Street Fighter 6/Dee Jay/Strategy: Difference between revisions

From SuperCombo Wiki
(→‎Okizeme and Mixups: Filled out the Knockdowns list with an incomplete selection of Dee Jay's knockdowns, plus frame data. Oki itself to be added later.)
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== Neutral ==
== Neutral ==
TO-DO
===close===
Deejay's normals are strongest when playing around his great walkspeed and stronger pokes. Most of his good neutral pokes lose to Drive Impact(DI) but when Deejay uses that in combined with his walkspeed, feints, and powerful specials it can make it risky for an opponent to attempt that.


<!--SF6_Dee_jay_2mp_hitbox.png-->
<gallery widths="280px" heights="180px" mode="packed">
SF6_Dee_Jay_5lk.png| '''{{clr|L|5LK}}'''
SF6_Dee_Jay_2hp.png | '''{{clr|H|2HP}}'''
SF6_Dee_Jay_2mk.png | '''{{clr|M|2MK}}'''
SF6_Dee_Jay_5mk.png | '''{{clr|M|5MK}}'''
SF6_Dee_Jay_5hk.png | '''{{clr|H|5HK}}'''
SF6_Dee_Jay_6mk.png | '''{{clr|M|6MK}}'''
</gallery>


To get a good idea of how to use his normals it may help to get a good understanding of what buttons have the most range.
{| class="wikitable"
|+ range table
! range !!colspan="6"| least to most range
|-
! move !! {{clr|L|5LK}} !! {{clr|H|2HP}} !! {{clr|M|2MK}} !! {{clr|M|5MK}} !! {{clr|H|5HK}} !! {{clr|M|6MK}}
|-
! startup
| 6 || 8 || 8 || 9 || 12 || 19(21)
|-
! recovery
| 12 || 20 || 19 || 16 || 26 || 16
|-
! block
| {{sf6-adv|M|-2}} || {{sf6-adv|M|-2}} || {{sf6-adv|VM|-6}} || {{sf6-adv|M|-1}} || {{sf6-adv|VM|-5}} || {{sf6-adv|P|+2}}
|-
! hit
| {{sf6-adv|VP|+5}} || {{sf6-adv|VP|+6}} || KD || {{sf6-adv|VP|+6}} || {{sf6-adv|P|+1}} || {{sf6-adv|P|+1(+2)}}
|}
;'''{{clr|L|5LK}}'''
: 5LK info
;'''{{clr|H|2HP}}'''
: 2HP info
;'''{{clr|M|2MK}}'''
: 2MK info
;'''{{clr|M|5MK}}'''
: 5MK info
;'''{{clr|H|5HK}}'''
: 5HK info
;'''{{clr|M|6MK}}'''
: 6MK info


== Offense ==
== Offense ==

Revision as of 18:02, 21 July 2023


Neutral

close

Deejay's normals are strongest when playing around his great walkspeed and stronger pokes. Most of his good neutral pokes lose to Drive Impact(DI) but when Deejay uses that in combined with his walkspeed, feints, and powerful specials it can make it risky for an opponent to attempt that.

To get a good idea of how to use his normals it may help to get a good understanding of what buttons have the most range.

range table
range least to most range
move 5LK 2HP 2MK 5MK 5HK 6MK
startup 6 8 8 9 12 19(21)
recovery 12 20 19 16 26 16
block -2 -2 -6 -1 -5 +2
hit +5 +6 KD +6 +1 +1(+2)
5LK
5LK info
2HP
2HP info
2MK
2MK info
5MK
5MK info
5HK
5HK info
6MK
6MK info

Offense

Frame Traps

Light Chains -



Okizeme and Mixups

TO-DO


Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +34 ?
Back Throw +22 ?
2MK +29 ?
2HK HKD +33(+42)
HKD +52(+61) (Punish)
Slide; last active frame hit in paranthesis
[2]8HK +42 ?
[2]8MK, [2]8HK +37 ?
236MK +34 ?
236KK +39 ?
214K > MK HKD +27(+28) crouching hit in parenthesis
214KK > HK, 236HK +37 ?
214KK > HK, DR 5HP > 214HP +43 ?
SA2 > HP Ender HKD +24 ?
SA2 > HK Ender HKD +34 ?
SA3 HKD +26 ?
CA HKD +22 ?

Safejumps: All safejumps are -2 or -3 if the opponent does wakeup perfect parry, so not punishable.

KD Adv. Safejump Notes
+36 - +37 9, j.2LK ?
+39 - +40 [2]8LK, j.2LK ?
+41 - +42 9, j.X ?
+42 - +43 9, dl.j.2LK ?
+43 - +44 [2]8LK, j.X ?

Corner Throw Loop

Neutral/Forward Throw, 66, 5LP (whiff), Throw
Notes: Must be in corner

vs. Burnout

Drive Rush

When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP 5MP 5HP 5LK 5MK 5HK 2LP 2MP 2HP 2LK 2MK 2HK
5LP~DR ? ? ? ? ? ? ? ? ? ? ? ?


The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP +? ?


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. Dee Jay


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