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| * '''Low Crush''' 10-19f (not airborne) | | * '''Low Crush''' 10-19f (not airborne) |
| * Spike knockdown vs. airborne opponents | | * Spike knockdown vs. airborne opponents |
| * '''Cancel Hitconfirm Window:''' 15f (TC) | | * '''Cancel Hitconfirm Window:''' 17f (TC) |
| <br> | | <br> |
| A hopping overhead that can counter mid-range low pokes. With precise spacing, it can hit later in its active frames, resulting in better frame advantage. When used out of {{clr|4|Drive Rush}}, Jamie can link light normals or {{clr|H|5HP}} afterward. | | A hopping overhead that can counter mid-range low pokes. With precise spacing, it can hit later in its active frames, resulting in better frame advantage. When used out of {{clr|4|Drive Rush}}, Jamie can link light normals or {{clr|H|5HP}} afterward. |
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| At DL2 and above, {{clr|M|6MK}} has about 25% more range and gains a ([[#6MK~MK~P|Target Combo follow-up]]) for a knockdown and an optional Drink level increase. | | At Drink Lv.2 and above, {{clr|M|6MK}} has about 25% more range and gains a ([[#6MK~MK~P|Target Combo follow-up]]) for a knockdown and an optional Drink level increase. While difficult, this extension can be hitconfirmed with good reactions. |
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| Hermit's Elbow pulls back during startup, making it a useful shimmy tool in tick throw situations. If you successfully bait the opponent's throw and land a Punish Counter, it becomes {{sf6-adv|VP|+5}} and can link into {{clr|L|5LK}} or {{clr|H|5HP}}. At its max possible range, it can become {{sf6-adv|VP|+4}} as a meaty and link into {{clr|L|2LP}} without a Counter-hit. The Super cancel window is also quite lenient, allowing for high damage confirms. | | Hermit's Elbow pulls back during startup, making it a useful shimmy tool in tick throw situations. If you successfully bait the opponent's throw and land a Punish Counter, it becomes {{sf6-adv|VP|+5}} and can link into {{clr|L|5LK}} or {{clr|H|5HP}}. At its max possible range, it can become {{sf6-adv|VP|+4}} as a meaty and link into {{clr|L|2LP}} without a Counter-hit. The Super cancel window is also quite lenient, allowing for high damage confirms. |
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| At Drink Lv.3, {{clr|H|4HP}} gains a Target Combo follow-up into {{clr|H|HP}}. This TC will only combo if the {{clr|H|4HP}} hits meaty or with extra frame advantage from Counter-hit. In order to confirm the TC as late as possible on reaction, a Punish Counter, {{clr|4|Drive Rush}} start, or final-frame meaty timing is required. However, Jamie gets more damage by simply linking {{clr|L|5LP}}~{{clr|L|LK}}~{{clr|M|MP}}, since the {{clr|H|4HP}} becomes {{sf6-adv|VP|+5}} in these scenarios. Note that due to increased pushback, the DL3 version can no longer link to {{clr|H|5HP}} even at {{sf6-adv|VP|+5}}. | | At Drink Lv.3, {{clr|H|4HP}} gains a Target Combo follow-up into {{clr|H|HP}}. This TC will only combo if the {{clr|H|4HP}} hits meaty or with extra frame advantage from Counter-hit. In order to confirm the TC as late as possible on reaction, a Punish Counter, {{clr|4|Drive Rush}} start, or final-frame meaty timing is required. However, Jamie gets more damage by simply linking {{clr|L|5LP}}~{{clr|L|LK}}~{{clr|M|MP}}, since the {{clr|H|4HP}} becomes {{sf6-adv|VP|+5}} in these scenarios. Note that due to increased pushback, the DL3 version can no longer link to {{clr|H|5HP}} even at {{sf6-adv|VP|+5}}. Instead, link to {{clr|L|5LK}} or {{clr|L|5LK}} at close range if you don't want to use the TC ender. |
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| * Damage DL1-DL4: 475/500/525/550 (380/400/420/440) | | * Damage DL1-DL4: 475/500/525/550 (380/400/420/440) |
| * () refers to scaled damage when beginning combo with {{clr|L|5LP}}~{{clr|L|LK}} | | * () refers to scaled damage when beginning combo with {{clr|L|5LP}}~{{clr|L|LK}} |
| | * 2f extra recovery on block |
| * '''Cancel Hitconfirm Window:''' 52f | | * '''Cancel Hitconfirm Window:''' 52f |
| ** Special/{{clr|4|DR}} cancel is delayed until after 1st recovery frame | | ** Special cancel is delayed until after 1st recovery frame; {{clr|4|DR}} cancel is delayed until after active frames |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|P|+1}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+4}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-40}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-38}} oB |
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| Since {{clr|L|5LP}} loses much of its frame advantage at Drink Lv.1 and above, this Target Combo is the primary way to convert jab into damage, even from max range. The {{clr|M|MP}} ender can combo into 236{{clr|L|LP}}/{{clr|M|MP}}/{{clr|10|PP}}, {{clr|L|214LP}}, {{clr|L|236LK}}, 623K, or {{clr|10|Super}}. | | Since {{clr|L|5LP}} loses much of its frame advantage at Drink Lv.1 and above, this Target Combo is the primary way to convert a jab into damage, even from max range. The {{clr|M|MP}} ender can combo into 236{{clr|L|LP}}/{{clr|M|MP}}/{{clr|10|PP}}, {{clr|L|214LP}}, {{clr|L|236LK}}, any 623K, or any {{clr|10|Super}}. |
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| After committing to the TC follow-up, the only safe enders are {{clr|10|236PP}} and {{clr|10|SA2}}. If the opponent tries to punish the TC on block, Jamie can frame trap any non-invincible reversal with {{clr|L|236LP}} or the much safer {{clr|10|236PP}}. | | After committing to the TC follow-up, the only safe enders are {{clr|10|236PP}}, {{clr|4|Drive Rush}}, and {{clr|10|SA2}}. If the opponent tries to punish the TC on block, Jamie can frame trap any non-invincible reversal with {{clr|L|236LP}} or the much safer {{clr|10|236PP}}. A blocked {{clr|4|Drive Rush cancel}} can create a true blockstring into {{clr|L|2LP}}, but anything else leaves a gap that can be interrupted with a reversal. |
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| {{MoveDataCargoImage|imageHeight=110px|Jamie_6hk_4hk_p_mid_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=110px|Jamie_6hk_4hk_p_mid_dl4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_6hk_4hk_p_far_dl4|caption=''The coolest Target Combo <strike>never to be used</strike>''}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_6hk_4hk_p_far_dl4|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_6hk_4hk_dl4|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_6hk_4hk_dl4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_6hk_4hk_p_close_dl4|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_6hk_4hk_p_close_dl4|caption='''オラ!!'''}} |
| ---- | | ---- |
| {{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=''...on block''}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|Jamie_6hk_4hk_p_far_dl4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_dl4}} |
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| * Earliest follow-up timing can be input after 25f of {{clr|H|6HK}}~Sway | | * Earliest follow-up timing can be input after 25f of {{clr|H|6HK}}~Sway |
| * '''Cancel Hitconfirm Window:''' 25f (total time including {{clr|H|6HK}} and Sway) | | * '''Cancel Hitconfirm Window:''' 25f (total time including {{clr|H|6HK}} and Sway) |
| ** For successful combo, must input {{clr|H|4HK}} within 20f (CH) or 22f (PC) | | ** For successful combo, must input {{clr|H|4HK}} within 18f |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_close_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_close_dl4}} |
| * Requires Counter-hit/Punish Counter to combo from {{clr|H|6HK}}
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| * Cancelable into any special or Super | | * Cancelable into any special or Super |
| * '''Cancel Hitconfirm Window:''' 20f (Headbutt) / 59-60f ({{clr|H|CH 6HK}}~Headbutt) | | * '''Cancel Hitconfirm Window:''' 20f (Headbutt only) / 58f ({{clr|H|6HK}}~Headbutt) |
| ** Special/{{clr|4|DR}} cancel is delayed until after active frames | | ** Special/{{clr|4|DR}} cancel is delayed until after active frames |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' KD +51 oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' KD +51 oH / {{sf6-adv|VP|+7}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' KD +54 oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' KD +54 oH / {{sf6-adv|VP|+10}} oB |
| * '''Drink cancel advantage:''' KD +10 oH / {{sf6-adv|VM|-34}} oB | | * '''Drink cancel advantage:''' KD +10 oH / {{sf6-adv|VM|-34}} oB |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_mid_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_mid_dl4}} |
| * Cancelable into any special or Super | | * Cancelable into any special or Super |
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| 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. |
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| 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. | | The close Headbutt follow-up is fairly easy to confirm on hit. The minimum gap between {{clr|H|6HK}} and Headbutt is 5f on block, making it a poor frame trap option unless done from {{clr|4|DR~}}{{clr|H|6HK}}. |
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| | The Spinning Fists cannot be comboed into, but are useful for stopping an opponent from chasing down the Sway. It will usually only hit twice unless the opponent moves forward into the startup. |
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| | The Drink ender causes Jamie to continue stumbling backwards, making it harder to chase down without a projectile. This does give up a lot of ground and is risky to attempt, but it may be worth the Drive build depending on the circumstances. |
| }} | | }} |
| <br> | | <br> |