Street Fighter 6/Jamie/Strategy: Difference between revisions

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=== Okizeme and Mixups ===
=== Okizeme and Mixups ===
TO-DO


;Corner Forward Throw
:+4 after Dash
:Dash, 2MP is meaty
:Dash, throw is meaty
;236HK
:DR > 6MK is meaty, +3 oB, +7 oH
;236LK / 623LK near corner
:j.HP Safejump


'''Knockdown Advantage:''' all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
'''Knockdown Advantage:''' all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Revision as of 23:52, 1 June 2023


Neutral

TO-DO


Offense

Frame Traps

Light Chains -



Okizeme and Mixups

Corner Forward Throw
+4 after Dash
Dash, 2MP is meaty
Dash, throw is meaty
236HK
DR > 6MK is meaty, +3 oB, +7 oH
236LK / 623LK near corner
j.HP Safejump

Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +23 ?
Back Throw +38 ?
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +34
HKD +49 (Punish)
?
5HK (Punish) +71 Crumple ?
2KK
(Tensei Kick)
+53 Launch ?
2HK~HK
(Phantom Sway)
+21
+3 (Drink)
?
6MK~MK
(Full Moon Kick)
+31
-1 (Drink)
+2 (DL4 Activate)
?
4HP~HP~HK
(Intoxicated Assault)
+23 ?
6HK~4HK~P
(Ransui Haze)
+32 (Headbutt)
+35 (Triple Fist)
?
236P~6P~6P
(Freeflow Strikes)
+27 ?
236P~6K~6K
(Freeflow Kicks)
-1
+23/22 (DL4 Activate)
?
214P
(Swagger Step)
+39 (L/M/H)
+73 Tumble (OD)
+20 (DR4 Followup)
?
623K
(Arrow Kick)
+42/34/39 (L/M/H)
+40 (OD)
?
j.214K
(Luminous Dive Kick)
+46~52
+59~65 (OD)
?
236K<br(Bakkai) +42/35/34 (L/M/H)
+12 (OD)
?
236236K
(Lv.1 Super)
+7 (No Drink)
-1 (Drink)
?
236236P
(Lv.3 Super/CA)
HKD +71 (Lv.3)
HKD +18 (CA)
+14 (2nd hit)
?


vs. Burnout


Drive Rush

When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing. Green cells with "0" represent a true blockstring, which the opponent cannot escape without using Drive Reversal. Yellow cells with "1" to "4" represent a short gap that loses to invincible reversals, but can lead to frame traps; if the gap is 4f, the opponent can trade with a reversal light normal, which may result in a favorable trade combo for the attacker.


TO-DO


The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP +? ?


Defense

Reversals

v

Anti-Airs


Anti-Projectile


Fighting vs. Jamie




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