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| * Ends in a Drink in exchange for reduced Damage and KD Advantage | | * Ends in a Drink in exchange for reduced Damage and KD Advantage |
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| 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. A little over halfway through the animation, there is a gap on block; the opponent can hit Jamie out of this to prevent additional Drive/Chip damage, but a mistimed button can also result in the opponent getting hit by the second half of the Super. | | A more powerful version of Bakkai, this Super has good range and locks the opponent into the full break dancing animation on hit. In rare cases, juggled opponents can drop out halfway through the animation, most notably against Cammy's {{clr|H|HP}} Hooligan Combination. It is extremely unsafe on block, even allowing some characters to charge up an install move before starting their max damage punish. The startup is also slow enough that some well-timed light normals recover in time to block, reducing its effectiveness as a reversal. |
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| During the Super animation, you can hold Down to increase your Drink Level by 1, at the cost of some damage and knockdown advantage. Jamie still has enough advantage to pressure the opponent, though reversal 4f normals will beat Tenshin and trade with 5MP. On block, the opponent can easily interrupt Jamie before he gains a Drink Level, and there is no longer a blockstring gap that can hit the opponent's mistimed punish.
| | A little over halfway through the animation, there is a gap on block; the opponent can hit Jamie out of this to prevent additional Drive/Chip damage, but a mistimed button can also result in the opponent getting hit by the second half of the Super. |
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| At DL3, ending with a Drink activation changes the recovery to 93, making it {{sf6-adv|VM|-79}} on block. | | During the Super animation, you can hold Down to increase your Drink Level by 1. This eliminates the blockstring gap, and on block Jamie can easily be punished before gaining the Drink Level. Jamie sacrifices some damage and knockdown advantage for using this version, but he still has enough advantage to pressure a cornered opponent; however, reversal 4f normals will beat Tenshin and trade with {{clr|M|5MP}}. |
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| | At DL3, ending with a Drink activation changes the recovery to 86, making it {{sf6-adv|VM|-72}} on block. |
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| At DL4, ending with a Drink restores 1 bar of Drive gauge, allowing Jamie exchange some Super meter for Drive meter in his combo routes. | | At DL4, ending with a Drink restores 1 bar of Drive gauge, allowing Jamie exchange some Super meter for Drive meter in his combo routes. |
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| * Jamie's damage scaling is only set to 105%, rather than the usual 110% | | * Jamie's damage scaling is only set to 105%, rather than the usual 110% |
| * Drink Lv.4 version instantly refills 3 Drive bars (no install timer) | | * Drink Lv.4 version instantly refills 3 Drive bars (no install timer) |
| * Can be useful as a cancel from OD specials for safety or combo extensions | | * Can be useful as a cancel from {{clr|10|OD}} specials for safety or combo extensions |
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| 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 Jamie returns to his previous Drink Level. | | 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. It also allows Jamie to use {{clr|10|OD Bakkai}} as a read against the opponent's projectile, while keeping himself safe on block. |
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| | The timer lasts 15 seconds (900f) and freezes when the opponent is in hitstop or blockstop, after which Jamie returns to his previous Drink Level. He does not build any additional Super meter while the install timer is active. |
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| If Jamie is already at Drink Lv.4, he can still use this Super for its cancel properties in order to get easy frame advantage. He can also treat his Super meter as a reserve tank for his Drive gauge, restoring 3 Drive for the cost of 2 Super bars whenever he wants. This is a great way to reduce the risk of Burnout, as the opponent will have very little time to set up a corner {{clr|4|Drive Impact}} or apply chip damage. | | If Jamie is already at Drink Lv.4, he can still use this Super for its cancel properties in order to get easy frame advantage. He can also treat his Super meter as a reserve tank for his Drive gauge, restoring 3 Drive for the cost of 2 Super bars whenever he wants. This is a great way to reduce the risk of being in Burnout, as the opponent will have very little time to set up a corner {{clr|4|Drive Impact}} or apply chip damage. |
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| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
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| Jamie's {{clr|10|SA3}} 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; this unfortunately means that the damage potential is quite low in highly scaled combos. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the follow-up. Jamie has several options, like 214HP, Dash 5HP, or {{clr|4|DR~}}2KK into further juggles. | | Jamie's {{clr|10|SA3}} 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; this unfortunately means that the damage potential is quite low in highly scaled combos. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the follow-up. Jamie has several options, like {{clr|H|214HP}}, Dash {{clr|H|5HP}}, or {{clr|4|DR~}}2KK into further juggles. |
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| The Critical Art version lacks this ending juggle, but makes up for it with higher base damage and a cooler ending cinematic. Jamie's CA can be comboed into directly after OD Tenshin, bypassing the extra scaling that would otherwise apply and making it the most damaging throw mixup in the game. | | The {{clr|10|Critical Art}} version lacks this ending juggle, but makes up for it with higher base damage and a cooler ending cinematic. Jamie's {{clr|10|CA}} can be comboed into directly after {{clr|10|OD Tenshin}} to bypass its usual damage scaling, making it the most damaging throw mixup in the game. |
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| Because {{clr|10|SA3}} hits twice on block, the first hit can be used to put the opponent into Burnout before chipping out with the 2nd hit. Opponents can Drive Reversal to prevent this if Jamie uses a blockstring into {{clr|10|SA3}}, but this requires them to be aware of the gimmick and to have full awareness of the HP and Drive meter situation. | | Because {{clr|10|SA3}} hits twice on block, the first hit can be used to put the opponent into Burnout before chipping out with the 2nd hit. Opponents can Drive Reversal to prevent this if Jamie uses a blockstring into {{clr|10|SA3}}, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation. |
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