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| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 5LP<br> | | | input = {{classic_sf6}} 5LP<br>{{modern_sf6}} 5L |
| {{modern_sf6}} 5L | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp|caption=DL0}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp|caption=DL0}} |
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| | title = Standing Medium Punch | | | title = Standing Medium Punch |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 5MP<br> | | | input = {{classic_sf6}} 5MP<br>{{modern_sf6}} 5M |
| {{modern_sf6}} 5M | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5mp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_5mp_dl2|caption=}} |
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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|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. | | Jamie's only plus on block normal, {{clr|M|5MP}} can link to {{clr|M|2MP}} at close range, {{clr|L|5LK}} from slightly farther, or Drink Lv.1 {{clr|L|5LP}} for a much more consistent follow-up. It leaves Jamie outside of throw range, forcing him to either start with {{clr|DR|Drive Rush}} or risk a forward walk to open up a blocking opponent. 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|SA|SA1}} from even farther out.
| | The disjointed hitbox and short recovery make this button a useful counter-poke in neutral. On {{clr|PC|Counter-hit}}, there is enough time to confirm into {{clr|H|2HP}} at close range for high damage, or {{clr|M|2MK}} from much farther out for consistency. {{clr|PC|Punish Counters}} beyond point blank will usually link into {{clr|M|5MK}} over {{clr|M|2MK}} for its extra range and damage; when used as a ranged whiff punish he can also link into {{clr|H|2HK}} or {{clr|SA|SA3}}. The hitbox of {{clr|M|5MP}} does not interact well with the extended hurtboxes of most low pokes, but any high or mid extended hurtbox can usually be whiff punished on reaction with this move. |
| }} | | }} |
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| | title = Standing Heavy Punch | | | title = Standing Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 5HP<br> | | | input = {{classic_sf6}} 5HP<br>{{modern_sf6}} 5H |
| {{modern_sf6}} 5H | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5hp_dl2|caption=''Neutral is a myth, and footsies are a scam.''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_5hp_dl2|caption=''Neutral is a myth, and footsies are a scam.''}} |
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| {{AttackDataCargo-SF6/Query|Jamie_5hp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_5hp_dl2}} |
| * Damage DL0-DL4: 810/855/900/945/990 | | * Damage DL0-DL4: 810/855/900/945/990 |
| * Counter-hit/Punish Counter bonus frame advantage carries through all 3 hits | | * {{clr|PC|Counter-hit/Punish Counter}} bonus frame advantage carries through all 3 hits |
| ** Punish Counter Drive damage only applies to 3rd hit (no Drive Dmg if canceled) | | ** {{clr|PC|Punish Counter}} Drive damage only applies to 3rd hit (no Drive Dmg if canceled) |
| * High juggle potential; puts airborne opponents into {{sf6-jug|limited juggle}} state | | * High juggle potential; puts airborne opponents into {{sf6-jug|limited juggle}} state |
| ** 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 |
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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|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. | | 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 {{clr|PC|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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| | title = Standing Light Kick | | | title = Standing Light Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 5LK<br> | | | input = {{classic_sf6}} 5LK<br>{{modern_sf6}} --** |
| {{modern_sf6}} --- | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|Jamie_5lk_dl2|1|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|Jamie_5lk_dl2|1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=150px|Jamie_5lk_dl2|2|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|Jamie_5lk_dl2|2|caption= ''**5LK only available to Modern via Chain Cancelling'' |
| | ''E.G. "2L > [A]2L > [A]2L"'' |
| | ''(last [A]2L becomes 5LK)''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|Jamie_5lk_dl2|1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|Jamie_5lk_dl2|1|caption=}} |
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| | title = Standing Medium Kick | | | title = Standing Medium Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 5MK<br> | | | input = {{classic_sf6}} 5MK<br>{{modern_sf6}} A[M] |
| {{modern_sf6}} [A]M | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_5mk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_5mk_dl2|caption=}} |
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| * Damage DL0-DL4: 540/570/600/630/660 | | * Damage DL0-DL4: 540/570/600/630/660 |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| | * 1f extra recovery on whiff and extends a wider hurtbox until the end of recovery |
| * 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|DR|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 |
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| * '''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|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. | | {{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 {{clr|PC|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 2 frames slower than his own {{clr|M|2MK}}, but hits from slightly longer range and is a bit harder to whiff punish even with its extended hurtbox. |
| }} | | }} |
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| | title = Standing Heavy Kick | | | title = Standing Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 5HK<br> | | | input = {{classic_sf6}} 5HK<br>{{modern_sf6}} A[H] |
| {{modern_sf6}} [A]H | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5hk_dl2|caption=''"You pressed on -5? You fool, you goon, you absolute cretin."''}} | | {{MoveDataCargoImage|imageHeight=210px|Jamie_5hk_dl2|caption=''"You pressed on -5? You fool, you goon, you absolute cretin."''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|Jamie_5hk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_5hk_dl2|caption=Active Frame 1}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_5hk_dl2|2|caption=Active Frames 2-3}} |
| | info = | | | info = |
| {{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 |
| * {{clr|PC|Punish Counter}}: KD +71 Crumple (+8 before opponent becomes airborne) | | * {{clr|PC|Punish Counter}}: KD +71 Crumple ({{sf6-adv|VP|+9}} 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|DR|DR}} cancel is delayed until after 2nd active frame | | ** Special/{{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+8}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+8}} oB |
| * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+17}} oH (PC: KD +87)) / {{sf6-adv|VP|+11}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+19}} 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|-25}} 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}}. This pushback also makes it impossible to follow up a {{clr|PC|Counter-hit}} with a link at most ranges, making it more important to hitconfirm a special cancel. 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|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. | | The crumple state from {{clr|PC|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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| | title = Crouching Light Punch | | | title = Crouching Light Punch |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 2LP<br> | | | input = {{classic_sf6}} 2LP<br>{{modern_sf6}} 2L |
| {{modern_sf6}} 2L | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2lp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_2lp_dl2|caption=}} |
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| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| 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. | | 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 {{clr|PC|Punish Counter}}. |
| }} | | }} |
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| | title = Crouching Medium Punch | | | title = Crouching Medium Punch |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 2MP<br> | | | input = {{classic_sf6}} 2MP<br>{{modern_sf6}} -- |
| {{modern_sf6}} --- | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2mp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_2mp_dl2|caption=}} |
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| {{AttackDataCargo-SF6/Query|Jamie_2mp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_2mp_dl2}} |
| * Damage DL0-DL4: 540/570/600/630/660 | | * Damage DL0-DL4: 540/570/600/630/660 |
| | * 2f extra recovery on whiff and extends a hurtbox until the end of recovery |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| * '''{{clr|DR|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 |
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| * '''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|DR|Drive Rush}} it links into {{clr|H|2HP}}. When canceled, it also links naturally into {{clr|M|214MP}}/{{clr|OD|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 {{clr|DR|Drive Reversal}} punish (usually linked into {{clr|M|5MK}}). 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}} or {{clr|M|5MK}}. When canceled, it also links naturally into {{clr|M|214MP}}/{{clr|OD|214PP}}. |
| }} | | }} |
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| | title = Crouching Heavy Punch | | | title = Crouching Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 2HP<br> | | | input = {{classic_sf6}} 2HP<br>{{modern_sf6}} 2H |
| {{modern_sf6}} 2H | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2hp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_2hp_dl2|caption=}} |
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| {{AttackDataCargo-SF6/Query|Jamie_2hp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_2hp_dl2}} |
| * Damage DL0-DL4: 810/855/900/945/990 | | * Damage DL0-DL4: 810/855/900/945/990 |
| * Head hurtbox is '''Anti-Air Invuln''' 9-33f; cannot hit cross-up | | * Head hurtbox is '''Anti-Air Invuln''' 8-32f; cannot hit cross-up |
| * 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 |
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| * '''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|DR|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 {{clr|PC|Punish Counter}} and {{clr|DR|Drive Rush}} combo routes as it combos into Jamie's strongest special moves. Also works after Tenshin, making it his strongest command grab follow-up. |
| }} | | }} |
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| | title = Crouching Light Kick | | | title = Crouching Light Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 2LK<br> | | | input = {{classic_sf6}} 2LK<br>{{modern_sf6}} A[L] |
| {{modern_sf6}} [A]L | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2lk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_2lk_dl2|caption=}} |
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| | title = Crouching Medium Kick | | | title = Crouching Medium Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 2MK<br> | | | input = {{classic_sf6}} 2MK<br>{{modern_sf6}} 2M |
| {{modern_sf6}} 2M | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2mk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|Jamie_2mk_dl2|caption=}} |
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| | title = Crouching Heavy Kick | | | title = Crouching Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 2HK<br> | | | input = {{classic_sf6}} 2HK<br>{{modern_sf6}} 3H |
| {{modern_sf6}} 3H | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2hk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|Jamie_2hk_dl2|caption=}} |
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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 |
| * {{clr|PC|Counter-hit/Punish Counter}}: HKD +48 | | * {{clr|PC|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 |
| * First active frame of 2nd hit only connects in juggles; vs. grounded opponents, active period is 2(3)2 | | * First active frame of 2nd hit only connects in juggles; vs. grounded opponents, active period is 2(3)2 |
| * '''TC Cancel Hitconfirm Window:''' 33f (PC 43f) / 22f (1-hit) | | * '''TC Cancel Hitconfirm Window:''' 33f (PC 43f) / 22f (1-hit) |
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| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} j.LP<br> | | | input = {{classic_sf6}} j.LP<br>{{modern_sf6}} j.A[L] |
| {{modern_sf6}} j.L | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jlp_dl2|caption=}} |
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| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} j.MP<br> | | | input = {{classic_sf6}} j.MP<br>{{modern_sf6}} j.M |
| {{modern_sf6}} --- | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_jmp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_jmp_dl2|caption=}} |
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| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Cancels into j.214K Divekick (DL1+, forward jump only); cancel can be delayed significantly (up to 24f) | | * Cancels into j.214K Divekick (DL1+, forward jump only); cancel can be delayed significantly (up to 24f) |
| * Shifts Jamie's hurtbox upward during startup | | * '''Lower Body Projectile Invuln''' 7-22f |
| | ** If input immediately during ascent, can avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| The knockdown makes this useful as an air-to-air. The hitbox reaches quite high above Jamie, so it will whiff if you try to delay it too long in juggle combos. The cancel into j.214K only works against airborne opponents, as Jamie will be too low to the ground against standing characters. | | The knockdown makes this useful as an air-to-air. The hitbox reaches quite high above Jamie, so it will whiff if you try to delay it too long in juggle combos. The cancel into j.214K only works against airborne opponents, as Jamie will be too low to the ground against standing characters. |
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| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} j.HP<br> | | | input = {{classic_sf6}} j.HP<br>{{modern_sf6}} j.A[H] |
| {{modern_sf6}} j.H | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jhp_dl2|caption=}} |
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| * Damage DL0-DL4: 720/760/800/840/880 | | * Damage DL0-DL4: 720/760/800/840/880 |
| * Spike knockdown vs. airborne opponents | | * Spike knockdown vs. airborne opponents |
| | * '''Lower Body Projectile Invuln''' 10-23f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| Has high juggle potential. Against grounded opponents, this is stronger than {{clr|H|j.HK}} since all the damage is done on a single hit. | | Has high juggle potential. Against grounded opponents, this is stronger than {{clr|H|j.HK}} since all the damage is done on a single hit. |
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| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} j.LK<br> | | | input = {{classic_sf6}} j.LK<br>{{modern_sf6}} j.L |
| {{modern_sf6}} --- | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jlk_dl2|caption=}} |
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| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} j.MK<br> | | | input = {{classic_sf6}} j.MK<br>{{modern_sf6}} j.A[M] |
| {{modern_sf6}} j.M | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jmk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jmk_dl2|caption=}} |
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| * Damage DL0-DL4: 450/475/500/525/550 | | * Damage DL0-DL4: 450/475/500/525/550 |
| * Can hit Cross-up | | * Can hit Cross-up |
| | * '''Lower Body Projectile Invuln''' 7-20f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| A better cross-up than {{clr|L|j.LP}} due to its higher damage and wider hitbox. | | A better cross-up than {{clr|L|j.LP}} due to its higher damage and wider hitbox. |
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| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} j.HK<br> | | | input = {{classic_sf6}} j.HK<br>{{modern_sf6}} j.H |
| {{modern_sf6}} --- | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk_dl2|1|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk_dl2|1|caption=}} |
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| * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 | | * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 |
| * Both hits put airborne opponents into {{sf6-jug|limited juggle}} state | | * Both hits put airborne opponents into {{sf6-jug|limited juggle}} state |
| * Shifts Jamie's hurtbox upward during startup | | * '''Lower Body Projectile Invuln''' 8-25f |
| | ** If input immediately during ascent, can avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| As an air-to-air, {{clr|H|j.HK}} hits twice for an air knockdown. Jamie always has enough advantage to land and follow up with a grounded juggle like Arrow Kick, but he can get stronger juggles if the opponent is juggled high enough. When used mid-juggle (like after [[#2KK|anti-air 2KK]]), the first hit will whiff; {{clr|M|j.MP}} actually does more damage in these juggle scenarios. | | As an air-to-air, {{clr|H|j.HK}} hits twice for an air knockdown. Jamie always has enough advantage to land and follow up with a grounded juggle like Arrow Kick, but he can get stronger juggles if the opponent is juggled high enough. When used mid-juggle (like after [[#2KK|anti-air 2KK]]), the first hit will whiff; {{clr|M|j.MP}} actually does more damage in these juggle scenarios. |
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| | title = Tensei Kick | | | title = Tensei Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 2KK<br> | | | input = {{classic_sf6}} 2KK<br>{{modern_sf6}} 2MH |
| {{modern_sf6}} 2MH | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dl2|caption={{clr|L|'''''AIR COMBO!'''''}}}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dl2|caption={{clr|L|'''''AIR COMBO!'''''}}}} |
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| | title = Falling Star Kick | | | title = Falling Star Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 6MK<br> | | | input = {{classic_sf6}} 6MK<br>{{modern_sf6}} 6M |
| {{modern_sf6}} 6M | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_6mk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_6mk|caption=}} |
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| | title = Hermit's Elbow | | | title = Hermit's Elbow |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 4HP<br> | | | input = {{classic_sf6}} 4HP<br>{{modern_sf6}} 4H |
| {{modern_sf6}} 4H | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_4hp_dl2|caption=DL0-DL2}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_4hp_dl2|caption=DL0-DL2}} |
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| * '''{{clr|SA|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 {{clr|PC|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 {{clr|PC|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|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. | | 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 {{clr|PC|Counter-hit}}. In order to confirm the TC as late as possible on reaction, a {{clr|PC|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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| | title = Senei Kick | | | title = Senei Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 6HK<br> | | | input = {{classic_sf6}} 6HK<br>{{modern_sf6}} 6H |
| {{modern_sf6}} 6H | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_dl2|caption=DL0-DL3}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_dl2|caption=DL0-DL3}} |
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| * 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 {{clr|PC|Counter-hit}} combo into Headbutt |
| * '''{{clr|SA|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|DR|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 {{clr|PC|Counter-hit}}, {{clr|PC|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|OD|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. |
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| | title = Phantom Sway | | | title = Phantom Sway |
| | subtitle = (DL0) | | | subtitle = (DL0) |
| | input = {{classic_sf6}} 2HK~HK~P<br> | | | input = {{classic_sf6}} 2HK~HK~P<br>{{modern_sf6}} 3H~H~H |
| {{modern_sf6}} 3H~H~H | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_dl2|caption=}} |
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| | title = Bitter Strikes | | | title = Bitter Strikes |
| | subtitle = (DL1) | | | subtitle = (DL1) |
| | input = {{classic_sf6}} 5LP~LK~MP<br> | | | input = {{classic_sf6}} 5LP~LK~MP<br>{{modern_sf6}} 5L~L~L |
| {{modern_sf6}} 5L~L~L | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk_dl2|caption=}} |
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| * '''Cancel Hitconfirm Window:''' 52f | | * '''Cancel Hitconfirm Window:''' 52f |
| ** Special cancel is delayed until after 1st recovery frame; {{clr|DR|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|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+4}} oB |
| * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB | | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+13}} 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|-31}} 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|OD|PP}}, {{clr|L|214LP}}, {{clr|L|236LK}}, any 623K, or any {{clr|SA|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 any 236P or 623K, {{clr|L|214LP}}, {{clr|L|236LK}}, or any {{clr|SA|Super}}. |
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| 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. | | 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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| | title = Full Moon Kick | | | title = Full Moon Kick |
| | subtitle = (DL2) | | | subtitle = (DL2) |
| | input = {{classic_sf6}} 6MK~MK~P<br> | | | input = {{classic_sf6}} 6MK~MK~P<br>{{modern_sf6}} 6M~M~M |
| {{modern_sf6}} 6M~M~M | |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_6mk_mk_dl2|caption=}} | | {{MoveDataCargoImage|Jamie_6mk_mk_dl2|caption=}} |
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| * Drink Lv.3: KD +2 / {{sf6-adv|VM|-43}} oB | | * Drink Lv.3: KD +2 / {{sf6-adv|VM|-43}} oB |
| * Refills 0.5 Drive bars; at DL4, refills 1 Drive bar | | * Refills 0.5 Drive bars; at DL4, refills 1 Drive bar |
| | * Does not come out if holding a Kick button after {{clr|M|6MK}}~{{clr|M|MK}} |
| <br> | | <br> |
| 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|DR|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 {{clr|PC|Counter-hit}}. |
| }} | | }} |
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| | title = Intoxicated Assault | | | title = Intoxicated Assault |
| | subtitle = (DL3) | | | subtitle = (DL3) |
| | input = {{classic_sf6}} 4HP~HP~HK<br> | | | input = {{classic_sf6}} 4HP~HP~HK<br>{{modern_sf6}} 4H~H~H |
| {{modern_sf6}} 4H~H~H | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_4hp_hp_dl3|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_4hp_hp_dl3|caption=}} |
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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|DR|Drive Rush}}, meaty timing) | | * Requires extra frame advantage to combo from {{clr|H|4HP}} ({{clr|PC|Counter-hit}}, {{clr|PC|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|SA|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 |
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| * Leaves a 9f blockstring gap after {{clr|H|4HP}}~{{clr|H|HP}} | | * Leaves a 9f blockstring gap after {{clr|H|4HP}}~{{clr|H|HP}} |
| <br> | | <br> |
| This Target Combo sequence is most useful when performing {{clr|H|4HP}} as a shimmy to bait a throw tech, since it guarantees a Punish Counter if successful. If the 2nd hit of the Target Combo begins the combo, it is possible to confirm it directly into this ender. While the {{clr|H|HP}} follow-up is unsafe, it can be used to frame trap an opponent that predictably hits buttons after blocking {{clr|H|4HP}}. | | This Target Combo sequence is most useful when performing {{clr|H|4HP}} as a shimmy to bait a throw tech, since it guarantees a {{clr|PC|Punish Counter}} if successful. If the 2nd hit of the Target Combo begins the combo, it is possible to confirm it directly into this ender. While the {{clr|H|HP}} follow-up is unsafe, it can be used to frame trap an opponent that predictably hits buttons after blocking {{clr|H|4HP}}. |
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| If the final {{clr|H|HK}} is performed on block, the opponent can interrupt with any attack 8f or faster for a full punish, so it cannot be used to frame trap an opponent in the same way. Jamie is not airborne despite the animation, so he can't hop over low-angled buttons or make a throw whiff. | | If the final {{clr|H|HK}} is performed on block, the opponent can interrupt with any attack 8f or faster for a full punish, so it cannot be used to frame trap an opponent in the same way. Jamie is not airborne despite the animation, so he can't hop over low-angled buttons or make a throw whiff. |
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| | title = Ransui Haze | | | title = Ransui Haze |
| | subtitle = (DL4) | | | subtitle = (DL4) |
| | input = {{classic_sf6}} 6HK~4HK~P<br> | | | input = {{classic_sf6}} 6HK~4HK~P<br>{{modern_sf6}} 6H~4H~H |
| {{modern_sf6}} 6H~4H~H | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_6hk_4hk_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_6hk_4hk_dl4|caption=}} |
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| | title = Forward Throw | | | title = Forward Throw |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} LPLK<br> | | | input = {{classic_sf6}} LPLK<br>{{modern_sf6}} LM |
| {{modern_sf6}} LM | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_lplk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_lplk_dl2|caption=}} |
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| ** {{clr|PC|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) |
| | * Successful Throw Escape builds {{clr|DR|1 Drive Gauge}} and {{clr|SA|10% Super Gauge}} for defender |
| | ** Awarded to random player if Throws are input simultaneously |
| {{AttackDataCargo-SF6/Query|Jamie_lplk_dl2_hold}} | | {{AttackDataCargo-SF6/Query|Jamie_lplk_dl2_hold}} |
| * Holding the buttons performs a Drink, but sacrifices corner oki | | * Holding the buttons performs a Drink, but sacrifices corner oki |
| * Refills 0.5 Drive bars (or 1 Drive bar at DL4) | | * Refills 0.5 Drive bars (or 1 Drive bar at DL4) |
| <br> | | <br> |
| 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 {{clr|PC|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|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. | | 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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| | title = Back Throw | | | title = Back Throw |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 4LPLK<br> | | | input = {{classic_sf6}} 4LPLK<br>{{modern_sf6}} 4LM |
| {{modern_sf6}} 4LM | |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_4lplk_dl2|imageHeight=160px|caption=}} | | {{MoveDataCargoImage|Jamie_4lplk_dl2|imageHeight=160px|caption=}} |
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| * 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) |
| | * Successful Throw Escape builds {{clr|DR|1 Drive Gauge}} and {{clr|SA|10% Super Gauge}} for defender |
| | ** Awarded to random player if Throws are input simultaneously |
| <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|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. | | 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 {{clr|PC|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|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. | | 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. |
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| * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo | | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| * 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 {{clr|PC|Punish Counter}} {{clr|H|5HK}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| * 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) | | * 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|DR|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 |
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| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
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| 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. | | 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 {{clr|PC|Counter-hit}}, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|2HP}}{{clr|OD|*}} > {{clr|DR|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|DR|DR~}}{{clr|H|5HK}}{{clr|OD|*}} > {{clr|DR|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 |
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| | title = Drive Parry | | | title = Drive Parry |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} MPMK<br> | | | input = {{classic_sf6}} MPMK<br>{{modern_sf6}} DP |
| {{modern_sf6}} DP | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_mpmk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_mpmk|caption=}} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = The Devil Inside | | | title = The Devil Inside |
| | subtitle = (DL0) | | | subtitle = Drink (DL0) |
| | input = {{classic_sf6}} 22P<br> | | | input = {{classic_sf6}} 22P<br>{{modern_sf6}} 22X |
| {{modern_sf6}} 22X | |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_22p|caption=}} | | {{MoveDataCargoImage|Jamie_22p|caption=}} |
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| * Refills 0.25 Drive bars per level increase; at DL4, this is doubled to 0.5 Drive bars per level | | * Refills 0.25 Drive bars per level increase; at DL4, this is doubled to 0.5 Drive bars per level |
| * Drink Level from 0-4 affects moveset and base damage scaling (90/95/100/105/110% respectively) | | * Drink Level from 0-4 affects moveset and base damage scaling (90/95/100/105/110% respectively) |
| * Entire animation is in a Counter-hit state | | * Entire animation is in a {{clr|PC|Counter-hit}} state |
| {{AttackDataCargo-SF6/Query|Jamie_22p_activation}} | | {{AttackDataCargo-SF6/Query|Jamie_22p_activation}} |
| * Happens automatically upon reaching DL4; Drink recovers more quickly, potentially giving stronger oki | | * Happens automatically upon reaching DL4; Drink recovers more quickly, potentially giving stronger oki |
| * Screen freezes for 25f (1f full invincibility on the frame this occurs) | | * Screen freezes for 25f (1f full invincibility on the frame this occurs) |
| * The 4 vulnerable post-freeze frames put Jamie in a Counter-hit state | | * The 4 vulnerable post-freeze frames put Jamie in a {{clr|PC|Counter-hit}} state |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes | | | title = Freeflow Strikes |
| | subtitle = (DL0) | | | subtitle = Rekka (DL0) |
| | input = {{classic_sf6}} 236P<br> | | | input = {{classic_sf6}} 236P<br>{{modern_sf6}} 236X or 5S (M) |
| {{modern_sf6}} 5S | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=240px|Jamie_236lp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|Jamie_236lp_dl2|caption=}} |
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| * '''{{clr|SA|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 |
| | * Applies 25% damage scaling when beginning a combo; counts as 2 hits for damage scaling when comboed into |
| | ** This scaling affects any follow-ups after the 1st or 3rd Rekka due to a {{clr|SA|Super}} cancel, not the Rekka follow-ups themselves |
| <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|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. | | 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 you can cancel either the first or third hit into a {{clr|SA|SA3}}. 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|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. | | 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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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes | | | title = Freeflow Strikes |
| | subtitle = (DL4) | | | subtitle = Rekka (DL4) |
| | input = 236P | | | input = {{classic_sf6}} 236P<br>{{modern_sf6}} 236X or 5S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_dl4|caption=}} |
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| * '''{{clr|SA|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 |
| | * Applies 25% damage scaling when beginning a combo; counts as 2 hits for damage scaling when comboed into |
| | ** This scaling affects any follow-ups after the 1st or 3rd Rekka due to a {{clr|SA|Super}} cancel, not the Rekka follow-ups themselves |
| <br> | | <br> |
| At max Drink Level, Freeflow Strikes becomes a 2-hit attack, gaining additional damage and making it much easier to confirm follow-ups or Super. It also becomes safe on block for all versions, giving Jamie a great confirmable pressure tool from mid-range. In some juggle routes, it becomes harder to combo into the 6K follow-ups due to the extra pushback, so the 6P follow-ups are recommended for more consistency. | | At max Drink Level, Freeflow Strikes becomes a 2-hit attack, gaining additional damage and making it much easier to confirm follow-ups or {{clr|SA|Super}}. It also becomes safe on block for all versions, giving Jamie a great confirmable pressure tool from mid-range. In some juggle routes, it becomes harder to combo into the 6K follow-ups due to the extra pushback, so the 6P follow-ups are recommended for more consistency. |
| }} | | }} |
| </tabber> | | </tabber> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 1 | | | title = Freeflow Strikes Punch 1 |
| | subtitle = (DL0) | | | subtitle = Rekka Punch 1 (DL0) |
| | input = {{classic_sf6}} 236P~6LP<br> | | | input = {{classic_sf6}} 236P~6P<br>{{modern_sf6}} 236X~6X or 5S~5S (M) |
| {{modern_sf6}} 5S~6X | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=240px|Jamie_236lp_6p_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|Jamie_236lp_6p_dl2|caption=}} |
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| * 0-3f gap between Rekka and 6P on block | | * 0-3f gap between Rekka and 6P on block |
| * Does not count as a separate hit for damage scaling | | * Does not count as a separate hit for damage scaling |
| | * Applies 25% damage scaling when beginning a combo into {{clr|SA|SA2}}/{{clr|SA|SA3}} (stacks with 10% {{clr|SA|SA3}} cancel scaling) |
| | ** This scaling affects the canceled move after the final ~6P (3rd Rekka) |
| <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|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. | | 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, which can be very rewarding with {{clr|SA|SA3}} stocked; when doing this on the {{clr|OD|OD version}}, the {{clr|SA|SA3}} receives extra damage scaling sine the {{clr|OD|OD rekkas}} do not scale separately themselves. |
| | |
| | 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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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 1 | | | title = Freeflow Strikes Punch 1 |
| | subtitle = (DL4) | | | subtitle = Rekka Punch 1 (DL4) |
| | input = 236P~6P | | | input = {{classic_sf6}} 236P~6P<br>{{modern_sf6}} 236X~6X or 5S~5S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_dl4|caption=}} |
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| * 2-7f gap between Rekka and 6P on block | | * 2-7f gap between Rekka and 6P on block |
| * Does not count as a separate hit for damage scaling | | * Does not count as a separate hit for damage scaling |
| | * Applies 25% damage scaling when beginning a combo into {{clr|SA|SA2}}/{{clr|SA|SA3}} (stacks with 10% {{clr|SA|SA3}} cancel scaling) |
| | ** This scaling affects the canceled move after the final ~6P (3rd Rekka) |
| <br> | | <br> |
| The Punch follow-ups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. Like the initial Rekka, this follow-up is 2 hits when at max Drink Level. All strengths of Rekka lead to the same 2-7f gap between hits on block, which can be used to frame trap the opponent. However, this frame gap is not very useful for two reasons: the initial Rekka is safe (meaning the opponent is less likely to hit a button while attempting a punish), and a Counter-hit does not give Jamie the bonus frame advantage when both hits of the follow-up connect. | | The Punch follow-ups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. Like the initial Rekka, this follow-up is 2 hits when at max Drink Level. All strengths of Rekka lead to the same 2-7f gap between hits on block, which can be used to frame trap the opponent. However, this frame gap is not very useful for two reasons: the initial Rekka is safe (meaning the opponent is less likely to hit a button while attempting a punish), and a {{clr|PC|Counter-hit}} does not give Jamie the bonus frame advantage when both hits of the follow-up connect. |
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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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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 2 | | | title = Freeflow Strikes Punch 2 |
| | subtitle = (DL0) | | | subtitle = Rekka Punch 2 (DL0) |
| | input = {{classic_sf6}} 236P~6P~6P<br> | | | input = {{classic_sf6}} 236P~6P~6P<br>{{modern_sf6}} 236X~6X~6X or 5S~5S~5S (M) |
| {{modern_sf6}} 5S~6X~6X | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=240px|Jamie_236lp_6p_6p_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|Jamie_236lp_6p_6p_dl2|caption=}} |
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| * Damage DL0-DL3: 495(396)/522(418)/550(440)/577(462) | | * Damage DL0-DL3: 495(396)/522(418)/550(440)/577(462) |
| * 1-5f gap before final hit on block | | * 1-5f gap before final hit on block |
| | * '''Cancel Hitconfirm Window:''' 17f (Super, single-hit confirm) |
| | * Applies 20% damage scaling to next hit when beginning a combo into {{clr|SA|SA3}} (stacks with 10% {{clr|SA|SA3}} cancel scaling) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dl2}} |
| * Damage DL0-DL3: 540(432)/570(456)/600(480)/630(504) | | * Damage DL0-DL3: 540(432)/570(456)/600(480)/630(504) |
| * 2-6f gap before final hit on block | | * 2-6f gap before final hit on block |
| | * '''Cancel Hitconfirm Window:''' 17f (Super, single-hit confirm) |
| | * Applies 20% damage scaling to next hit when beginning a combo into {{clr|SA|SA3}} (stacks with 10% {{clr|SA|SA3}} cancel scaling) |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dl2}} |
| * Damage DL0-DL3: 585(468)/617(494)/650(520)/682(546) | | * Damage DL0-DL3: 585(468)/617(494)/650(520)/682(546) |
| * 3-7f gap before final hit on block | | * 3-7f gap before final hit on block |
| | * '''Cancel Hitconfirm Window:''' 17f (Super, single-hit confirm) |
| | * Applies 20% damage scaling to next hit when beginning a combo into {{clr|SA|SA3}} (stacks with 10% {{clr|SA|SA3}} cancel scaling) |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dl2}} |
| * Damage DL0-DL3: 675(540)/712(570)/750(600)/787(630) | | * Damage DL0-DL3: 675(540)/712(570)/750(600)/787(630) |
| * 0-2f gap before final hit on block | | * 0-2f gap before final hit on block |
| | * '''Cancel Hitconfirm Window:''' 17f (Super, single-hit confirm) |
| * Does not count as a separate hit for damage scaling | | * Does not count as a separate hit for damage scaling |
| | * Applies 25% damage scaling to next hit when beginning a combo into {{clr|SA|SA2}}/{{clr|SA|SA3}} (stacks with 10% {{clr|SA|SA3}} cancel scaling) |
| <br> | | <br> |
| The final 6P follow-up completes the Punch sequence. It can be done on hit, block, or whiff and has juggle potential. This sequence gets no oki midscreen if the opponent back rises, but it has good corner carry and is Jamie's most consistent combo ender. Like the first 6P follow-up, there is a blockstring gap between the final 2 hits that varies based on the button timing, but this is a very unsafe gimmick for beating the opponent's attempted Rekka punish. | | The final 6P follow-up completes the Punch sequence. It can be done on hit, block, or whiff and has juggle potential. This sequence gets no oki midscreen if the opponent back rises, but it has good corner carry and is Jamie's most consistent combo ender. Cancel into {{clr|SA|SA3}} for more damage, or into {{clr|SA|SA2}} from the {{clr|OD|OD}} version (though any follow-up hits will have significant scaling). |
| | |
| | Like the first 6P follow-up, there is a blockstring gap between the final 2 hits that varies based on the button timing, but this is a very unsafe gimmick for beating the opponent's attempted Rekka punish. |
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| In the startup column, [] refers to the total startup time for 236P~6P~6P when the first 2 hits of Rekka whiff at the fastest speed. 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 startup column, [] refers to the total startup time for 236P~6P~6P when the first 2 hits of Rekka whiff at the fastest speed. 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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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 2 | | | title = Freeflow Strikes Punch 2 |
| | subtitle = (DL4) | | | subtitle = Rekka Punch 2 (DL4) |
| | input = 236P~6P~6P | | | input = {{classic_sf6}} 236P~6P~6P<br>{{modern_sf6}} 236X~6X~6X or 5S~5S~5S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_6p_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_6p_dl4|caption=}} |
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| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dl4}} |
| * 2-6f gap before final hit on block | | * 2-6f gap before final hit on block |
| | * '''Cancel Hitconfirm Window:''' 46f (Super, single-hit confirm) |
| | * Applies 20% damage scaling to next hit when beginning a combo into {{clr|SA|SA3}} (stacks with 10% {{clr|SA|SA3}} cancel scaling) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dl4}} |
| * 2-6f gap before final hit on block | | * 2-6f gap before final hit on block |
| | * '''Cancel Hitconfirm Window:''' 46f (Super, single-hit confirm) |
| | * Applies 20% damage scaling to next hit when beginning a combo into {{clr|SA|SA3}} (stacks with 10% {{clr|SA|SA3}} cancel scaling) |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dl4}} |
| * 2-6f gap before final hit on block | | * 2-6f gap before final hit on block |
| | * '''Cancel Hitconfirm Window:''' 46f (Super, single-hit confirm) |
| | * Applies 20% damage scaling to next hit when beginning a combo into {{clr|SA|SA3}} (stacks with 10% {{clr|SA|SA3}} cancel scaling) |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dl4}} |
| * 2-6f gap before final hit on block | | * 2-6f gap before final hit on block |
| | * '''Cancel Hitconfirm Window:''' 44f (Super, single-hit confirm) |
| * Does not count as a separate hit for damage scaling | | * Does not count as a separate hit for damage scaling |
| | * Applies 25% damage scaling to next hit when beginning a combo into {{clr|SA|SA2}}/{{clr|SA|SA3}} (stacks with 10% {{clr|SA|SA3}} cancel scaling) |
| <br> | | <br> |
| At max Drink Level, the Rekka Punch ender does 3 hits. Other than some minor changes to the frame data and blockstring gaps, it functions the same as the DL0-DL3 versions. | | At max Drink Level, the Rekka Punch ender does 3 hits. Other than some minor changes to the frame data and blockstring gaps, it functions the same as the DL0-DL3 versions. |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Kicks 1 | | | title = Freeflow Kicks 1 |
| | subtitle = (DL0) | | | subtitle = Rekka Kick 1 (DL0) |
| | input = {{classic_sf6}} 236P~6K<br> | | | input = {{classic_sf6}} 236P~6K<br>{{modern_sf6}} 236X~4X or 5S~4S (M) |
| {{modern_sf6}} 5S~4X | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=190px|Jamie_236lp_6k_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|Jamie_236lp_6k_dl2|caption=}} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Kicks 2 | | | title = Freeflow Kicks 2 |
| | subtitle = (DL0-DL4) | | | subtitle = Rekka Kick 2 (DL0) |
| | input = {{classic_sf6}} 236P~6K~6K<br> | | | input = {{classic_sf6}} 236P~6K~6K<br>{{modern_sf6}}236X~4X~4X or 5S~4S~4S (M) |
| {{modern_sf6}} 5S~4X~4X | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_6k_6k_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_6k_6k_dl2|caption=}} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Swagger Step | | | title = Swagger Step |
| | subtitle = (DL0) | | | subtitle = Palm (DL0) |
| | input = {{classic_sf6}} 214P<br> | | | input = {{classic_sf6}} 214P<br>{{modern_sf6}} 214X |
| {{modern_sf6}} 214L/M/H | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214lp_dl2|caption='''F**k it-'''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_214lp_dl2|caption='''F**k it-'''}} |
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| 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. | | 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|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). | | The slow startup limits the number of useful cancel routes; no version can cancel directly from lights without a {{clr|DR|Drive Rush}} or {{clr|PC|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 {{clr|PC|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|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). | | {{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 {{clr|PC|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: ({{clr|PC|CH}} = +2 {{clr|PC|Counter-hit}}, {{clr|PC|PC}} = +4 {{clr|PC|Punish Counter}}) |
| * {{clr|H|214HP}}: {{clr|H|2HP}}, {{clr|H|CH 5HP}} | | * {{clr|H|214HP}}: {{clr|H|2HP}}, {{clr|PC|CH}} {{clr|H|5HP}} |
| * {{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|M|214MP}}/{{clr|OD|214PP}}: {{clr|M|5MK}}, {{clr|M|2MP}}, {{clr|H|5HK}}, {{clr|PC|CH}} {{clr|M|2MK}}, {{clr|PC|PC}} {{clr|H|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|PC|CH}} {{clr|L|2LP}}, {{clr|PC|CH}} {{clr|L|5LK}} (+ all above) |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Swagger Hermit Punch | | | title = Swagger Hermit Punch |
| | subtitle = (DL4) | | | subtitle = Palm Follow-up (DL4) |
| | input = {{classic_sf6}} 214P~6P<br> | | | input = {{classic_sf6}} 214P~6P<br>{{modern_sf6}} 214X~6X |
| {{modern_sf6}} 214L/M/H~6L/M/H | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214p_6p|caption='''''We Palm'''''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_214p_6p|caption='''''We Palm'''''}} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arrow Kick | | | title = Arrow Kick |
| | subtitle = (DL0) | | | subtitle = Uppercut (DL0) |
| | input = {{classic_sf6}} 623K<br> | | | input = {{classic_sf6}} 623K<br>{{modern_sf6}}623X or 6S (H) |
| {{modern_sf6}} 6S | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=220px|Jamie_623lk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|Jamie_623lk_dl2|caption=}} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Luminous Dive Kick | | | title = Luminous Dive Kick |
| | subtitle = (DL1) | | | subtitle = Divekick (DL1) |
| | input = {{classic_sf6}} j.214K<br> | | | input = {{classic_sf6}} j.214K<br>{{modern_sf6}} j.214X or j.S |
| {{modern_sf6}} j.S | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=220px|Jamie_j214k_dl2|caption=''Nice Delay Tech ya got there''}} | | {{MoveDataCargoImage|imageHeight=220px|Jamie_j214k_dl2|caption=''Nice Delay Tech ya got there''}} |
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| * Damage DL1-DL4: 950/1000/1050/1100 | | * Damage DL1-DL4: 950/1000/1050/1100 |
| * Forward jump only; button strength determines angle ({{clr|L|LK}} short, {{clr|M|MK}} mid, {{clr|H|HK}} far) | | * Forward jump only; button strength determines angle ({{clr|L|LK}} short, {{clr|M|MK}} mid, {{clr|H|HK}} far) |
| * {{FKD}} state until land; final recovery frame is in a crouching state
| |
| * Spike knockdown vs. airborne opponents (no juggle follow-up) | | * Spike knockdown vs. airborne opponents (no juggle follow-up) |
| | * {{FKD}} state until land; final recovery frame is in a crouching state with a standing-sized hurtbox |
| | ** [[Street_Fighter_6/Glossary#IASA_/_Actionable_Recovery|IASA]]: this tall crouching hurtbox lasts up to 39 more frames when holding any crouch direction |
| {{AttackDataCargo-SF6/Query|Jamie_j214kk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_j214kk_dl2}} |
| * Damage DL1-DL4: 760/800/840/880 | | * Damage DL1-DL4: 760/800/840/880 |
| * {{FKD}} state until land; final recovery frame is in a crouching state
| |
| * Puts opponents into {{sf6-jug|limited juggle}} state | | * Puts opponents into {{sf6-jug|limited juggle}} state |
| ** Airborne opponents are put into a shorter OTG bounce state with stricter follow-up timing | | ** Airborne opponents are put into a shorter OTG bounce state with stricter follow-up timing |
| * 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 |
| | * {{FKD}} state until land; final recovery frame is in a crouching state with a standing-sized hurtbox |
| | ** [[Street_Fighter_6/Glossary#IASA_/_Actionable_Recovery|IASA]]: this tall crouching hurtbox lasts up to 39 more frames when holding any crouch direction |
| <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|OD|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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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Bakkai | | | title = Bakkai |
| | subtitle = (DL2) | | | subtitle = Breakdance (DL2) |
| | input = {{classic_sf6}} 236K<br> | | | input = {{classic_sf6}} 236K<br>{{modern_sf6}} 2S (M) |
| {{modern_sf6}} 2S | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_236lk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_236lk_dl2|caption=}} |
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| * Damage DL2-DL4: 1800/1887/1980 | | * Damage DL2-DL4: 1800/1887/1980 |
| * '''Projectile Invuln:''' 5-92f (until end of active frames) | | * '''Projectile Invuln:''' 5-92f (until end of active frames) |
| * '''Cancel Hitconfirm Window:''' 94f (Super) | | * '''Cancel Hitconfirm Window:''' 95f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236kk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236kk_dl2}} |
| * Damage DL2-DL4: 2000/2100/2200 | | * Damage DL2-DL4: 2000/2100/2200 |
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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|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. | | 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: ({{clr|PC|CH}} = +2 {{clr|PC|Counter-hit}}, {{clr|PC|PC}} = +4 {{clr|PC|Punish Counter}}) |
| * {{clr|H|236HK}}: {{clr|H|2HP}}, {{clr|H|PC 5HK}} | | * {{clr|H|236HK}}: {{clr|H|5HK}}, {{clr|H|2HP}} |
| * {{clr|M|236MK}}: {{clr|H|5HK}}, {{clr|M|CH 5MK}} (+ all above) | | * {{clr|M|236MK}}: {{clr|PC|CH}} {{clr|M|5MK}}, {{clr|PC|CH}} {{clr|M|2MP}} (+ all above) |
| * {{clr|OD|236KK}}: {{clr|H|PC 5HP}}, {{clr|M|PC 5MK}}, {{clr|M|PC 2MP}}, {{clr|M|PC 2MK}} (+ all above) | | * {{clr|OD|236KK}}: {{clr|M|5MK}}, {{clr|PC|PC}} {{clr|H|5HP}}, {{clr|PC|PC}} {{clr|M|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|2MP}}, {{clr|M|2MK}}, {{clr|L|5LP}}~{{clr|L|LK}}~{{clr|M|MP}}, {{clr|PC|PC}} {{clr|L|5LK}}, {{clr|PC|PC}} {{clr|L|2LP}} (+ all above) |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tenshin | | | title = Tenshin |
| | subtitle = (DL3) | | | subtitle = Command Grab (DL3) |
| | input = {{classic_sf6}} 63214K<br> | | | input = {{classic_sf6}} 63214K<br>{{modern_sf6}} 4S |
| {{modern_sf6}} 4S | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_63214k_dl3|caption="Come back here!"}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_63214k_dl3|caption="Come back here!"}} |
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| 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. | | 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|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. | | 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 {{clr|PC|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|OD|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 {{clr|PC|Counter-hit}} or {{clr|PC|Punish Counter}} does not increase Jamie's frame advantage, but a {{clr|PC|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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| | title = Breakin' | | | title = Breakin' |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = {{classic_sf6}} 236236K<br> | | | input = {{classic_sf6}} 236236K<br>{{modern_sf6}} 236236L or 5HS or 6HS |
| {{modern_sf6}} 236236L or 5HS or 6HS | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236236k_dl2|caption=''Let it Rip''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236236k_dl2|caption=''Let it Rip''}} |
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| * Drink refills 0.5 Drive bars; at DL4, refills 1 Drive bar | | * Drink refills 0.5 Drive bars; at DL4, refills 1 Drive bar |
| <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|OD|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}}. It is important to note that this super has no hitbox for jumping opponents, only for juggled opponents. |
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| {{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. | | {{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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| | title = The Devil's Song | | | title = The Devil's Song |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = {{classic_sf6}} 214214P<br> | | | input = {{classic_sf6}} 214214P<br>{{modern_sf6}} 214214M or 4HS |
| {{modern_sf6}} 214214M or 4HS | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_214214p|caption= ''Ok but like IMAGINE if this was Genei Jin''}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_214214p|caption= ''Ok but like IMAGINE if this was Genei Jin''}} |
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| | title = Getsuga Saiho | | | title = Getsuga Saiho |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = {{classic_sf6}} 236236P<br> | | | input = {{classic_sf6}} 236236P<br>{{modern_sf6}} 236236H or 2HS |
| {{modern_sf6}} 236236H or 2HS | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_dl2|caption= '''''"Curtain call!"'''''}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_dl2|caption= '''''"Curtain call!"'''''}} |
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| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p(ca)_dl2|caption=CA does much more damage, but no follow-up juggle}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p(ca)_dl2|caption=CA does much more damage, but no follow-up juggle}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|Jamie_236236p_dl2|caption=Fun Fact: If Jaime kills with CA, the text "終劇" will appear. This translates to "End of Film" in Chinese.}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=210px|Jamie_236236p_dl2|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_236236p_dl2|2|caption=Fun Fact: If Jamie kills with CA, the text "終劇" will appear. This translates to "End of Film" in Chinese.}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236236p_dl2}} |
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| | title = Neutral Taunt | | | title = Neutral Taunt |
| | subtitle = (DL0-DL3) | | | subtitle = (DL0-DL3) |
| | input = 5PPPKKK | | | input = {{classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5pppkkk|caption= ''"Where's my bed? You're putting me to sleep man..."''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_5pppkkk|caption= ''"Where's my bed? You're putting me to sleep man..."''}} |
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| | title = Neutral Taunt | | | title = Neutral Taunt |
| | subtitle = (DL4) | | | subtitle = (DL4) |
| | input = 5PPPKKK | | | input = {{classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5pppkkk_dl4|caption= ''"You're still here? This... is your last chance."''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_5pppkkk_dl4|caption= ''"You're still here? This... is your last chance."''}} |
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| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = (DL0) | | | subtitle = (DL0) |
| | input = 6PPPKKK | | | input = {{classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_6pppkkk|caption= ''"Bring it!"''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_6pppkkk|caption= ''"Bring it!"''}} |
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| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = (DL1) | | | subtitle = (DL1) |
| | input = 6PPPKKK | | | input = {{classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_6pppkkk_dl1|caption= ''"Come on, let me see your sick flow!"''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_6pppkkk_dl1|caption= ''"Come on, let me see your sick flow!"''}} |
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| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = (DL2) | | | subtitle = (DL2) |
| | input = 6PPPKKK | | | input = {{classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_6pppkkk_dl2|caption= ''"You gonna show me some moves? Don't screw up! Heh!"'' | | {{MoveDataCargoImage|imageHeight=170px|Jamie_6pppkkk_dl2|caption= ''"You gonna show me some moves? Don't screw up! Heh!"'' |
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| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = (DL3) | | | subtitle = (DL3) |
| | input = 6PPPKKK | | | input = {{classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dl3|caption= ''"You think you knew what I'm gonna do next?"''}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dl3|caption= ''"You think you knew what I'm gonna do next?"''}} |
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| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = (DL4) | | | subtitle = (DL4) |
| | input = 6PPPKKK | | | input = {{classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_6pppkkk_dl4|caption= ''"I ain't through with you...! Zzz .... oh man, oh man."''}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_6pppkkk_dl4|caption= ''"I ain't through with you...! Zzz .... oh man, oh man."''}} |
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| | title = Back Taunt | | | title = Back Taunt |
| | subtitle = | | | subtitle = |
| | input = 4PPPKKK | | | input = {{classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_4pppkkk|caption= ''"Listen! Da na, da na da na, da da da... That's right!''}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_4pppkkk|caption= ''"Listen! Da na, da na da na, da da da... That's right!''}} |