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Dee Jay

Street Fighter 6 Dee Jay guide - frame data, combos, matchup tips and more.

Table of Contents

1 - [SF6] Dee Jay Frame Data with Video

Dee Jay

2 - [SF6] Dee Jay Countermeasures Guide [Win Just by Reading]

Comprehensive Dee Jay countermeasures for SF6 (Street Fighter 6), taught by MR1800+ players. Fuzzy timing breakdown included.

[2]8K

Dee Jay’s anti-air special move. Also used in combos and for corner damage boost — a versatile special.

  • [2]8LK
    • No attack hitbox
    • Used for frame consumption and rushdown
  • [2]8MK
    • Dee Jay’s main anti-air
  • [2]8HK
    • Dee Jay’s main anti-air
  • [2]8KK
    • Dee Jay’s OD invincible

[4]6P

Dee Jay’s fireball. Projectile count and recovery change based on strength.

  • [4]6LP
    • Feint
    • 21F total
    • Can’t be reacted to with projectile evade
  • [4]6MP
    • 44F total
    • Can’t confirm jump on reaction
  • [4]6HP
    • 60F total
  • [4]6PP
    • 46F total
    • Combo follow-up possible on Hit

236K

  • 236LK
    • Used for feints and 4HK anti-air frame consumption
  • 236MK
    • Dee Jay’s poke with almost no Punish
    • Dee Jay is -6F on Block
    • Punish with a move that reaches
  • 236HK
    • Dee Jay is -10F on Block
    • Point-blank, so always Punish with heavy starter combo
  • 236KK
    • Dee Jay is -3F on Block

214K

Dee Jay’s special move that punishes counter-pokes. Can be cancelled from normals.

214K Branches into:

  • 214K > LK
    • Often buffered from normals with large Block pushback
    • Many Dee Jays buffer up to Funky Slicer, so after Blocking: don’t counter-poke, Block up to Funky Slicer > play the +3 throw/medium mixup — that’s the easy counter
    • Against Dee Jays who react to confirm Funky Slicer: use raw Rush or neutral jump after Blocking the normal
  • 214K > MK
    • Stand Block: Dee Jay +1F / Crouch Block: Dee Jay +2F
    • Like Slicer, punishes counter-pokes, but even without counter-poking Dee Jay continues offense — used frequently
    • React Impact is risky if reaction is late, so not recommended
    • React Just Parry is effective. Fuzzy Parry can get thrown by forward follow-up, so confirm if possible.
  • 214K > HK
    • Dee Jay-side difficulty is high so don’t worry much, but functions as an answer to forward jump against Joshkool
    • Raw Rush can guarantee a Punish, so if the Dee Jay shows this option, use raw Rush
  • 214K > 6P
    • Fuzzy Parrying 214K > LK gets you thrown
  • 214K > 4P
    • Used when Dee Jay wants distance

214KK

Branches into:

  • 214KK > LK
    • Leads to combo on Hit — when you see 214KK, crouch Block firmly
  • 214KK > MK
    • Leads to combo on Hit — when you see 214KK, prepare to Parry
  • 214KK > HK
    • For combos
  • 214KK > 6P
    • Fuzzy Parrying 214KK > LK gets you thrown
  • 214KK > 6P > 4P
    • Used when Dee Jay wants distance
    • Not commonly used

214P

Dee Jay’s combo ender special move. Startup and damage change based on strength.

  • 214LP
    • Dee Jay is -19F on Block
  • 214MP
    • Dee Jay is -19F on Block
  • 214HP
    • Dee Jay is -19F on Block
  • 214PP
    • Dee Jay is -19F on Block

2MK

A 2MK that gives knockdown. On-Hit situation is very good with long range.

Try not to get hit by this in Neutral.

6MK

A normal that gives Dee Jay +1F on Block. Mainly used for Oki and pokes.

(Forward jump) 2LK

Low-altitude knee thrust air trajectory change.

  • Can be anti-aired on awareness, but hard if not watching
  • Characters with high-return anti-air normals may want to watch for Knee Shot
  • Otherwise, don’t force it and Parry

Forward Throw

+34F after throw. Dee Jay buffers forward step, then chooses to Rush or not for Oki. Quick Rise vs no recovery creates a mixup.

  • On Quick Rise
    • Dee Jay can Oki with forward step micro walk
    • If Dee Jay used Rush, OD invincible is guaranteed
  • On Back Rise
    • Dee Jay gains the option to dodge OD invincible with 214K
    • If Dee Jay didn’t Rush, no Oki
  • Step > Rush > LP is a safe meaty
    • 9F SA / Drive Reversal gets safe jumped
    • Standard: use 8F or faster invincible on Quick Rise when Rush is confirmed
    • SA can be super flash reacted to — avoid when Dee Jay has 2+ SA bars
    • Note: Dee Jay has invincible from SA2

Rush

  • Hard to stop if you’re not watching. Don’t force it if you’re not watching.
  • When not watching, committing to Parry is safe.
  • If stopping, maintain close range. Pressing buttons from far leads to 214K and Quick Rolling Sobat mixups.