Artwork for Dee Jay in Street Fighter 6.
© Capcom
Gaming

This how to play Dee Jay in Street Fighter 6

Feel the beat! Dee Jay returns in Street Fighter 6 and has been completely redesigned. This is how you play the OG from Super Street Fighter II.
Written by Matthias Regge
5 min readPublished on
Fighting games are a complex genre and Street Fighter 6 is, of course, no exception. While the title offers plenty of opportunities to learn more about the system and characters within the game, you might just be looking for a quick overview of the strengths and strategies of the different fighters.
After taking a break in Street Fighter V, Dee Jay is now back with a complete rework. So that you can use all his tools to the best effect, we have a complete overview for you here.
Watch how the experts put Dee Jay through his paces at Red Bull Kumite in New York on March 16-17.
01

Dee Jay's game plan

With his well-balanced tool kit, there's no range where Dee Jay cannot successfully follow a game plan. His fireball ensures that he can effectively play a zoning style, especially in combination with his solid anti-airs in the form of b.HK and the HK version of Jackknife Maximum.
His mid-range pokes are probably the weakest part of his arsenal. While some of these have good range, they aren't cancel-able and, in the case of st.HK, are even found food for Drive Impact.
However, with his absurdly good Drive Rush and Command Hop, Dee Jay has good opportunities to always stand close to the opponent and start his pressure. If he then lands a hit, he can deal out high damage even with the use of little Drive and Super Meter.
02

Notable normal moves

st.LP

Dee Jay from Street Fighter 6 with a standing punch.

Dee Jay's st.LP

© Capcom

  • Four frames start-up
  • Good drive rush-confirm

st.MP

Dee Jay from Street Fighter 6 with a standing punch.

Dee Jay's st.MP

© Capcom

  • +2 on block
  • Not cancellable
  • Target combos from st.MP offer mix-up possibilities

st.MK

Dee Jay from Street Fighter 6 with a standing kick.

Dee Jay's st.MK

© Capcom

  • Good poke
  • Not cancellable
  • Links in cr.MP
  • Only -1 on block

st.HK

Dee Jay from Street Fighter 6 with a standing kick.

Dee Jay's st.HK

© Capcom

  • Moves Dee Jay forward
  • Great button for spacing traps
  • Not cancellable
  • Easy drive impact victim because of long recovery
  • Crumple on punish counter

cr.MK

Dee Jay from Street Fighter 6 with a crouching kick.

Dee Jay's cr.MK

© Capcom

  • Not an 'ordinary' cr.MK
  • Acts as a second sweep: Grants Knockdown
  • Relatively safe with -6 on block

j.d.LK

Dee Jay from Street Fighter 6 with a jump kick.

Dee Jay's j.d.LK

© Capcom

  • Changes Dee Jay's jump arc
  • Mix-up tool together with cross-up j.MK

b.HK

Dee Jay from Street Fighter 6 with a high kick.

Dee Jay's b.HK

© Capcom

  • Cancellable on both hits
  • Very good anti-air
03

Special moves

Air Slasher

Dee Jay from Street Fighter 6 with his Air Slasher move.

Dee Jay's Air Slasher

© Capcom

⬅️➡️+👊
  • Requires charge of 45 frames
  • Extremely powerful fireball. Moves fast and flies far.
  • LP version is a feint that can be used to bait the options of enemies who want to avoid the projectile.
  • HP version shoots two projectiles and can be used to hit things like Ryu's Denjin Hadoken.
  • OD version builds up a projectile that has its own hitbox, before flying across the screen. On-hit grants OD Air Slasher juggle options.

Jackknife Maximum

Dee Jay from Street Fighter 6 with his Jackknife Maximum move.

Dee Jay's Jackknife Maximum

© Capcom

⬇️⬆️+🦶
  • Requires charge of 40 frames
  • Dee Jay's 'Flash Kick'
  • Universally useful special move
  • HP version is a very good anti-air
  • LP version has no hit box and acts more as a 'command hop' that you can use to continue your pressure
  • OD version is completely invulnerable

Rolling Sobat

Dee Jay from Street Fighter 6 with his Rolling Sobat move.

Dee Jay's Rolling Sobat

© Capcom

⬇️↘️➡️+🦶
  • LP version is a feint to extend your pressure if the opponent blocks
  • MK version grants knockdown
  • OD version goes over some lows

Machine Gun Uppercut

Dee Jay from Street Fighter 6 with his Machine Gun Uppercut move.

Dee Jay's Machine Gun Uppercut

© Capcom

⬇️↙️⬅️+👊
  • Combo ender
  • LP version combo from Mediums
  • MP version combo from Heavies
  • HP version combo from Juggles

Jus Cool

Dee Jay from Street Fighter 6 with his Jus Cool move.

Dee Jay's Jus Cool

© Capcom

⬇️↙️⬅️+🦶
  • A new move in Dee Jay's arsenal
  • Jus Cool is a sway to the back that has different follow ups
  • OD Jus Cool launches, making it a juggle starter.
  • LK: Low attack, safe on block
  • MK: Overhead. Non-OD version is +1
  • HK: Launcher used to extend combos.
  • ➡️+👊: Dash that goes through projectiles can be cancelled with ⬅️+👊 into a: Backdash cancelled

Speedy Maracas

Dee Jay from Street Fighter 6 with his Speedy Maracas move.

Dee Jay's Speedy Maracas

© Capcom

⬇️⬇️+👊👊
  • Command taunt that sets up super meter
04

Super moves

The Greatest Sobat (Super-Art 1)

Dee Jay from Street Fighter 6 with his The Greatest Sobat super move.

Dee Jay's The Greatest Sobat

© Capcom

⬇️↘️➡️⬇️↘️➡️+🦶
  • Cancel from normal moves
  • Invulnerable until screen freeze
  • Crumple on counter and punish counter

Sunrise Festival (Super-Art 2)

Dee Jay from Street Fighter 6 with his Sunrise Festival super move.

Dee Jay's Sunrise Festival

© Capcom

⬇️↘️➡️⬇️↘️➡️+👊
  • Cancel from Normals and OD Special moves
  • Completely invulnerable
  • All six Normal buttons must be pressed as a follow-up after the first hit: LP>MP>HP>LK>MK>HK. The timing for this is quite easy in the LK version of the Super and becomes more difficult with MK and HK
  • If you enter the MK or HK version in the right rhythm, they grant a follow-up

Weekend Pleasure (Super-Art 3)

Dee Jay from Street Fighter 6 with his Weekend Pleasure super move.

Dee Jay's Weekend Pleasure

© Capcom

⬇️↙️⬅️⬇️↙️⬅️+👊
Completely invulnerable
05

Modern Controls Dee Jay

With Modern Controls, Dee Jay loses his Slide (cr.HK) and st.MK. His cr.MP is hidden behind Assist+MP. This makes him less flexible than in Classic Controls. His specials can be called up relatively easily. All variants of his Jus Cool can be used. There is no shortcut for Machine Gun Upper. This move still has to be entered regularly.
06

Tips and tricks

  • Dee Jay's Drive Rush is a real jump scare. Use his range and speed to catapult yourself onto the offensive. st.MP and f.MK are excellent buttons and also give you a massive advantage on block.
  • Don't underestimate the zoning game of Dee Jay. His projectiles have a lot of recovery, but with the right timing and using his fake fireball, you can take a really dominant position from fullscreen.
The world's best Street Fighter 6 players will be in action at Red Bull Kumite in New York City on March 16-17. Watch the action on the Red Bull Gaming Twitch and Youtube channels.

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Red Bull Kumite

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