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Street Fighter 6: Dee Jay Move List & Guide

Street Fighter 6 is coming out on 2nd June, which is just less than a month away. As such, the game’s roster for its launch is set with 18 characters, each with their various playstyles.

In this entry, we’ll be focusing on the legendary hip-hoppin’ musician of the Street Fighter universe with the fancy dreadlocks and MAXIMUM pants, Dee Jay.

Note: This guide is still in development.
All inputs are in numpad notations. For example, Hadouken from player 1’s starting side is 236P.
Attack buttons are as follows: LP, MP, HP are light punch, medium punch, and heavy punch respectively. LK, MK, and HK are light kick, medium kick, and heavy kick respectively. None of this Fierce or Roundhouse bulls*** in Asia. 

Info & video credits: Fighting Game Anniversaries, WoolieVS, FlawlessDeku, Capcom, Reversal

 

Street Fighter 6 Dee Jay Overview

The reggae-loving Sobat-tossing fighter is back in part 6, and he’s better with his mixup games than ever. He has a projectile, a forward-moving combo special, and an anti-air. And he has a Roll Through Feint that lets him fake opponents out into doing something unsafe, ready for you to punish with your safe moves.

While half his moves are charge inputs (hold 2 secs. backwards or down, then forward plus attack button), his other moves are all motion inputs which is a far cry from his past iterations. This means quicker reactions using his many Sobat kicks and Machine Gun Upper, along with his new Jus Cool move which comes equipped with many confusing follow-ups and lockdown moves to stop opponents in their tracks. Music is indeed the weapon!

Play If: You want a faster and leaner “Guile”, you love combos but some form of defense (hybrid characters), love bobbing and weaving back and forth in the arena all day & everyday.

Avoid If: you prefer more straightforward characters, you prefer more defensive characters.

 

Dee Jay Move List

Special Moves

Air Slasher: [4]6P. Fireball. Slightly faster recovery than a Hadouken, but it’s not as fast as a Sonic Boom.

Jackknife Maximum: [2]8K. Anti-air. Can be used in combos and combo enders.

Roll Through Feint: 236LK. Feint move. Use it to bait opponents into doing an unsafe move, like an uppercut.

Quick Rolling Sobat: 236MK. Great footsie tool; just make sure to use the tip of the attack for safe recovery.

Double Rolling Sobat: 236HK. Good for ending combos. Moves Dee Jay forward with attacks. Pretty unsafe if blocked.

Machine Gun Uppercut: 214P. Good to end combos, but not much else. Don’t use this too much unless you want to be stylin’.

Jus Cool: 214K. A retreating sway that can be comboed into. Has follow-up attacks: LK for a super fast low attack, MK for an overhead (or block string if it’s blocked), HK for an anti-air/combo starter, and 6P -Juggling Dash- for a projectile-invincible dash that covers a lot of ground.
There are follow-ups from Juggling Dash: 4P for a backdash to confuse opponents and make them whiff attacks (ala SF3 Dudley’s sways).

Super Arts

The Greatest Sobat (Level 1): 236236K. Used for combos.

Lowkey Sunrise Festival (Level 2): 236236LP>LP>MP>HP>LK>MK>HK. Basically the Street Fighter version of Geese’s Deadly Rave combo super. Good damage.

Marvelous Sunrise Festival (Level 2): 236236MP>LP>MP>HP>LK>MK>HK. Basically the Street Fighter version of Geese’s Deadly Rave combo super. Good damage, and can be followed up with HP or HK for a final hard-hitting uppercut for big damage. HP ender switches positions with your opponent, while HK ender pushes opponents to the corner.

Headliner Sunrise Festival (Level 2): 236236HP>LP>MP>HP>LK>MK>HK. Basically the Street Fighter version of Geese’s Deadly Rave combo super. Good damage, and can be followed up with HP or HK for a final hard-hitting uppercut for big damage. HP ender switches positions with your opponent, while HK ender pushes opponents to the corner.

Weekend Pleasure (Level 3): 214214P. Great combo tool and anti-air.

Unique Moves

Knee Shot: During forward jump, 2LK. An air attack that stays active until you land; allows you to move even when blocked. Puts you at frame advantage.

Sunrise Heel: 6MK. Allows you to move even when blocked. Puts you at frame advantage.

Face Breaker: 4HK. Can be canceled into special moves.

Threebeat Combo: LP>MK>MK. Target combo. Very fast.

Dee Jay Special: MP>HP>HK. Target combo. Last hit can be canceled into Super Arts.

Funky Dance: MP>MP>HP. Multi-hit target combo.

Funky Dance Feint: MP>MP>4HP. Two-hit target combo with feint.

Party in the Air: During a jump,  MP>HP. Knocks down opponents to ground first when it connects.

Speedy Maracas: 22PP. Builds Super Art Gauge for as long as you hold it. Use a bunch of Air Slashers for keepaway, then sneak this move in and make opponents come to you.

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