Street Fighter 6/Jamie/Combos: Difference between revisions

From SuperCombo Wiki
Line 28: Line 28:


==Combo Theory==
==Combo Theory==
<tabber> General Theory =
<tabber> Drink Levels =
{{TheoryBox
| Title      = General Theory
| Oneliner  =
| Difficulty =
| Anchor    =
| Video      =
| Recipe    =
| content    =
}}
|-|
Drink Levels =
{{TheoryBox
{{TheoryBox
| Title      = Drink Levels
| Title      = Drink Levels
Line 54: Line 43:
}}
}}
</tabber>
</tabber>
==Combo List==
==Combo List==
===Level 3 Super Combos===
===Level 3 Super Combos===

Revision as of 23:56, 7 November 2022

Combo Notation Guide

Notation Meaning
> Cancel the previous move to the following move.
, Link the previous move to the following move.
~ Cancel the previous special to the following special.
(X) A move in brackets must whiff (not hit).
If an attack is accompanied by a number in brackets, only allow that many hits to connect.
jX Jumping action.
dl.X Briefly delay the action.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (LP, MP, or HP)" and "Any Kick (LK, MK, or HK)" respectively.
X/Y Do either X move or Y move in a combo.
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

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 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

Level 3 Super Combos

Heavy Swagger Punch


Super, 214HP

-1 After Backroll 2 Dashes. Can do 1 Dash then Drive Rush meaty. Easy Combo.

Advanced 1 Bar Dive Kick


Super, DR ~ 2KK > jc, dl.jHK, rejump jMP > dl.214HK

+6 After Backroll 1 Dash.

OD Bakkai


Super, (dl.)236KK

Can do a slight delay to get more hits and more damage. No Oki Midscreen. Better options in Corner.

Heavy Swagger Hermit Punch


Super, 214HP ~ 6P

No Oki Mid-screen, lotta damage.

Enders

Arrow Kick (623K)


Any Attack > 623K
  • Light Arrow Kick (623LK) will likely be your most common ender period. The Okizeme is great after 2 dashes (even on back-roll) and the damage is not too much lower than 623HK.
  • However, Heavy Arrow Kick (623HK) is still a great ender for the damage increase alone. It gives Oki in the corner, not to mention you can still get a meaty mid-screen in most situations by doing 1 Dash followed by a Drive Rush attack (5MP recommended).
  • OD Arrow Kick in combos is hardly ever worth the meter, though it does technically do the most damage.
Freeflow Strikes (236P ~ 6P ~ 6P)


Light Attacks > 236LP/236PP > 6P > 6P
Medium Attacks / 5HP(2) > 236MP > 6P > 6P
Heavy Attacks / 5MK > 236HP > 6P > 6P
  • Great ender to use as a hit-confirm from single attacks as the first hit of the sequence is relatively safe.
  • However, when compared to other enders, it is outclassed in most other fields. Use only as a hit-confirm.
  • OD Freeflow Strikes do the most damage and have the added benefit of being completely safe on block on the first hit.
Freeflow Kicks (236P ~ 6K ~ 6K)


Light Attacks > 236LP/236PP > 6K > 6K
Medium Attacks / 5HP(2) > 236MP > 6K > 6K
Heavy Attacks / 5MK > 236HP > 6K > 6K
  • Great ender for the same reasons as Freeflow Strikes, but with the added benefit of increasing Jamie's Drink Level, which is always a plus.
  • However, the Oki after is awful, especially in the corner.
  • OD Freeflow Strikes do the most damage and have the added benefit of being completely safe on block on the first hit.
Swagger Step (214P)


Medium Attacks / 5HP > 214LP
5MK > 5HK > 214MP/214PP
2HP > 214HP
  • Mostly outclassed by Arrow Kick (623K), though it does work at ranges where Arrow Kick would drop.
  • OD Swagger Step is a great ender due to the hard knockdown and slight damage increase, though getting a meaty on backroll can be tricky.
  • Since HP Swagger Step does more damage than Light Arrow Kick and gives similar Oki on grounded hit, it's a better ender from 2HP.
Phantom Sway (2HK > HK > P)


PC 5MP / 2KK / (in corner) 214PP , 2HK > HK > P
  • Not A Special Move, however it is still a notable ender due to it being a very reliable ender in juggles and useful in certain links.
  • This is by far your best way to increase your drink level, as not only is the damage good, but it gives Oki in the corner.

Luminous Dive Kick (j.214K)


j.MP > 214K

Though a niche ender, it gives great Oki and good damage. Usually your best option after 2KK.

Bakkai (236K)


Medium Attacks > 236LK, 2HP / 5HK > 236HK / 236KK
  • This Ender is your new best friend. Light Bakkai does the same damage as Heavy Arrow Kick (623HK) but with actual Oki on the table and nearly the same cancel routes.
  • Neither 236HK nor 236KK give much in the way of Oki outside of the corner, but the damage is absolutely absurd.

Level 4 Freeflow Strikes/Kicks (236P ~ 6P/K ~ 6P/K)


Light Attacks > 236LP/236PP ~ 6P/K ~ 6P/K
Medium Attacks/5HP(2) > 236MP ~ 6P/K ~ 6P/K
Heavy Attacks / 5MK > 236HP ~ 6P/K ~ 6/K
  • Now we're cooking. Freeflow Strikes/Kicks get buffed in various ways at Level 4. The first hit of the sequence is now completely safe, and hits twice, making it very easy to confirm off the special alone into the next hit.
  • The Freeflow Strikes follow-ups now give exceptional corner carry, making it a much more viable ender too.
  • At Level 4, when Jamie drinks, he partially refills his drive gauge instead, greatly lessening the value of Freeflow Kicks.
  • OD Freeflow is as safe as Meterless Freeflow at this level, making it a near waste of meter.
Swagger Hermit Punch (214P ~ 6P)


Medium Attacks / 5HP > 214LP
5MK / 5HK > 214MP/214PP
2HP > 214HP
  • Jamie can now meterlessly do the damage of a level 1 Super. Where the follow-up loses mid-screen Oki it more than makes up for it in being his highest damage special move, with Light SHP (214LP) doing the same damage as Heavy Bakkai (236HK).