum - 38 133~ - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - 2000 + 49/frame - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
If Dee Jay reaches 2 bars of meter, he enters a second dance animation that lasts an extra 73f; can hold buttons to extend dance; counter-hit state for entire duration; can be canceled into from any version of [4]6P (remains in a Punish Counter state afterwards); builds Super Art gauge (2000 after 68f, then 49 per frame beginning on frame 96 when held); recovery starts after 95f when tapped (168f if tapping puts Dee Jay at 2 bars), or when buttons are released; takes 259f to go from 2 to 3 bars

Super Arts

236236K
Dee_Jay
dee_jay_236236k

236236K

The Greatest Sobat
SF6 Dee Jay 236236k.png
SF6 Dee Jay 236236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1800 500 30% Minimum; 40% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
7 4 45 55 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 5000 - -10000 -10000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full Break - 1 air 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-47 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +67 Crumple HKD +32 -24
Notes
Crumples on Counter-hit (HKD +54) and on Punish Counter (HKD +67); opponent is in a juggle state during crumple (follow-up combo can only hit grounded on a counter-hit trade combo); Punish Counter vs. airborne opponents causes a wall bounce and free juggle state (opponent can fly over Dee Jay's head if near the corner); 4-14f low crush (not airborne); does not extend hurtbox during attack (can force a trade vs. some projectiles for a follow-up combo); cannot be used as a reversal like most Lv.1 Supers
236236LP
Dee_Jay
dee_jay_236236lp

236236LP

Lowkey Sunrise Festival
SF6 Dee Jay 236236p.png
SF6 Dee Jay 236236lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300
(~2600)
750 40% Minimum; 25% Starter; Combo (3 hits) LH - -
Startup Active Recovery Total Hitstun Blockstun
12 5 46 62 48 22
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 1000 (10000 total) - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-16 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-49 - - - -
Punish Advantage Hit Advantage Block Advantage
+10 +6 -29
Notes
LP~MP~HP~LK~MK~HK follow-ups (on hit only) must be manually timed (LP sequence is easiest but lowest damage and cannot use cinematic HP/HK enders); all follow-ups up to MK are +6 on hit with no additional damage scaling; full invincibility extended 1-29f on hit; KD +27 when juggled into; forces stand; cannot hit cross-up
236236LP~LP
Dee_Jay
dee_jay_236236lp_lp

~LP (1)

+LP (Lowkey Hit 1)
SF6 Dee Jay 236236lp lp.png
SF6 Dee Jay 236236lp lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
175 - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
11 4 25 35 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 800 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-25 Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 (KD +41) -
Notes
Comes out on hit only; 45f timing window after 236236LP; KD +41 when juggled into (can juggle afterwards)
236236LP~LP~MP
Dee_Jay
dee_jay_236236lp_lp_mp

~MP (2)

+MP (Lowkey Hit 2)
SF6 Dee Jay 236236lp lp mp.png
SF6 Dee Jay 236236lp lp mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
175 - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
10 3 23 32 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 800 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-21 Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 -
Notes
Comes out on hit only; f timing window after 236236LP~LP; KD +57 OTG Bounce when juggled into
236236LP~LP~MP~HP
Dee_Jay
dee_jay_236236lp_lp_mp_hp

~HP (3)

+HP (Lowkey Hit 3)
SF6 Dee Jay 236236lp lp mp hp.png
SF6 Dee Jay 236236lp lp mp hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
175 - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
12 3 24 33 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 800 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-28 Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 -
Notes
Comes out on hit only; f timing window after 236236LP~LP~MP; KD +49 when juggled into (can juggle afterwards)
236236LP~LP~MP~HP~LK
Dee_Jay
dee_jay_236236lp_lp_mp_hp_lk

~LK (4)

+LK (Lowkey Hit 4)
SF6 Dee Jay 236236lp lp mp hp lk.png
SF6 Dee Jay 236236lp lp mp hp lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
175 - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
15 4 35 45 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 800 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-31 Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 -
Notes
Comes out on hit only; f timing window after 236236LP~LP~MP~HP; KD +41 when juggled into
236236LP~LP~MP~HP~LK~MK
Dee_Jay
dee_jay_236236lp_lp_mp_hp_lk_mk

~MK (5)

+MK (Lowkey Hit 5)
SF6 Dee Jay 236236lp lp mp hp lk mk.png
SF6 Dee Jay 236236lp lp mp hp lk mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
17 3 47 56 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 800 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-38 Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 -
Notes
Comes out on hit only; f timing window after 236236LP~LP~MP~HP~LK; KD +32 when juggled into
236236LP~LP~MP~HP~LK~MK~HK
Dee_Jay
dee_jay_236236lp_lp_mp_hp_lk_mk_hk

~HK (End)

+HK (Lowkey Hit End)
SF6 Dee Jay 236236lp lp mp hp lk mk hk.png
SF6 Dee Jay 236236lp lp mp hp lk mk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500,900 - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
18 3(5)3 79 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 2500x2 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-28 Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- HKD +29 -
Notes
Comes out on hit only; f timing window after 236236LP~LP~MP~HP~LK~MK; HKD +28 when juggled into
236236MP
Dee_Jay
dee_jay_236236mp

236236MP

Marvelous Sunrise Festival
SF6 Dee Jay 236236mp rhythm.png
File:SF6 Dee Jay 236236mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300
(1700~2800)
750 40% Minimum; 25% Starter; Combo (3 hits) LH - -
Startup Active Recovery Total Hitstun Blockstun
12 5 46 62 48 22
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 500 (5000-10000 total) - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-16 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-49 - - - -
Punish Advantage Hit Advantage Block Advantage
+10 +6 -29
Notes
LP~MP~HP~LK~MK~HK follow-ups (on hit only) must be manually timed (MP sequence gives medium damage with medium difficulty); perfect rhythm gives more damage; non-perfect rhythm ender cannot follow up after the crumple knockdown; all follow-ups up to MK are +6 on hit with no additional damage scaling; full invincibility extended 1-29f on hit; KD +27 when juggled into; forces stand; cannot hit cross-up
236236MP~LP
Dee_Jay
dee_jay_236236mp_lp

~LP (1)

+LP (Marvelous Hit 1)
SF6 Dee Jay 236236mp lp rhythm.png
File:SF6 Dee Jay 236236mp lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100(200) - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
11 4 25 35 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 500 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-25(27) Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 -
Notes
Comes out on hit only; () refers to correct rhythm timing; 11f timing window after 236236MP; KD +41 when juggled into (can juggle afterward)
236236MP~LP~MP
Dee_Jay
dee_jay_236236mp_lp_mp

~MP (2)

+MP (Marvelous Hit 2)
SF6 Dee Jay 236236mp lp mp rhythm.png
File:SF6 Dee Jay 236236mp lp mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100(200) - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
10 3 23 32 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 500 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-21(23) Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 -
Notes
Comes out on hit only; () refers to correct rhythm timing; 18f timing window after 236236MP~LP; KD +57 OTG Bounce when juggled into
236236MP~LP~MP~HP
Dee_Jay
dee_jay_236236mp_lp_mp_hp

~HP (3)

+HP (Marvelous Hit 3)
SF6 Dee Jay 236236mp lp mp hp rhythm.png
File:SF6 Dee Jay 236236mp lp mp hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100(200) - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
12 3 24 33 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 500 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-27(28) Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 -
Notes
Comes out on hit only; () refers to correct rhythm timing; 16f timing window after 236236MP~LP~MP; KD +48~49 when juggled into (can juggle afterward)
236236MP~LP~MP~HP~LK
Dee_Jay
dee_jay_236236mp_lp_mp_hp_lk

~LK (4)

+LK (Marvelous Hit 4)
SF6 Dee Jay 236236mp lp mp hp lk rhythm.png
File:SF6 Dee Jay 236236mp lp mp hp lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100(200) - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
15 4 35 45 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 500 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-29(31) Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 -
Notes
Comes out on hit only; () refers to correct rhythm timing; 19f timing window after 236236MP~LP~MP~HP; KD +40~41 when juggled into
236236MP~LP~MP~HP~LK~MK
Dee_Jay
dee_jay_236236mp_lp_mp_hp_lk_mk

~MK (5)

+MK (Marvelous Hit 5)
SF6 Dee Jay 236236mp lp mp hp lk mk rhythm.png
File:SF6 Dee Jay 236236mp lp mp hp lk mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100(200) - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
17 3 47 56 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 500 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-38 Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 -
Notes
Comes out on hit only; () refers to correct rhythm timing; 19f timing window after 236236MP~LP~MP~HP~LK; KD +32 when juggled into
236236MP~LP~MP~HP~LK~MK~HK
Dee_Jay
dee_jay_236236mp_lp_mp_hp_lk_mk_hk

~HK (6)

+HK (Marvelous Hit 6)
SF6 Dee Jay 236236mp lp mp hp lk mk hk rhythm.png
File:SF6 Dee Jay 236236mp lp mp hp lk mk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,600(200x2) - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
18 3(5)3 79(64) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 1000x2 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-28(34) Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- HKD +19 (KD +46) -
Notes
Comes out on hit only; () refers to correct rhythm timing; 22f timing window after 236236MP~LP~MP~HP~LK~MK; KD +26 when juggled into
236236MP~LP~MP~HP~LK~MK~HK~HP
Dee_Jay
dee_jay_236236mp_lp_mp_hp_lk_mk_hk_hp

~HP (End)

Climactic Strike
SF6 Dee Jay 236236p lp mp hp lk mk hk hp.png
File:SF6 Dee Jay 236236p lp mp hp lk mk hk hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,700 - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
1 - 181 total 181 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 5000 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-181 Full - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- HKD +24(+18) -
Notes
Switches sides; only possible after landing all rhythm timings; () refers to KD Adv. when juggled into; 42f timing window after 236236MP~LP~MP~HP~LK~MK~HK
236236MP~LP~MP~HP~LK~MK~HK~HK
Dee_Jay
dee_jay_236236mp_lp_mp_hp_lk_mk_hk_hk

~HK (End)

Encore Beat
SF6 Dee Jay 236236p lp mp hp lk mk hk hk.png
File:SF6 Dee Jay 236236p lp mp hp lk mk hk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1100 - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
1 - 151 total 151 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 5000 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-151 Full - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- HKD +34(+37) -
Notes
Stays on same side; only possible after landing all rhythm timings; () refers to KD Adv. when juggled into; 42f timing window after 236236MP~LP~MP~HP~LK~MK~HK


236236HP
Dee_Jay
dee_jay_236236hp

236236HP

Headliner Sunrise Festival
SF6 Dee Jay 236236lp.png
File:SF6 Dee Jay 236236hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200
(1700~3000)
750 40% Minimum; 25% Starter; Combo (3 hits) LH - -
Startup Active Recovery Total Hitstun Blockstun
12 5 46 62 48 22
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 500 - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-16 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-49 - - - -
Punish Advantage Hit Advantage Block Advantage
+10 +6 -29
Notes
LP~MP~HP~LK~MK~HK follow-ups (on hit only) must be manually timed (HP sequence gives highest damage with hardest difficulty); perfect rhythm gives more damage; non-perfect rhythm ender cannot follow up after the crumple knockdown; all follow-ups up to MK are +6 on hit with no additional damage scaling; full invincibility extended 1-29f on hit; KD +27 when juggled into; forces stand; cannot hit cross-up
236236HP~LP
Dee_Jay
dee_jay_236236hp_lp

~LP (1)

+LP (Headliner Hit 1)
SF6 Dee Jay 236236mp lp rhythm.png
File:SF6 Dee Jay 236236hp lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100(200) - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
11 4 25 35 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 500 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-25(26) Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 (KD +41~42) -
Notes
Comes out on hit only; 9f timing window after 236236HP; KD +41~42 when juggled into (can juggle afterward)
236236HP~LP~MP
Dee_Jay
dee_jay_236236hp_lp_mp

~MP (2)

+MP (Headliner Hit 2)
SF6 Dee Jay 236236mp lp mp rhythm.png
File:SF6 Dee Jay 236236hp lp mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100(200) - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
10 3 23 32 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 500 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-21(23) Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 -
Notes
Comes out on hit only; () refers to correct rhythm timing; 9f timing window after 236236HP~LP; KD +57 OTG Bounce when juggled into
236236HP~LP~MP~HP
Dee_Jay
dee_jay_236236hp_lp_mp_hp

~HP (3)

+HP (Headliner Hit 3)
SF6 Dee Jay 236236mp lp mp hp rhythm.png
File:SF6 Dee Jay 236236hp lp mp hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100(200) - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
12 3 24 33 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 500 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-27(28) Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 -
Notes
Comes out on hit only; () refers to correct rhythm timing; 9f timing window after 236236HP~LP~MP; KD +49 when juggled into (can juggle afterward)
236236HP~LP~MP~HP~LK
Dee_Jay
dee_jay_236236hp_lp_mp_hp_lk

~LK (4)

+LK (Headliner Hit 4)
SF6 Dee Jay 236236mp lp mp hp lk rhythm.png
File:SF6 Dee Jay 236236hp lp mp hp lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100(250) - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
15 4 35 45 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 500 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-29(31) Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 -
Notes
Comes out on hit only; () refers to correct rhythm timing; 9f timing window after 236236HP~LP~MP~HP; KD +41 when juggled into
236236HP~LP~MP~HP~LK~MK
Dee_Jay
dee_jay_236236hp_lp_mp_hp_lk_mk

~MK (5)

+MK (Headliner Hit 5)
SF6 Dee Jay 236236mp lp mp hp lk mk rhythm.png
File:SF6 Dee Jay 236236hp lp mp hp lk mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100(250) - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
17 3 47(46) 56(55) -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 500 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-38 Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +6 -
Notes
Comes out on hit only; () refers to correct rhythm timing; 13f timing window after 236236HP~LP~MP~HP~LK; KD +32 when juggled into
236236HP~LP~MP~HP~LK~MK~HK
Dee_Jay
dee_jay_236236hp_lp_mp_hp_lk_mk_hk

~HK (6)

+HK (Headliner Hit 6)
SF6 Dee Jay 236236mp lp mp hp lk mk hk rhythm.png
File:SF6 Dee Jay 236236hp lp mp hp lk mk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,600(250x2) - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
18 3(5)3 79(64) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 1000x2 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-28(36) Projectile - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- HKD +19 (KD +46) -
Notes
Comes out on hit only; () refers to correct rhythm timing; 15f timing window after 236236HP~LP~MP~HP~LK~MK; KD +26~27 when juggled into
236236HP~LP~MP~HP~LK~MK~HK~HP
Dee_Jay
dee_jay_236236hp_lp_mp_hp_lk_mk_hk_hp

~HP (End)

Climactic Strike
SF6 Dee Jay 236236p lp mp hp lk mk hk hp.png
File:SF6 Dee Jay 236236p lp mp hp lk mk hk hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,800 - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
1 - 181 total - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 5000 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-181 Full - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- HKD +24(+18) -
Notes
Switches sides; only possible after landing all rhythm timings; () refers to KD Adv. when juggled into; 42f timing window after 236236HP~LP~MP~HP~LK~MK~HK
236236HP~LP~MP~HP~LK~MK~HK~HK
Dee_Jay
dee_jay_236236hp_lp_mp_hp_lk_mk_hk_hk

~HK (End)

Encore Beat
SF6 Dee Jay 236236p lp mp hp lk mk hk hk.png
File:SF6 Dee Jay 236236p lp mp hp lk mk hk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 - 40% Minimum - - -
Startup Active Recovery Total Hitstun Blockstun
1 - 151 total - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 5000 - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-151 Full - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- HKD +34(+37) -
Notes
Stays on same side; only possible after landing all rhythm timings; () refers to KD Adv. when juggled into; 42f timing window after 236236HP~LP~MP~HP~LK~MK~HK


214214P
Dee_Jay
dee_jay_214214p

214214P

Weekend Pleasure
SF6 Dee Jay 214214p.png
SF6 Dee Jay 214214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4000 1000 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
9 5 48 61 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7500 15000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-13 Full Break - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-51 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +26 HKD +26 -28
Notes
Cannot hit cross-up; cinematic time regenerates ~2 Drive bars for Dee Jay
214214P (CA)
Dee_Jay
dee_jay_214214p(ca)

214214P

Weekend Pleasure (CA)
SF6 Dee Jay 214214p(ca).png
File:SF6 Dee Jay 214214p(ca) hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500 1250 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
9 5 48 61 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
10000 20000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-13 Full Break - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-51 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +22 HKD +22 -28
Notes
Cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.3 Drive bars for Dee Jay

Taunts

5PPPKKK
Dee_Jay
dee_jay_5pppkkk

5PPPKKK

Neutral Taunt
SF6 Dee Jay 5pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
264 (total) - - 264 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Come on, let's dance!"
6PPPKKK
Dee_Jay
dee_jay_6pppkkk

6PPPKKK

Forward Taunt
SF6 Dee Jay 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
550 (total) - - 550 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Seriously, your rhythm is not cool mon. *whistles*"
4PPPKKK
Dee_Jay
dee_jay_4pppkkk

4PPPKKK

Back Taunt
SF6 Dee Jay 4pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
429 (total) - - 429 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Ey, wah gwan? Ya feelin' down?"



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