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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|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. | | 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 strong confirms from light normals. The range is slightly worse against crouching opponents. |
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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 {{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. | | Jamie's only plus on block normal, {{clr|M|5MP}} can link to {{clr|L|5LK}} or Drink Lv.1 {{clr|L|5LP}} at close range. 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 gains a link to {{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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| * Damage DL0-DL4: 540/570/600/630/660 | | * Damage DL0-DL4: 540/570/600/630/660 |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| | * Leg hurtbox is raised on frames 4-12 (can avoid low pokes) |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+7}} oB | | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+7}} oB |
| * '''SA2 cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+10}} oB | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+10}} oB |
| * '''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> |
| {{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. | | {{clr|M|5MK}} is a solid mid-range poke that can be buffered into specials to score a knockdown. It can interact favorably with many low pokes due to the raised hurtbox on the front leg. Compared to {{clr|M|2MK}}, it is 3f slower but hits from slightly longer range and is slightly less whiff punishable. It is also Jamie's only medium normal that combos naturally into {{clr|10|214PP}}. |
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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, {{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. | | 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. |
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| | The crumple state from Punish Counter causes the opponent to fall backwards, making midscreen follow-ups a bit more limited compared to the corner. Jamie can safely cancel a midscreen crumple into 2 Drinks, though this sacrifices a fair bit of damage and oki. In the corner, he can get 1 drink and juggle {{clr|L|2LP}} > {{clr|10|214PP}} into the Sweep TC for damage and a second drink; your meter and drink situation will determine whether this route is worthwhile over optimizing for damage/oki. |
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| <br> | | <br> |
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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 {{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. | | A fast medium with average range, mostly used as a non-committal counterpoke. 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. |
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| {{AttackDataCargo-SF6/Query|Jamie_2hp_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_2hp_dl2}} |
| * Damage DL0-DL4: 810/855/900/945/990 | | * Damage DL0-DL4: 810/855/900/945/990 |
| | * Head hurtbox is '''Anti-Air Invuln''' 9-33f; cannot hit cross-up |
| * Forces stand on hit | | * Forces stand on hit |
| * '''Cancel Hitconfirm Window:''' 16f; only the first 2 active frames are cancelable | | * '''Cancel Hitconfirm Window:''' 16f; only the first 2 active frames are cancelable |
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| * '''Drink cancel advantage:''' {{sf6-adv|VM|-23}} oH / {{sf6-adv|VM|-31}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-23}} oH / {{sf6-adv|VM|-31}} oB |
| <br> | | <br> |
| Works fairly well as an anti-air due to its vertical reach and large number of active frames. Does not have a useful cancel when used as an anti-air, as only the early grounded frames are cancelable. | | Works fairly well as a mid-range anti-air due to its vertical reach and large number of active frames. Does not have a useful cancel when used as an anti-air, as only the early grounded frames are cancelable. Useful in many Punish Counter and {{clr|4|Drive Rush}} combo routes as it combos into Jamie's strongest special moves. |
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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> |
| 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. | | A generic low 5f 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 {{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. | | Jamie's {{clr|M|2MK}} is fast for a cancelable low poke, but the range is a bit lower than most similar buttons. The high pushback makes it safer to poke with and can lead to spacing traps. If well-spaced, a cancel into 236P is often safe, though {{clr|L|236LP}} can whiff at absolute max range. |
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| * Counter-hit/Punish Counter: HKD +48 | | * Counter-hit/Punish Counter: HKD +48 |
| * Has high juggle potential; not a Hard Knockdown when juggled into | | * Has high juggle potential; not a Hard Knockdown when juggled into |
| * First active frame of 2nd hit is juggle-only hitbox; vs. grounded opponents, active time is 2(3)2 | | * First active frame of 2nd hit is juggle-only hitbox; vs. grounded opponents, active period is 2(3)2 |
| * '''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. {{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. | | This 2-hit sweep is a low on both hits and has slightly more range on the 2nd hit. When spaced out, this sweep is incredibly difficult to punish; some characters have no punishes at all, or must rely on a reversal Super to reach. |
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| | {{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. This follow-up can be confirmed directly as long as Jamie is close enough for both hits to connect. |
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| <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, {{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. | | As a cross-up, {{clr|L|j.LP}} is far inferior to {{clr|M|j.MK}} due to its narrow hitbox and low hitstun/blockstun. 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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| * Shifts Jamie's hurtbox upward during startup | | * Shifts Jamie's hurtbox upward during startup |
| <br> | | <br> |
| The knockdown makes it useful as an air-to-air. The hitbox reaches quite high above Jamie, so it will whiff if you try to delay it too long in juggle combos. The cancel into j.214K only works against airborne opponents, as Jamie will be too low to the ground against standing characters. | | The knockdown makes this useful as an air-to-air. The hitbox reaches quite high above Jamie, so it will whiff if you try to delay it too long in juggle combos. The cancel into j.214K only works against airborne opponents, as Jamie will be too low to the ground against standing characters. |
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| * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 | | * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 |
| * 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state | | * 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state |
| ** 2nd hit causes air reset | | ** 2nd hit causes air reset (except after CH/PC or {{clr|4|DR~}}2KK launch) |
| * Shifts Jamie's hurtbox upward during startup | | * Shifts Jamie's hurtbox upward during startup |
| <br> | | <br> |
| 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. | | As an air-to-air, {{clr|H|j.HK}} hits twice. If only the first hit connects, or it connects as 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 {{clr|H|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. |