This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource.
A globally popular dance music superstar, Dee Jay is always ready to have a good time. With a burning love for music and fighting, this Jamaican sensation drives audiences wild with hot new songs and stylish moves.
Dee Jay is a pressure-oriented rushdown character with many ways to set up frame traps or other mixups. His playstyle heavily revolves around feinting, wherein Dee Jay looks like he is approaching or performing a move before ducking away and returning to neutral. Efficient use of feints, his strong pressure buttons, and his excellent Drive Rush can let Dee Jay dance all over the screen like it's nothing.
Jus Cool is Dee Jay's primary tool setting up his pressure, and is a very unique special move. Most comparable to Slayer's "Dandy Step" from the Guilty Gear franchise, Jus Cool sways Dee Jay back and allows him to follow up with five unique follow-ups. Jus Cool can be followed up with a low kick that frame traps, an overhead kick that is safe and knocks down on hit, a launching knee swing for anti-airs, and a forwards dash that can be canceled out of with a second sway back. Utilizing all of these follow-ups can be somewhat tricky, but thankfully Dee Jay has numerous excellent pressure normals to help him along. His 5MP is plus, his 6MK is a plus normal that catches jump-outs, and his j.2K allows him to reset pressure with a jump-in attack must faster than other characters. Combining Jus Cool with his close range pressure options allows Dee Jay to mix opponents regardless of where he is on the screen, making him a devastating dance partner to be duking it out with.
Dee Jay's special move selection is rounded out by Air Slasher, a charge fireball that can be used to counter-zone, Jackknife Maximum for anti-airing, and Rolling Sobat to cover ground and either stagger or knock the opponent down. The most notable trait of these three moves, which winds up tying back into his trickiness, is that their light versions are all feints, which allows Dee Jay to bait people into responding for whiff punishes or reset pressure if he is close. To this end, Dee Jay has a lot of very fast movement options; his forward dash and particularly his Drive Rush are incredibly quick, which pairs well with his many lengthy pokes. If Dee Jay manages to get a good hit his damage potential becomes extremely high, as his OD moves all deal incredible damage and his Machine Gun Upper special is one of the highest damage combo enders in the game.
Dee Jay's up close pressure and screen control is very strong, but comes with somewhat of an awkward kit to work with. None of Dee Jay's longer reaching normals are special cancelable, making it difficult for him to meaningfully follow up with pokes. As well, all of his cancelable buttons are stubby, which can result in him dropping combos if the spacing isn't perfect. Armored moves, particularly Drive Impacts, will break right through his longer buttons if he doesn't use them carefully. Additionally, because his primary reversal is Overdrive Jackknife Maximum and he uses a lot of Drive for conversions, Dee Jay generally has a hard time in Burnout. Thus, Dee Jay can be a surprisingly demanding character at high levels of play. While all of the above can make Dee Jay somewhat awkward to play, putting time into using him effectively will carry you very far. If you enjoy cool beats and slick dance moves, do the dancehall ting with Dee Jay.
Pick if you like:
Avoid if you dislike:
Tricky movements, including a fast forward dash, Drive Rush and sway specials
Using feint special moves to bait opponents to respond incorrectly
Shutting down fireballs with your own fireballs
Cashing out resources to convert hits or approaches into big damage
Rhythm mini-games
Committal pokes without cancel windows
Highly distance specific combos that are prone to dropping
Losing very hard in burnout
Charge inputs (though not as core to his moveset as Guile)
Classic & Modern Versions Comparison
List of differences with Modern Dee Jay
Missing Normals
Standing Medium Kick (5MK)
Standing Heavy Punch (5HP)
Jumping Light Punch (j.LP)
Jumping Medium Punch (j.MP)
Jumping Heavy Punch (j.HP)
Missing Command Normals
Party in the Air (j.MP~j.HP)
Shortcut-Only Specials
Jus Cool (5S)
Assist Combos
A[L~L]: 5LK ~ M Sobat
A[M~M~M]: 2MP ~ OD Sobat ~ SA2(L)
Performs the full juggle sequence with no user input
On Block: stops at OD Sobat
Burnout: 2MP ~ H Sobat
A[H~H~H~H~H]: 4HK ~ OD Jus Cool~Maximum Strike, H Sobat ~ SA3
Burnout: 4HK ~ H Sobat ~ SA3
On Block: stops at OD Jus Cool~Maximum Strike or H Sobat (Burnout)
Note: 4HK will cancel on either hit; wait until 2nd hit for more damage
Note: H Sobat cancels to SA3 on the 1st hit; better to manually input M Sobat and cancel to SA3 manually
Miscellaneous Changes
2L is 2LK but switches to 2LP if chained into
2LP is unavailable outside of chains
SA2 is always Lowkey Sunrise Festival (LP version) even when input manually with
No rhythmic timing, just mash S; Assist Combo version plays out automatically with no inputs
Dee Jay
Vitals
Life Points
10000
Ground Movement
Forward Walk Speed
0.043
Backward Walk Speed
0.032
Forward Dash Speed
19
Backward Dash Speed
23
Forward Dash Distance
1.50
Backward Dash Distance
0.90
Drive Rush Min. Distance (Throw)
0.763
Drive Rush Min. Distance (Block)
2.535
Drive Rush Max Distance
2.713
Jumping
Jump Speed
4+38+3
Jump Apex
2.115
Forward Jump Distance
1.90
Backward Jump Distance
1.52
Throws
Throw Range
0.8
Throw Hurtbox
0.33
Frame Data Glossary - SF6
Hitbox Images
🟥 (Red): Attack hitbox
Appears pink for Throw hitboxes
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
If a move's hitbox and hurtbox overlap, the colors blend to appear orange
🟦 (Blue): Vulnerable throw hurtbox
Will be thrown if Pink throw hitbox touches Blue throw hurtbox
Active
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.
Cancel
Available options for canceling one move into another move.
"Chn": Chain cancel (Light normals; specific chain options listed in Description)
"TC": Target Combo
"Sp": Special move
"SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
"Jmp": Jump cancel (usually on hit only, if applicable)
"SS": Serenity Stream (Chun-Li's stance)
If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)
Cancel Hitconfirm Windows
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
Counts from the first frame the attack connects until the final cancelable frame
Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.
Damage
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
Damage Scaling
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.
Scaling Types:
Starter: When a move begins the combo, the next attack is scaled by X percent
e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
Immediate: When a move is comboed into, this attack is scaled by X percent
e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.
Drive Rush Cancel Advantage
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.
Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
Forced Knockdown
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.
As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.
Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
Guard
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
Juggles
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
Limited Juggle: only specific attacks with juggle potential may juggle
The following is a more detailed overview of the SF6 juggle system:
Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.
JC0: free juggle state - any attack that can hit an airborne opponent will work
JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles
An example to tie everything together:
An attack (JS3) launches opponent into the air (Opponent now at JC3)
Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)
Drive Rush notes:
DR normals have a Juggle Start/Increase value of 0
DR normals have +3 added to their usual Juggle Limit
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
Combo Count Initial Value
Combo Count Additional Value
Combo Count Upper Limit
On Hit/Block
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).
Recovery
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.
Startup
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.
IASA / Actionable Recovery
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.
Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
Normals
Standing Normals
5LP
Standing Light Punch
5LP
Hitboxes Off
Hitboxes On
5LP
Standing Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
3
6
Chn Sp SA TC
300
LH
+4
-1
Dee Jay's fastest normal, and has 1 frame lower recovery than any other jab in the game. It does have notably shorter range than 2LP, though, so it's only preferable to use when there's a 4 frame gap in pressure.
5MP
Standing Medium Punch
5MP
Hitboxes Off
Hitboxes On
5MP
Standing Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
3
13
TC
600
LH
+5
+2
One of the biggest plus-on-block normals in the game, core to Dee Jay's devious pressure game. Frame traps into any of Dee Jay's lights and has multiple target combos to go into, giving you extra layers to pursue and further incentivizes your opponent not to press.
5HP
Standing Heavy Punch
5HP
Can't Special Cancel
Hitboxes Off
Hitboxes On
5HP
Standing Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
6
18
Sp SA (close)
800(700)
LH
+3(+8)
-4(+1)
Forces Stand on hit
Active frames 3-6 whiff on crouching opponents
A forward-lunging punch with good utility in combos. The first 2 active frames are cancelable and work against crouching opponents; this allows Dee Jay to combo into 214HP using Drive Rush cancels or juggle routes. If spaced at farther ranges, 5HP is no longer cancelable but gains additional frame advantage for followup links. However, it cannot hit crouching opponents at this range, making it a riskier approach tool.
5LK
Standing Light Kick
5LK
Hitboxes Off
Hitboxes On
5LK
Standing Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
12
Sp SA
300
LH
+2
-2
A perfectly average 5LK that Dee Jay may get more use out of than most characters due to its much needed cancelability and it fitting quite well into his pressure strings. Can go into MK Sobat for a knockdown at any range.
5MK
Standing Medium Kick
5MK
Hitboxes Off
Hitboxes On
5MK
Standing Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
16
-
600
LH
+6
-1
One of Dee Jay's best pokes, with the great range and speed only being balanced by a lack of cancelability and how difficult it can be to confirm off of. Punish Counter allows a link into 5HP from further out, and 4HK when up close. Despite the low recovery, it still demands some care when hitting a Drive Impact.
5HK
Standing Heavy Kick
5HK
Hitboxes Off
Hitboxes On
5HK
Standing Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
3
22(26)
-
800
LH
+1
-5
An absolutely massive kick that has incredible range, speed and reward on Punish Counter. A great whiff punish button, but it has no cancel window and incredibly high recovery, making it highly whiff punishable itself and extremely susceptible to Drive Impact.
Advantage on Punish Counter: +18
Crouching Normals
2LP
Crouching Light Punch
2LP
Hitboxes Off
Hitboxes On
2LP
Crouching Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
8
Chn Sp SA
300
LH
+4
-1
Longer than 5LP, but a frame slower.
2MP
Crouching Medium Punch
2MP
Hitboxes Off
Hitboxes On
2MP
Crouching Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
4
14
Sp SA
600
LH
+4
-1
A cancelable medium punch with short range and a slight disjoint for counterpoking and buffering. Being one of Dee Jay's only cancelable normals, it's a vital tool in combos and confirms, but the range still leaves a lot to be desired.
2HP
Crouching Heavy Punch
2HP
Hitboxes Off
Hitboxes On
2HP
Crouching Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
2
20
-
800
LH
+6
-2
One of Dee Jay's more well-rounded buttons with decent range, speed, advantage, and high Punish Counter reward. Links to 2MP naturally or 5MK on Punish Counter only. Very important for comboing into Jackknife Maximum, as it forces an opponent to stand on hit. Can be used as a poke and pressure tool, especially when in closer range or when 5HK is too risky to throw out due to Drive Impact.
2LK
Crouching Light Kick
2LK
Hitboxes Off
Hitboxes On
2LK
Crouching Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
10
Chn
200
L
+2
-2
Good range, but isn't cancelable. Mostly used in light chains and to trip up the opponent's guard.
2MK
Crouching Medium Kick
2MK
Hitboxes Off
Hitboxes On
2MK
Crouching Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
4
19
-
700
L
KD +29
-6
One of Dee Jay's strangest buttons, acting more like a sweep than a 2MK. While not bad by any means, it's a clear weakness to not have a traditional cancelable low poke to reliably confirm off of. It does give him a solid knockdown even on normal hit, though, allowing him to set up meaties and throws even from a back recovery. It's also one of the safest "sweeps" in the game, with few characters being able to punish it when spaced well. Has generally the same frame data as a regular cancelable 2MK, but is unique in that its hitbox is very disjointed on startup, making it an exceptionally good counterpoke.
2HK
Crouching Heavy Kick
2HK
Hitboxes Off
Hitboxes On
2HK
Crouching Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
10
15
-
900
L
HKD +33(+42)
-11(-2)
Another very strange Dee Jay move, 2HK is a slide rather than a traditional sweep. Unlike in previous games, it doesn't slide under fireballs. It does, however, have a significant anti-air hitbox that is strange to hit with but can work surprisingly well and give a Forced Knockdown juggle combo when trying to hit out moves that hover near the ground at mid range (e.g. Ken's Dragonlash, Marisa's Phalanx, or divekicks). Just be wary of this move's slow startup and recovery, especially when trying to use it reactively or space it on block.
Last active frame advantage on block: -2
Jumping Normals
j.LP
Jumping Light Punch
j.LP
Hitboxes Off
Hitboxes On
j.LP
Jumping Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
7
3 land
-
300
H
+4(+9)
0(+5)
j.MP
Jumping Medium Punch
j.MP
Hitboxes Off
Hitboxes On
j.MP
Jumping Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
4
3 land
TC
700
H
+10(+11)
+6(+7)
j.HP
Jumping Heavy Punch
j.HP
Hitboxes Off
Hitboxes On
j.HP
Jumping Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
6
3 land
-
800
H
+8(+15)
+4(+11)
j.LK
Jumping Light Kick
j.LK
Hitboxes Off
Hitboxes On
j.LK
Jumping Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
6
3 land
-
300
H
+6(+9)
+2(+5)
j.MK
Jumping Medium Kick
j.MK
Hitboxes Off
Hitboxes On
j.MK
Jumping Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
6
3 land
-
500
H
+9(+13)
+5(+9)
j.HK
Jumping Heavy Kick
j.HK
Hitboxes Off
Hitboxes On
j.HK
Jumping Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
5
3 land
-
800
H
+8(+15)
+4(+11)
Causes juggle state on air hit, leading into Dee Jay's DR > 5MP target combo loops when used after landing a punish counter Drive Impact.
Command Normals
6MK
Sunrise Heel
6MK
Not an overhead
Not an overhead
Hitboxes Off
Hitboxes On
6MK
Sunrise Heel
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
19(21)
5
16
SA
700
LH
+5(+6)
+1(+2)
Advancing plus on block mid. Good meaty due to its long active frames and advantage on block but rather slow to start up. Is also quite good at catching jumps, as it also will knock down on air hit and lets you set up pressure again.
Causes a knockdown on air hit
The first 2 active frames do not hit standing characters
Hits crouchers on its 4th active frame (+5/+1 on standing, +6/+2 on crouching)
4HK
Face Breaker
4HK
Hitboxes Off
Hitboxes On
4HK
Face Breaker
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
2,4
20
Sp SA
500,300 (800)
LH
+1
-5
Second hit launches on air Punish Counter
A fast but unconventional two-hitting anti-air, useful for when Dee Jay doesn't have down charge. The hitbox isn't nearly as reliable for stuffing jump-ins as Guile's anti-air buttons, so sometimes it may be safer to simply go for an air-to-air. It does have a generous cancel window on both hits, however, making for easy and consistent grounded hit confirms.
j.2LK
Knee Shot
j.2LK
Hitboxes Off
Hitboxes On
j.2LK
Knee Shot
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
until land
3 land
-
300
H
+5(+11)
+2(+8)
Dampens the upward momentum of your jump, creating a short hop of sorts. A useful tool that allows you to reset pressure with a jump-in faster and better than most characters. Being active the entire way down also means it can be difficult to anti-air for certain characters and buttons. It can also be used to fake out a cross-up, altering your jump arc and making it difficult for the opponent to know which side you'll land on.
Target Combos
5LP~MK~MK
Threebeat Combo
5LP~MK~MK
Hitboxes Off
Hitboxes On
5LP~MK
Threebeat Combo 1
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
20
TC
400(320)
LH
+2 (Whiff -19)
-3 (Whiff -24)
5LP~MK~MK
Threebeat Combo 2
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
3
19
-
625(438)
LH
+3
-8
Generally, this target combo isn't very useful except from the absolute max range of 5LP, as it's Dee Jay's only reliable ender. It leaves him plus on hit, allowing for some mixups after landing it, though you aren't point blank.
5MP~HP~HK
Dee Jay Special
5MP~HP~HK
Hitboxes Off
Hitboxes On
5MP~HP
Dee Jay Special 1
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
7
24
TC
500
LH
-2(+2)
-11(-7)
5MP~HP~HK
Dee Jay Special 2
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13
3
30
SA
600(480)
LH
KD +34
-13
5MP~MP~HP/4HP
Funky Dance
5MP~MP~HP/4HP
Hitboxes Off
Hitboxes On
5MP~MP
Funky Dance 1
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
2
17(19)
TC
500
LH
+2
-2
5MP~MP~HP
Funky Dance 2
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
2
24
-
900
LH
KD +43
-8
5MP~MP~4HP
Funky Dance Feint
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
-
-
22 total
-
-
-
-3
-5
This target combo is a canned mixup. On block, no feint is safe, as it can be punished with a 6 frame attack. However, doing the attack followup instead, while unsafe, leaves a 3 frame gap meaning that no normal can check the string. If your opponent knows this, they may sit still, allowing the feint to start working again. On counterhit, the final hit launches. In the corner this can be especially potent, notably when dumping some resources.
j.MP~j.HP
Party in the Air
j.MP~j.HP
Hitboxes Off
Hitboxes On
j.HP
Jumping Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
6
3 land
-
800
H
+8(+15)
+4(+11)
Simple air target combo which spikes opponents back to the ground on hit. Adds some decent reward to your air to air hits and is useful to stop people from jumping out of the corner.
Throws
Forward Throw (LPLK)
Forward Throw
LPLK
Hitboxes Off
Hitboxes On
LPLK
Diss Track
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +34
-
Dee Jay's forward throw has a notably high amount of knockdown advantage. A dash afterward is almost always advised, as it still leaves you +15 and allows you to gain some ground on a back roll. In the corner, a single dash will put you point blank at +15, meaning throw loops must be manually timed. However, several meaty options are available.
Back Throw (4LPLK)
Back Throw
4LPLK
Hitboxes Off
Hitboxes On
4LPLK
Flip Throw
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +22
-
This throw is good for reversing pressure, especially in the corner, as after a dash you're +3. After this, you can mix up between another throw, his Jus Cool sway into Funky Slicer to punish throw techs, meaty buttons, etc.
Light version feints and doesn't throw a fireball.
Light version feints and doesn't throw a fireball.
Hitboxes Off
Hitboxes On
[4]6LP
Air Slasher
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
-
-
21
-
-
-
-
-
45f charge time
Dee Jay performs a quick feint with the same startup animation as his other fireball. Recovers much quicker than the other versions, and can be used to bait unsafe options an opponent may use to try and go through your fireballs.
[4]6MP
Air Slasher
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
-
27
SA3 22PP
600
LH
0
-5
45f charge time
A basic, single fireball that travels fairly quickly. The main reason to use this over the heavy version is its lower total frames of commitment, leaving you less vulnerable to things that beat fireballs like jump-ins and Drive Impact.
[4]6HP
Air Slasher
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17(34)
-
43
SA3 22PP
500x2
LH
+3
-3
45f charge time
Dee Jay throws two fireballs with a small gap in between. The two fireballs will outnumber and win a clash against a single normal fireball, but an OD fireball will beat out both of them and continue to move towards you. It may seem tempting to always use this version over MP at first, but the overall commitment and total frames of it actually make it much easier for an opponent to punish and thus should typically only be used to beat other fireballs or to chip an opponent in Burnout.
[4]6PP
Air Slasher
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10(23)
[11(1)~]
35
SA2 SA3
500x2
LH
+5 (KD +69)
+2
45f charge time
Dee Jay quickly swings his arm twice, clashing fireballs with the first swing and creating one very large fireball that launches on hit with the second. If properly timed, the first swing can beat out an OD fireball while the second swing's fireball still goes through, giving it basically as much anti-fireball potential as HP Air Slasher. If the fireball hits, you can Drive Rush in to get a combo about 3/4 screen away. The size of the fireball means it is harder to jump over and cannot be low profiled like the other versions of this move (and most other fireballs).
Jackknife Maximum ([2]8K)
Jackknife Maximum
[2]8K
Medium Kick
Heavy Kick
OD Version
Hitboxes Off
Hitboxes On
[2]8LK
Jackknife Maximum
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
23
-
22+6 land
-
-
-
-
-
40f charge time; Airborne 6-45f
Startup refers to earliest air normal timing
Dee Jay performs a feint that shoots him into the air, letting him quickly descend on his opponent with a jumping normal. Can act as a jump cancel of sorts. Very good for cross-up and safejump setups.
Very consistent anti-air, even somewhat good at sniping would-be crossups if done early enough. Can also be used as a combo ender for amazing corner carry.
[2]8KK
Jackknife Maximum
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
6(7)3(9)3
29+15 land
-
300x5 (1500)
LH
KD +23
-55
40f charge time; Full Invuln: 1-11f; Airborne 2-62f
Only 1st hit connects on crouching opponents; puts opponent into limited juggle state
Dee Jay's main invincible reversal. Since his Level 1 isn't invincible and his Level 2 is fairly slow, you will be relying on this move a lot as your invincible option. It is massively unsafe on block, so don't be reckless. Can also be used as an anti-air for slightly more damage and consistency than the HK version.
A flash kick style move with slightly shorter charge time, good combo potential, but a relatively small area of effect. It's easy to miss or even trade when anti-airing with this. The feint, however, is a very unique and widely applicable mix-up and pressure tool. Do be aware that the meterless versions will whiff on crouching opponents.
Rolling Sobat (236K)
Rolling Sobat
236K
Medium Kick
Heavy Kick
OD Version
Hitboxes Off
Hitboxes On
236LK
Roll Through Feint
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
-
-
26
-
-
-
-
-
Dee Jay performs a forward moving feint that can be easily canceled into for strike/throw setups.
236MK
Quick Rolling Sobat
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
3
23
SA3
1000
LH
KD +34
-6(-4)
This version has only one hit that applies a knockdown. Can be spaced to be safe on block against most pokes when used near the tip of its range.
236HK
Double Rolling Sobat
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15
3(18)4
24
SA3 (1st)
700x2 (1400)
LH
+2
-10
This version has two hits and keeps a grounded opponent standing. Both hits gain the additional frame advantage from Punish Counter, so you can use this as a far reaching whiff punish and link to a combo afterwards.
236KK
Double Rolling Sobat
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
19
2(9)3
19
SA2 SA3 (2nd)
700,600 (1300)
LH
KD +39
-2
This version has two hits, applies a knockdown, and makes Dee Jay leap forward to close gaps and go over some lows.
Machine Gun Uppercut (214P)
Machine Gun Uppercut
214P
LP / MP Version
HP / OD Version
Hitboxes Off
Hitboxes On
214LP
Machine Gun Uppercut
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15
4
35
SA3
1650 (800)
LH
KD +34
-19
Slow but very high damaging special. Dee Jays highest damage combo ender by a good margin but is rather range dependent. Most commonly used from 2MP in combos but is difficult to use in whiff punishes due to the short range
214MP
Machine Gun Uppercut
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
22
4
35
SA3
1900 (800)
LH
KD +32
-19
A bit of a middle ground of the Light and Heavy versions. Very similar to the other meterless versions. Combos from 5HP and 4HK(1)
214HP
Machine Gun Uppercut
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
28
4
35
SA3
2200 (800)
LH
KD +40
-19
Tied for the slowest version of Machine Gun Uppercut but very rewarding to land. Only works from Punish Counter or Drive Rush 5HP and 4HK(1). Highest meterless combo ender but is very specific for moves that can actually combo into it. In the corner when juggled into allows for a juggle afterwards into Weekend Pleasure
214PP
Machine Gun Uppercut
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
28
4
35
SA2 SA3
2500 (800)
LH
HKD +23
-19
A highly rewarding, range dependent combo tool. Similar to the HP version only combos from Punish Counter or Drive Rush 5HP or 4HK(1) but is massively rewarding to use in combos. Offers the highest base damage of any of his specials.
Jus Cool (214K)
Jus Cool
214K
Hitboxes Off
Hitboxes On
214K
Jus Cool
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13
-
24
-
-
-
-
-
Dee Jay's all new special move that heavily defines his new "sway" centric playstyle. Upon activation, Dee Jay will perform a backstep with 5 different follow-ups that he can go into to mix up opponents. Can be canceled into from Drive Rush to bait whiffs, instantly ending your forward momentum. The startup of the sway combined with the followups makes them fairly reactable and difficult to combo into, but in exchange all the followups are safe on block. All followups lose to Drive Impact, forcing you to do nothing to beat it—a sway without followups is very hard to punish, though, so it remains a very good tool to bait reactions in neutral.
214KK
Jus Cool
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
5
36
-
500
LH
KD +33
-22
The Overdrive version of Jus Cool gains an initial launching hit at a blazing fast 8 frames startup, making it incredibly easy and rewarding to combo into if in range for the initial hit. Bear in mind the somewhat limited range can make it occasionally difficult to combo into it from further out. Additionally all the followups have different frame data compared to the meterless versions
Funky Slicer (214K~LK)
Funky Slicer
214K~LK
Hitboxes Off
Hitboxes On
214K~LK
Funky Slicer
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13+12
3
20(22)(25)
SA3
800
L
+2
-3
214KK~LK
Funky Slicer
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
25+9
3
19(24)
SA2 SA3
900
L
+6
-2
Low kick from Jus Cool. The safest and most solid follow-up that is extremely good at beating low pokes thanks to its massive disjointed hitbox. It also converts into great damage on Counterhit or Punish Counter for the normal version and obscene damage on the OD version. Many characters will be discouraged from using low pokes in fear of this move, and instead will be urged to choose riskier options in neutral.
Waning Moon (214K~MK)
Waning Moon
214K~MK
Hitboxes Off
Hitboxes On
214K~MK
Waning Moon
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13+25
3
16
-
1000
H
HKD +27(+28)
+1
Dee Jays only grounded overhead, but a pretty good one. On hit it scores a knockdown and on block it leaves Dee Jay at frame advantage, though outside of throw range, which can set up for a quick and easy shimmy against tech-happy opponents
214KK~MK
Waning Moon
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
25+19
5
17
-
1100
H
+5(+7)
-4(-2)
The OD version of Dee Jays overhead is noticeably faster, but is minus on block rather than plus. In exchange it gives a link to 2MP on hit rather than knocking down, making it much more rewarding when it hits but less so when its blocked
A combo tool and very situational anti-air, important for Dee Jay's longer juggle routes.
Juggling Dash/Sway (214K~6P~4P)
Juggling Dash/Sway
214K~6P~4P
Hitboxes Off
Hitboxes On
214K~6P
Juggling Dash
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13
-
27
-
-
-
-
-
Projectile invincible during the dash.
214KK~6P
Juggling Dash
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
19
-
22
-
-
-
KD +40
-15
Projectile invincible during the dash.
Recovers 2 frames faster and has 5 fewer total frames than the meterless version.
214K~6P~4P
Juggling Sway
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13+17
-
29
-
-
-
-
-
Total of 29 frames.
Dee Jay takes a step back, allowing you to quickly move backward out of danger.
214KK~6P~4P
Juggling Sway
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
19+16
-
22
-
-
-
KD +24
-31
Total of 22 frames.
The OD versions of Juggling Dash/Sway have less recovery compared to the meterless versions.
Speedy Maracas (22PP)
Speedy Maracas
22PP
Hitboxes Off
Hitboxes On
22PP
Speedy Maracas
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
88 minimum
-
38
-
-
-
-
-
Builds Super Art gauge while buttons are held; 272f to build 1 bar
2000 Super (20% bar) on frame 88, then 49/frame on frame 109 onward
Can be canceled into from any version of Air Slasher
22PP
Speedy Maracas (2+ Bars)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
95(168) minimum
-
38
-
-
-
-
-
New dance with slightly different data, but same general properties as the 0-1 bar version
2000 Super (20% bar) on frame 68, then 49/frame on frame 96 onward (very slightly faster)
If Dee Jay reaches 2 bars of Super Gauge while dancing, he has an additional 73f unskippable animation
Continues building meter as usual during this transition; total minimum of 206f + 4018 Super gauge
Speedy Maracas is a fun little move that lets Dee Jay dance to build Super meter. The meter initially builds in one small chunk, then builds continuously as the buttons are held (only one button needs to be held to continue dancing). If the move is held, recovery will begin as soon as the buttons are released. The dance itself picks up in intensity after Dee Jay hits 2 bars, as he gains a second spotlight.
This move serves very little purpose in competitive matches, as the recovery is enormous; even when canceling a fullscreen Air Slasher into 22PP, slow characters can easily block the projectile and move in for a punish. After stunning a burned out opponent, it's possible to tap 22PP and land a quick combo before the opponent falls down, but Dee Jay gets more damage and meter with a simple jump-in punish.
Super Arts
Level 1 Super (236236K)
The Greatest Sobat
Level 1 Super Art
236236K
Hitboxes Off
Hitboxes On
236236K
The Greatest Sobat
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
4
33
-
2000
LH
HKD +44
-12
Full Invuln: 1f (until freeze); Armor Break
30% minimum damage scaling
Counterhit: Crumple (HKD +54)
Punish Counter: Crumple (HKD +67)
An unusual Level 1 Super that lacks invincibility, but its speed and range allow it to be used to end some high damage juggles. It also gives a crumple on Punish Counter, giving it some unique punish potential.
Level 2 Super (236236P)
Sunrise Festival (Start)
Level 2 Super Art
236236P
MP/HP Rhythm starter
Hitboxes Off
Hitboxes On
236236LP
Lowkey Sunrise Festival
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
5
46
-
300 (~2600)
LH
+6
-29
236236MP
Marvelous Sunrise Festival
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
5
46
-
300 (1700~2800)
LH
+6
-29
236236HP
Headliner Sunrise Festival
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
5
46
-
200 (1700~3000)
LH
+6
-29
Full Invuln: 1-16f; Armor Break
Depletes 1 Drive bar from opponent on hit (full sequence)
Without cinematic finisher on MP/HP versions, only 1/2 Drive bar depleted
40% minimum damage scaling
Dee Jay lunges forward with a knee strike that can chain into a series of followup attack. The initial activation is nearly identical for all versions of Lv.2 Super, with the HP starter doing only slightly less damage. This hit has great forward movement and invincibility. It's too slow for most reversal applications, but it's great at countering projectiles at mid-range (though it can be difficult to use against characters like Guile).
Regardless of which version is used, the followups can only come out on hit; each hit causes no additional damage scaling, so linking out of the +6 can still be useful. Dee Jay stops immediately if the initial attack whiffs or is blocked, unable to continue with followups.
The timing of the followup sequence starts easy with LP Super, then increases in difficulty with each button strength. This allows players to choose between a safe, consistent combo or a risky but rewarding finisher. This video is a good example for learning the button timing on the MP and HP followups, with audio and visual cues to help practice.
236236LP
Lowkey Sunrise Festival
Level 2 Super Art
236236LP
Hitboxes Off
Hitboxes On
~LP (1)
+LP (Lowkey Hit 1)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
4
25
-
175
-
+6 (KD +41)
-
Timing window: 45f after 236236LP
~MP (2)
+MP (Lowkey Hit 2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
3
23
-
175
-
+6
-
Timing window: ?f after 236236LP~LP
~HP (3)
+HP (Lowkey Hit 3)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
3
24
-
175
-
+6
-
Timing window: ?f after 236236LP~LP~MP
~LK (4)
+LK (Lowkey Hit 4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15
4
35
-
175
-
+6
-
Timing window: ?f after 236236LP~LP~MP~HP
~MK (5)
+MK (Lowkey Hit 5)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
3
47
-
200
-
+6
-
Timing window: ?f after 236236LP~LP~MP~HP~LK
~HK (End)
+HK (Lowkey Hit End)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
3(5)3
79
-
500,900
-
HKD +29
-
Timing window: ?f after 236236LP~LP~MP~HP~LK~MK
The followups to LP Lv.2 Super require no particular rhythm on the hits; just mashing the buttons in sequence is enough to guarantee the full damage. Using this version guarantees a safe 2600 damage, which is only a reduction of 200 max damage from MP Super, or 400 from HP Super. There is no cinematic ender like on the MP and HP versions; as a result, Dee Jay cannot choose which direction to knock the opponent, and he cannot get oki after the knockdown unless he reaches the corner.
236236MP
Marvelous Sunrise Festival
Level 2 Super Art
236236MP
HP ender (side switch)
HK ender (same side)
Hitboxes Off
Hitboxes On
~LP (1)
+LP (Marvelous Hit 1)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
4
25
-
100(200)
-
+6
-
Rhythm Timing Window: 11f after 236236MP
~MP (2)
+MP (Marvelous Hit 2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
3
23
-
100(200)
-
+6
-
Rhythm Timing Window: 18f after 236236MP~LP
~HP (3)
+HP (Marvelous Hit 3)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
3
24
-
100(200)
-
+6
-
Rhythm Timing Window: 16f after 236236MP~LP~MP
~LK (4)
+LK (Marvelous Hit 4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15
4
35
-
100(200)
-
+6
-
Rhythm Timing Window: 19f after 236236MP~LP~MP~HP
~MK (5)
+MK (Marvelous Hit 5)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
3
47
-
100(200)
-
+6
-
Rhythm Timing Window: 19f after 236236MP~LP~MP~HP~LK
~HK (6)
+HK (Marvelous Hit 6)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
3(5)3
79(64)
-
400,600(200x2)
-
HKD +19 (KD +46)
-
Rhythm Timing Window: 22f after 236236MP~LP~MP~HP~LK~MK
~HP (End)
Climactic Strike
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
1
-
181 total
-
400,700
-
HKD +24(+18)
-
Switches sides; requires perfect rhythm sequence to activate
~HK (End)
Encore Beat
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
1
-
151 total
-
1100
-
HKD +34(+37)
-
Remains on same side; requires perfect rhythm sequence to activate
The MP followups allow for higher damage than the LP version if the buttons are pressed in a particular rhythm. The key is to input each followup right as the previous one connects with the opponent. The hitstop of each hit is reduced compared to the LP Super, so the full animation will feel a bit faster overall. If you drop the rhythm on any hit, you cannot get the rhythm bonus on any further hits in the sequence.
If you managed to get the full rhythm of each hit, you can end with a cinematic finisher. HP switches sides, allowing Dee Jay to regain corner control and even gives oki if he was close to the wall. HK keeps Dee Jay on the same side and grants a Hard Knockdown, allowing for a forward dash into great oki. Choosing not to end in the cinematic hit after a full-rhythm connect will significantly reduce the Super's damage; it would actually be better to land a non-rhythm HK at the end. If done perfectly all the way to the end, Dee Jay will do 200 more damage than LP Super.
236236HP
Headliner Sunrise Festival
Level 2 Super Art
236236HP
HP ender (side switch)
HK ender (same side)
Hitboxes Off
Hitboxes On
~LP (1)
+LP (Headliner Hit 1)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
4
25
-
100(200)
-
+6 (KD +41~42)
-
Rhythm Timing Window: 9f after 236236HP
~MP (2)
+MP (Headliner Hit 2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
3
23
-
100(200)
-
+6
-
Rhythm Timing Window: 9f after 236236HP~LP
~HP (3)
+HP (Headliner Hit 3)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
3
24
-
100(200)
-
+6
-
Rhythm Timing Window: 9f after 236236HP~LP~MP
~LK (4)
+LK (Headliner Hit 4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15
4
35
-
100(250)
-
+6
-
Rhythm Timing Window: 9f after 236236HP~LP~MP~HP
~MK (5)
+MK (Headliner Hit 5)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
3
47(46)
-
100(250)
-
+6
-
Rhythm Timing Window: 13f after 236236HP~LP~MP~HP~LK
~HK (6)
+HK (Headliner Hit 6)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
3(5)3
79(64)
-
400,600(250x2)
-
HKD +19 (KD +46)
-
Rhythm Timing Window: 15f after 236236HP~LP~MP~HP~LK~MK
~HP (End)
Climactic Strike
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
1
-
181 total
-
400,800
-
HKD +24(+18)
-
Switches sides; requires perfect rhythm sequence to activate
~HK (End)
Encore Beat
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
1
-
151 total
-
1200
-
HKD +34(+37)
-
Remains on same side; requires perfect rhythm sequence to activate
The HP version is essentially the same as the MP version, but the timing is even harder. Each hit does even less hitstop than the MP version, causing the full animation to move more quickly with less of an impact on each strike. If done perfectly all the way to the end, Dee Jay will do 400 more damage than LP Super and 200 more damage than MP Super.
Level 3 Super (214214P)
Weekend Pleasure
Level 3 Super Art
214214P
CA version grants 500 extra damage
Hitboxes Off
Hitboxes On
214214P
Weekend Pleasure
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
5
48
-
4000
LH
HKD +26
-28
Full Invuln: 1-?f; Armor Break
Depletes 1.5 Drive bars from opponent on hit
Cinematic time regenerates ~? Drive bars for Dee Jay
50% minimum damage scaling
214214P
Weekend Pleasure (CA)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
5
48
-
4500
LH
HKD +22
-28
Full Invuln: 1-?f; Armor Break
Depletes 2 Drive bars from opponent on hit
Cinematic time regenerates ~? Drive bars for Dee Jay
50% minimum damage scaling; available at 25% HP or below
A Level 3 that is able to do very high damage thanks to Dee Jay's already good combo scaling and damage. Low horizontal range, but works well as an anti-air.
Taunts
Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
"Come on, let's dance!"
5PPPKKK
Neutral Taunt
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
264 (total)
-
-
-
-
-
-
-
Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
"Seriously, your rhythm is not cool mon. *whistles*"
6PPPKKK
Forward Taunt
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
550 (total)
-
-
-
-
-
-
-
During this taunt, Dee Jay is able to low profile many fireballs.