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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 || (?) || 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 {{clr|4|'''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}}/{{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|9|[2]8HK}} || Anywhere || (?) || 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|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|9|j.HP}}, {{clr|9|2HP}}, {{clr|8|2MP}}>{{clr|8|[2]8MK}}, {{clr|9|[2]8HK}} || Corner || (?) || 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|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 == |
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| The primary goal for combo extensions is to land {{clr|3|'''OD Jus Cool''' (214KK)}} into its {{clr|3|HK}} followup, {{clr|3|'''Maximum Strike''' (214KK~HK)}}, since it launches the opponent high into the air allowing for a wide variety of juggles and Combo Enders.
| | 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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| | 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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| {{clr|9|'''Machine Gun Upper''' (214HP)}} is Dee Jay's highest damage meterless Combo Ender, but is very specific for moves that can actually combo into it. | | === Extending Combos === |
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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 = standard combo | | | Title = example using 2MP |
| | | Oneliner = |
| | Difficulty = | | | Difficulty = |
| | Damage = | | | Damage = |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = any two chainable lights~5LP/5LK (5LK is a link, not a chain cancel) > Combo Ender | | | Recipe = {{clr|4|Drive Rush}}~{{clr|8|5MP}},{{clr|8|2MP}}>{{clr|4|214KK}}~{{clr|9|HK}}, ... |
| | content = Basic, reliable, and easy; any light pressure string can be ended with 5LP or 5LK and convert into 236MK for a knockdown. The chainable lights will crush any 4-frame normal, and 5LP or 5LK being the last button in the string gives plenty of time to cancel into 236MK without giving up reach. Omitting one of the chainable lights also makes this string into a viable confirm out of a properly spaced divekick. 623HK or a super can be used at the end instead of 236MK for more damage, at the expense of midscreen okizeme. | | | content = |
| }} | | }} |
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| | === 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 |
| | | Title = Rolling Sobat |
| | | Oneliner = |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... {{clr|3|214KK~HK}}, {{clr|9|236HK}} |
| | | 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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| | {{TheoryBox |
| | | Title = Machine Gun Upper |
| | | Oneliner = |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... {{clr|3|214KK~HK}}, {{clr|4|Drive Rush}} {{clr|9|5HP/4HK>214HP}}>{{clr|10|214214P}} |
| | | 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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| | ------------------- |
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| == Links and Starters == | | == Links and Starters == |
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| === Light Starters === | | === Light Starters === |
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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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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = CH 2HP, 2MP, 214LP > 214214P<br>CH 2HP, 2MP > 214KK~HK | | | Recipe = CH 2HP, 2MP, 214LP > 214214P<br>CH 2HP, 2MP > 214KK~HK<br>CH 2HP, 4HK(2) > 214LP<br>CH 2HP, 4HK(2) > 214KK~HK |
| | content = Whiffs outside close range. | | | content = Whiffs outside close range. |
| }} | | }} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = 236HK<br>dl.Headliner Sunrise Festival~HP/HK<br>Drive Rush > HP > 214HP > 214214HP | | | Recipe = 236HK<br>dl.Headliner Sunrise Festival~HP/HK<br>Drive Rush > HP > 214HP > 214214HP<br>Drive Rush > 4HK(2) > 214MP, 236236K<br>Drive Rush > 4HK(2) > 214K~HK, [4]6PP, 214K~HK, 236HK/236MK > 214214HP |
| | content = Save meter with Double Rolling Sobat, or cash out meter for big damage and swag. | | | content = Save meter with Double Rolling Sobat, or cash out meter for big damage and swag. |
| }} | | }} |
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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]] |