STREET FIGHTER 6
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ディージェイ
74 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA TC
Notes Chains into 5LP/2LP/2LK; very low recovery makes it safer than most lights when Perfect Parried; [4]6LP cancel: -9/-14; 236LK cancel: -14/-19
Standing Medium Punch
5MP5M
Cancel TC
Notes Good combo/frame trap starter with 2 different Target Combo follow-ups
Standing Heavy Punch
5HP5H
Cancel Sp SA (close)
Notes The first 2 active frames are cancelable, can hit crouching, and force stand (important for [2]8HK combo routes); active frames 3-6 deal 100 less damage and have much longer range, but are not cancelable and whiff on crouching opponents (unless they extend a vertical hurtbox); 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
Standing Light Kick
5LK5L
Cancel Sp SA
Notes 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
Standing Medium Kick
5MK5M
Cancel -
Notes Decent neutral poke that can lead to combos at close range
Standing Heavy Kick
5HK5H
Notes Great poke that leads to full Drive Rush conversions on Punish Counter (or a spinning limited juggle state on airborne Punish Counter); 4f extra recovery on whiff; extends a hurtbox 1f before active that is vulnerable to projectiles
Crouching Light Punch
2LP2L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK; [4]6LP cancel: -7/-12; 236LK cancel: -12/-17; topmost hurtbox on frames 1-7 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Notes 1f extra recovery on whiff; good combo/buffer tool and meaty normal; good hitbox priority against low pokes; very long special hitconfirm window (but only 13f when canceling to 214MP or 16f into 236KK); when used out of Drive Rush, can link to 5HP on crouching opponents; [4]6LP cancel: +1/-5; 236LK cancel: -4/-10
Crouching Heavy Punch
2HP2H
Notes Forces Stand on hit (important combo starter for [2]8K routes); good combo/punish starter; Punish Counter vs. airborne causes limited juggle state and Hard Knockdown (but generally no juggle follow-up)
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK
Crouching Medium Kick
2MK2M
Notes Acts like a sweep, but safer (difficult for many characters to punish); HKD on Punish Counter only; good hitbox priority; has an extended hurtbox on whiff until the end of recovery
Sliding Heel Kick
2HK2H
Notes Can anti-air (solid hitbox, but slow startup); puts airborne opponents into limited juggle state (better juggle adv. on CH/PC)
Jackknife Maximum
[2]8HK[2]8H
Notes 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
Notes 40f charge time (holds charge for 12f after release); 2nd/3rd hits whiff on crouching opponents unless they extend a vertical hurtbox; puts opponent into limited juggle state; cannot hit cross-up; at close range, may cross over opponents on whiff/block; on hit only, Dee Jay performs 2 extra hits that spike the opponent to the ground
[2]8LK[2]8L
Notes 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[2]8M
Notes 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
Threebeat Combo 1
5LP~MK5LP~M
Notes 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)
Threebeat Combo 2
5LP~MK~MK5LP~MK~M
Notes Leaves opponent in range for a strike/throw mixup on hit; always a true blockstring after 5LP~MK; () refers to scaled damage from 5LP combo starter, but also is scaled to 500 damage if the first MK begins the combo
Dee Jay Special 1
5MP~HP5MP~H
Notes At max 5MP range, HP hits late for improved frame advantage (but active frames 5-7 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)
Dee Jay Special 2
5MP~HP~HK5MP~HP~H
Cancel SA
Notes () refers to scaled damage after 5MP combo starter; puts opponent into spinning limited juggle state; Super cancel is delayed until after 1st recovery frame
Funky Dance 1
5MP~MP5MP~M
Notes 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
Funky Dance Feint
5MP~MP~4HP5MP~MP~4H
Notes 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
Funky Dance 2
5MP~MP~HP5MP~MP~H
Notes 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
Air Slasher
[4]6LP[4]6L
Notes 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[4]6M
Cancel SA3 22PP
Notes 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[4]6H
Notes 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
Face Breaker
4HK4H
Notes Forces Stand on hit; good anti-air but cannot hit cross-up; 1st hit puts airborne opponents into limited juggle state; 2nd hit causes air reset (Punish Counter causes both hits to juggle); if only 2nd hit connects, it deals the full 800 damage and Drive/Super meter gain; 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; juggle limit of the 2nd hit is increased by 1 only when the first hit connects
[4]6PP
Cancel SA2 SA3
Notes 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
Sunrise Heel
6MK6M
Notes 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
Jumping Light Punch
j.LPj.L
Notes Can be used as a fuzzy instant overhead
Jumping Medium Punch
j.MPj.M
Notes Puts airborne opponents into limited juggle state; can chain to j.HP for a spike knockdown (very lenient 25f cancel window); lower body projectile invuln 6-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Causes spike knockdown vs. airborne opponents; lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Decent air-to-air normal
Jumping Medium Kick
j.MKj.M
Notes Cross-up; lower body projectile invuln 8-21f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Decent jump-in that hits in front of Dee Jay before swinging his leg downward; lower body projectile invuln 10-19f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Party in the Air
j.MP~HPj.MP~H
Notes Causes spike knockdown vs. airborne opponents
Knee Shot
j.2LKj.2L
Notes Forward Jump only; alters jump trajectory (up to 5f faster than normal jump depending on timing); can get better advantage when spaced out or vs. crouching opponents (non-meaty Knee Shot vs. crouching is usually around +9 oH / +6 oB); Punish Counter state from 2nd active frame until end of landing recovery; lower body projectile invuln 6f~land around back leg only (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Double Rolling Sobat
236HK236H
Cancel SA3 (1st)
Notes 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
Cancel SA2 SA3 (2nd)
Notes 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
Roll Through Feint
236LK236L
Notes Useful feint for mixups and for frame-kill setups; Distance: 0.945
Quick Rolling Sobat
236MK236M
Cancel SA3
Notes Good neutral and whiff punish tool, especially against low pokes; can be spaced to be safe on block
The Greatest Sobat
236236K
Notes Crumples on Counter-hit (HKD +66) and on Punish Counter (HKD +79); after crumple, Dee Jay is +4 on CH and +6 on PC before opponent becomes airborne, after which opponent is in a juggle state; causes sliding Hard Knockdown vs. airborne opponents; 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; high pushback on block makes it safe against most characters when spaced
Jus Cool
214K
Notes 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
Machine Gun Uppercut
214HP214H
Notes 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
Juggling Dash
214K~6P
Notes 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
Juggling Sway
214K~6P~4P
Notes 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; can follow up with Jus Cool LK / MK / HK follow-ups (but not another Juggling Dash)
Maximum Strike
214K~HK214K~H
Notes 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; the upper hitbox whiffs on crouching opponents unless they extend a vertical hurtbox (can only hit crouchers at very close range)
Funky Slicer
214K~LK214K~L
Notes Safe low ender; 2f extra recovery on hit, 5f extra recovery on whiff or vs. armor; 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
Waning Moon
214K~MK214K~M
Notes 12-22f low crush (not airborne); gives great oki on hit or additional pressure on block; causes spike knockdown vs. airborne opponents; causes limited juggle OTG bounce on Punish Counter
214LP214L
Notes 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
214MP214M
Notes 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
214PP
Notes Damage Distribution: 100x12,150x3,200,650; () refers to damage on high juggle; combo/juggle tool; only combos naturally from 5HP or 4HK (1st hit), or from 2MP after Punish Counter or Drive Rush; 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
Speedy Maracas
22PP
Notes 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
Headliner Sunrise Festival
236236HP236236H
Notes 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; applies 30% scaling to Super Art gain until end of combo
Lowkey Sunrise Festival
236236LP236236L
Notes 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; applies 30% scaling to Super Art gain until end of combo
Marvelous Sunrise Festival
236236MP236236M
Notes 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; applies 30% scaling to Super Art gain until end of combo
Weekend Pleasure
214214P
Notes Cannot hit cross-up; cinematic time regenerates ~2 Drive bars for Dee Jay