One of the best ways to get your first drink is to confirm into Jamie's 2KK launcher. You can then follow this up with j.HK and lead to a sweep (2HK) to be +4 and get a drink.
One of the best ways to get your first drink is to confirm into Jamie's 2KK launcher. You can then follow this up with j.HK and lead to a sweep (2HK) to be +4 and get a drink.
[https://www.twitch.tv/videos/1867164896?t=1h41m40s This video] is from JB's Jamie guide on Twitch. In the linked section, he talks about the optimal 5HP into Sweep conversion and how you should go about practicing it.
[https://www.twitch.tv/videos/1867164896?t=1h41m40s This video] is from JB's Jamie guide on Twitch. In the linked section, he talks about the optimal 5HP into Sweep conversion and how you should go about practicing it.
{{SF6-ComboTable
| Header = 2KK j.HK 5HP 2HK
| Items =
{{SF6-ComboTableItem
| Combo = {{Clr|MK|5MK}} DR 2KK {{Clr|HK|j.HK}} {{Clr|HP|5HP}} {{Clr|HK|2HK-K-P}}
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide
Notation
Meaning
>
Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~
Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
,
Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X
Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K
Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks.
X/Y
Do either X move or Y move. e.g. end a combo with 214K/623P
[X]
Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X
Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA
Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent.
Y xN {Y} xN
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR
Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR
DR~Y
Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)
Combo Theory
Drink Levels
As Jamie continues to increase his Drink Level (Either by using The Devil Inside (22P) or by using his various specials and target combos to do so), several changes occur:
With each new drink level, he obtains one new special move and one new target combo.
At level 2, Jamie gains bakkai (236K) an anti projectile move that also doubles as your strongest combo ender.
At level 4, his Freeflow Strikes (236P) become safe on the first hit (-3), and due to being a multi-hit, can self-hit-confirm into the next part of the special.
Jamie's attack damage and combo damage increase as he drinks. specifically, the scaling on his attacks begin at 90% at Level 0, and increase by 5% with each drink level up to 110% at Level 4. This scaling also affects attacks deeper into combos.
Combo List
Midscreen Launcher
One of the best ways to get your first drink is to confirm into Jamie's 2KK launcher. You can then follow this up with j.HK and lead to a sweep (2HK) to be +4 and get a drink.
This video is from JB's Jamie guide on Twitch. In the linked section, he talks about the optimal 5HP into Sweep conversion and how you should go about practicing it.
All combos will assume they are punish counter unless the punish is listed as specifically for another state.
-4 Punishes
2LP, 2MK > Ender
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
Anywhere
0
0
Easy
Reversal Punishes
Useful routes for punishing blocked/parried supers or DPs. Can replace any usage of 623K with 236K if at Drink Level 2 or above. All routes tested at DRINK LEVEL 1.
5HK or PDR 5HP into Stuff
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
5HK Dash 2HP623LK
Anywhere
2527
Easy
Simple and leads to a safejump.
5HK PDR 2KK j.HK5HP2HK-K-P
Anywhere
2936
Hard
1 Drive Bar spent. Generally would do this midscreen. 5HP into Sweep is hard but doable with practice!
PDR 5HP2HP 236236P PDR 2KK dl j.HKj.MP214HK
Anywhere
4929
Medium
Universal SA3 route that leads to good damage. Dash after the divekick to be +7.
5HK Dash 2HP 214PP 2HK-K-P
Corner
3416
Easy
Resource efficient damage and a drink with plus frames. Can do 623HK (3527) or SA1 (3989) for more damage.
PDR 5HP2HP 214PP 5HP(2) DR 2HP 214PP 623HK
Corner
4103
Medium
Burnout -> Corner damage dump. SA1 = 4327
PDR 5HP2HP 236236P PDR 2HP623HK 623KK
Corner
5329
Easy
Super Art 3 for lots of damage.
Command Grab
Routes tested at DRINK LEVEL 3.
Tested various routes to try and find optimal damage under different conditions. If you find something better for a given scenario, feel free to update!
Regular Command Grab (63214K)
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
5MP5LP5LK5MP236LK
Anywhere
1565
Easy
Zero Resources Spent
2MP DR 5MP2HP236HK
Anywhere
1971
Easy
3 Drive Bars
2MP DR 5MP2HP DR 5MP2HP236HK
Anywhere
2091
Easy
Burnout
2MP DR 5MP2HP 214PP PDR 5LK236HK
Corner
2110
Medium
Burnout
2MP 236236K
Anywhere
1947
Easy
Conserves drive meter while using SA1 for damage
5MP5LP5LK5MP DR 5HP5LK2LP5LP5LK5MP 236236K
Anywhere
2148
Hard
Optimal damage for SA1 when you only want to spend 3 Drive bars
2MP DR 5MP2HP DR 5MP2HP 236236K
Anywhere
2418
Medium
Optimal damage for SA1 when you want to dump everything
2MP DR 5MP2HP236HK 236236P PDR 2HP623HK 623KK
Anywhere
3575
Medium
I believe this is optimal SA3 damage at Drink Level 3. The combo after SA3 can be changed up to match your screen position. Here is Hatson's Drink Level 4 Route
Overdrive Command Grab (63214KK)
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
2HP236HK
Anywhere
2758
Easy
Zero Resources Spent
PDR 2KK j.HK5HP2HK-K-P
Anywhere
2402
Hard
1 Drive Bar spent. Generally would do this midscreen. 5HP into Sweep is hard but doable with practice!
2HP DR 5MP2HP236HK
Anywhere
2968
Easy
3 Drive Bars
2HP DR 5MP2HP DR 5MP2HP236HK
Midscreen
3088
Medium
Burout -> Midscreen damage dump. 2HP SA1 = 2944, one DR extension into SA1 = 3070, the full thing into SA1 = 3415.