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| * Damage DL0-DL4: 990/1045/1100/1155/1210 | | * Damage DL0-DL4: 990/1045/1100/1155/1210 |
| * Causes Tumble state; can OTG juggle near corner | | * Causes Tumble state; can OTG juggle near corner |
| * Punish Counter: Tumble KD +87 (+155 if the corner Wall Splat happens) | | * Punish Counter: Tumble KD +87 (+155 if the corner Wall Splat happens) |
| ** Opponent is considered standing and throwable, but becomes airborne after follow-up hit | | ** Opponent is considered standing and throwable, but becomes airborne after follow-up hit |
| * '''Cancel Hitconfirm Window:''' 25f (Super/DL4 Follow-up) | | * '''Cancel Hitconfirm Window:''' 25f (Super/DL4 Follow-up) |
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| * 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> |
| 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). | | A forward lunging palm attack that travels a farther distance on stronger versions. With its high number of active frames, the {{clr|L|LP}}/{{clr|M|MP}} versions can be made safe on block if spaced well, and the {{clr|H|HP}}/{{clr|10|OD}} versions are safe at any range. |
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| 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.
| | The slow startup limits the number of useful cancel routes; no version can cancel directly from lights without a {{clr|4|Drive Rush}} or Punish Counter starter, and Jamie struggles to get useful links into mediums and heavies without spending meter. Palm works well in juggle routes, like after a wallsplat, {{clr|10|OD Tenshin}} crumple, or Punish Counter {{clr|H|5HK}}. It also does much more damage in {{clr|10|SA3}} cancels than 236P, though once Jamie gets 2 Drinks it's better to cancel 236K instead. 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). |
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| | After a knockdown, meterless Palm allows Jamie to double dash for point blank oki (+1 after {{clr|L|LP}}/{{clr|M|MP}}, +4 after {{clr|H|HP}}). The {{clr|H|HP}} version also sets up perfect safe jump timing against cornered opponents if it connects on the ground, making it a good alternative to {{clr|L|623LK}}. It is sometimes possible for Jamie to take a Drink instead of going for midscreen oki, but some characters can punish this if they don't back rise on wakeup; {{clr|H|HP Palm}} is notably safer in this regard, as most characters can't reach Jamie with an 8f midscreen punish. |
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| | {{clr|10|OD Palm}} gives a much better knockdown situation than the meterless versions, and combos in any situation where {{clr|M|MP Palm}} works. The tumble state sends opponents flying far away, and lets Jamie combo into several moves (most notably his {{clr|H|2HK}}~{{clr|H|HK}} TC) in the corner. While it's tempting to try to sneak in 2 Drinks after a midscreen {{clr|10|OD Palm}}, many characters can punish this if they don't back rise. If {{clr|10|OD Palm}} lands as a Punish Counter, Jamie gets absurdly high KD advantage, especially if the opponent tumbles into the wall. This wallsplat lets Jamie take a drink before starting his juggle, or take 3 drinks while still retaining corner oki (which can reasonably end the round with the next mixup). |
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| 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. |
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| Grounded cancel routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) | | Grounded cancel routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) |
| * 214HP: CH 5HK, CH 2HP | | * {{clr|H|214HP}}: {{clr|H|2HP}}, {{clr|H|CH 5HP}} |
| * 214MP/214PP: 5MK, 5HK, 2HP, CH 2MP, CH 2MK, PC 5HP (+ all above) | | * {{clr|M|214MP}}/{{clr|10|214PP}}: {{clr|M|5MK}}, {{clr|M|2MP}}, {{clr|H|5HK}}, {{clr|M|CH 2MK}}, {{clr|H|PC 5HP}} (+ all above) |
| * 214LP: 5HP, 2MP, 2MK, 5LP~LK~MP, CH 2LP, CH 5LK (+ all above) | | * {{clr|L|214LP}}: {{clr|H|5HP}}, {{clr|M|2MK}}, {{clr|L|5LP}}~{{clr|L|LK}}~{{clr|M|MP}}, {{clr|L|CH 2LP}}, {{clr|L|CH 5LK}} (+ all above) |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_214p_6p}} | | {{AttackDataCargo-SF6/Query|Jamie_214p_6p}} |
| * 1f gap between hits on block (can delay for 8f gap after 214LP/MP, or 7f gap after 214HP) | | * Can be delayed significantly after 214P |
| | ** After {{clr|L|214LP}}/{{clr|M|214MP}}: 1-8f gap on block |
| | ** After {{clr|H|214HP}}: 0-6f gap on block |
| * '''Cancel Hitconfirm Window:''' 19f (Super) | | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| * Applies 20% damage scaling to next hit when beginning a combo (after blocked 214P) | | * Applies 20% damage scaling to next hit when beginning a combo (after blocked 214P) |
| {{AttackDataCargo-SF6/Query|Jamie_214pp_6p}} | | {{AttackDataCargo-SF6/Query|Jamie_214pp_6p}} |
| * Forms a true blockstring after 214PP (can delay to create up to a 5f blockstring gap) | | * Forms a true blockstring after {{clr|10|214PP}} (can delay to create up to a 5f blockstring gap) |
| * '''Cancel Hitconfirm Window:''' 19f (Super) | | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| * '''{{clr|10|SA2}} cancel advantage:''' KD +55(+57) oH / {{sf6-adv|VP|+12}} oB; 2f better if 6P hits grounded | | * '''{{clr|10|SA2}} cancel advantage:''' KD +55(+57) oH / {{sf6-adv|VP|+12}} oB; 2f better if 6P hits grounded |
| * Applies 20% damage scaling to next hit when beginning a combo (after blocked 214PP) | | * Applies 20% damage scaling to next hit when beginning a combo (after blocked 214PP) |
| <br> | | <br> |
| This follow-up to Swagger Step is only available at max Drink Level. It works in juggles or in grounded combos, adding significant damage especially when canceled into {{clr|10|SA3}}. It is much more unsafe on block than the first part of Swagger Step, though it can be used as a risky frame trap if the opponent tries to punish you. The 6P can be delayed significantly, though this can cause it to drop against grounded opponents unless the Swagger Step hits meaty. | | This follow-up to Swagger Step is only available at max Drink Level. It works in juggles or in grounded combos, adding significant damage especially when canceled into {{clr|10|SA3}}. It is much more unsafe on block than the first part of Swagger Step, though it can be used as a risky frame trap if the opponent tries to punish you (requiring a manual delay if starting with {{clr|H|214HP}}). Be careful when delaying the 6P follow-up, as a long delay can cause it to whiff against grounded opponents unless the initial 214P hits meaty. |
| }} | | }} |
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