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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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| 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|L|5LK}} or Drink Lv.1 {{clr|L|5LP}} at close range. Despite this, it is often awkward to use for pressure as it leaves Jamie outside of normal throw range. This normal is best used in {{clr|DR|Drive Rush}} confirms, as it gains a link to {{clr|H|2HP}}; at Drink Lv.3 or higher, {{clr|DR|DR~}}{{clr|M|5MP}} gives enough block advantage for a tick command throw that beats any non-invincible reversal. |
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| While much stubbier than {{clr|M|2MK}} or {{clr|M|5MK}}, this move holds more value as a counter-poke than one might think. On top of having a decent disjoint, a Punish Counter becomes {{sf6-adv|VP|+9}}, just enough advantage to link into {{clr|H|2HK}}, or {{clr|SA|SA1}} from even farther out. | | While much stubbier than {{clr|M|2MK}} or {{clr|M|5MK}}, this move holds more value as a counter-poke than one might think. On top of having a decent disjoint, a {{clr|PC|Punish Counter}} becomes {{sf6-adv|VP|+9}}, just enough advantage to link into {{clr|H|2HK}}, or {{clr|SA|SA1}} from even farther out. |
| }} | | }} |
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| | 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.''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|Jamie_5hp_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|Jamie_5hp_dl2|caption=}} |
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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=}} |
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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=''Close enough- Welcome back Ragna 5B''}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_5mk_dl2|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|Jamie_5mk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|Jamie_5mk_dl2|caption=}} |
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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 3f slower than his own {{clr|M|2MK}}, but hits from slightly longer range and is much less whiff punishable. |
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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=}} | | {{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}} |
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| While quite slow, {{clr|H|5HK}} has solid range due to its forward movement, making it a real threat in neutral. The long recovery on this move makes it very risky to whiff in neutral, but on block the pushback usually keeps it safe even at {{sf6-adv|VM|-5}}. The hitbox is quite low to the ground, making it worthless as an anti-air; the juggle properties vs. airborne only allow Jamie to safely cancel into a special when hitting the opponent's early jump frames. | | While quite slow, {{clr|H|5HK}} has solid range due to its forward movement, making it a real threat in neutral. The long recovery on this move makes it very risky to whiff in neutral, but on block the pushback usually keeps it safe even at {{sf6-adv|VM|-5}}. The hitbox is quite low to the ground, making it worthless as an anti-air; the juggle properties vs. airborne only allow Jamie to safely cancel into a special when hitting the opponent's early jump frames. |
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| The crumple state from Punish Counter causes the opponent to fall backwards, making midscreen follow-ups a bit more limited compared to the corner. Jamie can safely cancel a midscreen crumple into 2 Drinks, though this sacrifices a fair bit of damage and oki. In the corner, he can get 1 drink and juggle {{clr|L|2LP}} > {{clr|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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| | 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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| * '''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. |
| }} | | }} |
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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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| * '''TC Cancel Hitconfirm Window:''' 33f (PC 43f) / 22f (1-hit) | | * '''TC Cancel Hitconfirm Window:''' 33f (PC 43f) / 22f (1-hit) |
| <br> | | <br> |
| A long-range 2-hit sweep that is great for punishing other sweeps while being difficult for most other characters to punish in return. When well-spaced, some characters have no punish at all, or must rely on reversal Supers to reach. Both hits are lows, but if the first hit is crouch blocked, the second hit loses its low-hitting property. Because the second hit has extra range, it's still possible to catch a back-walking opponent low when the first hit whiffs. | | A long-range 2-hit sweep that is great for punishing other sweeps while being difficult for most other characters to punish in return. When well-spaced, some characters have no punish at all, or must rely on reversal Supers to reach. Both hits are lows, but if the first hit is crouch blocked, the second hit loses its low-hitting property. Because the second hit has extra range, it's still possible to catch a back-walking opponent low when the first hit whiffs. Oddly, Jamie is actually safer if the edge of the first hit is blocked, as the pushback on the second hit alone is less than the combined pushback of each hit. |
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| {{clr|H|2HK}} has a lot of juggle potential, and leads to a Target Combo follow-up into {{clr|H|HK}} that is great for increasing his Drink Level without sacrificing corner oki. This follow-up can be hitconfirmed even if only the second hit connects, though it's much easier if both hits connect. | | {{clr|H|2HK}} has a lot of juggle potential, and leads to a Target Combo follow-up into {{clr|H|HK}} that is great for increasing his Drink Level without sacrificing corner oki. This follow-up can be hitconfirmed even if only the second hit connects, though it's much easier if both hits connect. |
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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.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}} -- |
| {{modern_sf6}} --- | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_jmp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_jmp_dl2|caption=}} |
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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.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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| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} j.LK<br> | | | input = {{classic_sf6}} j.LK<br>{{modern_sf6}} -- |
| {{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.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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| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} j.HK<br> | | | input = {{classic_sf6}} j.HK<br>{{modern_sf6}} -- |
| {{modern_sf6}} --- | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk_dl2|1|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk_dl2|1|caption=}} |
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| {{AttackDataCargo-SF6/Query|Jamie_jhk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_jhk_dl2}} |
| * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 | | * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 |
| * 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Both hits put airborne opponents into {{sf6-jug|limited juggle}} state |
| ** 2nd hit causes air reset (except after CH/PC or {{clr|DR|DR~}}2KK launch)
| |
| * Shifts Jamie's hurtbox upward during startup | | * Shifts Jamie's hurtbox upward during startup |
| <br> | | <br> |
| As an air-to-air, {{clr|H|j.HK}} hits twice. If only the first hit connects, or it connects as a counter-hit, Jamie can land and follow up with a grounded juggle. When used mid-juggle (like after [[#2KK|anti-air 2KK]]), the first hit will whiff and the second hit causes the air juggle. | | 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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| Against grounded opponents, only one hit will connect, dealing less damage than a medium air normal. The long gap in active frames can also make it difficult to time properly. The hitbox is not particularly good against anti-airs, so it's usually better to stick with {{clr|H|j.HP}} for that purpose.
| | As a jump-in, only one hit will connect on grounded opponents, making it weaker than {{clr|M|j.HP}} or {{clr|M|j.MK}}. It doesn't have a particularly good hitbox, so stick with those normals for your aerial approach. |
| }} | | }} |
| <br> | | <br> |
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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}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=210px|Jamie_4hp_dl3|caption=DL3+}} | | {{MoveDataCargoImage|imageHeight=210px|Jamie_4hp_dl3|caption=DL3+ |
| | ''*Somewhat similar animation to his 214P, can bait DI's from those expecting Palm}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_4hp_dl2|caption=DL0-DL2}} | | {{MoveDataCargoImage|hitbox=yes|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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| {{AttackDataCargo-SF6/Query|Jamie_2hk_hk_p_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_2hk_hk_p_dl2}} |
| * Maintains corner oki while increasing Drink Level | | * Maintains corner oki while increasing Drink Level |
| * At DL4, drink gains 1 Drive bar | | * Refills 0.25 Drive bars; at DL4, refills 1 full Drive bar |
| <br> | | <br> |
| Target Combo with high juggle potential that can be easily confirmed into. Excellent juggle ender after Tensei Kick or {{clr|OD|214PP}}. | | Target Combo with high juggle potential that can be easily confirmed into. Excellent juggle ender after Tensei Kick or {{clr|OD|214PP}}. |
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| | 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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| | 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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| {{AttackDataCargo-SF6/Query|Jamie_6mk_mk_p_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_6mk_mk_p_dl2}} |
| * Increases Drink Level by 1 | | * Increases Drink Level by 1 |
| * DL3: KD +2 / {{sf6-adv|VM|-43}} oB | | * Drink Lv.3: KD +2 / {{sf6-adv|VM|-43}} oB |
| * DL4: restores 1 bar of Drive Gauge | | * Refills 0.5 Drive bars; at DL4, refills 1 Drive bar |
| <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|1|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_lplk_dl2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_lplk_dl2|2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_lplk_dl2_hold|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_lplk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|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) |
| * Can hold input to increase Drink Level by 1 (reduced KD Advantage and worse corner spacing) | | {{AttackDataCargo-SF6/Query|Jamie_lplk_dl2_hold}} |
| | * Holding the buttons performs a Drink, but sacrifices corner oki |
| | * 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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| 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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| {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl2}} |
| * Damage DL0-DL4: 450/475/500/525/550 Recoverable | | * Damage DL0-DL4: 450/475/500/525/550 Recoverable |
| * '''Full Invuln:''' 1-22f; Armor Break | | * '''Full Invuln:''' 1-22f; '''Range:''' 2.003; Armor Break |
| * 5f extra recovery on hit; 4f screen freeze during startup | | * 5f extra recovery on hit; 4f screen freeze during startup |
| {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl2_recovery}} | | {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl2_recovery}} |
| * Damage DL0-DL4: 450/475/500/525/550 Recoverable | | * Damage DL0-DL4: 450/475/500/525/550 Recoverable |
| * '''Full Invuln:''' 1-20f; Armor Break | | * '''Full Invuln:''' 1-20f; '''Range:''' 1.898; Armor Break |
| | ** Jamie is the only character whose Drive Reversals have different ranges |
| * 5f extra recovery on hit; no screen freeze | | * 5f extra recovery on hit; no screen freeze |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
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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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| {{AttackDataCargo-SF6/Query|Jamie_22p_4}} | | {{AttackDataCargo-SF6/Query|Jamie_22p_4}} |
| * Increases Drink Level by 1-4 depending on how long button is held; Startup represents the time it takes to build each Drink | | * Increases Drink Level by 1-4 depending on how long button is held; Startup represents the time it takes to build each Drink |
| * In DL4, regains 0.5 Drive bars per level increase (or equivalent Burnout reduction) | | * 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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| {{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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| {{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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| {{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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| * Does not count as a separate hit for damage scaling | | * Does not count as a separate hit for damage scaling |
| <br> | | <br> |
| The Punch follow-ups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. 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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| {{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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| {{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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| * Damage DL0-DL4: 405/427/450/472/495 (Scaled: 324/342/360/378/396) | | * Damage DL0-DL4: 405/427/450/472/495 (Scaled: 324/342/360/378/396) |
| * 2-6f gap before final hit on block | | * 2-6f gap before final hit on block |
| | * Refill 0.5 Drive bars; at DL4, refills 1 Drive bar |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dl2}} |
| * Damage DL0-DL4: 450/475/500/525/550 (Scaled: 360/380/400/420/440) | | * Damage DL0-DL4: 450/475/500/525/550 (Scaled: 360/380/400/420/440) |
| * 5-9f gap before final hit on block | | * 5-9f gap before final hit on block |
| | * Refill 0.5 Drive bars; at DL4, refills 1 Drive bar |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dl2}} |
| * Damage DL0-DL4: 495/522/550/577/605 (Scaled: 396/418/440/462/484) | | * Damage DL0-DL4: 495/522/550/577/605 (Scaled: 396/418/440/462/484) |
| * 8-12f gap before final hit on block | | * 8-12f gap before final hit on block |
| | * Refill 0.5 Drive bars; at DL4, refills 1 Drive bar |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dl2}} |
| * Damage DL0-DL4: 540/570/600/630/660 (Scaled: 432/456/480/504/528) | | * Damage DL0-DL4: 540/570/600/630/660 (Scaled: 432/456/480/504/528) |
| * 2-6f gap before final hit on block | | * 2-6f gap before final hit on block |
| | * Refill 0.5 Drive bars; at DL4, refills 1 Drive bar |
| <br> | | <br> |
| The final 6K follow-up, like its predecessor, can only come out on hit or block. If successful, it levels up Jamie's Drink Level by 1. Because Rekkas are so easy to confirm into, this move is the primary way to level up. The meterless versions leave Jamie at a slight disadvantage after knockdown, making it slightly risky to use in the corner; to avoid this risk, use the {{clr|OD|OD}} version to give Jamie slightly more KD advantage. | | The final 6K follow-up, like its predecessor, can only come out on hit or block. If successful, it levels up Jamie's Drink Level by 1. Because Rekkas are so easy to confirm into, this move is the primary way to level up. The meterless versions leave Jamie at a slight disadvantage after knockdown, making it slightly risky to use in the corner; to avoid this risk, use the {{clr|OD|OD}} version to give Jamie slightly more KD advantage. |
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| The long drink animation makes the 6K ender extremely unsafe on block. The drink itself is interruptible, and any punish within the first 21f will stop Jamie's drink level from increasing (20f for the {{clr|L|LP}} version). Like the other Rekka follow-ups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing. | | The long drink animation makes the 6K ender extremely unsafe on block. The drink itself is interruptible, and any punish within the first 21f will stop Jamie's drink level from increasing (20f for the {{clr|L|LP}} version). Like the other Rekka follow-ups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing. |
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| The transition from DL3 to DL4 gives Jamie much better KD advantage on the knockdown. Because of this, there is no need to use the {{clr|OD|OD}} version for a safe corner drink. As usual when taking a drink during DL4, Jamie restores 1 Drive bar instead of gaining a Drink Level. DL4 Jamie gets far more damage and corner carry from his Punch Rekkas, but this may be a good option if approaching Burnout; the {{clr|OD|OD}} version also benefits from getting an immediate 50% meter refund. | | The transition from DL3 to DL4 gives Jamie much better KD advantage on the knockdown. Because of this, there is no need to use the {{clr|OD|OD}} version for a safe corner drink. As with all drinks, Jamie refills some Drive meter alongside his level-up, and even more when already at DL4. DL4 Jamie gets far more damage and corner carry from his Punch Rekkas, but this may be a good option if approaching Burnout; the {{clr|OD|OD}} version also benefits from refunding some of its initial meter cost. |
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| In the Damage column, the first value lists the unscaled damage; () refers to the damage at 80% scaling, which is what would normally occur when starting a combo with the first Rekka. | | In the Damage column, the first value lists the unscaled damage; () refers to the damage at 80% scaling, which is what would normally occur when starting a combo with the first Rekka. |
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| {{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=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_214lp_dl2|caption='''F**k it-'''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_214lp_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_214lp_dl2|caption=}} |
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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=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_214p_6p|caption='''''We Palm'''''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_214p_6p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_214p_6p|caption=}} |
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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=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_623lk_dl2|2|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_623lk_dl2|2|caption=''Works 30% of the time.'' |
| | |
| | ''Everytime.''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_623lk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|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=}} | | {{MoveDataCargoImage|imageHeight=220px|Jamie_j214k_dl2|caption=''Nice Delay Tech ya got there''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_j214k_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_j214k_dl2|caption=}} |
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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=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236kk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236kk_dl2|caption=''{{clr|H|Ysaar's HATE him!}}'' |
| | Bypass neutral skips using this '''[ONE WEIRD TRICK]'''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|Jamie_236lk_dl2|caption=[[Street_Fighter_6/Jamie/Data#236LK|Full LK Hitbox Data]]}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|Jamie_236lk_dl2|caption=[[Street_Fighter_6/Jamie/Data#236LK|Full LK Hitbox Data]]}} |
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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|2HP}}, {{clr|PC|PC}} {{clr|H|5HK}} |
| * {{clr|M|236MK}}: {{clr|H|5HK}}, {{clr|M|CH 5MK}} (+ all above) | | * {{clr|M|236MK}}: {{clr|H|5HK}}, {{clr|PC|CH}} {{clr|M|5MK}} (+ 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|PC|PC}} {{clr|H|5HP}}, {{clr|PC|PC}} {{clr|M|5MK}}, {{clr|PC|PC}} {{clr|M|2MP}}, {{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|5MK}}, {{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=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236236k_dl2|caption=''Let it Rip''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=90px|Jamie_236236k_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=90px|Jamie_236236k_dl2|caption=}} |
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| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| * Ends in a Drink in exchange for reduced Damage and KD Advantage | | * Ends in a Drink in exchange for reduced Damage and KD Advantage |
| | * 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}}. |
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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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| During the Super animation, you can hold Down to increase your Drink Level by 1. This eliminates the blockstring gap, and on block Jamie can easily be punished before gaining the Drink Level. Jamie sacrifices some damage and knockdown advantage for using this version, but he still has enough advantage to pressure a cornered opponent; however, reversal 4f normals will beat Tenshin and trade with {{clr|M|5MP}}. | | During the Super animation, you can hold Down to increase your Drink Level by 1. This eliminates the blockstring gap, and on block Jamie can easily be punished before gaining the Drink Level. Jamie sacrifices some damage and knockdown advantage for using this version, but he still has enough advantage to pressure a cornered opponent; however, reversal 4f normals will beat Tenshin and trade with {{clr|M|5MP}}. If your Drive gauge is a concern, use this version to restore a little meter and avoid Burnout. |
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| At DL3, ending with a Drink activation changes the recovery to 86, making it {{sf6-adv|VM|-72}} on block. | | At DL3, ending with a Drink activation changes the recovery to 86, making it {{sf6-adv|VM|-72}} on block. |
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| At DL4, ending with a Drink restores 1 bar of Drive gauge, allowing Jamie exchange some Super meter for Drive meter in his combo routes. | | At DL4, the Drink restores twice as much Drive gauge, allowing Jamie exchange some Super meter for Drive meter in his combo routes. |
| }} | | }} |
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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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| * Puts Jamie at Drink Lv.4 until the install timer runs out (then returns to previous level) | | * Puts Jamie at Drink Lv.4 until the install timer runs out (then returns to previous level) |
| * Jamie's damage scaling is only set to 105%, rather than the usual 110% | | * Jamie's damage scaling is only set to 105%, rather than the usual 110% |
| * Drink Lv.4 version instantly refills 3 Drive bars (no install timer) | | * Refills 1 Drive bar upon activation; at DL4, refills 3 Drive bars (with no install timer) |
| * Can be useful as a cancel from {{clr|OD|OD}} specials for safety or combo extensions | | * Can be useful as a cancel from {{clr|OD|OD}} specials for safety or combo extensions |
| <br> | | <br> |
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| The timer lasts 15 seconds (900f) and freezes when the opponent is in hitstop or blockstop, after which Jamie returns to his previous Drink Level. He does not build any additional Super meter while the install timer is active. | | The timer lasts 15 seconds (900f) and freezes when the opponent is in hitstop or blockstop, after which Jamie returns to his previous Drink Level. He does not build any additional Super meter while the install timer is active. |
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| If Jamie is already at Drink Lv.4, he can still use this Super for its cancel properties in order to get easy frame advantage. He can also treat his Super meter as a reserve tank for his Drive gauge, restoring 3 Drive for the cost of 2 Super bars whenever he wants. This is a great way to reduce the risk of being in Burnout, as the opponent will have very little time to set up a corner {{clr|DR|Drive Impact}} or apply chip damage. | | If Jamie is already at Drink Lv.4, he can still use this Super for its cancel properties in order to get easy frame advantage. He can also treat his Super meter as a reserve tank for his Drive gauge, restoring 3 Drive for the cost of 2 Super bars whenever he wants. This is a great way to reduce the risk of being in Burnout, as the opponent will have very little time to set up a corner {{clr|DR|Drive Impact}} or apply chip damage. The Drive gain is much more modest before Drink Lv.4, but may still be enough to give Jamie a combo extension or save him from Burnout. |
| }} | | }} |
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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=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_dl2|caption= '''''"Curtain call!"'''''}} |
| ---- | | ---- |
| {{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=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_5pppkkk|caption= ''"Where's my bed? You're putting me to sleep man..."''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5pppkkk}} | | {{AttackDataCargo-SF6/Query|Jamie_5pppkkk}} |
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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=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_5pppkkk_dl4|caption= ''"You're still here? This... is your last chance."''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5pppkkk_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_5pppkkk_dl4}} |
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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=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_6pppkkk|caption= ''"Bring it!"''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk}} | | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk}} |
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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=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_6pppkkk_dl1|caption= ''"Come on, let me see your sick flow!"''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl1}} | | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl1}} |
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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=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_6pppkkk_dl2|caption= ''"You gonna show me some moves? Don't screw up! Heh!"'' |
| | }} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl2}} |
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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=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dl3|caption= ''"You think you knew what I'm gonna do next?"''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl3}} |
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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=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_6pppkkk_dl4|caption= ''"I ain't through with you...! Zzz .... oh man, oh man."''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl4}} |
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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=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_4pppkkk|caption= ''"Listen! Da na, da na da na, da da da... That's right!''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_4pppkkk}} | | {{AttackDataCargo-SF6/Query|Jamie_4pppkkk}} |