Street Fighter 6/Dee Jay/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Dee_Jay HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Dee Jay Portrait.png 10000 0.8 0.043 0.032 19 23 1.50 0.90 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 4 3 6 12 +4 -1 LH Chn Sp SA TC 13 (12 TC)
5MP 600 7 3 13 22 +5 +2 LH TC 21 (~MP), 17 (~HP)
5HP 800(700) 9 6 18 32 +3(+8) -4(+1) LH Sp SA (close) 16
5LK 300 5 2 12 18 +2 -2 LH Sp SA 14
5MK 600 9 3 16 27 +6 -1 LH -
5HK 800 12 3 22(26) 36(40) +1 -5 LH -
2LP 300 5 3 8 15 +4 -1 LH Chn Sp SA 13
2MP 600 6 4 14 23 +4 -1 LH Sp SA 19(15)
2HP 800 8 2 20 29 +6 -2 LH -
2LK 200 5 2 10 16 +2 -2 L Chn
2MK 700 8 4 19 30 KD +29 -6 L -
2HK 900 14 10 15 38 HKD +33(+42) -11(-2) L -
j.LP 300 4 7 3 land - - - H -
j.MP 700 6 4 3 land - - - H TC
j.HP 800 9 6 3 land - - - H -
j.LK 300 4 6 3 land - - - H -
j.MK 500 8 6 3 land - - - H -
j.HK 800 10 5 3 land - - - H -
6MK 700 19(21) 5 16 39 +5(+6) +1(+2) LH SA 19(18)
4HK 500,300 (800) 7 2,4 20 32 +1 -5 LH Sp SA 34
j.2LK 300 6 until land 3 land - +5(+9) +2(+8) H -
5LP~MK 400(360) 9 3 18 29 +2 (Whiff -17) -3 (Whiff -22) LH TC 31-32 (13)
5LP~MK~MK 625(500) 14 3 21 37 +2 -8 LH -
5MP~HP 500 11 7 24 41 -2(+2) -11(-7) LH TC 42-43
5MP~HP~HK 600(480) 13 3 30 45 KD +34 -13 LH SA 72-73
5MP~MP 500 12 2 17(19) 30(32) +2 -2 LH TC 15 (~HP on CH)
5MP~MP~HP 900 20 2 24 45 KD +43 -8 LH -
5MP~MP~4HP - - - 23 total 23 -4 -6 - -
j.MP~HP 700 8 7 3 land - - - H -

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +8 -7 +3 -2 13 8 9
5MP +9 -14 21 18 11
5HP +7(+12) -22(-17) +17 +10 27 20 13
5LK 10% Starter +6 -12 +5 +1 16 12 9
5MK +10 -17 25 18 11
5HK 20% Starter +18 Stagger -23 26 20 13
2LP 10% Starter +8 -9 +5 0 15 10 9
2MP +8 -16 +12 +7 22 17 11
2HP +12 Stagger -20 28 20 13(20)
2LK 10% Starter +6 -10 14 10 9
2MK HKD +29 -21 17 11
2HK HKD +52(+61) -23(-14) 14 13
j.LP -2 13 9 9
j.MP -2 15 11 11
j.HP -2 19 15 13
j.LK -2 13 9 9
j.MK -2 17 13 11
j.HK -2 19 15 13
6MK +9(+10) -17(-16) 24 20 12
4HK +5 -24 +17/+12 +7/+6 27,25 (27 total) 17,19 (21 total) 13,13
j.2LK +9(+13) -8(-2) 15 12 9
5LP~MK +6 -19 23 18 11
5LP~MK~MK +6 26 16 11
5MP~HP +2 29 20 9
5MP~HP~HK KD +34 20 12
5MP~MP +6 -19 21 19 11
5MP~MP~HP KD +43 -24 18 15
5MP~MP~4HP 0
j.MP~HP 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250(150) 300 (210) 150 (75)
5MP 4000 [6000] 2000 500 (350) 250 (125)
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 4000 [6000] 2000 700 (490) 350 (175)
5HK 6000 [8000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 500 (350) 250 (125)
2HP 4000 [10000] 3000 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 4000 [6000] 2000 600 (420) 300 (150)
2HK 4000 [10000] 3000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 2500 [4000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
6MK 4000 [6000] 2000 500 (350) 250 (125)
4HK 3000,2000 [4000x2] 1000x2 500x2 (350x2) 500x2 (250x2)
j.2LK 1500 [2000] 500 300 (210) 150 (75)
5LP~MK 2000 [2000] 250 300 (210) 150 (75)
5LP~MK~MK 2000 [4000] 500 400 (280) 200 (100)
5MP~HP 3000 [7000] 2000 1000 (700) 500 (250)
5MP~HP~HK 5000 2500 1000 (700) 500 (250)
5MP~MP 1000 [4000] 400 300 (210) 150 (75)
5MP~MP~HP 7000 [7000] 2500 1000 (700) 500 (250)
5MP~MP~4HP
j.MP~HP 2000 1000 (700)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK 12-23 Air (Legs/Upper Body)
j.LP
j.MP 1 air 10
j.HP
j.LK
j.MK
j.HK
6MK
4HK 4-12 Air (Head) 200 100 1
j.2LK
5LP~MK
5LP~MK~MK
5MP~HP
5MP~HP~HK
5MP~MP
5MP~MP~HP
5MP~MP~4HP
j.MP~HP 99

input Notes
input Notes
5LP Chains into 5LP/2LP/2LK; very low recovery makes it safer than most lights when Perfect Parried; frames 1-7 extend a vertical strike-only hurtbox to prevent anti-air usage; [4]6LP cancel: -9/-14; 236LK cancel: -14/-19
5MP Good combo/frame trap starter with 2 different Target Combo follow-ups
5HP The first 2 active frames are cancelable, can hit crouching, and force stand (important for [2]8HK combo routes); active frames 3-6 have much longer range at the cost of cancelability, 100 less damage, and whiffing on crouch; much better frame advantage on a long-range connect (useful as a shimmy tool and punish starter); [4]6LP cancel: +5/-2; 236LK cancel: 0/-7
5LK Good buffer tool; combos into 236HK on hit, or 236KK on Punish Counter making it a useful 5f punish tool; [4]6LP cancel: -6/-10; 236LK cancel: -11/-15; DR cancel is delayed until after 2nd active frame
5MK Decent neutral poke that can lead to combos at close range
5HK Great poke that leads to full Drive Rush conversions on Punish Counter; 4f extra recovery on whiff; extends a hurtbox 1f before active that is vulnerable to projectiles
2LP Chains into 5LP/2LP/2LK; [4]6LP cancel: -7/-12; 236LK cancel: -12/-17
2MP Good combo/buffer tool and meaty normal; good hitbox priority against low pokes; very long special hitconfirm window (but only 15f when canceling to 236KK); [4]6LP cancel: 0/-5; 236LK cancel: -5/-10
2HP Forces Stand on hit (important combo starter for [2]8K routes); good combo/punish starter
2LK Chains into 5LP/2LP/2LK
2MK Acts like a sweep, but safer (difficult for many characters to punish); HKD on Punish Counter only; good hitbox priority
2HK Can anti-air (solid hitbox, but slow startup); puts airborne opponents into limited juggle state (better juggle adv. on CH/PC)
j.LP Can be used as a fuzzy instant overhead
j.MP Puts airborne opponents into limited juggle state; can chain to j.HP for a spike knockdown (very lenient 25f cancel window); shifts Dee Jay's hurtbox upward during startup
j.HP Causes spike knockdown vs. airborne opponents
j.LK Decent air-to-air normal
j.MK Cross-up
j.HK Decent jump-in that hits in front of Dee Jay before swinging his leg downward
6MK The first 2 active frames only hit airborne opponents (great vertical hitbox that causes a spike knockdown); () refers to startup vs. grounded opponents and 1f better advantage vs. crouching opponents; not an overhead despite the animation; good tool for oki or approaching in neutral with long range and forward movement
4HK Forces Stand on hit; good anti-air but cannot hit cross-up; 1st hit puts airborne opponents into limited juggle state; 2nd hit does 800 damage on its own if 1st hit whiffs, and causes air reset (Punish Counter causes both hits to juggle); CH/PC advantage carries through both hits; [4]6LP cancel: +5/-5 1st hit, 0/-6 2nd hit; 236LK cancel: 0/-10 1st hit, -5/-11 2nd hit; 2nd hit special/DR cancel is delayed until after active frames
j.2LK Forward Jump only; alters jump trajectory (up to 5f faster than normal jump depending on timing); listed frame advantage is vs. tall standing/crouching characters; better advantage vs. shorter characters or when spaced to hit late
5LP~MK 2-3f blockstring gap between hits; () refers to scaled damage after 5LP combo starter; can whiff on crouching opponents at max range (will not whiff if 5LP hits as a Punish Counter)
5LP~MK~MK Leaves opponent slightly out of throw range on hit, but has advantage to pressure the opponent; always a true blockstring after 5LP~MK; () refers to scaled damage from 5LP combo starter
5MP~HP At max 5MP range, HP hits late for improved frame advantage (but can whiff on crouching opponents); always a true blockstring from 5MP; continues limited juggle state if juggled into (after Drive Rush, airborne crumple, or wall splat)
5MP~HP~HK () refers to scaled damage after 5MP combo starter; puts opponent into spinning limited juggle state; Super cancel is delayed until after 1st recovery frame
5MP~MP True blockstring from 5MP, but can be delayed significantly (up to 4f blockstring gap); landing a counter-hit allows 5MP~MP~HP to fully combo; continues limited juggle state if juggled into (after Drive Rush, airborne crumple, or wall splat); great in Drive Rush juggles that can get fullscreen corner carry; 2f extra recovery on block
5MP~MP~HP Doesn't combo on grounded hit unless 5MP~MP lands as a counter-hit; unsafe ender on block with a 3f blockstring gap (can frame trap opponent's button if they try to challenge); works will in Drive Rush juggles; puts opponent into limited juggle state
5MP~MP~4HP Similar animation to 5MP~MP~HP; used to bait opponents that expect Dee Jay to stop at 5MP~MP or frame trap with the HP ender; Dee Jay is in a counter-hit state for entire feint duration
j.MP~HP Causes spike knockdown vs. airborne opponents

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +34 - T
4LPLK 1200 (2040) 5 3 23 30 KD +22 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +34
4LPLK 20% Immediate HKD +22
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK Allows corner throw loop by walking or dashing; dash + whiff 5LP sets up +3 situation
4LPLK Gives oki after back throw into corner (+3 after dash)
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal.
MPMK See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66 See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.763 (min/throw), 2.535 (min/block), 2.713 (max/final DR frame)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
[4]6LP - - - 21 21 - - - -
[4]6MP 600 17 - 27 44 0 -5 LH SA3 22PP 4
[4]6HP 500x2 17(34) - 43 60 +3 -3 LH SA3 22PP 21
[4]6PP 500x2 10(23) [11(1)~] 35 45 +5 (KD +69) +2 LH SA2 SA3 17
[2]8LK - 23 - 22+6 land 51 - - - -
[2]8MK 600,500 (1100) 6 3(10)4 22+10 land 54 KD +41 -32 LH -
[2]8HK 600,200,500 (1300) 6 4(8)5(8)4 17+15 land 66 KD +42(+37) -44 LH -
[2]8KK 300x5 (1500) 6 6(7)3(9)3 29+15 land 77 KD +23 -55 LH -
236LK - - - 26 26 - - - -
236MK 1000 12 3 23 37 KD +34 -6(-4) LH SA3 18
236HK 700x2 (1400) 15 3(18)4 24 63 +2 -10 LH SA3 (1st) 16
236KK 700,600 (1300) 19 2(9)3 19 51 KD +39 -2 LH SA2 SA3 (2nd) 45
214LP 1650 (800) 15 4 35 53 KD +34 -19 LH SA3 48 hit / 10 blk
214MP 1900 (800) 22 4 35 60 KD +32 -19 LH SA3 57 hit / 10 blk
214HP 2200 (800) 28 4 35 66 KD +40 -19 LH SA3 90 hit / 10 blk
214PP 2500 (800) 28 4 35 66 HKD +23 -19 LH SA2 SA3 116 hit / 10 blk
214K - 13 - 24 37 - - - -
214K~LK 800 13+12 3 22(20) 36(34) +2 -3 L SA3 16
214K~MK 1000 13+25 3 16 43 HKD +27(+28) +1 H -
214K~HK 1000 13+15 5 25 44 KD +45 -10 LH SA3 20
214K~6P - 13 - 27 40 - - - -
214K~6P~4P - 13+17 - 29 59 - - - -
214KK 500 8 5 36 48 KD +33 -22 LH -
214KK~LK 900 25+9 3 19(24) 30(35) +6 -2 L SA2 SA3 16
214KK~MK 1100 25+19 5 17 40 +5(+7) -4(-2) H -
214KK~HK 1000 25+11 5 21 36 KD +55(+57) -8 LH SA2 SA3 20
214KK~6P - 19 - 22 41 KD +40 -15 - -
214KK~6P~4P - 19+16 - 22 57 KD +24 -31 - -
22PP - 88 minimum - 38 126~ - - - -
22PP - 95(168) minimum - 38 133~ - - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
[4]6LP
[4]6MP 150 +4 -17 23 8
[4]6HP 125x2 +7 -16 24,24 8,8
[4]6PP 125x2 +9 (KD +69) -13 26,26 (24,24) 11,6 (9,9)
[2]8LK
[2]8MK 150 KD +41 -47 17 8,10
[2]8HK 150 KD +42 -59 17 6,6(4),10
[2]8KK 75 KD +23 -70 17 5,5,8,5,12
236LK
236MK 250 KD +34 -24(-22) 20 13
236HK 175x2 25% Starter +6 -26 21,18 11,13
236KK 175,150 20% Starter; Combo (2 hits) KD +39 -20 11,20 12,15
214LP 37 KD +34 -37 20 3x8,15 / 7
214MP 25 KD +32 -37 20 3x11,20 / 7
214HP 25 KD +40 -37 20 3x15,20 / 7
214PP 25 Combo (2 hits) HKD +23 -37 20 3x15,10(16),20 / 7
214K
214K~LK 200 +6 -21 20 12
214K~MK 250 HKD +27(+28) -17 20 9
214K~HK 250 KD +45 -28 20 14
214K~6P
214K~6P~4P
214KK 125 KD +33 -40 20 12
214KK~LK 225 +16 -20 20 12
214KK~MK 275 +9(+11) -20(-17) 18 9
214KK~HK 250 KD +65(+57) -24 18 14
214KK~6P KD +40
214KK~6P~4P KD +24
22PP
22PP

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
[4]6LP
[4]6MP 2500 [3000] 1000 600 (420) 300 (150)
[4]6HP 2500x2 [1500x2] 750x2 450x2 (315x2) 225x2 (112x2)
[4]6PP 1250x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2)
[2]8LK
[2]8MK 4000 [2500x2] 1000x2 (1000) 500x2 (350x2) 250 (125)
[2]8HK 4000 [5000] 1000,500x2 (1000) 600,300x2 (420,210x2) 300 (150)
[2]8KK 4200 -20000 200x5 (140x5) 100 (50)
236LK
236MK 4000 [7000] 2000 1000 (700) 500 (250)
236HK 2000x2 [3500x2] 1000x2 750x2 (525x2) 375x2 (187x2)
236KK 2000x2 [3500x2] -20000 750x2 (525x2) 375x2 (187x2)
214LP 3000 [2000,3000] 200x8,1000 (200) 1700[600] (1190[420]) 50 (25)
214MP 3000 [2750,2250] 200x11,1000 (200) 1700[600] (1190[420]) 50 (25)
214HP 3000 [2600,2400] 200x15,1000 (200) 2100[600] (1470[420]) 50 (25)
214PP 3000 [3000,2000] -20000 2100,1000[600] (1470,700[420]) 50 (25)
214K
214K~LK 4000 [7000] 2000 1000 (700) 500 (250)
214K~MK 4000 [7000] 2000 1000 (700) 500 (250)
214K~HK 4000 [7000] 2000 1000 (700) 500 (250)
214K~6P
214K~6P~4P
214KK 4000 [5000] -20000 1000 (700) 500 (250)
214KK~LK 4000 [7000] 1000 (700) 500 (250)
214KK~MK 4000 [7000] 1000 (700) 500 (250)
214KK~HK 4000 [7000] 1000 (700) 500 (250)
214KK~6P
214KK~6P~4P
22PP 2000 + 49/frame
22PP 2000 + 49/frame

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
[4]6LP
[4]6MP
[4]6HP
[4]6PP 1 (far) 1,2
[2]8LK 6-45 (FKD)
[2]8MK 1-5 Air 4-44 (FKD)
[2]8HK 1-9 Air 4-51 (FKD)
[2]8KK 1-11 Full 2-62 (FKD)
236LK
236MK
236HK
236KK 10 1,1
214LP 1 1
214MP 1 1
214HP 20 (1 air) 1x11,20
214PP 1x16
214K
214K~LK 1
214K~MK 1 air 1
214K~HK 15-19 Air (Leg) 1 1
214K~6P 1-20 Projectile
214K~6P~4P
214KK 1 1 1
214KK~LK 1
214KK~MK 1
214KK~HK 6-36 Upper Body 2 (PC: 0) 2
214KK~6P 1-17 Projectile
214KK~6P~4P
22PP
22PP

input Notes
input Notes
[4]6LP 45 charge time (holds charge for 10f after release); feint that can be used to bait opponent's reaction or extend close range combos/blockstrings
[4]6MP 45 charge time (holds charge for 10f after release); 1-hit projectile; safest zoning option against jumps and anti-projectile moves; can be canceled into Speedy Maracas after 23f even on whiff
[4]6HP 45 charge time (holds charge for 10f after release); throws two 1-hit projectiles; useful option in fireball wars but very vulnerable to jumps and anti-projectile moves; Counter-hit/Punish Counter bonus advantage applies to both hits; () refers to startup of 2nd fireball; recovery is counted after first projectile startup; 2nd projectile moves faster than the 1st; can be canceled into Speedy Maracas after 35f even on whiff
[4]6PP 45 charge time (holds charge for 10f after release); throws two 1-hit projectiles at close range; Counter-hit/Punish Counter bonus advantage carries through both hits; from farther ranges, they merge into a single 2-hit projectile that knocks down on hit (puts opponent into limited juggle state); powerful option for zoning, pressure, Burnout chip sequences, and fireball wars; very low pushback on block, allowing for corner loops and pressure; puts airborne opponents into limited juggle state; projectile starts moving forward on frame 22; can be canceled into Speedy Maracas after 31f even on whiff
[2]8LK 40f charge time (holds charge for 12f after release); startup refers to earliest air normal timing; 6f landing recovery only applies to empty jump version (air normals have the usual 3f landing recovery)
[2]8MK 40f charge time (holds charge for 12f after release); whiffs on crouching opponents unless they extend a vertical attack hurtbox; puts opponent into limited juggle state (can follow up with [2]8HK/KK or SA1 depending on distance from opponent); can trade with jump-ins due to short invincibility window; cannot hit cross-up
[2]8HK 40f charge time (holds charge for 12f after release); whiffs on crouching opponents unless they extend a vertical attack hurtbox; gives a perfect safe jump setup when connecting vs. grounded opponents; when juggled after [2]8MK, the +37 KD Adv. sets up a safe jump with j.2LK; last hit ends juggle state due to +100 juggle count increase; cannot hit cross-up
[2]8KK 40f charge time (holds charge for 12f after release); only first hit connects on crouching opponents; puts opponent into limited juggle state; cannot hit cross-up; at close range, may cross over opponents on whiff/block
236LK Useful feint for mixups and for frame-kill setups; Distance: 0.945
236MK Good neutral and whiff punish tool, especially against low pokes; can be spaced to be safe on block
236HK Stays close to opponent for +2 strike/throw mixup on hit; Counter-hit/Punish Counter bonus frame advantage carries through both hits; when canceled to SA3, weaker than MK version due to missing the 2nd hit
236KK Low crush 14-28f (not airborne); puts opponent into limited juggle state (can only combo into SA2/SA3 vs. grounded, but much more lenient juggle state vs. airborne opponents); somewhat weak to Drive Impact because only 2nd hit is Super cancelable
214LP Damage Distribution: 150x5,200x3,300; () refers to damage on high juggle (puts opponent into limited juggle state); combo/juggle tool; combos naturally from 2MP; doesn't play out full animation on block or on high juggle connect; cancels on 1st or 8th hit; Punish Counter Drive Dmg refers to before and after Super cancelable hit; good anti-air hitbox but cannot hit cross-up and is too slow for practical AA purposes
214MP Damage Distribution: 100x5,150x3,200x3,350; () refers to damage on high juggle (puts opponent into limited juggle state); combo/juggle tool; combos naturally from 5HP; doesn't play out full animation on block or on high juggle connect; cancels on 1st or 11th hit; Punish Counter Drive dmg refers to before and after Super cancelable hit; good anti-air hitbox but cannot hit cross-up and is too slow for practical AA purposes
214HP Damage Distribution: 100x4,150x4,100x4,180x3,260; () refers to damage on high juggle (puts opponent into limited juggle state, and can potentially link SA3 for huge damage); combo/juggle tool; requires CH/PC/DR 5HP or 4HK(1st) to combo on the ground; doesn't play out full animation on block or on high juggle connect; cancels on 1st or 13th hit; Punish Counter Drive dmg refers to before and after Super cancelable hit; good anti-air hitbox but cannot hit cross-up and is too slow for practical AA purposes
214PP Damage Distribution: 100x12,150x3,200,650; () refers to damage on high juggle; combo/juggle tool; requires CH/PC/DR 5HP or 4HK(1st) to combo on the ground; doesn't play out full animation on block or on high juggle connect; cancel occurs on 1st or 2nd to last hit; Punish Counter Drive dmg refers to before and after Super cancelable hit; good anti-air hitbox but cannot hit cross-up and is too slow for practical AA purposes
214K Can input follow-ups on frames 13-25 (variable timing allows stronger mixups and reaction to opponent's response); useful shimmy tool that can be canceled into to bait the opponent's defensive button press; Distance: 0.602 back
214K~LK Safe low ender; 2f less recovery on block; good for whiff punishing after baiting opponent with 214K; against opponents in Burnout, canceling from 5HP into 214K~LK allows for a frame trap that leads to counter-hit combos
214K~MK 12-22f low crush (not airborne); gives great oki on hit or additional pressure on block; causes spike knockdown vs. airborne opponents
214K~HK Upper body hurtbox shrinks down on frames 6-14 and 20-44; puts the opponent into limited juggle state; can work as an anti-air if opponent jumps during Sway startup and can hit cross-up; can whiff on crouching opponents outside close range
214K~6P Startup refers to fastest 214K animation before 6P can be input, recovery refers to 6P dash animation; cancelable into 4P backdash on frames 18-23 of dash; can low profile under many high attacks while dashing; Distance: 2.36 forward
214K~6P~4P Startup refers to fastest 214K + 6P animation before 4P can be input, recovery refers to the 4P dash animation; only 1f faster than letting 6P dash finish and ending with regular backdash; Distance: 1.0 back
214KK Can input attack follow-ups on frames 25-37 (frames 13-25 of the sway itself), and can input 6P dash follow-up after frame 19; puts opponent into limited juggle state; attack follow-ups can be input 3f earlier on block, allowing for 4f frame trap with LK follow-up; Distance: 0.74 back
214KK~LK Safe low ender; 5f extra recovery on whiff; good for whiff punishing after baiting opponent with 214KK; earliest timing on block gives 4f gap that can set up trade combos into 5HP
214KK~MK Safe overhead ender that can lead to follow-up combos on hit; 12-22f low crush (not airborne); first 2 active frames whiff on most standing characters (can hit airborne or tall characters); +6 on hit vs. all crouching characters (most likely scenario due to being an overhead); causes spike knockdown vs. airborne opponents (OTG bounce on airborne Punish Counter)
214KK~HK Puts the opponent into limited juggle state (free juggle state on Punish Counter; requires initial 214KK to whiff); can whiff on crouching opponents outside close range; can work as an anti-air if opponent jumps during Sway startup, and can hit cross-up
214KK~6P Can be input after 19f of 214KK (startup refers to this pre-dash period); hit/block adv. refers to data after 214KK attack connects (fastest timing); can cancel into 4P backdash on frames 18-23 of dash; can low profile under many high attacks while dashing; after 214KK launch, can dash to switch sides and follow up with a juggled [2]8K or SA1; Distance: 2.0 forward
214KK~6P~4P Hit/block advantage refers to data after 214KK attack connects (fastest timing); only 1f faster than letting 6P dash finish and ending with regular backdash; Distance: 1.0 back
22PP Can hold buttons to extend dance; counter-hit state for entire duration; can be canceled into from any version of [4]6P (remains in a Punish Counter state afterwards); builds Super Art gauge (2000 after 88f, then 49 per frame beginning on frame 109 when held); recovery starts after 88f when tapped or when buttons are released; takes 272f to build 1 bar; if Dee Jay reaches 2 bars of Super Gauge, transitions to a new dance animation with more recovery
22PP If Dee Jay reaches 2 bars of meter, he enters a second dance animation that lasts an extra 73f; can hold buttons to extend dance; counter-hit state for entire duration; can be canceled into from any version of [4]6P (remains in a Punish Counter state afterwards); builds Super Art gauge (2000 after 68f, then 49 per frame beginning on frame 96 when held); recovery starts after 95f when tapped (168f if tapping puts Dee Jay at 2 bars), or when buttons are released; takes 259f to go from 2 to 3 bars

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236K 1800 7 4 45 55 HKD +32 -24 LH
236236LP 300
(~2600)
12 5 46 62 +6 -29 LH
~LP (1) 175 11 4 25 +6 (KD +41) - -
~MP (2) 175 10 3 23 +6 - -
~HP (3) 175 12 3 24 +6 - -
~LK (4) 175 15 4 35 +6 - -
~MK (5) 200 17 3 47 +6 - -
~HK (End) 500,900 18 3(5)3 79 HKD +29 - -
236236MP 300
(1700~2800)
12 5 46 62 +6 -29 LH
~LP (1) 100(200) 11 4 25 +6 - -
~MP (2) 100(200) 10 3 23 +6 - -
~HP (3) 100(200) 12 3 24 +6 - -
~LK (4) 100(200) 15 4 35 +6 - -
~MK (5) 100(200) 17 3 47 +6 - -
~HK (6) 400,600(200x2) 18 3(5)3 79(64) HKD +19 (KD +46) - -
~HP (End) 400,700 1 - 181 total 181 HKD +24(+18) - -
~HK (End) 1100 1 - 151 total 151 HKD +34(+37) - -
236236HP 200
(1700~3000)
12 5 46 62 +6 -29 LH
~LP (1) 100(200) 11 4 25 +6 (KD +41~42) - -
~MP (2) 100(200) 10 3 23 +6 - -
~HP (3) 100(200) 12 3 24 +6 - -
~LK (4) 100(250) 15 4 35 +6 - -
~MK (5) 100(250) 17 3 47(46) +6 - -
~HK (6) 400,600(250x2) 18 3(5)3 79(64) HKD +19 (KD +46) - -
~HP (End) 400,800 1 - 181 total HKD +24(+18) - -
~HK (End) 1200 1 - 151 total HKD +34(+37) - -
214214P 4000 9 5 48 61 HKD +26 -28 LH
214214P 4500 9 5 48 61 HKD +22 -28 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236K 500 30% Minimum; 40% Starter HKD +67 Crumple -47 25 18
236236LP 750 40% Minimum; 25% Starter; Combo (3 hits) +10 -49 22 6(8)
~LP (1) 40% Minimum 6
~MP (2) 40% Minimum 7
~HP (3) 40% Minimum 6
~LK (4) 40% Minimum 5
~MK (5) 40% Minimum 0
~HK (End) 40% Minimum 9,26
236236MP 750 40% Minimum; 25% Starter; Combo (3 hits) +10 -49 22 4(6)
~LP (1) 40% Minimum 6(4)
~MP (2) 40% Minimum 7(5)
~HP (3) 40% Minimum 6(4)
~LK (4) 40% Minimum 5(3)
~MK (5) 40% Minimum 0
~HK (6) 40% Minimum 9,21(9,9)
~HP (End) 40% Minimum
~HK (End) 40% Minimum
236236HP 750 40% Minimum; 25% Starter; Combo (3 hits) +10 -49 22 3(5)
~LP (1) 40% Minimum 6(3)
~MP (2) 40% Minimum 7(4)
~HP (3) 40% Minimum 6(3)
~LK (4) 40% Minimum 5(2)
~MK (5) 40% Minimum 0
~HK (6) 40% Minimum 9,21(9,9)
~HP (End) 40% Minimum
~HK (End) 40% Minimum
214214P 1000 50% Minimum; 10% Immediate (Sp) HKD +26 -51 25 15
214214P 1250 50% Minimum; 10% Immediate (Sp) HKD +22 -51 25 15

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236K 2500 5000 -10000 -10000
236236LP 5000 1000 (10000 total) -20000 -20000
~LP (1) 800
~MP (2) 800
~HP (3) 800
~LK (4) 800
~MK (5) 800
~HK (End) 2500x2
236236MP 5000 500 (5000-10000 total) -20000 -20000
~LP (1) 500
~MP (2) 500
~HP (3) 500
~LK (4) 500
~MK (5) 500
~HK (6) 1000x2
~HP (End) 5000
~HK (End) 5000
236236HP 5000 500 -20000 -20000
~LP (1) 500
~MP (2) 500
~HP (3) 500
~LK (4) 500
~MK (5) 500
~HK (6) 1000x2
~HP (End) 5000
~HK (End) 5000
214214P 7500 15000 -30000 -30000
214214P 10000 20000 -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236K 1 Full Break 1 air 1
236236LP 1-16 Full Break
~LP (1) 1-25 Projectile
~MP (2) 1-21 Projectile
~HP (3) 1-28 Projectile
~LK (4) 1-31 Projectile
~MK (5) 1-38 Projectile
~HK (End) 1-28 Projectile
236236MP 1-16 Full Break
~LP (1) 1-25(27) Projectile
~MP (2) 1-21(23) Projectile
~HP (3) 1-27(28) Projectile
~LK (4) 1-29(31) Projectile
~MK (5) 1-38 Projectile
~HK (6) 1-28(34) Projectile
~HP (End) 1-181 Full
~HK (End) 1-151 Full
236236HP 1-16 Full Break
~LP (1) 1-25(26) Projectile
~MP (2) 1-21(23) Projectile
~HP (3) 1-27(28) Projectile
~LK (4) 1-29(31) Projectile
~MK (5) 1-38 Projectile
~HK (6) 1-28(36) Projectile
~HP (End) 1-181 Full
~HK (End) 1-151 Full
214214P 1-13 Full Break
214214P 1-13 Full Break

input Notes
input Notes
236236K Crumples on Counter-hit (HKD +54) and on Punish Counter (HKD +67); opponent is in a juggle state during crumple (follow-up combo can only hit grounded on a counter-hit trade combo); Punish Counter vs. airborne opponents causes a wall bounce and free juggle state (opponent can fly over Dee Jay's head if near the corner); 4-14f low crush (not airborne); does not extend hurtbox during attack (can force a trade vs. some projectiles for a follow-up combo); cannot be used as a reversal like most Lv.1 Supers
236236LP LP~MP~HP~LK~MK~HK follow-ups (on hit only) must be manually timed (LP sequence is easiest but lowest damage and cannot use cinematic HP/HK enders); all follow-ups up to MK are +6 on hit with no additional damage scaling; full invincibility extended 1-29f on hit; KD +27 when juggled into; forces stand; cannot hit cross-up
~LP (1) Comes out on hit only; 45f timing window after 236236LP; KD +41 when juggled into (can juggle afterwards)
~MP (2) Comes out on hit only; f timing window after 236236LP~LP; KD +57 OTG Bounce when juggled into
~HP (3) Comes out on hit only; f timing window after 236236LP~LP~MP; KD +49 when juggled into (can juggle afterwards)
~LK (4) Comes out on hit only; f timing window after 236236LP~LP~MP~HP; KD +41 when juggled into
~MK (5) Comes out on hit only; f timing window after 236236LP~LP~MP~HP~LK; KD +32 when juggled into
~HK (End) Comes out on hit only; f timing window after 236236LP~LP~MP~HP~LK~MK; HKD +28 when juggled into
236236MP LP~MP~HP~LK~MK~HK follow-ups (on hit only) must be manually timed (MP sequence gives medium damage with medium difficulty); perfect rhythm gives more damage; non-perfect rhythm ender cannot follow up after the crumple knockdown; all follow-ups up to MK are +6 on hit with no additional damage scaling; full invincibility extended 1-29f on hit; KD +27 when juggled into; forces stand; cannot hit cross-up
~LP (1) Comes out on hit only; () refers to correct rhythm timing; 11f timing window after 236236MP; KD +41 when juggled into (can juggle afterward)
~MP (2) Comes out on hit only; () refers to correct rhythm timing; 18f timing window after 236236MP~LP; KD +57 OTG Bounce when juggled into
~HP (3) Comes out on hit only; () refers to correct rhythm timing; 16f timing window after 236236MP~LP~MP; KD +48~49 when juggled into (can juggle afterward)
~LK (4) Comes out on hit only; () refers to correct rhythm timing; 19f timing window after 236236MP~LP~MP~HP; KD +40~41 when juggled into
~MK (5) Comes out on hit only; () refers to correct rhythm timing; 19f timing window after 236236MP~LP~MP~HP~LK; KD +32 when juggled into
~HK (6) Comes out on hit only; () refers to correct rhythm timing; 22f timing window after 236236MP~LP~MP~HP~LK~MK; KD +26 when juggled into
~HP (End) Switches sides; only possible after landing all rhythm timings; () refers to KD Adv. when juggled into; 42f timing window after 236236MP~LP~MP~HP~LK~MK~HK
~HK (End) Stays on same side; only possible after landing all rhythm timings; () refers to KD Adv. when juggled into; 42f timing window after 236236MP~LP~MP~HP~LK~MK~HK
236236HP LP~MP~HP~LK~MK~HK follow-ups (on hit only) must be manually timed (HP sequence gives highest damage with hardest difficulty); perfect rhythm gives more damage; non-perfect rhythm ender cannot follow up after the crumple knockdown; all follow-ups up to MK are +6 on hit with no additional damage scaling; full invincibility extended 1-29f on hit; KD +27 when juggled into; forces stand; cannot hit cross-up
~LP (1) Comes out on hit only; 9f timing window after 236236HP; KD +41~42 when juggled into (can juggle afterward)
~MP (2) Comes out on hit only; () refers to correct rhythm timing; 9f timing window after 236236HP~LP; KD +57 OTG Bounce when juggled into
~HP (3) Comes out on hit only; () refers to correct rhythm timing; 9f timing window after 236236HP~LP~MP; KD +49 when juggled into (can juggle afterward)
~LK (4) Comes out on hit only; () refers to correct rhythm timing; 9f timing window after 236236HP~LP~MP~HP; KD +41 when juggled into
~MK (5) Comes out on hit only; () refers to correct rhythm timing; 13f timing window after 236236HP~LP~MP~HP~LK; KD +32 when juggled into
~HK (6) Comes out on hit only; () refers to correct rhythm timing; 15f timing window after 236236HP~LP~MP~HP~LK~MK; KD +26~27 when juggled into
~HP (End) Switches sides; only possible after landing all rhythm timings; () refers to KD Adv. when juggled into; 42f timing window after 236236HP~LP~MP~HP~LK~MK~HK
~HK (End) Stays on same side; only possible after landing all rhythm timings; () refers to KD Adv. when juggled into; 42f timing window after 236236HP~LP~MP~HP~LK~MK~HK
214214P Cannot hit cross-up; cinematic time regenerates ~2 Drive bars for Dee Jay
214214P Cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.3 Drive bars for Dee Jay



SF6 Navigation

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