The Street Fighter 6 Dee Jay combo guide is here to help everyone prepare for launch! These combos should give you a nice head start on what to do with an easy-to-follow demonstration that focuses on damage and practicality. We will be sure to provide updates in the future for every character as SF6 receives more patches.
Annotations
D = Down
U = Up
F = Forward
B = Back
C = Crouching
J = Jumping
QCF = Quarter Circle Forward / D, DF, F
QCB = Quarter Circle Back / D, DB, B
HCB = Half Circle Back / F, DF, D, DB, B
HCF = Half Circle Forward / B, DB, D, DF, F
DP = Dragon Punch Motion / F, D, DF
LP = Light Punch
MP = Medium Punch
HP = Hard Punch
LK = Light Kick
MK = Medium Kick
HK = Hard Kick
P = Any punch
K = Any kick
PP/KK = OD Version
XX = Cancel/Immediately
/ = Means "Or"
+ = Same Time
[...] = Any
CH = Counter Hit
PC = Punish Counter
DI = Drive Impact
DR = Drive Rush
Timestamps:
INTRO 00:00
UPKICKS WHIFF ON CROUCHERS
LIGHTS 0:10
C.LK, C.LP xx D-U HK
C.LK, C.LP xx QCF MK
C.LP, C.LP, C.LP xx LVL 1
C.LK, C.LP xx QCF MK xx LVL 3
J.D+LK, MP, C.LP xx D-U HK
MEDIUMS 0:53
MP, LK xx QCF MK/HK
MP, C.LP xx D-U HK
MK, C.MP xx D-U HK
MK, C.MP xx QCB KK-HK, QCF HK
C.MP xx B-F PP, LK xx QCF MK
MP-HP-HK xx LVL 1
F+MK, LK xx QCF MK/HK
F+MK, C.LP xx QCB KK-HK, QCF HK
F+MK, C.MP xx QCB LP (CROUCHING OPPONENT)
HEAVIES 1:54
HP (FAR), LK xx QCF MK/HK
HP xx B-F LP, LK xx QCF MK
C.HP, C.MP xx D-U HK (SHOW FORCE STAND)
C.HP, C.MP xx QCB KK-HK, QCF HK
DRIVE IMPACT 2:22
DI, HP xx QCB K-HK, D-U HK
DI, HP xx QCB K-HK, LVL 1
DI, HP xx QCB KK-HK, QCB K-HK, QCF MK
PUNISH COUNTER 2:51
LP PC, C.MK
LP PC, MP-HP-HK xx LVL 1
C.LP PC, C.MP xx D-U HK
MP/MK PC, HP xx QCB MP
MP/MK (FAR) PC, LVL 1
C.MP PC, C.MP xx D-U HK
F+MK PC, C.MP xx D-U HK/QCF MK
HP PC, C.MP xx D-U HK/QCF MK
HP PC xx QCB HP
HP PC xx B-F LP, HP xx QCB MP
C.HP (FAR) PC, HP, LK xx QCF MK
C.HP PC, C.HP, C.MP xx D-U HK
HK (FAR) PC, QCF MK
HK PC, HP, LK xx QCF MK
DI PC, C.HP, C.MP xx D-U HK
DI PC, HP xx QCB PP
DI PC, HP xx QCB KK-HK, LVL 1
DRIVE RUSH 4:50
DR C.LK, C.MP xx D-U HK/QCF MK
DR MP, C.HP, C.MP xx D-U HK/QCF MK
C.LK, C.LP xx DR C.LP, C.HP, C.MP xx D-U HK/QCF MK
LK xx DR C.LP, C.HP, C.MP xx D-U HK
C.MP/HP xx DR MP, C.HP, C.MP xx D-U HK
C.MP/HP xx DR C.HP, HP xx QCB HP
C.MP/HP xx DR MP, C.HP, C.MP xx QCB LP xx LVL 3
HK PC, DR MP, C.HP, C.MP xx D-U HK
[...] xx QCB KK-HK, DR HP xx QCB HP
SUPERS 6:12
LVL 1 PC, HP xx QCB HP
LVL 1 (FAR) PC, DR C.MP xx QCB HP
LVL 1 (FAR) PC, DR C.MP xx QCB KK-HK, QCF HK
L SUPER CAN BE MASHED, NO FINAL FOLLOWUP, LEAST DAMAGE
H SUPER HAS HIGHER DAMAGE BUT SCTRICTER TIMING THAN M SUPER,
M AND H CAN CHOOSE A FINAL FOLLOWUP (DOESN'T NEED TO BE TIMED)
P SWITCHES SIDES, K MAINTAINS SCREEN POSITION
ALL VERSIONS HAVE THE SAME SPEED
LVL 2 (INTERRUPT AT ANY MOMENT), C.MP xx D-U HK
MK, C.MP xx QCB KK-HK, QCF KK xx H LVL 2-HK
C.HP, C.MP xx DR HP xx QCB PP xx H LVL 2-HK
H LVL 2 (SECOND TO LAST), C.MP xx DR MP, C.HP, C.MP xx D-U MK, LVL 1
SPECIAL MOVES 8:31
B-F PP, DR B+HK xx QCB HP
B-F PP, DR C.HK, D-U HK
QCB K-LK PC, C.MP xx D-U HK/QCF MK
QCF HK PC, C.MP xx D-U HK/QCF MK
CORNER 9:05
QCB K-HK, QCB KK-HK, QCB K-HK, QCF MK
QCB K-HK, D-U MK, D-U KK
MK, C.MP xx QCB KK-HK, QCF MK, LVL 1
MK, C.MP xx D-U MK, D-U HK
C.HP, C.MP xx B-F PP, LK xx B-F PP, LK xx B-F PP, LK xx B-F PP, LK xx QCF MK xx LVL 3
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