|
|
Line 511: |
Line 511: |
| }} | | }} |
| </tabber> | | </tabber> |
| | |
|
| |
|
| === Crouching Normals === | | === Crouching Normals === |
Line 994: |
Line 995: |
| }} | | }} |
| </tabber> | | </tabber> |
| | |
|
| |
|
| === Jumping Normals === | | === Jumping Normals === |
Line 1,426: |
Line 1,428: |
| }} | | }} |
| </tabber> | | </tabber> |
| | |
|
| |
|
| == Command Normals == | | == Command Normals == |
Line 1,739: |
Line 1,742: |
| }} | | }} |
| </tabber> | | </tabber> |
| | |
|
| |
|
| == Target Combos == | | == Target Combos == |
Line 2,058: |
Line 2,062: |
| </tabber> | | </tabber> |
|
| |
|
| == Universal Mechanics ==
| | |
| === Throws ===
| | == Throws == |
| ====<font style="visibility:hidden; float:right">Forward Throw (LPLK)</font>==== | | ====<font style="visibility:hidden; float:right">Forward Throw (LPLK)</font>==== |
| <tabber> DR0 = | | <tabber> DR0 = |
Line 2,200: |
Line 2,204: |
|
| |
|
|
| |
|
| === Drive Moves ===
| | == Drive System == |
| ====<font style="visibility:hidden; float:right">Drive Impact (HPHK)</font>==== | | ====<font style="visibility:hidden; float:right">Drive Impact (HPHK)</font>==== |
| <tabber> DR0 = | | <tabber> DR0 = |
Line 2,400: |
Line 2,404: |
| }} | | }} |
|
| |
|
| === Taunts === | | |
| ====<font style="visibility:hidden; float:right">Neutral Taunt (5PPPKKK)</font>==== | | == Special Moves == |
| <tabber> DR0-DR3 =
| | ====<font style="visibility:hidden; float:right">The Devil Inside (22P)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Neutral Taunt | | | title = The Devil Inside |
| | subtitle = (DR0-DR3) | | | subtitle = |
| | input = 5PPPKKK | | | input = 22P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5pppkkk|caption='' "Where's my bed? You're putting me to sleep, man." ''}} | | {{MoveDataCargoImage|Jamie_22p|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|Jamie_22p_activation|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5pppkkk}} | | {{AttackDataCargo-SF6/Query|Jamie_22p}} |
| * Has a unique variation at Drink Lv.4 | | {{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 DR4, 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 DR4; 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 |
| }} | | }} |
| |-|
| | |
| DR4 =
| | ====<font style="visibility:hidden; float:right">Freeflow Strikes (236P)</font>==== |
| | <tabber> DR0 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Neutral Taunt | | | title = Freeflow Strikes |
| | subtitle = (DR4) | | | subtitle = (DR0) |
| | input = 5PPPKKK | | | input = 236P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5pppkkk_dr4|caption='' "You're still here? This... is your last chance." ''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5pppkkk_dr4}} | | {{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. |
| }} | | }} |
| </tabber>
| | |-| |
| | | DR1 = |
| ====<font style="visibility:hidden; float:right">Forward Taunt (6PPPKKK)</font>====
| |
| <tabber> DR0 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Forward Taunt | | | title = Freeflow Strikes |
| | subtitle = (DR0) | | | subtitle = (DR1) |
| | input = 6PPPKKK | | | input = 236P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk|caption='' "Bring it!" ''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_dr1|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp_dr1|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_dr1}} |
| * Changes with each Drink level | | * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) |
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_dr1}} |
| | * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) |
| | ** 18f confirm window to combo into ~6K |
| | {{AttackDataCargo-SF6/Query|Jamie_236hp_dr1}} |
| | * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) |
| | ** 16f confirm window to combo into ~6P, 15f to combo into ~6K |
| | {{AttackDataCargo-SF6/Query|Jamie_236pp_dr1}} |
| | * '''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. |
| }} | | }} |
| |-| | | |-| |
| DR1 =
| | DR2 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Forward Taunt | | | title = Freeflow Strikes |
| | subtitle = (DR1) | | | subtitle = (DR2) |
| | input = 6PPPKKK | | | input = 236P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dr1|caption='' "Come on, let me see your sick flow!" ''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_dr2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp_dr2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_dr2}} |
| * Changes with each Drink level | | * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) |
| }}
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_dr2}} |
| |-|
| | * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) |
| DR2 =
| | ** 18f confirm window to combo into ~6K |
| {{MoveDataCargo | | {{AttackDataCargo-SF6/Query|Jamie_236hp_dr2}} |
| | title = Forward Taunt | | * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) |
| | subtitle = (DR2)
| | ** 16f confirm window to combo into ~6P, 15f to combo into ~6K |
| | input = 6PPPKKK
| | {{AttackDataCargo-SF6/Query|Jamie_236pp_dr2}} |
| | images =
| | * '''Cancel reaction window:''' 23f (Followup) / 15f (Super) |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dr2|caption='' "You gonna show me some moves? Don't screw up!" ''}} | | ** 22f confirm window to combo into ~6K |
| | info =
| | * '''xx Lv.2 Super:''' +17/+14 |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dr2}} | | <br> |
| * Changes with each Drink level | | 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. |
| }} | | }} |
| |-| | | |-| |
| DR3 = | | DR3 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Forward Taunt | | | title = Freeflow Strikes |
| | subtitle = (DR3) | | | subtitle = (DR3) |
| | input = 6PPPKKK | | | input = 236P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dr3|caption='' "You think you knew what I'm gonna do next?" ''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_dr3|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp_dr3|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_dr3}} |
| * Changes with each Drink level | | * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) |
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_dr3}} |
| | * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) |
| | ** 18f confirm window to combo into ~6K |
| | {{AttackDataCargo-SF6/Query|Jamie_236hp_dr3}} |
| | * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) |
| | ** 16f confirm window to combo into ~6P, 15f to combo into ~6K |
| | {{AttackDataCargo-SF6/Query|Jamie_236pp_dr3}} |
| | * '''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. |
| }} | | }} |
| |-| | | |-| |
| DR4 = | | DR4 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Forward Taunt | | | title = Freeflow Strikes |
| | subtitle = (DR4) | | | subtitle = (DR4) |
| | input = 6PPPKKK | | | input = 236P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dr4|caption='' "I ain't through with you.... zzz .... oh man, oh man." ''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_dr4|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp_dr4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_dr4}} |
| * Changes with each Drink level | | * '''Cancel reaction window:''' 36f (Followup) / 29f (Super) |
| }}
| | ** 33f confirm window to combo into ~6P, 34f to combo into ~6K |
| </tabber>
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_dr4}} |
| | | * '''Cancel reaction window:''' 36f (Followup) / 29f (Super) |
| ====<font style="visibility:hidden; float:right">Back Taunt (4PPPKKK)</font>====
| | ** 33f confirm window to combo into ~6P, 31f to combo into ~6K |
| {{MoveDataCargo | | {{AttackDataCargo-SF6/Query|Jamie_236hp_dr4}} |
| | title = Back Taunt | | * '''Cancel reaction window:''' 36f (Followup) / 29f (Super) |
| | subtitle =
| | ** 33f confirm window to combo into ~6P, cannot combo into ~6K |
| | input = 4PPPKKK
| | {{AttackDataCargo-SF6/Query|Jamie_236pp_dr4}} |
| | images =
| | * '''Cancel reaction window:''' 36f (Followup) / 27f (Super) |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_4pppkkk|caption='' "Listen! Da na, da na da na, da da da... right!" ''}} | | ** 35f confirm window to combo into ~6P |
| | info =
| | * '''xx Lv.2 Super:''' +18/+13 1st hit, +18/+12 2nd hit |
| {{AttackDataCargo-SF6/Query|Jamie_4pppkkk}} | | <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>==== |
| == Special Moves ==
| | <tabber> DR0 = |
| ====<font style="visibility:hidden; float:right">The Devil Inside (22P)</font>==== | |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = The Devil Inside | | | title = Freeflow Strikes Punch 1 |
| | subtitle = | | | subtitle = (DR0) |
| | input = 22P | | | input = 236P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_22p|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_6p|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|Jamie_22p_activation|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp_6p|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_22p}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6p}} |
| {{AttackDataCargo-SF6/Query|Jamie_22p_2}} | | * '''Cancel reaction window:''' 18f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_22p_3}}
| | * 0-2f gap between Rekka and 6P on block |
| {{AttackDataCargo-SF6/Query|Jamie_22p_4}} | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p}} |
| * Increases Drink Level by 1-4 depending on how long button is held; Startup represents the time it takes to build each Drink | | * '''Cancel reaction window:''' 18f (Followup) |
| * In DR4, regains 0.5 Drive bars per level increase (or equivalent Burnout reduction)
| | * 0-5f gap between Rekka and 6P on block |
| * Drink Level from 0-4 affects moveset and base damage scaling (90/95/100/105/110% respectively) | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p}} |
| * Entire animation is in a Counterhit state
| | * '''Cancel reaction window:''' 18f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_22p_activation}} | | * 3-8f gap between Rekka and 6P on block |
| * Happens automatically upon reaching DR4; Drink recovers more quickly, potentially giving stronger oki | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p}} |
| * Screen freezes for 25f (1f full invincibility on the frame this occurs) | | * '''Cancel reaction window:''' 18f (Followup) |
| * The 4 vulnerable post-freeze frames put Jamie in a Counterhit state
| | * 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. |
| }} | | }} |
| | | |-| |
| ====<font style="visibility:hidden; float:right">Freeflow Strikes (236P)</font>====
| | DR1 = |
| <tabber> DR0 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes | | | title = Freeflow Strikes Punch 1 |
| | subtitle = (DR0) | | | subtitle = (DR1) |
| | input = 236P | | | input = 236P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_dr1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_dr1|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_dr1}} |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) | | * '''Cancel reaction window:''' 18f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp}} | | * 0-2f gap between Rekka and 6P on block |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_dr1}} |
| ** 18f confirm window to combo into ~6K | | * '''Cancel reaction window:''' 18f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236hp}} | | * 0-5f gap between Rekka and 6P on block |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_dr1}} |
| ** 16f confirm window to combo into ~6P, 15f to combo into ~6K | | * '''Cancel reaction window:''' 18f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236pp}} | | * 3-8f gap between Rekka and 6P on block |
| * '''Cancel reaction window:''' 23f (Followup) / 15f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_dr1}} |
| ** 22f confirm window to combo into ~6K | | * '''Cancel reaction window:''' 18f (Followup) |
| * '''xx Lv.2 Super:''' +17/+14
| | * 0-3f gap between Rekka and 6P on block |
| <br> | | <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.
| | 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> | | <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.
| | 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. |
| <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.
| |
| }} | | }} |
| |-| | | |-| |
| DR1 =
| | DR2 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes | | | title = Freeflow Strikes Punch 1 |
| | subtitle = (DR1) | | | subtitle = (DR2) |
| | input = 236P | | | input = 236P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_dr1|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_dr2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp_dr1|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_dr2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_dr2}} |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) | | * '''Cancel reaction window:''' 18f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_dr1}} | | * 0-2f gap between Rekka and 6P on block |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_dr2}} |
| ** 18f confirm window to combo into ~6K | | * '''Cancel reaction window:''' 18f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_dr1}} | | * 0-5f gap between Rekka and 6P on block |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_dr2}} |
| ** 16f confirm window to combo into ~6P, 15f to combo into ~6K | | * '''Cancel reaction window:''' 18f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_dr1}} | | * 3-8f gap between Rekka and 6P on block |
| * '''Cancel reaction window:''' 23f (Followup) / 15f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_dr2}} |
| ** 22f confirm window to combo into ~6K | | * '''Cancel reaction window:''' 18f (Followup) |
| * '''xx Lv.2 Super:''' +17/+14
| | * 0-3f gap between Rekka and 6P on block |
| <br> | | <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.
| | 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> | | <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.
| | 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. |
| <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.
| |
| }} | | }} |
| |-| | | |-| |
| DR2 =
| | DR3 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes | | | title = Freeflow Strikes Punch 1 |
| | subtitle = (DR2) | | | subtitle = (DR3) |
| | input = 236P | | | input = 236P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_dr2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_dr3|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp_dr2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_dr3|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_dr3}} |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) | | * '''Cancel reaction window:''' 18f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_dr2}} | | * 0-2f gap between Rekka and 6P on block |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_dr3}} |
| ** 18f confirm window to combo into ~6K | | * '''Cancel reaction window:''' 18f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_dr2}} | | * 0-5f gap between Rekka and 6P on block |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_dr3}} |
| ** 16f confirm window to combo into ~6P, 15f to combo into ~6K | | * '''Cancel reaction window:''' 18f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_dr2}} | | * 3-8f gap between Rekka and 6P on block |
| * '''Cancel reaction window:''' 23f (Followup) / 15f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_dr3}} |
| ** 22f confirm window to combo into ~6K | | * '''Cancel reaction window:''' 18f (Followup) |
| * '''xx Lv.2 Super:''' +17/+14
| | * 0-3f gap between Rekka and 6P on block |
| <br> | | <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.
| | 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> | | <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.
| | 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. |
| <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.
| |
| }} | | }} |
| |-| | | |-| |
| DR3 =
| | DR4 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes | | | title = Freeflow Strikes Punch 1 |
| | subtitle = (DR3) | | | subtitle = (DR4) |
| | input = 236P | | | input = 236P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_dr3|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_dr4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp_dr3|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_dr4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_dr4}} |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) | | * '''Cancel reaction window:''' 28f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_dr3}} | | * 2-7f gap between Rekka and 6P on block |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_dr4}} |
| ** 18f confirm window to combo into ~6K | | * '''Cancel reaction window:''' 28f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_dr3}} | | * 2-7f gap between Rekka and 6P on block |
| * '''Cancel reaction window:''' 19f (Followup) / 14f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_dr4}} |
| ** 16f confirm window to combo into ~6P, 15f to combo into ~6K | | * '''Cancel reaction window:''' 28f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_dr3}} | | * 2-7f gap between Rekka and 6P on block |
| * '''Cancel reaction window:''' 23f (Followup) / 15f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_dr4}} |
| ** 22f confirm window to combo into ~6K
| | * '''Cancel reaction window:''' 28f (Followup) |
| * '''xx Lv.2 Super:''' +17/+14 | | * 2-7f gap between Rekka and 6P on block |
| <br> | | <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.
| | 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> | | <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.
| | 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. |
| <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.
| |
| }} | | }} |
| |-|
| | </tabber> |
| DR4 =
| |
| {{MoveDataCargo
| |
| | title = Freeflow Strikes
| |
| | subtitle = (DR4)
| |
| | input = 236P
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_dr4|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp_dr4|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_dr4}}
| |
| * '''Cancel reaction window:''' 36f (Followup) / 29f (Super)
| |
| ** 33f confirm window to combo into ~6P, 34f to combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_dr4}}
| |
| * '''Cancel reaction window:''' 36f (Followup) / 29f (Super)
| |
| ** 33f confirm window to combo into ~6P, 31f to combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_dr4}}
| |
| * '''Cancel reaction window:''' 36f (Followup) / 29f (Super)
| |
| ** 33f confirm window to combo into ~6P, cannot combo into ~6K
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_dr4}}
| |
| * '''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>==== | | ====<font style="visibility:hidden; float:right">Freeflow Strikes Punch 2 (236P~6P~6P)</font>==== |
| <tabber> DR0 = | | <tabber> DR0 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 1 | | | title = Freeflow Strikes Punch 2 |
| | subtitle = (DR0) | | | subtitle = (DR0) |
| | input = 236P~6P | | | input = 236P~6P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_6p|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_6p|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp_6p|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_6p|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p}} |
| * '''Cancel reaction window:''' 18f (Followup) | | * 1-5f gap before final hit on block |
| * 0-2f gap between Rekka and 6P on block
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p}} |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p}} | | * 2-6f gap before final hit on block |
| * '''Cancel reaction window:''' 18f (Followup) | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p}} |
| * 0-5f gap between Rekka and 6P on block
| | * 3-7f gap before final hit on block |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p}} |
| * '''Cancel reaction window:''' 18f (Followup)
| | * 0-2f gap before final hit on block |
| * 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> | | <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. | | 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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR1 = | | DR1 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 1 | | | title = Freeflow Strikes Punch 2 |
| | subtitle = (DR1) | | | subtitle = (DR1) |
| | input = 236P~6P | | | input = 236P~6P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_dr1|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_6p_dr1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_dr1|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_6p_dr1|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dr1}} |
| * '''Cancel reaction window:''' 18f (Followup) | | * 1-5f gap before final hit on block |
| * 0-2f gap between Rekka and 6P on block
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dr1}} |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_dr1}} | | * 2-6f gap before final hit on block |
| * '''Cancel reaction window:''' 18f (Followup) | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dr1}} |
| * 0-5f gap between Rekka and 6P on block
| | * 3-7f gap before final hit on block |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dr1}} |
| * '''Cancel reaction window:''' 18f (Followup)
| | * 0-2f gap before final hit on block |
| * 3-8f gap between Rekka and 6P on block | |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_dr1}} | |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-3f gap between Rekka and 6P on block | |
| <br> | | <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. | | 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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR2 = | | DR2 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 1 | | | title = Freeflow Strikes Punch 2 |
| | subtitle = (DR2) | | | subtitle = (DR2) |
| | input = 236P~6P | | | input = 236P~6P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_dr2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_6p_dr2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_dr2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_6p_dr2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dr2}} |
| * '''Cancel reaction window:''' 18f (Followup) | | * 1-5f gap before final hit on block |
| * 0-2f gap between Rekka and 6P on block
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dr2}} |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_dr2}} | | * 2-6f gap before final hit on block |
| * '''Cancel reaction window:''' 18f (Followup) | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dr2}} |
| * 0-5f gap between Rekka and 6P on block
| | * 3-7f gap before final hit on block |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dr2}} |
| * '''Cancel reaction window:''' 18f (Followup)
| | * 0-2f gap before final hit on block |
| * 3-8f gap between Rekka and 6P on block | |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_dr2}} | |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-3f gap between Rekka and 6P on block | |
| <br> | | <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. | | 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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR3 = | | DR3 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 1 | | | title = Freeflow Strikes Punch 2 |
| | subtitle = (DR3) | | | subtitle = (DR3) |
| | input = 236P~6P | | | input = 236P~6P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_dr3|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_6p_dr3|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_dr3|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_6p_dr3|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dr3}} |
| * '''Cancel reaction window:''' 18f (Followup) | | * 1-5f gap before final hit on block |
| * 0-2f gap between Rekka and 6P on block
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dr3}} |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_dr3}} | | * 2-6f gap before final hit on block |
| * '''Cancel reaction window:''' 18f (Followup) | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dr3}} |
| * 0-5f gap between Rekka and 6P on block
| | * 3-7f gap before final hit on block |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dr3}} |
| * '''Cancel reaction window:''' 18f (Followup)
| | * 0-2f gap before final hit on block |
| * 3-8f gap between Rekka and 6P on block | |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_dr3}} | |
| * '''Cancel reaction window:''' 18f (Followup)
| |
| * 0-3f gap between Rekka and 6P on block | |
| <br> | | <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. | | 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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR4 = | | DR4 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 1 | | | title = Freeflow Strikes Punch 2 |
| | subtitle = (DR4) | | | subtitle = (DR4) |
| | input = 236P~6P | | | input = 236P~6P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_dr4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_6p_dr4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_dr4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_6p_dr4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dr4}} |
| * '''Cancel reaction window:''' 28f (Followup)
| | * 2-6f gap before final hit on block |
| * 2-7f gap between Rekka and 6P on block | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dr4}} |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_dr4}} | | * 2-6f gap before final hit on block |
| * '''Cancel reaction window:''' 28f (Followup)
| | {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dr4}} |
| * 2-7f gap between Rekka and 6P on block | | * 2-6f gap before final hit on block |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dr4}} |
| * '''Cancel reaction window:''' 28f (Followup)
| | * 2-6f gap before final hit on block |
| * 2-7f gap between Rekka and 6P on block | |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_dr4}} | |
| * '''Cancel reaction window:''' 28f (Followup)
| |
| * 2-7f gap between Rekka and 6P on block | |
| <br> | | <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. | | 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> | | <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.
| | 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> | | </tabber> |
|
| |
|
| ====<font style="visibility:hidden; float:right">Freeflow Strikes Punch 2 (236P~6P~6P)</font>==== | | ====<font style="visibility:hidden; float:right">Freeflow Kicks 1 (236P~6K)</font>==== |
| <tabber> DR0 = | | <tabber> DR0 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 2 | | | title = Freeflow Kicks 1 |
| | subtitle = (DR0) | | | subtitle = (DR0) |
| | input = 236P~6P~6P | | | input = 236P~6K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_6p|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_6p|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6k}} |
| * 1-5f gap before final hit on block | | * '''Cancel reaction window:''' 16f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p}} | | * 0-3f gap between Rekka and 6K on block |
| * 2-6f gap before final hit on block | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6k}} |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p}} | | * '''Cancel reaction window:''' 16f (Followup) |
| * 3-7f gap before final hit on block | | * 1-6f gap between Rekka and 6K on block |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p}} | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6k}} |
| * 0-2f gap before final hit on block | | * '''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> | | <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. | | 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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR1 = | | DR1 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 2 | | | title = Freeflow Kicks 1 |
| | subtitle = (DR1) | | | subtitle = (DR1) |
| | input = 236P~6P~6P | | | input = 236P~6K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_6p_dr1|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dr1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_6p_dr1|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_dr1|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_dr1}} |
| * 1-5f gap before final hit on block | | * '''Cancel reaction window:''' 16f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dr1}} | | * 0-3f gap between Rekka and 6K on block |
| * 2-6f gap before final hit on block | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_dr1}} |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dr1}} | | * '''Cancel reaction window:''' 16f (Followup) |
| * 3-7f gap before final hit on block | | * 1-6f gap between Rekka and 6K on block |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_dr1}} |
| * 0-2f gap before final hit on block | | * '''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_dr1}} |
| | * '''Cancel reaction window:''' 16f (Followup) |
| | * 0-4f gap between Rekka and 6K on block |
| <br> | | <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. | | 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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR2 = | | DR2 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 2 | | | title = Freeflow Kicks 1 |
| | subtitle = (DR2) | | | subtitle = (DR2) |
| | input = 236P~6P~6P | | | input = 236P~6K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_6p_dr2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dr2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_6p_dr2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_dr2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_dr2}} |
| * 1-5f gap before final hit on block | | * '''Cancel reaction window:''' 16f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dr2}} | | * 0-3f gap between Rekka and 6K on block |
| * 2-6f gap before final hit on block | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_dr2}} |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dr2}} | | * '''Cancel reaction window:''' 16f (Followup) |
| * 3-7f gap before final hit on block | | * 1-6f gap between Rekka and 6K on block |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_dr2}} |
| * 0-2f gap before final hit on block | | * '''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_dr2}} |
| | * '''Cancel reaction window:''' 16f (Followup) |
| | * 0-4f gap between Rekka and 6K on block |
| <br> | | <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. | | 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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR3 = | | DR3 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 2 | | | title = Freeflow Kicks 1 |
| | subtitle = (DR3) | | | subtitle = (DR3) |
| | input = 236P~6P~6P | | | input = 236P~6K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_6p_dr3|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dr3|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_6p_dr3|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_dr3|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_dr3}} |
| * 1-5f gap before final hit on block | | * '''Cancel reaction window:''' 16f (Followup) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dr3}} | | * 0-3f gap between Rekka and 6K on block |
| * 2-6f gap before final hit on block | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_dr3}} |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dr3}} | | * '''Cancel reaction window:''' 16f (Followup) |
| * 3-7f gap before final hit on block | | * 1-6f gap between Rekka and 6K on block |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_dr3}} |
| * 0-2f gap before final hit on block | | * '''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_dr3}} |
| | * '''Cancel reaction window:''' 16f (Followup) |
| | * 0-4f gap between Rekka and 6K on block |
| <br> | | <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. | | 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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR4 = | | DR4 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Strikes Punch 2 | | | title = Freeflow Kicks 1 |
| | subtitle = (DR4) | | | subtitle = (DR4) |
| | input = 236P~6P~6P | | | input = 236P~6K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6p_6p_dr4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dr4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6p_6p_dr4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_dr4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6p_6p_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_dr4}} |
| * 2-6f gap before final hit on block | | * '''Cancel reaction window:''' 16f (Followup); first 6K can always combo into final 6K |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6p_6p_dr4}} | | * 0-6f gap between Rekka and 6K on block |
| * 2-6f gap before final hit on block | | {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_dr4}} |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6p_6p_dr4}} | | * '''Cancel reaction window:''' 16f (Followup); 15f window to combo into final 6K |
| * 2-6f gap before final hit on block | | * 2-9f gap between Rekka and 6K on block |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_dr4}} |
| * 2-6f gap before final hit on block | | * '''Cancel reaction window:''' 16f (Followup); 12f window to combo into final 6K |
| <br> | | * 5-12f gap between Rekka and 6K on block |
| 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. | | * '''Requires Counterhit/Punish 236HP to combo into this followup''' |
| | {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_dr4}} |
| | * '''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> | | <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.
| | 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> | | </tabber> |
|
| |
|
| ====<font style="visibility:hidden; float:right">Freeflow Kicks 1 (236P~6K)</font>==== | | ====<font style="visibility:hidden; float:right">Freeflow Kicks 2 (236P~6K~6K)</font>==== |
| <tabber> DR0 = | | <tabber> DR0 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Kicks 1 | | | title = Freeflow Kicks 2 |
| | subtitle = (DR0) | | | subtitle = (DR0) |
| | input = 236P~6K | | | input = 236P~6K~6K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k}} |
| * '''Cancel reaction window:''' 16f (Followup) | | * 2-6f gap before final hit on block |
| * 0-3f gap between Rekka and 6K on block
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k}} |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k}} | | * 5-9f gap before final hit on block |
| * '''Cancel reaction window:''' 16f (Followup) | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k}} |
| * 1-6f gap between Rekka and 6K on block
| | * 8-12f gap before final hit on block |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k}} |
| * '''Cancel reaction window:''' 16f (Followup) | | * 2-6f gap before final hit on block |
| ** 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> | | <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. | | 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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR1 = | | DR1 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Kicks 1 | | | title = Freeflow Kicks 2 |
| | subtitle = (DR1) | | | subtitle = (DR1) |
| | input = 236P~6K | | | input = 236P~6K~6K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dr1|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dr1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_dr1|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dr1|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k_dr1}} |
| * '''Cancel reaction window:''' 16f (Followup) | | * 2-6f gap before final hit on block |
| * 0-3f gap between Rekka and 6K on block
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dr1}} |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_dr1}} | | * 5-9f gap before final hit on block |
| * '''Cancel reaction window:''' 16f (Followup) | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dr1}} |
| * 1-6f gap between Rekka and 6K on block
| | * 8-12f gap before final hit on block |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dr1}} |
| * '''Cancel reaction window:''' 16f (Followup) | | * 2-6f gap before final hit on block |
| ** Will only combo up to 12f after 236HP hit
| |
| * 4-9f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_dr1}} | |
| * '''Cancel reaction window:''' 16f (Followup) | |
| * 0-4f gap between Rekka and 6K on block
| |
| <br> | | <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. | | 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> | | <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. | | 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. |
| }} | | }} |
| |-| | | |-| |
| DR2 = | | DR2 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Kicks 1 | | | title = Freeflow Kicks 2 |
| | subtitle = (DR2) | | | subtitle = (DR2) |
| | input = 236P~6K | | | input = 236P~6K~6K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dr2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dr2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_dr2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dr2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k_dr2}} |
| * '''Cancel reaction window:''' 16f (Followup) | | * 2-6f gap before final hit on block |
| * 0-3f gap between Rekka and 6K on block
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dr2}} |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_dr2}} | | * 5-9f gap before final hit on block |
| * '''Cancel reaction window:''' 16f (Followup) | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dr2}} |
| * 1-6f gap between Rekka and 6K on block
| | * 8-12f gap before final hit on block |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dr2}} |
| * '''Cancel reaction window:''' 16f (Followup) | | * 2-6f gap before final hit on block |
| ** Will only combo up to 12f after 236HP hit
| |
| * 4-9f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_dr2}} | |
| * '''Cancel reaction window:''' 16f (Followup) | |
| * 0-4f gap between Rekka and 6K on block
| |
| <br> | | <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. | | 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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR3 = | | DR3 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Kicks 1 | | | title = Freeflow Kicks 2 |
| | subtitle = (DR3) | | | subtitle = (DR3) |
| | input = 236P~6K | | | input = 236P~6K~6K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dr3|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dr3|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_dr3|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dr3|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k_dr3}} |
| * '''Cancel reaction window:''' 16f (Followup) | | * 2-6f gap before final hit on block |
| * 0-3f gap between Rekka and 6K on block
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dr3}} |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_dr3}} | | * 5-9f gap before final hit on block |
| * '''Cancel reaction window:''' 16f (Followup) | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dr3}} |
| * 1-6f gap between Rekka and 6K on block
| | * 8-12f gap before final hit on block |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dr3}} |
| * '''Cancel reaction window:''' 16f (Followup) | | * 2-6f gap before final hit on block |
| ** Will only combo up to 12f after 236HP hit
| |
| * 4-9f gap between Rekka and 6K on block
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_dr3}} | |
| * '''Cancel reaction window:''' 16f (Followup) | |
| * 0-4f gap between Rekka and 6K on block
| |
| <br> | | <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. | | 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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR4 = | | DR4 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Kicks 1 | | | title = Freeflow Kicks 2 |
| | subtitle = (DR4) | | | subtitle = (DR4) |
| | input = 236P~6K | | | input = 236P~6K~6K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dr4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dr4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_dr4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dr4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k_dr4}} |
| * '''Cancel reaction window:''' 16f (Followup); first 6K can always combo into final 6K | | * 2-6f gap before final hit on block |
| * 0-6f gap between Rekka and 6K on block
| | {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dr4}} |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_dr4}} | | * 5-9f gap before final hit on block |
| * '''Cancel reaction window:''' 16f (Followup); 15f window to combo into final 6K | | {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dr4}} |
| * 2-9f gap between Rekka and 6K on block
| | * 8-12f gap before final hit on block |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dr4}} |
| * '''Cancel reaction window:''' 16f (Followup); 12f window to combo into final 6K | | * 2-6f gap before final hit on block |
| * 5-12f gap between Rekka and 6K on block
| |
| * '''Requires Counterhit/Punish 236HP to combo into this followup'''
| |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_dr4}} | |
| * '''Cancel reaction window:''' 16f (Followup); first 6K can always combo into final 6K | |
| * 1-6f gap between Rekka and 6K on block
| |
| <br> | | <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. | | 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> | | <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.
| | 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> | | </tabber> |
|
| |
|
| ====<font style="visibility:hidden; float:right">Freeflow Kicks 2 (236P~6K~6K)</font>==== | | ====<font style="visibility:hidden; float:right">Swagger Step (214P)</font>==== |
| <tabber> DR0 = | | <tabber> DR0 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Kicks 2 | | | title = Swagger Step |
| | subtitle = (DR0) | | | subtitle = (DR0) |
| | input = 236P~6K~6K | | | input = 214P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k|caption=}} | | {{MoveDataCargoImage|Jamie_214lp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k|caption=}} | | {{MoveDataCargoImage|Jamie_214pp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k}} | | {{AttackDataCargo-SF6/Query|Jamie_214lp}} |
| * 2-6f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k}} | | {{AttackDataCargo-SF6/Query|Jamie_214mp}} |
| * 5-9f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k}} | | {{AttackDataCargo-SF6/Query|Jamie_214hp}} |
| * 8-12f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k}} | | {{AttackDataCargo-SF6/Query|Jamie_214pp}} |
| * 2-6f gap before final hit on block | | * 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> |
| 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.
| | 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> | | <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.
| | Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter) |
| <br><br>
| | * 214HP: CH 5HK, CH 2HP |
| 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.
| | * 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) |
| }} | | }} |
| |-| | | |-| |
| DR1 = | | DR1 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Kicks 2 | | | title = Swagger Step |
| | subtitle = (DR1) | | | subtitle = (DR1) |
| | input = 236P~6K~6K | | | input = 214P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dr1|caption=}} | | {{MoveDataCargoImage|Jamie_214lp_dr1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dr1|caption=}} | | {{MoveDataCargoImage|Jamie_214pp_dr1|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_214lp_dr1}} |
| * 2-6f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_214mp_dr1}} |
| * 5-9f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_214hp_dr1}} |
| * 8-12f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_214pp_dr1}} |
| * 2-6f gap before final hit on block | | * 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> |
| 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.
| | 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> | | <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.
| | Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter) |
| <br><br>
| | * 214HP: CH 5HK, CH 2HP |
| 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.
| | * 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) |
| }} | | }} |
| |-| | | |-| |
| DR2 = | | DR2 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Kicks 2 | | | title = Swagger Step |
| | subtitle = (DR2) | | | subtitle = (DR2) |
| | input = 236P~6K~6K | | | input = 214P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dr2|caption=}} | | {{MoveDataCargoImage|Jamie_214lp_dr2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dr2|caption=}} | | {{MoveDataCargoImage|Jamie_214pp_dr2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_214lp_dr2}} |
| * 2-6f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_214mp_dr2}} |
| * 5-9f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_214hp_dr2}} |
| * 8-12f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_214pp_dr2}} |
| * 2-6f gap before final hit on block | | * 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> |
| 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.
| | 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> | | <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.
| | Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter) |
| <br><br>
| | * 214HP: CH 5HK, CH 2HP |
| 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.
| | * 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) |
| }} | | }} |
| |-| | | |-| |
| DR3 = | | DR3 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Kicks 2 | | | title = Swagger Step |
| | subtitle = (DR3) | | | subtitle = (DR3) |
| | input = 236P~6K~6K | | | input = 214P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dr3|caption=}} | | {{MoveDataCargoImage|Jamie_214lp_dr3|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dr3|caption=}} | | {{MoveDataCargoImage|Jamie_214pp_dr3|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_214lp_dr3}} |
| * 2-6f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_214mp_dr3}} |
| * 5-9f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_214hp_dr3}} |
| * 8-12f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_214pp_dr3}} |
| * 2-6f gap before final hit on block | | * 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> |
| 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.
| | 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> | | <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.
| | Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter) |
| <br><br>
| | * 214HP: CH 5HK, CH 2HP |
| 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.
| | * 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) |
| }} | | }} |
| |-| | | |-| |
| DR4 = | | DR4 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Freeflow Kicks 2 | | | title = Swagger Step |
| | subtitle = (DR4) | | | subtitle = (DR4) |
| | input = 236P~6K~6K | | | input = 214P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dr4|caption=}} | | {{MoveDataCargoImage|Jamie_214lp_dr4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dr4|caption=}} | | {{MoveDataCargoImage|Jamie_214pp_dr4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lp_6k_6k_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_214lp_dr4}} |
| * 2-6f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super/6P Followup); up to 22f for 6P to juggle vs. grounded |
| {{AttackDataCargo-SF6/Query|Jamie_236mp_6k_6k_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_214mp_dr4}} |
| * 5-9f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super/6P Followup); up to 22f for 6P to juggle vs. grounded |
| {{AttackDataCargo-SF6/Query|Jamie_236hp_6k_6k_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_214hp_dr4}} |
| * 8-12f gap before final hit on block | | * '''Cancel reaction window:''' 25f (Super/6P Followup); up to 22f for 6P to juggle vs. grounded |
| {{AttackDataCargo-SF6/Query|Jamie_236pp_6k_6k_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_214pp_dr4}} |
| * 2-6f gap before final hit on block | | * 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> | | <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.
| | 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> | | <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.
| | Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter) |
| <br><br>
| | * 214HP: CH 5HK, CH 2HP |
| 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.
| | * 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> | | </tabber> |
|
| |
|
| ====<font style="visibility:hidden; float:right">Swagger Step (214P)</font>==== | | ====<font style="visibility:hidden; float:right">Swagger Hermit Punch (DR4 214P~6P)</font>==== |
| <tabber> DR0 = | | <tabber> DR4 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Swagger Step | | | title = Swagger Hermit Punch |
| | subtitle = (DR0) | | | subtitle = (DR4) |
| | input = 214P | | | input = 214P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_214lp|caption=}} | | {{MoveDataCargoImage|Jamie_214lp_6p|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|Jamie_214pp|caption=}} | | {{MoveDataCargoImage|Jamie_214pp_6p|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_214lp}} | | {{AttackDataCargo-SF6/Query|Jamie_214lp_6p}} |
| * '''Cancel reaction window:''' 25f (Super) | | * 1-8f gap between hits on block |
| {{AttackDataCargo-SF6/Query|Jamie_214mp}} | | * '''Cancel reaction window:''' 19f (Super) |
| * '''Cancel reaction window:''' 25f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_214mp_6p}} |
| {{AttackDataCargo-SF6/Query|Jamie_214hp}} | | * 1-8f gap between hits on block |
| * '''Cancel reaction window:''' 25f (Super) | | * '''Cancel reaction window:''' 19f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_214pp}} | | {{AttackDataCargo-SF6/Query|Jamie_214hp_6p}} |
| * Causes Tumble state; can OTG juggle near corner | | * 1-7f gap between hits on block |
| * Punish Counter: Tumble KD +87 (corner Wall Splat)
| | * '''Cancel reaction window:''' 19f (Super) |
| ** Opponent is considered standing and throwable, but becomes airborne after followup hit
| | {{AttackDataCargo-SF6/Query|Jamie_214pp_6p}} |
| * '''Cancel reaction window:''' 25f (Super) | | * 0-5f gap between hits on block |
| * '''xx Lv.2 Super:''' KD+89(103)/+15 | | * '''Cancel reaction window:''' 19f (Super) |
| | * '''xx Lv.2 Super:''' KD+55/+12 |
| <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). At Drink Lv.4, Jamie gains an additional followup for extra damage. | | 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. |
| <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)
| |
| }} | | }} |
| |-|
| | </tabber> |
| DR1 =
| | |
| | ====<font style="visibility:hidden; float:right">Arrow Kick (623K)</font>==== |
| | <tabber> DR0 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Swagger Step | | | title = Arrow Kick |
| | subtitle = (DR1) | | | subtitle = (DR0) |
| | input = 214P | | | input = 623K |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_214lp_dr1|caption=}} | | {{MoveDataCargoImage|Jamie_623lk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|Jamie_214pp_dr1|caption=}} | | {{MoveDataCargoImage|Jamie_623kk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_214lp_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_623lk}} |
| * '''Cancel reaction window:''' 25f (Super) | | * '''Anti-Air Invuln:''' 1-?f |
| {{AttackDataCargo-SF6/Query|Jamie_214mp_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_623mk}} |
| * '''Cancel reaction window:''' 25f (Super) | | * '''Anti-Air Invuln:''' 1-?f |
| {{AttackDataCargo-SF6/Query|Jamie_214hp_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_623hk}} |
| * '''Cancel reaction window:''' 25f (Super) | | * '''Anti-Air Invuln:''' 1-?f |
| {{AttackDataCargo-SF6/Query|Jamie_214pp_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_623kk}} |
| * Causes Tumble state; can OTG juggle near corner
| | * '''Full Invuln:''' 1-9f |
| * 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> |
| 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.
| | 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> | | <br><br> |
| Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter)
| | 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. |
| * 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)
| |
| }} | | }} |
| |-| | | |-| |
| DR2 =
| | DR1 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Swagger Step | | | title = Arrow Kick |
| | subtitle = (DR2) | | | subtitle = (DR1) |
| | input = 214P | | | input = 623K |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_214lp_dr2|caption=}} | | {{MoveDataCargoImage|Jamie_623lk_dr1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|Jamie_214pp_dr2|caption=}} | | {{MoveDataCargoImage|Jamie_623kk_dr1|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_214lp_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_623lk_dr1}} |
| * '''Cancel reaction window:''' 25f (Super) | | * '''Anti-Air Invuln:''' 1-?f |
| {{AttackDataCargo-SF6/Query|Jamie_214mp_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_623mk_dr1}} |
| * '''Cancel reaction window:''' 25f (Super) | | * '''Anti-Air Invuln:''' 1-?f |
| {{AttackDataCargo-SF6/Query|Jamie_214hp_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_623hk_dr1}} |
| * '''Cancel reaction window:''' 25f (Super) | | * '''Anti-Air Invuln:''' 1-?f |
| {{AttackDataCargo-SF6/Query|Jamie_214pp_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_623kk_dr1}} |
| * Causes Tumble state; can OTG juggle near corner
| | * '''Full Invuln:''' 1-9f |
| * 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> |
| 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.
| | 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> | | <br><br> |
| Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter)
| | 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. |
| * 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)
| |
| }} | | }} |
| |-| | | |-| |
| DR3 =
| | DR2 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Swagger Step | | | title = Arrow Kick |
| | subtitle = (DR3) | | | subtitle = (DR2) |
| | input = 214P | | | input = 623K |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_214lp_dr3|caption=}} | | {{MoveDataCargoImage|Jamie_623lk_dr2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|Jamie_214pp_dr3|caption=}} | | {{MoveDataCargoImage|Jamie_623kk_dr2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_214lp_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_623lk_dr2}} |
| * '''Cancel reaction window:''' 25f (Super) | | * '''Anti-Air Invuln:''' 1-?f |
| {{AttackDataCargo-SF6/Query|Jamie_214mp_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_623mk_dr2}} |
| * '''Cancel reaction window:''' 25f (Super) | | * '''Anti-Air Invuln:''' 1-?f |
| {{AttackDataCargo-SF6/Query|Jamie_214hp_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_623hk_dr2}} |
| * '''Cancel reaction window:''' 25f (Super) | | * '''Anti-Air Invuln:''' 1-?f |
| {{AttackDataCargo-SF6/Query|Jamie_214pp_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_623kk_dr2}} |
| * Causes Tumble state; can OTG juggle near corner
| | * '''Full Invuln:''' 1-9f |
| * 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> |
| 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.
| | 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> | | <br><br> |
| Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter)
| | 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. |
| * 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)
| |
| }} | | }} |
| |-| | | |-| |
| DR4 =
| | DR3 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Swagger Step | | | title = Arrow Kick |
| | subtitle = (DR4) | | | subtitle = (DR3) |
| | input = 214P | | | input = 623K |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_214lp_dr4|caption=}} | | {{MoveDataCargoImage|Jamie_623lk_dr3|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|Jamie_214pp_dr4|caption=}} | | {{MoveDataCargoImage|Jamie_623kk_dr3|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_214lp_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_623lk_dr3}} |
| * '''Cancel reaction window:''' 25f (Super/6P Followup); up to 22f for 6P to juggle vs. grounded | | * '''Anti-Air Invuln:''' 1-?f |
| {{AttackDataCargo-SF6/Query|Jamie_214mp_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_623mk_dr3}} |
| * '''Cancel reaction window:''' 25f (Super/6P Followup); up to 22f for 6P to juggle vs. grounded | | * '''Anti-Air Invuln:''' 1-?f |
| {{AttackDataCargo-SF6/Query|Jamie_214hp_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_623hk_dr3}} |
| * '''Cancel reaction window:''' 25f (Super/6P Followup); up to 22f for 6P to juggle vs. grounded | | * '''Anti-Air Invuln:''' 1-?f |
| {{AttackDataCargo-SF6/Query|Jamie_214pp_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_623kk_dr3}} |
| * Causes Tumble state; can OTG juggle near corner
| | * '''Full Invuln:''' 1-9f |
| * 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> | | <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.
| | 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> | | <br><br> |
| Grounded cancel routes: (CH = +2 Counterhit, PC = +4 Punish Counter)
| | 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. |
| * 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>
| | |-| |
| | | DR4 = |
| ====<font style="visibility:hidden; float:right">Swagger Hermit Punch (DR4 214P~6P)</font>====
| |
| <tabber> DR4 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Swagger Hermit Punch | | | title = Arrow Kick |
| | subtitle = (DR4) | | | subtitle = (DR4) |
| | input = 214P~6P | | | input = 623K |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_214lp_6p|caption=}} | | {{MoveDataCargoImage|Jamie_623lk_dr4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|Jamie_214pp_6p|caption=}} | | {{MoveDataCargoImage|Jamie_623kk_dr4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_214lp_6p}} | | {{AttackDataCargo-SF6/Query|Jamie_623lk_dr4}} |
| * 1-8f gap between hits on block
| | * '''Anti-Air Invuln:''' 1-?f |
| * '''Cancel reaction window:''' 19f (Super) | | {{AttackDataCargo-SF6/Query|Jamie_623mk_dr4}} |
| {{AttackDataCargo-SF6/Query|Jamie_214mp_6p}} | | * '''Anti-Air Invuln:''' 1-?f |
| * 1-8f gap between hits on block
| | {{AttackDataCargo-SF6/Query|Jamie_623hk_dr4}} |
| * '''Cancel reaction window:''' 19f (Super) | | * '''Anti-Air Invuln:''' 1-?f |
| {{AttackDataCargo-SF6/Query|Jamie_214hp_6p}} | | {{AttackDataCargo-SF6/Query|Jamie_623kk_dr4}} |
| * 1-7f gap between hits on block
| | * '''Full Invuln:''' 1-9f |
| * '''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> | | <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. | | 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> | | </tabber> |
|
| |
|
| ====<font style="visibility:hidden; float:right">Arrow Kick (623K)</font>==== | | ====<font style="visibility:hidden; float:right">Luminous Dive Kick (j.214K)</font>==== |
| <tabber> DR0 = | | <tabber> DR1 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arrow Kick | | | title = Luminous Dive Kick |
| | subtitle = (DR0) | | | subtitle = (DR1) |
| | input = 623K | | | input = j.214K |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_623lk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|Jamie_623kk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_623lk}} | | {{AttackDataCargo-SF6/Query|Jamie_j214k}} |
| * '''Anti-Air Invuln:''' 1-?f | | * Forced Knockdown state until land |
| {{AttackDataCargo-SF6/Query|Jamie_623mk}} | | * KD vs. airborne opponents (no juggle followup) |
| * '''Anti-Air Invuln:''' 1-?f | | {{AttackDataCargo-SF6/Query|Jamie_j214kk}} |
| {{AttackDataCargo-SF6/Query|Jamie_623hk}}
| | * Forced Knockdown state until land |
| * '''Anti-Air Invuln:''' 1-?f | | * Puts grounded opponents into limited juggle state |
| {{AttackDataCargo-SF6/Query|Jamie_623kk}}
| | * Puts airborne opponents into OTG bounce state |
| * '''Full Invuln:''' 1-9f | | * 10% damage scaling penalty is applied to followup juggles |
| <br> | | <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. | | 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. |
| <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.
| |
| }} | | }} |
| |-| | | |-| |
| DR1 =
| | DR2 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arrow Kick | | | title = Luminous Dive Kick |
| | subtitle = (DR1) | | | subtitle = (DR2) |
| | input = 623K | | | input = j.214K |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_623lk_dr1|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k_dr2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|Jamie_623kk_dr1|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk_dr2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_623lk_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_j214k_dr2}} |
| * '''Anti-Air Invuln:''' 1-?f | | * Forced Knockdown state until land |
| {{AttackDataCargo-SF6/Query|Jamie_623mk_dr1}} | | * KD vs. airborne opponents (no juggle followup) |
| * '''Anti-Air Invuln:''' 1-?f | | {{AttackDataCargo-SF6/Query|Jamie_j214kk_dr2}} |
| {{AttackDataCargo-SF6/Query|Jamie_623hk_dr1}}
| | * Forced Knockdown state until land |
| * '''Anti-Air Invuln:''' 1-?f | | * Puts grounded opponents into limited juggle state |
| {{AttackDataCargo-SF6/Query|Jamie_623kk_dr1}}
| | * Puts airborne opponents into OTG bounce state |
| * '''Full Invuln:''' 1-9f | | * 10% damage scaling penalty is applied to followup juggles |
| <br> | | <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. | | 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. |
| <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.
| |
| }} | | }} |
| |-| | | |-| |
| DR2 =
| | DR3 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arrow Kick | | | title = Luminous Dive Kick |
| | subtitle = (DR2) | | | subtitle = (DR3) |
| | input = 623K | | | input = j.214K |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_623lk_dr2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k_dr3|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|Jamie_623kk_dr2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk_dr3|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_623lk_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_j214k_dr3}} |
| * '''Anti-Air Invuln:''' 1-?f | | * Forced Knockdown state until land |
| {{AttackDataCargo-SF6/Query|Jamie_623mk_dr2}} | | * KD vs. airborne opponents (no juggle followup) |
| * '''Anti-Air Invuln:''' 1-?f | | {{AttackDataCargo-SF6/Query|Jamie_j214kk_dr3}} |
| {{AttackDataCargo-SF6/Query|Jamie_623hk_dr2}}
| | * Forced Knockdown state until land |
| * '''Anti-Air Invuln:''' 1-?f | | * Puts grounded opponents into limited juggle state |
| {{AttackDataCargo-SF6/Query|Jamie_623kk_dr2}}
| | * Puts airborne opponents into OTG bounce state |
| * '''Full Invuln:''' 1-9f | | * 10% damage scaling penalty is applied to followup juggles |
| <br> | | <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. | | 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. |
| <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.
| |
| }} | | }} |
| |-| | | |-| |
| DR3 =
| | DR4 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arrow Kick | | | title = Luminous Dive Kick |
| | subtitle = (DR3) | | | subtitle = (DR4) |
| | input = 623K | | | input = j.214K |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_623lk_dr3|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k_dr4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|Jamie_623kk_dr3|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk_dr4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_623lk_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_j214k_dr4}} |
| * '''Anti-Air Invuln:''' 1-?f | | * Forced Knockdown state until land |
| {{AttackDataCargo-SF6/Query|Jamie_623mk_dr3}} | | * KD vs. airborne opponents (no juggle followup) |
| * '''Anti-Air Invuln:''' 1-?f | | {{AttackDataCargo-SF6/Query|Jamie_j214kk_dr4}} |
| {{AttackDataCargo-SF6/Query|Jamie_623hk_dr3}}
| | * Forced Knockdown state until land |
| * '''Anti-Air Invuln:''' 1-?f | | * Puts grounded opponents into limited juggle state |
| {{AttackDataCargo-SF6/Query|Jamie_623kk_dr3}}
| | * Puts airborne opponents into OTG bounce state |
| * '''Full Invuln:''' 1-9f | | * 10% damage scaling penalty is applied to followup juggles |
| <br> | | <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. | | 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. |
| <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> |
| DR4 =
| | |
| | ====<font style="visibility:hidden; float:right">Bakkai (236K)</font>==== |
| | <tabber> DR2 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arrow Kick | | | title = Bakkai |
| | subtitle = (DR4) | | | subtitle = (DR2) |
| | input = 623K | | | input = 236K |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_623lk_dr4|caption=}} | | {{MoveDataCargoImage|Jamie_236lk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|Jamie_623kk_dr4|caption=}} | | {{MoveDataCargoImage|Jamie_236kk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_623lk_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_236lk}} |
| * '''Anti-Air Invuln:''' 1-?f | | * '''Projectile Invuln:''' 3-24f |
| {{AttackDataCargo-SF6/Query|Jamie_623mk_dr4}} | | * '''Cancel reaction window:''' 47f (Super) |
| * '''Anti-Air Invuln:''' 1-?f | | {{AttackDataCargo-SF6/Query|Jamie_236mk}} |
| {{AttackDataCargo-SF6/Query|Jamie_623hk_dr4}} | | * '''Projectile Invuln:''' 4-26f |
| * '''Anti-Air Invuln:''' 1-?f | | * '''Cancel reaction window:''' 63f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_623kk_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_236hk}} |
| * '''Full Invuln:''' 1-9f | | * '''Projectile Invuln:''' 5-35f |
| | * '''Cancel reaction window:''' 94f (Super) |
| | {{AttackDataCargo-SF6/Query|Jamie_236kk}} |
| | * '''Projectile Invuln:''' 1-28f |
| | * '''Cancel reaction window:''' 74f (Super); cancels on 7th hit |
| | * '''xx Lv.2 Super:''' +14/+7 |
| <br> | | <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. | | 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> | | <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.
| | 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) |
| }} | | }} |
| </tabber>
| | |-| |
| | | DR3 = |
| ====<font style="visibility:hidden; float:right">Luminous Dive Kick (j.214K)</font>====
| |
| <tabber> DR1 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Luminous Dive Kick | | | title = Bakkai |
| | subtitle = (DR1) | | | subtitle = (DR3) |
| | input = j.214K | | | input = 236K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k|caption=}} | | {{MoveDataCargoImage|Jamie_236lk_dr3|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk|caption=}} | | {{MoveDataCargoImage|Jamie_236kk_dr3|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_j214k}} | | {{AttackDataCargo-SF6/Query|Jamie_236lk_dr3}} |
| * Forced Knockdown state until land | | * '''Projectile Invuln:''' 3-24f |
| * KD vs. airborne opponents (no juggle followup) | | * '''Cancel reaction window:''' 47f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_j214kk}} | | {{AttackDataCargo-SF6/Query|Jamie_236mk_dr3}} |
| * Forced Knockdown state until land | | * '''Projectile Invuln:''' 4-26f |
| * Puts grounded opponents into limited juggle state | | * '''Cancel reaction window:''' 63f (Super) |
| * Puts airborne opponents into OTG bounce state | | {{AttackDataCargo-SF6/Query|Jamie_236hk_dr3}} |
| * 10% damage scaling penalty is applied to followup juggles | | * '''Projectile Invuln:''' 5-35f |
| | * '''Cancel reaction window:''' 94f (Super) |
| | {{AttackDataCargo-SF6/Query|Jamie_236kk_dr3}} |
| | * '''Projectile Invuln:''' 1-28f |
| | * '''Cancel reaction window:''' 74f (Super); cancels on 7th hit |
| | * '''xx Lv.2 Super:''' +14/+7 |
| <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.
| | 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) |
| }} | | }} |
| |-| | | |-| |
| DR2 =
| | DR4 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Luminous Dive Kick | | | title = Bakkai |
| | subtitle = (DR2) | | | subtitle = (DR4) |
| | input = j.214K | | | input = 236K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k_dr2|caption=}} | | {{MoveDataCargoImage|Jamie_236lk_dr4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk_dr2|caption=}} | | {{MoveDataCargoImage|Jamie_236kk_dr4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_j214k_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_236lk_dr4}} |
| * Forced Knockdown state until land | | * '''Projectile Invuln:''' 3-24f |
| * KD vs. airborne opponents (no juggle followup) | | * '''Cancel reaction window:''' 47f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_j214kk_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_236mk_dr4}} |
| * Forced Knockdown state until land | | * '''Projectile Invuln:''' 4-26f |
| * Puts grounded opponents into limited juggle state | | * '''Cancel reaction window:''' 63f (Super) |
| * Puts airborne opponents into OTG bounce state | | {{AttackDataCargo-SF6/Query|Jamie_236hk_dr4}} |
| * 10% damage scaling penalty is applied to followup juggles | | * '''Projectile Invuln:''' 5-35f |
| | * '''Cancel reaction window:''' 94f (Super) |
| | {{AttackDataCargo-SF6/Query|Jamie_236kk_dr4}} |
| | * '''Projectile Invuln:''' 1-28f |
| | * '''Cancel reaction window:''' 74f (Super); cancels on 7th hit |
| | * '''xx Lv.2 Super:''' +14/+7 |
| <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.
| | 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> |
| DR3 = | | |
| | ====<font style="visibility:hidden; float:right">Tenshin (63214K)</font>==== |
| | <tabber> DR3 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Luminous Dive Kick | | | title = Tenshin |
| | subtitle = (DR3) | | | subtitle = (DR3) |
| | input = j.214K | | | input = 63214K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k_dr3|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_63214k|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk_dr3|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_63214kk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_j214k_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_63214k}} |
| * Forced Knockdown state until land | | * Leaves the opponent standing for a followup combo |
| * KD vs. airborne opponents (no juggle followup)
| | {{AttackDataCargo-SF6/Query|Jamie_63214kk}} |
| {{AttackDataCargo-SF6/Query|Jamie_j214kk_dr3}} | | * Crumple state; Jamie is +28 before the opponent goes airborne |
| * 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> |
| 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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR4 = | | DR4 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Luminous Dive Kick | | | title = Tenshin |
| | subtitle = (DR4) | | | subtitle = (DR4) |
| | input = j.214K | | | input = 63214K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k_dr4|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_63214k_dr4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk_dr4|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_63214kk_dr4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_j214k_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_63214k_dr4}} |
| * Forced Knockdown state until land | | * Leaves the opponent standing for a followup combo |
| * KD vs. airborne opponents (no juggle followup)
| | {{AttackDataCargo-SF6/Query|Jamie_63214kk_dr4}} |
| {{AttackDataCargo-SF6/Query|Jamie_j214kk_dr4}} | | * Crumple state; Jamie is +28 before the opponent goes airborne |
| * 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> |
| 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.
| | 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> | | </tabber> |
|
| |
|
| ====<font style="visibility:hidden; float:right">Bakkai (236K)</font>==== | | |
| <tabber> DR2 = | | == Super Arts == |
| | ====<font style="visibility:hidden; float:right">Level 1 Super (236236K)</font>==== |
| | <tabber> DR0 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Bakkai | | | title = Breakin' (DR0) |
| | subtitle = (DR2) | | | subtitle = Level 1 Super Art |
| | input = 236K | | | input = 236236K |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_236lk|caption=}} | | {{MoveDataCargoImage|Jamie_236236k|caption=}} |
| ----
| |
| {{MoveDataCargoImage|Jamie_236kk|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lk}} | | {{AttackDataCargo-SF6/Query|Jamie_236236k}} |
| * '''Projectile Invuln:''' 3-24f
| | {{AttackDataCargo-SF6/Query|Jamie_236236k_drink}} |
| * '''Cancel reaction window:''' 47f (Super)
| | * '''Strike/Throw Invuln:''' 1-11f; Armor Break |
| {{AttackDataCargo-SF6/Query|Jamie_236mk}} | | * Depletes 1/2 Drive bar from opponent on hit |
| * '''Projectile Invuln:''' 4-26f | | * Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.) |
| * '''Cancel reaction window:''' 63f (Super) | | <br> |
| {{AttackDataCargo-SF6/Query|Jamie_236hk}} | | 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. |
| * '''Projectile Invuln:''' 5-35f
| | }} |
| * '''Cancel reaction window:''' 94f (Super)
| | |-| |
| {{AttackDataCargo-SF6/Query|Jamie_236kk}} | | DR1 = |
| * '''Projectile Invuln:''' 1-28f | | {{MoveDataCargo |
| * '''Cancel reaction window:''' 74f (Super); cancels on 7th hit | | | title = Breakin' (DR1) |
| * '''xx Lv.2 Super:''' +14/+7 | | | subtitle = Level 1 Super Art |
| | | input = 236236K |
| | | images = |
| | {{MoveDataCargoImage|Jamie_236236k_dr1|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|Jamie_236236k_dr1}} |
| | {{AttackDataCargo-SF6/Query|Jamie_236236k_drink_dr1}} |
| | * '''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> | | <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. | | 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. |
| <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)
| |
| }} | | }} |
| |-| | | |-| |
| DR3 =
| | DR2 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Bakkai | | | title = Breakin' (DR2) |
| | subtitle = (DR3) | | | subtitle = Level 1 Super Art |
| | input = 236K | | | input = 236236K |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_236lk_dr3|caption=}} | | {{MoveDataCargoImage|Jamie_236236k_dr2|caption=}} |
| ----
| | | info = |
| {{MoveDataCargoImage|Jamie_236kk_dr3|caption=}}
| | {{AttackDataCargo-SF6/Query|Jamie_236236k_dr2}} |
| | info = | | {{AttackDataCargo-SF6/Query|Jamie_236236k_drink_dr2}} |
| {{AttackDataCargo-SF6/Query|Jamie_236lk_dr3}} | | * '''Strike/Throw Invuln:''' 1-11f; Armor Break |
| * '''Projectile Invuln:''' 3-24f
| | * Depletes 1/2 Drive bar from opponent on hit |
| * '''Cancel reaction window:''' 47f (Super)
| | * Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.) |
| {{AttackDataCargo-SF6/Query|Jamie_236mk_dr3}}
| |
| * '''Projectile Invuln:''' 4-26f
| |
| * '''Cancel reaction window:''' 63f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hk_dr3}} | |
| * '''Projectile Invuln:''' 5-35f | |
| * '''Cancel reaction window:''' 94f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236kk_dr3}}
| |
| * '''Projectile Invuln:''' 1-28f
| |
| * '''Cancel reaction window:''' 74f (Super); cancels on 7th hit | |
| * '''xx Lv.2 Super:''' +14/+7 | |
| <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 cancelling, and with 2 bars the OD version can be made safe on block with an eternity to hitconfirm. | | 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. |
| <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)
| |
| }} | | }} |
| |-| | | |-| |
| DR4 =
| | DR3 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Bakkai | | | title = Breakin' (DR3) |
| | subtitle = (DR4) | | | subtitle = Level 1 Super Art |
| | input = 236K | | | input = 236236K |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_236lk_dr4|caption=}} | | {{MoveDataCargoImage|Jamie_236236k_dr3|caption=}} |
| ----
| |
| {{MoveDataCargoImage|Jamie_236kk_dr4|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236lk_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_236236k_dr3}} |
| * '''Projectile Invuln:''' 3-24f
| | {{AttackDataCargo-SF6/Query|Jamie_236236k_drink_dr3}} |
| * '''Cancel reaction window:''' 47f (Super)
| | * '''Strike/Throw Invuln:''' 1-11f; Armor Break |
| {{AttackDataCargo-SF6/Query|Jamie_236mk_dr4}} | | * Depletes 1/2 Drive bar from opponent on hit |
| * '''Projectile Invuln:''' 4-26f | | * Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.) |
| * '''Cancel reaction window:''' 63f (Super)
| |
| {{AttackDataCargo-SF6/Query|Jamie_236hk_dr4}}
| |
| * '''Projectile Invuln:''' 5-35f
| |
| * '''Cancel reaction window:''' 94f (Super) | |
| {{AttackDataCargo-SF6/Query|Jamie_236kk_dr4}}
| |
| * '''Projectile Invuln:''' 1-28f
| |
| * '''Cancel reaction window:''' 74f (Super); cancels on 7th hit
| |
| * '''xx Lv.2 Super:''' +14/+7 | |
| <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 cancelling, and with 2 bars the OD version can be made safe on block with an eternity to hitconfirm. | | 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. |
| <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>
| | |-| |
| | | DR4 = |
| ====<font style="visibility:hidden; float:right">Tenshin (63214K)</font>====
| |
| <tabber> DR3 =
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tenshin | | | title = Breakin' (DR4) |
| | subtitle = (DR3) | | | subtitle = Level 1 Super Art |
| | input = 63214K | | | input = 236236K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_63214k|caption=}} | | {{MoveDataCargoImage|Jamie_236236k_dr4|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_63214kk|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_63214k}} | | {{AttackDataCargo-SF6/Query|Jamie_236236k_dr4}} |
| * Leaves the opponent standing for a followup combo
| | {{AttackDataCargo-SF6/Query|Jamie_236236k_drink_dr4}} |
| {{AttackDataCargo-SF6/Query|Jamie_63214kk}} | | * '''Strike/Throw Invuln:''' 1-11f; Armor Break |
| * Crumple state; Jamie is +28 before the opponent goes airborne | | * 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> | | <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).
| | 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. |
| <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> |
| DR4 =
| | |
| | ====<font style="visibility:hidden; float:right">Level 2 Super (214214P)</font>==== |
| | <tabber> DR0-DR3 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tenshin | | | title = The Devil's Song (DR0-DR3) |
| | subtitle = (DR4) | | | subtitle = Level 2 Super Art |
| | input = 63214K | | | input = 214214P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_63214k_dr4|caption=}} | | {{MoveDataCargoImage|Jamie_214214p|caption=}} |
| ---- | | | info = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_63214kk_dr4|caption=}} | | {{AttackDataCargo-SF6/Query|Jamie_214214p}} |
| | * Puts Jamie at Drink Lv.4 until the install timer runs out |
| | * Jamie's damage scaling is only set to DR3 (105%) rather than the usual DR4 (110%) |
| | <br> |
| | 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. |
| | }} |
| | |-| |
| | DR4 = |
| | {{MoveDataCargo |
| | | title = The Devil's Song (DR4) |
| | | subtitle = Level 2 Super Art |
| | | input = 214214P |
| | | images = |
| | {{MoveDataCargoImage|Jamie_214214p_dr4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_63214k_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_214214p_dr4}} |
| * Leaves the opponent standing for a followup combo | | * Instantly refills 3 Drive bars or 50% Burnout gauge |
| {{AttackDataCargo-SF6/Query|Jamie_63214kk_dr4}}
| | * Can be useful as a cancel from OD specials for safety or combo extensions |
| * Crumple state; Jamie is +28 before the opponent goes airborne
| |
| <br> | | <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).
| | If Jamie is already at Drink Level 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. There is no downside to activating, as it won't start an install timer; this means that Jamie can get right back to building more Super meter and will not revert back to Drink Level 0. |
| <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> | | </tabber> |
|
| |
|
|
| |
|
| == Super Arts ==
| | ====<font style="visibility:hidden; float:right">Level 3 Super (236236P)</font>==== |
| ====<font style="visibility:hidden; float:right">Level 1 Super (236236K)</font>==== | |
| <tabber> DR0 = | | <tabber> DR0 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Breakin' (DR0) | | | title = Getsugo Saiho (DR0) |
| | subtitle = Level 1 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236K | | | input = 236236P |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_236236k|caption=}} | | {{MoveDataCargoImage|Jamie_236236p|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|Jamie_236236p_ca|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236k}} | | {{AttackDataCargo-SF6/Query|Jamie_236236p}} |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_drink}} | | * '''Full Invuln:''' 1-11f; Armor Break |
| * '''Strike/Throw Invuln:''' 1-11f; Armor Break | | * Launches opponent into free juggle state on cinematic hit |
| * Depletes 1/2 Drive bar from opponent on hit | | * Depletes 1.5 Drive bars from opponent on hit |
| * Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.) | | ** 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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR1 = | | DR1 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Breakin' (DR1) | | | title = Getsugo Saiho (DR1) |
| | subtitle = Level 1 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236K | | | input = 236236P |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_236236k_dr1|caption=}} | | {{MoveDataCargoImage|Jamie_236236p_dr1|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|Jamie_236236p_ca_dr1|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_236236p_dr1}} |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_drink_dr1}} | | * '''Full Invuln:''' 1-11f; Armor Break |
| * '''Strike/Throw Invuln:''' 1-11f; Armor Break | | * Launches opponent into free juggle state on cinematic hit |
| * Depletes 1/2 Drive bar from opponent on hit | | * Depletes 1.5 Drive bars from opponent on hit |
| * Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.) | | ** Cinematic time regenerates ~1.8 Drive bars for Jamie |
| | {{AttackDataCargo-SF6/Query|Jamie_236236p_ca_dr1}} |
| | * '''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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR2 = | | DR2 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Breakin' (DR2) | | | title = Getsugo Saiho (DR2) |
| | subtitle = Level 1 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236K | | | input = 236236P |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_236236k_dr2|caption=}} | | {{MoveDataCargoImage|Jamie_236236p_dr2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|Jamie_236236p_ca_dr2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_236236p_dr2}} |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_drink_dr2}} | | * '''Full Invuln:''' 1-11f; Armor Break |
| * '''Strike/Throw Invuln:''' 1-11f; Armor Break | | * Launches opponent into free juggle state on cinematic hit |
| * Depletes 1/2 Drive bar from opponent on hit | | * Depletes 1.5 Drive bars from opponent on hit |
| * Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.) | | ** Cinematic time regenerates ~1.8 Drive bars for Jamie |
| | {{AttackDataCargo-SF6/Query|Jamie_236236p_ca_dr2}} |
| | * '''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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR3 = | | DR3 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Breakin' (DR3) | | | title = Getsugo Saiho (DR3) |
| | subtitle = Level 1 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236K | | | input = 236236P |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_236236k_dr3|caption=}} | | {{MoveDataCargoImage|Jamie_236236p_dr3|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|Jamie_236236p_ca_dr3|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_236236p_dr3}} |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_drink_dr3}} | | * '''Full Invuln:''' 1-11f; Armor Break |
| * '''Strike/Throw Invuln:''' 1-11f; Armor Break | | * Launches opponent into free juggle state on cinematic hit |
| * Depletes 1/2 Drive bar from opponent on hit | | * Depletes 1.5 Drive bars from opponent on hit |
| * Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.) | | ** Cinematic time regenerates ~1.8 Drive bars for Jamie |
| | {{AttackDataCargo-SF6/Query|Jamie_236236p_ca_dr3}} |
| | * '''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> | | <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.
| | 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. |
| }} | | }} |
| |-| | | |-| |
| DR4 = | | DR4 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Breakin' (DR4) | | | title = Getsugo Saiho (DR4) |
| | subtitle = Level 1 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236K | | | input = 236236P |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_236236k_dr4|caption=}} | | {{MoveDataCargoImage|Jamie_236236p_dr4|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|Jamie_236236p_ca_dr4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_236236p_dr4}} |
| {{AttackDataCargo-SF6/Query|Jamie_236236k_drink_dr4}} | | * '''Full Invuln:''' 1-11f; Armor Break |
| * '''Strike/Throw Invuln:''' 1-11f; Armor Break | | * Launches opponent into free juggle state on cinematic hit |
| * Depletes 1/2 Drive bar from opponent on hit | | * Depletes 1.5 Drive bars from opponent on hit |
| * Holding Down will end in a Drink (Restores Drive bar, reduced Damage and KD Adv.) | | ** Cinematic time regenerates ~1.8 Drive bars for Jamie |
| | {{AttackDataCargo-SF6/Query|Jamie_236236p_ca_dr4}} |
| | * '''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> | | <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.
| | 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> | | </tabber> |
|
| |
|
| ====<font style="visibility:hidden; float:right">Level 2 Super (214214P)</font>==== | | |
| | == Taunts == |
| | ====<font style="visibility:hidden; float:right">Neutral Taunt (5PPPKKK)</font>==== |
| <tabber> DR0-DR3 = | | <tabber> DR0-DR3 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = The Devil's Song (DR0-DR3) | | | title = Neutral Taunt |
| | subtitle = Level 2 Super Art
| | | subtitle = (DR0-DR3) |
| | input = 214214P | | | input = 5PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_214214p|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_5pppkkk|caption='' "Where's my bed? You're putting me to sleep, man." ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_214214p}} | | {{AttackDataCargo-SF6/Query|Jamie_5pppkkk}} |
| * Puts Jamie at Drink Lv.4 until the install timer runs out | | * Has a unique variation at Drink Lv.4 |
| * Jamie's damage scaling is only set to DR3 (105%) rather than the usual DR4 (110%)
| |
| <br>
| |
| 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.
| |
| }} | | }} |
| |-| | | |-| |
| DR4 = | | DR4 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = The Devil's Song (DR4) | | | title = Neutral Taunt |
| | subtitle = Level 2 Super Art | | | subtitle = (DR4) |
| | input = 214214P | | | input = 5PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_214214p_dr4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_5pppkkk_dr4|caption='' "You're still here? This... is your last chance." ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_214214p_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_5pppkkk_dr4}} |
| * Instantly refills 3 Drive bars or 50% Burnout gauge
| |
| * Can be useful as a cancel from OD specials for safety or combo extensions
| |
| <br>
| |
| If Jamie is already at Drink Level 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. There is no downside to activating, as it won't start an install timer; this means that Jamie can get right back to building more Super meter and will not revert back to Drink Level 0.
| |
| }} | | }} |
| </tabber> | | </tabber> |
|
| |
|
| | | ====<font style="visibility:hidden; float:right">Forward Taunt (6PPPKKK)</font>==== |
| ====<font style="visibility:hidden; float:right">Level 3 Super (236236P)</font>==== | |
| <tabber> DR0 = | | <tabber> DR0 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Getsugo Saiho (DR0) | | | title = Forward Taunt |
| | subtitle = Level 3 Super Art | | | subtitle = (DR0) |
| | input = 236236P | | | input = 6PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_236236p|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk|caption='' "Bring it!" ''}} |
| ----
| |
| {{MoveDataCargoImage|Jamie_236236p_ca|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236p}} | | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk}} |
| * '''Full Invuln:''' 1-11f; Armor Break | | * Changes with each Drink level |
| * 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.
| |
| }} | | }} |
| |-| | | |-| |
| DR1 = | | DR1 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Getsugo Saiho (DR1) | | | title = Forward Taunt |
| | subtitle = Level 3 Super Art | | | subtitle = (DR1) |
| | input = 236236P | | | input = 6PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_236236p_dr1|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dr1|caption='' "Come on, let me see your sick flow!" ''}} |
| ----
| |
| {{MoveDataCargoImage|Jamie_236236p_ca_dr1|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_dr1}} | | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dr1}} |
| * '''Full Invuln:''' 1-11f; Armor Break | | * Changes with each Drink level |
| * 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_dr1}}
| |
| * '''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.
| |
| }} | | }} |
| |-| | | |-| |
| DR2 = | | DR2 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Getsugo Saiho (DR2) | | | title = Forward Taunt |
| | subtitle = Level 3 Super Art | | | subtitle = (DR2) |
| | input = 236236P | | | input = 6PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_236236p_dr2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dr2|caption='' "You gonna show me some moves? Don't screw up!" ''}} |
| ----
| |
| {{MoveDataCargoImage|Jamie_236236p_ca_dr2|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_dr2}} | | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dr2}} |
| * '''Full Invuln:''' 1-11f; Armor Break | | * Changes with each Drink level |
| * 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
| | DR3 = |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_ca_dr2}} | | {{MoveDataCargo |
| * '''Full Invuln:''' 1-11f; Armor Break | | | title = Forward Taunt |
| * No juggle followup on cinematic hit
| | | subtitle = (DR3) |
| * Depletes 2 Drive bars from opponent on hit
| | | input = 6PPPKKK |
| ** Cinematic time regenerates ~2.2 Drive bars for Jamie
| | | images = |
| <br>
| | {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dr3|caption='' "You think you knew what I'm gonna do next?" ''}} |
| 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.
| | | info = |
| | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dr3}} |
| | * Changes with each Drink level |
| }} | | }} |
| |-| | | |-| |
| DR3 =
| | DR4 = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Getsugo Saiho (DR3) | | | title = Forward Taunt |
| | subtitle = Level 3 Super Art | | | subtitle = (DR4) |
| | input = 236236P | | | input = 6PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_236236p_dr3|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dr4|caption='' "I ain't through with you.... zzz .... oh man, oh man." ''}} |
| ----
| |
| {{MoveDataCargoImage|Jamie_236236p_ca_dr3|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_dr3}} | | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dr4}} |
| * '''Full Invuln:''' 1-11f; Armor Break | | * Changes with each Drink level |
| * 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_dr3}}
| |
| * '''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> |
| DR4 =
| | |
| | ====<font style="visibility:hidden; float:right">Back Taunt (4PPPKKK)</font>==== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Getsugo Saiho (DR4) | | | title = Back Taunt |
| | subtitle = Level 3 Super Art | | | subtitle = |
| | input = 236236P | | | input = 4PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_236236p_dr4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_4pppkkk|caption='' "Listen! Da na, da na da na, da da da... right!" ''}} |
| ----
| |
| {{MoveDataCargoImage|Jamie_236236p_ca_dr4|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_dr4}} | | {{AttackDataCargo-SF6/Query|Jamie_4pppkkk}} |
| * '''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_dr4}}
| |
| * '''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>
| |
|
| |
|
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|