Street Fighter 6/Dee Jay/Strategy

From SuperCombo Wiki


Neutral

midrange/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 5 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)
Drive Rush
One of the strongest drive rushes in the game makes this an integral tool for Deejay's neutral. Several of his moves become safe with some even being plus after Drive rush. There is a lot of distance covered by his drive rush making it a scary neutral tool at most ranges. Even though Dee Jay has a lot of strength with his drive rush, it can still be interrupted by opponents who are looking out for it. The real strength of it lies in combining it with the rest of his neutral tools.
5LK
Fast poke that is special cancelable making this a great poke when up close. Canceling into drive Rush or Jus Cool(214K) are some of the go to options for starting pressure
2HP
At 8 frame startup and the lack of this being special cancelable makes this a strange normal. It still has usage over medium kicks due to the reward he gets from punish counter but it should be used sparingly as the recovery can be easy to punish.
2MK
2MK is one of the weirdest in the game as it is not special cancelable, is not safe on block, and knocks down on hit. Even though this is the case this is an extremely powerful move. It may be -6 on block but at most ranges it cannot be punished making this a great move to use in neutral. The move is fast and the recovery is fairly low with the great upside of Dee jay starting his pressure if the move connects. This move is extremely potent after drive rush as it can often catch opponents trying to interrupt Dee Jay's Drive rush.
5MK
Go to neutral poke as it has great range, fast at 9 frames, safe on block, and low recovery. This can help check a lot of buttons in neutral even though this is not special cancelable. The low recovery makes it hard to drive impact which makes it one of the best non-special cancelable moves to use in neutral.
5HK
2nd farthest reaching poke with it being +18 on Punish Counter. This move should be used sparingly as it has a lot of recovery but can be useful in certain matchups where Deejay otherwise gets outranged.
6MK
Although slow, it's Deejays farthest reaching normal. Combined with it being plus on block and having low recovery makes this a surprisingly powerful neutral tool. One of the risks with this is due to the high startup it can be interrupted by several things with the biggest mention being Drive Impact. Even with these risks it is good to use to make your opponent respect or force them to try and throw out more buttons. If an opponent likes to block these frequently, this gives Dee Jay free reign to pressure his opponent which the rest of his normals and specials.

Offense

Frame Traps

Light Chains -

5MP -

6MK -

Jus Cool (214K) -

Okizeme and Mixups

Jackknife Maximum ([2]8K) - Generally risky but with the reward of resetting pressure makes it a powerful tool when used sparingly. If it's interrupted it will give a good idea of what your opponent likes to do to try and interrupt it. If they are using DP it is best to use Jus Cool(214K) instead and see what the opponent will do. If they like to press buttons, setting up frame traps will help discourage the opponent for trying to attack. There are more options but the best idea is to see what your opponent likes to do and react to their options.


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

Knockdown KD Adv. Oki/Notes
Forward Throw +34
  • Forward Dash leaves Dee Jay +15 for a strong throw loop with strike/throw/shimmy options
  • Whiff 5LP to auto-time throw loop after Dash
Back Throw +22
  • Forward Dash leaves Dee Jay +3 after a side switch
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2MK +29 ?
2HK HKD +33(+42)
HKD +52~61 (CH/PC)
Slide; last active frame hit in paranthesis
[2]8HK
(HK Jackknife Maximum)
+42 ?
[2]8MK, [2]8HK +37 ?
236MK
(MK Rolling Sobat)
+34 ?
236KK
(OD Rolling Sobat)
+39 ?
214K > MK HKD +27(+28) crouching hit in parenthesis
214KK > HK, 236HK +37 ?
214KK > HK, DR 5HP > 214HP +43 ?
SA1 - 236236K
(The Greatest Sobat)
HKD +32
Crumple +54 (CH)
Crumple +67 (PC)
?
SA2~HP - 236236P...
(Climactic Strike)
HKD +24(18) ?
SA2~HK - 236236P...
(Encore Beat)
HKD +34(37) ?
SA3 - 214214P
(Weekend Pleasure)
HKD +26 ?
CA - 214214P
(Weekend Pleasure)
HKD +22 ?

Safe Jumps: All safe jumps are -2 or -3 if the opponent does wakeup perfect parry (not punishable).

KD Adv. Safe jump 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 ?


vs. Burnout

Drive Rush

When canceling 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 5LK/2LP/2LK 2MP 5MP/4HK 2MK/2HP 5MK/5HP 5HK 2HK 6MK
5LP~DR 6 7 8 9 10 11 14 16 23
5HP~DR 0 0 0 0 0 0 2 4 11
5LK~DR 3 4 5 6 7 8 11 13 20
2LP~DR 4 5 6 7 8 9 12 14 21
2MP~DR 0 0 0 0 1 2 5 7 14
4HK(1)~DR 0 0 0 0 1 2 5 7 14
4HK(2)~DR 0 0 0 1 2 3 6 8 15


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

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +3 No combo without Counter-hit or Punish Counter
5LK~DR +5 2LP, 2HP, 2MP ...
2LP~DR
2MP~DR +12 5MP, 2HP, 2MP ...
5HP > 214HP/214PP
4HK(2)~DR
5HP~DR +17 ?
4HK(1)~DR


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. Dee Jay


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