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| {{Ambox | border=red | icon=Icon_warning.png | type=Pre-release information | info=This page is under construction based on pre-release data. Join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for info on editing. }} | | {{Ambox | border=red | icon=Icon_warning.png | type=Pre-release information | info=This page is under construction based on pre-release data. Join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for info on editing. }} |
| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
| | |
| | {| class="wikitable" style="margin:auto" |
| | |+ Jamie Drink Levels in a Nutshell |
| | |- |
| | ! !! Level 0 !! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Install |
| | |- |
| | | Starting Scaling || 90% || 95% || 100% || 105% || 110% || 105% |
| | |- |
| | | New Moves || N/A || Bitter Strikes (5LP~LK~MP) <br> Luminous Dive Kick (j.214K) || Full Moon Kick (6MK~MK~P) <br> Bakkai (214K) || Intoxicated Assault (4HP~HP~HK) <br> Tenshin (63214P) || Ransui Haze (6HK~4HK~P) <br> Swagger Hermit Punch (214P~6P) || See lvl4 |
| | |} |
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| <center>{{FrameDataKey-SF6}}</center> | | <center>{{FrameDataKey-SF6}}</center> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = (DL0) | | | subtitle = DL0 |
| | input = 5LP | | | input = 5LP |
| | images = | | | images = |
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| }} | | }} |
| |-| | | |-| |
| DL1 = | | DL1+ = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = (DL1) | | | subtitle = DL1+ |
| | input = 5LP | | | input = 5LP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5lp_dl1|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_5lp_dl1|caption=Become Yun}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5lp_dl1}} | | {{AttackDataCargo-SF6/Query|Jamie_5lp_dl1}} |
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| At Drink Lv.1 and above, 5LP becomes Jamie's longest range light normal and has a useful Target Combo cancel into 5LK~5MP. In return, it becomes much worse on hit and block, making it less effective as a pressure option. | | At Drink Lv.1 and above, 5LP becomes Jamie's longest range light normal and has a useful Target Combo cancel into 5LK~5MP. In return, it becomes much worse on hit and block, making it less effective as a pressure option. |
| }} | | }} |
| |-|
| | </tabber> |
| DL2 =
| | |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Light Punch | | | title = Standing Medium Punch |
| | subtitle = (DL2) | | | subtitle = |
| | input = 5LP | | | input = 5MP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5lp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_5mp_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5lp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_5mp_dl2}} |
| * '''Cancel reaction window:''' 13f
| |
| * '''xx Lv.2 Super:''' +7/+2
| |
| <br> | | <br> |
| At Drink Lv.1 and above, 5LP becomes Jamie's longest range light normal and has a useful Target Combo cancel into 5LK~5MP. In return, it becomes much worse on hit and block, making it less effective as a pressure option.
| | Good frame advantage for starting combos and frame traps. In most cases it's best to link into 5LK afterward (2MP/2MK on Counterhit, 2HP on Punish Counter); however, at farther ranges Jamie may not be able to reach with his followup link. |
| }} | | }} |
| |-|
| | |
| DL3 =
| | ====<font style="visibility:hidden; float:right">5HP</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Light Punch | | | title = Standing Heavy Punch |
| | subtitle = (DL3) | | | subtitle = |
| | input = 5LP | | | input = 5HP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5lp_dl3|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_5hp_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5lp_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_5hp_dl2}} |
| * '''Cancel reaction window:''' 13f | | * Counterhit/Punish Counter bonus frame advantage carries over to all 3 hits |
| * '''xx Lv.2 Super:''' +7/+2 | | * High juggle potential; final 2 hits maintain juggle state and can allow a followup juggle |
| <br> | | * '''Cancel reaction window:''' 18f |
| At Drink Lv.1 and above, 5LP becomes Jamie's longest range light normal and has a useful Target Combo cancel into 5LK~5MP. In return, it becomes much worse on hit and block, making it less effective as a pressure option.
| | * '''xx Lv.2 Super:''' +11/+5 |
| | <br> |
| | While Jamie's 3-hit 5HP has some unique and interesting properties, there are a lot of downsides to this normal's design. The first 2 hits have finicky range and low damage, but are the only ones that hit when cancelled. In most combos it is strictly worse than 5LK, which has identical startup, longer range and higher cancel damage. The extra hitstun allows 5HP to cancel into 236MP or 214LP, but these are not important combo routes. From longer ranges where only the 3rd hit connects, 5HP is functionally a weak 12f non-cancellable poke; 5MK, 2MK, and 5HK are stronger in this context. |
| | <br><br> |
| | The move is not entirely useless; when performed after Drive Rush, the extra frame advantage and multi-hit animation make it easy to confirm afterwards. The hits are also fast enough to break Drive Impact armor if done early enough, leading to a standing followup combo. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel. |
| }} | | }} |
| |-|
| | |
| DL4 =
| | ====<font style="visibility:hidden; float:right">5LK</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Light Punch | | | title = Standing Light Kick |
| | subtitle = (DL4) | | | subtitle = |
| | input = 5LP | | | input = 5LK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5lp_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk_dl2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk_mash|caption=''"Jamie's Jig"''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5lp_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_5lk_dl2}} |
| | * Chains into 5LK/2LP/2LK |
| * '''Cancel reaction window:''' 13f | | * '''Cancel reaction window:''' 13f |
| * '''xx Lv.2 Super:''' +7/+2 | | * '''xx Lv.2 Super:''' +9/+5 |
| <br> | | <br> |
| At Drink Lv.1 and above, 5LP becomes Jamie's longest range light normal and has a useful Target Combo cancel into 5LK~5MP. In return, it becomes much worse on hit and block, making it less effective as a pressure option.
| | Jamie's 5LK has properties more commonly seen in a 5LP; it can be chained into and has decent (but not exceptional) range, making it useful as combo filler or in some punishes. It has the unique ability to chain into itself infinitely on whiff, allowing Jamie to "dance" with the animation. Jamie shifts forward during the 5LK animation, so chaining out of it at the earliest timing will act as a sort of "kara-cancel" to keep him closer to the opponent. |
| | <br><br> |
| | 5LK can combo into LP or OD Freeflow Strikes, any Arrow Kick, or Super. Slower specials like Bakkai or Swagger Step (both of which are far stronger in Super cancels) require stronger combo routes. |
| }} | | }} |
| </tabber>
| |
|
| |
|
| ====<font style="visibility:hidden; float:right">5MP</font>==== | | ====<font style="visibility:hidden; float:right">5MK</font>==== |
| <tabber> DL0 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Medium Punch | | | title = Standing Medium Kick |
| | subtitle = (DL0) | | | subtitle = |
| | input = 5MP | | | input = 5MK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5mp|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_5mk_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5mp}} | | {{AttackDataCargo-SF6/Query|Jamie_5mk_dl2}} |
| | * '''Cancel reaction window:''' 15f |
| | * '''xx Lv.2 Super:''' +14/+10 |
| <br> | | <br> |
| Good frame advantage for starting combos and frame traps. In most cases it's best to link into 5LK afterward (2MP/2MK on Counterhit, 2HP on Punish Counter); however, at farther ranges Jamie may not be able to reach with his followup link.
| | 5MK is a solid mid-range poke that can be buffered into specials to score a knockdown. Compared to 2MK, it is 3f slower but hits from slightly longer range and is slightly less whiff punishable. |
| }} | | }} |
| |-|
| | |
| DL1 =
| | ====<font style="visibility:hidden; float:right">5HK</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Medium Punch | | | title = Standing Heavy Kick |
| | subtitle = (DL1) | | | subtitle = |
| | input = 5MP | | | input = 5HK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5mp_dl1|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_5hk_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5mp_dl1}} | | {{AttackDataCargo-SF6/Query|Jamie_5hk_dl2}} |
| | * Punish Counter: Crumple KD +71 (+8 before opponent becomes airborne) |
| | * Puts airborne opponents into limited juggle state |
| | * '''Cancel reaction window:''' 17f (PC: 29f) |
| | * '''xx Lv.2 Super:''' +17/+11 (KD +87) |
| <br> | | <br> |
| Good frame advantage for starting combos and frame traps. In most cases it's best to link into 5LK afterward (2MP/2MK on Counterhit, 2HP on Punish Counter); however, at farther ranges Jamie may not be able to reach with his followup link.
| | While quite slow, 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 -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. The crumple state from Punish Counter causes the opponent to fall backwards, making the followups a bit more limited compared to the corner. |
| }} | | }} |
| |-|
| | |
| DL2 =
| | === Crouching Normals === |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Medium Punch | | | title = Crouching Light Punch |
| | subtitle = (DL2) | | | subtitle = |
| | input = 5MP | | | input = 2LP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5mp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_2lp_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5mp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_2lp_dl2}} |
| | * Chains into 5LK/2LP/2LK |
| | * '''Cancel reaction window:''' 13f |
| | * '''xx Lv.2 Super:''' +9/+3 |
| <br> | | <br> |
| Good frame advantage for starting combos and frame traps. In most cases it's best to link into 5LK afterward (2MP/2MK on Counterhit, 2HP on Punish Counter); however, at farther ranges Jamie may not be able to reach with his followup link.
| | 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 Drive Impact, but the chain speed is below average, making it more susceptible to a Punish Counter. |
| }} | | }} |
| |-|
| | |
| DL3 =
| | ====<font style="visibility:hidden; float:right">2MP</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Medium Punch | | | title = Crouching Medium Punch |
| | subtitle = (DL3) | | | subtitle = |
| | input = 5MP | | | input = 2MP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5mp_dl3|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_2mp_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5mp_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_2mp_dl2}} |
| | * '''Cancel reaction window:''' 16f |
| | * '''xx Lv.2 Super:''' +12/+9 |
| <br> | | <br> |
| Good frame advantage for starting combos and frame traps. In most cases it's best to link into 5LK afterward (2MP/2MK on Counterhit, 2HP on Punish Counter); however, at farther ranges Jamie may not be able to reach with his followup link.
| | A standard cancellable 6f medium button. Jamie can't link into it without Drive Rush, Counterhit, or Punish Counter bonus advantage, and at only +3 he also needs one of these to link out of it. Very non-committal in neutral when buffered as a counterpoke. |
| }} | | }} |
| |-|
| | |
| DL4 =
| | ====<font style="visibility:hidden; float:right">2HP</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Medium Punch | | | title = Crouching Heavy Punch |
| | subtitle = (DL4) | | | subtitle = |
| | input = 5MP | | | input = 2HP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5mp_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_2hp_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5mp_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_2hp_dl2}} |
| | * Forces stand on hit |
| | * Only the first 2 active frames are cancellable |
| | * '''Cancel reaction window:''' 16f |
| | * '''xx Lv.2 Super:''' +21/+13 |
| <br> | | <br> |
| Good frame advantage for starting combos and frame traps. In most cases it's best to link into 5LK afterward (2MP/2MK on Counterhit, 2HP on Punish Counter); however, at farther ranges Jamie may not be able to reach with his followup link.
| | Works fairly well as an 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 cancellable. |
| }} | | }} |
| </tabber>
| |
|
| |
|
| ====<font style="visibility:hidden; float:right">5HP</font>==== | | ====<font style="visibility:hidden; float:right">2LK</font>==== |
| <tabber> DL0 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Heavy Punch | | | title = Crouching Light Kick |
| | subtitle = (DL0) | | | subtitle = |
| | input = 5HP | | | input = 2LK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5hp|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_2lk_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5hp}} | | {{AttackDataCargo-SF6/Query|Jamie_2lk_dl2}} |
| * Counterhit/Punish Counter bonus frame advantage carries over to all 3 hits | | * Chains into 5LK/2LP/2LK |
| * High juggle potential; final 2 hits maintain juggle state and can allow a followup juggle
| |
| * '''Cancel reaction window:''' 18f
| |
| * '''xx Lv.2 Super:''' +11/+5
| |
| <br> | | <br> |
| While Jamie's 3-hit 5HP has some unique and interesting properties, there are a lot of downsides to this normal's design. The first 2 hits have finicky range and low damage, but are the only ones that hit when cancelled. In most combos it is strictly worse than 5LK, which has identical startup, longer range and higher cancel damage. The extra hitstun allows 5HP to cancel into 236MP or 214LP, but these are not important combo routes. From longer ranges where only the 3rd hit connects, 5HP is functionally a weak 12f non-cancellable poke; 5MK, 2MK, and 5HK are stronger in this context.
| | A standard 5f low confirm starter. For a 3-hit light confirm, use 2LK~2LP~5LK, as this is the only confirm route that beats reversal 4f light normals. |
| <br><br>
| |
| The move is not entirely useless; when performed after Drive Rush, the extra frame advantage and multi-hit animation make it easy to confirm afterwards. The hits are also fast enough to break Drive Impact armor if done early enough, leading to a standing followup combo. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel.
| |
| }} | | }} |
| |-|
| | |
| DL1 =
| | ====<font style="visibility:hidden; float:right">2MK</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Heavy Punch | | | title = Crouching Medium Kick |
| | subtitle = (DL1) | | | subtitle = |
| | input = 5HP | | | input = 2MK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5hp_dl1|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|Jamie_2mk_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5hp_dl1}} | | {{AttackDataCargo-SF6/Query|Jamie_2mk_dl2}} |
| * Counterhit/Punish Counter bonus frame advantage carries over to all 3 hits | | * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) |
| * High juggle potential; final 2 hits maintain juggle state and can allow a followup juggle
| | * '''Cancel reaction window:''' 13f |
| * '''Cancel reaction window:''' 18f | | * '''xx Lv.2 Super:''' +12/+7 |
| * '''xx Lv.2 Super:''' +11/+5 | |
| <br> | | <br> |
| While Jamie's 3-hit 5HP has some unique and interesting properties, there are a lot of downsides to this normal's design. The first 2 hits have finicky range and low damage, but are the only ones that hit when cancelled. In most combos it is strictly worse than 5LK, which has identical startup, longer range and higher cancel damage. The extra hitstun allows 5HP to cancel into 236MP or 214LP, but these are not important combo routes. From longer ranges where only the 3rd hit connects, 5HP is functionally a weak 12f non-cancellable poke; 5MK, 2MK, and 5HK are stronger in this context.
| | Jamie's 2MK is relatively fast with decent range, and the high pushback makes it safe to poke with. If well-spaced, cancels into 236P are often safe, but the LP version can whiff at absolute max range. |
| <br><br>
| |
| The move is not entirely useless; when performed after Drive Rush, the extra frame advantage and multi-hit animation make it easy to confirm afterwards. The hits are also fast enough to break Drive Impact armor if done early enough, leading to a standing followup combo. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel.
| |
| }} | | }} |
| |-|
| | |
| DL2 =
| | ====<font style="visibility:hidden; float:right">2HK</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Heavy Punch | | | title = Crouching Heavy Kick |
| | subtitle = (DL2) | | | subtitle = |
| | input = 5HP | | | input = 2HK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5hp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|Jamie_2hk_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5hp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_2hk_dl2}} |
| * Counterhit/Punish Counter bonus frame advantage carries over to all 3 hits | | * Counterhit/Punish Counter: +49 HKD |
| * High juggle potential; final 2 hits maintain juggle state and can allow a followup juggle | | * Has high juggle potential; no longer HKD when juggled into |
| * '''Cancel reaction window:''' 18f | | * '''Cancel reaction window:''' 33f (PC: 43f) |
| * '''xx Lv.2 Super:''' +11/+5
| |
| <br> | | <br> |
| While Jamie's 3-hit 5HP has some unique and interesting properties, there are a lot of downsides to this normal's design. The first 2 hits have finicky range and low damage, but are the only ones that hit when cancelled. In most combos it is strictly worse than 5LK, which has identical startup, longer range and higher cancel damage. The extra hitstun allows 5HP to cancel into 236MP or 214LP, but these are not important combo routes. From longer ranges where only the 3rd hit connects, 5HP is functionally a weak 12f non-cancellable poke; 5MK, 2MK, and 5HK are stronger in this context.
| | This 2-hit sweep is a low on both hits and has slightly more range on the 2nd hit. It's fairly easy to punish on block, so should not be thrown out randomly very often. 2HK has a lot of juggle potential, and leads to a Target Combo followup into HK that is great for increasing his Drink Level without sacrificing corner oki. |
| <br><br>
| |
| The move is not entirely useless; when performed after Drive Rush, the extra frame advantage and multi-hit animation make it easy to confirm afterwards. The hits are also fast enough to break Drive Impact armor if done early enough, leading to a standing followup combo. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel.
| |
| }} | | }} |
| |-|
| | |
| DL3 =
| | === Jumping Normals === |
| | ====<font style="visibility:hidden; float:right">j.LP</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Heavy Punch | | | title = Jumping Light Punch |
| | subtitle = (DL3) | | | subtitle = |
| | input = 5HP | | | input = j.LP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5hp_dl3|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jlp_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5hp_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_jlp_dl2}} |
| * Counterhit/Punish Counter bonus frame advantage carries over to all 3 hits | | * Can hit Crossup; can hit as fuzzy Instant Overhead |
| * High juggle potential; final 2 hits maintain juggle state and can allow a followup juggle
| |
| * '''Cancel reaction window:''' 18f
| |
| * '''xx Lv.2 Super:''' +11/+5
| |
| <br> | | <br> |
| While Jamie's 3-hit 5HP has some unique and interesting properties, there are a lot of downsides to this normal's design. The first 2 hits have finicky range and low damage, but are the only ones that hit when cancelled. In most combos it is strictly worse than 5LK, which has identical startup, longer range and higher cancel damage. The extra hitstun allows 5HP to cancel into 236MP or 214LP, but these are not important combo routes. From longer ranges where only the 3rd hit connects, 5HP is functionally a weak 12f non-cancellable poke; 5MK, 2MK, and 5HK are stronger in this context.
| | As a crossup, j.LP is far inferior to j.MK. The instant overhead property allows Jamie to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round. |
| <br><br>
| |
| The move is not entirely useless; when performed after Drive Rush, the extra frame advantage and multi-hit animation make it easy to confirm afterwards. The hits are also fast enough to break Drive Impact armor if done early enough, leading to a standing followup combo. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel.
| |
| }} | | }} |
| |-|
| | |
| DL4 =
| | ====<font style="visibility:hidden; float:right">j.MP</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Heavy Punch | | | title = Jumping Medium Punch |
| | subtitle = (DL4) | | | subtitle = |
| | input = 5HP | | | input = j.MP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5hp_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_jmp_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5hp_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_jmp_dl2}} |
| * Counterhit/Punish Counter bonus frame advantage carries over to all 3 hits | | * Puts airborne opponents into limited juggle state |
| * High juggle potential; final 2 hits maintain juggle state and can allow a followup juggle
| | * Cancels into 214K Divekick (forward jump only) |
| * '''Cancel reaction window:''' 18f
| |
| * '''xx Lv.2 Super:''' +11/+5 | |
| <br> | | <br> |
| While Jamie's 3-hit 5HP has some unique and interesting properties, there are a lot of downsides to this normal's design. The first 2 hits have finicky range and low damage, but are the only ones that hit when cancelled. In most combos it is strictly worse than 5LK, which has identical startup, longer range and higher cancel damage. The extra hitstun allows 5HP to cancel into 236MP or 214LP, but these are not important combo routes. From longer ranges where only the 3rd hit connects, 5HP is functionally a weak 12f non-cancellable poke; 5MK, 2MK, and 5HK are stronger in this context.
| | The knockdown makes it useful as an air-to-air. The hitbox reaches quite high above Jamie, so it will whiff if you try to delay it too long in juggle combos. |
| <br><br>
| |
| The move is not entirely useless; when performed after Drive Rush, the extra frame advantage and multi-hit animation make it easy to confirm afterwards. The hits are also fast enough to break Drive Impact armor if done early enough, leading to a standing followup combo. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel. | |
| }} | | }} |
| </tabber>
| |
|
| |
|
| ====<font style="visibility:hidden; float:right">5LK</font>==== | | ====<font style="visibility:hidden; float:right">j.HP</font>==== |
| <tabber> DL0 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Light Kick | | | title = Jumping Heavy Punch |
| | subtitle = (DL0) | | | subtitle = |
| | input = 5LK | | | input = j.HP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jhp_dl2|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk_mash|caption=''"Jamie's Jig"''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5lk}} | | {{AttackDataCargo-SF6/Query|Jamie_jhp_dl2}} |
| * Chains into 5LK/2LP/2LK | | * Spiked knockdown vs. airborne opponents |
| * '''Cancel reaction window:''' 13f
| |
| * '''xx Lv.2 Super:''' +9/+5
| |
| <br> | | <br> |
| Jamie's 5LK has properties more commonly seen in a 5LP; it can be chained into and has decent (but not exceptional) range, making it useful as combo filler or in some punishes. It has the unique ability to chain into itself infinitely on whiff, allowing Jamie to "dance" with the animation. Jamie shifts forward during the 5LK animation, so chaining out of it at the earliest timing will act as a sort of "kara-cancel" to keep him closer to the opponent.
| | Has high juggle potential. Against grounded opponents, this is stronger than j.HK since all the damage is done on a single hit. |
| <br><br>
| |
| 5LK can combo into LP or OD Freeflow Strikes, any Arrow Kick, or Super. Slower specials like Bakkai or Swagger Step (both of which are far stronger in Super cancels) require stronger combo routes.
| |
| }} | | }} |
| |-|
| | |
| DL1 =
| | ====<font style="visibility:hidden; float:right">j.LK</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Light Kick | | | title = Jumping Light Kick |
| | subtitle = (DL1) | | | subtitle = |
| | input = 5LK | | | input = j.LK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk_dl1|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jlk_dl2|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk_mash|caption=''"Jamie's Jig"''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5lk_dl1}} | | {{AttackDataCargo-SF6/Query|Jamie_jlk_dl2}} |
| * Chains into 5LK/2LP/2LK
| |
| * '''Cancel reaction window:''' 13f
| |
| * '''xx Lv.2 Super:''' +9/+5
| |
| <br> | | <br> |
| Jamie's 5LK has properties more commonly seen in a 5LP; it can be chained into and has decent (but not exceptional) range, making it useful as combo filler or in some punishes. It has the unique ability to chain into itself infinitely on whiff, allowing Jamie to "dance" with the animation. Jamie shifts forward during the 5LK animation, so chaining out of it at the earliest timing will act as a sort of "kara-cancel" to keep him closer to the opponent. | | Has the longest horizontal range out of all Jamie's air normals, but the low hitstun makes it fairly useless near its max range except as an air-to-air. |
| <br><br>
| |
| 5LK can combo into LP or OD Freeflow Strikes, any Arrow Kick, or Super. Slower specials like Bakkai or Swagger Step (both of which are far stronger in Super cancels) require stronger combo routes.
| |
| }} | | }} |
| |-|
| | |
| DL2 =
| | ====<font style="visibility:hidden; float:right">j.MK</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Light Kick | | | title = Jumping Medium Kick |
| | subtitle = (DL2) | | | subtitle = |
| | input = 5LK | | | input = j.MK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jmk_dl2|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk_mash|caption=''"Jamie's Jig"''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5lk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_jmk_dl2}} |
| * Chains into 5LK/2LP/2LK | | * Can hit Crossup |
| * '''Cancel reaction window:''' 13f
| |
| * '''xx Lv.2 Super:''' +9/+5
| |
| <br> | | <br> |
| Jamie's 5LK has properties more commonly seen in a 5LP; it can be chained into and has decent (but not exceptional) range, making it useful as combo filler or in some punishes. It has the unique ability to chain into itself infinitely on whiff, allowing Jamie to "dance" with the animation. Jamie shifts forward during the 5LK animation, so chaining out of it at the earliest timing will act as a sort of "kara-cancel" to keep him closer to the opponent.
| | A better crossup than j.LP due to its higher damage and wider hitbox. |
| <br><br>
| |
| 5LK can combo into LP or OD Freeflow Strikes, any Arrow Kick, or Super. Slower specials like Bakkai or Swagger Step (both of which are far stronger in Super cancels) require stronger combo routes.
| |
| }} | | }} |
| |-|
| | |
| DL3 =
| | ====<font style="visibility:hidden; float:right">j.HK</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Light Kick | | | title = Jumping Heavy Kick |
| | subtitle = (DL3) | | | subtitle = |
| | input = 5LK | | | input = j.HK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk_dl3|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk_dl2|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk_mash|caption=''"Jamie's Jig"''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5lk_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_jhk_dl2}} |
| * Chains into 5LK/2LP/2LK | | * Both hits put airborne opponents into limited juggle state |
| * '''Cancel reaction window:''' 13f
| |
| * '''xx Lv.2 Super:''' +9/+5
| |
| <br> | | <br> |
| Jamie's 5LK has properties more commonly seen in a 5LP; it can be chained into and has decent (but not exceptional) range, making it useful as combo filler or in some punishes. It has the unique ability to chain into itself infinitely on whiff, allowing Jamie to "dance" with the animation. Jamie shifts forward during the 5LK animation, so chaining out of it at the earliest timing will act as a sort of "kara-cancel" to keep him closer to the opponent.
| | In air juggles, j.HK hits twice and allows Jamie to follow up after landing. Against grounded opponents, only one hit will connect, making it weaker than a medium normal in terms of damage. The long gap in active frames can also make it difficult to time properly. |
| <br><br>
| |
| 5LK can combo into LP or OD Freeflow Strikes, any Arrow Kick, or Super. Slower specials like Bakkai or Swagger Step (both of which are far stronger in Super cancels) require stronger combo routes.
| |
| }} | | }} |
| |-|
| | |
| DL4 =
| | == Command Normals == |
| | ====<font style="visibility:hidden; float:right">2KK</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Light Kick | | | title = Tensei Kick |
| | subtitle = (DL4) | | | subtitle = |
| | input = 5LK | | | input = 2KK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dl2|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk_mash|caption=''"Jamie's Jig"''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5lk_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_2kk_dl2}} |
| * Chains into 5LK/2LP/2LK | | * Puts opponent into limited juggle state |
| * '''Cancel reaction window:''' 13f | | ** Free juggle if 2KK is performed from Drive Rush |
| * '''xx Lv.2 Super:''' +9/+5
| | * '''Cancel reaction window:''' 17f (jump, on hit only) |
| <br> | | <br> |
| Jamie's 5LK has properties more commonly seen in a 5LP; it can be chained into and has decent (but not exceptional) range, making it useful as combo filler or in some punishes. It has the unique ability to chain into itself infinitely on whiff, allowing Jamie to "dance" with the animation. Jamie shifts forward during the 5LK animation, so chaining out of it at the earliest timing will act as a sort of "kara-cancel" to keep him closer to the opponent.
| | Tensei Kick is a launching command normal that has mediocre range and is very unsafe on block. It can be used as an anti-air, but the timing is a bit specific. The jump cancel will always jump forward regardless of which direction is held, and it cannot cancel to a grounded special move during prejump frames. At DL1 or higher, Jamie can anti-air with 2HK into j.MP xx 214KK, then land and juggle his 2HK~K~P Target Combo for a free Drink. |
| <br><br>
| |
| 5LK can combo into LP or OD Freeflow Strikes, any Arrow Kick, or Super. Slower specials like Bakkai or Swagger Step (both of which are far stronger in Super cancels) require stronger combo routes.
| |
| }} | | }} |
| </tabber>
| |
|
| |
|
| ====<font style="visibility:hidden; float:right">5MK</font>==== | | ====<font style="visibility:hidden; float:right">6MK</font>==== |
| <tabber> DL0 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Medium Kick | | | title = Falling Star Kick |
| | subtitle = (DL0) | | | subtitle = |
| | input = 5MK | | | input = 6MK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_5mk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_6mk_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5mk}} | | {{AttackDataCargo-SF6/Query|Jamie_6mk_dl2}} |
| * '''Cancel reaction window:''' 15f | | * 10-19f Low Crush (not airborne) |
| * '''xx Lv.2 Super:''' +14/+10
| | * '''Cancel reaction window:''' 15f (TC) |
| <br> | | <br> |
| 5MK is a solid mid-range poke that can be buffered into specials to score a knockdown. Compared to 2MK, it is 3f slower but hits from slightly longer range and is slightly less whiff punishable.
| | A hopping overhead that can be spaced to hit later in its active frames, resulting in better frame advantage. Has extra range and a Target Combo followup into MK for a knockdown and an optional Drink level increase. |
| }} | | }} |
| |-|
| | |
| DL1 =
| | ====<font style="visibility:hidden; float:right">4HP</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Medium Kick | | | title = Hermit's Elbow |
| | subtitle = (DL1) | | | subtitle = |
| | input = 5MK | | | input = 4HP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_5mk_dl1|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_4hp_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5mk_dl1}} | | {{AttackDataCargo-SF6/Query|Jamie_4hp_dl2}} |
| * '''Cancel reaction window:''' 15f | | * '''Cancel reaction window:''' 19f (Super) |
| * '''xx Lv.2 Super:''' +14/+10 | | * '''xx Lv.2 Super:''' +15/+11 |
| <br> | | <br> |
| 5MK is a solid mid-range poke that can be buffered into specials to score a knockdown. Compared to 2MK, it is 3f slower but hits from slightly longer range and is slightly less whiff punishable.
| | 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 +5 and can link into 5LK or 5HP. At its max possible range, it can become +4 as a meaty and link into 2LP without a Counterhit. The super cancel window is also quite lenient, allowing for high damage confirms. At Drink Lv.3, 4HP gains a Target Combo followup into HP. |
| }} | | }} |
| |-|
| | |
| DL2 =
| | ====<font style="visibility:hidden; float:right">6HK</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Medium Kick | | | title = Senei Kick |
| | subtitle = (DL2) | | | subtitle = |
| | input = 5MK | | | input = 6HK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_5mk_dl2|caption=}} | | {{MoveDataCargoImage|Jamie_6hk_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5mk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_dl2}} |
| * '''Cancel reaction window:''' 15f | | * '''Cancel reaction window:''' 18f (Super) |
| * '''xx Lv.2 Super:''' +14/+10 | | * '''xx Lv.2 Super:''' +19/+13 |
| <br> | | <br> |
| 5MK is a solid mid-range poke that can be buffered into specials to score a knockdown. Compared to 2MK, it is 3f slower but hits from slightly longer range and is slightly less whiff punishable.
| | A long range stepkick that can be confirmed into a Super on hit. Spacing it at max range will not allow it to connect with meaty timing, so the only followup links require Counterhit, Punish Counter, or Drive Rush. At Drink Lv.4, Jamie gains extra 6HK range and new Target Combo followups. |
| }} | | }} |
| |-|
| | |
| DL3 =
| | == Target Combos == |
| | ====<font style="visibility:hidden; float:right">2HK~HK~P (DL0)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Medium Kick | | | title = Phantom Sway |
| | subtitle = (DL3) | | | subtitle = |
| | input = 5MK | | | input = 2HK~HK~P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_5mk_dl3|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_dl2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_p_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5mk_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_2hk_hk_dl2}} |
| * '''Cancel reaction window:''' 15f | | * '''Cancel reaction window:''' 58f (TC Drink) |
| * '''xx Lv.2 Super:''' +14/+10 | | {{AttackDataCargo-SF6/Query|Jamie_2hk_hk_p_dl2}} |
| | * Maintains corner oki while increasing Drink Level |
| <br> | | <br> |
| 5MK is a solid mid-range poke that can be buffered into specials to score a knockdown. Compared to 2MK, it is 3f slower but hits from slightly longer range and is slightly less whiff punishable.
| | Jamie's 2-hit 2HK gives plenty of time to confirm the Target Combo followup afterward on hit; though 2HK is unsafe regardless, the punish on a blocked TC would be much stronger. Midscreen, Jamie gets no oki if the opponent back rises, so there's no reason to skip the Drink ender. In the corner, Jamie is still +3 after a Drink, so it's still the preferred option in most cases. 2HK and the TC followup have high juggle potential, and gains slightly more KD advantage when juggled into. |
| }} | | }} |
| |-|
| | |
| DL4 =
| | ====<font style="visibility:hidden; float:right">5LP~LK~MP (DL1)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Medium Kick | | | title = Bitter Strikes (requires DL1) |
| | subtitle = (DL4) | | | subtitle = |
| | input = 5MK | | | input = 5LP~LK~MP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_5mk_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk_mp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5mk_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_5lp_lk}} |
| * '''Cancel reaction window:''' 15f | | * '''Cancel reaction window:''' 29f (TC) |
| * '''xx Lv.2 Super:''' +14/+10 | | {{AttackDataCargo-SF6/Query|Jamie_5lp_lk_mp}} |
| | * '''Cancel reaction window:''' 52f |
| | * '''xx Lv.2 Super:''' +12/+4 |
| <br> | | <br> |
| 5MK is a solid mid-range poke that can be buffered into specials to score a knockdown. Compared to 2MK, it is 3f slower but hits from slightly longer range and is slightly less whiff punishable.
| | Since 5LP loses much of its frame advantage at Drink Lv.1 and above, this Target Combo is the primary way to convert jab into damage. The MP ender can combo into 236LP/MP/PP, 214LP, 623K, or Super. The only safe enders after committing to the TC followup are 236PP and Lv.2 Super. If the opponent tries to punish the TC on block, Jamie can frame trap any non-invincible reversal with 236LP or the much safer 236PP. |
| | <br><br> |
| | The listed damage values include the standard 10%/20% scaling on LK and MP when starting a combo with 5LP; take this into consideration if calculating the combo damage when starting the combo with something else. |
| }} | | }} |
| </tabber>
| |
|
| |
|
| ====<font style="visibility:hidden; float:right">5HK</font>==== | | ====<font style="visibility:hidden; float:right">6MK~MK~P (DL2)</font>==== |
| <tabber> DL0 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Heavy Kick | | | title = Full Moon Kick (requires DL2) |
| | subtitle = (DL0) | | | subtitle = |
| | input = 5HK | | | input = 6MK~MK~P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_5hk|caption=}} | | {{MoveDataCargoImage|Jamie_6mk_mk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|Jamie_6mk_mk_p|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5hk}} | | {{AttackDataCargo-SF6/Query|Jamie_6mk_mk}} |
| * Punish Counter: Crumple KD +71 (+8 before opponent becomes airborne)
| | * '''Cancel reaction window:''' 62f (TC) |
| * Puts airborne opponents into limited juggle state
| | {{AttackDataCargo-SF6/Query|Jamie_6mk_mk_p}} |
| * '''Cancel reaction window:''' 17f (PC: 29f) | | * Increases Drink Level by 1 |
| * '''xx Lv.2 Super:''' +17/+11 (KD +87) | |
| <br> | | <br> |
| While quite slow, 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 -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. The crumple state from Punish Counter causes the opponent to fall backwards, making the followups a bit more limited compared to the corner.
| | The TC confirm from 6MK to MK is a bit strict, but feasible. The Drink ender is best to use midscreen, but at -1 it can be a little risky to use in the corner. In the corner, Jamie can knock down with 6MK~MK followed by an immediate 214HP that hits meaty. The frame advantage and pushback create a spacing trap that can be used to punish an opponent attempting a reversal light normal. |
| }} | | }} |
| |-|
| | |
| DL1 =
| | ====<font style="visibility:hidden; float:right">4HP~HP~HK (DL3)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Heavy Kick | | | title = Intoxicated Assault (requires DL3) |
| | subtitle = (DL1) | | | subtitle = |
| | input = 5HK | | | input = 4HP~HP~HK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_5hk_dl1|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_4hp_hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=140px|Jamie_4hp_hp_hk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5hk_dl1}} | | {{AttackDataCargo-SF6/Query|Jamie_4hp_hp}} |
| * Punish Counter: Crumple KD +71 (+8 before opponent becomes airborne) | | * Only combos on Counterhit/Punish Counter or with meaty timing; 3f gap on block |
| * Puts airborne opponents into limited juggle state
| | * '''Cancel reaction window:''' 18f / 56f (TC) |
| * '''Cancel reaction window:''' 17f (PC: 29f) | | * '''xx Lv.2 Super:''' +18/+8 |
| * '''xx Lv.2 Super:''' +17/+11 (KD +87) | | {{AttackDataCargo-SF6/Query|Jamie_4hp_hp_hk}} |
| | * Airborne 18f~ (Forced Knockdown state) |
| | * 7f gap between final 2 hits on block |
| <br> | | <br> |
| While quite slow, 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 -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. The crumple state from Punish Counter causes the opponent to fall backwards, making the followups a bit more limited compared to the corner.
| | This Target Combo sequence is most useful when performing 4HP as a shimmy to bait a throw tech, since it guarantees a Punish Counter if successful. The listed Cancel Reaction values are for the final HK input, when reacting to just the HP followup, or the entire sequence on Counterhit/Punish Counter. While the HP followup is unsafe, it can be used to frame trap an opponent that predictably hits buttons after blocking 4HP. If the final HK is performed on block, the opponent can interrupt with any 6f or faster button that will put Jamie into a free juggle state due to the Forced Knockdown property. |
| }} | | }} |
| |-|
| | |
| DL2 =
| | ====<font style="visibility:hidden; float:right">6HK~4HK~P (DL4)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Heavy Kick | | | title = Ransui Haze (Requires DL4) |
| | subtitle = (DL2) | | | subtitle = |
| | input = 5HK | | | input = 6HK~4HK~P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_5hk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_p_close|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_p_mid|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=170px|Jamie_6hk_4hk_p_far|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5hk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk}} |
| * Punish Counter: Crumple KD +71 (+8 before opponent becomes airborne) | | * Sways and walks backward; press P at different times to change followup |
| * Puts airborne opponents into limited juggle state | | * Earliest followup timing can be input after 25f of 6HK+Sway |
| * '''Cancel reaction window:''' 17f (PC: 29f) | | * '''Cancel reaction window:''' 25f (to combo CH 6HK into Headbutt) |
| * '''xx Lv.2 Super:''' +17/+11 (KD +87) | | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_close}} |
| <br>
| | * Requires Counterhit/Punish Counter to combo from 6HK |
| While quite slow, 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 -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. The crumple state from Punish Counter causes the opponent to fall backwards, making the followups a bit more limited compared to the corner.
| | * Cancellable into any special or Super |
| }}
| | * '''Cancel reaction window:''' 20f (Headbutt) / 59-60f (CH 6HK + Headbutt) |
| |-|
| | * '''xx Lv.2 Super:''' KD+39/+10 |
| DL3 =
| | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_mid}} |
| {{MoveDataCargo
| | * Cancellable into any special or Super |
| | title = Standing Heavy Kick
| | * '''Cancel reaction window:''' 60/40/17f (spin fists only, more hits allows easier confirm) |
| | subtitle = (DL3)
| | * '''xx Lv.2 Super:''' KD+42/+13 |
| | input = 5HK
| | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_far}} |
| | images =
| | * Restores 1 Drive bar or equivalent Burnout gauge on final Drink recovery frame |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_5hk_dl3|caption=}}
| | * If no button/direction is input during recovery, restores 2 Drive bars after 112f |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_5hk_dl3}} | |
| * Punish Counter: Crumple KD +71 (+8 before opponent becomes airborne) | |
| * Puts airborne opponents into limited juggle state
| |
| * '''Cancel reaction window:''' 17f (PC: 29f) | |
| * '''xx Lv.2 Super:''' +17/+11 (KD +87) | |
| <br> | | <br> |
| While quite slow, 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 -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. The crumple state from Punish Counter causes the opponent to fall backwards, making the followups a bit more limited compared to the corner.
| | Every part of this Target Combo can be input on hit, block, or whiff from 6HK. The 4HK causes Jamie to stumble away from the opponent, and the timing of Jamie's P input changes which followup occurs. All listed startups include the 6HK plus the minimum/maximum delay before hitting P during the Sway animation. The close Headbutt followup is fairly easy to confirm on Counterhit or Punish Counter 6HK. The minimum gap between 6HK and Headbutt is 1f on normal hit, 7f on block, making it a poor frame trap option. The Spinning Fists cannot be comboed into, but are useful for stopping an opponent from chasing down the Sway. The Drink causes Jamie to continue stumbling backwards, making it hard to chase down without a projectile. This does give up a lot of ground, but it may be worth the Drive build depending on the circumstances. |
| }} | | }} |
| |-|
| | |
| DL4 =
| | == Throws == |
| | ====<font style="visibility:hidden; float:right">Forward Throw (LPLK)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Standing Heavy Kick | | | title = Forward Throw |
| | subtitle = (DL4) | | | subtitle = |
| | input = 5HK | | | input = LPLK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_5hk_dl4|caption=}} | | {{MoveDataCargoImage|Jamie_lplk_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5hk_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_lplk_dl2}} |
| * Punish Counter: Crumple KD +71 (+8 before opponent becomes airborne) | | * Allows for strong, auto-timed corner throw loops (+4 after Forward Dash) |
| * Puts airborne opponents into limited juggle state | | ** Also works midscreen if opponent does not Back Rise |
| * '''Cancel reaction window:''' 17f (PC: 29f) | | * Punish Counter: +23 HKD |
| * '''xx Lv.2 Super:''' +17/+11 (KD +87) | |
| <br>
| |
| While quite slow, 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 -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. The crumple state from Punish Counter causes the opponent to fall backwards, making the followups a bit more limited compared to the corner.
| |
| }} | | }} |
| </tabber>
| |
|
| |
|
| | | ====<font style="visibility:hidden; float:right">Back Throw (4LPLK)</font>==== |
| === Crouching Normals ===
| |
| ====<font style="visibility:hidden; float:right">2LP</font>==== | |
| <tabber> DL0 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Light Punch | | | title = Back Throw |
| | subtitle = (DL0) | | | subtitle = |
| | input = 2LP | | | input = 4LPLK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2lp|caption=}} | | {{MoveDataCargoImage|Jamie_4lplk_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2lp}} | | {{AttackDataCargo-SF6/Query|Jamie_4lplk_dl2}} |
| * Chains into 5LK/2LP/2LK | | * Side switches; can dash (+19) or walk to get oki if back throwing opponent into corner |
| * '''Cancel reaction window:''' 13f | | * Punish Counter: +38 HKD |
| * '''xx Lv.2 Super:''' +9/+3
| |
| <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 Drive Impact, but the chain speed is below average, making it more susceptible to a Punish Counter.
| |
| }} | | }} |
| |-|
| | |
| DL1 =
| | == Drive System == |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Light Punch | | | title = Drive Impact |
| | subtitle = (DL1) | | | subtitle = |
| | input = 2LP | | | input = HPHK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2lp_dl1|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_hphk_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2lp_dl1}} | | {{AttackDataCargo-SF6/Query|imageHeight=200px|Jamie_hphk_dl2}} |
| * Chains into 5LK/2LP/2LK
| | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] |
| * '''Cancel reaction window:''' 13f
| | |
| * '''xx Lv.2 Super:''' +9/+3 | | When cancelled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| <br>
| | * 2HP: 7[3] |
| 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 Drive Impact, but the chain speed is below average, making it more susceptible to a Punish Counter.
| | * 5HK: 9[5] |
| | * 5MK: 10[6] |
| | * 2MP: 11[7] |
| | * 2MK: 13[9] |
| | * 5HP: 15[11] |
| | * 5LP~LK~MP: 16[12] |
| | * Note: gaps of 8f or less cannot be escaped by jumping |
| }} | | }} |
| |-|
| | |
| DL2 =
| | ====<font style="visibility:hidden; float:right">Drive Reversal (6HPHK)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Light Punch | | | title = Drive Reversal |
| | subtitle = (DL2) | | | subtitle = |
| | input = 2LP | | | input = 6HPHK (in blockstun) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2lp_dl2|caption=}} | | {{MoveDataCargoImage|Jamie_6hphk_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2lp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl2}} |
| * Chains into 5LK/2LP/2LK
| | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] |
| * '''Cancel reaction window:''' 13f | | * '''Full Invuln:''' 1-22f; Armor Break |
| * '''xx Lv.2 Super:''' +9/+3
| |
| <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 Drive Impact, but the chain speed is below average, making it more susceptible to a Punish Counter.
| |
| }} | | }} |
| |-|
| | |
| DL3 =
| | ====<font style="visibility:hidden; float:right">Drive Parry (MPMK)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Light Punch | | | title = Drive Parry |
| | subtitle = (DL3) | | | subtitle = |
| | input = 2LP | | | input = MPMK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2lp_dl3|caption=}} | | {{MoveDataCargoImage|imageHeight=175px|Jamie_mpmk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2lp_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_mpmk}} |
| * Chains into 5LK/2LP/2LK
| | See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] |
| * '''Cancel reaction window:''' 13f | | * Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack |
| * '''xx Lv.2 Super:''' +9/+3
| | * Perfect Parry vs. projectiles puts you into a fixed 11f recovery |
| <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 Drive Impact, but the chain speed is below average, making it more susceptible to a Punish Counter.
| |
| }} | | }} |
| |-|
| | |
| DL4 =
| | ====<font style="visibility:hidden; float:right">Drive Rush (66)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Light Punch | | | title = Drive Rush |
| | subtitle = (DL4) | | | subtitle = |
| | input = 2LP | | | input = 66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2lp_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_66|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2lp_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_66}} |
| * Chains into 5LK/2LP/2LK
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in (parentheses) refers to the version used after Parry. |
| * '''Cancel reaction window:''' 13f | | * Distance: |
| * '''xx Lv.2 Super:''' +9/+3 | | **110.7 (min, normal cancel) |
| <br>
| | **202.9 (min, block/movement cancel) |
| 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 Drive Impact, but the chain speed is below average, making it more susceptible to a Punish Counter.
| | **307.1 (max, no cancel) |
| | * Notable Drive Rush cancel combo routes: |
| | ** |
| | * Notable Drive Rush cancel blockstring gaps: |
| | ** |
| }} | | }} |
| </tabber>
| |
|
| |
|
| ====<font style="visibility:hidden; float:right">2MP</font>==== | | == Special Moves == |
| <tabber> DL0 =
| | ====<font style="visibility:hidden; float:right">The Devil Inside (22P)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Medium Punch | | | title = The Devil Inside |
| | subtitle = (DL0) | | | subtitle = |
| | input = 2MP | | | input = 22P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2mp|caption=}} | | {{MoveDataCargoImage|Jamie_22p|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=200px|Jamie_22p_activation|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2mp}} | | {{AttackDataCargo-SF6/Query|Jamie_22p}} |
| * '''Cancel reaction window:''' 16f
| | {{AttackDataCargo-SF6/Query|Jamie_22p_2}} |
| * '''xx Lv.2 Super:''' +12/+9
| | {{AttackDataCargo-SF6/Query|Jamie_22p_3}} |
| <br>
| | {{AttackDataCargo-SF6/Query|Jamie_22p_4}} |
| A standard cancellable 6f medium button. Jamie can't link into it without Drive Rush, Counterhit, or Punish Counter bonus advantage, and at only +3 he also needs one of these to link out of it. Very non-committal in neutral when buffered as a counterpoke.
| | * 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) |
| | * Drink Level from 0-4 affects moveset and base damage scaling (90/95/100/105/110% respectively) |
| | * Entire animation is in a Counterhit state |
| | {{AttackDataCargo-SF6/Query|Jamie_22p_activation}} |
| | * 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) |
| | * The 4 vulnerable post-freeze frames put Jamie in a Counterhit state |
| }} | | }} |
| |-|
| | |
| DL1 =
| | ====<font style="visibility:hidden; float:right">Freeflow Strikes (236P)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Medium Punch | | | title = Freeflow Strikes |
| | subtitle = (DL1) | | | subtitle = |
| | input = 2MP | | | input = 236P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2mp_dl1|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_dl2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2mp_dl1}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_dl2}} |
| * '''Cancel reaction window:''' 16f | | * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) |
| * '''xx Lv.2 Super:''' +12/+9 | | {{AttackDataCargo-SF6/Query|Jamie_236mp_dl2}} |
| | * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) |
| | ** 18f confirm window to combo into ~6K |
| | {{AttackDataCargo-SF6/Query|Jamie_236hp_dl2}} |
| | * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) |
| | ** 16f confirm window to combo into ~6P, 15f to combo into ~6K |
| | {{AttackDataCargo-SF6/Query|Jamie_236pp_dl2}} |
| | * '''Cancel reaction window:''' 23f (Followup) / 15f (Super) |
| | ** 22f confirm window to combo into ~6K |
| | * '''xx Lv.2 Super:''' +17/+14 |
| <br> | | <br> |
| A standard cancellable 6f medium button. Jamie can't link into it without Drive Rush, Counterhit, or Punish Counter bonus advantage, and at only +3 he also needs one of these to link out of it. Very non-committal in neutral when buffered as a counterpoke.
| | Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional followups. Higher strength versions move farther but have slower startup, with the OD version gaining both speed and longer range. At Drink Lv.0 to Lv.3, each Rekka is a single hit, and only the first part of the sequence can cancel into Super. If well-spaced, the first meterless Freeflow Strike is often safe; the LP version is usually the best for this since it has less forward movement, but this can also cause it to whiff in max range cancels. The OD version is always safe. |
| | <br><br> |
| | When attempting to confirm into the 6P or 6K followups on hit, it's important to note that the followup speed depends on the strength of the first Rekka. Delaying the confirm too long, especially on HP Rekka, can cause the followup to come out without comboing. The 6K followup is slightly slower than 6P, which also makes the confirm slightly stricter. OD Rekka cancelled into Lv.2 Super is a great option on hit or block, leading to great combos or block pressure from a mid-range poke. |
| | <br><br> |
| | This move and its followups can be used in juggles, but they can be very inconsistent depending on the screen position and opponent's juggle height; OD Rekkas are the most consistent overall, and the corner makes things easier as well. |
| }} | | }} |
| |-|
| | |
| DL2 =
| | ====<font style="visibility:hidden; float:right">Freeflow Strikes Punch 1 (236P~6P)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Medium Punch | | | title = Freeflow Strikes Punch 1 |
| | subtitle = (DL2) | | | subtitle = |
| | input = 2MP | | | input = 236P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2mp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_dl2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2mp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_dl2}} |
| * '''Cancel reaction window:''' 16f | | * '''Cancel reaction window:''' 18f (Followup) |
| * '''xx Lv.2 Super:''' +12/+9 | | * 0-2f gap between Rekka and 6P on block |
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_dl2}} |
| | * '''Cancel reaction window:''' 18f (Followup) |
| | * 0-5f gap between Rekka and 6P on block |
| | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_dl2}} |
| | * '''Cancel reaction window:''' 18f (Followup) |
| | * 3-8f gap between Rekka and 6P on block |
| | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_dl2}} |
| | * '''Cancel reaction window:''' 18f (Followup) |
| | * 0-3f gap between Rekka and 6P on block |
| <br> | | <br> |
| A standard cancellable 6f medium button. Jamie can't link into it without Drive Rush, Counterhit, or Punish Counter bonus advantage, and at only +3 he also needs one of these to link out of it. Very non-committal in neutral when buffered as a counterpoke.
| | The Punch followups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. The LP, MP, and OD Rekka starters require a manual delay to create a blockstring gap, while HP Rekka can automatically frame trap with a 3f gap at the fastest timing. While risky, this frame trap can be used against an opponent that tries to punish your first Rekka on block. On hit, stopping after the first 6P puts Jamie at a slight disadvantage; an unaware opponent may be caught off guard with a quick throw reset, but attempting this is sacrificing guaranteed damage and a knockdown. |
| | <br><br> |
| | The cancel reaction 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. |
| }} | | }} |
| |-|
| | |
| DL3 =
| | ====<font style="visibility:hidden; float:right">Freeflow Strikes Punch 2 (236P~6P~6P)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Medium Punch | | | title = Freeflow Strikes Punch 2 |
| | subtitle = (DL3) | | | subtitle = |
| | input = 2MP | | | input = 236P~6P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2mp_dl3|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_6p_dl2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_6p_6p_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2mp_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dl2}} |
| * '''Cancel reaction window:''' 16f | | * 1-5f gap before final hit on block |
| * '''xx Lv.2 Super:''' +12/+9 | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dl2}} |
| | * 2-6f gap before final hit on block |
| | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dl2}} |
| | * 3-7f gap before final hit on block |
| | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dl2}} |
| | * 0-2f gap before final hit on block |
| <br> | | <br> |
| A standard cancellable 6f medium button. Jamie can't link into it without Drive Rush, Counterhit, or Punish Counter bonus advantage, and at only +3 he also needs one of these to link out of it. Very non-committal in neutral when buffered as a counterpoke.
| | The final 6P followup completes the Punch sequence. It can be done on hit, block, or whiff and has juggle potential. This sequence gets no oki midscreen if the opponent back rises, but it has good corner carry and is Jamie's most consistent combo ender. Like the first 6P followup, there is a blockstring gap between the final 2 hits that varies based on the button timing, but this is a very unsafe gimmick for beating the opponent's attempted Rekka punish. |
| | <br><br> |
| | In the startup column, [] refers to the total startup time for 236P~6P~6P when the first 2 hits of Rekka whiff at the fastest speed. In the Damage column, the first value lists the unscaled damage; () refers to the damage at 80% scaling, which is what would normally occur when starting a combo with the first Rekka. |
| }} | | }} |
| |-|
| | |
| DL4 =
| | ====<font style="visibility:hidden; float:right">Freeflow Kicks 1 (236P~6K)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Medium Punch | | | title = Freeflow Kicks 1 |
| | subtitle = (DL4) | | | subtitle = |
| | input = 2MP | | | input = 236P~6K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2mp_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dl2|caption=}} |
| | info = | | ---- |
| {{AttackDataCargo-SF6/Query|Jamie_2mp_dl4}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_dl2|caption=}} |
| * '''Cancel reaction window:''' 16f | | | info = |
| * '''xx Lv.2 Super:''' +12/+9 | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_dl2}} |
| | * '''Cancel reaction window:''' 16f (Followup) |
| | * 0-3f gap between Rekka and 6K on block |
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_dl2}} |
| | * '''Cancel reaction window:''' 16f (Followup) |
| | * 1-6f gap between Rekka and 6K on block |
| | {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_dl2}} |
| | * '''Cancel reaction window:''' 16f (Followup) |
| | ** Will only combo up to 12f after 236HP hit |
| | * 4-9f gap between Rekka and 6K on block |
| | {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_dl2}} |
| | * '''Cancel reaction window:''' 16f (Followup) |
| | * 0-4f gap between Rekka and 6K on block |
| <br> | | <br> |
| A standard cancellable 6f medium button. Jamie can't link into it without Drive Rush, Counterhit, or Punish Counter bonus advantage, and at only +3 he also needs one of these to link out of it. Very non-committal in neutral when buffered as a counterpoke.
| | The 6K followup gives less damage and worse oki than the 6P route, but allows Jamie to end with a Drink. It can only be performed on hit or block; nothing will come out on whiff. The kick itself is 1f slower than the punch followup for each strength, which affects the min/max blockstring gaps depending on how long the input is delayed. |
| | <br><br> |
| | The cancel reaction window only applies to the 6K hit and does not include the first 236P hit; this is only really relevant if the initial Rekka is blocked, and you attempt to frame trap into the unsafe followup. Notably, HP Rekka into 6K will not combo on the final 4 input frames, making it impractical to use in this way. |
| }} | | }} |
| </tabber>
| |
|
| |
|
| ====<font style="visibility:hidden; float:right">2HP</font>==== | | ====<font style="visibility:hidden; float:right">Freeflow Kicks 2 (236P~6K~6K)</font>==== |
| <tabber> DL0 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Heavy Punch | | | title = Freeflow Kicks 2 |
| | subtitle = (DL0) | | | subtitle = |
| | input = 2HP | | | input = 236P~6K~6K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dl2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2hp}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k_dl2}} |
| * Forces stand on hit | | * 2-6f gap before final hit on block |
| * Only the first 2 active frames are cancellable | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dl2}} |
| * '''Cancel reaction window:''' 16f
| | * 5-9f gap before final hit on block |
| * '''xx Lv.2 Super:''' +21/+13 | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dl2}} |
| | * 8-12f gap before final hit on block |
| | {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dl2}} |
| | * 2-6f gap before final hit on block |
| <br> | | <br> |
| Works fairly well as an 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 cancellable.
| | The final 6K followup, 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. In the corner it becomes slightly risky, as the opponent has the frame advantage to force Jamie into a strike/throw mixup; it is still usually worth the risk in most cases. |
| | <br><br> |
| | 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 LP version). Like the other Rekka followups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing. |
| | <br><br> |
| | 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. |
| }} | | }} |
| |-|
| | |
| DL1 =
| | ====<font style="visibility:hidden; float:right">Swagger Step (214P)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Heavy Punch | | | title = Swagger Step |
| | subtitle = (DL1) | | | subtitle = |
| | input = 2HP | | | input = 214P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2hp_dl1|caption=}} | | {{MoveDataCargoImage|Jamie_214lp_dl2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|Jamie_214pp_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2hp_dl1}} | | {{AttackDataCargo-SF6/Query|Jamie_214lp_dl2}} |
| * Forces stand on hit | | * '''Cancel reaction window:''' 25f (Super) |
| * Only the first 2 active frames are cancellable | | {{AttackDataCargo-SF6/Query|Jamie_214mp_dl2}} |
| * '''Cancel reaction window:''' 16f | | * '''Cancel reaction window:''' 25f (Super) |
| * '''xx Lv.2 Super:''' +21/+13 | | {{AttackDataCargo-SF6/Query|Jamie_214hp_dl2}} |
| | * '''Cancel reaction window:''' 25f (Super) |
| | {{AttackDataCargo-SF6/Query|Jamie_214pp_dl2}} |
| | * Causes Tumble state; can OTG juggle near corner |
| | * Punish Counter: Tumble KD +87 (corner Wall Splat) |
| | ** Opponent is considered standing and throwable, but becomes airborne after followup hit |
| | * '''Cancel reaction window:''' 25f (Super) |
| | * '''xx Lv.2 Super:''' KD+89(103)/+15 |
| <br> | | <br> |
| Works fairly well as an 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 cancellable.
| | Swagger Step is a forward lunging palm attack that can be made safe if well-spaced. It has juggle potential and can combo on the ground, though the slow startup limits the cancel routes that are actually useful. Since Rekka can only cancel the first hit into Super, Swagger Step is the better move for high damage Super cancels. 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). At Drink Lv.4, Jamie gains an additional followup for extra damage. |
| | <br><br> |
| | Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter) |
| | * 214HP: CH 5HK, CH 2HP |
| | * 214MP/214PP: 5MK, 5HK, 2HP, CH 2MP, CH 2MK, PC 5HP (+ all above) |
| | * 214LP: 5HP, 2MP, 2MK, 5LP~LK~MP, CH 2LP, CH 5LK (+ all above) |
| }} | | }} |
| |-|
| | |
| DL2 =
| | ====<font style="visibility:hidden; float:right">Swagger Hermit Punch (DL4 214P~6P)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Heavy Punch | | | title = Swagger Hermit Punch (requires DL4) |
| | subtitle = (DL2) | | | subtitle = |
| | input = 2HP | | | input = 214P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2hp_dl2|caption=}} | | {{MoveDataCargoImage|Jamie_214lp_6p|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|Jamie_214pp_6p|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2hp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_214p_6p}} |
| * Forces stand on hit | | * 1-8f gap between hits on block |
| * Only the first 2 active frames are cancellable | | * '''Cancel reaction window:''' 19f (Super) |
| * '''Cancel reaction window:''' 16f | | {{AttackDataCargo-SF6/Query|Jamie_214pp_6p}} |
| * '''xx Lv.2 Super:''' +21/+13 | | * 0-5f gap between hits on block |
| | * '''Cancel reaction window:''' 19f (Super) |
| | * '''xx Lv.2 Super:''' KD+55/+12 |
| <br> | | <br> |
| Works fairly well as an 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 cancellable.
| | This followup to Swagger Step is only available at max Drink Level. It works in juggles or in grounded combos, adding significant damage especially when cancelled into Lv.3 Super. It is much more unsafe on block than the first part of Swagger Step, though it can be used as a risky frame trap if the opponent tries to punish you. The 6P can be delayed significantly, though this can cause it to drop against grounded opponents unless the Swagger Step hits meaty. |
| }} | | }} |
| |-|
| | |
| DL3 =
| | ====<font style="visibility:hidden; float:right">Arrow Kick (623K)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Heavy Punch | | | title = Arrow Kick |
| | subtitle = (DL3) | | | subtitle = |
| | input = 2HP | | | input = 623K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2hp_dl3|caption=}} | | {{MoveDataCargoImage|Jamie_623lk_dl2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|Jamie_623kk_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2hp_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_623lk_dl2}} |
| * Forces stand on hit | | * '''Anti-Air Invuln:''' 1-?f |
| * Only the first 2 active frames are cancellable | | {{AttackDataCargo-SF6/Query|Jamie_623mk_dl2}} |
| * '''Cancel reaction window:''' 16f | | * '''Anti-Air Invuln:''' 1-?f |
| * '''xx Lv.2 Super:''' +21/+13 | | {{AttackDataCargo-SF6/Query|Jamie_623hk_dl2}} |
| | * '''Anti-Air Invuln:''' 1-?f |
| | {{AttackDataCargo-SF6/Query|Jamie_623kk_dl2}} |
| | * '''Full Invuln:''' 1-9f |
| <br> | | <br> |
| Works fairly well as an 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 cancellable.
| | Jamie's most consistent anti-air and OD reversal. He kicks upward before falling back away from the opponent. On hit, this transitions into a leaping followup attack that is fully invincible during the animation. On whiff or block, Jamie does not perform the extra hit, instead standing up from his grounded position. This recovery animation can cause some attempted punishes to whiff at longer ranges, but there is plenty of time to walk or dash forward, or to use a slow ranged punish starter. |
| | <br><br> |
| | Arrow Kick works well in juggles, but in grounded combos it can be finicky near max range. It also has no ability to Super cancel, so its damage potential in punishes is limited. It gives Jamie great oki on hit and the followup animation provides some nice corner carry as well. |
| }} | | }} |
| |-|
| | |
| DL4 =
| | ====<font style="visibility:hidden; float:right">Luminous Dive Kick (j.214K)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Heavy Punch | | | title = Luminous Dive Kick (requires DL1) |
| | subtitle = (DL4) | | | subtitle = |
| | input = 2HP | | | input = j.214K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2hp_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k_dl2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2hp_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_j214k_dl2}} |
| * Forces stand on hit | | * Forced Knockdown state until land |
| * Only the first 2 active frames are cancellable | | * KD vs. airborne opponents (no juggle followup) |
| * '''Cancel reaction window:''' 16f | | {{AttackDataCargo-SF6/Query|Jamie_j214kk_dl2}} |
| * '''xx Lv.2 Super:''' +21/+13 | | * Forced Knockdown state until land |
| | * Puts grounded opponents into limited juggle state |
| | * Puts airborne opponents into OTG bounce state |
| | * 10% damage scaling penalty is applied to followup juggles |
| <br> | | <br> |
| Works fairly well as an 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 cancellable.
| | 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. The angle of the meterless divekick changes depending on which button is pressed, with LK being short and steep while HK travels farther. This is a useful tool not only for pressure, but for navigating around projectiles, an area in which Jamie usually struggles. |
| }} | | }} |
| </tabber>
| |
|
| |
|
| ====<font style="visibility:hidden; float:right">2LK</font>==== | | ====<font style="visibility:hidden; float:right">Bakkai (236K)</font>==== |
| <tabber> DL0 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Crouching Light Kick | | | title = Bakkai (requires DL2) |
| | subtitle = (DL0) | | | subtitle = |
| | input = 2LK | | | input = 236K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2lk|caption=}} | | {{MoveDataCargoImage|Jamie_236lk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|Jamie_236kk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2lk}} | | {{AttackDataCargo-SF6/Query|Jamie_236lk}} |
| * Chains into 5LK/2LP/2LK | | * '''Projectile Invuln:''' 3-24f |
| | * '''Cancel reaction window:''' 47f (Super) |
| | {{AttackDataCargo-SF6/Query|Jamie_236mk}} |
| | * '''Projectile Invuln:''' 4-26f |
| | * '''Cancel reaction window:''' 63f (Super) |
| | {{AttackDataCargo-SF6/Query|Jamie_236hk}} |
| | * '''Projectile Invuln:''' 5-35f |
| | * '''Cancel reaction window:''' 94f (Super) |
| | {{AttackDataCargo-SF6/Query|Jamie_236kk}} |
| | * '''Projectile Invuln:''' 3-28f |
| | * '''Cancel reaction window:''' 74f (Super); cancels on 7th hit |
| | * '''xx Lv.2 Super:''' +14/+7 |
| <br> | | <br> |
| A standard 5f low confirm starter. For a 3-hit light confirm, use 2LK~2LP~5LK, as this is the only confirm route that beats reversal 4f light normals.
| | Jamie drops to the ground and begins break dancing, slowly advancing toward the opponent. The slow startup limits this move's combo utility, though it can work in juggles when the situation arises. The high damage makes this great for super cancelling, and with 2 bars the OD version can be made safe on block with an eternity to hitconfirm. |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Light Kick
| |
| | subtitle = (DL1)
| |
| | input = 2LK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2lk_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2lk_dl1}}
| |
| * Chains into 5LK/2LP/2LK
| |
| <br>
| |
| A standard 5f low confirm starter. For a 3-hit light confirm, use 2LK~2LP~5LK, as this is the only confirm route that beats reversal 4f light normals.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Light Kick
| |
| | subtitle = (DL2)
| |
| | input = 2LK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2lk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2lk_dl2}}
| |
| * Chains into 5LK/2LP/2LK
| |
| <br>
| |
| A standard 5f low confirm starter. For a 3-hit light confirm, use 2LK~2LP~5LK, as this is the only confirm route that beats reversal 4f light normals.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Light Kick
| |
| | subtitle = (DL3)
| |
| | input = 2LK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2lk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2lk_dl3}}
| |
| * Chains into 5LK/2LP/2LK
| |
| <br>
| |
| A standard 5f low confirm starter. For a 3-hit light confirm, use 2LK~2LP~5LK, as this is the only confirm route that beats reversal 4f light normals.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Light Kick
| |
| | subtitle = (DL4)
| |
| | input = 2LK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_2lk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2lk_dl4}}
| |
| * Chains into 5LK/2LP/2LK
| |
| <br>
| |
| A standard 5f low confirm starter. For a 3-hit light confirm, use 2LK~2LP~5LK, as this is the only confirm route that beats reversal 4f light normals.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">2MK</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Medium Kick
| |
| | subtitle = (DL0)
| |
| | input = 2MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2mk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2mk}}
| |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
| |
| * '''Cancel reaction window:''' 13f
| |
| * '''xx Lv.2 Super:''' +12/+7
| |
| <br>
| |
| Jamie's 2MK is relatively fast with decent range, and the high pushback makes it safe to poke with. If well-spaced, cancels into 236P are often safe, but the LP version can whiff at absolute max range.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Medium Kick
| |
| | subtitle = (DL1)
| |
| | input = 2MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2mk_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2mk_dl1}}
| |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
| |
| * '''Cancel reaction window:''' 13f
| |
| * '''xx Lv.2 Super:''' +12/+7
| |
| <br>
| |
| Jamie's 2MK is relatively fast with decent range, and the high pushback makes it safe to poke with. If well-spaced, cancels into 236P are often safe, but the LP version can whiff at absolute max range.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Medium Kick
| |
| | subtitle = (DL2)
| |
| | input = 2MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2mk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2mk_dl2}}
| |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
| |
| * '''Cancel reaction window:''' 13f
| |
| * '''xx Lv.2 Super:''' +12/+7
| |
| <br>
| |
| Jamie's 2MK is relatively fast with decent range, and the high pushback makes it safe to poke with. If well-spaced, cancels into 236P are often safe, but the LP version can whiff at absolute max range.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Medium Kick
| |
| | subtitle = (DL3)
| |
| | input = 2MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2mk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2mk_dl3}}
| |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
| |
| * '''Cancel reaction window:''' 13f
| |
| * '''xx Lv.2 Super:''' +12/+7
| |
| <br>
| |
| Jamie's 2MK is relatively fast with decent range, and the high pushback makes it safe to poke with. If well-spaced, cancels into 236P are often safe, but the LP version can whiff at absolute max range.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Medium Kick
| |
| | subtitle = (DL4)
| |
| | input = 2MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2mk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2mk_dl4}}
| |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
| |
| * '''Cancel reaction window:''' 13f
| |
| * '''xx Lv.2 Super:''' +12/+7
| |
| <br>
| |
| Jamie's 2MK is relatively fast with decent range, and the high pushback makes it safe to poke with. If well-spaced, cancels into 236P are often safe, but the LP version can whiff at absolute max range.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">2HK</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Heavy Kick
| |
| | subtitle = (DL0)
| |
| | input = 2HK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2hk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk}}
| |
| * Counterhit/Punish Counter: +49 HKD
| |
| * Has high juggle potential; no longer HKD when juggled into
| |
| * '''Cancel reaction window:''' 33f (PC: 43f)
| |
| <br>
| |
| This 2-hit sweep is a low on both hits and has slightly more range on the 2nd hit. It's fairly easy to punish on block, so should not be thrown out randomly very often. 2HK has a lot of juggle potential, and leads to a Target Combo followup into HK that is great for increasing his Drink Level without sacrificing corner oki.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Heavy Kick
| |
| | subtitle = (DL1)
| |
| | input = 2HK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2hk_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_dl1}}
| |
| * Counterhit/Punish Counter: +49 HKD
| |
| * Has high juggle potential; no longer HKD when juggled into
| |
| * '''Cancel reaction window:''' 33f (PC: 43f)
| |
| <br>
| |
| This 2-hit sweep is a low on both hits and has slightly more range on the 2nd hit. It's fairly easy to punish on block, so should not be thrown out randomly very often. 2HK has a lot of juggle potential, and leads to a Target Combo followup into HK that is great for increasing his Drink Level without sacrificing corner oki.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Heavy Kick
| |
| | subtitle = (DL2)
| |
| | input = 2HK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2hk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_dl2}}
| |
| * Counterhit/Punish Counter: +49 HKD
| |
| * Has high juggle potential; no longer HKD when juggled into
| |
| * '''Cancel reaction window:''' 33f (PC: 43f)
| |
| <br>
| |
| This 2-hit sweep is a low on both hits and has slightly more range on the 2nd hit. It's fairly easy to punish on block, so should not be thrown out randomly very often. 2HK has a lot of juggle potential, and leads to a Target Combo followup into HK that is great for increasing his Drink Level without sacrificing corner oki.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Heavy Kick
| |
| | subtitle = (DL3)
| |
| | input = 2HK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2hk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_dl3}}
| |
| * Counterhit/Punish Counter: +49 HKD
| |
| * Has high juggle potential; no longer HKD when juggled into
| |
| * '''Cancel reaction window:''' 33f (PC: 43f)
| |
| <br>
| |
| This 2-hit sweep is a low on both hits and has slightly more range on the 2nd hit. It's fairly easy to punish on block, so should not be thrown out randomly very often. 2HK has a lot of juggle potential, and leads to a Target Combo followup into HK that is great for increasing his Drink Level without sacrificing corner oki.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Crouching Heavy Kick
| |
| | subtitle = (DL4)
| |
| | input = 2HK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2hk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_dl4}}
| |
| * Counterhit/Punish Counter: +49 HKD
| |
| * Has high juggle potential; no longer HKD when juggled into
| |
| * '''Cancel reaction window:''' 33f (PC: 43f)
| |
| <br>
| |
| This 2-hit sweep is a low on both hits and has slightly more range on the 2nd hit. It's fairly easy to punish on block, so should not be thrown out randomly very often. 2HK has a lot of juggle potential, and leads to a Target Combo followup into HK that is great for increasing his Drink Level without sacrificing corner oki.
| |
| }}
| |
| </tabber>
| |
| | |
| === Jumping Normals ===
| |
| ====<font style="visibility:hidden; float:right">j.LP</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Light Punch
| |
| | subtitle = (DL0)
| |
| | input = j.LP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlp|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jlp}}
| |
| * Can hit Crossup; can hit as fuzzy Instant Overhead
| |
| <br>
| |
| As a crossup, j.LP is far inferior to j.MK. The instant overhead property allows Jamie to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Light Punch
| |
| | subtitle = (DL1)
| |
| | input = j.LP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlp_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jlp_dl1}}
| |
| * Can hit Crossup; can hit as fuzzy Instant Overhead
| |
| <br>
| |
| As a crossup, j.LP is far inferior to j.MK. The instant overhead property allows Jamie to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Light Punch
| |
| | subtitle = (DL2)
| |
| | input = j.LP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlp_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jlp_dl2}}
| |
| * Can hit Crossup; can hit as fuzzy Instant Overhead
| |
| <br>
| |
| As a crossup, j.LP is far inferior to j.MK. The instant overhead property allows Jamie to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Light Punch
| |
| | subtitle = (DL3)
| |
| | input = j.LP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlp_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jlp_dl3}}
| |
| * Can hit Crossup; can hit as fuzzy Instant Overhead
| |
| <br>
| |
| As a crossup, j.LP is far inferior to j.MK. The instant overhead property allows Jamie to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Light Punch
| |
| | subtitle = (DL4)
| |
| | input = j.LP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlp_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jlp_dl4}}
| |
| * Can hit Crossup; can hit as fuzzy Instant Overhead
| |
| <br>
| |
| As a crossup, j.LP is far inferior to j.MK. The instant overhead property allows Jamie to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">j.MP</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Medium Punch
| |
| | subtitle = (DL0)
| |
| | input = j.MP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_jmp|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jmp}}
| |
| * Puts airborne opponents into limited juggle state
| |
| <br>
| |
| The knockdown makes it useful as an air-to-air. The hitbox reaches quite high above Jamie, so it will whiff if you try to delay it too long in juggle combos.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Medium Punch
| |
| | subtitle = (DL1)
| |
| | input = j.MP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_jmp_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jmp_dl1}}
| |
| * Puts airborne opponents into limited juggle state
| |
| * Cancels into 214K Divekick (forward jump only)
| |
| <br>
| |
| The knockdown makes it useful as an air-to-air. The hitbox reaches quite high above Jamie, so it will whiff if you try to delay it too long in juggle combos.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Medium Punch
| |
| | subtitle = (DL2)
| |
| | input = j.MP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_jmp_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jmp_dl2}}
| |
| * Puts airborne opponents into limited juggle state
| |
| * Cancels into 214K Divekick (forward jump only)
| |
| <br>
| |
| The knockdown makes it useful as an air-to-air. The hitbox reaches quite high above Jamie, so it will whiff if you try to delay it too long in juggle combos.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Medium Punch
| |
| | subtitle = (DL3)
| |
| | input = j.MP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_jmp_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jmp_dl3}}
| |
| * Puts airborne opponents into limited juggle state
| |
| * Cancels into 214K Divekick (forward jump only)
| |
| <br>
| |
| The knockdown makes it useful as an air-to-air. The hitbox reaches quite high above Jamie, so it will whiff if you try to delay it too long in juggle combos.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Medium Punch
| |
| | subtitle = (DL4)
| |
| | input = j.MP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_jmp_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jmp_dl4}}
| |
| * Puts airborne opponents into limited juggle state
| |
| * Cancels into 214K Divekick (forward jump only)
| |
| <br>
| |
| The knockdown makes it useful as an air-to-air. The hitbox reaches quite high above Jamie, so it will whiff if you try to delay it too long in juggle combos.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">j.HP</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Heavy Punch
| |
| | subtitle = (DL0)
| |
| | input = j.HP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhp|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jhp}}
| |
| * Spiked knockdown vs. airborne opponents
| |
| <br>
| |
| Has high juggle potential. Against grounded opponents, this is stronger than j.HK since all the damage is done on a single hit.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Heavy Punch
| |
| | subtitle = (DL1)
| |
| | input = j.HP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhp_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jhp_dl1}}
| |
| * Spiked knockdown vs. airborne opponents
| |
| <br>
| |
| Has high juggle potential. Against grounded opponents, this is stronger than j.HK since all the damage is done on a single hit.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Heavy Punch
| |
| | subtitle = (DL2)
| |
| | input = j.HP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhp_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jhp_dl2}}
| |
| * Spiked knockdown vs. airborne opponents
| |
| <br>
| |
| Has high juggle potential. Against grounded opponents, this is stronger than j.HK since all the damage is done on a single hit.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Heavy Punch
| |
| | subtitle = (DL3)
| |
| | input = j.HP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhp_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jhp_dl3}}
| |
| * Spiked knockdown vs. airborne opponents
| |
| <br>
| |
| Has high juggle potential. Against grounded opponents, this is stronger than j.HK since all the damage is done on a single hit.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Heavy Punch
| |
| | subtitle = (DL4)
| |
| | input = j.HP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhp_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jhp_dl4}}
| |
| * Spiked knockdown vs. airborne opponents
| |
| <br>
| |
| Has high juggle potential. Against grounded opponents, this is stronger than j.HK since all the damage is done on a single hit.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">j.LK</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Light Kick
| |
| | subtitle = (DL0)
| |
| | input = j.LK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jlk}}
| |
| <br>
| |
| Has the longest horizontal range out of all Jamie's air normals, but the low hitstun makes it fairly useless near its max range except as an air-to-air.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Light Kick
| |
| | subtitle = (DL1)
| |
| | input = j.LK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlk_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jlk_dl1}}
| |
| <br>
| |
| Has the longest horizontal range out of all Jamie's air normals, but the low hitstun makes it fairly useless near its max range except as an air-to-air.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Light Kick
| |
| | subtitle = (DL2)
| |
| | input = j.LK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jlk_dl2}}
| |
| <br>
| |
| Has the longest horizontal range out of all Jamie's air normals, but the low hitstun makes it fairly useless near its max range except as an air-to-air.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Light Kick
| |
| | subtitle = (DL3)
| |
| | input = j.LK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jlk_dl3}}
| |
| <br>
| |
| Has the longest horizontal range out of all Jamie's air normals, but the low hitstun makes it fairly useless near its max range except as an air-to-air.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Light Kick
| |
| | subtitle = (DL4)
| |
| | input = j.LK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jlk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jlk_dl4}}
| |
| <br>
| |
| Has the longest horizontal range out of all Jamie's air normals, but the low hitstun makes it fairly useless near its max range except as an air-to-air.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">j.MK</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Medium Kick
| |
| | subtitle = (DL0)
| |
| | input = j.MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jmk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jmk}}
| |
| * Can hit Crossup
| |
| <br>
| |
| A better crossup than j.LP due to its higher damage and wider hitbox.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Medium Kick
| |
| | subtitle = (DL1)
| |
| | input = j.MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jmk_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jmk_dl1}}
| |
| * Can hit Crossup
| |
| <br>
| |
| A better crossup than j.LP due to its higher damage and wider hitbox.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Medium Kick
| |
| | subtitle = (DL2)
| |
| | input = j.MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jmk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jmk_dl2}}
| |
| * Can hit Crossup
| |
| <br>
| |
| A better crossup than j.LP due to its higher damage and wider hitbox.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Medium Kick
| |
| | subtitle = (DL3)
| |
| | input = j.MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jmk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jmk_dl3}}
| |
| * Can hit Crossup
| |
| <br>
| |
| A better crossup than j.LP due to its higher damage and wider hitbox.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Medium Kick
| |
| | subtitle = (DL4)
| |
| | input = j.MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jmk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jmk_dl4}}
| |
| * Can hit Crossup
| |
| <br>
| |
| A better crossup than j.LP due to its higher damage and wider hitbox.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">j.HK</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Heavy Kick
| |
| | subtitle = (DL0)
| |
| | input = j.HK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jhk}}
| |
| * Both hits put airborne opponents into limited juggle state
| |
| <br>
| |
| In air juggles, j.HK hits twice and allows Jamie to follow up after landing. Against grounded opponents, only one hit will connect, making it weaker than a medium normal in terms of damage. The long gap in active frames can also make it difficult to time properly.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Heavy Kick
| |
| | subtitle = (DL1)
| |
| | input = j.HK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jhk_dl1}}
| |
| * Both hits put airborne opponents into limited juggle state
| |
| <br>
| |
| In air juggles, j.HK hits twice and allows Jamie to follow up after landing. Against grounded opponents, only one hit will connect, making it weaker than a medium normal in terms of damage. The long gap in active frames can also make it difficult to time properly.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Heavy Kick
| |
| | subtitle = (DL2)
| |
| | input = j.HK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jhk_dl2}}
| |
| * Both hits put airborne opponents into limited juggle state
| |
| <br>
| |
| In air juggles, j.HK hits twice and allows Jamie to follow up after landing. Against grounded opponents, only one hit will connect, making it weaker than a medium normal in terms of damage. The long gap in active frames can also make it difficult to time properly.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Heavy Kick
| |
| | subtitle = (DL3)
| |
| | input = j.HK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jhk_dl3}}
| |
| * Both hits put airborne opponents into limited juggle state
| |
| <br>
| |
| In air juggles, j.HK hits twice and allows Jamie to follow up after landing. Against grounded opponents, only one hit will connect, making it weaker than a medium normal in terms of damage. The long gap in active frames can also make it difficult to time properly.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Jumping Heavy Kick
| |
| | subtitle = (DL4)
| |
| | input = j.HK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_jhk2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_jhk_dl4}}
| |
| * Both hits put airborne opponents into limited juggle state
| |
| <br>
| |
| In air juggles, j.HK hits twice and allows Jamie to follow up after landing. Against grounded opponents, only one hit will connect, making it weaker than a medium normal in terms of damage. The long gap in active frames can also make it difficult to time properly.
| |
| }}
| |
| </tabber>
| |
| | |
| == Command Normals ==
| |
| ====<font style="visibility:hidden; float:right">2KK</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Tensei Kick
| |
| | subtitle = (DL0)
| |
| | input = 2KK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2kk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2kk}}
| |
| * Puts opponent into limited juggle state
| |
| ** Free juggle if 2KK is performed from Drive Rush
| |
| * '''Cancel reaction window:''' 17f (jump, on hit only)
| |
| <br>
| |
| Tensei Kick is a launching command normal that has mediocre range and is very unsafe on block. It can be used as an anti-air, but the timing is a bit specific. The jump cancel will always jump forward regardless of which direction is held, and it cannot cancel to a grounded special move during prejump frames.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Tensei Kick
| |
| | subtitle = (DL1)
| |
| | input = 2KK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2kk_dl1}}
| |
| * Puts opponent into limited juggle state
| |
| ** Free juggle if 2KK is performed from Drive Rush
| |
| * '''Cancel reaction window:''' 17f (jump, on hit only)
| |
| <br>
| |
| Tensei Kick is a launching command normal that has mediocre range and is very unsafe on block. It can be used as an anti-air, but the timing is a bit specific. The jump cancel will always jump forward regardless of which direction is held, and it cannot cancel to a grounded special move during prejump frames. At DL1 or higher, Jamie can anti-air with 2HK into j.MP xx 214KK, then land and juggle his 2HK~K~P Target Combo for a free Drink.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Tensei Kick
| |
| | subtitle = (DL2)
| |
| | input = 2KK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2kk_dl2}}
| |
| * Puts opponent into limited juggle state
| |
| ** Free juggle if 2KK is performed from Drive Rush
| |
| * '''Cancel reaction window:''' 17f (jump, on hit only)
| |
| <br>
| |
| Tensei Kick is a launching command normal that has mediocre range and is very unsafe on block. It can be used as an anti-air, but the timing is a bit specific. The jump cancel will always jump forward regardless of which direction is held, and it cannot cancel to a grounded special move during prejump frames. At DL1 or higher, Jamie can anti-air with 2HK into j.MP xx 214KK, then land and juggle his 2HK~K~P Target Combo for a free Drink.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Tensei Kick
| |
| | subtitle = (DL3)
| |
| | input = 2KK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2kk_dl3}}
| |
| * Puts opponent into limited juggle state
| |
| ** Free juggle if 2KK is performed from Drive Rush
| |
| * '''Cancel reaction window:''' 17f (jump, on hit only)
| |
| <br>
| |
| Tensei Kick is a launching command normal that has mediocre range and is very unsafe on block. It can be used as an anti-air, but the timing is a bit specific. The jump cancel will always jump forward regardless of which direction is held, and it cannot cancel to a grounded special move during prejump frames. At DL1 or higher, Jamie can anti-air with 2HK into j.MP xx 214KK, then land and juggle his 2HK~K~P Target Combo for a free Drink.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Tensei Kick
| |
| | subtitle = (DL4)
| |
| | input = 2KK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2kk_dl4}}
| |
| * Puts opponent into limited juggle state
| |
| ** Free juggle if 2KK is performed from Drive Rush
| |
| * '''Cancel reaction window:''' 17f (jump, on hit only)
| |
| <br>
| |
| Tensei Kick is a launching command normal that has mediocre range and is very unsafe on block. It can be used as an anti-air, but the timing is a bit specific. The jump cancel will always jump forward regardless of which direction is held, and it cannot cancel to a grounded special move during prejump frames. At DL1 or higher, Jamie can anti-air with 2HK into j.MP xx 214KK, then land and juggle his 2HK~K~P Target Combo for a free Drink.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">6MK</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Falling Star Kick
| |
| | subtitle = (DL0)
| |
| | input = 6MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_6mk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6mk}}
| |
| * 10-19f Low Crush (not airborne)
| |
| <br>
| |
| A hopping overhead that can be spaced to hit later in its active frames, resulting in better frame advantage. At Drink Lv.2 and above, it has more range and allows for a Target Combo followup into MK for a knockdown and an optional Drink level increase.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Falling Star Kick
| |
| | subtitle = (DL1)
| |
| | input = 6MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_6mk_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6mk_dl1}}
| |
| * 10-19f Low Crush (not airborne)
| |
| <br>
| |
| A hopping overhead that can be spaced to hit later in its active frames, resulting in better frame advantage. At Drink Lv.2 and above, it has more range and allows for a Target Combo followup into MK for a knockdown and an optional Drink level increase.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Falling Star Kick
| |
| | subtitle = (DL2)
| |
| | input = 6MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_6mk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6mk_dl2}}
| |
| * 10-19f Low Crush (not airborne)
| |
| * '''Cancel reaction window:''' 15f (TC)
| |
| <br>
| |
| A hopping overhead that can be spaced to hit later in its active frames, resulting in better frame advantage. Has extra range and a Target Combo followup into MK for a knockdown and an optional Drink level increase.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Falling Star Kick
| |
| | subtitle = (DL3)
| |
| | input = 6MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_6mk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6mk_dl3}}
| |
| * 10-19f Low Crush (not airborne)
| |
| * '''Cancel reaction window:''' 15f (TC)
| |
| <br>
| |
| A hopping overhead that can be spaced to hit later in its active frames, resulting in better frame advantage. Has extra range and a Target Combo followup into MK for a knockdown and an optional Drink level increase.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Falling Star Kick
| |
| | subtitle = (DL4)
| |
| | input = 6MK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_6mk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6mk_dl4}}
| |
| * 10-19f Low Crush (not airborne)
| |
| * '''Cancel reaction window:''' 15f (TC)
| |
| <br>
| |
| A hopping overhead that can be spaced to hit later in its active frames, resulting in better frame advantage. Has extra range and a Target Combo followup into MK for a knockdown and an optional Drink that can restore 1 Drive bar.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">4HP</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Hermit's Elbow
| |
| | subtitle = (DL0)
| |
| | input = 4HP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_4hp|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_4hp}}
| |
| * '''Cancel reaction window:''' 19f (Super)
| |
| * '''xx Lv.2 Super:''' +15/+11
| |
| <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 +5 and can link into 5LK or 5HP. At its max possible range, it can become +4 as a meaty and link into 2LP without a Counterhit. The super cancel window is also quite lenient, allowing for high damage confirms. At Drink Lv.3, 4HP gains a Target Combo followup into HP.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Hermit's Elbow
| |
| | subtitle = (DL1)
| |
| | input = 4HP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_4hp_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_4hp_dl1}}
| |
| * '''Cancel reaction window:''' 19f (Super)
| |
| * '''xx Lv.2 Super:''' +15/+11
| |
| <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 +5 and can link into 5LK or 5HP. At its max possible range, it can become +4 as a meaty and link into 2LP without a Counterhit. The super cancel window is also quite lenient, allowing for high damage confirms. At Drink Lv.3, 4HP gains a Target Combo followup into HP.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Hermit's Elbow
| |
| | subtitle = (DL2)
| |
| | input = 4HP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_4hp_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_4hp_dl2}}
| |
| * '''Cancel reaction window:''' 19f (Super)
| |
| * '''xx Lv.2 Super:''' +15/+11
| |
| <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 +5 and can link into 5LK or 5HP. At its max possible range, it can become +4 as a meaty and link into 2LP without a Counterhit. The super cancel window is also quite lenient, allowing for high damage confirms. At Drink Lv.3, 4HP gains a Target Combo followup into HP.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Hermit's Elbow
| |
| | subtitle = (DL3)
| |
| | input = 4HP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_4hp_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_4hp_dl3}}
| |
| * '''Cancel reaction window:''' 19f (Super) / 20f (TC)
| |
| * '''xx Lv.2 Super:''' +14/+12
| |
| <br>
| |
| Hermit's Elbow pulls back during startup, making it a useful shimmy tool in tick throw situations. The Drink Lv.3/4 versions have less hitstun, eliminating the followup link from meaty/Punish Counter 4HP. Instead, it has a Target Combo followup into HP; this does not combo naturally, requiring a Counterhit, Punish Counter, or meaty timing. While the TC reaction window is long enough to hitconfirm this, it becomes even more strict when inputting the TC on the final possible frame, requiring a Punish or final-frame meaty timing.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Hermit's Elbow
| |
| | subtitle = (DL4)
| |
| | input = 4HP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_4hp_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_4hp_dl4}}
| |
| * '''Cancel reaction window:''' 19f (Super) / 20f (TC)
| |
| * '''xx Lv.2 Super:''' +14/+12
| |
| <br>
| |
| Hermit's Elbow pulls back during startup, making it a useful shimmy tool in tick throw situations. The Drink Lv.3/4 versions have less hitstun, eliminating the followup link from meaty/Punish Counter 4HP. Instead, it has a Target Combo followup into HP; this does not combo naturally, requiring a Counterhit, Punish Counter, or meaty timing. While the TC reaction window is long enough to hitconfirm this, it becomes even more strict when inputting the TC on the final possible frame, requiring a Punish or final-frame meaty timing.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">6HK</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Senei Kick
| |
| | subtitle = (DL0)
| |
| | input = 6HK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_6hk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hk}}
| |
| * '''Cancel reaction window:''' 18f (Super)
| |
| * '''xx Lv.2 Super:''' +19/+13
| |
| <br>
| |
| A long range stepkick that can be confirmed into a Super on hit. Spacing it at max range will not allow it to connect with meaty timing, so the only followup links require Counterhit, Punish Counter, or Drive Rush. At Drink Lv.4, Jamie gains extra 6HK range and new Target Combo followups. When combined with a Drive Rush, the move will travel just shy of full screen.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Senei Kick
| |
| | subtitle = (DL1)
| |
| | input = 6HK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_6hk_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_dl1}}
| |
| * '''Cancel reaction window:''' 18f (Super)
| |
| * '''xx Lv.2 Super:''' +19/+13
| |
| <br>
| |
| A long range stepkick that can be confirmed into a Super on hit. Spacing it at max range will not allow it to connect with meaty timing, so the only followup links require Counterhit, Punish Counter, or Drive Rush. At Drink Lv.4, Jamie gains extra 6HK range and new Target Combo followups.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Senei Kick
| |
| | subtitle = (DL2)
| |
| | input = 6HK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_6hk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_dl2}}
| |
| * '''Cancel reaction window:''' 18f (Super)
| |
| * '''xx Lv.2 Super:''' +19/+13
| |
| <br>
| |
| A long range stepkick that can be confirmed into a Super on hit. Spacing it at max range will not allow it to connect with meaty timing, so the only followup links require Counterhit, Punish Counter, or Drive Rush. At Drink Lv.4, Jamie gains extra 6HK range and new Target Combo followups.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Senei Kick
| |
| | subtitle = (DL3)
| |
| | input = 6HK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_6hk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_dl3}}
| |
| * '''Cancel reaction window:''' 18f (Super)
| |
| * '''xx Lv.2 Super:''' +19/+13
| |
| <br>
| |
| A long range stepkick that can be confirmed into a Super on hit. Spacing it at max range will not allow it to connect with meaty timing, so the only followup links require Counterhit, Punish Counter, or Drive Rush. At Drink Lv.4, Jamie gains extra 6HK range and new Target Combo followups.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Senei Kick
| |
| | subtitle = (DL4)
| |
| | input = 6HK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_6hk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_dl4}}
| |
| * '''Cancel reaction window:''' 18f (Super)
| |
| ** 25f (6HK~4HK~Headbutt combo from Counterhit)
| |
| * '''xx Lv.2 Super:''' +19/+13
| |
| <br>
| |
| A long range stepkick that can be confirmed into a Super on hit or a Target Combo followup on Counterhit. The range is slightly longer than the Drink Lv.0-3 version. Spacing it at max range will not allow it to connect with meaty timing. The Counterhit or Punish Counter is easy to confirm into 4HK~Headbutt.
| |
| }}
| |
| </tabber>
| |
| | |
| == Target Combos ==
| |
| ====<font style="visibility:hidden; float:right">2HK~HK~P (DL0)</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Phantom Sway
| |
| | subtitle = (DL0)
| |
| | input = 2HK~HK~P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_p|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_hk}}
| |
| * '''Cancel reaction window:''' 58f (TC Drink)
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_hk_p}}
| |
| * Maintains corner oki while increasing Drink Level
| |
| <br>
| |
| Jamie's 2-hit 2HK gives plenty of time to confirm the Target Combo followup afterward on hit; though 2HK is unsafe regardless, the punish on a blocked TC would be much stronger. Midscreen, Jamie gets no oki if the opponent back rises, so there's no reason to skip the Drink ender. In the corner, Jamie is still +3 after a Drink, so it's still the preferred option in most cases. 2HK and the TC followup have high juggle potential, and gains slightly more KD advantage when juggled into.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Phantom Sway
| |
| | subtitle = (DL1)
| |
| | input = 2HK~HK~P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_dl1|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_p_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_hk_dl1}}
| |
| * '''Cancel reaction window:''' 58f (TC Drink)
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_hk_p_dl1}}
| |
| * Maintains corner oki while increasing Drink Level
| |
| <br>
| |
| Jamie's 2-hit 2HK gives plenty of time to confirm the Target Combo followup afterward on hit; though 2HK is unsafe regardless, the punish on a blocked TC would be much stronger. Midscreen, Jamie gets no oki if the opponent back rises, so there's no reason to skip the Drink ender. In the corner, Jamie is still +3 after a Drink, so it's still the preferred option in most cases. 2HK and the TC followup have high juggle potential, and gains slightly more KD advantage when juggled into.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Phantom Sway
| |
| | subtitle = (DL2)
| |
| | input = 2HK~HK~P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_dl2|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_p_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_hk_dl2}}
| |
| * '''Cancel reaction window:''' 58f (TC Drink)
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_hk_p_dl2}}
| |
| * Maintains corner oki while increasing Drink Level
| |
| <br>
| |
| Jamie's 2-hit 2HK gives plenty of time to confirm the Target Combo followup afterward on hit; though 2HK is unsafe regardless, the punish on a blocked TC would be much stronger. Midscreen, Jamie gets no oki if the opponent back rises, so there's no reason to skip the Drink ender. In the corner, Jamie is still +3 after a Drink, so it's still the preferred option in most cases. 2HK and the TC followup have high juggle potential, and gains slightly more KD advantage when juggled into.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Phantom Sway
| |
| | subtitle = (DL3)
| |
| | input = 2HK~HK~P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_dl3|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_p_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_hk_dl3}}
| |
| * '''Cancel reaction window:''' 58f (TC Drink)
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_hk_p_dl3}}
| |
| * Activating Drink Level 4 does not affect KD/Block advantage
| |
| * Maintains corner oki while increasing Drink Level
| |
| <br>
| |
| Jamie's 2-hit 2HK gives plenty of time to confirm the Target Combo followup afterward on hit; though 2HK is unsafe regardless, the punish on a blocked TC would be much stronger. Midscreen, Jamie gets no oki if the opponent back rises, so there's no reason to skip the Drink ender. In the corner, Jamie is still +3 after a Drink, so it's still the preferred option in most cases. 2HK and the TC followup have high juggle potential, and gains slightly more KD advantage when juggled into.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Phantom Sway
| |
| | subtitle = (DL4)
| |
| | input = 2HK~HK~P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_2hk_hk_p_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_hk_dl4}}
| |
| * '''Cancel reaction window:''' 58f (TC Drink)
| |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_hk_p_dl4}}
| |
| * Restores 1 Drive bar (or 1/6 Burnout) while maintaining corner oki
| |
| <br>
| |
| Jamie's 2-hit 2HK gives plenty of time to confirm the Target Combo followup afterward on hit; though 2HK is unsafe regardless, the punish on a blocked TC would be much stronger. Midscreen, Jamie gets no oki if the opponent back rises, so there's no reason to skip the Drink ender. In the corner, Jamie is still +3 after a Drink, so it's still the preferred option in most cases. 2HK and the TC followup have high juggle potential, and gains slightly more KD advantage when juggled into.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">5LP~LK~MP (DL1)</font>====
| |
| <tabber> DL1 =
| |
| {{MoveDataCargo
| |
| | title = Bitter Strikes
| |
| | subtitle = (DL1)
| |
| | input = 5LP~LK~MP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk_mp|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_5lp_lk}}
| |
| * '''Cancel reaction window:''' 29f (TC)
| |
| {{AttackDataCargo-SF6/Query|Jamie_5lp_lk_mp}}
| |
| * '''Cancel reaction window:''' 52f
| |
| * '''xx Lv.2 Super:''' +12/+4
| |
| <br>
| |
| Since 5LP loses much of its frame advantage at Drink Lv.1 and above, this Target Combo is the primary way to convert jab into damage. The MP ender can combo into 236LP/MP/PP, 214LP, 623K, or Super. The only safe enders after committing to the TC followup are 236PP and Lv.2 Super. If the opponent tries to punish the TC on block, Jamie can frame trap any non-invincible reversal with 236LP or the much safer 236PP.
| |
| <br><br>
| |
| The listed damage values include the standard 10%/20% scaling on LK and MP when starting a combo with 5LP; take this into consideration if calculating the combo damage when starting the combo with something else.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Bitter Strikes
| |
| | subtitle = (DL2)
| |
| | input = 5LP~LK~MP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk_dl2|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk_mp_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_5lp_lk_dl2}}
| |
| * '''Cancel reaction window:''' 29f (TC)
| |
| {{AttackDataCargo-SF6/Query|Jamie_5lp_lk_mp_dl2}}
| |
| * '''Cancel reaction window:''' 52f
| |
| * '''xx Lv.2 Super:''' +12/+4
| |
| <br>
| |
| Since 5LP loses much of its frame advantage at Drink Lv.1 and above, this Target Combo is the primary way to convert jab into damage. The MP ender can combo into 236LP/MP/PP, 214LP, 236LK, 623K, or Super. The only safe enders after committing to the TC followup are 236PP and Lv.2 Super. If the opponent tries to punish the TC on block, Jamie can frame trap any non-invincible reversal with 236LP or the much safer 236PP.
| |
| <br><br>
| |
| The listed damage values include the standard 10%/20% scaling on LK and MP when starting a combo with 5LP; take this into consideration if calculating the combo damage when starting the combo with something else.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Bitter Strikes
| |
| | subtitle = (DL3)
| |
| | input = 5LP~LK~MP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk_dl3|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk_mp_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_5lp_lk_dl3}}
| |
| * '''Cancel reaction window:''' 29f (TC)
| |
| {{AttackDataCargo-SF6/Query|Jamie_5lp_lk_mp_dl3}}
| |
| * '''Cancel reaction window:''' 52f
| |
| * '''xx Lv.2 Super:''' +12/+4
| |
| <br>
| |
| Since 5LP loses much of its frame advantage at Drink Lv.1 and above, this Target Combo is the primary way to convert jab into damage. The MP ender can combo into 236LP/MP/PP, 214LP, 236LK, 623K, or Super. The only safe enders after committing to the TC followup are 236PP and Lv.2 Super. If the opponent tries to punish the TC on block, Jamie can frame trap any non-invincible reversal with 236LP or the much safer 236PP.
| |
| <br><br>
| |
| The listed damage values include the standard 10%/20% scaling on LK and MP when starting a combo with 5LP; take this into consideration if calculating the combo damage when starting the combo with something else.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Bitter Strikes
| |
| | subtitle = (DL4)
| |
| | input = 5LP~LK~MP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_lk_mp_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_5lp_lk_dl4}}
| |
| * '''Cancel reaction window:''' 29f (TC)
| |
| {{AttackDataCargo-SF6/Query|Jamie_5lp_lk_mp_dl4}}
| |
| * '''Cancel reaction window:''' 52f
| |
| * '''xx Lv.2 Super:''' +12/+4
| |
| <br>
| |
| Since 5LP loses much of its frame advantage at Drink Lv.1 and above, this Target Combo is the primary way to convert jab into damage. The MP ender can combo into 236LP/MP/PP, 214LP, 236LK, 623K, or Super. The only safe enders after committing to the TC followup are 236PP and Lv.2 Super. If the opponent tries to punish the TC on block, Jamie can frame trap any non-invincible reversal with 236LP or the much safer 236PP.
| |
| <br><br>
| |
| The listed damage values include the standard 10%/20% scaling on LK and MP when starting a combo with 5LP; take this into consideration if calculating the combo damage when starting the combo with something else.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">6MK~MK~P (DL2)</font>====
| |
| <tabber> DL2 =
| |
| {{MoveDataCargo
| |
| | title = Full Moon Kick
| |
| | subtitle = (DL2)
| |
| | input = 6MK~MK~P
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_6mk_mk|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|Jamie_6mk_mk_p|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6mk_mk}}
| |
| * '''Cancel reaction window:''' 62f (TC)
| |
| {{AttackDataCargo-SF6/Query|Jamie_6mk_mk_p}}
| |
| * Increases Drink Level by 1
| |
| <br>
| |
| The TC confirm from 6MK to MK is a bit strict, but feasible. The Drink ender is best to use midscreen, but at -1 it can be a little risky to use in the corner. In the corner, Jamie can knock down with 6MK~MK followed by an immediate 214HP that hits meaty. The frame advantage and pushback create a spacing trap that can be used to punish an opponent attempting a reversal light normal.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Full Moon Kick
| |
| | subtitle = (DL3)
| |
| | input = 6MK~MK~P
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_6mk_mk_dl3|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|Jamie_6mk_mk_p_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6mk_mk_dl3}}
| |
| * '''Cancel reaction window:''' 62f (TC)
| |
| {{AttackDataCargo-SF6/Query|Jamie_6mk_mk_p_dl3}}
| |
| * Increases Drink Level by 1 (DL4 Activation)
| |
| <br>
| |
| The TC confirm from 6MK to MK is a bit strict, but feasible. When at Drink Lv.3, the final Drink activation gives Jamie extra KD advantage, allowing for corner oki that isn't possible at Lv.2 or 4.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Full Moon Kick
| |
| | subtitle = (DL4)
| |
| | input = 6MK~MK~P
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_6mk_mk_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|Jamie_6mk_mk_p_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6mk_mk_dl4}}
| |
| * '''Cancel reaction window:''' 62f (TC)
| |
| {{AttackDataCargo-SF6/Query|Jamie_6mk_mk_p_dl4}}
| |
| * Drink restores 1 Drive bar or 1/6 Burnout gauge
| |
| <br>
| |
| The TC confirm from 6MK to MK is a bit strict, but feasible. The Drink ender is best to use midscreen, but at -1 it can be a little risky to use in the corner. In the corner, Jamie can knock down with 6MK~MK followed by an immediate 214HP that hits meaty. The frame advantage and pushback create a spacing trap that can be used to punish an opponent attempting a reversal light normal.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">4HP~HP~HK (DL3)</font>====
| |
| <tabber> DL3 =
| |
| {{MoveDataCargo
| |
| | title = Intoxicated Assault
| |
| | subtitle = (DL3)
| |
| | input = 4HP~HP~HK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_4hp_hp|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_4hp_hp_hk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_4hp_hp}}
| |
| * Only combos on Counterhit/Punish Counter or with meaty timing; 3f gap on block
| |
| * '''Cancel reaction window:''' 18f / 56f (TC)
| |
| * '''xx Lv.2 Super:''' +18/+8
| |
| {{AttackDataCargo-SF6/Query|Jamie_4hp_hp_hk}}
| |
| * Airborne 18f~ (Forced Knockdown state)
| |
| * 7f gap between final 2 hits on block
| |
| <br>
| |
| This Target Combo sequence is most useful when performing 4HP as a shimmy to bait a throw tech, since it guarantees a Punish Counter if successful. The listed Cancel Reaction values are for the final HK input, when reacting to just the HP followup, or the entire sequence on Counterhit/Punish Counter. While the HP followup is unsafe, it can be used to frame trap an opponent that predictably hits buttons after blocking 4HP. If the final HK is performed on block, the opponent can interrupt with any 6f or faster button that will put Jamie into a free juggle state due to the Forced Knockdown property.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Intoxicated Assault
| |
| | subtitle = (DL4)
| |
| | input = 4HP~HP~HK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_4hp_hp_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_4hp_hp_hk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_4hp_hp_dl4}}
| |
| * Only combos on Counterhit/Punish Counter or with meaty timing; 3f gap on block
| |
| * '''Cancel reaction window:''' 18f / 56f (TC)
| |
| * '''xx Lv.2 Super:''' +18/+8
| |
| {{AttackDataCargo-SF6/Query|Jamie_4hp_hp_hk_dl4}}
| |
| * Airborne 18f~ (Forced Knockdown state)
| |
| * 7f gap between final 2 hits on block
| |
| <br>
| |
| This Target Combo sequence is most useful when performing 4HP as a shimmy to bait a throw tech, since it guarantees a Punish Counter if successful. The listed Cancel Reaction values are for the final HK input, when reacting to just the HP followup, or the entire sequence on Counterhit/Punish Counter. While the HP followup is unsafe, it can be used to frame trap an opponent that predictably hits buttons after blocking 4HP. If the final HK is performed on block, the opponent can interrupt with any 6f or faster button that will put Jamie into a free juggle state due to the Forced Knockdown property.
| |
| <br>
| |
| | |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">6HK~4HK~P (DL4)</font>====
| |
| <tabber> DL4 =
| |
| {{MoveDataCargo
| |
| | title = Ransui Haze
| |
| | subtitle = (DL4)
| |
| | input = 6HK~4HK~P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_p_close|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_p_mid|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_6hk_4hk_p_far|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk}}
| |
| * Sways and walks backward; press P at different times to change followup
| |
| * Earliest followup timing can be input after 25f of 6HK+Sway
| |
| * '''Cancel reaction window:''' 25f (to combo CH 6HK into Headbutt)
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_close}}
| |
| * Requires Counterhit/Punish Counter to combo from 6HK
| |
| * Cancellable into any special or Super
| |
| * '''Cancel reaction window:''' 20f (Headbutt) / 59-60f (CH 6HK + Headbutt)
| |
| * '''xx Lv.2 Super:''' KD+39/+10
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_mid}}
| |
| * Cancellable into any special or Super
| |
| * '''Cancel reaction window:''' 60/40/17f (spin fists only, more hits allows easier confirm)
| |
| * '''xx Lv.2 Super:''' KD+42/+13
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_far}}
| |
| * Restores 1 Drive bar or equivalent Burnout gauge on final Drink recovery frame
| |
| * If no button/direction is input during recovery, restores 2 Drive bars after 112f
| |
| <br>
| |
| Every part of this Target Combo can be input on hit, block, or whiff from 6HK. The 4HK causes Jamie to stumble away from the opponent, and the timing of Jamie's P input changes which followup occurs. All listed startups include the 6HK plus the minimum/maximum delay before hitting P during the Sway animation. The close Headbutt followup is fairly easy to confirm on Counterhit or Punish Counter 6HK. The minimum gap between 6HK and Headbutt is 1f on normal hit, 7f on block, making it a poor frame trap option. The Spinning Fists cannot be comboed into, but are useful for stopping an opponent from chasing down the Sway. The Drink causes Jamie to continue stumbling backwards, making it hard to chase down without a projectile. This does give up a lot of ground, but it may be worth the Drive build depending on the circumstances.
| |
| }}
| |
| </tabber>
| |
| | |
| | |
| == Throws ==
| |
| ====<font style="visibility:hidden; float:right">Forward Throw (LPLK)</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Forward Throw
| |
| | subtitle = (DL0)
| |
| | input = LPLK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_lplk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_lplk}}
| |
| * Allows for strong, auto-timed corner throw loops (+4 after Forward Dash)
| |
| ** Also works midscreen if opponent does not Back Rise
| |
| * Punish Counter: +23 HKD
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Forward Throw
| |
| | subtitle = (DL1)
| |
| | input = LPLK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_lplk_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_lplk_dl1}}
| |
| * Allows for strong, auto-timed corner throw loops (+4 after Forward Dash)
| |
| ** Also works midscreen if opponent does not Back Rise
| |
| * Punish Counter: +23 HKD
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Forward Throw
| |
| | subtitle = (DL2)
| |
| | input = LPLK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_lplk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_lplk_dl2}}
| |
| * Allows for strong, auto-timed corner throw loops (+4 after Forward Dash)
| |
| ** Also works midscreen if opponent does not Back Rise
| |
| * Punish Counter: +23 HKD
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Forward Throw
| |
| | subtitle = (DL3)
| |
| | input = LPLK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_lplk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_lplk_dl3}}
| |
| * Allows for strong, auto-timed corner throw loops (+4 after Forward Dash)
| |
| ** Also works midscreen if opponent does not Back Rise
| |
| * Punish Counter: +23 HKD
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Forward Throw
| |
| | subtitle = (DL4)
| |
| | input = LPLK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_lplk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_lplk_dl4}}
| |
| * Allows for strong, auto-timed corner throw loops (+4 after Forward Dash)
| |
| ** Also works midscreen if opponent does not Back Rise
| |
| * Punish Counter: +23 HKD
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">Back Throw (4LPLK)</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Back Throw
| |
| | subtitle = (DL0)
| |
| | input = 4LPLK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_4lplk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_4lplk}}
| |
| * Side switches; can dash (+19) or walk to get oki if back throwing opponent into corner
| |
| * Punish Counter: +38 HKD
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Back Throw
| |
| | subtitle = (DL1)
| |
| | input = 4LPLK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_4lplk_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_4lplk_dl1}}
| |
| * Side switches; can dash (+19) or walk to get oki if back throwing opponent into corner
| |
| * Punish Counter: +38 HKD
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Back Throw
| |
| | subtitle = (DL2)
| |
| | input = 4LPLK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_4lplk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_4lplk_dl2}}
| |
| * Side switches; can dash (+19) or walk to get oki if back throwing opponent into corner
| |
| * Punish Counter: +38 HKD
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Back Throw
| |
| | subtitle = (DL3)
| |
| | input = 4LPLK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_4lplk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_4lplk_dl3}}
| |
| * Side switches; can dash (+19) or walk to get oki if back throwing opponent into corner
| |
| * Punish Counter: +38 HKD
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Back Throw
| |
| | subtitle = (DL4)
| |
| | input = 4LPLK
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_4lplk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_4lplk_dl4}}
| |
| * Side switches; can dash (+19) or walk to get oki if back throwing opponent into corner
| |
| * Punish Counter: +38 HKD
| |
| }}
| |
| </tabber>
| |
| | |
| | |
| == Drive System ==
| |
| ====<font style="visibility:hidden; float:right">Drive Impact (HPHK)</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Drive Impact
| |
| | subtitle = (DL0)
| |
| | input = HPHK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_hphk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_hphk}}
| |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]
| |
| | |
| When cancelled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout
| |
| * 2HP: 7[3]
| |
| * 5HK: 9[5]
| |
| * 5MK: 10[6]
| |
| * 2MP: 11[7]
| |
| * 2MK: 13[9]
| |
| * 5HP: 15[11]
| |
| * Note: gaps of 8f or less cannot be escaped by jumping
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Drive Impact
| |
| | subtitle = (DL1)
| |
| | input = HPHK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_hphk_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|imageHeight=200px|Jamie_hphk_dl1}}
| |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]
| |
| | |
| When cancelled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout
| |
| * 2HP: 7[3]
| |
| * 5HK: 9[5]
| |
| * 5MK: 10[6]
| |
| * 2MP: 11[7]
| |
| * 2MK: 13[9]
| |
| * 5HP: 15[11]
| |
| * 5LP~LK~MP: 16[12]
| |
| * Note: gaps of 8f or less cannot be escaped by jumping
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Drive Impact
| |
| | subtitle = (DL2)
| |
| | input = HPHK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_hphk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|imageHeight=200px|Jamie_hphk_dl2}}
| |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]
| |
| | |
| When cancelled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout
| |
| * 2HP: 7[3]
| |
| * 5HK: 9[5]
| |
| * 5MK: 10[6]
| |
| * 2MP: 11[7]
| |
| * 2MK: 13[9]
| |
| * 5HP: 15[11]
| |
| * 5LP~LK~MP: 16[12]
| |
| * Note: gaps of 8f or less cannot be escaped by jumping
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Drive Impact
| |
| | subtitle = (DL3)
| |
| | input = HPHK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_hphk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|imageHeight=200px|Jamie_hphk_dl3}}
| |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]
| |
| | |
| When cancelled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout
| |
| * 2HP: 7[3]
| |
| * 5HK: 9[5]
| |
| * 5MK: 10[6]
| |
| * 2MP: 11[7]
| |
| * 2MK: 13[9]
| |
| * 5HP: 15[11]
| |
| * 5LP~LK~MP: 16[12]
| |
| * Note: gaps of 8f or less cannot be escaped by jumping
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Drive Impact
| |
| | subtitle = (DL4)
| |
| | input = HPHK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_hphk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|imageHeight=200px|Jamie_hphk_dl4}}
| |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]
| |
| | |
| When cancelled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout
| |
| * 2HP, 6HK~4HK~Spin: 7[3]
| |
| * 5HK: 9[5]
| |
| * 5MK, 6HK~4HK~Headbutt: 10[6]
| |
| * 2MP: 11[7]
| |
| * 2MK: 13[9]
| |
| * 5HP: 15[11]
| |
| * 5LP~LK~MP: 16[12]
| |
| * Note: gaps of 8f or less cannot be escaped by jumping
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">Drive Reversal (6HPHK)</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Drive Reversal
| |
| | subtitle = (DL0)
| |
| | input = 6HPHK (in blockstun)
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_6hphk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hphk}}
| |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
| |
| * '''Full Invuln:''' 1-22f; Armor Break
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Drive Reversal
| |
| | subtitle = (DL1)
| |
| | input = 6HPHK (in blockstun)
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_6hphk_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl1}}
| |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
| |
| * '''Full Invuln:''' 1-22f; Armor Break
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Drive Reversal
| |
| | subtitle = (DL2)
| |
| | input = 6HPHK (in blockstun)
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_6hphk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl2}}
| |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
| |
| * '''Full Invuln:''' 1-22f; Armor Break
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Drive Reversal
| |
| | subtitle = (DL3)
| |
| | input = 6HPHK (in blockstun)
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_6hphk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl3}}
| |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
| |
| * '''Full Invuln:''' 1-22f; Armor Break
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Drive Reversal
| |
| | subtitle = (DL4)
| |
| | input = 6HPHK (in blockstun)
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_6hphk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl4}}
| |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
| |
| * '''Full Invuln:''' 1-22f; Armor Break
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">Drive Parry (MPMK)</font>====
| |
| {{MoveDataCargo
| |
| | title = Drive Parry
| |
| | subtitle =
| |
| | input = MPMK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=175px|Jamie_mpmk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_mpmk}}
| |
| See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]
| |
| * Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
| |
| * Perfect Parry vs. projectiles puts you into a fixed 11f recovery
| |
| }}
| |
| | |
| ====<font style="visibility:hidden; float:right">Drive Rush (66)</font>====
| |
| {{MoveDataCargo
| |
| | title = Drive Rush
| |
| | subtitle =
| |
| | input = 66
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_66|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_66}}
| |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in (parentheses) refers to the version used after Parry.
| |
| * Distance:
| |
| **110.7 (min, normal cancel)
| |
| **202.9 (min, block/movement cancel)
| |
| **307.1 (max, no cancel)
| |
| * Notable Drive Rush cancel combo routes:
| |
| **
| |
| * Notable Drive Rush cancel blockstring gaps:
| |
| **
| |
| }}
| |
| | |
| == Special Moves ==
| |
| ====<font style="visibility:hidden; float:right">The Devil Inside (22P)</font>====
| |
| {{MoveDataCargo
| |
| | title = The Devil Inside
| |
| | subtitle =
| |
| | input = 22P
| |
| | images =
| |
| {{MoveDataCargoImage|Jamie_22p|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_22p_activation|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_22p}}
| |
| {{AttackDataCargo-SF6/Query|Jamie_22p_2}}
| |
| {{AttackDataCargo-SF6/Query|Jamie_22p_3}}
| |
| {{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
| |
| * In DL4, regains 0.5 Drive bars per level increase (or equivalent Burnout reduction)
| |
| * Drink Level from 0-4 affects moveset and base damage scaling (90/95/100/105/110% respectively)
| |
| * Entire animation is in a Counterhit state
| |
| {{AttackDataCargo-SF6/Query|Jamie_22p_activation}}
| |
| * 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)
| |
| * The 4 vulnerable post-freeze frames put Jamie in a Counterhit state
| |
| }}
| |
| | |
| ====<font style="visibility:hidden; float:right">Freeflow Strikes (236P)</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes
| |
| | subtitle = (DL0)
| |
| | input = 236P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp}}
| |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp}}
| |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super)
| |
| ** 18f confirm window to combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp}}
| |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super)
| |
| ** 16f confirm window to combo into ~6P, 15f to combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp}}
| |
| * '''Cancel reaction window:''' 23f (Followup) / 15f (Super)
| |
| ** 22f confirm window to combo into ~6K
| |
| * '''xx Lv.2 Super:''' +17/+14
| |
| <br>
| |
| Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional followups. Higher strength versions move farther but have slower startup, with the OD version gaining both speed and longer range. At Drink Lv.0 to Lv.3, each Rekka is a single hit, and only the first part of the sequence can cancel into Super. If well-spaced, the first meterless Freeflow Strike is often safe; the LP version is usually the best for this since it has less forward movement, but this can also cause it to whiff in max range cancels. The OD version is always safe.
| |
| <br><br>
| |
| When attempting to confirm into the 6P or 6K followups on hit, it's important to note that the followup speed depends on the strength of the first Rekka. Delaying the confirm too long, especially on HP Rekka, can cause the followup to come out without comboing. The 6K followup is slightly slower than 6P, which also makes the confirm slightly stricter. OD Rekka cancelled into Lv.2 Super is a great option on hit or block, leading to great combos or block pressure from a mid-range poke.
| |
| <br><br>
| |
| This move and its followups can be used in juggles, but they can be very inconsistent depending on the screen position and opponent's juggle height; OD Rekkas are the most consistent overall, and the corner makes things easier as well.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes
| |
| | subtitle = (DL1)
| |
| | input = 236P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_dl1|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_dl1}}
| |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_dl1}}
| |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super)
| |
| ** 18f confirm window to combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_dl1}}
| |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super)
| |
| ** 16f confirm window to combo into ~6P, 15f to combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_dl1}}
| |
| * '''Cancel reaction window:''' 23f (Followup) / 15f (Super)
| |
| ** 22f confirm window to combo into ~6K
| |
| * '''xx Lv.2 Super:''' +17/+14
| |
| <br>
| |
| Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional followups. Higher strength versions move farther but have slower startup, with the OD version gaining both speed and longer range. At Drink Lv.0 to Lv.3, each Rekka is a single hit, and only the first part of the sequence can cancel into Super. If well-spaced, the first meterless Freeflow Strike is often safe; the LP version is usually the best for this since it has less forward movement, but this can also cause it to whiff in max range cancels. The OD version is always safe.
| |
| <br><br>
| |
| When attempting to confirm into the 6P or 6K followups on hit, it's important to note that the followup speed depends on the strength of the first Rekka. Delaying the confirm too long, especially on HP Rekka, can cause the followup to come out without comboing. The 6K followup is slightly slower than 6P, which also makes the confirm slightly stricter. OD Rekka cancelled into Lv.2 Super is a great option on hit or block, leading to great combos or block pressure from a mid-range poke.
| |
| <br><br>
| |
| This move and its followups can be used in juggles, but they can be very inconsistent depending on the screen position and opponent's juggle height; OD Rekkas are the most consistent overall, and the corner makes things easier as well.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes
| |
| | subtitle = (DL2)
| |
| | input = 236P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_dl2|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_dl2}}
| |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_dl2}}
| |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super)
| |
| ** 18f confirm window to combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_dl2}}
| |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super)
| |
| ** 16f confirm window to combo into ~6P, 15f to combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_dl2}}
| |
| * '''Cancel reaction window:''' 23f (Followup) / 15f (Super)
| |
| ** 22f confirm window to combo into ~6K
| |
| * '''xx Lv.2 Super:''' +17/+14
| |
| <br>
| |
| Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional followups. Higher strength versions move farther but have slower startup, with the OD version gaining both speed and longer range. At Drink Lv.0 to Lv.3, each Rekka is a single hit, and only the first part of the sequence can cancel into Super. If well-spaced, the first meterless Freeflow Strike is often safe; the LP version is usually the best for this since it has less forward movement, but this can also cause it to whiff in max range cancels. The OD version is always safe.
| |
| <br><br>
| |
| When attempting to confirm into the 6P or 6K followups on hit, it's important to note that the followup speed depends on the strength of the first Rekka. Delaying the confirm too long, especially on HP Rekka, can cause the followup to come out without comboing. The 6K followup is slightly slower than 6P, which also makes the confirm slightly stricter. OD Rekka cancelled into Lv.2 Super is a great option on hit or block, leading to great combos or block pressure from a mid-range poke.
| |
| <br><br>
| |
| This move and its followups can be used in juggles, but they can be very inconsistent depending on the screen position and opponent's juggle height; OD Rekkas are the most consistent overall, and the corner makes things easier as well.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes
| |
| | subtitle = (DL3)
| |
| | input = 236P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_dl3|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_dl3}}
| |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_dl3}}
| |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super)
| |
| ** 18f confirm window to combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_dl3}}
| |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super)
| |
| ** 16f confirm window to combo into ~6P, 15f to combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_dl3}}
| |
| * '''Cancel reaction window:''' 23f (Followup) / 15f (Super)
| |
| ** 22f confirm window to combo into ~6K
| |
| * '''xx Lv.2 Super:''' +17/+14
| |
| <br>
| |
| Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional followups. Higher strength versions move farther but have slower startup, with the OD version gaining both speed and longer range. At Drink Lv.0 to Lv.3, each Rekka is a single hit, and only the first part of the sequence can cancel into Super. If well-spaced, the first meterless Freeflow Strike is often safe; the LP version is usually the best for this since it has less forward movement, but this can also cause it to whiff in max range cancels. The OD version is always safe.
| |
| <br><br>
| |
| When attempting to confirm into the 6P or 6K followups on hit, it's important to note that the followup speed depends on the strength of the first Rekka. Delaying the confirm too long, especially on HP Rekka, can cause the followup to come out without comboing. The 6K followup is slightly slower than 6P, which also makes the confirm slightly stricter. OD Rekka cancelled into Lv.2 Super is a great option on hit or block, leading to great combos or block pressure from a mid-range poke.
| |
| <br><br>
| |
| This move and its followups can be used in juggles, but they can be very inconsistent depending on the screen position and opponent's juggle height; OD Rekkas are the most consistent overall, and the corner makes things easier as well.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes
| |
| | subtitle = (DL4)
| |
| | input = 236P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_dl4}}
| |
| * '''Cancel reaction window:''' 36f (Followup) / 29f (Super)
| |
| ** 33f confirm window to combo into ~6P, 34f to combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_dl4}}
| |
| * '''Cancel reaction window:''' 36f (Followup) / 29f (Super)
| |
| ** 33f confirm window to combo into ~6P, 31f to combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_dl4}}
| |
| * '''Cancel reaction window:''' 36f (Followup) / 29f (Super)
| |
| ** 33f confirm window to combo into ~6P, cannot combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_dl4}}
| |
| * '''Cancel reaction window:''' 36f (Followup) / 27f (Super)
| |
| ** 35f confirm window to combo into ~6P
| |
| * '''xx Lv.2 Super:''' +18/+13 1st hit, +18/+12 2nd hit
| |
| <br>
| |
| At max Drink Level, Freeflow Strikes have two hits, gaining additional damage and making it much easier to confirm followups or Super. They also become safe on block on all versions, giving Jamie a great confirmable pressure tool from mid-range. The followup speeds are also a bit different, making it impossible to combo HP Rekka into the ~6K followup without a Counterhit. It also becomes impossible to juggle into ~6K followups, since the multi-hit Rekkas increase the juggle count by a larger amount. Overall, it's just a more powerful version of the move used functionally in the same way.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">Freeflow Strikes Punch 1 (236P~6P)</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes Punch 1
| |
| | subtitle = (DL0)
| |
| | input = 236P~6P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_6p|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-2f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-5f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 3-8f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-3f gap between Rekka and 6P on block
| |
| <br>
| |
| The Punch followups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. The LP, MP, and OD Rekka starters require a manual delay to create a blockstring gap, while HP Rekka can automatically frame trap with a 3f gap at the fastest timing. While risky, this frame trap can be used against an opponent that tries to punish your first Rekka on block. On hit, stopping after the first 6P puts Jamie at a slight disadvantage; an unaware opponent may be caught off guard with a quick throw reset, but attempting this is sacrificing guaranteed damage and a knockdown.
| |
| <br><br>
| |
| The cancel reaction 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.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes Punch 1
| |
| | subtitle = (DL1)
| |
| | input = 236P~6P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_dl1|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_dl1}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-2f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_dl1}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-5f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_dl1}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 3-8f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_dl1}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-3f gap between Rekka and 6P on block
| |
| <br>
| |
| The Punch followups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. The LP, MP, and OD Rekka starters require a manual delay to create a blockstring gap, while HP Rekka can automatically frame trap with a 3f gap at the fastest timing. While risky, this frame trap can be used against an opponent that tries to punish your first Rekka on block. On hit, stopping after the first 6P puts Jamie at a slight disadvantage; an unaware opponent may be caught off guard with a quick throw reset, but attempting this is sacrificing guaranteed damage and a knockdown.
| |
| <br><br>
| |
| The cancel reaction 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.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes Punch 1
| |
| | subtitle = (DL2)
| |
| | input = 236P~6P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_dl2|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_dl2}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-2f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_dl2}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-5f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_dl2}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 3-8f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_dl2}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-3f gap between Rekka and 6P on block
| |
| <br>
| |
| The Punch followups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. The LP, MP, and OD Rekka starters require a manual delay to create a blockstring gap, while HP Rekka can automatically frame trap with a 3f gap at the fastest timing. While risky, this frame trap can be used against an opponent that tries to punish your first Rekka on block. On hit, stopping after the first 6P puts Jamie at a slight disadvantage; an unaware opponent may be caught off guard with a quick throw reset, but attempting this is sacrificing guaranteed damage and a knockdown.
| |
| <br><br>
| |
| The cancel reaction 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.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes Punch 1
| |
| | subtitle = (DL3)
| |
| | input = 236P~6P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_dl3|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_dl3}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-2f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_dl3}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-5f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_dl3}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 3-8f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_dl3}}
| |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-3f gap between Rekka and 6P on block
| |
| <br>
| |
| The Punch followups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. The LP, MP, and OD Rekka starters require a manual delay to create a blockstring gap, while HP Rekka can automatically frame trap with a 3f gap at the fastest timing. While risky, this frame trap can be used against an opponent that tries to punish your first Rekka on block. On hit, stopping after the first 6P puts Jamie at a slight disadvantage; an unaware opponent may be caught off guard with a quick throw reset, but attempting this is sacrificing guaranteed damage and a knockdown.
| |
| <br><br>
| |
| The cancel reaction 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.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes Punch 1
| |
| | subtitle = (DL4)
| |
| | input = 236P~6P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_6p_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_dl4}}
| |
| * '''Cancel reaction window:''' 28f (Followup)
| |
| * 2-7f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_dl4}}
| |
| * '''Cancel reaction window:''' 28f (Followup)
| |
| * 2-7f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_dl4}}
| |
| * '''Cancel reaction window:''' 28f (Followup)
| |
| * 2-7f gap between Rekka and 6P on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_dl4}}
| |
| * '''Cancel reaction window:''' 28f (Followup)
| |
| * 2-7f gap between Rekka and 6P on block
| |
| <br>
| |
| The Punch followups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. Like the initial Rekka, this followup 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 Counterhit does not give Jamie the bonus frame advantage when both hits of the followup connect.
| |
| <br><br>
| |
| The cancel reaction 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.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">Freeflow Strikes Punch 2 (236P~6P~6P)</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes Punch 2
| |
| | subtitle = (DL0)
| |
| | input = 236P~6P~6P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_6p|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_6p_6p|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p}}
| |
| * 1-5f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p}}
| |
| * 2-6f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p}}
| |
| * 3-7f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p}}
| |
| * 0-2f gap before final hit on block
| |
| <br>
| |
| The final 6P followup completes the Punch sequence. It can be done on hit, block, or whiff and has juggle potential. This sequence gets no oki midscreen if the opponent back rises, but it has good corner carry and is Jamie's most consistent combo ender. Like the first 6P followup, there is a blockstring gap between the final 2 hits that varies based on the button timing, but this is a very unsafe gimmick for beating the opponent's attempted Rekka punish.
| |
| <br><br>
| |
| In the startup column, [] refers to the total startup time for 236P~6P~6P when the first 2 hits of Rekka whiff at the fastest speed. In the Damage column, the first value lists the unscaled damage; () refers to the damage at 80% scaling, which is what would normally occur when starting a combo with the first Rekka.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes Punch 2
| |
| | subtitle = (DL1)
| |
| | input = 236P~6P~6P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_6p_dl1|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_6p_6p_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dl1}}
| |
| * 1-5f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dl1}}
| |
| * 2-6f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dl1}}
| |
| * 3-7f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dl1}}
| |
| * 0-2f gap before final hit on block
| |
| <br>
| |
| The final 6P followup completes the Punch sequence. It can be done on hit, block, or whiff and has juggle potential. This sequence gets no oki midscreen if the opponent back rises, but it has good corner carry and is Jamie's most consistent combo ender. Like the first 6P followup, there is a blockstring gap between the final 2 hits that varies based on the button timing, but this is a very unsafe gimmick for beating the opponent's attempted Rekka punish.
| |
| <br><br>
| |
| In the startup column, [] refers to the total startup time for 236P~6P~6P when the first 2 hits of Rekka whiff at the fastest speed. In the Damage column, the first value lists the unscaled damage; () refers to the damage at 80% scaling, which is what would normally occur when starting a combo with the first Rekka.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes Punch 2
| |
| | subtitle = (DL2)
| |
| | input = 236P~6P~6P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_6p_dl2|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_6p_6p_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dl2}}
| |
| * 1-5f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dl2}}
| |
| * 2-6f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dl2}}
| |
| * 3-7f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dl2}}
| |
| * 0-2f gap before final hit on block
| |
| <br>
| |
| The final 6P followup completes the Punch sequence. It can be done on hit, block, or whiff and has juggle potential. This sequence gets no oki midscreen if the opponent back rises, but it has good corner carry and is Jamie's most consistent combo ender. Like the first 6P followup, there is a blockstring gap between the final 2 hits that varies based on the button timing, but this is a very unsafe gimmick for beating the opponent's attempted Rekka punish.
| |
| <br><br>
| |
| In the startup column, [] refers to the total startup time for 236P~6P~6P when the first 2 hits of Rekka whiff at the fastest speed. In the Damage column, the first value lists the unscaled damage; () refers to the damage at 80% scaling, which is what would normally occur when starting a combo with the first Rekka.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes Punch 2
| |
| | subtitle = (DL3)
| |
| | input = 236P~6P~6P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_6p_dl3|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_6p_6p_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dl3}}
| |
| * 1-5f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dl3}}
| |
| * 2-6f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dl3}}
| |
| * 3-7f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dl3}}
| |
| * 0-2f gap before final hit on block
| |
| <br>
| |
| The final 6P followup completes the Punch sequence. It can be done on hit, block, or whiff and has juggle potential. This sequence gets no oki midscreen if the opponent back rises, but it has good corner carry and is Jamie's most consistent combo ender. Like the first 6P followup, there is a blockstring gap between the final 2 hits that varies based on the button timing, but this is a very unsafe gimmick for beating the opponent's attempted Rekka punish.
| |
| <br><br>
| |
| In the startup column, [] refers to the total startup time for 236P~6P~6P when the first 2 hits of Rekka whiff at the fastest speed. In the Damage column, the first value lists the unscaled damage; () refers to the damage at 80% scaling, which is what would normally occur when starting a combo with the first Rekka.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes Punch 2
| |
| | subtitle = (DL4)
| |
| | input = 236P~6P~6P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_6p_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_6p_6p_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dl4}}
| |
| * 2-6f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dl4}}
| |
| * 2-6f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dl4}}
| |
| * 2-6f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dl4}}
| |
| * 2-6f gap before final hit on block
| |
| <br>
| |
| The final 6P followup completes the Punch sequence, and at max Drink Level it does 3 hits. It can be done on hit, block, or whiff and has juggle potential. This sequence gets no oki midscreen if the opponent back rises, but it has good corner carry and is Jamie's most consistent combo ender. Like the first 6P followup, there is a blockstring gap between the final 2 hits that varies based on the button timing, but this is a very unsafe gimmick for beating the opponent's attempted Rekka punish.
| |
| <br><br>
| |
| In the startup column, [] refers to the total startup time for 236P~6P~6P when the first 2 hits of Rekka whiff at the fastest speed. In the Damage column, the first value lists the unscaled damage; () refers to the damage at 80% scaling, which is what would normally occur when starting a combo with the first Rekka.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">Freeflow Kicks 1 (236P~6K)</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Kicks 1
| |
| | subtitle = (DL0)
| |
| | input = 236P~6K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| * 0-3f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| * 1-6f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| ** Will only combo up to 12f after 236HP hit
| |
| * 4-9f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| * 0-4f gap between Rekka and 6K on block
| |
| <br>
| |
| The 6K followup gives less damage and worse oki than the 6P route, but allows Jamie to end with a Drink. It can only be performed on hit or block; nothing will come out on whiff. The kick itself is 1f slower than the punch followup for each strength, which affects the min/max blockstring gaps depending on how long the input is delayed.
| |
| <br><br>
| |
| The cancel reaction window only applies to the 6K hit and does not include the first 236P hit; this is only really relevant if the initial Rekka is blocked, and you attempt to frame trap into the unsafe followup. Notably, HP Rekka into 6K will not combo on the final 4 input frames, making it impractical to use in this way.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Kicks 1
| |
| | subtitle = (DL1)
| |
| | input = 236P~6K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dl1|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_dl1}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| * 0-3f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_dl1}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| * 1-6f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_dl1}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| ** Will only combo up to 12f after 236HP hit
| |
| * 4-9f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_dl1}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| * 0-4f gap between Rekka and 6K on block
| |
| <br>
| |
| The 6K followup gives less damage and worse oki than the 6P route, but allows Jamie to end with a Drink. It can only be performed on hit or block; nothing will come out on whiff. The kick itself is 1f slower than the punch followup for each strength, which affects the min/max blockstring gaps depending on how long the input is delayed.
| |
| <br><br>
| |
| The cancel reaction window only applies to the 6K hit and does not include the first 236P hit; this is only really relevant if the initial Rekka is blocked, and you attempt to frame trap into the unsafe followup. Notably, HP Rekka into 6K will not combo on the final 4 input frames, making it impractical to use in this way.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Kicks 1
| |
| | subtitle = (DL2)
| |
| | input = 236P~6K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dl2|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_dl2}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| * 0-3f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_dl2}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| * 1-6f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_dl2}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| ** Will only combo up to 12f after 236HP hit
| |
| * 4-9f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_dl2}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| * 0-4f gap between Rekka and 6K on block
| |
| <br>
| |
| The 6K followup gives less damage and worse oki than the 6P route, but allows Jamie to end with a Drink. It can only be performed on hit or block; nothing will come out on whiff. The kick itself is 1f slower than the punch followup for each strength, which affects the min/max blockstring gaps depending on how long the input is delayed.
| |
| <br><br>
| |
| The cancel reaction window only applies to the 6K hit and does not include the first 236P hit; this is only really relevant if the initial Rekka is blocked, and you attempt to frame trap into the unsafe followup. Notably, HP Rekka into 6K will not combo on the final 4 input frames, making it impractical to use in this way.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Kicks 1
| |
| | subtitle = (DL3)
| |
| | input = 236P~6K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dl3|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_dl3}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| * 0-3f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_dl3}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| * 1-6f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_dl3}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| ** Will only combo up to 12f after 236HP hit
| |
| * 4-9f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_dl3}}
| |
| * '''Cancel reaction window:''' 16f (Followup)
| |
| * 0-4f gap between Rekka and 6K on block
| |
| <br>
| |
| The 6K followup gives less damage and worse oki than the 6P route, but allows Jamie to end with a Drink. It can only be performed on hit or block; nothing will come out on whiff. The kick itself is 1f slower than the punch followup for each strength, which affects the min/max blockstring gaps depending on how long the input is delayed.
| |
| <br><br>
| |
| The cancel reaction window only applies to the 6K hit and does not include the first 236P hit; this is only really relevant if the initial Rekka is blocked, and you attempt to frame trap into the unsafe followup. Notably, HP Rekka into 6K will not combo on the final 4 input frames, making it impractical to use in this way.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Kicks 1
| |
| | subtitle = (DL4)
| |
| | input = 236P~6K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp_6k_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_dl4}}
| |
| * '''Cancel reaction window:''' 16f (Followup); first 6K can always combo into final 6K
| |
| * 0-6f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_dl4}}
| |
| * '''Cancel reaction window:''' 16f (Followup); 15f window to combo into final 6K
| |
| * 2-9f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_dl4}}
| |
| * '''Cancel reaction window:''' 16f (Followup); 12f window to combo into final 6K
| |
| * 5-12f gap between Rekka and 6K on block
| |
| * '''Requires Counterhit/Punish 236HP to combo into this followup'''
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_dl4}}
| |
| * '''Cancel reaction window:''' 16f (Followup); first 6K can always combo into final 6K
| |
| * 1-6f gap between Rekka and 6K on block
| |
| <br>
| |
| The 6K followup gives less damage and worse oki than the 6P route, but allows Jamie to end with a Drink. This is less useful at max Drink Level, though it does restore 1 Drive gauge which can be useful if approaching Burnout. It can only be performed on hit or block; nothing will come out on whiff.
| |
| <br><br>
| |
| The cancel reaction window only applies to the 6K hit and does not include the first 236P hit; this is only really relevant if the initial Rekka is blocked, and you attempt to frame trap into the unsafe followup.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">Freeflow Kicks 2 (236P~6K~6K)</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Kicks 2
| |
| | subtitle = (DL0)
| |
| | input = 236P~6K~6K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k}}
| |
| * 2-6f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k}}
| |
| * 5-9f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k}}
| |
| * 8-12f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k}}
| |
| * 2-6f gap before final hit on block
| |
| <br>
| |
| The final 6K followup, 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. In the corner it becomes slightly risky, as the opponent has the frame advantage to force Jamie into a strike/throw mixup; it is still usually worth the risk in most cases.
| |
| <br><br>
| |
| 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 LP version). Like the other Rekka followups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing.
| |
| <br><br>
| |
| 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.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Kicks 2
| |
| | subtitle = (DL1)
| |
| | input = 236P~6K~6K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dl1|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k_dl1}}
| |
| * 2-6f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dl1}}
| |
| * 5-9f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dl1}}
| |
| * 8-12f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dl1}}
| |
| * 2-6f gap before final hit on block
| |
| <br>
| |
| The final 6K followup, 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. In the corner it becomes slightly risky, as the opponent has the frame advantage to force Jamie into a strike/throw mixup; it is still usually worth the risk in most cases.
| |
| <br><br>
| |
| 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 LP version). Like the other Rekka followups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing.
| |
| <br><br>
| |
| 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.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Kicks 2
| |
| | subtitle = (DL2)
| |
| | input = 236P~6K~6K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dl2|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k_dl2}}
| |
| * 2-6f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dl2}}
| |
| * 5-9f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dl2}}
| |
| * 8-12f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dl2}}
| |
| * 2-6f gap before final hit on block
| |
| <br>
| |
| The final 6K followup, 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. In the corner it becomes slightly risky, as the opponent has the frame advantage to force Jamie into a strike/throw mixup; it is still usually worth the risk in most cases.
| |
| <br><br>
| |
| 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 LP version). Like the other Rekka followups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing.
| |
| <br><br>
| |
| 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.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Kicks 2
| |
| | subtitle = (DL3)
| |
| | input = 236P~6K~6K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dl3|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k_dl3}}
| |
| * 2-6f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dl3}}
| |
| * 5-9f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dl3}}
| |
| * 8-12f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dl3}}
| |
| * 2-6f gap before final hit on block
| |
| <br>
| |
| The final 6K followup, 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. In the corner it becomes slightly risky, as the opponent has the frame advantage to force Jamie into a strike/throw mixup; it is still usually worth the risk in most cases.
| |
| <br><br>
| |
| 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 LP version). Like the other Rekka followups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing.
| |
| <br><br>
| |
| 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.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Kicks 2
| |
| | subtitle = (DL4)
| |
| | input = 236P~6K~6K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k_dl4}}
| |
| * 2-6f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dl4}}
| |
| * 5-9f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dl4}}
| |
| * 8-12f gap before final hit on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dl4}}
| |
| * 2-6f gap before final hit on block
| |
| <br>
| |
| The final 6K followup, like its predecessor, can only come out on hit or block. If successful, it will restore 1 bar of Drive gauge. This can be useful if Jamie is approaching Burnout, but he generally benefits more from the Punch sequence when at max Drink Level. It does make the OD version a lot better, since it immediately refunds half the Drive cost. It remains slightly risky in the corner, putting Jamie into a -1 strike/throw situation, so it's probably best used midscreen.
| |
| <br><br>
| |
| 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 LP version). Like the other Rekka followups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing.
| |
| <br><br>
| |
| 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.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">Swagger Step (214P)</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Swagger Step
| |
| | subtitle = (DL0)
| |
| | input = 214P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214lp|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214pp|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_214lp}}
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214mp}}
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214hp}}
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214pp}}
| |
| * Causes Tumble state; can OTG juggle near corner
| |
| * Punish Counter: Tumble KD +87 (corner Wall Splat)
| |
| ** Opponent is considered standing and throwable, but becomes airborne after followup hit
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| * '''xx Lv.2 Super:''' KD+89(103)/+15
| |
| <br>
| |
| Swagger Step is a forward lunging palm attack that can be made safe if well-spaced. It has juggle potential and can combo on the ground, though the slow startup limits the cancel routes that are actually useful. Since Rekka can only cancel the first hit into Super, Swagger Step is the better move for high damage Super cancels. 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). At Drink Lv.4, Jamie gains an additional followup for extra damage.
| |
| <br><br>
| |
| Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter)
| |
| * 214HP: CH 5HK, CH 2HP
| |
| * 214MP/214PP: 5MK, 5HK, 2HP, CH 2MP, CH 2MK, PC 5HP (+ all above)
| |
| * 214LP: 5HP, 2MP, 2MK, CH 2LP, CH 5LK, PC 5LP (+ all above)
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Swagger Step
| |
| | subtitle = (DL1)
| |
| | input = 214P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214lp_dl1|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214pp_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_214lp_dl1}}
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214mp_dl1}}
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214hp_dl1}}
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214pp_dl1}}
| |
| * Causes Tumble state; can OTG juggle near corner
| |
| * Punish Counter: Tumble KD +87 (corner Wall Splat)
| |
| ** Opponent is considered standing and throwable, but becomes airborne after followup hit
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| * '''xx Lv.2 Super:''' KD+89(103)/+15
| |
| <br>
| |
| Swagger Step is a forward lunging palm attack that can be made safe if well-spaced. It has juggle potential and can combo on the ground, though the slow startup limits the cancel routes that are actually useful. Since Rekka can only cancel the first hit into Super, Swagger Step is the better move for high damage Super cancels. 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). At Drink Lv.4, Jamie gains an additional followup for extra damage.
| |
| <br><br>
| |
| Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter)
| |
| * 214HP: CH 5HK, CH 2HP
| |
| * 214MP/214PP: 5MK, 5HK, 2HP, CH 2MP, CH 2MK, PC 5HP (+ all above)
| |
| * 214LP: 5HP, 2MP, 2MK, 5LP~LK~MP, CH 2LP, CH 5LK (+ all above)
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Swagger Step
| |
| | subtitle = (DL2)
| |
| | input = 214P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214lp_dl2|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214pp_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_214lp_dl2}}
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214mp_dl2}}
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214hp_dl2}}
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214pp_dl2}}
| |
| * Causes Tumble state; can OTG juggle near corner
| |
| * Punish Counter: Tumble KD +87 (corner Wall Splat)
| |
| ** Opponent is considered standing and throwable, but becomes airborne after followup hit
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| * '''xx Lv.2 Super:''' KD+89(103)/+15
| |
| <br>
| |
| Swagger Step is a forward lunging palm attack that can be made safe if well-spaced. It has juggle potential and can combo on the ground, though the slow startup limits the cancel routes that are actually useful. Since Rekka can only cancel the first hit into Super, Swagger Step is the better move for high damage Super cancels. 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). At Drink Lv.4, Jamie gains an additional followup for extra damage.
| |
| <br><br>
| |
| Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter)
| |
| * 214HP: CH 5HK, CH 2HP
| |
| * 214MP/214PP: 5MK, 5HK, 2HP, CH 2MP, CH 2MK, PC 5HP (+ all above)
| |
| * 214LP: 5HP, 2MP, 2MK, 5LP~LK~MP, CH 2LP, CH 5LK (+ all above)
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Swagger Step
| |
| | subtitle = (DL3)
| |
| | input = 214P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214lp_dl3|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214pp_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_214lp_dl3}}
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214mp_dl3}}
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214hp_dl3}}
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214pp_dl3}}
| |
| * Causes Tumble state; can OTG juggle near corner
| |
| * Punish Counter: Tumble KD +87 (corner Wall Splat)
| |
| ** Opponent is considered standing and throwable, but becomes airborne after followup hit
| |
| * '''Cancel reaction window:''' 25f (Super)
| |
| * '''xx Lv.2 Super:''' KD+89(103)/+15
| |
| <br>
| |
| Swagger Step is a forward lunging palm attack that can be made safe if well-spaced. It has juggle potential and can combo on the ground, though the slow startup limits the cancel routes that are actually useful. Since Rekka can only cancel the first hit into Super, Swagger Step is the better move for high damage Super cancels. 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). At Drink Lv.4, Jamie gains an additional followup for extra damage.
| |
| <br><br>
| |
| Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter)
| |
| * 214HP: CH 5HK, CH 2HP
| |
| * 214MP/214PP: 5MK, 5HK, 2HP, CH 2MP, CH 2MK, PC 5HP (+ all above)
| |
| * 214LP: 5HP, 2MP, 2MK, 5LP~LK~MP, CH 2LP, CH 5LK (+ all above)
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Swagger Step
| |
| | subtitle = (DL4)
| |
| | input = 214P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214lp_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214pp_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_214lp_dl4}}
| |
| * '''Cancel reaction window:''' 25f (Super/6P Followup); up to 22f for 6P to juggle vs. grounded
| |
| {{AttackDataCargo-SF6/Query|Jamie_214mp_dl4}}
| |
| * '''Cancel reaction window:''' 25f (Super/6P Followup); up to 22f for 6P to juggle vs. grounded
| |
| {{AttackDataCargo-SF6/Query|Jamie_214hp_dl4}}
| |
| * '''Cancel reaction window:''' 25f (Super/6P Followup); up to 22f for 6P to juggle vs. grounded
| |
| {{AttackDataCargo-SF6/Query|Jamie_214pp_dl4}}
| |
| * Causes Tumble state; can OTG juggle near corner
| |
| * Punish Counter: Tumble KD +87 (corner Wall Splat)
| |
| ** Opponent is considered standing and throwable, but becomes airborne after followup hit
| |
| * '''Cancel reaction window:''' 25f (Super/6P Followup)
| |
| * '''xx Lv.2 Super:''' KD+89(103)/+15
| |
| <br>
| |
| Swagger Step is a forward lunging palm attack that can be made safe if well-spaced. It has juggle potential and can combo on the ground, though the slow startup limits the cancel routes that are actually useful. Since Rekka can only cancel the first hit into Super, Swagger Step is the better move for high damage Super cancels. 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). Jamie has an additional followup with 6P that only comes out at max Drink Level, further increasing his damage in juggles and Super cancel. However, a late cancel into the 6P followup on a grounded opponent can drop the juggle, especially when starting from closer range.
| |
| <br><br>
| |
| Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter)
| |
| * 214HP: CH 5HK, CH 2HP
| |
| * 214MP/214PP: 5MK, 5HK, 2HP, CH 2MP, CH 2MK, PC 5HP (+ all above)
| |
| * 214LP: 5HP, 2MP, 2MK, 5LP~LK~MP, CH 2LP, CH 5LK (+ all above)
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">Swagger Hermit Punch (DL4 214P~6P)</font>====
| |
| <tabber> DL4 =
| |
| {{MoveDataCargo
| |
| | title = Swagger Hermit Punch
| |
| | subtitle = (DL4)
| |
| | input = 214P~6P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214lp_6p|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=190px|Jamie_214pp_6p|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_214lp_6p}}
| |
| * 1-8f gap between hits on block
| |
| * '''Cancel reaction window:''' 19f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214mp_6p}}
| |
| * 1-8f gap between hits on block
| |
| * '''Cancel reaction window:''' 19f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214hp_6p}}
| |
| * 1-7f gap between hits on block
| |
| * '''Cancel reaction window:''' 19f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_214pp_6p}}
| |
| * 0-5f gap between hits on block
| |
| * '''Cancel reaction window:''' 19f (Super)
| |
| * '''xx Lv.2 Super:''' KD+55/+12
| |
| <br>
| |
| This followup to Swagger Step is only available at max Drink Level. It works in juggles or in grounded combos, adding significant damage especially when cancelled into Lv.3 Super. It is much more unsafe on block than the first part of Swagger Step, though it can be used as a risky frame trap if the opponent tries to punish you. The 6P can be delayed significantly, though this can cause it to drop against grounded opponents unless the Swagger Step hits meaty.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">Arrow Kick (623K)</font>====
| |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Arrow Kick
| |
| | subtitle = (DL0)
| |
| | input = 623K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_623lk|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_623kk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_623lk}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623mk}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623hk}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623kk}}
| |
| * '''Full Invuln:''' 1-9f
| |
| <br>
| |
| Jamie's most consistent anti-air and OD reversal. He kicks upward before falling back away from the opponent. On hit, this transitions into a leaping followup attack that is fully invincible during the animation. On whiff or block, Jamie does not perform the extra hit, instead standing up from his grounded position. This recovery animation can cause some attempted punishes to whiff at longer ranges, but there is plenty of time to walk or dash forward, or to use a slow ranged punish starter.
| |
| <br><br>
| |
| Arrow Kick works well in juggles, but in grounded combos it can be finicky near max range. It also has no ability to Super cancel, so its damage potential in punishes is limited. It gives Jamie great oki on hit and the followup animation provides some nice corner carry as well.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Arrow Kick
| |
| | subtitle = (DL1)
| |
| | input = 623K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_623lk_dl1|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_623kk_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_623lk_dl1}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623mk_dl1}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623hk_dl1}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623kk_dl1}}
| |
| * '''Full Invuln:''' 1-9f
| |
| <br>
| |
| Jamie's most consistent anti-air and OD reversal. He kicks upward before falling back away from the opponent. On hit, this transitions into a leaping followup attack that is fully invincible during the animation. On whiff or block, Jamie does not perform the extra hit, instead standing up from his grounded position. This recovery animation can cause some attempted punishes to whiff at longer ranges, but there is plenty of time to walk or dash forward, or to use a slow ranged punish starter.
| |
| <br><br>
| |
| Arrow Kick works well in juggles, but in grounded combos it can be finicky near max range. It also has no ability to Super cancel, so its damage potential in punishes is limited. It gives Jamie great oki on hit and the followup animation provides some nice corner carry as well.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Arrow Kick
| |
| | subtitle = (DL2)
| |
| | input = 623K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_623lk_dl2|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_623kk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_623lk_dl2}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623mk_dl2}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623hk_dl2}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623kk_dl2}}
| |
| * '''Full Invuln:''' 1-9f
| |
| <br>
| |
| Jamie's most consistent anti-air and OD reversal. He kicks upward before falling back away from the opponent. On hit, this transitions into a leaping followup attack that is fully invincible during the animation. On whiff or block, Jamie does not perform the extra hit, instead standing up from his grounded position. This recovery animation can cause some attempted punishes to whiff at longer ranges, but there is plenty of time to walk or dash forward, or to use a slow ranged punish starter.
| |
| <br><br>
| |
| Arrow Kick works well in juggles, but in grounded combos it can be finicky near max range. It also has no ability to Super cancel, so its damage potential in punishes is limited. It gives Jamie great oki on hit and the followup animation provides some nice corner carry as well.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Arrow Kick
| |
| | subtitle = (DL3)
| |
| | input = 623K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_623lk_dl3|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_623kk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_623lk_dl3}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623mk_dl3}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623hk_dl3}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623kk_dl3}}
| |
| * '''Full Invuln:''' 1-9f
| |
| <br>
| |
| Jamie's most consistent anti-air and OD reversal. He kicks upward before falling back away from the opponent. On hit, this transitions into a leaping followup attack that is fully invincible during the animation. On whiff or block, Jamie does not perform the extra hit, instead standing up from his grounded position. This recovery animation can cause some attempted punishes to whiff at longer ranges, but there is plenty of time to walk or dash forward, or to use a slow ranged punish starter.
| |
| <br><br>
| |
| Arrow Kick works well in juggles, but in grounded combos it can be finicky near max range. It also has no ability to Super cancel, so its damage potential in punishes is limited. It gives Jamie great oki on hit and the followup animation provides some nice corner carry as well.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Arrow Kick
| |
| | subtitle = (DL4)
| |
| | input = 623K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_623lk_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_623kk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_623lk_dl4}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623mk_dl4}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623hk_dl4}}
| |
| * '''Anti-Air Invuln:''' 1-?f
| |
| {{AttackDataCargo-SF6/Query|Jamie_623kk_dl4}}
| |
| * '''Full Invuln:''' 1-9f
| |
| <br>
| |
| Jamie's most consistent anti-air and OD reversal. He kicks upward before falling back away from the opponent. On hit, this transitions into a leaping followup attack that is fully invincible during the animation. On whiff or block, Jamie does not perform the extra hit, instead standing up from his grounded position. This recovery animation can cause some attempted punishes to whiff at longer ranges, but there is plenty of time to walk or dash forward, or to use a slow ranged punish starter.
| |
| <br><br>
| |
| Arrow Kick works well in juggles, but in grounded combos it can be finicky near max range. It also has no ability to Super cancel, so its damage potential in punishes is limited. It gives Jamie great oki on hit and the followup animation provides some nice corner carry as well.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">Luminous Dive Kick (j.214K)</font>====
| |
| <tabber> DL1 =
| |
| {{MoveDataCargo
| |
| | title = Luminous Dive Kick
| |
| | subtitle = (DL1)
| |
| | input = j.214K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_j214k}}
| |
| * Forced Knockdown state until land
| |
| * KD vs. airborne opponents (no juggle followup)
| |
| {{AttackDataCargo-SF6/Query|Jamie_j214kk}}
| |
| * Forced Knockdown state until land
| |
| * Puts grounded opponents into limited juggle state
| |
| * Puts airborne opponents into OTG bounce state
| |
| * 10% damage scaling penalty is applied to followup juggles
| |
| <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. The angle of the meterless divekick changes depending on which button is pressed, with LK being short and steep while HK travels farther. This is a useful tool not only for pressure, but for navigating around projectiles, an area in which Jamie usually struggles.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo
| |
| | title = Luminous Dive Kick
| |
| | subtitle = (DL2)
| |
| | input = j.214K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k_dl2|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk_dl2|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_j214k_dl2}}
| |
| * Forced Knockdown state until land
| |
| * KD vs. airborne opponents (no juggle followup)
| |
| {{AttackDataCargo-SF6/Query|Jamie_j214kk_dl2}}
| |
| * Forced Knockdown state until land
| |
| * Puts grounded opponents into limited juggle state
| |
| * Puts airborne opponents into OTG bounce state
| |
| * 10% damage scaling penalty is applied to followup juggles
| |
| <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. The angle of the meterless divekick changes depending on which button is pressed, with LK being short and steep while HK travels farther. This is a useful tool not only for pressure, but for navigating around projectiles, an area in which Jamie usually struggles.
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Luminous Dive Kick
| |
| | subtitle = (DL3)
| |
| | input = j.214K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k_dl3|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_j214k_dl3}}
| |
| * Forced Knockdown state until land
| |
| * KD vs. airborne opponents (no juggle followup)
| |
| {{AttackDataCargo-SF6/Query|Jamie_j214kk_dl3}}
| |
| * Forced Knockdown state until land
| |
| * Puts grounded opponents into limited juggle state
| |
| * Puts airborne opponents into OTG bounce state
| |
| * 10% damage scaling penalty is applied to followup juggles
| |
| <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. The angle of the meterless divekick changes depending on which button is pressed, with LK being short and steep while HK travels farther. This is a useful tool not only for pressure, but for navigating around projectiles, an area in which Jamie usually struggles.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Luminous Dive Kick
| |
| | subtitle = (DL4)
| |
| | input = j.214K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_j214k_dl4}}
| |
| * Forced Knockdown state until land
| |
| * KD vs. airborne opponents (no juggle followup)
| |
| {{AttackDataCargo-SF6/Query|Jamie_j214kk_dl4}}
| |
| * Forced Knockdown state until land
| |
| * Puts grounded opponents into limited juggle state
| |
| * Puts airborne opponents into OTG bounce state
| |
| * 10% damage scaling penalty is applied to followup juggles
| |
| <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. The angle of the meterless divekick changes depending on which button is pressed, with LK being short and steep while HK travels farther. This is a useful tool not only for pressure, but for navigating around projectiles, an area in which Jamie usually struggles.
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">Bakkai (236K)</font>====
| |
| <tabber> DL2 =
| |
| {{MoveDataCargo
| |
| | title = Bakkai
| |
| | subtitle = (DL2)
| |
| | input = 236K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lk|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236kk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lk}}
| |
| * '''Projectile Invuln:''' 3-24f
| |
| * '''Cancel reaction window:''' 47f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mk}}
| |
| * '''Projectile Invuln:''' 4-26f
| |
| * '''Cancel reaction window:''' 63f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hk}}
| |
| * '''Projectile Invuln:''' 5-35f
| |
| * '''Cancel reaction window:''' 94f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236kk}}
| |
| * '''Projectile Invuln:''' 3-28f
| |
| * '''Cancel reaction window:''' 74f (Super); cancels on 7th hit
| |
| * '''xx Lv.2 Super:''' +14/+7
| |
| <br>
| |
| Jamie drops to the ground and begins break dancing, slowly advancing toward the opponent. The slow startup limits this move's combo utility, though it can work in juggles when the situation arises. The high damage makes this great for super cancelling, and with 2 bars the OD version can be made safe on block with an eternity to hitconfirm.
| |
| <br><br>
| |
| Bakkai is ostensibly Jamie's "anti-projectile" move, though in practice it can be difficult to use like this. OD Bakkai is fairly reliable at mid-range against shoto fireballs, and HK Bakkai has the reach if your reactions are on point. LK and MK are harder to use because they travel a shorter distance during startup. And against strong projectiles like Guile's Sonic Boom, this move can only be done as a pure prediction, at which point you might as well just do random Drive Impact instead.
| |
| <br><br>
| |
| Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter)
| |
| * 236HK: 2HP, PC 5HK
| |
| * 236MK: 5HK, CH 5MK (+ all above)
| |
| * 236KK: PC 5HP, PC 5MK, PC 2MP, PC 2MK (+ all above)
| |
| * 214LK: 5MK, 2MP, 2MK, 5LP~LK~MP, PC 5LK, PC 2LP (+ all above)
| |
| }}
| |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Bakkai
| |
| | subtitle = (DL3)
| |
| | input = 236K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lk_dl3|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236kk_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lk_dl3}}
| |
| * '''Projectile Invuln:''' 3-24f
| |
| * '''Cancel reaction window:''' 47f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mk_dl3}}
| |
| * '''Projectile Invuln:''' 4-26f
| |
| * '''Cancel reaction window:''' 63f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hk_dl3}}
| |
| * '''Projectile Invuln:''' 5-35f
| |
| * '''Cancel reaction window:''' 94f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236kk_dl3}}
| |
| * '''Projectile Invuln:''' 1-28f
| |
| * '''Cancel reaction window:''' 74f (Super); cancels on 7th hit
| |
| * '''xx Lv.2 Super:''' +14/+7
| |
| <br>
| |
| Jamie drops to the ground and begins break dancing, slowly advancing toward the opponent. The slow startup limits this move's combo utility, though it can work in juggles when the situation arises. The high damage makes this great for super cancelling, and with 2 bars the OD version can be made safe on block with an eternity to hitconfirm. | |
| <br><br> | | <br><br> |
| Bakkai is ostensibly Jamie's "anti-projectile" move, though in practice it can be difficult to use like this. OD Bakkai is fairly reliable at mid-range against shoto fireballs, and HK Bakkai has the reach if your reactions are on point. LK and MK are harder to use because they travel a shorter distance during startup. And against strong projectiles like Guile's Sonic Boom, this move can only be done as a pure prediction, at which point you might as well just do random Drive Impact instead. | | Bakkai is ostensibly Jamie's "anti-projectile" move, though in practice it can be difficult to use like this. OD Bakkai is fairly reliable at mid-range against shoto fireballs, and HK Bakkai has the reach if your reactions are on point. LK and MK are harder to use because they travel a shorter distance during startup. And against strong projectiles like Guile's Sonic Boom, this move can only be done as a pure prediction, at which point you might as well just do random Drive Impact instead. |
Line 3,609: |
Line 875: |
| * 214LK: 5MK, 2MP, 2MK, 5LP~LK~MP, PC 5LK, PC 2LP (+ all above) | | * 214LK: 5MK, 2MP, 2MK, 5LP~LK~MP, PC 5LK, PC 2LP (+ all above) |
| }} | | }} |
| |-|
| | |
| DL4 =
| | ====<font style="visibility:hidden; float:right">Tenshin (63214K)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Bakkai | | | title = Tenshin (requires DL3) |
| | subtitle = (DL4)
| | | subtitle = |
| | input = 236K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lk_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236kk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lk_dl4}}
| |
| * '''Projectile Invuln:''' 3-24f
| |
| * '''Cancel reaction window:''' 47f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mk_dl4}}
| |
| * '''Projectile Invuln:''' 4-26f
| |
| * '''Cancel reaction window:''' 63f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hk_dl4}}
| |
| * '''Projectile Invuln:''' 5-35f
| |
| * '''Cancel reaction window:''' 94f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236kk_dl4}}
| |
| * '''Projectile Invuln:''' 1-28f
| |
| * '''Cancel reaction window:''' 74f (Super); cancels on 7th hit
| |
| * '''xx Lv.2 Super:''' +14/+7
| |
| <br>
| |
| Jamie drops to the ground and begins break dancing, slowly advancing toward the opponent. The slow startup limits this move's combo utility, though it can work in juggles when the situation arises. The high damage makes this great for super cancelling, and with 2 bars the OD version can be made safe on block with an eternity to hitconfirm.
| |
| <br><br>
| |
| Bakkai is ostensibly Jamie's "anti-projectile" move, though in practice it can be difficult to use like this. OD Bakkai is fairly reliable at mid-range against shoto fireballs, and HK Bakkai has the reach if your reactions are on point. LK and MK are harder to use because they travel a shorter distance during startup. And against strong projectiles like Guile's Sonic Boom, this move can only be done as a pure prediction, at which point you might as well just do random Drive Impact instead.
| |
| <br><br>
| |
| Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter)
| |
| * 236HK: 2HP, PC 5HK
| |
| * 236MK: 5HK, 6HK~Spin, CH 5MK (+ all above)
| |
| * 236KK: PC 5HP, PC 5MK, PC 2MP, PC 2MK (+ all above)
| |
| * 214LK: 5MK, 2MP, 2MK, 5LP~LK~MP, 6HK~Headbutt, PC 5LK, PC 2LP (+ all above)
| |
| }}
| |
| </tabber>
| |
| | |
| ====<font style="visibility:hidden; float:right">Tenshin (63214K)</font>====
| |
| <tabber> DL3 =
| |
| {{MoveDataCargo
| |
| | title = Tenshin
| |
| | subtitle = (DL3) | |
| | input = 63214K | | | input = 63214K |
| | images = | | | images = |
Line 3,668: |
Line 897: |
| 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. |
| }} | | }} |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Tenshin
| |
| | subtitle = (DL4)
| |
| | input = 63214K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_63214k_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_63214kk_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_63214k_dl4}}
| |
| * Leaves the opponent standing for a followup combo
| |
| {{AttackDataCargo-SF6/Query|Jamie_63214kk_dl4}}
| |
| * Crumple state; Jamie is +28 before the opponent goes airborne
| |
| <br>
| |
| Tenshin is a command grab reminiscent Yun, Yang, and Fei Long's similar grab from previous games, though it does not switch sides during the animation. It's a huge boost to Jamie's close range mixup game. He is not point blank after the grab, but is close enough to combo into moves like 5MP or 5HP. While Tenshin can hit as a Counterhit or Punish Counter, this has no effect on frame advantage (OD Tenshin does extra damage on Punish Counter only).
| |
| <br><br>
| |
| The first attack following Tenshin is unscaled, but any following attacks have a 40% scaling penalty applied (100-60-50-40...). There is also an interesting situation after Punish Counter 214PP's tumbling Wall Splat. Jamie can combo into Tenshin after this, in which case the throw is scaled by 20% and any followups immediately skip to the 40% scaling penalty.
| |
| <br><br>
| |
| Sometimes, Jamie will say a naughty word when he whiffs the grab. Be careful when playing Jamie with small children nearby.
| |
| }}
| |
| </tabber>
| |
|
| |
|
| |
|
| == Super Arts == | | == Super Arts == |
| ====<font style="visibility:hidden; float:right">Level 1 Super (236236K)</font>==== | | ====<font style="visibility:hidden; float:right">Level 1 Super (236236K)</font>==== |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Breakin' (DL0)
| |
| | subtitle = Level 1 Super Art
| |
| | input = 236236K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236236k|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236k}}
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_drink}}
| |
| * '''Strike/Throw Invuln:''' 1-11f; Armor Break
| |
| * Depletes 1/2 Drive bar from opponent on hit
| |
| * Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.)
| |
| <br>
| |
| A more powerful version of Jamie's Bakkai special, this super has good range and locks the opponent into the full break dancing animation on hit. This Super is extremely unsafe on block so should always be carefully hitconfirmed. While the attacks are connecting, you can decide to hold Down to sacrifice some damage and Knockdown advantage to increase your Drink Level by 1.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Breakin' (DL1)
| |
| | subtitle = Level 1 Super Art
| |
| | input = 236236K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236236k_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_dl1}}
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_drink_dl1}}
| |
| * '''Strike/Throw Invuln:''' 1-11f; Armor Break
| |
| * Depletes 1/2 Drive bar from opponent on hit
| |
| * Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.)
| |
| <br>
| |
| A more powerful version of Jamie's Bakkai special, this super has good range and locks the opponent into the full break dancing animation on hit. This Super is extremely unsafe on block so should always be carefully hitconfirmed. While the attacks are connecting, you can decide to hold Down to sacrifice some damage and Knockdown advantage to increase your Drink Level by 1.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Breakin' (DL2) | | | title = Breakin' |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = 236236K | | | input = 236236K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236236k_dl2|caption=}} | | {{MoveDataCargoImage|Jamie_236236k_dl2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236236k_dl2}} |
Line 3,745: |
Line 915: |
| A more powerful version of Jamie's Bakkai special, this super has good range and locks the opponent into the full break dancing animation on hit. This Super is extremely unsafe on block so should always be carefully hitconfirmed. While the attacks are connecting, you can decide to hold Down to sacrifice some damage and Knockdown advantage to increase your Drink Level by 1. | | A more powerful version of Jamie's Bakkai special, this super has good range and locks the opponent into the full break dancing animation on hit. This Super is extremely unsafe on block so should always be carefully hitconfirmed. While the attacks are connecting, you can decide to hold Down to sacrifice some damage and Knockdown advantage to increase your Drink Level by 1. |
| }} | | }} |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Breakin' (DL3)
| |
| | subtitle = Level 1 Super Art
| |
| | input = 236236K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236236k_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_dl3}}
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_drink_dl3}}
| |
| * '''Strike/Throw Invuln:''' 1-11f; Armor Break
| |
| * Depletes 1/2 Drive bar from opponent on hit
| |
| * Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.)
| |
| <br>
| |
| A more powerful version of Jamie's Bakkai special, this super has good range and locks the opponent into the full break dancing animation on hit. This Super is extremely unsafe on block so should always be carefully hitconfirmed. While the attacks are connecting, you can decide to hold Down to sacrifice some damage and Knockdown advantage to increase your Drink Level by 1.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Breakin' (DL4)
| |
| | subtitle = Level 1 Super Art
| |
| | input = 236236K
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236236k_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_dl4}}
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_drink_dl4}}
| |
| * '''Strike/Throw Invuln:''' 1-11f; Armor Break
| |
| * Depletes 1/2 Drive bar from opponent on hit
| |
| * Holding Down will end in a Drink (Restores Drive bar, reduced Damage and KD Adv.)
| |
| <br>
| |
| A more powerful version of Jamie's Bakkai special, this super has good range and locks the opponent into the full break dancing animation on hit. This Super is extremely unsafe on block so should always be carefully hitconfirmed. While the attacks are connecting, you can decide to hold Down to sacrifice some damage and Knockdown advantage to restore a bar of Drive gauge.
| |
| }}
| |
| </tabber>
| |
|
| |
|
| ====<font style="visibility:hidden; float:right">Level 2 Super (214214P)</font>==== | | ====<font style="visibility:hidden; float:right">Level 2 Super (214214P)</font>==== |
Line 3,796: |
Line 931: |
| A useful install that gives Jamie access to his entire moveset without needing to slowly accumulate drinks. The Super activation itself is good for applying pressure to force a mixup, or for extending a combo. The timer lasts 15 seconds and freezes when the opponent is in hitstop or blockstop, after which time Jamie returns back to Drink Level 0. This is unfortunate if Jamie had already accumulated some Drink levels, so it's important to use this time effectively to secure the win. | | A useful install that gives Jamie access to his entire moveset without needing to slowly accumulate drinks. The Super activation itself is good for applying pressure to force a mixup, or for extending a combo. The timer lasts 15 seconds and freezes when the opponent is in hitstop or blockstop, after which time Jamie returns back to Drink Level 0. This is unfortunate if Jamie had already accumulated some Drink levels, so it's important to use this time effectively to secure the win. |
| }} | | }} |
| |-| | | |-| DL4 = |
| DL4 = | |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = The Devil's Song (DL4) | | | title = The Devil's Song (DL4) |
Line 3,814: |
Line 948: |
|
| |
|
| ====<font style="visibility:hidden; float:right">Level 3 Super (236236P)</font>==== | | ====<font style="visibility:hidden; float:right">Level 3 Super (236236P)</font>==== |
| <tabber> DL0 =
| |
| {{MoveDataCargo
| |
| | title = Getsugo Saiho (DL0)
| |
| | subtitle = Level 3 Super Art
| |
| | input = 236236P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_ca|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236p}}
| |
| * '''Full Invuln:''' 1-11f; Armor Break
| |
| * Launches opponent into free juggle state on cinematic hit
| |
| * Depletes 1.5 Drive bars from opponent on hit
| |
| ** Cinematic time regenerates ~1.8 Drive bars for Jamie
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_ca}}
| |
| * '''Full Invuln:''' 1-11f; Armor Break
| |
| * No juggle followup on cinematic hit
| |
| * Depletes 2 Drive bars from opponent on hit
| |
| ** Cinematic time regenerates ~2.2 Drive bars for Jamie
| |
| <br>
| |
| Jamie's Lv.3 Super goes into a cinematic if the first hit connects, while the 2nd hit is extremely weak on its own. The cinematic hit ends by launching the opponent, reminiscent of Yun's You Hou Ultra 1 from USF4. As a result, the damage is quite low, instead relying on the followup juggle to make it worthwhile. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the followup. Jamie has several options, like Dash + 5HP or Drive Rush~2HP into further juggles. The Critical Art version lacks this ending juggle, but makes up for it with higher base damage and a cooler ending cinematic.
| |
| }}
| |
| |-|
| |
| DL1 =
| |
| {{MoveDataCargo
| |
| | title = Getsugo Saiho (DL1)
| |
| | subtitle = Level 3 Super Art
| |
| | input = 236236P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_dl1|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_ca_dl1|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_dl1}}
| |
| * '''Full Invuln:''' 1-11f; Armor Break
| |
| * Launches opponent into free juggle state on cinematic hit
| |
| * Depletes 1.5 Drive bars from opponent on hit
| |
| ** Cinematic time regenerates ~1.8 Drive bars for Jamie
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_ca_dl1}}
| |
| * '''Full Invuln:''' 1-11f; Armor Break
| |
| * No juggle followup on cinematic hit
| |
| * Depletes 2 Drive bars from opponent on hit
| |
| ** Cinematic time regenerates ~2.2 Drive bars for Jamie
| |
| <br>
| |
| Jamie's Lv.3 Super goes into a cinematic if the first hit connects, while the 2nd hit is extremely weak on its own. The cinematic hit ends by launching the opponent, reminiscent of Yun's You Hou Ultra 1 from USF4. As a result, the damage is quite low, instead relying on the followup juggle to make it worthwhile. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the followup. Jamie has several options, like Dash + 5HP or Drive Rush~2HP into further juggles. The Critical Art version lacks this ending juggle, but makes up for it with higher base damage and a cooler ending cinematic.
| |
| }}
| |
| |-|
| |
| DL2 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Getsugo Saiho (DL2) | | | title = Getsugo Saiho |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236P | | | input = 236236P |
Line 3,885: |
Line 970: |
| Jamie's Lv.3 Super goes into a cinematic if the first hit connects, while the 2nd hit is extremely weak on its own. The cinematic hit ends by launching the opponent, reminiscent of Yun's You Hou Ultra 1 from USF4. As a result, the damage is quite low, instead relying on the followup juggle to make it worthwhile. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the followup. Jamie has several options, like Dash + 5HP or Drive Rush~2HP into further juggles. The Critical Art version lacks this ending juggle, but makes up for it with higher base damage and a cooler ending cinematic. | | Jamie's Lv.3 Super goes into a cinematic if the first hit connects, while the 2nd hit is extremely weak on its own. The cinematic hit ends by launching the opponent, reminiscent of Yun's You Hou Ultra 1 from USF4. As a result, the damage is quite low, instead relying on the followup juggle to make it worthwhile. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the followup. Jamie has several options, like Dash + 5HP or Drive Rush~2HP into further juggles. The Critical Art version lacks this ending juggle, but makes up for it with higher base damage and a cooler ending cinematic. |
| }} | | }} |
| |-|
| |
| DL3 =
| |
| {{MoveDataCargo
| |
| | title = Getsugo Saiho (DL3)
| |
| | subtitle = Level 3 Super Art
| |
| | input = 236236P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_dl3|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_ca_dl3|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_dl3}}
| |
| * '''Full Invuln:''' 1-11f; Armor Break
| |
| * Launches opponent into free juggle state on cinematic hit
| |
| * Depletes 1.5 Drive bars from opponent on hit
| |
| ** Cinematic time regenerates ~1.8 Drive bars for Jamie
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_ca_dl3}}
| |
| * '''Full Invuln:''' 1-11f; Armor Break
| |
| * No juggle followup on cinematic hit
| |
| * Depletes 2 Drive bars from opponent on hit
| |
| ** Cinematic time regenerates ~2.2 Drive bars for Jamie
| |
| <br>
| |
| Jamie's Lv.3 Super goes into a cinematic if the first hit connects, while the 2nd hit is extremely weak on its own. The cinematic hit ends by launching the opponent, reminiscent of Yun's You Hou Ultra 1 from USF4. As a result, the damage is quite low, instead relying on the followup juggle to make it worthwhile. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the followup. Jamie has several options, like Dash + 5HP or Drive Rush~2HP into further juggles. The Critical Art version lacks this ending juggle, but makes up for it with higher base damage and a cooler ending cinematic.
| |
| }}
| |
| |-|
| |
| DL4 =
| |
| {{MoveDataCargo
| |
| | title = Getsugo Saiho (DL4)
| |
| | subtitle = Level 3 Super Art
| |
| | input = 236236P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_dl4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_ca_dl4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_dl4}}
| |
| * '''Full Invuln:''' 1-11f; Armor Break
| |
| * Launches opponent into free juggle state on cinematic hit
| |
| * Depletes 1.5 Drive bars from opponent on hit
| |
| ** Cinematic time regenerates ~1.8 Drive bars for Jamie
| |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_ca_dl4}}
| |
| * '''Full Invuln:''' 1-11f; Armor Break
| |
| * No juggle followup on cinematic hit
| |
| * Depletes 2 Drive bars from opponent on hit
| |
| ** Cinematic time regenerates ~2.2 Drive bars for Jamie
| |
| <br>
| |
| Jamie's Lv.3 Super goes into a cinematic if the first hit connects, while the 2nd hit is extremely weak on its own. The cinematic hit ends by launching the opponent, reminiscent of Yun's You Hou Ultra 1 from USF4. As a result, the damage is quite low, instead relying on the followup juggle to make it worthwhile. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the followup. Jamie has several options, like Dash + 5HP or Drive Rush~2HP into further juggles. The Critical Art version lacks this ending juggle, but makes up for it with higher base damage and a cooler ending cinematic.
| |
| }}
| |
| </tabber>
| |
|
| |
|
| == Taunts == | | == Taunts == |