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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Overshadowed by {{Clr|LP|2LP}} and {{Clr|LK|5LK}}, this normal doesn't see much use until Jamie has a drink. The frame data of this normal gets worse above Drink Lv.1 but makes up for it in other ways. | | Overshadowed by {{clr|L|2LP}} and {{clr|L|5LK}}, this normal doesn't see much use until Jamie has a drink. The frame data of this normal gets worse above Drink Lv.1 but makes up for it in other ways. |
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| {{AttackDataCargo-SF6/Query|Jamie_5lp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_5lp_dl2}} |
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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| At Drink Lv.1 and above, {{Clr|LP|5LP}} becomes Jamie's longest range light normal and has a powerful Target Combo cancel into [[{{PAGENAME}}#5LP~LK~MP|{{clr|LK|LK}}~{{clr|MP|MP}}]], which allows for very strong confirms from light normals. | | At Drink Lv.1 and above, {{clr|L|5LP}} becomes Jamie's longest range light normal and has a powerful Target Combo cancel into [[{{PAGENAME}}#5LP~LK~MP|{{clr|L|LK}}~{{clr|M|MP}}]], which allows for very strong confirms from light normals. |
| }} | | }} |
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| * Damage DL0-DL4: 540/570/600/630/660 | | * Damage DL0-DL4: 540/570/600/630/660 |
| <br> | | <br> |
| Jamie's only plus on block normal. Despite this, it is often awkward to use for pressure as it leaves Jamie outside of normal throw range. This normal is best used in combos as after Drive Rush it will link into {{clr|HP|2HP}} and after Drink Lv.3+ when a command grab can function as a tick throw afterwards. | | Jamie's only plus on block normal. Despite this, it is often awkward to use for pressure as it leaves Jamie outside of normal throw range. This normal is best used in {{clr|4|Drive Rush}} confirms, as it links into {{clr|H|2HP}}; at Drink Lv.3 or higher, Jamie can also threaten with a command throw on block (though this can be interrupted with fast normals). {{clr|4|DR~}}{{clr|M|5MP}} gives enough block advantage for this command throw to be a true mixup that can't be mashed out of without an invincible reversal. |
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| Drive Rush > {{clr|MP|5MP}} functions as an unmashable strike/throw mixup with 63214K unlocked at Drink Lv.3+.
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| }} | | }} |
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| {{AttackDataCargo-SF6/Query|Jamie_5hp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_5hp_dl2}} |
| * Damage DL0-DL4: 810/855/900/945/990 | | * Damage DL0-DL4: 810/855/900/945/990 |
| * Counter-hit/Punish Counter bonus frame advantage carries over to all 3 hits | | * Counter-hit/Punish Counter bonus frame advantage carries through all 3 hits |
| * High juggle potential; final 2 hits maintain juggle state and can allow a follow-up juggle | | ** Punish Counter Drive damage only applies to 3rd hit (no Drive Dmg if canceled) |
| | * High juggle potential; puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | ** Last 2 hits maintain juggle state and allow for a follow-up juggle |
| * '''Cancel Hitconfirm Window:''' 18f | | * '''Cancel Hitconfirm Window:''' 18f |
| ** Special/DR cancel is delayed until after 3rd recovery frame of 2nd hit | | ** Special/DR cancel is delayed until after 3rd recovery frame of 2nd hit |
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| * '''Drink cancel advantage:''' {{sf6-adv|VM|-33}} oH / {{sf6-adv|VM|-39}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-33}} oH / {{sf6-adv|VM|-39}} oB |
| <br> | | <br> |
| A button notable in beating Drive Impact with its 3 hits, and being incredibly hard to interrupt as the first hit starts up in 5 frames. This is especially useful off of a Drive Rush, with 5HP > Drive Rush giving strong confirm routes, and Drive Rush into 5HP giving an easily confirmable follow-up link. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel. It's also pretty deceptive if you cancel the first two hits into Drive Impact yourself.
| | The fastest heavy normal in the game at 5f startup, this button can break {{clr|4|Drive Impact}} armor with its 3 hits. This is especially useful out of {{clr|4|Drive Rush}}, which gives Jamie a combo on hit or {{sf6-adv|P|+1}} pressure on block. The 2nd hit can perform a 3-bar cancel into {{clr|4|Drive Rush}} for a {{clr|M|5MP}} > {{clr|H|2HP}} confirm, but this is susceptible to reversals since the cancel is only {{sf6-adv|P|+2}} on block. |
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| | The first 2 hits have finicky range and low damage; since the cancel happens before the 3rd hit, this means that it's usually weaker and less consistent than {{clr|L|5LK}} in hitconfirm combos. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel. Canceling the first 2 hits into {{clr|4|Drive Impact}}, while leaving a large blockstring gap, can be tricky to react to since the opponent is expecting the 3rd hit to connect. |
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| While Jamie's 3-hit 5HP has some unique and interesting properties, there are some downsides to this normal's design. The first 2 hits have finicky range and low damage, but are the only ones that can be canceled. In most combos it is strictly worse than 5LK, which has identical startup, longer range and higher cancel damage. The extra hitstun allows 5HP to cancel into 236MP or 214LP, but these are not important combo routes. From longer ranges where only the 3rd hit connects, 5HP is functionally a weak 12f non-cancelable poke; 5MK, 2MK, and 5HK are stronger in this context.
| | From longer ranges where only the 3rd hit connects, {{clr|H|5HP}} is functionally a 12f advancing non-cancelable poke. This is great for approaching a burned out opponent, or if you want to attempt a Perfect Parry when the opponent takes their turn back. It also creates a spacing trap where most characters can only press one light normal; blocking once and then mashing another immediate {{clr|H|5HP}} can often counter-hit opponents who aren't aware of this trap. The advantage on hit/block can be up to 2f better when spaced at max range. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|Jamie_5lk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_5lk_dl2}} |
| * Damage DL0-DL4: 270/285/300/315/330 | | * Damage DL0-DL4: 270/285/300/315/330 |
| * Chains into 5LK/2LP/2LK | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| ** DR cancel is delayed until after 2nd active frame | | ** DR cancel is delayed until after 2nd active frame |
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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Jamie's 5LK can be chained into, a property not commonly seen in 5LKs. It has quite good range for a chainable light, making it useful in light confirms and combos, all while still being a solid footsies 5LK. It has the unique ability to chain into itself infinitely on whiff, allowing Jamie to "dance" with the animation. Jamie shifts forward during the 5LK animation, so chaining out of it at the earliest timing will act as a sort of "kara-cancel" to keep him closer to the opponent. | | Jamie's {{clr|L|5LK}} can be chained into, making it more similar to a standard {{clr|L|5LP}}. It has quite good range for footsies and light chain confirms. It has the unique ability to chain into itself infinitely on whiff, allowing Jamie to "dance" with the animation. Jamie shifts forward during the {{clr|L|5LK}} animation, so chaining out of it at the earliest timing will act as a sort of "kara-cancel" to keep him closer to the opponent. |
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| 5LK can combo into LP or OD Freeflow Strikes, any Arrow Kick, or Super. Slower specials like Bakkai or Swagger Step (both of which are far stronger in Super cancels) require stronger combo routes. | | {{clr|L|5LK}} can combo into {{clr|L|LP}} or {{clr|10|OD}} Freeflow Strikes, any Arrow Kick, or {{clr|10|SA1}}/{{clr|10|SA3}}. Slower specials like Bakkai or Swagger Step (both of which are far stronger in Super cancels) require stronger combo routes. |
| }} | | }} |
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| * '''Drink cancel advantage:''' {{sf6-adv|VM|-30}} oH / {{sf6-adv|VM|-34}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-30}} oH / {{sf6-adv|VM|-34}} oB |
| <br> | | <br> |
| 5MK is a solid mid-range poke that can be buffered into specials to score a knockdown. Compared to 2MK, it is 3f slower but hits from slightly longer range and is slightly less whiff punishable. | | {{clr|M|5MK}} is a solid mid-range poke that can be buffered into specials to score a knockdown. Compared to {{clr|M|2MK}}, it is 3f slower but hits from slightly longer range and is slightly less whiff punishable. |
| }} | | }} |
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| * '''Drink cancel advantage:''' {{sf6-adv|VM|-27}} oH (PC: KD +43) / {{sf6-adv|VM|-33}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-27}} oH (PC: KD +43) / {{sf6-adv|VM|-33}} oB |
| <br> | | <br> |
| While quite slow, 5HK has solid range due to its forward movement, making it a real threat in neutral. The long recovery on this move makes it very risky to whiff in neutral, but on block the pushback usually keeps it safe even at -5. The hitbox is quite low to the ground, making it worthless as an anti-air; the juggle properties vs. airborne only allow Jamie to safely cancel into a special when hitting the opponent's early jump frames. The crumple state from Punish Counter causes the opponent to fall backwards, making the follow-ups a bit more limited compared to the corner. | | While quite slow, {{clr|H|5HK}} has solid range due to its forward movement, making it a real threat in neutral. The long recovery on this move makes it very risky to whiff in neutral, but on block the pushback usually keeps it safe even at {{sf6-adv|VM|-5}}. The hitbox is quite low to the ground, making it worthless as an anti-air; the juggle properties vs. airborne only allow Jamie to safely cancel into a special when hitting the opponent's early jump frames. The crumple state from Punish Counter causes the opponent to fall backwards, making the follow-ups a bit more limited compared to the corner. |
| }} | | }} |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|Jamie_2lp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_2lp_dl2}} |
| * Damage DL0-DL4: 225/237/250/262/275 | | * Damage DL0-DL4: 225/237/250/262/275 |
| * Chains into 5LK/2LP/2LK | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| ** DR cancel is delayed until after 2nd active frame | | ** DR cancel is delayed until after 2nd active frame |
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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Jamie's only 4f startup normal, making it useful in certain punishes and for pressure strings. This is the only chainable light normal that works well against Drive Impact, but the chain speed is below average, making it more susceptible to a Punish Counter. | | Jamie's only 4f startup normal, making it useful in certain punishes and for pressure strings. This is the only chainable light normal that works well against {{clr|4|Drive Impact}}, but the chain speed is below average, making it more susceptible to a Punish Counter. |
| }} | | }} |
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| * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-35}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-35}} oB |
| <br> | | <br> |
| A standard cancelable 6f medium button. Jamie can't link into it without Drive Rush, Counter-hit, or Punish Counter bonus advantage, and at only +3 he also needs one of these to link out of it. Very non-committal in neutral when buffered as a counterpoke. | | A standard cancelable 6f medium button. Jamie can't link into it without {{clr|4|Drive Rush}}, Counter-hit, or Punish Counter bonus advantage, and at only {{sf6-adv|P|+3}} he also needs one of these to link out of it. Very non-committal in neutral when buffered as a counterpoke. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|Jamie_2lk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_2lk_dl2}} |
| * Damage DL0-DL4: 180/190/200/210/220 | | * Damage DL0-DL4: 180/190/200/210/220 |
| * Chains into 5LK/2LP/2LK | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| A standard 5f low confirm starter. For a 3-hit light confirm, use 2LK~2LP~5LK, as this is the only confirm route that beats reversal 4f light normals. | | A standard 5f low confirm starter. For a 3-hit light confirm, use {{clr|L|2LK}}~{{clr|L|2LP}}~{{clr|L|5LK}}, as this is the only confirm route that beats reversal 4f light normals. |
| }} | | }} |
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| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Jamie's 2MK is relatively fast with decent range, and the high pushback makes it safe to poke with. If well-spaced, cancels into 236P are often safe, but the LP version can whiff at absolute max range. | | Jamie's {{clr|M|2MK}} is relatively fast with decent range, and the high pushback makes it safe to poke with. If well-spaced, cancels into 236P are often safe, but the {{clr|L|LP}} version can whiff at absolute max range. |
| }} | | }} |
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| * '''Cancel Hitconfirm Window:''' 33f (PC: 43f) (TC) | | * '''Cancel Hitconfirm Window:''' 33f (PC: 43f) (TC) |
| <br> | | <br> |
| This 2-hit sweep is a low on both hits and has slightly more range on the 2nd hit. It's fairly easy to punish on block, so should not be thrown out randomly very often. 2HK has a lot of juggle potential, and leads to a Target Combo follow-up into HK that is great for increasing his Drink Level without sacrificing corner oki. | | This 2-hit sweep is a low on both hits and has slightly more range on the 2nd hit. It's fairly easy to punish on block, so should not be thrown out randomly very often. {{clr|H|2HK}} has a lot of juggle potential, and leads to a Target Combo follow-up into {{clr|H|HK}} that is great for increasing his Drink Level without sacrificing corner oki. |
| }} | | }} |
| <br> | | <br> |
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| * Can be used as a fuzzy instant overhead | | * Can be used as a fuzzy instant overhead |
| <br> | | <br> |
| As a cross-up, j.LP is far inferior to j.MK. The instant overhead property allows Jamie to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round. | | As a cross-up, {{clr|L|j.LP}} is far inferior to {{clr|M|j.MK}}. The instant overhead property allows Jamie to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the {{clr|L|j.LP}} to connect. This is high risk and should only ever be attempted if it is certain to end the round. |
| }} | | }} |
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| * Spike knockdown vs. airborne opponents | | * Spike knockdown vs. airborne opponents |
| <br> | | <br> |
| Has high juggle potential. Against grounded opponents, this is stronger than j.HK since all the damage is done on a single hit. | | Has high juggle potential. Against grounded opponents, this is stronger than {{clr|H|j.HK}} since all the damage is done on a single hit. |
| }} | | }} |
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| * Can hit Cross-up | | * Can hit Cross-up |
| <br> | | <br> |
| A better cross-up than j.LP due to its higher damage and wider hitbox. | | A better cross-up than {{clr|L|j.LP}} due to its higher damage and wider hitbox. |
| }} | | }} |
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| * Shifts Jamie's hurtbox upward during startup | | * Shifts Jamie's hurtbox upward during startup |
| <br> | | <br> |
| As an air-to-air, j.HK hits twice; if only the first hit connects, or on a counter-hit, Jamie can land and follow up with a grounded juggle. When used mid-juggle (like after [[#2KK|anti-air 2KK]]), the first hit will whiff and the second hit causes the air juggle. | | As an air-to-air, {{clr|H|j.HK}} hits twice; if only the first hit connects, or on a counter-hit, Jamie can land and follow up with a grounded juggle. When used mid-juggle (like after [[#2KK|anti-air 2KK]]), the first hit will whiff and the second hit causes the air juggle. |
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| Against grounded opponents, only one hit will connect, dealing less damage than a medium air normal. The long gap in active frames can also make it difficult to time properly. The hitbox is not particularly good against anti-airs, so it's usually better to stick with j.HP for that purpose. | | Against grounded opponents, only one hit will connect, dealing less damage than a medium air normal. The long gap in active frames can also make it difficult to time properly. The hitbox is not particularly good against anti-airs, so it's usually better to stick with {{clr|H|j.HP}} for that purpose. |
| }} | | }} |
| <br> | | <br> |