Found an interesting Dee Jay corner route, this character is so cool!! #SF6_DeeJay #StreetFighter6
After #SF6_DEEJAY stuns you in the corner, he can build meter with maracas and combo afterwards... IF AND ONLY IF he has less than 2 super gauge! If he has more, it uses a longer animation.
Situations like this can result, where blocking a DI instead of getting hit is a misplay!
got annoyed at people jumping out of the corner so i labbed a frame kill for throw (+3 after dash) which beats jump out in both ways
you can also just do upkicks if you want but this is cooler/higher reward #SF6_Deejay
With new patch notes, even spaced sway Low wont get DJ a lot of pushback. Tested that with one blockstring and I can see the difference.
#SF6_Deejay
Now that they nerfed the sway low pushback on block, the pressure on burnout without spending OD midscreen got a little bit better, there some gaps depending on the button that you press before sway but is a frame trap if you do with st.hp so this should be useful #SF6_DEEJAY
#SF6_DeeJay anti JP tech for OD Amnesia.
When you do a safe jump or you do a light attack on JP's wake up, if he does OD counter, you are like +6 o +7.
You can st.hp into sway into dash (projectile invul). It becomes a guess since JP can react. But then you do sway into parry.
Didnt know you can cancel any air slasher with 22pp. Couldnt go below -35f tho (pre lvl2 22pp)
#sf6_deejay