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| | title = Standing Light Kick | | | title = Standing Light Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 5LK<br>{{modern_sf6}} -- | | | input = {{classic_sf6}} 5LK<br>{{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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| * 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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| * 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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| * 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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| * 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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| * 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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| * '''{{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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| * '''{{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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| * 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. |
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| | On hit, stopping after the first 6P puts Jamie at a slight disadvantage; an unaware opponent may be caught off guard with a quick throw reset, but attempting this is sacrificing guaranteed damage and a knockdown. |
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| The cancel hitconfirm window applies to the 6P hit only and does not include the first 236P hit. In the startup column, [] refers to the total startup time for 236P~6P when the first Rekka whiffs, which can be useful for certain long-range punishes. | | The cancel hitconfirm window applies to the 6P hit only and does not include the first 236P hit. In the startup column, [] refers to the total startup time for 236P~6P when the first Rekka whiffs, which can be useful for certain long-range punishes. |
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| * 2-7f 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 {{clr|PC|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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| * 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). |
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| | 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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| {{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. |