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| {{Character Subnav SF6 | chara=Dee_Jay }} | | {{Character Subnav SF6 | chara=Dee_Jay | tag=DeeJay }} |
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| == Combo Notation Guide == | | == Combo Notation Guide == |
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| ! Combo !! Position !! Damage !! Drive !! Super !! Difficulty !! Notes | | ! Combo !! Position !! Damage !! Drive !! Super !! Difficulty !! Notes |
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| | {{clr|7|2LK/5LP}}, {{clr|7|2LP}}>{{clr|8|236MK}} || Anywhere || 1270 || 0 || 0 || {{clr|7|Easy}} || A simple light confirm. {{clr|8|'''Sobat''' (236MK)}} gives meaty pressure afterwards, but is punishable on block if not spaced correctly. | | | {{clr|7|5LP}}~{{clr|7|2LP}}~{{clr|7|2LP}}>{{clr|8|236MK}} || Anywhere || 1510 || 0 || 0 || {{clr|7|Easy}} || A simple light confirm. {{clr|8|'''Sobat''' (236MK)}} gives meaty pressure afterwards, but is punishable on block if not spaced correctly. |
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| | {{clr|7|2LK/5LP}}, {{clr|7|2LP}}>{{clr|9|[2]8HK}} || Anywhere || 1510 || 0 || 0 || {{clr|7|Easy}} || {{clr|9|'''Jackknife Maximum''' ([2]8HK)}}, a.k.a "Up Kicks", whiffs on crouching opponents and is extremely unsafe if blocked; hit confirming required. | | | {{clr|7|5LP}}~{{clr|7|2LP}}~{{clr|7|2LP}}>{{clr|9|[2]8HK}} || Anywhere || 1720 || 0 || 0 || {{clr|7|Easy}} || {{clr|9|'''Jackknife Maximum''' ([2]8HK)}}, a.k.a "Up Kicks", whiffs on crouching opponents and is extremely unsafe if blocked; hit confirming required. |
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| | {{clr|8|5MP}}~{{clr|9|5HP}}~{{clr|9|5HK}} || Anywhere || 1580 || 0 || 0 || {{clr|7|Very Easy}} || Target Combo starting with Dee Jay's {{clr|8|5MP}}. | | | {{clr|7|j.2K}},{{clr|7|2LK}}~{{clr|7|2LP}}>{{clr|8|236MK}} || Anywhere || 1440 || 0 || 0 || {{clr|7|Easy}} || Simple combo starting with j.2LK jump-in |
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| | | {{clr|8|5MP}}~{{clr|9|5HP}}~{{clr|9|5HK}} || Anywhere || 1580 || 0 || 0 || {{clr|7|Very Easy}} || Target Combo starting with Dee Jay's {{clr|8|5MP}}. The last hit can be canceled into level 1 Super. |
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| | {{clr|8|5MP}}, {{clr|7|5LK}}>{{clr|8|236MK}}/{{clr|9|236HK}} || Anywhere || 1700/2020 || 0 || 0 || {{clr|7|Easy}} || {{clr|8|MK Sobat}} gives knockdown while {{clr|9|HK Sobat}} does more damage, is +2 on hit, and leaves both players standing in throw range. | | | {{clr|8|5MP}}, {{clr|7|5LK}}>{{clr|8|236MK}}/{{clr|9|236HK}} || Anywhere || 1700/2020 || 0 || 0 || {{clr|7|Easy}} || {{clr|8|MK Sobat}} gives knockdown while {{clr|9|HK Sobat}} does more damage, is +2 on hit, and leaves both players standing in throw range. |
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| | {{clr|8|5MP}}~{{clr|8|2MP}}>{{clr|7|214LP}} || Anywhere || 2620 || 0 || 0 || {{clr|8|Medium}} || All versions of '''Machine Gun Uppercut (214P)''' do not hit crouching opponents; hit confirming required. | | | {{clr|8|5MK}},{{clr|8|2MP}}>{{clr|9|236HK}} || Anywhere || 2320 || 0 || 0 || {{clr|8|Medium}} || |
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| | {{clr|9|j.HP}}, {{clr|9|2HP}}, {{clr|8|2MP}}>{{clr|9|[2]8HK}} || Anywhere || 2990 || 0 || 0 || {{clr|7|Easy}} || Basic jump-in combo. {{clr|9|2HP}} forces Stand on hit, ensuring {{clr|9|HK Up Kicks}} combos. | | | {{clr|9|j.HP}}, {{clr|9|2HP}}, {{clr|8|2MP}}>{{clr|9|[2]8HK}}/{{clr|7|214LP}} || Anywhere || 2990/3235 || 0 || 0 || {{clr|7|Easy}} || Basic jump-in combo. {{clr|9|2HP}} forces Stand on hit, ensuring {{clr|9|HK Up Kicks}} combos. |
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| | {{clr|9|j.HP}}, {{clr|9|2HP}}, {{clr|8|2MP}}>{{clr|8|[2]8MK}}, {{clr|9|[2]8HK}} || Corner || 3510 || 0 || 0 || {{clr|8|Medium}} || Corner version only. {{clr|8|MK Up Kicks}} allows {{clr|9|HK Up Kicks}} to juggle afterwards. | | | {{clr|9|j.HP}}, {{clr|9|2HP}}, {{clr|8|2MP}}>{{clr|8|[2]8MK}}, {{clr|9|[2]8HK}} || Corner || 3510 || 0 || 0 || {{clr|8|Medium}} || Corner version only. {{clr|8|MK Up Kicks}} allows {{clr|9|HK Up Kicks}} to juggle afterwards. |
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| | {{clr|4|Drive Impact}}, delay {{clr|9|5H>214HP}} || Anywhere || 2860 || 1 || 0 || {{clr|7|Easy}} || Works when DI lands mid-screen, or if they block it while in the corner. | | | {{clr|4|Drive Impact}}, dl.{{clr|9|5HP>214HP}} || Anywhere || 2860 || 1 || 0 || {{clr|7|Easy}} || Make sure you're close enough to cancel the early active frames of 5HP. |
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| |} | | |} |
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| == Combo Theory == | | == Combo Theory == |
| It's pretty easy for Dee Jay to string together short and simple combos. His {{clr|7|2LP}}, {{clr|7|5LP}}, and {{clr|7|5LK}} can all combo into {{clr|8|MK Rolling Sobat (236MK)}}, giving him easy access to knockdown pressure. {{clr|7|5LK}} and {{clr|8|2MP}} can also combo into {{clr|9|HK Rolling Sobat (236HK)}}, which does not knockdown but leaves you at +2 and in throw range.
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| | It's pretty simple for Dee Jay to string together short combos. His {{clr|7|2LP}}, {{clr|7|5LP}}, and {{clr|7|5LK}} can all combo into {{clr|8|MK Rolling Sobat (236MK)}}, giving him easy access to knockdown pressure. {{clr|7|5LK}} and {{clr|8|2MP}} can also combo into {{clr|9|HK Rolling Sobat (236HK)}}, which does not knockdown but leaves you at +2 and in throw range. |
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| '''The key to more extended combos is to land {{clr|9|Maximum Strike (214K~HK)}}''', the HK follow-up to Jus Cool (214K), '''on an already airborne opponent to launch them even higher into the air.''' | | To get more out of your combos, look to hit them with Dee Jay's highest damage special move: '''Machine Gun Upper (214P)'''. |
| | * {{clr|8|2MP}} can combo into {{clr|7|214LP}} |
| | * {{clr|9|5HP}} and the first hit of {{clr|9|4HK(1)}} can combo into {{clr|8|214MP}} |
| | * {{clr|4|Drive Rush}}/'''Punish Counter''' {{clr|9|5HP}} and {{clr|9|4HK(1)}} can combo into {{clr|9|214HP}} and {{clr|4|214PP}} |
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| Conveniently, {{clr|4|OD Jus Cool (214KK)}} launches the opponent into the air and ensuring that {{clr|9|Maximum Strike}} combos the now airborne opponent.
| | === Extending Combos === |
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| This gives Dee Jay enough time to juggle with {{clr|9|HK Rolling Sobat}} or {{clr|4|Drive Rush}} in to extend even further.
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| Outside of the corner, the main Combos Enders are either:
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| * {{clr|9|'''HK Rollig Sobat''' (236HK)}} - for wall carry
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| * {{clr|9|'''HP Machine Gun Upper''' (214HP)}} - for damage
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| | Besides using '''Drive Rush''' to extend combos on grounded opponents, Dee Jay has the option to use {{clr|4|OD Jus Cool (214KK)}} and its follow-up {{clr|9|Maximum Strike (214K~HK)}} to launch the opponent high into the air. All of his special-cancelable normals can combo into {{clr|4|214KK}}, but the move is a bit stubby and tends to whiff if you are not very close to your opponent. |
| | {| class="wikitable" |
| | |+ Normals That Combo Into {{clr|4|OD Jus Cool}} |
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| | ! Normal !! Tendency To Whiff !! Notes |
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| | | {{clr|7|5LP}} || High || You need to be in your opponent's face - chaining two 5LPs is enough to push you out of range. |
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| | |{{clr|7|2LP}} || High || You need to be in your opponent's face - chaining two 2LPs is enough to push you out of range. |
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| | | {{clr|7|5LK}} || Medium || Fairly reliable, but can whiff when 5LK connects at its farther ranges. |
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| | | {{clr|8|2MP}} || Low || Reliably combos into OD Jus Cool. Can still whiff when 2MP connects at tip ranges. |
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| | | {{clr|9|4HK}} || Very Low || Very reliable. |
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| | | {{clr|9|5HP (early hit)}} || Medium|| Up close OD Jus Cool will never whiff, but 5HP is a very useful for whiff punishing which creates opportunities for Just Cool to drop. |
| | |} |
| | Just find a way to land one of these normals at the correct range, like doing {{clr|4|Drive Rush}} {{clr|8|5MP}} for exmaple, and you're good to go. |
| {{TheoryBox | | {{TheoryBox |
| | Title = Rolling Sobat | | | Title = example using 2MP |
| | Oneliner = | | | Oneliner = |
| | Difficulty = | | | Difficulty = |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|3|214KK~HK}}, {{clr|9|236HK}} | | | Recipe = {{clr|4|Drive Rush}}~{{clr|8|5MP}},{{clr|8|2MP}}>{{clr|4|214KK}}~{{clr|9|HK}}, ... |
| | content = {{clr|9|'''Rolling Sobat''' (236HK)}} gives better wall carry and saves you 1 bar of Drive Gauge at the expense of damage. | | | content = |
| }} | | }} |
| | |
| | === Ending Combos === |
| | Now that you've launched your opponent into the air, it's time to pick a Combo Ender. The main Combos Enders are either: |
| | * {{clr|9|'''HK Rolling Sobat''' (236HK)}} - for wall carry |
| | * {{clr|9|'''HP Machine Gun Upper''' (214HP)}} - for damage |
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| {{TheoryBox | | {{TheoryBox |
| | Title = Machine Gun Upper | | | Title = Rolling Sobat |
| | Oneliner = | | | Oneliner = |
| | Difficulty = | | | Difficulty = |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|3|214KK~HK}}, {{clr|4|Drive Rush}} {{clr|9|5HP/4HK>214HP}} | | | Recipe = ... {{clr|3|214KK~HK}}, {{clr|9|236HK}} |
| | content = {{clr|9|'''Machine Gun Upper''' (214HP)}} is Dee Jay's highest damage meterless Combo Ender and can be canceled into his Level 2 or 3 Super for massive damage. Requires at least 1 bar of Drive Gauge for the Drive Rush. | | | content = {{clr|9|'''Rolling Sobat''' (236HK)}} gives better wall carry and doesn't require any additional Drive Gauge to combo into. |
| }} | | }} |
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| You can squeeze in another {{clr|3|'''Maximum Strike (214K~HK)'''}} to get more damage and wall carry out of his combos at the cost of 1 Drive Gauge. For example:
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| {{TheoryBox | | {{TheoryBox |
| | Title = Additional Maximum Strike | | | Title = Machine Gun Upper |
| | Oneliner = | | | Oneliner = |
| | Difficulty = | | | Difficulty = |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|3|214KK~HK}}, {{clr|4|Drive Rush}} {{clr|9|4HK(1)>214K~HK, 236HK}} | | | Recipe = ... {{clr|3|214KK~HK}}, {{clr|4|Drive Rush}} {{clr|9|5HP/4HK>214HP}}>{{clr|10|214214P}} |
| | content = Make sure to cancel the '''1st hit of {{clr|9|4HK}}''' or the {{clr|9|HK Sobat}} wont connect. This example actually does more damage than the '''HP Machine Gun Upper''' ender, but Machine Gun Upper can be canceled into Level 2 or 3 Super while HK Sobat cannot.
| | | content = {{clr|9|'''Machine Gun Upper''' (214HP)}} is Dee Jay's highest damage meterless Combo Ender, and can be canceled into his Level 2 or 3 Super for even more damage. Drive Rush is required after OD Jus Cool in order to land any version of Machine Gun Upper when not in the corner. |
| }} | | }} |
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| While at the corner, ...
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| ------------------- | | ------------------- |
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| ! Combo !! Position !! Damage !! Difficulty !! Notes | | ! Combo !! Position !! Damage !! Difficulty !! Notes |
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| | {{clr|8|5MP}}~{{clr|7|5LK}}>{{clr|8|236MK}}/{{clr|9|236HK}} || Anywhere || 1700/2020 || {{clr|7|Easy}} || MK Sobat gives knockdown while HK Sobat does more damage, is +2 on hit, and leaves both players standing in throw range. | | | {{clr|8|5MP}}~{{clr|7|5LK}}>{{clr|8|236MK}}/{{clr|9|236HK}} || Anywhere || 1700/2020 || {{clr|7|Easy}} || 236MK gives knockdown while 236HK does more damage, is +2 on hit, and leaves both players standing in throw range. |
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| | {{clr|8|5MP}}~{{clr|7|2LP}}>{{clr|9|[2]8HK}} || Anywhere || 1940 || {{clr|7|Easy}} || Don't forget that Jackknife Maximum whiffs on crouching opponents. | | | {{clr|8|5MP}}~{{clr|7|2LP}}>{{clr|9|[2]8HK}} || Anywhere || 1940 || {{clr|7|Easy}} || Don't forget that Jackknife Maximum ([2]8K) whiffs on crouching opponents. |
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| | {{clr|8|5MK}}~{{clr|8|2MP}}>{{clr|9|[2]8HK}} || Anywhere || 2240 || {{clr|7|Easy}} || 2MP comfortably links off of 5MK. | | | {{clr|8|5MK}}~{{clr|8|2MP}}>{{clr|9|[2]8HK}} || Anywhere || 2240 || {{clr|7|Easy}} || 2MP comfortably links off of 5MK. |
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| | {{clr|8|5MK}}~{{clr|8|2MP}}>{{clr|3|214KK~HK}}~{{clr|9|236HK}} || Anywhere || 3140 || {{clr|8|Medium}} || Good wall carry for a little meter investment. | | | {{clr|8|5MK}}~{{clr|8|2MP}}>{{clr|4|214KK~HK}}~{{clr|9|236HK}} || Anywhere || 3140 || {{clr|8|Medium}} || Good wall carry for a little meter investment. |
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| | {{clr|8|2MP}}>{{clr|3|[4]6PP}}~{{clr|7|5LK}}>{{clr|8|236MK}}/{{clr|9|236HK}} || Anywhere || 2540/2820 || {{clr|8|Medium}} || MK Sobat gives knockdown while HK Sobat does more damage, is +2 on hit, and leaves both players standing in throw range. | | | {{clr|8|2MP}}>{{clr|4|[4]6PP}}~{{clr|7|5LK}}>{{clr|8|236MK}}/{{clr|9|236HK}} || Anywhere || 2540/2820 || {{clr|8|Medium}} || |
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| | {{clr|8|5MP}}~{{clr|9|5HP}}~{{clr|9|5HK}}>{{clr|10|236236k}} || Anywhere || 2840 || {{clr|7|Easy}} || A simple Target Combo into level 1 Super. | | | {{clr|8|5MP}}~{{clr|9|5HP}}~{{clr|9|5HK}}>{{clr|10|236236K}} || Anywhere || 2840 || {{clr|7|Easy}} || A simple Target Combo into level 1 Super. |
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| | {{clr|8|6MK}}~{{clr|7|2LP/5LK}}>{{clr|8|236MK}} || Anywhere || 1800 || {{clr|7|Easy}} || A simple confirm off of 6MK. If you're worried about 2LP linking you can opt for 5K which also gives the option to end in HK Sobat instead. | | | {{clr|8|6MK}}~{{clr|7|2LP/5LK}}>{{clr|8|236MK}} || Anywhere || 1800 || {{clr|7|Easy}} || A simple confirm off of 6MK. If you're worried about 2LP linking you can opt for 5K which also gives the option to end in HK Sobat instead. |
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| | {{clr|8|6MK}}~{{clr|7|2LP}}>{{clr|3|214KK~HK}}~{{clr|9|236HK}} || Anywhere || 2940 || {{clr|8|Medium}} || Another confirm off of 6MK. ''OD Jus Cool (214KK)'' will whiff if you're too far away even if the 2LP combos. Make sure to space properly. | | | {{clr|8|6MK}}~{{clr|7|2LP}}>{{clr|4|214KK}}~{{clr|9|HK}},{{clr|9|236HK}} || Anywhere || 2940 || {{clr|8|Medium}} || Another confirm off of 6MK. ''OD Jus Cool (214KK)'' will whiff if you're too far away even if the 2LP combos. Make sure to space properly. |
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| | {{clr|8|6MK}}~{{clr|8|2MP}}>{{clr|7|214LP}} || Anywhere || 2620 || {{clr|8|Medium}} || Meterless confirm off of Dee Jay's 6MK. Does not work on crouching opponents. | | | {{clr|8|6MK}}~{{clr|8|2MP}}>{{clr|7|214LP}} || Anywhere || 2620 || {{clr|8|Medium}} || Meterless confirm off of Dee Jay's 6MK. Does not work on crouching opponents. |
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| | | {{clr|8|2MP}}>{{clr|4|214KK}}~{{clr|9|HK}},{{clr|4|[4]6PP}},214K~{{clr|9|HK}},{{clr|8|236MK}}/{{clr|9|236HK}}/{{clr|10|214214P}} || Corner || 3700(5700)/3900/5200 || {{clr|8|Medium}} || High damage corner combo. 214MK can be canceled into level 3 Super. |
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| | | {{clr|8|2MP}}>{{clr|4|214KK}}~{{clr|9|HK}},{{clr|4|DR}}~{{clr|9|4HK(2)}}>214K~{{clr|9|HK}},{{clr|4|[4]6PP}},214K~{{clr|9|HK}},{{clr|8|236MK}}/{{clr|9|236HK}}/{{clr|10|214214P}} || Corner || 3892(5892)/3992/5642 || {{clr|8|Medium}} || Same combo as the one above but with another 214K~HK added before the [4]6PP for even more damage. |
| | |} |
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| | === Heavy Starters === |
| | {| class="wikitable" style="margin:auto;width:100%" |
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| | ! Combo !! Position !! Damage !! Difficulty !! Notes |
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| | | {{clr|9|5HP (early hit)}}>{{clr|8|236MK}}/{{clr|9|236HK}}/{{clr|8|214MP}} || Anywhere || 1800/2200/2700 || {{clr|7|Easy}} || 5HP is only cancelable during its initial active frames. |
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| | | {{clr|9|5HP (late hit)}},{{clr|7|5LK}}>{{clr|8|236MK}}/{{clr|9|236HK}} || Anywhere || 1800/2100 || {{clr|7|Easy}} || 5HP links into 5LP/2LP/5LK link after it connects towards the end of its active frames. |
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| | | {{clr|9|2HP}},{{clr|8|2MP}}>{{clr|8|236MK}}/{{clr|9|236HK}}/{{clr|7|214LP}}/{{clr|9|[2]8HK}} || Anywhere || 2200/2520/2720/2440 || {{clr|8|Medium}} || 5HP links into 2MP. |
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| | | {{clr|9|2HP}},{{clr|8|2MP}}>{{clr|8|[2]8MK}},{{clr|9|236HK}} || Corner || 3050 || {{clr|8|Medium}} || |
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| | | {{clr|9|2HP}},{{clr|8|2MP}}>{{clr|4|[4]6PP}}~{{clr|7|5LK}}>{{clr|8|236MK}}/{{clr|9|236HK}} || Anywhere || 2540/2820 || {{clr|8|Medium}} || |
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| | | {{clr|9|2HP}},{{clr|8|2MP}}>{{clr|4|214KK}}~{{clr|9|HK}},{{clr|4|[4]6PP}},214K~{{clr|9|HK}},{{clr|8|236MK}}/{{clr|9|236HK}}/{{clr|10|214214P}} || Corner || 3700(5700)/3900/5200 || {{clr|8|Medium}} || High damage corner combo. 214MK can be canceled into level 3 Super. |
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| | | {{clr|9|2HP}},{{clr|8|2MP}}>{{clr|4|214KK}}~{{clr|9|HK}},{{clr|4|DR}}~{{clr|9|4HK(2)}}>214K~{{clr|9|HK}},{{clr|4|[4]6PP}},214K~{{clr|9|HK}},{{clr|8|236MK}}/{{clr|9|236HK}}/{{clr|10|214214P}} || Corner || 3892(5892)/3992/5642 || {{clr|8|Medium}} || Same combo as the one above but with another 214K~HK added before the [4]6PP for even more damage. |
| |} | | |} |
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| {{Character Subnav SF6 | chara=Dee_Jay }} | | {{Character Subnav SF6 | chara=Dee_Jay | tag=DeeJay }} |
| {{Navbox-SF6}} | | {{Navbox-SF6}} |
| [[Category:Street Fighter 6]] | | [[Category:Street Fighter 6]] |
| [[Category:Dee Jay]] | | [[Category:Dee Jay]] |