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| * Damage DL0-DL4: 540/570/600/630/660 | | * Damage DL0-DL4: 540/570/600/630/660 |
| <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, {{clr|4|DR~}}{{clr|M|5MP}} gives enough block advantage for a tick command throw that beats any non-invincible reversal. |
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| 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. | | While much stubbier than {{clr|M|2MK}} or {{clr|M|5MK}}, this move holds more value as a counter-poke than one might think. On top of having a decent disjoint, a Punish Counter becomes {{sf6-adv|VP|+9}}, just enough advantage to link into {{clr|H|2HK}}, or {{clr|10|SA1}} from even farther out. |
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| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| * Leg hurtbox is raised on frames 4-12 (can avoid low pokes) | | * Leg hurtbox is raised on frames 4-12 (can avoid low pokes) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+10}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-30}} oH / {{sf6-adv|VM|-34}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-29}} 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 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}}. | | {{clr|M|5MK}} is Jamie's premiere mid-range poke. A {{clr|4|Drive Rush}} buffer can be used to start your block pressure or hitconfirm into a combo. It can combo naturally into {{clr|M|214MP}}/{{clr|10|214PP}}, and is Jamie's only medium normal that can combo into {{clr|H|214HP}} on Punish Counter. |
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| | The raised leg hurtbox allows {{clr|M|5MK}} to interact favorably with many low pokes in neutral, which is important for dealing with characters that have a longer range {{clr|M|2MK}}. This button is 3f slower than his own {{clr|M|2MK}}, but hits from slightly longer range and is much less whiff punishable. |
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| * Damage DL0-DL4: 540/570/600/630/660 | | * Damage DL0-DL4: 540/570/600/630/660 |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+6}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+5}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+9}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+8}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-35}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-30}} oH / {{sf6-adv|VM|-36}} oB |
| <br> | | <br> |
| 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}}. | | 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|VP|+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}}. When canceled, it also links naturally into {{clr|M|214MP}}/{{clr|10|214PP}}. |
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| * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-37}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-37}} oB |
| * 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...) |
| | * Extends a hurtbox on whiff until end of recovery |
| <br> | | <br> |
| Jamie's {{clr|M|2MK}} is fast for a cancelable low poke, but the range is a bit lower than most similar buttons. The high pushback makes it safer to poke with and can lead to spacing traps. If well-spaced, a cancel into 236P is often safe, though {{clr|L|236LP}} can whiff at absolute max range. | | Jamie's {{clr|M|2MK}} is fast for a cancelable low poke, but the range is a bit lower than most similar buttons. The high pushback makes it safer to poke with and can lead to spacing traps. If well-spaced, a cancel into 236P is often safe, though {{clr|L|236LP}} can whiff at absolute max range. |
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| * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 | | * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 |
| * Counter-hit/Punish Counter: HKD +48 | | * Counter-hit/Punish Counter: HKD +48 |
| | * 1f extra recovery on block; 2nd hit can be stand blocked if 1st hit is blocked |
| * Has high juggle potential; not a Hard Knockdown when juggled into | | * Has high juggle potential; not a Hard Knockdown when juggled into |
| * First active frame of 2nd hit is juggle-only hitbox; vs. grounded opponents, active period is 2(3)2 | | * First active frame of 2nd hit only connects in juggles; vs. grounded opponents, active period is 2(3)2 |
| * '''Cancel Hitconfirm Window:''' 33f (PC: 43f) (TC) | | * '''TC Cancel Hitconfirm Window:''' 33f (PC 43f) / 22f (1-hit) |
| <br> | | <br> |
| 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.
| | A long-range 2-hit sweep that is great for punishing other sweeps while being difficult for most other characters to punish in return. When well-spaced, some characters have no punish at all, or must rely on reversal Supers to reach. Both hits are lows, but if the first hit is crouch blocked, the second hit loses its low-hitting property. Because the second hit has extra range, it's still possible to catch a back-walking opponent low when the first hit whiffs. |
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| {{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 hitconfirmed even if only the second hit connects, though it's much easier if both hits connect. |
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| <br> | | <br> |
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| {{MoveDataCargoImage|imageHeight=180px|Jamie_6hk_4hk_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_6hk_4hk_dl4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_p_close_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_p_close_dl4|caption='''オラ!!'''}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=110px|Jamie_6hk_4hk_p_mid_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=110px|Jamie_6hk_4hk_p_mid_dl4|caption=}} |
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| {{AttackDataCargo-SF6/Query|Jamie_623lk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_623lk_dl2}} |
| * Damage DL0-DL4: 900/950/1000/1050/1100 | | * Damage DL0-DL4: 900/950/1000/1050/1100 |
| * '''Anti-Air Invuln:''' 1-12f; '''Lower Body Strike Invuln:''' 6-22f | | * '''Anti-Air Invuln:''' 1-11f (cannot hit cross-up); '''Low Crush:''' 5-22f |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|Jamie_623mk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_623mk_dl2}} |
| * Damage DL0-DL4: 1080/1140/1200/1260/1320 | | * Damage DL0-DL4: 1080/1140/1200/1260/1320 |
| * '''Anti-Air Invuln:''' 1-14f; '''Lower Body Strike Invuln:''' 8-23f | | * '''Anti-Air Invuln:''' 1-14f (cannot hit cross-up); '''Low Crush:''' 8-23f |
| {{AttackDataCargo-SF6/Query|Jamie_623hk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_623hk_dl2}} |
| * Damage DL0-DL4: 1260/1330/1400/1470/1540 | | * Damage DL0-DL4: 1260/1330/1400/1470/1540 |
| * '''Anti-Air Invuln:''' 1-16f; '''Lower Body Strike Invuln:''' 10-25f | | * '''Anti-Air Invuln:''' 1-16f (cannot hit cross-up); '''Low Crush:''' 10-25f |
| {{AttackDataCargo-SF6/Query|Jamie_623kk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_623kk_dl2}} |
| * Damage DL0-DL4: 1350/1424/1500/1574/1650 | | * Damage DL0-DL4: 1350/1424/1500/1574/1650 |
| * '''Full Invuln:''' 1-9f; '''Anti-Air Invuln:''' 10-12f; '''Lower Body Strike Invuln:''' 10-21f | | * '''Full Invuln:''' 1-9f |
| | * '''Anti-Air Invuln:''' 10-12f (cannot hit cross-up); '''Low Crush:''' 10-21f |
| <br> | | <br> |
| 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 {{clr|10|OD}} reversal. He kicks upward before falling back away from the opponent. {{clr|L|LK Arrow Kick}} is generally the best anti-air due to its fast startup; at 5f startup, it will beat any safe jump setup that isn't frame-perfect and is great for cross-cut DPs when walking under the opponent's jump. However, the poor vertical reach makes it hard to anti-air an opponent that can alter their air trajectory. Against divekick characters, the {{clr|M|MK}}/{{clr|H|HK}} versions can be a bit more consistent, as it gives the opponent more time to descend into the stationary hitbox while still retaining its invincibility. |
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| 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. | | On hit, Arrow Kick transitions into a leaping follow-up attack that is fully invincible during the animation. There is a small window before this follow-up that can lose to projectiles, but this rarely comes into play. On whiff or block, Jamie does not perform the extra hit, instead standing up from his grounded position. This recovery animation can cause the opponent's attempted punish to whiff at longer ranges, but the opponent still has plenty of time to recognize this and walk forward for a full punish. |
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| | 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 {{clr|L|LK}} version sets up a safe jump, making it an important combo ender until Drink Lv.2 when it becomes outclassed by {{clr|L|236LK}}. |
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| | On a very high connect, both the {{clr|L|LK}} and {{clr|H|HK}} versions have possible follow-up juggles. {{clr|L|LK Arrow Kick}} can juggle into {{clr|10|SA1}}/{{clr|10|SA3}}, or {{clr|10|623KK}} in the corner; keep in mind that Jamie incurs significant damage scaling when doing this. {{clr|H|HK Arrow Kick}} has more restrictive follow-up timing, only allowing {{clr|10|SA1}} or {{clr|10|623KK}} in the corner. In exchange for the added difficulty, Jamie does not suffer a damage scaling penalty. |
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| {{AttackDataCargo-SF6/Query|Jamie_j214k_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_j214k_dl2}} |
| * Damage DL1-DL4: 950/1000/1050/1100 | | * Damage DL1-DL4: 950/1000/1050/1100 |
| * Forward jump only; button strength determines angle (LK short, MK mid, HK far) | | * Forward jump only; button strength determines angle ({{clr|L|LK}} short, {{clr|M|MK}} mid, {{clr|H|HK}} far) |
| * {{FKD}} state until land; final recovery frame is in a crouching state | | * {{FKD}} state until land; final recovery frame is in a crouching state |
| * Spike knockdown vs. airborne opponents (no juggle follow-up) | | * Spike knockdown vs. airborne opponents (no juggle follow-up) |
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| * Applies 20% damage scaling to next hit when beginning a combo; applies 10% immediate damage scaling when comboed into | | * Applies 20% damage scaling to next hit when beginning a combo; applies 10% immediate damage scaling when comboed into |
| <br> | | <br> |
| At Drink Lv.1, Jamie unlocks a divekick that can be used out of forward jumps. It can be done very low to the ground with a Tiger Knee input (214~9K), and connecting low on the opponents legs gives better advantage on block or on knockdown; he can even juggle after meterless divekick when spaced well enough. Can be canceled into from a forward j.MP in juggle routes or air-to-air conversions, with the OD version leading to a small follow-up juggle. | | At Drink Lv.1, Jamie unlocks a divekick that can be used out of forward jumps. It can be done very low to the ground with a Tiger Knee input (214~9K), and connecting low on the opponents legs gives better advantage on block or on knockdown; he can even juggle after meterless divekick when spaced well enough. Can be canceled into from a forward {{clr|M|j.MP}} in juggle routes or air-to-air conversions, with the {{clr|10|OD}} version leading to a small follow-up juggle. |
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| Luminous Dive Kick is a useful tool not only for pressure, but for navigating around projectiles, an area in which Jamie usually struggles. It also evades throws, so it can be used as a shimmy or to punish throw loops. The slight mid-air pause before Jamie descends can bait the opponent's anti-air attempt or cause an uppercut to whiff at close range, though the large hurtbox is quite susceptible to attacks that normally do not work as anti-airs. | | Luminous Dive Kick is a useful tool not only for pressure, but for navigating around projectiles, an area in which Jamie usually struggles. However, Jamie extends a hurtbox downward early in his startup that can make it harder to avoid a projectile, particularly slower ones. It also evades throws, so it can be used as a pseudo-shimmy or as a punish against corner throw loops. |
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| | The slight mid-air pause before Jamie descends can bait the opponent's anti-air attempt or cause an uppercut to whiff at close range. The downward hurtbox on the later active frames sticks out a bit below Jamie's foot, which can cause him to lose or trade with moves that are not normally anti-airs, so it's most effective if you think the opponent will stick out a low poke like {{clr|M|2MK}}. |
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| {{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:''' 3-47f | | * '''Projectile Invuln:''' 3-43f (until end of active frames) |
| * '''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:''' 4-63f | | * '''Projectile Invuln:''' 4-59f (until end of active frames) |
| * '''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:''' 5-94f | | * '''Projectile Invuln:''' 5-92f (until end of active frames) |
| * '''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:''' 3-100f | | * '''Projectile Invuln:''' 3-100f (until end of active frames) |
| * '''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 |
| <br> | | <br> |
| Jamie drops to the ground and begins break dancing, slowly advancing toward the opponent. The high damage makes this great for super canceling, and the OD version can be made plus on block by cancelling into {{clr|10|SA2}}. The {{clr|L|LK}} version gives Jamie a safe jump and mid-screen oki, so it's important to end your combos with this instead of the lower-damage {{clr|L|623LK}} when you're at DL2 and higher. | | Jamie drops to the ground and begins break dancing, slowly advancing toward the opponent. The high damage makes this great for Super canceling, and the {{clr|10|OD}} version can be made plus on block by canceling into {{clr|10|SA2}}. The {{clr|L|LK}} version gives Jamie a safe jump and mid-screen oki, so it's important to end your combos with this instead of the lower-damage {{clr|L|623LK}} when you're at Drink Lv.2 or higher. |
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| 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 Jamie's primary anti-fireball move, but in practice it can be difficult to use in this way. The move has slow startup and takes extra time to reach its full range, so faster projectiles like Guile's Sonic Boom will almost certainly recover if attempted as a reaction punish. The {{clr|H|HK}} version has enough forward movement to be consistent against shoto projectiles, but the forward movement and later invincibility window can cause Jamie to get hit out of startup unless input early. {{clr|10|OD Bakkai}} has the best combination of forward movement, speed, and invincibility for countering projectiles, and can be kept safe with {{clr|10|SA2}} if blocked. |
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| 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 so predictable as to let them jump over you for a free punish. | | The projectile invincibility window lasts unusually long on Bakkai, extending all the way to the end of the active frames. This makes it more effective against slow projectiles like A.K.I.'s {{clr|L|214LP}}, and more importantly it serves as a hard counter to {{clr|10|SA2}} from Ed and Rashid when performed in neutral. This forces them to activate their Supers from very long range or while Jamie is knocked down, making it harder to use as a neutral-skipping tool. |
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| Grounded combo routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) | | Grounded cancel routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) |
| * 236HK: 2HP, PC 5HK | | * {{clr|H|236HK}}: {{clr|H|2HP}}, {{clr|H|PC 5HK}} |
| * 236MK: 5HK, CH 5MK (+ all above) | | * {{clr|M|236MK}}: {{clr|H|5HK}}, {{clr|M|CH 5MK}} (+ all above) |
| * 236KK: PC 5HP, PC 5MK, PC 2MP, PC 2MK (+ all above) | | * {{clr|10|236KK}}: {{clr|H|PC 5HP}}, {{clr|M|PC 5MK}}, {{clr|M|PC 2MP}}, {{clr|M|PC 2MK}} (+ all above) |
| * 236LK: 5MK, 2MP, 2MK, 5LP~LK~MP, PC 5LK, PC 2LP (+ all above) | | * {{clr|L|236LK}}: {{clr|M|5MK}}, {{clr|M|2MP}}, {{clr|M|2MK}}, {{clr|L|5LP}}~{{clr|L|LK}}~{{clr|M|MP}}, {{clr|L|PC 5LK}}, {{clr|L|PC 2LP}} (+ all above) |
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| * Applies 20% damage scaling to 3rd hit when beginning a combo (100/100/60...) | | * Applies 20% damage scaling to 3rd hit when beginning a combo (100/100/60...) |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| * Increases opponents Juggle Count despite remaining grounded
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| * Range: 0.96 (slight forward movement on during startup) | | * Range: 0.96 (slight forward movement on during startup) |
| {{AttackDataCargo-SF6/Query|Jamie_63214kk_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_63214kk_dl3}} |
| * Damage DL3-DL4: 682/715 | | * Damage DL3-DL4: 682/715 |
| * Crumple state; Jamie is +28 before the opponent goes airborne | | * Crumple state; Jamie is +28 before the opponent goes airborne |
| * Applies 20% damage scaling to 3rd hit when beginning a combo (100/100/60...) | | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
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| * Range: 0.96 (slight forward movement on during startup) | | * Range: 0.96 (slight forward movement on during startup) |
| <br> | | <br> |
| Tenshin is a unique command grab that allows you to combo after landing it, reminiscent of Yun, Yang, and Fei Long's similar grab from previous games without the side switch. It doesn't have quite as good range or speed as most command grabs, but the combo utility more than makes up for these faults and greatly boosts Jamie's close range mixup game. Not only can it net the most damage of any command grab with proper use of resources, but it also allows you to loop your pressure into whatever oki is desired, something that no other command grab can do nearly as well. | | Tenshin is a unique command grab that allows a follow-up combo on hit, reminiscent of Yun, Yang, and Fei Long's similar grab from previous games but without the side switch. The speed and range is not quite as good as most command grabs, but the combo utility more than makes up for these faults and greatly boosts Jamie's close range mixup game. Tenshin allows Jamie the freedom to route his follow-up combo for oki, corner carry, or damage depending on what resources are spent; the {{clr|10|OD}} version in particular gives him some of the highest command grab damage in the entire game. This also means that Jamie can get looping command grab oki, something extremely rare in SF6. |
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| 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.
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| 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. | | The damage scaling of meterless Tenshin doesn't apply to the immediate follow-up, but instead to the 3rd hit of the combo. This allows Jamie to link directly into an unscaled {{clr|10|SA1}} for some easy damage and corner carry. The {{clr|10|OD}} version has more standard starter scaling, which prevents Jamie from having a more damaging command grab than Zangief's {{clr|10|CA}}. Despite this scaling, {{clr|10|OD Tenshin}} can lead to incredible damage when dumping resources. Both versions can actually be comboed into after a corner Punish Counter {{clr|10|214PP}} wall splat; when comboed into, meterless Tenshin immediately applies an extra 20% scaling on the 0-damage hit before the scaling resumes as normal. |
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| 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 {{clr|M|5MP}}, {{clr|M|2MP}}, or {{clr|H|5HP}}. Landing as a Counter-hit or Punish Counter does not increase Jamie's frame advantage, but a Punish Counter {{clr|10|OD Tenshin}} does get a little extra damage. |
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| Sometimes, Jamie will say a naughty word when he whiffs the grab. Be careful when playing Jamie with small children nearby. | | Sometimes, Jamie will say a naughty word when he whiffs the grab. Be careful when playing Jamie with small children nearby. |
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| * Ends in a Drink in exchange for reduced Damage and KD Advantage | | * Ends in a Drink in exchange for reduced Damage and KD Advantage |
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| 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 breakdance super that looks similar to Bakkai, mostly used as a combo ender or a reversal during Burnout. It connects after a cancel from any normal, and has a few ways of juggling into it, like high connect {{clr|L|623LK}}or 2KK. At 8f startup, it can also be linked raw after a meterless Tenshin where its damage is unscaled, which is a good alternative to {{clr|10|OD Tenshin}}. |
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| 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.
| | {{clr|10|SA1}} 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. |
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| 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}}. |
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| At DL4, ending with a Drink restores 1 bar of Drive gauge, allowing Jamie exchange some Super meter for Drive meter in his combo routes. | | At DL4, ending with a Drink restores 1 bar of Drive gauge, allowing Jamie exchange some Super meter for Drive meter in his combo routes. |
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| Jamie's hurtbox shifts forward slightly during the Super freeze; with frame-perfect timing, he can use this to move past some fast projectiles like Luke's Sand Blast.
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