[Top 10] SF6 Coolest Deejay Gameplay Features We've Seen So Far

sf6 deejay gameplay
Updated:
09 Mar 2023

What are the coolest Deejay features in Street Fighter 6?

Deejay was conceived by Capcom USA and was first introduced in Super Street Fighter II: The New Challengers, as one of the 4 new characters for the game.

A Jamaican music artist who loves to dance and fight using his kickboxing skills, Deejay is a fun-loving, raving, and excentric fighter who has been part of the Street Fighter universe for many years now. He was not part of the roster in Street Fighter V, but he’s making a much-awaited comeback for SF6, so let’s see what we can expect from him.

 

10. Slider Sweep

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This is one of Deejay’s most recognizable moves, his slide.

It is essentially his sweep, or his crouching heavy kick, which is known for its uniqueness.

Not only does it move Deejay forward, but it is also infamous for sliding under incoming projectiles, making it a fantastic tool for the character.

How it works: https://youtu.be/5ktPKo6au0o?t=24



9. Double Air Slasher

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Air Slasher is Deejay’s go-to projectile and is part of his identity as a character.

It has been known as a weaker version of Guile’s Sonic Boom, since it is also performed with a charge motion and it travels a good distance, albeit slower than the Booms.

This time around, Air Slasher releases two projectiles in a row without spending any meter, which is exciting at the very least.

How it works: https://youtu.be/WI3jj7QpboQ?t=91



8. Air Slasher Feint

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As mentioned above, Air Slasher is Deejay’s go-to projectile and is part of his identity as a character.

As he is a charge character and the projectile is relatively slow, it has been fairly easy to punish the Jamaican sensation when he goes for it at the wrong time.

They decided to make things much more interesting, as Deejay can now feint the Air Slasher, baiting opponents into making punishable mistakes.

How it works: https://youtu.be/3NHr-oGda5Y?t=62

 

7. Jackknife Maximum

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Known informally as Deejay’s “Up Kicks”, this is basically Deejay’s best anti-air option.

When done correctly, this move has proved to make interesting juggle combos possible, and we can expect the Street Fighter 6 version to have an array of utilities.

He can also use this move to end combos or punish whiffed aerial moves.

How it works: https://youtu.be/rIKv_6u-VD0?t=400
 

6. Double Rolling Sobat

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Another classic Deejay move makes its return and it will be an integral part of Deejay’s gameplay.

Deejay can use this move to quickly close the distance between himself and the opponent, but the true beauty of it relies on another factor.

You see, this move grants Deejay ridiculous corner carry, so putting the opponent in the corner relies heavily on this one.

How it works: https://youtu.be/3NHr-oGda5Y?t=45
 

5. Machine Gun Upper

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This right here is Deejay’s most iconic piece of his arsenal, so of course it had to be brought back for Street Fighter 6.

This should be Deejay’s go-to option to cancel normals into, and he will be able to use the Overdrive version to juggle the opponent.

As a launcher, this move will be Deejay’s main combo extender, and it can be followed by Double Rolling Sobat for corner carry.

How it works: https://youtu.be/3NHr-oGda5Y?t=30


4. The Wheel Kick

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There still isn’t much about this move, but it seems like a command normal.

From what we know of it so far, it looks like an extremely slow kick, which does not hit overhead, despite its appearance, which is plus on block.

We still don’t have the exact frame data for the move, but we could see it being used to initiate pressure, so this really is an important new asset for Deejay.

How it works: https://youtu.be/rIKv_6u-VD0?t=436
 

3. Jus Cool

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Deejay has always struggled to get in against his opponents, as his mixup game has been fairly lackluster in comparison to some of the others from the roster.

The game has changed now, because of this immensely useful move. Deejay performs an auto-shimmy, which can then be followed by multiple different options.

He can hit low, launch, even hit with an overhead it seems, or simply do nothing and try to bait out a reversal or go for a throw.

How it works: https://youtu.be/ThpJmnEpqJ4?t=1
 

2. Sobat Feint

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Aside from his Air Slasher Feint and his Jus Cool mixup mechanics, Deejay also has what seems to be sort of a Double Rolling Sobat Feint.

This move can be used to condition the opponent to block, only to be followed by nothing on Deejay’s part.

It also moves Deejay forward a good deal, so it’s another way of exerting this overwhelming pressure that Deejay seems to be capable of now.

How it works: https://youtu.be/rIKv_6u-VD0?t=711
 

1. 3 Supers

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Deejay’s supers are bound to amaze everyone with their unique attributes.

Level 3 is Weekend Pleasure, a highly damaging move with drawn inspiration from his Ultra Combo 2 in Street Fighter IV.

His Level 2 looks like his old super, but with a twist. This time around, you need to press buttons in the correct rhythm to perform the Super to its fullest.

And finally, his Level 1 may seem underwhelming at first, as it is only a big kick, but we have learned that it crumples when used as a punish, so it can really make Deejay a whiff-punishing threat, this Super, as the crumple can be followed by high-damaging combos.

How it works: https://youtu.be/rIKv_6u-VD0?t=738

 

Hopefully, this list helped you understand how Deejay will work in Street Fighter 6.

Overall, he seems a much more interesting character than his past iterations, with screen control, an entire arsenal with immense mixup potential, a multitude of feints and baits, and unique and complex mechanics which will likely be tough to master.

 

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Gamer Since:
2003
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Street Fighter V: Champion Edition
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