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| {{AttackDataCargo-SF6/Query|Jamie_5lp}} | | {{AttackDataCargo-SF6/Query|Jamie_5lp}} |
| * '''Cancel Hitconfirm Window:''' 12f | | * '''Cancel Hitconfirm Window:''' 12f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB | | * '''{{clr|SA|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 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...) |
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| * Damage DL1-DL4: 285/300/315/330 | | * Damage DL1-DL4: 285/300/315/330 |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB | | * '''{{clr|SA|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 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...) |
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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, {{clr|4|DR~}}{{clr|M|5MP}} gives enough block advantage for a tick command throw that beats any non-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|DR|Drive Rush}} confirms, as it gains a link to {{clr|H|2HP}}; at Drink Lv.3 or higher, {{clr|DR|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 {{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. | | 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|SA|SA1}} from even farther out. |
| }} | | }} |
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| ** Last 2 hits maintain juggle state and allow for a follow-up juggle | | ** Last 2 hits maintain juggle state and allow for a follow-up juggle |
| * '''Cancel Hitconfirm Window:''' 18f | | * '''Cancel Hitconfirm Window:''' 18f |
| ** Special/{{clr|4|DR}} cancel is delayed until after 3rd recovery frame of 2nd hit | | ** Special/{{clr|DR|DR}} cancel is delayed until after 3rd recovery frame of 2nd hit |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|P|+2}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|P|+2}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+5}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+5}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-33}} oH / {{sf6-adv|VM|-39}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-33}} oH / {{sf6-adv|VM|-39}} oB |
| <br> | | <br> |
| The fastest heavy normal in the game at 5f startup, this button can break {{clr|4|Drive Impact}} armor with its 3 hits. This is especially useful out of {{clr|4|Drive Rush}}, which gives Jamie a combo on hit or {{sf6-adv|P|+1}} pressure on block. The 2nd hit can be canceled into {{clr|4|Drive Rush}} for a {{clr|M|5MP}} > {{clr|H|2HP}} confirm, but this is susceptible to reversals since the cancel is only {{sf6-adv|P|+2}} on block. | | The fastest heavy normal in the game at 5f startup, this button can break {{clr|DR|Drive Impact}} armor with its 3 hits. This is especially useful out of {{clr|DR|Drive Rush}}, which gives Jamie a combo on hit or {{sf6-adv|P|+1}} pressure on block. The 2nd hit can be canceled into {{clr|DR|Drive Rush}} for a {{clr|M|5MP}} > {{clr|H|2HP}} confirm, but this is susceptible to reversals since the cancel is only {{sf6-adv|P|+2}} on block. |
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| The first 2 hits have finicky range and low damage; since the cancel happens before the 3rd hit, this means that it's usually weaker and less consistent than {{clr|L|5LK}} in hitconfirm combos. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel. Canceling the first 2 hits into {{clr|4|Drive Impact}}, while leaving a large blockstring gap, can be tricky to react to since the opponent is expecting the 3rd hit to connect. | | The first 2 hits have finicky range and low damage; since the cancel happens before the 3rd hit, this means that it's usually weaker and less consistent than {{clr|L|5LK}} in hitconfirm combos. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel. Canceling the first 2 hits into {{clr|DR|Drive Impact}}, while leaving a large blockstring gap, can be tricky to react to since the opponent is expecting the 3rd hit to connect. |
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| From longer ranges where only the 3rd hit connects, {{clr|H|5HP}} is functionally a 12f advancing non-cancelable poke. This is great for approaching a burned out opponent, or if you want to attempt a Perfect Parry when the opponent takes their turn back. It also creates a spacing trap where most characters can only press one light normal; blocking once and then mashing another immediate {{clr|H|5HP}} can often counter-hit opponents who aren't aware of this trap. The advantage on hit/block can be up to 2f better when spaced at max range. | | From longer ranges where only the 3rd hit connects, {{clr|H|5HP}} is functionally a 12f advancing non-cancelable poke. This is great for approaching a burned out opponent, or if you want to attempt a Perfect Parry when the opponent takes their turn back. It also creates a spacing trap where most characters can only press one light normal; blocking once and then mashing another immediate {{clr|H|5HP}} can often counter-hit opponents who aren't aware of this trap. The advantage on hit/block can be up to 2f better when spaced at max range. |
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| * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| ** {{clr|4|DR}} cancel is delayed until after 2nd active frame | | ** {{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|P|+1}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|P|+1}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+5}} oB | | * '''{{clr|SA|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 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...) |
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| 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. |
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| {{clr|L|5LK}} can combo into {{clr|L|LP}} or {{clr|10|OD}} Freeflow Strikes, any Arrow Kick, or {{clr|10|SA1}}/{{clr|10|SA3}}. Slower specials like Bakkai or Swagger Step (both of which are far stronger in Super cancels) require stronger combo routes. | | {{clr|L|5LK}} can combo into {{clr|L|LP}} or {{clr|OD|OD}} Freeflow Strikes, any Arrow Kick, or {{clr|SA|SA1}}/{{clr|SA|SA3}}. Slower specials like Bakkai or Swagger Step (both of which are far stronger in Super cancels) require stronger combo routes. |
| }} | | }} |
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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|+12}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+10}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-29}} 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. 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. | | {{clr|M|5MK}} is Jamie's premiere mid-range poke. A {{clr|DR|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|OD|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. | | 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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| {{AttackDataCargo-SF6/Query|Jamie_5hk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_5hk_dl2}} |
| * Damage DL0-DL4: 720/760/800/840/880 | | * Damage DL0-DL4: 720/760/800/840/880 |
| * Punish Counter: KD +71 Crumple (+8 before opponent becomes airborne) | | * {{clr|PC|Punish Counter}}: KD +71 Crumple (+8 before opponent becomes airborne) |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 17f (PC: 29f) | | * '''Cancel Hitconfirm Window:''' 17f (PC: 29f) |
| ** Special/{{clr|4|DR}} cancel is delayed until after 2nd active frame | | ** Special/{{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+8}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+8}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+17}} oH (PC: KD +87)) / {{sf6-adv|VP|+11}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+17}} oH (PC: KD +87)) / {{sf6-adv|VP|+11}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-27}} oH (PC: KD +43) / {{sf6-adv|VM|-33}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-27}} oH (PC: KD +43) / {{sf6-adv|VM|-33}} oB |
| <br> | | <br> |
| While quite slow, {{clr|H|5HK}} has solid range due to its forward movement, making it a real threat in neutral. The long recovery on this move makes it very risky to whiff in neutral, but on block the pushback usually keeps it safe even at {{sf6-adv|VM|-5}}. The hitbox is quite low to the ground, making it worthless as an anti-air; the juggle properties vs. airborne only allow Jamie to safely cancel into a special when hitting the opponent's early jump frames. | | While quite slow, {{clr|H|5HK}} has solid range due to its forward movement, making it a real threat in neutral. The long recovery on this move makes it very risky to whiff in neutral, but on block the pushback usually keeps it safe even at {{sf6-adv|VM|-5}}. The hitbox is quite low to the ground, making it worthless as an anti-air; the juggle properties vs. airborne only allow Jamie to safely cancel into a special when hitting the opponent's early jump frames. |
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| The crumple state from Punish Counter causes the opponent to fall backwards, making midscreen follow-ups a bit more limited compared to the corner. Jamie can safely cancel a midscreen crumple into 2 Drinks, though this sacrifices a fair bit of damage and oki. In the corner, he can get 1 drink and juggle {{clr|L|2LP}} > {{clr|10|214PP}} into the Sweep TC for damage and a second drink; your meter and drink situation will determine whether this route is worthwhile over optimizing for damage/oki. | | The crumple state from Punish Counter causes the opponent to fall backwards, making midscreen follow-ups a bit more limited compared to the corner. Jamie can safely cancel a midscreen crumple into 2 Drinks, though this sacrifices a fair bit of damage and oki. In the corner, he can get 1 drink and juggle {{clr|L|2LP}} > {{clr|OD|214PP}} into the Sweep TC for damage and a second drink; your meter and drink situation will determine whether this route is worthwhile over optimizing for damage/oki. |
| }} | | }} |
| <br> | | <br> |
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| * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| ** {{clr|4|DR}} cancel is delayed until after 2nd active frame | | ** {{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|P|+3}} oB | | * '''{{clr|SA|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 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> |
| 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|DR|Drive Impact}}, but the chain speed is below average, making it more susceptible to a Punish Counter. |
| }} | | }} |
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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|+11}} oH / {{sf6-adv|VP|+5}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+5}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+8}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+8}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-30}} oH / {{sf6-adv|VM|-36}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-30}} oH / {{sf6-adv|VM|-36}} oB |
| <br> | | <br> |
| A useful normal, despite having the lowest range of any {{clr|M|2MP}}. 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}}. | | A useful normal, despite having the lowest range of any {{clr|M|2MP}}. 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|DR|Drive Rush}} it links into {{clr|H|2HP}}. When canceled, it also links naturally into {{clr|M|214MP}}/{{clr|OD|214PP}}. |
| }} | | }} |
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| * Forces stand on hit | | * Forces stand on hit |
| * '''Cancel Hitconfirm Window:''' 16f; only the first 2 active frames are cancelable | | * '''Cancel Hitconfirm Window:''' 16f; only the first 2 active frames are cancelable |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+10}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+21}} oH / {{sf6-adv|VP|+13}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+21}} oH / {{sf6-adv|VP|+13}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-23}} oH / {{sf6-adv|VM|-31}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-23}} oH / {{sf6-adv|VM|-31}} oB |
| <br> | | <br> |
| Works fairly well as a mid-range anti-air due to its vertical reach and large number of active frames. Does not have a useful cancel when used as an anti-air, as only the early grounded frames are cancelable. Useful in many Punish Counter and {{clr|4|Drive Rush}} combo routes as it combos into Jamie's strongest special moves. | | Works fairly well as a mid-range anti-air due to its vertical reach and large number of active frames. Does not have a useful cancel when used as an anti-air, as only the early grounded frames are cancelable. Useful in many Punish Counter and {{clr|DR|Drive Rush}} combo routes as it combos into Jamie's strongest special moves. |
| }} | | }} |
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| * Damage DL0-DL4: 450/475/500/525/550 | | * Damage DL0-DL4: 450/475/500/525/550 |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| ** Special/{{clr|4|DR}} cancel is delayed until after 2nd active frame | | ** Special/{{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+4}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+4}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| * '''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...) |
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| {{AttackDataCargo-SF6/Query|Jamie_2hk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_2hk_dl2}} |
| * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 | | * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 |
| * Counter-hit/Punish Counter: HKD +48 | | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +48 |
| * 1f extra recovery on block; 2nd hit can be stand blocked if 1st hit is blocked | | * 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 |
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| * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 | | * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 |
| * 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state | | * 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state |
| ** 2nd hit causes air reset (except after CH/PC or {{clr|4|DR~}}2KK launch) | | ** 2nd hit causes air reset (except after CH/PC or {{clr|DR|DR~}}2KK launch) |
| * Shifts Jamie's hurtbox upward during startup | | * Shifts Jamie's hurtbox upward during startup |
| <br> | | <br> |
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| * Damage DL0-DL4: 540/570/600/630/660 | | * Damage DL0-DL4: 540/570/600/630/660 |
| * Head/Leg hurtbox is '''anti-air invuln''' on frames 9-11 (cannot hit cross-up) | | * Head/Leg hurtbox is '''anti-air invuln''' on frames 9-11 (cannot hit cross-up) |
| * Puts opponent into {{sf6-jug|limited juggle}} state; ({{sf6-jug|free juggle}} if performed from {{clr|4|Drive Rush}}) | | * Puts opponent into {{sf6-jug|limited juggle}} state; ({{sf6-jug|free juggle}} if performed from {{clr|DR|Drive Rush}}) |
| * '''Cancel Hitconfirm Window:''' 17f (forward jump, hit only) | | * '''Cancel Hitconfirm Window:''' 17f (forward jump, hit only) |
| * 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...) |
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| Tensei Kick is a launcher used in many of Jamie's combo routes. As an anti-air, the move is harder to use than Arrow Kick but leads to much greater reward with its jump cancel on hit. The jump cancel will always go forward regardless of which direction is held, and it cannot cancel to a grounded special move during prejump frames. | | Tensei Kick is a launcher used in many of Jamie's combo routes. As an anti-air, the move is harder to use than Arrow Kick but leads to much greater reward with its jump cancel on hit. The jump cancel will always go forward regardless of which direction is held, and it cannot cancel to a grounded special move during prejump frames. |
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| The free juggle state caused by {{clr|4|DR~}}2KK gives Jamie much better juggle routes than the standard version. All medium/heavy {{clr|4|DR}} canceled pokes besides {{clr|H|5HP}} can lead to {{clr|4|DR~}}2KK, {{clr|H|j.HK}} (2-hit), then land with {{clr|H|2HK}}~{{clr|H|HK}}~P for corner carry, a drink, and +4 knockdown advantage. At DL1, an anti-air Tensei Kick can achieve similar results with {{clr|M|j.MP}} > {{clr|10|j.214KK}} before ending in the same sweep Target Combo. | | The free juggle state caused by {{clr|DR|DR~}}2KK gives Jamie much better juggle routes than the standard version. All medium/heavy {{clr|DR|DR}} canceled pokes besides {{clr|H|5HP}} can lead to {{clr|DR|DR~}}2KK, {{clr|H|j.HK}} (2-hit), then land with {{clr|H|2HK}}~{{clr|H|HK}}~P for corner carry, a drink, and +4 knockdown advantage. At DL1, an anti-air Tensei Kick can achieve similar results with {{clr|M|j.MP}} > {{clr|OD|j.214KK}} before ending in the same sweep Target Combo. |
| }} | | }} |
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| * '''Cancel Hitconfirm Window:''' 17f (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|DR|Drive Rush}}, Jamie can link light normals or {{clr|H|5HP}} afterward. |
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| 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. | | 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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| * '''Cancel Hitconfirm Window:''' 19f (Super) | | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| ** Super cancel is delayed until after active frames | | ** Super cancel is delayed until after active frames |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+11}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+11}} oB |
| {{AttackDataCargo-SF6/Query|Jamie_4hp_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_4hp_dl3}} |
| * Damage DL3-DL4: 840/880; has ~11% extra range | | * Damage DL3-DL4: 840/880; has ~11% extra range |
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| * '''Cancel Hitconfirm Window:''' 19f (Super) / 20f (TC) | | * '''Cancel Hitconfirm Window:''' 19f (Super) / 20f (TC) |
| ** Super cancel is delayed until after active frames | | ** Super cancel is delayed until after active frames |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+12}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+12}} oB |
| <br> | | <br> |
| 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}}. Instead, link to {{clr|L|5LK}} or {{clr|L|5LK}} at close range if you don't want to use the TC ender. | | 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|DR|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 DL0-DL3: 810/855/900/945 | | * Damage DL0-DL3: 810/855/900/945 |
| * '''Cancel Hitconfirm Window:''' 18f (Super) | | * '''Cancel Hitconfirm Window:''' 18f (Super) |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+19}} oH / {{sf6-adv|VP|+13}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+19}} oH / {{sf6-adv|VP|+13}} oB |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_dl4}} |
| * Has ~6% extra range and a new Target Combo follow-up | | * Has ~6% extra range and a new Target Combo follow-up |
| * '''Cancel Hitconfirm Window:''' 18f (Super) / 22f (TC) | | * '''Cancel Hitconfirm Window:''' 18f (Super) / 22f (TC) |
| ** TC confirm into {{clr|H|4HK}} must be input within 20f for a Counter-hit combo into Headbutt | | ** TC confirm into {{clr|H|4HK}} must be input within 20f for a Counter-hit combo into Headbutt |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+19}} oH / {{sf6-adv|VP|+13}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+19}} oH / {{sf6-adv|VP|+13}} oB |
| <br> | | <br> |
| 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|DR|Drive Rush}} (which travels nearly full screen). |
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| 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. | | 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|OD|236PP}} even on a failed hitconfirm. |
| }} | | }} |
| <br> | | <br> |
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| * At DL4, drink gains 1 Drive bar | | * At DL4, drink gains 1 Drive bar |
| <br> | | <br> |
| Target Combo with high juggle potential that can be easily confirmed into. Excellent juggle ender after Tensei Kick or {{clr|10|214PP}}. | | Target Combo with high juggle potential that can be easily confirmed into. Excellent juggle ender after Tensei Kick or {{clr|OD|214PP}}. |
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| {{clr|H|2HK}}~{{clr|H|HK}} leaves him at {{sf6-adv|VP|+22}} (up to {{sf6-adv|VP|+24}} when juggled into). Midscreen, he can either dash forward, leaving him at {{sf6-adv|P|+3}} and in range for {{clr|M|5MK}}, or he can {{clr|4|Drive Rush}} and get full okizeme. In the corner, the forward travel on the second kick leaves Jamie at point-blank range, so it's probably always worth it to at least confirm into the second hit. | | {{clr|H|2HK}}~{{clr|H|HK}} leaves him at {{sf6-adv|VP|+22}} (up to {{sf6-adv|VP|+24}} when juggled into). Midscreen, he can either dash forward, leaving him at {{sf6-adv|P|+3}} and in range for {{clr|M|5MK}}, or he can {{clr|DR|Drive Rush}} and get full okizeme. In the corner, the forward travel on the second kick leaves Jamie at point-blank range, so it's probably always worth it to at least confirm into the second hit. |
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| The full combo, {{clr|H|2HK}}~{{clr|H|HK}}~P, ends with Jamie taking a drink and usually leaves him at {{sf6-adv|P|+4}}, even when reaching DL4. This sacrifices Jamie's midscreen oki for a drink level. In the corner, Jamie is left at point-blank range in one of his most ideal scenarios. When combined with the corner carry from Jamie's [[#2KK|Tensei Kick]] combo routes, Jamie can even set up his win condition from midscreen given the right opportunity. Can rarely be up to {{sf6-adv|P|+6}} when juggled into. | | The full combo, {{clr|H|2HK}}~{{clr|H|HK}}~P, ends with Jamie taking a drink and usually leaves him at {{sf6-adv|P|+4}}, even when reaching DL4. This sacrifices Jamie's midscreen oki for a drink level. In the corner, Jamie is left at point-blank range in one of his most ideal scenarios. When combined with the corner carry from Jamie's [[#2KK|Tensei Kick]] combo routes, Jamie can even set up his win condition from midscreen given the right opportunity. Can rarely be up to {{sf6-adv|P|+6}} when juggled into. |
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| * 2f extra recovery on block | | * 2f extra recovery on block |
| * '''Cancel Hitconfirm Window:''' 52f | | * '''Cancel Hitconfirm Window:''' 52f |
| ** Special cancel is delayed until after 1st recovery frame; {{clr|4|DR}} cancel is delayed until after active frames | | ** Special cancel is delayed until after 1st recovery frame; {{clr|DR|DR}} cancel is delayed until after active frames |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB | | * '''{{clr|DR|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|+6}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-38}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-38}} oB |
| <br> | | <br> |
| 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}}. | | 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|OD|PP}}, {{clr|L|214LP}}, {{clr|L|236LK}}, any 623K, or any {{clr|SA|Super}}. |
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| 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. | | After committing to the TC follow-up, the only safe enders are {{clr|OD|236PP}}, {{clr|DR|Drive Rush}}, and {{clr|SA|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|OD|236PP}}. A blocked {{clr|DR|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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| Confirming this TC directly from {{clr|M|6MK}} is strict, but possible with very good reactions. It's hard to chase down the opponent for midscreen oki, so ending with a Drink is usually worthwhile. | | Confirming this TC directly from {{clr|M|6MK}} is strict, but possible with very good reactions. It's hard to chase down the opponent for midscreen oki, so ending with a Drink is usually worthwhile. |
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| In the corner, ending with a Drink puts Jamie at {{sf6-adv|M|-1}}, making it a little risky; if going from DL3 to DL4, he instead gets slight KD advantage to apply pressure. Jamie can apply much better corner pressure by skipping the drink. {{clr|M|6MK}}~{{clr|M|MK}} sets up the perfect timing for a meaty {{clr|H|214HP}} to become {{sf6-adv|P|+2}} on block while remaining safe against {{clr|4|Drive Impact}}. Many opponents will instinctively press a button here, giving Jamie a free Counter-hit. | | In the corner, ending with a Drink puts Jamie at {{sf6-adv|M|-1}}, making it a little risky; if going from DL3 to DL4, he instead gets slight KD advantage to apply pressure. Jamie can apply much better corner pressure by skipping the drink. {{clr|M|6MK}}~{{clr|M|MK}} sets up the perfect timing for a meaty {{clr|H|214HP}} to become {{sf6-adv|P|+2}} on block while remaining safe against {{clr|DR|Drive Impact}}. Many opponents will instinctively press a button here, giving Jamie a free Counter-hit. |
| }} | | }} |
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| * Damage DL3-DL4: 630/660 | | * Damage DL3-DL4: 630/660 |
| * Leaves a 3f blockstring gap after {{clr|H|4HP}} (beats non-invincible reversals) | | * Leaves a 3f blockstring gap after {{clr|H|4HP}} (beats non-invincible reversals) |
| * Requires extra frame advantage to combo from {{clr|H|4HP}} (Counter-hit, Punish Counter, {{clr|4|Drive Rush}}, meaty timing) | | * Requires extra frame advantage to combo from {{clr|H|4HP}} (Counter-hit, Punish Counter, {{clr|DR|Drive Rush}}, meaty timing) |
| * '''Cancel Hitconfirm Window:''' 18f / 56f (from CH {{clr|H|4HP}}~{{clr|H|HP}}) | | * '''Cancel Hitconfirm Window:''' 18f / 56f (from CH {{clr|H|4HP}}~{{clr|H|HP}}) |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+6}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+6}} oB |
| {{AttackDataCargo-SF6/Query|Jamie_4hp_hp_hk_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_4hp_hp_hk_dl3}} |
| * Damage DL3-DL4: 840(672)/880(704) | | * Damage DL3-DL4: 840(672)/880(704) |
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| * Cancelable into any special or Super | | * Cancelable into any special or Super |
| * '''Cancel Hitconfirm Window:''' 20f (Headbutt only) / 58f ({{clr|H|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|DR|DR}} cancel is delayed until after active frames |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' KD +51 oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|DR|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|SA|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) | | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
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| * Cancelable into any special or Super | | * Cancelable into any special or Super |
| * '''Cancel Hitconfirm Window:''' 60/40/17f (more hits = more hitconfirm time) | | * '''Cancel Hitconfirm Window:''' 60/40/17f (more hits = more hitconfirm time) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' KD +54 oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' KD +54 oH / {{sf6-adv|VP|+10}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' KD +57 oH / {{sf6-adv|VP|+13}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' KD +57 oH / {{sf6-adv|VP|+13}} oB |
| * '''Drink cancel advantage:''' KD +13 oH / {{sf6-adv|VM|-31}} oB | | * '''Drink cancel advantage:''' KD +13 oH / {{sf6-adv|VM|-31}} oB |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_far_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_far_dl4}} |
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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 5f on block, making it a poor frame trap option unless done from {{clr|4|DR~}}{{clr|H|6HK}}. | | 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|DR|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. | | 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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| {{AttackDataCargo-SF6/Query|Jamie_lplk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_lplk_dl2}} |
| * Damage DL0-DL4: 1080/1139/1200/1259/1320 | | * Damage DL0-DL4: 1080/1139/1200/1259/1320 |
| ** Punish Counter: HKD +23; 1836/1937/2040/2141/2244 | | ** {{clr|PC|Punish Counter}}: HKD +23; 1836/1937/2040/2141/2244 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| * Can hold input to increase Drink Level by 1 (reduced KD Advantage and worse corner spacing) | | * Can hold input to increase Drink Level by 1 (reduced KD Advantage and worse corner spacing) |
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| Allows for strong corner throw loops that are easily auto-timed with a forward dash, leaving Jamie at {{sf6-adv|VP|+4}}. This also works midscreen after a Punish Counter, or if the opponent chooses not to Back Rise. | | Allows for strong corner throw loops that are easily auto-timed with a forward dash, leaving Jamie at {{sf6-adv|VP|+4}}. This also works midscreen after a Punish Counter, or if the opponent chooses not to Back Rise. |
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| Holding the Throw input causes Jamie to end with a Drink in exchange for worse oki, making it a valuable tool for leveling up. In the corner, he still has enough advantage to pressure with {{clr|M|5MK}}. This can be safely canceled into {{clr|M|236MP}} against most characters; only extremely fast long-range moves like Ken's {{clr|10|SA2}} can punish Jamie on block. Even moves like Ken's {{clr|10|OD Shoryuken}}, Cammy's {{clr|10|OD Cannon Spike}}, and Luke's {{clr|10|SA1}} cannot punish at this range. | | Holding the Throw input causes Jamie to end with a Drink in exchange for worse oki, making it a valuable tool for leveling up. In the corner, he still has enough advantage to pressure with {{clr|M|5MK}}. This can be safely canceled into {{clr|M|236MP}} against most characters; only extremely fast long-range moves like Ken's {{clr|SA|SA2}} can punish Jamie on block. Even moves like Ken's {{clr|OD|OD Shoryuken}}, Cammy's {{clr|OD|OD Cannon Spike}}, and Luke's {{clr|SA|SA1}} cannot punish at this range. |
| }} | | }} |
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Line 790: |
| {{AttackDataCargo-SF6/Query|Jamie_4lplk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_4lplk_dl2}} |
| * Damage DL0-DL4: 1080/1139/1200/1259/1320 | | * Damage DL0-DL4: 1080/1139/1200/1259/1320 |
| ** Punish Counter: HKD +38; 1836/1937/2040/2141/2244 | | ** {{clr|PC|Punish Counter}}: HKD +38; 1836/1937/2040/2141/2244 |
| * Side switch | | * Side switch |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| After throwing the opponent back into the corner, Jamie does not have a true meterless strike/throw mixup. His best option is to {{clr|4|Drive Rush}} and manually time his oki; this also gives him time to bait a reversal if the opponent is itching to react to the green flash. Another good option is immediate {{clr|M|214MP}}; this is {{sf6-adv|P|+1 oB}} and leads to a {{clr|L|623LK}} juggle on hit, though it runs the risk of being Perfect Parried. The only way to bait this parry is to whiff {{clr|L|214LP}}, which leaves Jamie very unsafe if the opponent doesn't bite. | | After throwing the opponent back into the corner, Jamie does not have a true meterless strike/throw mixup. His best option is to {{clr|DR|Drive Rush}} and manually time his oki; this also gives him time to bait a reversal if the opponent is itching to react to the green flash. Another good option is immediate {{clr|M|214MP}}; this is {{sf6-adv|P|+1 oB}} and leads to a {{clr|L|623LK}} juggle on hit, though it runs the risk of being Perfect Parried. The only way to bait this parry is to whiff {{clr|L|214LP}}, which leaves Jamie very unsafe if the opponent doesn't bite. |
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| Jamie's KD advantage is +7 after a corner Back Throw into forward dash; attempting to walk up for another throw will always lose to a reversal 4f normal even on wide characters. To dissuade the opponent from hitting a button, an immediate {{clr|M|5MP}} will link to {{clr|M|2MK}} on counter-hit. If the opponent respects your pressure, this opens up the door for Jamie to walk a few frames to get back into throw range. | | Jamie's KD advantage is +7 after a corner Back Throw into forward dash; attempting to walk up for another throw will always lose to a reversal 4f normal even on wide characters. To dissuade the opponent from hitting a button, an immediate {{clr|M|5MP}} will link to {{clr|M|2MK}} on counter-hit. If the opponent respects your pressure, this opens up the door for Jamie to walk a few frames to get back into throw range. |
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| Midscreen, the opponent recovers much too far away for Jamie to apply any pressure, even with {{clr|4|Drive Rush}}. If the opponent decides not to back rise, it's possible to meaty with {{clr|4|DR~}}{{clr|H|6HK}} or a manually timed {{clr|4|DR~}}{{clr|M|5MP}}, but these don't give great pressure and the meter is wasted if the opponent does back rise. A neutral rise is fairly likely to happen if the opponent wants to ensure you don't have time for a Drink, so pay attention to your opponent's habits and decide if it's worth attempting. | | Midscreen, the opponent recovers much too far away for Jamie to apply any pressure, even with {{clr|DR|Drive Rush}}. If the opponent decides not to back rise, it's possible to meaty with {{clr|DR|DR~}}{{clr|H|6HK}} or a manually timed {{clr|DR|DR~}}{{clr|M|5MP}}, but these don't give great pressure and the meter is wasted if the opponent does back rise. A neutral rise is fairly likely to happen if the opponent wants to ensure you don't have time for a Drink, so pay attention to your opponent's habits and decide if it's worth attempting. |
| }} | | }} |
| <br> | | <br> |
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| * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling | | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| * Combos when canceled from {{clr|H|2HP}} or Punish Counter {{clr|H|5HK}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) | | * Combos when canceled from {{clr|H|2HP}} or Punish Counter {{clr|H|5HK}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| * A blocked {{clr|4|DI}} can combo into another {{clr|4|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) | | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| ** This happens because a blocked {{clr|4|DI}} is not considered a "hit" for combo purposes | | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
| ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo | | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
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| * '''Marisa (214K)''', frame 3 armor | | * '''Marisa (214K)''', frame 3 armor |
| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|10|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. | | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|2HP}}{{clr|10|*}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|H|2HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| * {{clr|4|DR~}}{{clr|H|5HK}}{{clr|10|*}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|DR|DR~}}{{clr|H|5HK}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|M|5MK}}{{clr|10|*}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit | | * {{clr|DR|DR~}}{{clr|M|5MK}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| }} | | }} |
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| ** Can also be performed from whiffed cancelable light normals | | ** Can also be performed from whiffed cancelable light normals |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Jamie/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Jamie/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| * Startup refers to minimum time before an attack can cancel the {{clr|4|Drive Rush}} animation | | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
| * The first 15 recovery frames are cancelable into any attack | | * The first 15 recovery frames are cancelable into any attack |
| * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) | | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties | | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced attack starts the combo | | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo |
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| Distance: | | Distance: |
| * 0.988 (min, cancel into immediate Throw) | | * 0.988 (min, cancel into immediate Throw) |
| * 2.030 (min, earliest blocking/movement frame) | | * 2.030 (min, earliest blocking/movement frame) |
| * 3.002 (max, final {{clr|4|DR}} frame) | | * 3.002 (max, final {{clr|DR|DR}} frame) |
| }} | | }} |
| <br> | | <br> |
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| * '''Cancel Hitconfirm Window:''' 23f (Follow-up) / 15f (Super) | | * '''Cancel Hitconfirm Window:''' 23f (Follow-up) / 15f (Super) |
| ** 22f confirm window to combo into ~6K | | ** 22f confirm window to combo into ~6K |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+14}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+14}} oB |
| * Both 6P follow-ups do not count as separate hits for damage scaling | | * Both 6P follow-ups do not count as separate hits for damage scaling |
| <br> | | <br> |
| Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional follow-ups. Higher strength versions move farther but have slower startup, with the {{clr|10|OD}} version gaining both speed and longer range. At Drink Lv.0 to Lv.3, each Rekka is a single hit, and only the first part of the sequence can cancel into Super. If well-spaced, the first meterless Freeflow Strike is often safe; the {{clr|L|LP}} version is usually the best for this since it has less forward movement, but this can also cause it to whiff in max range cancels. The {{clr|10|OD}} version is always safe. | | Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional follow-ups. Higher strength versions move farther but have slower startup, with the {{clr|OD|OD}} version gaining both speed and longer range. At Drink Lv.0 to Lv.3, each Rekka is a single hit, and only the first part of the sequence can cancel into Super. If well-spaced, the first meterless Freeflow Strike is often safe; the {{clr|L|LP}} version is usually the best for this since it has less forward movement, but this can also cause it to whiff in max range cancels. The {{clr|OD|OD}} version is always safe. |
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| When attempting to confirm into the 6P or 6K follow-ups on hit, it's important to note that the follow-up speed depends on the strength of the first Rekka. Delaying the confirm too long, especially on {{clr|H|HP Rekka}}, can cause the follow-up to come out without comboing. The 6K follow-up is slightly slower than 6P, which also makes the confirm slightly stricter. {{clr|10|OD Rekka}} canceled into {{clr|10|SA2}} is a great option on hit or block, leading to great combos or block pressure from a mid-range poke. | | When attempting to confirm into the 6P or 6K follow-ups on hit, it's important to note that the follow-up speed depends on the strength of the first Rekka. Delaying the confirm too long, especially on {{clr|H|HP Rekka}}, can cause the follow-up to come out without comboing. The 6K follow-up is slightly slower than 6P, which also makes the confirm slightly stricter. {{clr|OD|OD Rekka}} canceled into {{clr|SA|SA2}} is a great option on hit or block, leading to great combos or block pressure from a mid-range poke. |
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| This move and its follow-ups can be used in juggles, but they can be very inconsistent depending on the screen position and opponent's juggle height; {{clr|10|OD Rekkas}} are the most consistent overall, and the corner makes things easier as well. They also can lead to significantly more damage due to the unique scaling rules on the {{clr|10|OD}} 6P follow-ups. | | This move and its follow-ups can be used in juggles, but they can be very inconsistent depending on the screen position and opponent's juggle height; {{clr|OD|OD Rekkas}} are the most consistent overall, and the corner makes things easier as well. They also can lead to significantly more damage due to the unique scaling rules on the {{clr|OD|OD}} 6P follow-ups. |
| }} | | }} |
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| * '''Cancel Hitconfirm Window:''' 36f (Follow-up) / 27f (Super) | | * '''Cancel Hitconfirm Window:''' 36f (Follow-up) / 27f (Super) |
| ** 35f confirm window to combo into ~6P | | ** 35f confirm window to combo into ~6P |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+13}} (1st hit), {{sf6-adv|VP|+12}} (2nd hit) oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+13}} (1st hit), {{sf6-adv|VP|+12}} (2nd hit) oB |
| * Both 6P follow-ups do not count as separate hits for damage scaling | | * Both 6P follow-ups do not count as separate hits for damage scaling |
| <br> | | <br> |
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| * Does not count as a separate hit for damage scaling | | * Does not count as a separate hit for damage scaling |
| <br> | | <br> |
| The Punch follow-ups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. The {{clr|L|LP}}, {{clr|M|MP}}, and {{clr|10|OD}} Rekka starters require a manual delay to create a blockstring gap, while {{clr|H|HP Rekka}} can automatically frame trap with a 3f gap at the fastest timing. While risky, this frame trap can be used against an opponent that tries to punish your first Rekka on block. On hit, stopping after the first 6P puts Jamie at a slight disadvantage; an unaware opponent may be caught off guard with a quick throw reset, but attempting this is sacrificing guaranteed damage and a knockdown. | | The Punch follow-ups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. The {{clr|L|LP}}, {{clr|M|MP}}, and {{clr|OD|OD}} Rekka starters require a manual delay to create a blockstring gap, while {{clr|H|HP Rekka}} can automatically frame trap with a 3f gap at the fastest timing. While risky, this frame trap can be used against an opponent that tries to punish your first Rekka on block. On hit, stopping after the first 6P puts Jamie at a slight disadvantage; an unaware opponent may be caught off guard with a quick throw reset, but attempting this is sacrificing guaranteed damage and a knockdown. |
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| The cancel hitconfirm window applies to the 6P hit only and does not include the first 236P hit. In the startup column, [] refers to the total startup time for 236P~6P when the first Rekka whiffs, which can be useful for certain long-range punishes. | | The cancel hitconfirm window applies to the 6P hit only and does not include the first 236P hit. In the startup column, [] refers to the total startup time for 236P~6P when the first Rekka whiffs, which can be useful for certain long-range punishes. |
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| * 2-6f gap before final hit on block | | * 2-6f gap before final hit on block |
| <br> | | <br> |
| The final 6K follow-up, like its predecessor, can only come out on hit or block. If successful, it levels up Jamie's Drink Level by 1. Because Rekkas are so easy to confirm into, this move is the primary way to level up. The meterless versions leave Jamie at a slight disadvantage after knockdown, making it slightly risky to use in the corner; to avoid this risk, use the {{clr|10|OD}} version to give Jamie slightly more KD advantage. | | The final 6K follow-up, like its predecessor, can only come out on hit or block. If successful, it levels up Jamie's Drink Level by 1. Because Rekkas are so easy to confirm into, this move is the primary way to level up. The meterless versions leave Jamie at a slight disadvantage after knockdown, making it slightly risky to use in the corner; to avoid this risk, use the {{clr|OD|OD}} version to give Jamie slightly more KD advantage. |
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| The long drink animation makes the 6K ender extremely unsafe on block. The drink itself is interruptible, and any punish within the first 21f will stop Jamie's drink level from increasing (20f for the {{clr|L|LP}} version). Like the other Rekka follow-ups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing. | | The long drink animation makes the 6K ender extremely unsafe on block. The drink itself is interruptible, and any punish within the first 21f will stop Jamie's drink level from increasing (20f for the {{clr|L|LP}} version). Like the other Rekka follow-ups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing. |
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| The transition from DL3 to DL4 gives Jamie much better KD advantage on the knockdown. Because of this, there is no need to use the {{clr|10|OD}} version for a safe corner drink. As usual when taking a drink during DL4, Jamie restores 1 Drive bar instead of gaining a Drink Level. DL4 Jamie gets far more damage and corner carry from his Punch Rekkas, but this may be a good option if approaching Burnout; the {{clr|10|OD}} version also benefits from getting an immediate 50% meter refund. | | The transition from DL3 to DL4 gives Jamie much better KD advantage on the knockdown. Because of this, there is no need to use the {{clr|OD|OD}} version for a safe corner drink. As usual when taking a drink during DL4, Jamie restores 1 Drive bar instead of gaining a Drink Level. DL4 Jamie gets far more damage and corner carry from his Punch Rekkas, but this may be a good option if approaching Burnout; the {{clr|OD|OD}} version also benefits from getting an immediate 50% meter refund. |
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| In the Damage column, the first value lists the unscaled damage; () refers to the damage at 80% scaling, which is what would normally occur when starting a combo with the first Rekka. | | In the Damage column, the first value lists the unscaled damage; () refers to the damage at 80% scaling, which is what would normally occur when starting a combo with the first Rekka. |
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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) | | * {{clr|PC|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) |
| * '''{{clr|10|SA2}} cancel advantage:''' KD +89(+103) oH / {{sf6-adv|VP|+15}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' KD +89(+103) oH / {{sf6-adv|VP|+15}} 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...) |
| <br> | | <br> |
| 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. | | 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|OD|OD}} versions are safe at any range. |
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| 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). | | The slow startup limits the number of useful cancel routes; no version can cancel directly from lights without a {{clr|DR|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|OD|OD Tenshin}} crumple, or Punish Counter {{clr|H|5HK}}. It also does much more damage in {{clr|SA|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. | | 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). | | {{clr|OD|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|OD|OD Palm}}, many characters can punish this if they don't back rise. If {{clr|OD|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) |
| * {{clr|H|214HP}}: {{clr|H|2HP}}, {{clr|H|CH 5HP}} | | * {{clr|H|214HP}}: {{clr|H|2HP}}, {{clr|H|CH 5HP}} |
| * {{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) | | * {{clr|M|214MP}}/{{clr|OD|214PP}}: {{clr|M|5MK}}, {{clr|M|2MP}}, {{clr|H|5HK}}, {{clr|M|CH 2MK}}, {{clr|H|PC 5HP}} (+ 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) | | * {{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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| * 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 {{clr|10|214PP}} (can delay to create up to a 5f blockstring gap) | | * Forms a true blockstring after {{clr|OD|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|SA|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 (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. | | 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|SA|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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| * '''Anti-Air Invuln:''' 10-12f (cannot hit cross-up); '''Low Crush:''' 10-21f | | * '''Anti-Air Invuln:''' 10-12f (cannot hit cross-up); '''Low Crush:''' 10-21f |
| <br> | | <br> |
| 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. | | Jamie's most consistent anti-air and {{clr|OD|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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| 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. | | 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}}. | | 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. | | 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|SA|SA1}}/{{clr|SA|SA3}}, or {{clr|OD|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|SA|SA1}} or {{clr|OD|623KK}} in the corner. In exchange for the added difficulty, Jamie does not suffer a damage scaling penalty. |
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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 {{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. | | 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|OD|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. 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. | | 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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| * '''Projectile Invuln:''' 3-100f (until end of active frames) | | * '''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|SA|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 {{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. | | 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|OD|OD}} version can be made plus on block by canceling into {{clr|SA|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 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. | | 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|OD|OD Bakkai}} has the best combination of forward movement, speed, and invincibility for countering projectiles, and can be kept safe with {{clr|SA|SA2}} if blocked. |
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| 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. | | 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|SA|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 cancel routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) | | Grounded cancel routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) |
| * {{clr|H|236HK}}: {{clr|H|2HP}}, {{clr|H|PC 5HK}} | | * {{clr|H|236HK}}: {{clr|H|2HP}}, {{clr|H|PC 5HK}} |
| * {{clr|M|236MK}}: {{clr|H|5HK}}, {{clr|M|CH 5MK}} (+ all above) | | * {{clr|M|236MK}}: {{clr|H|5HK}}, {{clr|M|CH 5MK}} (+ all above) |
| * {{clr|10|236KK}}: {{clr|H|PC 5HP}}, {{clr|M|PC 5MK}}, {{clr|M|PC 2MP}}, {{clr|M|PC 2MK}} (+ all above) | | * {{clr|OD|236KK}}: {{clr|H|PC 5HP}}, {{clr|M|PC 5MK}}, {{clr|M|PC 2MP}}, {{clr|M|PC 2MK}} (+ 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) | | * {{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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| * 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 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. | | 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|OD|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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| 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. | | 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|SA|SA1}} for some easy damage and corner carry. The {{clr|OD|OD}} version has more standard starter scaling, which prevents Jamie from having a more damaging command grab than Zangief's {{clr|SA|CA}}. Despite this scaling, {{clr|OD|OD Tenshin}} can lead to incredible damage when dumping resources. Both versions can actually be comboed into after a corner Punish Counter {{clr|OD|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 {{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. | | 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|OD|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 |
| <br> | | <br> |
| 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}}. | | 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|OD|OD Tenshin}}. |
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| {{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. | | {{clr|SA|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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| * Jamie's damage scaling is only set to 105%, rather than the usual 110% | | * Jamie's damage scaling is only set to 105%, rather than the usual 110% |
| * Drink Lv.4 version instantly refills 3 Drive bars (no install timer) | | * Drink Lv.4 version instantly refills 3 Drive bars (no install timer) |
| * Can be useful as a cancel from {{clr|10|OD}} specials for safety or combo extensions | | * Can be useful as a cancel from {{clr|OD|OD}} specials for safety or combo extensions |
| <br> | | <br> |
| A useful install that gives Jamie access to his entire moveset without needing to slowly accumulate drinks. The Super activation itself is good for applying pressure to force a mixup, or for extending a combo. It also allows Jamie to use {{clr|10|OD Bakkai}} as a read against the opponent's projectile, while keeping himself safe on block. | | A useful install that gives Jamie access to his entire moveset without needing to slowly accumulate drinks. The Super activation itself is good for applying pressure to force a mixup, or for extending a combo. It also allows Jamie to use {{clr|OD|OD Bakkai}} as a read against the opponent's projectile, while keeping himself safe on block. |
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| The timer lasts 15 seconds (900f) and freezes when the opponent is in hitstop or blockstop, after which Jamie returns to his previous Drink Level. He does not build any additional Super meter while the install timer is active. | | The timer lasts 15 seconds (900f) and freezes when the opponent is in hitstop or blockstop, after which Jamie returns to his previous Drink Level. He does not build any additional Super meter while the install timer is active. |
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| If Jamie is already at Drink Lv.4, he can still use this Super for its cancel properties in order to get easy frame advantage. He can also treat his Super meter as a reserve tank for his Drive gauge, restoring 3 Drive for the cost of 2 Super bars whenever he wants. This is a great way to reduce the risk of being in Burnout, as the opponent will have very little time to set up a corner {{clr|4|Drive Impact}} or apply chip damage. | | If Jamie is already at Drink Lv.4, he can still use this Super for its cancel properties in order to get easy frame advantage. He can also treat his Super meter as a reserve tank for his Drive gauge, restoring 3 Drive for the cost of 2 Super bars whenever he wants. This is a great way to reduce the risk of being in Burnout, as the opponent will have very little time to set up a corner {{clr|DR|Drive Impact}} or apply chip damage. |
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| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| 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|SA|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|DR|DR~}}2KK into further juggles. |
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| 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. | | The {{clr|SA|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|OD|OD Tenshin}}, making it the most damaging throw mixup in the game. |
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| 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|SA|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|SA|SA3}}, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation. |
| }} | | }} |
| <br> | | <br> |