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.

Health
10000
Published data
4 sections
DEE JAYDEE JAY character artwork
Home›Fighter Guides›DEE JAY›Frame Data
FRAME DATA

DEE JAY Frame Data (SF6)

Official-reference startup, active frames, recovery, advantage, cancel properties, and damage.

Move names use CAPCOM's official English Frame Data terminology.

CategoryMoveStartupActiveRecoveryOn HitOn BlockCancelDamageNotes
Normal AttacksStanding Light Punch44-664-1C300Chain-cancelable.
Normal AttacksStanding Light Kick55-6122-2C300—
Normal AttacksStanding Medium Punch77-91352600—
Normal AttacksStanding Medium Kick99-11166-1600—
Normal AttacksStanding Heavy Punch99-14183-4C800Cancelable through active frame 2. Forces stand.
Normal AttacksStanding Heavy Kick1212-14※221-5800Note: On whiff: 4F additional recovery. On Punish Counter: +18F
Normal AttacksCrouching Light Punch55-784-1C300Chain-cancelable.
Normal AttacksCrouching Light Kick55-6102-2200Chain-cancelable.
Normal AttacksCrouching Medium Punch66-9※145-1C600Note: On whiff: 1F additional recovery.
Normal AttacksCrouching Medium Kick88-1119-6700On Punish Counter: hard knockdown
Normal AttacksCrouching Heavy Punch88-9206-2800Forces stand. On Punish Counter: +12F
Normal AttacksCrouching Heavy Kick1414-2315D-11900On Counter Hit/Punish Counter: when
Normal AttacksJumping Light Punch44-10landing recovery 3300—
Normal AttacksJumping Light Kick44-9landing recovery 3300—
Normal AttacksJumping Medium Punch66-9landing recovery 3700Causes a launch knockdown on airborne hit.
Normal AttacksJumping Medium Kick88-13landing recovery 3500Cross-up property.
Normal AttacksJumping Heavy Punch99-14landing recovery 3800Causes a slam knockdown on airborne hit.
Normal AttacksJumping Heavy Kick1010-14landing recovery 3800—
Unique AttacksKnee Shot66-until landinglanding recovery 3300—
Unique AttacksSunrise Heel1919-231651SA700Causes a ground bounce on airborne hit.
Unique AttacksFace Breaker77-12 / 7-8, 9-12201-5C800hit 2On airborne hit: Damage (800) first hit On airborne hit: launch knockdown. Forces stand.
Unique AttacksThreebeat Combo (2)99-11202-3400—
Unique AttacksThreebeat Combo (3)1414-16193-8626—
Unique AttacksDee Jay Special (2)1111-1724-2-11500Causes a launch knockdown on airborne hit.
Unique AttacksDee Jay Special (3)1313-1530D-13SA600—
Unique AttacksFunky Dance (2)1212-13172-2500Causes a launch knockdown on airborne hit.
Unique AttacksFunky Dance (3)2020-2124D-8900—
Unique AttacksFunky Dance Feinttotal 220—
Unique AttacksParty in the Air88-14landing recovery 3700Causes a slam knockdown on airborne hit.
Unique AttacksSpeedy Maracastotal 65022F SA Gauge2000increase46F after1F SA Gauge49increaseanimationduring Hold the button animation
Special MovesL Air Slashertotal 210—
Special MovesM Air Slasher17total 440-5SA3,※600Note: 23F Speedy Maracas
Special MovesH Air Slasher17total 603-3SA3,※1000Note: 35-36F Speedy Maracas
Special MovesOD Air Slasher10total 4652SA2,※1000Note: 31F Speedy Maracas
Special MovesOD Air Slasher (projectile)22total 46D9SA21000—
Special MovesL Jackknife Maximumlanding recovery 606-45F airborne23-40F jumpduring move, move
Special MovesM Jackknife Maximum66-22 / 6-9, 19-2222+landing recovery 10D-3211005-44F airborne1-5F airborne strike; 5-6F throw
Special MovesH Jackknife Maximum55-33 / 5-9, 17-21, 30-3317+landing recovery 15D-4413005-51F airborne1-9F airborne strike; 5-6F throw
Special MovesOD Jackknife Maximum66-64 / 6-11, 19-21, 31-33, 49-51, 61-6429+landing recovery 18D-551500hit 3 onward first hit-hit 3On hit: onlyfollow-up1-11F fully invincible5-62F airborne(block, On whiff:)
Special MovesRoll Through Feinttotal 260—
Special MovesQuick Rolling Sobat1212-1423D-6SA31000—
Special MovesDouble Rolling Sobat1515-39 / 15-17, 36-39242-10SA31400—
Special MovesOD Double Rolling Sobat1717-30 / 17-18, 28-3019D-2SA21300hit 2 only Lv2 or more SA
Special MovesL Machine Gun Uppercut1515-1835D-19SA31650first hit onward first hit On hit: onlyfollow-up
Special MovesM Machine Gun Uppercut2222-2535D-19SA31900first hit onward first hit On hit: onlyfollow-up
Special MovesH Machine Gun Uppercut2828-3135D-19SA32200first hit onward first hit On hit: onlyfollow-up
Special MovesOD Machine Gun Uppercut2626-2935D-19SA22500first hit onward first hit On hit: onlyfollow-upfinal hit On hit: hard knockdown
Special MovesJus Cooltotal 37013-24F dedicated follow-up Follow-up available
Special MovesOD Jus Cool88-1236D-18500On block: 1F additional recovery. 25-39F dedicated follow-up Follow-up available Juggling Dash only19F Follow-up available
Special MovesFunky Slicer1212-14※222-3SA3800Note: On block: recovery 2F decrease Note: whiff, ー ーOn hit: recovery 3F increase
Special MovesOD Funky Slicer99-11※196-2SA2900On airborne hit: Note: whiff, ー ーOn hit: recovery 5F increase
Special MovesWaning Moon2525-2716D1100012-26F throw On airborne hit: slam knockdown. On Punish Counter: ground bounce
Special MovesOD Waning Moon1919-23177-2110010-22F throw On airborne hit: ground bounce.
Special MovesMaximum Strike1515-1925D-10SA31000—
Special MovesOD Maximum Strike1111-1521D-8SA21000—
Special MovesJuggling Dashtotal 2701-20F projectile invulnerable17-23F Juggling Sway Follow-up available
Special MovesOD Juggling Dashtotal 2201-17F projectile invulnerable16-17F Juggling Sway Follow-up available
Special MovesJuggling Swaytotal 29017-25F Juggling Dash dedicated follow-up Follow-up available
Special MovesOD Juggling Swaytotal 22013-18F Juggling Dash dedicated follow-up Follow-up available
Super ArtsSA1 The Greatest Sobat77-1033D-122000Counter Hit properties change; On grounded hit: crumple; On airborne hit: Minimum damage scaling 30%Counter Hit/ Counter Hit values do not change
Super ArtsSA2 Lowkey Sunrise Festival1212-16466-293001-16F fully invinciblefirst hit onward first hit On hit: only Can follow up18-30F hit 2 Follow-up available Minimum damage scaling 40%Counter Hit/ Counter Hit values do not change
Super ArtsSA2 Lowkey Sunrise Festival (2)1111-14246-717519-24F hit 3 Follow-up available
Super ArtsSA2 Lowkey Sunrise Festival (3)1010-11236-517517-23F hit 4 Follow-up available
Super ArtsSA2 Lowkey Sunrise Festival (4)1212-14236-51751-26F hit 5 Follow-up available
Super ArtsSA2 Lowkey Sunrise Festival (5)1515-18356-1617527-31F hit 6 Follow-up available
Super ArtsSA2 Lowkey Sunrise Festival (6)1717-19456-2220031-36F hit 7 Follow-up available
Super ArtsSA2 Lowkey Sunrise Festival (7)1818-28 / 18-20, 26-2879D-611400—
Super ArtsSA2 Marvelous Sunrise Festival1212-16466-293001-16F fully invinciblefirst hit onward first hit On hit: only Can follow up12-17F hit 2 Follow-up available2-11F,18-30F hit 2 input version follow-up Minimum damage scaling 40%Counter Hit/ Counter Hit values do not change
Super ArtsSA2 Marvelous Sunrise Festival (2)1111-14246-720010-23F hit 3 Follow-up available2-9F,24-25F hit 3 input version follow-up
Super ArtsSA2 Marvelous Sunrise Festival (3)1010-11236-52009-20F hit 4 Follow-up available2-8F,21-23F hit 4 input version follow-up
Super ArtsSA2 Marvelous Sunrise Festival (4)1212-14236-520011-25F hit 5 Follow-up available2-10F,26-27F hit 5 input version follow-up
Super ArtsSA2 Marvelous Sunrise Festival (5)1515-18356-1620012-28F hit 6 Follow-up available2-11F,29-31F hit 6 input version follow-up
Super ArtsSA2 Marvelous Sunrise Festival (6)1717-19456-2220014-33F hit 7 Follow-up available2-13F,34-36F hit 7 input version follow-up
Super ArtsSA2 Marvelous Sunrise Festival (7)1818-28 / 18-20, 26-2864D-4340011-36F dedicated follow-up Follow-up available
Super ArtsSA2 Headliner Sunrise Festival1212-16466-292001-16F fully invinciblefirst hit onward first hit On hit: only Can follow up13-17F hit 2 Follow-up available2-12F,18-30F hit 2 input version follow-up Minimum damage scaling 40%Counter Hit/ Counter Hit values do not change
Super ArtsSA2 Headliner Sunrise Festival (2)1111-14246-720015-20F hit 3 Follow-up available2-14F,21-25F hit 3 input version follow-up
Super ArtsSA2 Headliner Sunrise Festival (3)1010-11236-520013-18F hit 4 Follow-up available2-12F,19-23F hit 4 input version follow-up
Super ArtsSA2 Headliner Sunrise Festival (4)1212-14236-520016-21F hit 5 Follow-up available2-15F,22-27F hit 5 input version follow-up
Super ArtsSA2 Headliner Sunrise Festival (5)1515-18356-1625015-26F hit 6 Follow-up available2-14F,27-31F hit 6 input version follow-up
Super ArtsSA2 Headliner Sunrise Festival (6)1717-19456-2225017-30F hit 7 Follow-up available2-16F,31-36F hit 7 input version follow-up
Super ArtsSA2 Headliner Sunrise Festival (7)1818-28 / 18-20, 26-2864D-4350011-36F dedicated follow-up Follow-up available
Super ArtsSA2 Climactic Strike (Marvelous)1111-97 / 11-13, 91-9784D-661100—
Super ArtsSA2 Climactic Strike (Headliner)1111-97 / 11-13, 91-9784D-661200—
Super ArtsSA2 Encore Beat (Marvelous)3333-39112D-971100—
Super ArtsSA2 Encore Beat (Headliner)3333-39112D-971200—
Super Arts(Failed version) SA2 Sunrise Festival (2)1111-14246-710019-24F hit 3 Follow-up available
Super Arts(Failed version) SA2 Sunrise Festival (3)1010-11236-510017-23F hit 4 Follow-up available
Super Arts(Failed version) SA2 Sunrise Festival (4)1212-14236-51001-26F hit 5 Follow-up available
Super Arts(Failed version) SA2 Sunrise Festival (5)1515-18356-1610027-31F hit 6 Follow-up available
Super Arts(Failed version) SA2 Sunrise Festival (6)1717-19456-2210031-36F hit 7 Follow-up available
Super Arts(Failed version) SA2 Sunrise Festival (7)1818-28 / 18-20, 26-2864D-431000—
Super ArtsSA3 Weekend Pleasure99-1348D-2840001-13F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move.
Super ArtsCA Weekend Pleasure99-1348D-2845001-13F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move.
Normal ThrowsDiss Track55-723D1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown
Normal ThrowsFlip Throw55-723D1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown
Common SystemForward Dashtotal 190—
Common SystemBackward Dashtotal 2301-15F throw invulnerable
Common SystemDrive Impact: Wild Beat2626-2735D-38001-27F armor (2) hit ー corner wall splat startup Counter Hit, ー ー after hit properties change; hitcrumple; duringhit Jump-inwhen increase; SA Gauge3000increase
Common SystemDrive Reversal (while blocking): Leg Scratch2020-2226D-6500Recoverable damage 1-22F fully invincible On hit: recovery 5F increase
Common SystemDrive Reversal (while recovering): Leg Scratch1818-2026D-6500Recoverable damage 1-20F fully invincible On hit: recovery 5F increase
Common SystemDrive Parry1[※2] 1-1233※10Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move.
Common SystemPerfect Parry (strike)110opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit
Common SystemPerfect Parry (projectile)1100input ー, ー attack Perfect Parry, animationend through Counter Hit
Common SystemParry Drive Rushtotal 55※010F Note: animation9F attack 24F
Common SystemCancel Drive Rushtotal 55※09F Note: animation10F attack 25F