|
|
(90 intermediate revisions by 7 users not shown) |
Line 42: |
Line 42: |
| {{modern_sf6}} 5L | | {{modern_sf6}} 5L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lp|caption=DL0}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp|caption=DL0}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lp_dl2|caption=DL1+}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_dl2|caption=DL1+}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|Jamie_5lp|caption=DL0}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_5lp|caption=DL0}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|Jamie_5lp_dl2|caption=DL1+}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_5lp_dl2|caption=DL1+}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5lp}} | | {{AttackDataCargo-SF6/Query|Jamie_5lp}} |
Line 55: |
Line 55: |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-37}} oH / {{sf6-adv|VM|-42}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-37}} oH / {{sf6-adv|VM|-42}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Overshadowed by {{clr|L|2LP}} and {{clr|L|5LK}}, this normal doesn't see much use until Jamie has a drink. The frame data of this normal gets worse above Drink Lv.1 but makes up for it in other ways. | | Overshadowed by {{clr|L|2LP}} and {{clr|L|5LK}}, this normal doesn't see much use until Jamie has a drink. The frame data of this normal gets worse above Drink Lv.1 but makes up for it in other ways. |
Line 65: |
Line 65: |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-37}} oH / {{sf6-adv|VM|-42}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-37}} oH / {{sf6-adv|VM|-42}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| At Drink Lv.1 and above, {{clr|L|5LP}} becomes Jamie's longest range light normal and has a powerful Target Combo cancel into [[{{PAGENAME}}#5LP~LK~MP|{{clr|L|LK}}~{{clr|M|MP}}]], which allows for strong confirms from light normals. The range is slightly worse against crouching opponents. | | At Drink Lv.1 and above, {{clr|L|5LP}} becomes Jamie's longest range light normal and has a powerful Target Combo cancel into [[{{PAGENAME}}#5LP~LK~MP|{{clr|L|LK}}~{{clr|M|MP}}]], which allows for strong confirms from light normals. The range is slightly worse against crouching opponents. |
Line 85: |
Line 85: |
| <br> | | <br> |
| Jamie's only plus on block normal, {{clr|M|5MP}} can link to {{clr|L|5LK}} or Drink Lv.1 {{clr|L|5LP}} at close range. Despite this, it is often awkward to use for pressure as it leaves Jamie outside of normal throw range. This normal is best used in {{clr|4|Drive Rush}} confirms, as it gains a link to {{clr|H|2HP}}; at Drink Lv.3 or higher, Jamie can also threaten with a command throw on block (though this can be interrupted with fast normals). {{clr|4|DR~}}{{clr|M|5MP}} gives enough block advantage for this command throw to be a true mixup that can't be mashed out of without an invincible reversal. | | Jamie's only plus on block normal, {{clr|M|5MP}} can link to {{clr|L|5LK}} or Drink Lv.1 {{clr|L|5LP}} at close range. Despite this, it is often awkward to use for pressure as it leaves Jamie outside of normal throw range. This normal is best used in {{clr|4|Drive Rush}} confirms, as it gains a link to {{clr|H|2HP}}; at Drink Lv.3 or higher, Jamie can also threaten with a command throw on block (though this can be interrupted with fast normals). {{clr|4|DR~}}{{clr|M|5MP}} gives enough block advantage for this command throw to be a true mixup that can't be mashed out of without an invincible reversal. |
| | |
| | While much stubbier than his 2MK or 5MK, the move hold much more value as a counter-poke than one might think. Because on top of having a decent disjoint, Punish Counter nets you +9, just enough advantage to link into 2HK. And if you're too far out for 2HK to hit, Jaime's SA1 will combo all the same. |
| }} | | }} |
|
| |
|
Line 140: |
Line 142: |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+5}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+5}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-35}} oH / {{sf6-adv|VM|-39}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-35}} oH / {{sf6-adv|VM|-39}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Jamie's {{clr|L|5LK}} can be chained into, making it more similar to a standard {{clr|L|5LP}}. It has quite good range for footsies and light chain confirms. It has the unique ability to chain into itself infinitely on whiff, allowing Jamie to "dance" with the animation. Jamie shifts forward during the {{clr|L|5LK}} animation, so chaining out of it at the earliest timing will act as a sort of "kara-cancel" to keep him closer to the opponent. | | Jamie's {{clr|L|5LK}} can be chained into, making it more similar to a standard {{clr|L|5LP}}. It has quite good range for footsies and light chain confirms. It has the unique ability to chain into itself infinitely on whiff, allowing Jamie to "dance" with the animation. Jamie shifts forward during the {{clr|L|5LK}} animation, so chaining out of it at the earliest timing will act as a sort of "kara-cancel" to keep him closer to the opponent. |
Line 166: |
Line 168: |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-30}} oH / {{sf6-adv|VM|-34}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-30}} oH / {{sf6-adv|VM|-34}} oB |
| <br> | | <br> |
| {{clr|M|5MK}} is Jamie's premiere mid-range poke. {{clr|4|Drive Rush}} can be buffered behind it to start pressure or hitconfirm into a combo. It can interact favorably with many low pokes due to the raised hurtbox on the front leg. Compared to {{clr|M|2MK}}, it is 3f slower, hits from slightly longer range, and is slightly less whiff punishable. It is also Jamie's only medium normal that combos naturally into {{clr|10|214PP}}. | | {{clr|M|5MK}} is Jamie's premiere mid-range poke. {{clr|4|Drive Rush}} can be buffered behind it to start your pressure, or hitconfirm into a combo. It can interact favorably with many low pokes due to the raised hurtbox on the front leg. Compared to {{clr|M|2MK}}, it is 3f slower, hits from slightly longer range, and is slightly less whiff punishable. It is also Jamie's only medium normal that combos naturally into {{clr|10|214PP}}. |
| }} | | }} |
|
| |
|
Line 216: |
Line 218: |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|P|+3}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|P|+3}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-35}} oH / {{sf6-adv|VM|-41}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-35}} oH / {{sf6-adv|VM|-41}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Jamie's only 4f startup normal, making it useful in certain punishes and for pressure strings. This is the only chainable light normal that works well against {{clr|4|Drive Impact}}, but the chain speed is below average, making it more susceptible to a Punish Counter. | | Jamie's only 4f startup normal, making it useful in certain punishes and for pressure strings. This is the only chainable light normal that works well against {{clr|4|Drive Impact}}, but the chain speed is below average, making it more susceptible to a Punish Counter. |
Line 239: |
Line 241: |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-35}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-35}} oB |
| <br> | | <br> |
| A fast medium with average range, mostly used as a non-committal counterpoke. Jamie can't link into it without {{clr|4|Drive Rush}}, Counter-hit, or Punish Counter bonus advantage, and at only {{sf6-adv|P|+3}} he also needs one of these to link out of it. | | A fast medium with average range. Used in many combo routes, as a non-committal counterpoke, and as Jamie's go-to Drive Reversal punish. At {{sf6-adv|P|+5}} on hit, Jamie can link into any of his light attacks on regular hit, and from {{clr|4|Drive Rush}} it links into {{clr|H|2HP}}. |
| }} | | }} |
|
| |
|
Line 269: |
Line 271: |
| | title = Crouching Light Kick | | | title = Crouching Light Kick |
| | subtitle = | | | subtitle = |
| | input = 2LK | | | input = {{classic_sf6}} 2LK<br> |
| | {{modern_sf6}} [A]L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2lk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_2lk_dl2|caption=}} |
Line 278: |
Line 281: |
| * Damage DL0-DL4: 180/190/200/210/220 | | * Damage DL0-DL4: 180/190/200/210/220 |
| * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| A generic low 5f confirm starter. For a 3-hit light confirm, use {{clr|L|2LK}}~{{clr|L|2LP}}~{{clr|L|5LK}}, as this is the only confirm route that beats reversal 4f light normals. | | A generic low 5f confirm starter. For a 3-hit light confirm, use {{clr|L|2LK}}~{{clr|L|2LP}}~{{clr|L|5LK}}, as this is the only confirm route that beats reversal 4f light normals. |
Line 287: |
Line 290: |
| | title = Crouching Medium Kick | | | title = Crouching Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 2MK | | | input = {{classic_sf6}} 2MK<br> |
| | {{modern_sf6}} 2M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2mk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|Jamie_2mk_dl2|caption=}} |
Line 309: |
Line 313: |
| | title = Crouching Heavy Kick | | | title = Crouching Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 2HK | | | input = {{classic_sf6}} 2HK<br> |
| | {{modern_sf6}} 3H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2hk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|Jamie_2hk_dl2|caption=Nice spacing trap there bud…}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|Jamie_2hk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|Jamie_2hk_dl2|caption=It’d be tragic if someone hit you anyways}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_2hk_dl2}} |
Line 322: |
Line 327: |
| * '''Cancel Hitconfirm Window:''' 33f (PC: 43f) (TC) | | * '''Cancel Hitconfirm Window:''' 33f (PC: 43f) (TC) |
| <br> | | <br> |
| This 2-hit sweep is a low on both hits and has slightly more range on the 2nd hit. When spaced out, this sweep is incredibly difficult to punish; some characters have no punishes at all, or must rely on a reversal Super to reach. | | This 2-hit sweep is a low on both hits (unless the first is blocked where the 2nd becomes a mid) and has slightly more range on the 2nd hit. When spaced out, this sweep is incredibly difficult to punish; some characters have no punishes at all, or must rely on a reversal Super to reach. |
|
| |
|
| {{clr|H|2HK}} has a lot of juggle potential, and leads to a Target Combo follow-up into {{clr|H|HK}} that is great for increasing his Drink Level without sacrificing corner oki. This follow-up can be confirmed directly as long as Jamie is close enough for both hits to connect. | | {{clr|H|2HK}} has a lot of juggle potential, and leads to a Target Combo follow-up into {{clr|H|HK}} that is great for increasing his Drink Level without sacrificing corner oki. This follow-up can be confirmed directly as long as Jamie is close enough for both hits to connect. |
Line 333: |
Line 338: |
| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = j.LP | | | input = {{classic_sf6}} j.LP<br> |
| | {{modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jlp_dl2|caption=}} |
Line 351: |
Line 357: |
| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = j.MP | | | input = {{classic_sf6}} j.MP<br> |
| | {{modern_sf6}} --- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_jmp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_jmp_dl2|caption=}} |
Line 370: |
Line 377: |
| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = j.HP | | | input = {{classic_sf6}} j.HP<br> |
| | {{modern_sf6}} j.H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jhp_dl2|caption=}} |
Line 387: |
Line 395: |
| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = j.LK | | | input = {{classic_sf6}} j.LK<br> |
| | {{modern_sf6}} --- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jlk_dl2|caption=}} |
Line 403: |
Line 412: |
| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = j.MK | | | input = {{classic_sf6}} j.MK<br> |
| | {{modern_sf6}} j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jmk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jmk_dl2|caption=}} |
Line 420: |
Line 430: |
| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = j.HK | | | input = {{classic_sf6}} j.HK<br> |
| | {{modern_sf6}} --- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk_dl2|1|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk_dl2|1|caption=}} |
Line 447: |
Line 458: |
| | title = Tensei Kick | | | title = Tensei Kick |
| | subtitle = | | | subtitle = |
| | input = 2KK | | | input = {{classic_sf6}} 2KK<br> |
| | {{modern_sf6}} 2MH |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dl2|caption={{clr|L|'''''AIR COMBO!'''''}}}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_2kk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_2kk_dl2|caption=}} |
Line 469: |
Line 481: |
| | title = Falling Star Kick | | | title = Falling Star Kick |
| | subtitle = | | | subtitle = |
| | input = 6MK | | | input = {{classic_sf6}} 6MK<br> |
| | {{modern_sf6}} 6M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_6mk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_6mk|caption=}} |
Line 494: |
Line 507: |
| | title = Hermit's Elbow | | | title = Hermit's Elbow |
| | subtitle = | | | subtitle = |
| | input = 4HP | | | input = {{classic_sf6}} 4HP<br> |
| | {{modern_sf6}} 4H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_4hp_dl2|caption=DL0-DL2}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_4hp_dl2|caption=DL0-DL2}} |
Line 528: |
Line 542: |
| | title = Senei Kick | | | title = Senei Kick |
| | subtitle = | | | subtitle = |
| | input = 6HK | | | input = {{classic_sf6}} 6HK<br> |
| | {{modern_sf6}} 6H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_6hk_dl2|caption=DL0-DL3}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_6hk_dl2|caption=DL0-DL3}} |
Line 550: |
Line 565: |
| A long range stepkick that can be confirmed into a Super on hit. You cannot space it to connect meaty at max range, so the only follow-up links require Counter-hit, Punish Counter, or {{clr|4|Drive Rush}} (which travels nearly full screen). | | A long range stepkick that can be confirmed into a Super on hit. You cannot space it to connect meaty at max range, so the only follow-up links require Counter-hit, Punish Counter, or {{clr|4|Drive Rush}} (which travels nearly full screen). |
|
| |
|
| At Drink Lv.4, the move gains extra range and some new Target Combo follow-ups. The TC requires a Counter-hit to combo, but the timing is very lenient to react to this. Even if the confirm is missed, the TC follow-ups are cancelable themselves, allowing Jamie to end with a safe option like {{clr|10|236PP}} even on a failed hitconfirm. | | At Drink Lv.4, the move gains extra range and some new Target Combo follow-ups. Even if the confirm into the TC is missed, the follow-ups are cancelable themselves, allowing Jamie to end with a safe option like {{clr|10|236PP}} even on a failed hitconfirm. |
| }} | | }} |
| <br> | | <br> |
Line 559: |
Line 574: |
| | title = Phantom Sway | | | title = Phantom Sway |
| | subtitle = (DL0) | | | subtitle = (DL0) |
| | input = 2HK~HK~P | | | input = {{classic_sf6}} 2HK~HK~P<br> |
| | {{modern_sf6}} 3H~H~H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_dl2|caption=}} |
Line 585: |
Line 601: |
| | title = Bitter Strikes | | | title = Bitter Strikes |
| | subtitle = (DL1) | | | subtitle = (DL1) |
| | input = 5LP~LK~MP | | | input = {{classic_sf6}} 5LP~LK~MP<br> |
| | {{modern_sf6}} 5L~L~L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk_dl2|caption=}} |
Line 617: |
Line 634: |
| | title = Full Moon Kick | | | title = Full Moon Kick |
| | subtitle = (DL2) | | | subtitle = (DL2) |
| | input = 6MK~MK~P | | | input = {{classic_sf6}} 6MK~MK~P<br> |
| | {{modern_sf6}} 6M~M~M |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_6mk_mk_dl2|caption=}} | | {{MoveDataCargoImage|Jamie_6mk_mk_dl2|caption=}} |
Line 644: |
Line 662: |
| | title = Intoxicated Assault | | | title = Intoxicated Assault |
| | subtitle = (DL3) | | | subtitle = (DL3) |
| | input = 4HP~HP~HK | | | input = {{classic_sf6}} 4HP~HP~HK<br> |
| | {{modern_sf6}} 4H~H~H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_4hp_hp_dl3|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_4hp_hp_dl3|caption=}} |
Line 674: |
Line 693: |
| | title = Ransui Haze | | | title = Ransui Haze |
| | subtitle = (DL4) | | | subtitle = (DL4) |
| | input = 6HK~4HK~P | | | input = {{classic_sf6}} 6HK~4HK~P<br> |
| | {{modern_sf6}} 6H~4H~H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_dl4|caption=}} |
Line 682: |
Line 702: |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_p_mid_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_p_mid_dl4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_6hk_4hk_p_far_dl4|caption=''The coolest Target Combo never to be used''}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_6hk_4hk_p_far_dl4|caption=''The coolest Target Combo <strike>never to be used</strike>''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_6hk_4hk_dl4|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_6hk_4hk_dl4|caption=}} |
Line 690: |
Line 710: |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=85px|Jamie_6hk_4hk_p_mid_dl4|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=85px|Jamie_6hk_4hk_p_mid_dl4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|Jamie_6hk_4hk_p_far_dl4|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|Jamie_6hk_4hk_p_far_dl4|caption=''...on block''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_dl4}} |
Line 717: |
Line 737: |
| Every part of this Target Combo can be input on hit, block, or whiff from {{clr|H|6HK}}. The {{clr|H|4HK}} causes Jamie to stumble away from the opponent, and the timing of Jamie's P input changes which follow-up occurs. All listed startups include the {{clr|H|6HK}} plus the minimum/maximum delay before hitting P during the Sway animation. | | Every part of this Target Combo can be input on hit, block, or whiff from {{clr|H|6HK}}. The {{clr|H|4HK}} causes Jamie to stumble away from the opponent, and the timing of Jamie's P input changes which follow-up occurs. All listed startups include the {{clr|H|6HK}} plus the minimum/maximum delay before hitting P during the Sway animation. |
|
| |
|
| The close Headbutt follow-up is fairly easy to confirm on Counter-hit or Punish Counter {{clr|H|6HK}}. The minimum gap between {{clr|H|6HK}} and Headbutt is 1f on normal hit and 7f on block, making it a poor frame trap option. The Spinning Fists cannot be comboed into, but are useful for stopping an opponent from chasing down the Sway. The Drink causes Jamie to continue stumbling backwards, making it hard to chase down without a projectile. This does give up a lot of ground, but it may be worth the Drive build depending on the circumstances. | | The close Headbutt follow-up is fairly easy to confirm on hit. The minimum gap between {{clr|H|6HK}} and Headbutt is 7f on block, making it a poor frame trap option unless done from Drive Rush. The Spinning Fists cannot be comboed into, but are useful for stopping an opponent from chasing down the Sway. The Drink causes Jamie to continue stumbling backwards, making it hard to chase down without a projectile. This does give up a lot of ground, is risky to even attempt, but it may be worth the Drive build depending on the circumstances. Additionally, the entire drink animation can be cancelled into any action at any point, so it can surprise people who have (reasonably) never seen it. |
| }} | | }} |
| <br> | | <br> |
Line 726: |
Line 746: |
| | title = Forward Throw | | | title = Forward Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK | | | input = {{classic_sf6}} LPLK<br> |
| | {{modern_sf6}} LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|Jamie_lplk_dl2|1|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|Jamie_lplk_dl2|1|caption=}} |
Line 749: |
Line 770: |
| | title = Back Throw | | | title = Back Throw |
| | subtitle = | | | subtitle = |
| | input = 4LPLK | | | input = {{classic_sf6}} 4LPLK<br> |
| | {{modern_sf6}} 4LM |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_4lplk_dl2|caption=}} | | {{MoveDataCargoImage|Jamie_4lplk_dl2|caption=}} |
Line 772: |
Line 794: |
| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = HPHK | | | input = {{classic_sf6}} HPHK<br> |
| | {{modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_hphk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_hphk_dl2|caption= Hit 'em with the ol'...}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_hphk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_hphk_dl2|caption= ''doink''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|imageHeight=200px|Jamie_hphk_dl2}} | | {{AttackDataCargo-SF6/Query|imageHeight=200px|Jamie_hphk_dl2}} |
Line 811: |
Line 834: |
| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (in blockstun) | | | input = {{classic_sf6}} 6HPHK (in blockstun/on wake-up)<br> |
| | {{modern_sf6}} 6DI (in blockstun/on wake-up) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_6hphk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_6hphk_dl2|caption=}} |
Line 829: |
Line 853: |
| | title = Drive Parry | | | title = Drive Parry |
| | subtitle = | | | subtitle = |
| | input = MPMK | | | input = {{classic_sf6}} MPMK<br> |
| | {{modern_sf6}} DP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=175px|Jamie_mpmk|caption=}} | | {{MoveDataCargoImage|imageHeight=175px|Jamie_mpmk|caption=}} |
Line 847: |
Line 872: |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = 66 | | | input = {{classic_sf6}}{{modern_sf6}} 66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_66|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_66|caption=}} |
Line 870: |
Line 895: |
| | title = The Devil Inside | | | title = The Devil Inside |
| | subtitle = (DL0) | | | subtitle = (DL0) |
| | input = 22P | | | input = {{classic_sf6}} 22P<br> |
| | {{modern_sf6}} 22X |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_22p|caption=}} | | {{MoveDataCargoImage|Jamie_22p|caption=}} |
Line 899: |
Line 925: |
| | title = Freeflow Strikes | | | title = Freeflow Strikes |
| | subtitle = (DL0) | | | subtitle = (DL0) |
| | input = 236P | | | input = {{classic_sf6}} 236P<br> |
| | {{modern_sf6}} 5S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_dl2|caption=}} |
Line 967: |
Line 994: |
| | title = Freeflow Strikes Punch 1 | | | title = Freeflow Strikes Punch 1 |
| | subtitle = (DL0) | | | subtitle = (DL0) |
| | input = 236P~6P | | | input = {{classic_sf6}} 236P~6LP<br> |
| | {{modern_sf6}} 5S~6X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_dl2|caption=}} |
Line 1,034: |
Line 1,062: |
| | title = Freeflow Strikes Punch 2 | | | title = Freeflow Strikes Punch 2 |
| | subtitle = (DL0) | | | subtitle = (DL0) |
| | input = 236P~6P~6P | | | input = {{classic_sf6}} 236P~6P~6P<br> |
| | {{modern_sf6}} 5S~6X~6X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_6p_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_6p_dl2|caption=}} |
Line 1,090: |
Line 1,119: |
| | title = Freeflow Kicks 1 | | | title = Freeflow Kicks 1 |
| | subtitle = (DL0) | | | subtitle = (DL0) |
| | input = 236P~6K | | | input = {{classic_sf6}} 236P~6K<br> |
| | {{modern_sf6}} 5S~4X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dl2|caption=}} |
Line 1,124: |
Line 1,154: |
| | title = Freeflow Kicks 2 | | | title = Freeflow Kicks 2 |
| | subtitle = (DL0-DL4) | | | subtitle = (DL0-DL4) |
| | input = 236P~6K~6K | | | input = {{classic_sf6}} 236P~6K~6K<br> |
| | {{modern_sf6}} 5S~4X~4X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dl2|caption=}} |
Line 1,158: |
Line 1,189: |
| | title = Swagger Step | | | title = Swagger Step |
| | subtitle = (DL0) | | | subtitle = (DL0) |
| | input = 214P | | | input = {{classic_sf6}} 214P<br> |
| | {{modern_sf6}} 214L/M/H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214lp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_214lp_dl2|caption=}} |
Line 1,187: |
Line 1,219: |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Swagger Step is a forward lunging palm attack that can be made safe if well-spaced. It has juggle potential and can combo on the ground, though the slow startup limits the cancel routes that are actually useful. Since Rekka can only cancel the first hit into Super, Swagger Step is the better move for high damage Super cancels. Note that the Super confirm window is quite lenient, but becomes more strict when spaced to hit on later active frames (17f window at minimum).
| | A forward lunging palm attack ("Palm"). The heavy and OD versions are safe on block, but with their high number of active frames, the light and heavy can be spaced to be safe too. It has juggle potential and can combo on the ground, though the slow startup limits the cancel routes that are actually useful. Since Rekka can only cancel the first hit into Super, Swagger Step is the better move for high damage Super cancels. Note that the Super confirm window is quite lenient, but becomes more strict when spaced to hit on later active frames (17f window at minimum). |
| | |
| | If not cancelled, the meterless versions leave Jamie at enough frame advantage to either drink or get oki (heavy version is a safejump, all are + on double dash), while the OD version sends the opponent into a ground tumble. This is mostly used to combo into Jamie's sweep TC in the corner, or to use the huge frame advantage to get two drinks midscreen. OD Palm becomes hilariously plus on a cornered Punish Counter, letting Jamie get a good combo, or 3 drinks and still retain oki , which can reasonably end the round. |
|
| |
|
| At Drink Lv.4, Jamie gains an additional [[#Swagger Hermit Punch (214P~6P)|6P Follow-up]] for extra damage. This can be confirmed off a raw 214P hit, but may drop if input too late. | | At Drink Lv.4, Jamie gains an additional [[#Swagger Hermit Punch (214P~6P)|6P Follow-up]] for extra damage. This can be confirmed off a raw 214P hit, but may drop if input too late. |
Line 1,201: |
Line 1,235: |
| | title = Swagger Hermit Punch | | | title = Swagger Hermit Punch |
| | subtitle = (DL4) | | | subtitle = (DL4) |
| | input = 214P~6P | | | input = {{classic_sf6}} 214P~6P<br> |
| | {{modern_sf6}} 214L/M/H~6L/M/H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214p_6p|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_214p_6p|caption=}} |
Line 1,226: |
Line 1,261: |
| | title = Arrow Kick | | | title = Arrow Kick |
| | subtitle = (DL0) | | | subtitle = (DL0) |
| | input = 623K | | | input = {{classic_sf6}} 623K<br> |
| | {{modern_sf6}} 6S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_623lk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_623lk_dl2|caption=}} |
Line 1,251: |
Line 1,287: |
| Jamie's most consistent anti-air and OD reversal. He kicks upward before falling back away from the opponent. On hit, this transitions into a leaping follow-up attack that is fully invincible during the animation. On whiff or block, Jamie does not perform the extra hit, instead standing up from his grounded position. This recovery animation can cause some attempted punishes to whiff at longer ranges, but there is plenty of time to walk or dash forward, or to use a slow ranged punish starter. | | Jamie's most consistent anti-air and OD reversal. He kicks upward before falling back away from the opponent. On hit, this transitions into a leaping follow-up attack that is fully invincible during the animation. On whiff or block, Jamie does not perform the extra hit, instead standing up from his grounded position. This recovery animation can cause some attempted punishes to whiff at longer ranges, but there is plenty of time to walk or dash forward, or to use a slow ranged punish starter. |
|
| |
|
| Arrow Kick works well in juggles, but in grounded combos it can be finicky near max range. It also has no ability to Super cancel, so its damage potential in punishes is limited. It gives Jamie great oki on hit and the follow-up animation provides some nice corner carry as well. In the corner, the LK version sets up a safe jump. | | Arrow Kick works well in juggles, but in grounded combos it can be finicky near max range. It also has no ability to Super cancel, so its damage potential in punishes is limited. It gives Jamie great oki on hit and the follow-up animation provides some nice corner carry as well. In the corner, the LK version sets up a safe jump, and can combo into the OD version or Jamie's level 1 super on a very high hit. |
| }} | | }} |
|
| |
|
Line 1,258: |
Line 1,294: |
| | title = Luminous Dive Kick | | | title = Luminous Dive Kick |
| | subtitle = (DL1) | | | subtitle = (DL1) |
| | input = j.214K | | | input = {{classic_sf6}} j.214K<br> |
| | {{modern_sf6}} j.S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k_dl2|caption=}} |
Line 1,287: |
Line 1,324: |
| | title = Bakkai | | | title = Bakkai |
| | subtitle = (DL2) | | | subtitle = (DL2) |
| | input = 236K | | | input = {{classic_sf6}} 236K<br> |
| | {{modern_sf6}} 2S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lk_dl2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236kk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236kk_dl2|caption= {{clr|H|''Ysaar's HATE him!''}} |
| | Bypass Neutral-skips using this '''ONE WEIRD TRICK'''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|Jamie_236lk_dl2|caption=[[Street_Fighter_6/Jamie/Data#236LK|Full LK Hitbox Data]]}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|Jamie_236lk_dl2|caption=[[Street_Fighter_6/Jamie/Data#236LK|Full LK Hitbox Data]]}} |
Line 1,303: |
Line 1,342: |
| {{AttackDataCargo-SF6/Query|Jamie_236lk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236lk_dl2}} |
| * Damage DL2-DL4: 1400/1468/1540 | | * Damage DL2-DL4: 1400/1468/1540 |
| * '''Projectile Invuln:''' 3-24f | | * '''Projectile Invuln:''' 3-47f |
| * '''Cancel Hitconfirm Window:''' 47f (Super) | | * '''Cancel Hitconfirm Window:''' 47f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236mk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236mk_dl2}} |
| * Damage DL2-DL4: 1600/1677/1760 | | * Damage DL2-DL4: 1600/1677/1760 |
| * '''Projectile Invuln:''' 4-26f | | * '''Projectile Invuln:''' 4-63f |
| * '''Cancel Hitconfirm Window:''' 63f (Super) | | * '''Cancel Hitconfirm Window:''' 63f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236hk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236hk_dl2}} |
| * Damage DL2-DL4: 1800/1887/1980 | | * Damage DL2-DL4: 1800/1887/1980 |
| * '''Projectile Invuln:''' 5-33f | | * '''Projectile Invuln:''' 5-94f |
| * '''Cancel Hitconfirm Window:''' 94f (Super) | | * '''Cancel Hitconfirm Window:''' 94f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236kk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236kk_dl2}} |
| * Damage DL2-DL4: 2000/2100/2200 | | * Damage DL2-DL4: 2000/2100/2200 |
| * '''Projectile Invuln:''' 3-28f | | * '''Projectile Invuln:''' 3-100f |
| * '''Cancel Hitconfirm Window:''' 74f (Super); cancels on 7th hit | | * '''Cancel Hitconfirm Window:''' 74f (Super); cancels on 7th hit |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+7}} oB |
Line 1,322: |
Line 1,361: |
|
| |
|
| Bakkai is ostensibly Jamie's "anti-projectile" move, though in practice it can be difficult to use like this. 236KK is fairly reliable at mid-range against shoto fireballs, and 236HK has the reach if your reactions are on point. 236LK and 236MK are harder to use because they travel a shorter distance during startup. And against strong projectiles like Guile's Sonic Boom, this move can only be done as a pure prediction, at which point you might as well just do a {{clr|4|Drive Impact}} or Luminous Dive Kick instead. | | Bakkai is ostensibly Jamie's "anti-projectile" move, though in practice it can be difficult to use like this. 236KK is fairly reliable at mid-range against shoto fireballs, and 236HK has the reach if your reactions are on point. 236LK and 236MK are harder to use because they travel a shorter distance during startup. And against strong projectiles like Guile's Sonic Boom, this move can only be done as a pure prediction, at which point you might as well just do a {{clr|4|Drive Impact}} or Luminous Dive Kick instead. |
| | |
| | Bakkai has Projectile Invincibility that lasts all the way till the last Active frame, which is useful in some matchups: It works against slower projectiles like against Guile's Sonic Booms, or to punish reckless level 2 usage out of Ed or Rashid, where a good Bakkai and some bar for level 2 or 3 can turn games around very quickly. Of course, everything aside, Bakkai is still a very slow move. Don't be as predictable to let them jump over you for a free punish. |
|
| |
|
| Grounded combo routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) | | Grounded combo routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) |
Line 1,334: |
Line 1,375: |
| | title = Tenshin | | | title = Tenshin |
| | subtitle = (DL3) | | | subtitle = (DL3) |
| | input = 63214K | | | input = {{classic_sf6}} 63214K<br> |
| | {{modern_sf6}} 4S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_63214k_dl3|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_63214k_dl3|caption=}} |
Line 1,358: |
Line 1,400: |
| After meterless Tenshin, the opponent is in a unique grounded juggle state; grounded combos work as usual, but they are considered to have a Juggle Count of 1. This can affect any juggle route that comes afterward; for example, 2MP > {{clr|4|DR~}}2KK > j.HK will not combo after Tenshin, despite normally working on grounded opponents. | | After meterless Tenshin, the opponent is in a unique grounded juggle state; grounded combos work as usual, but they are considered to have a Juggle Count of 1. This can affect any juggle route that comes afterward; for example, 2MP > {{clr|4|DR~}}2KK > j.HK will not combo after Tenshin, despite normally working on grounded opponents. |
|
| |
|
| The first attack following Tenshin is unscaled, but any following attacks have a 40% scaling penalty applied (100-60-50-40...). Since the OD version gives more than enough time to go into {{clr|10|SA3}} as the first hit, this will lead to a completely unscaled super with devastating damage, dealing more damage than Zangief's CA if you have CA yourself. There is also an interesting situation after Punish Counter 214PP's tumbling wall splat: Jamie can combo into Tenshin after this, in which case the throw is scaled by 20% and any follow-ups immediately skip to the 40% scaling penalty. | | The first attack following Tenshin is unscaled, but any following attacks have a 40% scaling penalty applied (100-60-50-40...), so at +8 on hit you can link into raw level 1 for an unscaled cashout. However, this does not apply to the OD version due to the funny damage it would lead to with CA, instead it starts at 70% scaling but generally ends in more damage overall due to slower scaling, better frame advantage, and some frontloaded damage. There is also an interesting situation after Punish Counter 214PP's tumbling wall splat: Jamie can combo into Tenshin after this, in which case the throw is scaled by 20% and any follow-ups immediately skip to the 40% scaling penalty. |
|
| |
|
| Jamie is not point blank after the grab, but is close enough to combo into moves like 5MP, 2MP, or 5HP. While Tenshin can hit as a Counter-hit or Punish Counter, this has no effect on frame advantage (OD Tenshin does extra damage on Punish Counter only). | | Jamie is not point blank after the grab, but is close enough to combo into moves like 5MP, 2MP, or 5HP. While Tenshin can hit as a Counter-hit or Punish Counter, this has no effect on frame advantage (OD Tenshin does extra damage on Punish Counter only). |
Line 1,371: |
Line 1,413: |
| | title = Breakin' | | | title = Breakin' |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = 236236K | | | input = {{classic_sf6}} 236236K<br> |
| | {{modern_sf6}} 236236L or 5HS or 6HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236236k_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236236k_dl2|caption= ''Spin 2 Win''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=90px|Jamie_236236k_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=90px|Jamie_236236k_dl2|caption=}} |
Line 1,383: |
Line 1,426: |
| * Damage DL0-DL4: 1980 / 2084 / 2200 / 2304 / 2420 | | * Damage DL0-DL4: 1980 / 2084 / 2200 / 2304 / 2420 |
| ** Chip: 450 / 472 / 500 / 522 / 550 | | ** Chip: 450 / 472 / 500 / 522 / 550 |
| * '''Full Invuln:''' 1f; '''Strike/Throw Invuln:''' 2-12f; Armor Break | | * '''Strike/Throw Invuln:''' 1-12f; Armor Break |
| * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) | | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
Line 1,389: |
Line 1,432: |
| * Damage DL0-DL4: 1665 / 1753 / 1850 / 1938 / 2035 | | * Damage DL0-DL4: 1665 / 1753 / 1850 / 1938 / 2035 |
| ** Chip: 360 / 380 / 400 / 420 / 440 | | ** Chip: 360 / 380 / 400 / 420 / 440 |
| * '''Full Invuln:''' 1f; '''Strike/Throw Invuln:''' 2-12f; Armor Break | | * '''Strike/Throw Invuln:''' 1-12f; Armor Break |
| * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) | | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| * Ends in a Drink in exchange for reduced Damage and KD Advantage | | * Ends in a Drink in exchange for reduced Damage and KD Advantage |
| <br> | | <br> |
| A more powerful version of Bakkai, this Super has good range and locks the opponent into the full break dancing animation on hit. In rare cases, juggled opponents can drop out halfway through the animation, most notably against Cammy's {{clr|H|HP}} Hooligan Combination. It is extremely unsafe on block, even allowing some characters to charge up an install move before starting their max damage punish. The startup is also slow enough that some well-timed light normals recover in time to block, reducing its effectiveness as a reversal. | | A breakdance super that looks similar to Bakkai. Mostly used as a wakeup/burnout reversal option or a combo ender, it connects after a cancel from any normal, and has a few ways of juggling into it, like high connect 623LK or 2KK. At frame 8, it can also be linked raw after a meterless Tenshin where its damage is uscaled, which is a good alternative to OD Tenshin. |
|
| |
|
| A little over halfway through the animation, there is a 16f gap on block (12f in Burnout); the opponent can jump or hit Jamie out of this to prevent additional Drive/Chip damage, but a mistimed button can also result in the opponent getting hit by the second half of the Super. | | In rare cases, juggled opponents can drop out halfway through the animation, most notably against Cammy's {{clr|H|HP}} Hooligan Combination. It is extremely unsafe on block, even allowing some characters to charge up an install move before starting their max damage punish. A little over halfway through the animation, there is a 16f gap on block (12f in Burnout); the opponent can jump or hit Jamie out of this to prevent additional Drive/Chip damage, but a mistimed button can also result in the opponent getting hit by the second half of the Super. |
|
| |
|
| During the Super animation, you can hold Down to increase your Drink Level by 1. This eliminates the blockstring gap, and on block Jamie can easily be punished before gaining the Drink Level. Jamie sacrifices some damage and knockdown advantage for using this version, but he still has enough advantage to pressure a cornered opponent; however, reversal 4f normals will beat Tenshin and trade with {{clr|M|5MP}}. | | During the Super animation, you can hold Down to increase your Drink Level by 1. This eliminates the blockstring gap, and on block Jamie can easily be punished before gaining the Drink Level. Jamie sacrifices some damage and knockdown advantage for using this version, but he still has enough advantage to pressure a cornered opponent; however, reversal 4f normals will beat Tenshin and trade with {{clr|M|5MP}}. |
Line 1,411: |
Line 1,454: |
| | title = The Devil's Song | | | title = The Devil's Song |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 214214P | | | input = {{classic_sf6}} 214214P<br> |
| | {{modern_sf6}} 214214M or 4HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_214214p|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_214214p|caption=}} |
Line 1,434: |
Line 1,478: |
| | title = Getsuga Saiho | | | title = Getsuga Saiho |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236P | | | input = {{classic_sf6}} 236236P<br> |
| | {{modern_sf6}} 236236H or 2HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_dl2|caption=}} |
Line 1,440: |
Line 1,485: |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p(ca)_dl2|caption=CA does much more damage, but no follow-up juggle}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p(ca)_dl2|caption=CA does much more damage, but no follow-up juggle}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|Jamie_236236p_dl2|caption=CA does much more damage, but no follow-up juggle}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|Jamie_236236p_dl2|caption=Fun Fact: If Jaime kills with CA, the text "終劇" will appear. This translates to "End of Film" in Chinese.}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236236p_dl2}} |
Line 1,463: |
Line 1,508: |
| Jamie's {{clr|10|SA3}} goes into a cinematic if the first hit connects, while the 2nd hit is extremely weak on its own. The cinematic hit ends by launching the opponent, reminiscent of Yun's You Hou Ultra 1 from USF4. As a result, the damage is quite low, instead relying on the follow-up juggle to make it worthwhile; this unfortunately means that the damage potential is quite low in highly scaled combos. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the follow-up. Jamie has several options, like {{clr|H|214HP}}, Dash {{clr|H|5HP}}, or {{clr|4|DR~}}2KK into further juggles. | | Jamie's {{clr|10|SA3}} goes into a cinematic if the first hit connects, while the 2nd hit is extremely weak on its own. The cinematic hit ends by launching the opponent, reminiscent of Yun's You Hou Ultra 1 from USF4. As a result, the damage is quite low, instead relying on the follow-up juggle to make it worthwhile; this unfortunately means that the damage potential is quite low in highly scaled combos. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the follow-up. Jamie has several options, like {{clr|H|214HP}}, Dash {{clr|H|5HP}}, or {{clr|4|DR~}}2KK into further juggles. |
|
| |
|
| The {{clr|10|Critical Art}} version lacks this ending juggle, but makes up for it with higher base damage and a cooler ending cinematic. Jamie's {{clr|10|CA}} can be comboed into directly after {{clr|10|OD Tenshin}} to bypass its usual damage scaling, making it the most damaging throw mixup in the game. | | The {{clr|10|Critical Art}} version lacks this ending juggle, but makes up for it with higher base damage and a cooler ending cinematic, and it can be comboed into after longer combos from {{clr|10|OD Tenshin}}, making it the most damaging throw mixup in the game. |
|
| |
|
| Because {{clr|10|SA3}} hits twice on block, the first hit can be used to put the opponent into Burnout before chipping out with the 2nd hit. Opponents can Drive Reversal to prevent this if Jamie uses a blockstring into {{clr|10|SA3}}, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation. | | Because {{clr|10|SA3}} hits twice on block, the first hit can be used to put the opponent into Burnout before chipping out with the 2nd hit. Opponents can Drive Reversal to prevent this if Jamie uses a blockstring into {{clr|10|SA3}}, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation. |
Line 1,481: |
Line 1,526: |
| {{AttackDataCargo-SF6/Query|Jamie_5pppkkk}} | | {{AttackDataCargo-SF6/Query|Jamie_5pppkkk}} |
| * Has a unique variation at Drink Lv.4 | | * Has a unique variation at Drink Lv.4 |
| | * Can low-profile Projectiles and certain Normals |
| }} | | }} |
| |-| | | |-| |