| {{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.
|-
|-
| {{clr|4|Drive Impact}}, dl.{{clr|9|5H>214HP}} || Anywhere || 2860 || 1 || 0 || {{clr|7|Easy}} || Make sure you're close enough to cancel the early active frames of 5HP.
| {{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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* {{clr|8|2MP}} can combo into {{clr|7|214LP}}
* {{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|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|214P}} and {{clr|4|214PP}}
* {{clr|4|Drive Rush}}/'''Punish Counter''' {{clr|9|5HP}} and {{clr|9|4HK(1)}} can combo into {{clr|9|214HP}} and {{clr|4|214PP}}
=== Extending Combos ===
=== Extending Combos ===
sample
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.
==== Drive Rush ====
sample
==== OD Jus Cool ====
Besides the obvious use of '''Drive Rush''', the key to more extended combos is to land {{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.
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide
Notation
Meaning
>
Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~
Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
,
Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X
Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K
Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks.
X/Y
Do either X move or Y move. e.g. end a combo with 214K/623P
[X]
Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X
Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA
Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent.
Y xN {Y} xN
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR
Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR
DR~Y
Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)
Day 1 Combos
Combo
Position
Damage
Drive
Super
Difficulty
Notes
5LP~2LP~2LP>236MK
Anywhere
1510
0
0
Easy
A simple light confirm. Sobat (236MK) gives meaty pressure afterwards, but is punishable on block if not spaced correctly.
5LP~2LP~2LP>[2]8HK
Anywhere
1720
0
0
Easy
Jackknife Maximum ([2]8HK), a.k.a "Up Kicks", whiffs on crouching opponents and is extremely unsafe if blocked; hit confirming required.
j.2K,2LK~2LP>236MK
Anywhere
1440
0
0
Easy
Simple combo starting with j.2LK jump-in
5MP~5HP~5HK
Anywhere
1580
0
0
Very Easy
Target Combo starting with Dee Jay's 5MP. The last hit can be canceled into level 1 Super.
5MP, 5LK>236MK/236HK
Anywhere
1700/2020
0
0
Easy
MK Sobat gives knockdown while HK Sobat does more damage, is +2 on hit, and leaves both players standing in throw range.
5MK,2MP>236HK
Anywhere
2320
0
0
Medium
j.HP, 2HP, 2MP>[2]8HK/214LP
Anywhere
2990/3235
0
0
Easy
Basic jump-in combo. 2HP forces Stand on hit, ensuring HK Up Kicks combos.
j.HP, 2HP, 2MP>[2]8MK, [2]8HK
Corner
3510
0
0
Medium
Corner version only. MK Up Kicks allows HK Up Kicks to juggle afterwards.
Drive Impact, dl.5HP>214HP
Anywhere
2860
1
0
Easy
Make sure you're close enough to cancel the early active frames of 5HP.
Combo Theory
It's pretty simple for Dee Jay to string together short combos. His 2LP, 5LP, and 5LK can all combo into MK Rolling Sobat (236MK), giving him easy access to knockdown pressure. 5LK and 2MP can also combo into HK Rolling Sobat (236HK), which does not knockdown but leaves you at +2 and in throw range.
To get more out of your combos, look to hit them with Dee Jay's highest damage special move: Machine Gun Upper (214P).
2MP can combo into 214LP
5HP and the first hit of 4HK(1) can combo into 214MP
Drive Rush/Punish Counter5HP and 4HK(1) can combo into 214HP and 214PP
Extending Combos
Besides using Drive Rush to extend combos on grounded opponents, Dee Jay has the option to use OD Jus Cool (214KK) and its follow-up Maximum Strike (214K~HK) to launch the opponent high into the air. All of his special-cancelable normals can combo into 214KK, but the move is a bit stubby and tends to whiff if you are not very close to your opponent.
Normals That Combo Into OD Jus Cool
Normal
Tendency To Whiff
Notes
5LP
High
You need to be in your opponent's face - chaining two 5LPs is enough to push you out of range.
2LP
High
You need to be in your opponent's face - chaining two 2LPs is enough to push you out of range.
5LK
Medium
Fairly reliable, but can whiff when 5LK connects at its farther ranges.
2MP
Low
Reliably combos into OD Jus Cool. Can still whiff when 2MP connects at tip ranges.
4HK
Very Low
Very reliable.
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 Drive Rush5MP for exmaple, and you're good to go.
example using 2MP
Drive Rush~5MP,2MP>214KK~HK, ...
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:
HK Rolling Sobat (236HK) - for wall carry
HP Machine Gun Upper (214HP) - for damage
Rolling Sobat
... 214KK~HK, 236HK
Rolling Sobat (236HK) gives better wall carry and doesn't require any additional Drive Gauge to combo into.
Machine Gun Upper
... 214KK~HK, Drive Rush5HP/4HK>214HP>214214P
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.
Links and Starters
Light Starters
Combo
Position
Damage
Difficulty
Notes
2LK/5LP~2LP>236MK/[2]8HK
Anywhere
1270/1510
Easy/Medium
Standard Light BNB route. Sobat (236MK) gives meaty pressure afterwards, but is punishable on block if not spaced correctly. Jackknife Maximum ([2]8HK), a.k.a "Up Kicks", is more damaging but whiffs on crouching opponents and is extremely unsafe if blocked; Hit confirming required.
2LP~2LP~2LP>236236K
Anywhere
2070
Easy
An easy light confirm into level 1 Super.
2LK/5LP~2LP>236MK>214214P
Anywhere
3670
Medium
light confirm into level 3 Super.
Medium Starters
Combo
Position
Damage
Difficulty
Notes
5MP~5LK>236MK/236HK
Anywhere
1700/2020
Easy
236MK gives knockdown while 236HK does more damage, is +2 on hit, and leaves both players standing in throw range.
5MP~2LP>[2]8HK
Anywhere
1940
Easy
Don't forget that Jackknife Maximum ([2]8K) whiffs on crouching opponents.
5MK~2MP>[2]8HK
Anywhere
2240
Easy
2MP comfortably links off of 5MK.
5MK~2MP>214KK~HK~236HK
Anywhere
3140
Medium
Good wall carry for a little meter investment.
2MP>[4]6PP~5LK>236MK/236HK
Anywhere
2540/2820
Medium
5MP~5HP~5HK>236236K
Anywhere
2840
Easy
A simple Target Combo into level 1 Super.
6MK~2LP/5LK>236MK
Anywhere
1800
Easy
A simple confirm off of 6MK. If you're worried about 2LP linking you can opt for 5K which also gives the option to end in HK Sobat instead.
6MK~2LP>214KK~HK,236HK
Anywhere
2940
Medium
Another confirm off of 6MK. OD Jus Cool (214KK) will whiff if you're too far away even if the 2LP combos. Make sure to space properly.
6MK~2MP>214LP
Anywhere
2620
Medium
Meterless confirm off of Dee Jay's 6MK. Does not work on crouching opponents.
2MP>214KK~HK,[4]6PP,214K~HK,236MK/236HK/214214P
Corner
3700(5700)/3900/5200
Medium
High damage corner combo. 214MK can be canceled into level 3 Super.