FIGHTER GUIDE IORI'S STRATEGY

DEE JAY
ディージェイ

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for DEE JAY.

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10000
Published data
4 sections
DEE JAYDEE JAY character artwork
Home›Fighter Guides›DEE JAY›Combos & Okizeme
COMBO ROUTES

DEE JAY Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (20)CONTENTS
ESSENTIAL ROUTES01

Notation

5 = standing 2 = crouching 4 = back 6 = forward DR = Parry Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit

Air Slasher = charge 4, then 6P Jackknife Maximum = charge 2, then 8K Rolling Sobat = 236K Machine Gun Uppercut = 214P Jus Cool = 214K

Jus Cool follow-ups LK = Funky Slicer (low) MK = Waning Moon (overhead) HK = Maximum Strike

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ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

OD Machine Gun Uppercut

Previously: +23F after a hit Current version: +52F after a hit

A forward dash takes 19F. OD Machine Gun Uppercut > two forward dashes > +14F

Light attacks

st.LP / st.LK / cr.LP / cr.LK • Reduced pushback on hit • Reduced pushback on block

6MK Sunrise Heel

• Causes a ground bounce on airborne hit

OD Double Rolling Sobat

• startup 19F > 17F

Waning Moon

• Throw invulnerability added

L Jackknife Maximum

• Hold back after activation to reduce forward movement.

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COMBO ROUTES03

10 essential starter combos

1 Basic light-attack route

st.LP > cr.LP > Quick Rolling Sobat

2 Basic st.MP route: prioritize the resulting situation

st.MP > st.LK > H Double Rolling Sobat • Approximately +2F after H Double Rolling Sobat • cr.MP / throw / walk-back shimmy

3 st.MP SA3

st.MP > st.LK > Quick Rolling Sobat > SA3

4 st.MP corner carry + Okizeme

st.MP > st.LK > CDR > cr.LP > cr.HP > cr.MP > H Jackknife Maximum • Approximately +42F after H Jackknife Maximum on grounded hit

5 Basic cr.MP > OD Jus Cool route

cr.MP > OD Jus Cool > HK variation > delayed H Jackknife Maximum

6 Damage from cr.MP > OD Jus Cool

cr.MP > OD Jus Cool > MK variation > H Double Rolling Sobat Alternative: > SA1

7 OD Jus Cool SA3

cr.MP > OD Jus Cool > HK variation > OD Double Rolling Sobat > SA3

8 Meterless heavy-attack starter

cr.HP > cr.MP > L Machine Gun Uppercut

9 cr.HP corner carry

cr.HP > cr.MP > CDR > st.MP > cr.HP > cr.MP > H Jackknife Maximum • H Jackknife Maximum ender: +42F

10 cr.HP SA3

cr.HP > cr.MP > CDR > cr.HP > st.HP > M Machine Gun Uppercut > SA3

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ESSENTIAL ROUTES04

Finish the round from light attacks

st.LP > cr.LP > CDR > cr.LP > cr.HP > cr.MP > Quick Rolling Sobat > SA3

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ESSENTIAL ROUTES05

st.HK Punish Counter

st.HK PC > DR > st.MP > cr.HP > cr.MP > H Jackknife Maximum

Without spending Drive Gauge: st.HK PC > cr.HK Alternatively, finish with H Double Rolling Sobat.

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ESSENTIAL ROUTES06

cr.HP Punish Counter

cr.HP PC > st.HP > M Machine Gun Uppercut

From farther away: cr.HP PC > H Jackknife Maximum

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ESSENTIAL ROUTES07

Corner basics

Meterless corner route

cr.HP > cr.MP > M Jackknife Maximum > H Jackknife Maximum • Approximately +37F after the final H Jackknife Maximum • Continue into a Knee Shot safe jump.

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ESSENTIAL ROUTES08

Corner punish for a large opening

st.HP PC > 4HK > OD Air Slasher > st.LK > OD Jus Cool > HK variation > Quick Rolling Sobat > H Jackknife Maximum

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ESSENTIAL ROUTES09

High-end corner damage

j.HP > 4HK hit 2 > OD Jus Cool HK variation > OD Air Slasher > Jus Cool HK variation > OD Air Slasher > Jus Cool HK variation > H Double Rolling Sobat hit 1 > SA3

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ESSENTIAL ROUTES10

DI wall splat

DI wall splat > st.MP > MP > HP > H Jackknife Maximum

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SETPLAY11

Frame Advantage by Ender

cr.HK > +33F Quick Rolling Sobat > +34F H Double Rolling Sobat > grounded hit +2F M Jackknife Maximum > +41F H Jackknife Maximum > +42F H Machine Gun Uppercut > +40F approximately OD Machine Gun Uppercut > +52F forward throw > +34F back throw > +22F

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SETPLAY12

Setplay

1 +42F: basicsafe jump

H Jackknife Maximum on grounded hit > +42F > immediate forward-jumping attack In the corner, neutral-jump HK is another safe-jump option.

Midscreen H Jackknife Maximum > two forward dashes > +4F > cr.MP / throw / shimmy / Jus Cool

2 +37F: Knee Shotsafe jump

+37F > forward jump > immediate Knee Shot Examples: corner M Jackknife Maximum > H Jackknife Maximum, or Quick Rolling Sobat on grounded hit

3 +43F: L Jackknife Maximum safe jump

From +43F > L Jackknife Maximum > j.HP • L Jackknife Maximum adjusts the timing and trajectory.

4 cr.HK +33F

cr.HK > whiff st.LP > 6MK Time 6MK to connect on a later active frame. Approximate result: +6F on hit / +2F on block / within throw range > st.LK / cr.MP / throw

5 Quick Rolling Sobat +34F

Quick Rolling Sobat > DR DR 6MK: approximately +5F on block, within throw range Alternatively, DR st.MP: approximately +6F on block

6 forward throw +34F

forward throw > forward dash > DR > DR st.MP / throw / Jus Cool

Alternative: forward throw > direct DR > delay cr.HK by approximately 1F • Approximately +2F at point-blank range on block

7 Corner Quick Rolling Sobat: +37F

Quick Rolling Sobat > cr.LPx2 > st.MP active-frame meaty Alternatively: Quick Rolling Sobat > immediate Knee Shot > safe jump

8 Year4 Important: OD Machine Gun Uppercut +52F

OD Machine Gun Uppercut > +52F Two forward dashes leave approximately +14F at point-blank range. > Meaty strike / throw / delayed throw / shimmy / Jus Cool / block an invincible reversal

9 After st.MP is blocked

st.MP: +2F on block • cr.LP: frame trap against a 4F button • Walk back > cr.MP: whiff-punish throw techs or button presses • Walk back and wait • st.MP > MP > HP: target-combo frame trap

10 DR st.MP

DR st.MP: +6F on block > Walk forward slightly into a throw / st.MP / cr.MP / walk-back shimmy

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ESSENTIAL ROUTES13

After H Double Rolling Sobat hits

H Double Rolling Sobat: approximately +2F at close range • cr.LP / cr.MP: frame trap • Throw • Immediately walk back for a shimmy

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ESSENTIAL ROUTES14

Jus Cool mix-ups

LK follow-up: Funky Slicer — low MK follow-up: Waning Moon — overhead / +1F on block / throw-invulnerable in the current version HK follow-up: Maximum Strike — combos and airborne conversions

OD Jus Cool OD LK > low OD MK > overhead OD HK > Combo starter

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ESSENTIAL ROUTES15

Chip pressure against Burnout

Midscreen example 6MK > st.LK > OD Air Slasher > cr.MP > OD Double Rolling Sobat > SA3 / SA2

corner H Air Slasher > cr.MP > H Air Slasher

If the opponent presses buttons: st.LP CH > cr.MP > H Air Slasher

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COMBO ROUTES16

Invincible-Reversal Punishes

basic cr.HP PC > st.HP > M Machine Gun Uppercut

Spend Drive Gauge to extend: cr.HP PC > cr.HP > cr.MP > CDR…

In the corner, incorporate OD Jus Cool, OD Air Slasher, and similar extensions.

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ESSENTIAL ROUTES17

10 Practical Starter Routes

1. st.LP > cr.LP > Quick Rolling Sobat 2. st.MP > st.LK > H Double Rolling Sobat > +2F > throw / strike / shimmy 3. st.MP > st.LK > Quick Rolling Sobat > SA3 4. cr.HP > cr.MP > L Machine Gun Uppercut 5. cr.MP > OD Jus Cool HK > H Jackknife Maximum 6. cr.MP > OD Jus Cool HK > OD Double Rolling Sobat > SA3 7. Combo > H Jackknife Maximum > +42F > safe jump 8. Quick Rolling Sobat / +37F > Knee Shot safe jump 9. OD Machine Gun Uppercut > two forward dashes > +14F okizeme 10. DR st.MP > strike / throw / shimmy

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ESSENTIAL ROUTES18

Current Game Plan

Approach with fast Drive Rush ↓ Confirm st.MP or light attacks ↓ Combo ↓ Gain an advantageous situation with H Jackknife Maximum or OD Machine Gun Uppercut ↓ Strike / throw / shimmy / Jus Cool ↓ Repeat the Drive Rush approach and mix-up

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ESSENTIAL ROUTES19

Notes for Older Guides

• OD Machine Gun Uppercut: previously +23F, now +52F • OD Double Rolling Sobat: now 17F startup • L Jackknife Maximum: hold back to adjust movement • 6MK Sunrise Heel: ground bounce on airborne hit • st.LP / st.LK / cr.LP / cr.LK: reduced knockback • Waning Moon: throw invulnerability added

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ESSENTIAL ROUTES20

References

• Official Street Fighter 6 balance update information • Ultimate Frame Data • Year4 Dee Jay combo references • Year4 Dee Jay setplay references • Testing after the 2026-8-3 update

Combo and setplay conditions may vary with spacing, recovery type, active-frame timing, and position relative to the corner. Recheck in Training Mode before using them in matches.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.