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| {{AttackDataCargo-SF6/Query|Jamie_5lp}} | | {{AttackDataCargo-SF6/Query|Jamie_5lp}} |
| * '''Cancel Hitconfirm Window:''' 12f | | * '''Cancel Hitconfirm Window:''' 12f |
| * '''SA2 Cancel Advantage:''' +7/+2 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB |
| | * '''Drink cancel advantage:''' {{sf6-adv|VM|-37}} oH / {{sf6-adv|VM|-42}} oB |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Overshadowed by {{Clr|LP|2LP}} and {{Clr|LK|5LK}}, this normal doesn't see much use until Jamie has a drink. The frame data of this normal gets worse above Drink Lv.1 but makes up for it in other ways. | | Overshadowed by {{Clr|LP|2LP}} and {{Clr|LK|5LK}}, this normal doesn't see much use until Jamie has a drink. The frame data of this normal gets worse above Drink Lv.1 but makes up for it in other ways. |
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| * Damage DL1-DL4: 285/300/315/330 | | * Damage DL1-DL4: 285/300/315/330 |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''SA2 Cancel Advantage:''' +7/+2 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB |
| | * '''Drink cancel advantage:''' {{sf6-adv|VM|-37}} oH / {{sf6-adv|VM|-42}} oB |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| At Drink Lv.1 and above, {{Clr|LP|5LP}} becomes Jamie's longest range light normal and has a powerful Target Combo cancel into [[{{PAGENAME}}#5LP~LK~MP|{{clr|LK|LK}}~{{clr|MP|MP}}]], which allows for very strong confirms from light normals. | | At Drink Lv.1 and above, {{Clr|LP|5LP}} becomes Jamie's longest range light normal and has a powerful Target Combo cancel into [[{{PAGENAME}}#5LP~LK~MP|{{clr|LK|LK}}~{{clr|MP|MP}}]], which allows for very strong confirms from light normals. |
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| * High juggle potential; final 2 hits maintain juggle state and can allow a follow-up juggle | | * High juggle potential; final 2 hits maintain juggle state and can allow a follow-up juggle |
| * '''Cancel Hitconfirm Window:''' 18f | | * '''Cancel Hitconfirm Window:''' 18f |
| * '''SA2 Cancel Advantage:''' +11/+5 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+5}} oB |
| | * '''Drink cancel advantage:''' {{sf6-adv|VM|-33}} oH / {{sf6-adv|VM|-39}} oB |
| <br> | | <br> |
| A button notable in beating Drive Impact with its 3 hits, and being incredibly hard to interrupt as the first hit starts up in 5 frames. This is especially useful off of a Drive Rush, with 5HP > Drive Rush giving strong confirm routes, and Drive Rush into 5HP giving an easily confirmable follow-up link. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel. It's also pretty deceptive if you cancel the first two hits into Drive Impact yourself. | | A button notable in beating Drive Impact with its 3 hits, and being incredibly hard to interrupt as the first hit starts up in 5 frames. This is especially useful off of a Drive Rush, with 5HP > Drive Rush giving strong confirm routes, and Drive Rush into 5HP giving an easily confirmable follow-up link. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel. It's also pretty deceptive if you cancel the first two hits into Drive Impact yourself. |
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| * Chains into 5LK/2LP/2LK | | * Chains into 5LK/2LP/2LK |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''SA2 Cancel Advantage:''' +9/+5 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+5}} oB |
| | * '''Drink cancel advantage:''' {{sf6-adv|VM|-35}} oH / {{sf6-adv|VM|-39}} oB |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Jamie's 5LK can be chained into, a property not commonly seen in 5LKs. It has quite good range for a chainable light, making it useful in light confirms and combos, all while still being a solid footsies 5LK. 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. | | Jamie's 5LK can be chained into, a property not commonly seen in 5LKs. It has quite good range for a chainable light, making it useful in light confirms and combos, all while still being a solid footsies 5LK. 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. |
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| * Damage DL0-DL4: 540/570/600/630/660 | | * Damage DL0-DL4: 540/570/600/630/660 |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| * '''SA2 Cancel Advantage:''' +14/+10 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+10}} oB |
| | * '''Drink cancel advantage:''' {{sf6-adv|VM|-30}} oH / {{sf6-adv|VM|-34}} oB |
| <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. | | 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. |
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| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * '''Cancel Hitconfirm Window:''' 17f (PC: 29f) | | * '''Cancel Hitconfirm Window:''' 17f (PC: 29f) |
| * '''SA2 Cancel Advantage:''' +17/+11 (KD +87) | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+17}} oH (PC: KD +87)) / {{sf6-adv|VP|+11}} oB |
| | * '''Drink cancel advantage:''' {{sf6-adv|VM|-27}} oH (PC: KD +43) / {{sf6-adv|VM|-33}} oB |
| <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 follow-ups a bit more limited compared to the corner. | | 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 follow-ups a bit more limited compared to the corner. |
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| * Chains into 5LK/2LP/2LK | | * Chains into 5LK/2LP/2LK |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''SA2 Cancel Advantage:''' +9/+3 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|P|+3}} oB |
| | * '''Drink cancel advantage:''' {{sf6-adv|VM|-35}} oH / {{sf6-adv|VM|-41}} oB |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Jamie's only 4f startup normal, making it useful in certain punishes and for pressure strings. This is the only chainable light normal that works well against Drive Impact, but the chain speed is below average, making it more susceptible to a Punish Counter. | | Jamie's only 4f startup normal, making it useful in certain punishes and for pressure strings. This is the only chainable light normal that works well against Drive Impact, but the chain speed is below average, making it more susceptible to a Punish Counter. |
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| * Damage DL0-DL4: 540/570/600/630/660 | | * Damage DL0-DL4: 540/570/600/630/660 |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| * '''SA2 Cancel Advantage:''' +12/+9 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+9}} oB |
| | * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-35}} oB |
| <br> | | <br> |
| A standard cancelable 6f medium button. Jamie can't link into it without Drive Rush, Counter-hit, 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. | | A standard cancelable 6f medium button. Jamie can't link into it without Drive Rush, Counter-hit, 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. |
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| * Damage DL0-DL4: 810/855/900/945/990 | | * Damage DL0-DL4: 810/855/900/945/990 |
| * Forces stand on hit | | * Forces stand on hit |
| * Only the first 2 active frames are cancelable | | * '''Cancel Hitconfirm Window:''' 16f; only the first 2 active frames are cancelable |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+21}} oH / {{sf6-adv|VP|+13}} oB |
| * '''SA2 Cancel Advantage:''' +21/+13 | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-23}} oH / {{sf6-adv|VM|-31}} oB |
| <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 cancelable. | | 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 cancelable. |
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| * Damage DL0-DL4: 180/190/200/210/220 | | * Damage DL0-DL4: 180/190/200/210/220 |
| * Chains into 5LK/2LP/2LK | | * Chains into 5LK/2LP/2LK |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <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. | | 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. |
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| {{AttackDataCargo-SF6/Query|Jamie_2mk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_2mk_dl2}} |
| * Damage DL0-DL4: 450/475/500/525/550 | | * Damage DL0-DL4: 450/475/500/525/550 |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
| |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''SA2 Cancel Advantage:''' +12/+7 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| | * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-37}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <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. | | 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. |
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| {{AttackDataCargo-SF6/Query|Jamie_2kk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_2kk_dl2}} |
| * Damage DL0-DL4: 540/570/600/630/660 | | * Damage DL0-DL4: 540/570/600/630/660 |
| * Puts opponent into limited juggle state | | * Puts opponent into limited juggle state ([[Street_Fighter_6/Glossary#Juggles|Free Juggle]] if performed from Drive Rush) |
| ** [[Street_Fighter_6/Glossary#Juggles|Free juggle state]] if 2KK is performed from Drive Rush
| |
| * '''Cancel Hitconfirm Window:''' 17f (jump, on hit only) | | * '''Cancel Hitconfirm Window:''' 17f (jump, on hit only) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Tensei Kick is an anti-air launcher that's stricter to land but higher reward than a DP. 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. | | Tensei Kick is an anti-air launcher that's stricter to land but higher reward than a DP. 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. |
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| * Damage DL0-DL2: 720/760/800 | | * Damage DL0-DL2: 720/760/800 |
| * '''Cancel Hitconfirm Window:''' 19f (Super) | | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| * '''SA2 Cancel Advantage:''' +15/+11 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+11}} oB |
| {{AttackDataCargo-SF6/Query|Jamie_4hp_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_4hp_dl3}} |
| * Damage DL3-DL4: 840/880 | | * Damage DL3-DL4: 840/880 |
| * '''Cancel Hitconfirm Window:''' 19f (Super) / 20f (TC) | | * '''Cancel Hitconfirm Window:''' 19f (Super) / 20f (TC) |
| * '''SA2 Cancel Advantage:''' +14/+12 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+12}} oB |
| <br> | | <br> |
| Hermit's Elbow pulls back during startup, making it a useful shimmy tool in tick throw situations. If you successfully bait the opponent's throw and land a Punish Counter, it becomes +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 Counter-hit. The super cancel window is also quite lenient, allowing for high damage confirms. | | Hermit's Elbow pulls back during startup, making it a useful shimmy tool in tick throw situations. If you successfully bait the opponent's throw and land a 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 Counter-hit. The super cancel window is also quite lenient, allowing for high damage confirms. |
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| * Damage DL0-DL3: 810/855/900/945 | | * Damage DL0-DL3: 810/855/900/945 |
| * '''Cancel Hitconfirm Window:''' 18f (Super) | | * '''Cancel Hitconfirm Window:''' 18f (Super) |
| * '''SA2 Cancel Advantage:''' +19/+13 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+19}} oH / {{sf6-adv|VP|+13}} oB |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_dl4}} |
| * '''Cancel Hitconfirm Window:''' 18f (Super) / 22f (TC) | | * '''Cancel Hitconfirm Window:''' 18f (Super) / 22f (TC) |
| ** TC confirm into 4HK must be input within 20f for a Counter-hit combo into Headbutt | | ** TC confirm into 4HK must be input within 20f for a Counter-hit combo into Headbutt |
| * '''SA2 Cancel Advantage:''' +19/+13 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+19}} oH / {{sf6-adv|VP|+13}} oB |
| <br> | | <br> |
| A long range stepkick that can be confirmed into a Super on hit. You cannot space it to connect meaty at max range, so the only follow-up links require Counter-hit, Punish Counter, or Drive Rush (which travels nearly full screen). | | A long range stepkick that can be confirmed into a Super on hit. You cannot space it to connect meaty at max range, so the only follow-up links require Counter-hit, Punish Counter, or Drive Rush (which travels nearly full screen). |
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| {{AttackDataCargo-SF6/Query|Jamie_5lp_lk_mp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_5lp_lk_mp_dl2}} |
| * Damage DL1-DL4: 475(380)/500(400)/525(420)/550(440) | | * Damage DL1-DL4: 475(380)/500(400)/525(420)/550(440) |
| | * () refers to scaled damage when beginning combo with 5LP~LK |
| * '''Cancel Hitconfirm Window:''' 52f | | * '''Cancel Hitconfirm Window:''' 52f |
| * '''SA2 Cancel Advantage:''' +12/+4 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+4}} oB |
| * () refers to scaled damage when beginning combo with 5LP~LK | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-40}} oB |
| <br> | | <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 follow-up are 236PP and SA2. 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. | | 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 follow-up are 236PP and SA2. 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. |
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| * 3f gap between hits on block; requires extra frame advantage to combo from 4HP (Counter-hit, Punish Counter, Drive Rush, meaty timing) | | * 3f gap between hits on block; requires extra frame advantage to combo from 4HP (Counter-hit, Punish Counter, Drive Rush, meaty timing) |
| * '''Cancel Hitconfirm Window:''' 18f / 56f (from CH 4HP~HP) | | * '''Cancel Hitconfirm Window:''' 18f / 56f (from CH 4HP~HP) |
| * '''SA2 Cancel Advantage:''' +18/+6 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+6}} oB |
| {{AttackDataCargo-SF6/Query|Jamie_4hp_hp_hk_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_4hp_hp_hk_dl3}} |
| * Damage DL3-DL4: 840(672)/880(704) | | * Damage DL3-DL4: 840(672)/880(704) |
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| * Cancelable into any special or Super | | * Cancelable into any special or Super |
| * '''Cancel Hitconfirm Window:''' 20f (Headbutt) / 59-60f (CH 6HK + Headbutt) | | * '''Cancel Hitconfirm Window:''' 20f (Headbutt) / 59-60f (CH 6HK + Headbutt) |
| * '''SA2 Cancel Advantage:''' KD+54/+10; '''Drink Cancel Advantage:''' KD+10/-34 | | * '''SA2 cancel advantage:''' KD +54 oH / {{sf6-adv|VP|+10}} oB |
| | * '''Drink cancel advantage:''' KD +10 oH / {{sf6-adv|VM|-34}} oB |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_mid_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_mid_dl4}} |
| * Cancelable into any special or Super | | * Cancelable into any special or Super |
| * '''Cancel Hitconfirm Window:''' 60/40/17f (more hits = more hitconfirm time) | | * '''Cancel Hitconfirm Window:''' 60/40/17f (more hits = more hitconfirm time) |
| * '''SA2 Cancel Advantage:''' KD+57/+13; '''Drink Cancel Advantage:''' KD+13/-31 | | * '''SA2 cancel advantage:''' KD +57 oH / {{sf6-adv|VP|+13}} oB |
| | * '''Drink cancel advantage:''' KD +13 oH / {{sf6-adv|VM|-31}} oB |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_far_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_far_dl4}} |
| * Restores 1 Drive bar (or equivalent Burnout gauge) on final Drink recovery frame | | * Restores 1 Drive bar (or equivalent Burnout gauge) on final Drink recovery frame |
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| {{AttackDataCargo-SF6/Query|Jamie_lplk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_lplk_dl2}} |
| * Damage DL0-DL4: 1080/1139/1200/1259/1320 | | * Damage DL0-DL4: 1080/1139/1200/1259/1320 |
| ** Punish Counter: 1836/1937/2040/2141/2244; HKD +23 | | ** Punish Counter: HKD +23; 1836/1937/2040/2141/2244 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|Jamie_4lplk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_4lplk_dl2}} |
| * Damage DL0-DL4: 1080/1139/1200/1259/1320 | | * Damage DL0-DL4: 1080/1139/1200/1259/1320 |
| ** Punish Counter: 1836/1937/2040/2141/2244; HKD +38 | | ** Punish Counter: HKD +38; 1836/1937/2040/2141/2244 |
| * Side switch | | * Side switch |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
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| * '''Cancel Hitconfirm Window:''' 23f (Follow-up) / 15f (Super) | | * '''Cancel Hitconfirm Window:''' 23f (Follow-up) / 15f (Super) |
| ** 22f confirm window to combo into ~6K | | ** 22f confirm window to combo into ~6K |
| * '''SA2 Cancel Advantage:''' +17/+14 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+14}} oB |
| <br> | | <br> |
| Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional follow-ups. Higher strength versions move farther but have slower startup, with the 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. | | Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional follow-ups. Higher strength versions move farther but have slower startup, with the 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. |
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| * '''Cancel Hitconfirm Window:''' 36f (Follow-up) / 27f (Super) | | * '''Cancel Hitconfirm Window:''' 36f (Follow-up) / 27f (Super) |
| ** 35f confirm window to combo into ~6P | | ** 35f confirm window to combo into ~6P |
| * '''SA2 Cancel Advantage:''' +18/+13 1st hit, +18/+12 2nd hit | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+13}} (1st hit), {{sf6-adv|VP|+12}} (2nd hit) oB |
| <br> | | <br> |
| At max Drink Level, Freeflow Strikes becomes a 2-hit attack, gaining additional damage and making it much easier to confirm follow-ups or Super. It also becomes safe on block for all versions, giving Jamie a great confirmable pressure tool from mid-range. In some juggle routes, it becomes harder to combo into the 6K follow-ups due to the extra pushback, so the 6P follow-ups are recommended for more consistency. | | At max Drink Level, Freeflow Strikes becomes a 2-hit attack, gaining additional damage and making it much easier to confirm follow-ups or Super. It also becomes safe on block for all versions, giving Jamie a great confirmable pressure tool from mid-range. In some juggle routes, it becomes harder to combo into the 6K follow-ups due to the extra pushback, so the 6P follow-ups are recommended for more consistency. |
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| ** Opponent is considered standing and throwable, but becomes airborne after follow-up hit | | ** Opponent is considered standing and throwable, but becomes airborne after follow-up hit |
| * '''Cancel Hitconfirm Window:''' 25f (Super/DL4 Follow-up) | | * '''Cancel Hitconfirm Window:''' 25f (Super/DL4 Follow-up) |
| * '''SA2 Cancel Advantage:''' KD+89(103)/+15 | | * '''SA2 cancel advantage:''' KD +89(+103) oH / {{sf6-adv|VP|+15}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <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). | | 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). |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_214p_6p}} | | {{AttackDataCargo-SF6/Query|Jamie_214p_6p}} |
| * 1f gap between hits on block | | * 1f gap between hits on block (can delay for 8f gap after 214LP/MP, or 7f gap after 214HP) |
| ** Can delay gap up to 8f after 214LP/214MP, or 7f after 214HP
| |
| * '''Cancel Hitconfirm Window:''' 19f (Super) | | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo (after blocked 214P) |
| {{AttackDataCargo-SF6/Query|Jamie_214pp_6p}} | | {{AttackDataCargo-SF6/Query|Jamie_214pp_6p}} |
| * Forms a true blockstring after 214PP | | * Forms a true blockstring after 214PP (can delay to create up to a 5f blockstring gap) |
| ** Can delay to create a gap up to 5f on block
| |
| * '''Cancel Hitconfirm Window:''' 19f (Super) | | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| * '''SA2 Cancel Advantage:''' KD+55/+12 | | * '''SA2 cancel advantage:''' KD +55(+57) oH / {{sf6-adv|VP|+12}} oB; 2f better if 6P hits grounded |
| | * Applies 20% damage scaling to next hit when beginning a combo (after blocked 214PP) |
| <br> | | <br> |
| This follow-up to Swagger Step is only available at max Drink Level. It works in juggles or in grounded combos, adding significant damage especially when canceled into SA3. 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. | | This follow-up to Swagger Step is only available at max Drink Level. It works in juggles or in grounded combos, adding significant damage especially when canceled into SA3. 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. |
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| * Puts grounded opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts grounded opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * Puts airborne opponents into OTG bounce state | | * Puts airborne opponents into OTG bounce state |
| * Counts as 2 hits of scaling when beginning a combo | | * Applies 20% damage scaling to next hit when beginning a combo; applies 10% immediate damage scaling when comboed into |
| * If canceled from j.MP, 10% scaling penalty applies to j.214KK and follow-up juggles (100 -> 90 -> 70 -> 60...)
| |
| <br> | | <br> |
| At Drink Lv.1, Jamie unlocks a divekick that can be used out of forward jumps. It can be done very low to the ground with a Tiger Knee input (214~9K), and connecting low on the opponents legs gives better advantage on block or on knockdown; he can even juggle after meterless divekick when spaced well enough. 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. It also evades throws, so it can be used as a shimmy or to punish throw loops. | | 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. It also evades throws, so it can be used as a shimmy or to punish throw loops. |
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| * '''Projectile Invuln:''' 3-28f | | * '''Projectile Invuln:''' 3-28f |
| * '''Cancel Hitconfirm Window:''' 74f (Super); cancels on 7th hit | | * '''Cancel Hitconfirm Window:''' 74f (Super); cancels on 7th hit |
| * '''SA2 Cancel Advantage:''' +14/+7 | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+7}} oB |
| <br> | | <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 canceling, and with 2 bars the OD version can be made safe on block with an eternity to hitconfirm. 236LK gives Jamie a safe jump similar to 623LK in the corner (or midscreen if the opponent does not back rise). | | 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 canceling, and with 2 bars the OD version can be made safe on block with an eternity to hitconfirm. 236LK gives Jamie a safe jump similar to 623LK in the corner (or midscreen if the opponent does not back rise). |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_63214k_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_63214k_dl3}} |
| | * Applies 20% damage scaling to 3rd hit when beginning a combo (100/100/60...) |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| * Increases opponents Juggle Count despite remaining grounded | | * Increases opponents Juggle Count despite remaining grounded |
| {{AttackDataCargo-SF6/Query|Jamie_63214kk_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_63214kk_dl3}} |
| * Damage DL3-DL4: 682/715 | | * Damage DL3-DL4: 682/715 |
| * Crumple state; Jamie is +28 before the opponent goes airborne | | * Crumple state; Jamie is +28 before the opponent goes airborne |
| | * Applies 20% damage scaling to 3rd hit when beginning a combo (100/100/60...) |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| Tenshin is a unique command grab that allows you to combo after landing it, reminiscent of Yun, Yang, and Fei Long's similar grab from previous games without the side switch. It doesn't have quite as good range or speed as most command grabs, but the combo utility more than makes up for these faults and greatly boosts Jamie's close range mixup game. Not only can it net the most damage of any command grab with proper use of resources, but it also allows you to loop your pressure into whatever oki is desired, something that no other command grab can do nearly as well. | | Tenshin is a unique command grab that allows you to combo after landing it, reminiscent of Yun, Yang, and Fei Long's similar grab from previous games without the side switch. It doesn't have quite as good range or speed as most command grabs, but the combo utility more than makes up for these faults and greatly boosts Jamie's close range mixup game. Not only can it net the most damage of any command grab with proper use of resources, but it also allows you to loop your pressure into whatever oki is desired, something that no other command grab can do nearly as well. |
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| * Depletes 1.5 Drive bars from opponent on hit | | * Depletes 1.5 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~1.8 Drive bars for Jamie | | ** Cinematic time regenerates ~1.8 Drive bars for Jamie |
| * 50% minimum damage scaling | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_ca_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236236p_ca_dl2}} |
| * Damage DL0-DL4: 4050/4274/4500/4724/4950 | | * Damage DL0-DL4: 4050/4274/4500/4724/4950 |
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| ** Chip: 450,675/475,712/500,750/525,787/550,825 | | ** Chip: 450,675/475,712/500,750/525,787/550,825 |
| * '''Full Invuln:''' 1-12f; Armor Break | | * '''Full Invuln:''' 1-12f; Armor Break |
| * No juggle follow-up on cinematic hit | | * Available at 25% HP or below |
| * Depletes 2 Drive bars from opponent on hit | | * Depletes 2 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~2.2 Drive bars for Jamie | | ** Cinematic time regenerates ~2.2 Drive bars for Jamie |
| * 50% minimum damage scaling; available at 25% HP or below | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| Jamie's Level 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 follow-up juggle to make it worthwhile. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the follow-up. Jamie has several options, like Dash + 5HP or Drive Rush~2HP into further juggles. | | Jamie's Level 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 follow-up juggle to make it worthwhile. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the follow-up. Jamie has several options, like Dash + 5HP or Drive Rush~2HP into further juggles. |