DP Motion ·
dragonpunch ·
How to do Dragon Punch | DP motion on Mixbox / Keyboard / Leveless controller
The Dragon Punch (DP) motion in "Street Fighter 6" (SF6) is a versatile move with several strategic applications. Proper usage can significantly enhance your gameplay by providing defensive and offensive advantages. Here are some key scenarios for using the DP motion effectively:
When to use DP motion
1. Anti-Air Defense:
- Description: One of the primary uses of the DP motion is to counter airborne attacks from opponents.
- When to Use: Execute a DP when your opponent jumps in towards you, aiming to knock them out of the air and punish their approach.
- Example: If an opponent tries a jump-in attack, quickly input → ↓ ↘ + Punch to perform a Shoryuken and intercept their attack.
2. Wake-Up Option:
- Description: Use the DP motion as a wake-up move when you are getting up from a knockdown.
- When to Use: Utilize this if you anticipate an immediate attack from your opponent as you rise, especially if they are trying to pressure you.
- Example: After being knocked down, as you get up, input the DP motion to perform a Shoryuken and catch your opponent's meaty attack.
3. Reversal:
- Description: The DP motion can be used as a reversal move to interrupt your opponent's blockstrings or combos.
- When to Use: Execute this when you anticipate a gap in your opponent’s pressure or if they tend to overcommit to strings of attacks.
- Example: During your opponent’s blockstring, find an opening and input the DP motion to surprise them with a Shoryuken, breaking their momentum.
4. Punishing Unsafe Moves:
- Description: Use the DP motion to punish your opponent when they perform unsafe moves with significant recovery frames.
- When to Use: Perform this after blocking an unsafe special move or a whiffed attack from your opponent.
- Example: After blocking a poorly spaced sweep or a heavily negative special move, quickly input the DP motion to retaliate with a Shoryuken.
5. Combos and Juggles:
- Description: DP moves can serve as combo enders or juggle extenders, especially in situations where extra damage or positioning is crucial.
- When to Use: Incorporate DP within combos when you land a confirm that can be extended with a DP.
- Example: After a successful jump-in or a close-range confirm, input the DP motion to connect a Shoryuken at the end of your combo for additional damage.
Input command of DP Motion