No results
- Jump cancels on hit only (forward jump regardless of which direction is input)
- Puts opponent into limited juggle state (free juggle is used after Drive Rush)
(→MPMK) |
(tabs for command normals) |
||
Line 5: | Line 5: | ||
== Normals == | == Normals == | ||
=== Standing Normals === | === Standing Normals === | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">5LP</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Stand LP | | title = Stand LP | ||
Line 18: | Line 18: | ||
{{AttackDataCargo-SF6/Query|Jamie_5lp_DR1}} | {{AttackDataCargo-SF6/Query|Jamie_5lp_DR1}} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">5MP</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Stand MP | | title = Stand MP | ||
Line 28: | Line 28: | ||
{{AttackDataCargo-SF6/Query|Jamie_5mp}} | {{AttackDataCargo-SF6/Query|Jamie_5mp}} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">5HP</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Stand HP | | title = Stand HP | ||
Line 38: | Line 38: | ||
{{AttackDataCargo-SF6/Query|Jamie_5hp}} | {{AttackDataCargo-SF6/Query|Jamie_5hp}} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">5LK</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Stand LK | | title = Stand LK | ||
Line 48: | Line 48: | ||
{{AttackDataCargo-SF6/Query|Jamie_5lk}} | {{AttackDataCargo-SF6/Query|Jamie_5lk}} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">5MK</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Stand MK | | title = Stand MK | ||
Line 58: | Line 58: | ||
{{AttackDataCargo-SF6/Query|Jamie_5mk}} | {{AttackDataCargo-SF6/Query|Jamie_5mk}} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">5HK</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Stand HK | | title = Stand HK | ||
Line 71: | Line 71: | ||
=== Crouching Normals === | === Crouching Normals === | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">2LP</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Crouch LP | | title = Crouch LP | ||
Line 81: | Line 81: | ||
{{AttackDataCargo-SF6/Query|Jamie_2lp}} | {{AttackDataCargo-SF6/Query|Jamie_2lp}} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">2MP</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Crouch MP | | title = Crouch MP | ||
Line 91: | Line 91: | ||
{{AttackDataCargo-SF6/Query|Jamie_2mp}} | {{AttackDataCargo-SF6/Query|Jamie_2mp}} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">2HP</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Crouch HP | | title = Crouch HP | ||
Line 101: | Line 101: | ||
{{AttackDataCargo-SF6/Query|Jamie_2hp}} | {{AttackDataCargo-SF6/Query|Jamie_2hp}} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">2LK</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Crouch LK | | title = Crouch LK | ||
Line 111: | Line 111: | ||
{{AttackDataCargo-SF6/Query|Jamie_2lk}} | {{AttackDataCargo-SF6/Query|Jamie_2lk}} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">2MK</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Crouch MK | | title = Crouch MK | ||
Line 121: | Line 121: | ||
{{AttackDataCargo-SF6/Query|Jamie_2mk}} | {{AttackDataCargo-SF6/Query|Jamie_2mk}} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">2HK</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Crouch HK | | title = Crouch HK | ||
Line 197: | Line 197: | ||
== Command Normals == | == Command Normals == | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">2KK</font>==== | ||
<tabber> DR0 = | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Tensei Kick | | title = Tensei Kick (DR0) | ||
| subtitle = | | subtitle = | ||
| input = 2KK | | input = 2KK | ||
| images = | | images = | ||
{{MoveDataCargoImage | {{MoveDataCargoImage|imageHeight=180px|Jamie_2kk|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|Jamie_2kk}} | {{AttackDataCargo-SF6/Query|Jamie_2kk}} | ||
* Jump cancels on hit only (forward jump regardless of which direction is input) | |||
* Puts opponent into limited juggle state (free juggle is used after Drive Rush) | |||
}} | |||
|-| | |||
DR1 = | |||
{{MoveDataCargo | |||
| title = Tensei Kick (DR1) | |||
| subtitle = | |||
| input = 2KK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dr1|caption=}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|Jamie_2kk_dr1}} | |||
* Jump cancels on hit only (forward jump regardless of which direction is input) | |||
* Puts opponent into limited juggle state (free juggle is used after Drive Rush) | |||
}} | }} | ||
|-| | |||
DR2 = | |||
{{MoveDataCargo | |||
| title = Tensei Kick (DR2) | |||
| subtitle = | |||
| input = 2KK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dr2|caption=}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|Jamie_2kk_dr2}} | |||
* Jump cancels on hit only (forward jump regardless of which direction is input) | |||
* Puts opponent into limited juggle state (free juggle is used after Drive Rush) | |||
}} | |||
|-| | |||
DR3 = | |||
{{MoveDataCargo | |||
| title = Tensei Kick (DR3) | |||
| subtitle = | |||
| input = 2KK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dr3|caption=}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|Jamie_2kk_dr3}} | |||
* Jump cancels on hit only (forward jump regardless of which direction is input) | |||
* Puts opponent into limited juggle state (free juggle is used after Drive Rush) | |||
}} | |||
|-| | |||
DR4 = | |||
{{MoveDataCargo | |||
| title = Tensei Kick (DR4) | |||
| subtitle = | |||
| input = 2KK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dr4|caption=}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|Jamie_2kk_dr4}} | |||
* Jump cancels on hit only (forward jump regardless of which direction is input) | |||
* Puts opponent into limited juggle state (free juggle is used after Drive Rush) | |||
}} | |||
</tabber> | |||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">6MK</font>==== | ||
<tabber> DR0 = | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Falling Star Kick | | title = Falling Star Kick (DR0) | ||
| subtitle = | | subtitle = | ||
| input = 6MK | | input = 6MK | ||
Line 217: | Line 274: | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|Jamie_6mk}} | {{AttackDataCargo-SF6/Query|Jamie_6mk}} | ||
* 10-19f Low Crush; can be spaced to hit later in active frames for better frame advantage | |||
* At Drink Lv.2, gains extra range and a Target Combo followup | |||
}} | |||
|-| | |||
DR1 = | |||
{{MoveDataCargo | |||
| title = Falling Star Kick (DR1) | |||
| subtitle = | |||
| input = 6MK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=170px|Jamie_6mk_dr1|caption=}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|Jamie_6mk_dr1}} | |||
* 10-19f Low Crush; can be spaced to hit later in active frames for better frame advantage | |||
* At Drink Lv.2, gains extra range and a Target Combo followup | |||
}} | }} | ||
|-| | |||
DR2 = | |||
{{MoveDataCargo | |||
| title = Falling Star Kick (DR2) | |||
| subtitle = | |||
| input = 6MK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=170px|Jamie_6mk_dr2|caption=}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|Jamie_6mk_dr2}} | |||
* 10-19f Low Crush; can be spaced to hit later in active frames for better frame advantage | |||
* Has extra range and a Target Combo followup | |||
}} | |||
|-| | |||
DR3 = | |||
{{MoveDataCargo | |||
| title = Falling Star Kick (DR3) | |||
| subtitle = | |||
| input = 6MK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=170px|Jamie_6mk_dr3|caption=}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|Jamie_6mk_dr3}} | |||
* 10-19f Low Crush; can be spaced to hit later in active frames for better frame advantage | |||
* Has extra range and a Target Combo followup | |||
}} | |||
|-| | |||
DR4 = | |||
{{MoveDataCargo | |||
| title = Falling Star Kick (DR4) | |||
| subtitle = | |||
| input = 6MK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=170px|Jamie_6mk_dr4|caption=}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|Jamie_6mk_dr4}} | |||
* 10-19f Low Crush; can be spaced to hit later in active frames for better frame advantage | |||
* Has extra range and a Target Combo followup | |||
}} | |||
</tabber> | |||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">4HP</font>==== | ||
<tabber> DR0 = | <tabber> DR0 = | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 229: | Line 341: | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|Jamie_4hp}} | {{AttackDataCargo-SF6/Query|Jamie_4hp}} | ||
* Drink Level 0 (90% Dmg Scaling) | * Drink Level 0 (90% Dmg Scaling); gains a Target Combo followup at Drink Lv.3 | ||
}} | }} | ||
|-| | |-| | ||
Line 241: | Line 353: | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|Jamie_4hp_dr1}} | {{AttackDataCargo-SF6/Query|Jamie_4hp_dr1}} | ||
* Drink Level 1 (95% Dmg Scaling) | * Drink Level 1 (95% Dmg Scaling); gains a Target Combo followup at Drink Lv.3 | ||
}} | }} | ||
|-| | |-| | ||
Line 253: | Line 365: | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|Jamie_4hp_dr2}} | {{AttackDataCargo-SF6/Query|Jamie_4hp_dr2}} | ||
* Drink Level 2 (100% Dmg Scaling) | * Drink Level 2 (100% Dmg Scaling); gains a Target Combo followup at Drink Lv.3 | ||
}} | }} | ||
|-| | |-| | ||
Line 265: | Line 377: | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|Jamie_4hp_dr3}} | {{AttackDataCargo-SF6/Query|Jamie_4hp_dr3}} | ||
* Drink Level 3 (105% Dmg Scaling) | * Drink Level 3 (105% Dmg Scaling); has a Target Combo followup | ||
}} | }} | ||
|-| | |-| | ||
Line 277: | Line 389: | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|Jamie_4hp_dr4}} | {{AttackDataCargo-SF6/Query|Jamie_4hp_dr4}} | ||
* Drink Level 4 (110% Dmg Scaling) | * Drink Level 4 (110% Dmg Scaling); has a Target Combo followup | ||
}} | }} | ||
</tabber> | </tabber> | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">6HK</font>==== | ||
<tabber> DR0 = | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Senei Kick | | title = Senei Kick (DR0) | ||
| subtitle = | | subtitle = | ||
| input = 6HK | | input = 6HK | ||
| images = | | images = | ||
{{MoveDataCargoImage | {{MoveDataCargoImage|Jamie_6hk|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|Jamie_6hk}} | {{AttackDataCargo-SF6/Query|Jamie_6hk}} | ||
{{AttackDataCargo-SF6/Query| | * Very long range; gains a Target Combo followup at Drink Lv.4 | ||
}} | |||
|-| | |||
DR1 = | |||
{{MoveDataCargo | |||
| title = Senei Kick (DR1) | |||
| subtitle = | |||
| input = 6HK | |||
| images = | |||
{{MoveDataCargoImage|Jamie_6hk_dr1|caption=}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|Jamie_6hk_dr1}} | |||
* Very long range; gains a Target Combo followup at Drink Lv.4 | |||
}} | |||
|-| | |||
DR2 = | |||
{{MoveDataCargo | |||
| title = Senei Kick (DR2) | |||
| subtitle = | |||
| input = 6HK | |||
| images = | |||
{{MoveDataCargoImage|Jamie_6hk_dr2|caption=}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|Jamie_6hk_dr2}} | |||
* Very long range; gains a Target Combo followup at Drink Lv.4 | |||
}} | |||
|-| | |||
DR3 = | |||
{{MoveDataCargo | |||
| title = Senei Kick (DR3) | |||
| subtitle = | |||
| input = 6HK | |||
| images = | |||
{{MoveDataCargoImage|Jamie_6hk_dr3|caption=}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|Jamie_6hk_dr3}} | |||
* Very long range; gains a Target Combo followup at Drink Lv.4 | |||
}} | }} | ||
|-| | |||
DR4 = | |||
{{MoveDataCargo | |||
| title = Senei Kick (DR4) | |||
| subtitle = | |||
| input = 6HK | |||
| images = | |||
{{MoveDataCargoImage|Jamie_6hk_dr4|caption=}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|Jamie_6hk_dr4}} | |||
* Very long range; has a Target Combo followup with 3 possible enders | |||
}} | |||
</tabber> | |||
== Target Combos == | == Target Combos == | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">5LK_Mash</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Jamie's Jig | | title = Jamie's Jig | ||
Line 307: | Line 466: | ||
{{AttackDataCargo-SF6/Query|Jamie_5lk_mash}} | {{AttackDataCargo-SF6/Query|Jamie_5lk_mash}} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | |||
====<font style="visibility:hidden; float:right">2HK_HK</font>==== | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Phantom Sway | | title = Phantom Sway | ||
Line 321: | Line 481: | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">5LP_LK_MP (DR1)</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Bitter Strikes (DR1) | | title = Bitter Strikes (DR1) | ||
Line 335: | Line 495: | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">6MK_MK (DR2)</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Full Moon Kick (DR2) | | title = Full Moon Kick (DR2) | ||
Line 349: | Line 509: | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">4HP_HP (DR3)</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Intoxicated Assault (DR3) | | title = Intoxicated Assault (DR3) | ||
Line 363: | Line 523: | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">6HK_4HK (DR4)</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Ransui Haze (DR4) | | title = Ransui Haze (DR4) | ||
Line 374: | Line 534: | ||
}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">6HK_4HK_P (DR4)</font>==== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Ransui Haze Follow-ups (DR4) | | title = Ransui Haze Follow-ups (DR4) |
![]() |
Pre-release information
This page is under construction based on pre-release data. Join the SF6 Resource Hub for info on editing. |
This self-styled Chinatown peacekeeper aspires to the example set by Yun and Yang, the Twin Dragons. An expert dancer, Jamie places justice and friendship above all else, defending his town with martial skill.
Jamie is a close-range fighter that specializes in poking, footsies, and harassment, with quick normals that he can use once he's in. He also benefits from a powerup system that allows his damage potential and flexibility to snowball the more chances he gets to power up.
Jamie's key mechanic is based on taking drinks. By using his forward throw, The Devil Inside, the Freeflow Kicks ending to his Freeflow Strikes special move, or certain target combos, Jamie can increase his Drink Level, up to a maximum of 4. Each time he drinks, his damage increases, bringing him to standard damage at Drink Lv. 2 and putting him above it at Drink Lv. 3 and higher. He also unlocks more target combos and special moves at specific Drink Levels, gradually opening up the complexity of his moveset and increasing his flexibility significantly; his most notable special move unlocks, in ascending order from Drink Lv. 1 to 4, are his aerial special move Luminous Dive Kick, his anti-projectile and super cancel bridge Bakkai, the command throw Tenshin, and the super-cancelable follow-up to his advancing move Swagger Step, the Swagger Hermit Punch. Jamie can also temporarily boost himself to Drink Lv. 4 (if he isn't already there) by using his Lv. 2 Super Art, The Devil's Song; if he already has 4 drinks, it instead becomes a tool to quickly replenish Drive Gauge and lets him keep up the pressure.
As far as his selection of normals and specials go, Jamie has 5MK, 2MK, and 5HK as strong cancelable pokes, as well as a grounded overhead in 6MK. He can use these moves, as well as careful uses of Freeflow Strikes and Swagger Step, to pester the opponent at close and mid range until they make a mistake. He also has 2HP and Arrow Kick as anti-air options, with Overdrive Arrow Kick explicitly serving as a reversal against aggressive opponents. Successful hits with sweep, Freeflow Strikes, Punish Counters, or any moves that knock the opponent down and away will give Jamie more time to drink without fear of repercussion, especially against opponents that aren't able to establish strong enough ranged pressure to stop Jamie from drinking when he's farther away from them.
In exchange for how powerful drinks make Jamie, though, it is no exaggeration to say that his gameplan is very much reliant on getting them, even if he doesn't make it to Drink Lv. 4 in a given round. Without drinks, Jamie lacks a lot of his most powerful tools, in addition to missing out on damage; it becomes an uphill battle to keep up unless he's gotten a few sips in, even with The Devil's Song acting as a Hail Mary option to close the gap in emergencies. It is also worth noting that Jamie's Drink Level does not carry over between rounds, meaning that he has to be prepared to get set up all over again, but once he gets going, he's a real menace. If you're looking for a bit of breaking and swaying alongside an infighter that only gets stronger when he's loaded up, then Jamie is your man.
Pick if you like: | Avoid if you dislike: |
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Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Jamie | |
---|---|
Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.048 |
Backward Walk Speed | 0.035 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.50 |
Backward Dash Distance | 0.85 |
Drive Rush Min. Distance (Throw) | 0.988 |
Drive Rush Min. Distance (Block) | 2.030 |
Drive Rush Max Distance | 3.002 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 7 | Sp SA | 270 | LH | +5 | 0 |
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Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
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See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.
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Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
48 | - | 2 | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
92(90) | - | 5 | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
141(139) | - | 5 | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
188 | - | 5 | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | - | 4 | - | - | - | - | - |
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Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 3 | 39 | SA2 SA3 | 880 | LH | KD +20 | -23 |
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Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | [900] | 5 | - | - | - | - | - |
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Street Fighter 6 (SF6) |
General |
FAQ •
Controls •
HUD •
Glossary •
Movement •
Offense •
Defense •
Gauges •
|
Characters |
Data |
A.K.I. •
Akuma •
Blanka •
Cammy •
Chun-Li •
Dee Jay •
Dhalsim •
Ed •
E. Honda •
Elena •
Guile •
Jamie •
JP •
Juri •
Ken •
Kimberly •
Lily •
Luke •
M. Bison •
Mai •
Manon •
Marisa •
Rashid •
Ryu •
Terry •
|