Revision as of 08:26, 12 August 2024 by Jethuty(talk | contribs)(removed (more) non-relevant jokes from image captions as they go against the rules for wiki tone and don't add anything anything that could be reserved for relevant character information (such as drink levels))
This self-styled Chinatown peacekeeper aspires to the example set by Yun and Yang, the Twin Dragons. An expert dancer, Jamie places justice and friendship above all else, defending his town with martial skill.
Jamie is a close-range fighter that specializes in poking, footsies, and harassment, with quick normals that he can use once he's in. He also benefits from a powerup system that allows his damage potential and flexibility to snowball the more chances he gets to power up.
Jamie's key mechanic is based on taking drinks. By using his forward throw, The Devil Inside, the Freeflow Kicks ending to his Freeflow Strikes special move, or certain target combos, Jamie can increase his Drink Level, up to a maximum of 4. Each time he drinks, his damage increases, bringing him to standard damage at Drink Lv. 2 and putting him above it at Drink Lv. 3 and higher. He also unlocks more target combos and special moves at specific Drink Levels, gradually opening up the complexity of his moveset and increasing his flexibility significantly; his most notable special move unlocks, in ascending order from Drink Lv. 1 to 4, are his aerial special move Luminous Dive Kick, his anti-projectile and super cancel bridge Bakkai, the command throw Tenshin, and the super-cancelable follow-up to his advancing move Swagger Step, the Swagger Hermit Punch. Jamie can also temporarily boost himself to Drink Lv. 4 (if he isn't already there) by using his Lv. 2 Super Art, The Devil's Song; if he already has 4 drinks, it instead becomes a tool to quickly replenish Drive Gauge and lets him keep up the pressure.
As far as his selection of normals and specials go, Jamie has 5MK, 2MK, and 5HK as strong cancelable pokes, as well as a grounded overhead in 6MK. He can use these moves, as well as careful uses of Freeflow Strikes and Swagger Step, to pester the opponent at close and mid range until they make a mistake. He also has 2HP and Arrow Kick as anti-air options, with Overdrive Arrow Kick explicitly serving as a reversal against aggressive opponents. Successful hits with sweep, Freeflow Strikes, Punish Counters, or any moves that knock the opponent down and away will give Jamie more time to drink without fear of repercussion, especially against opponents that aren't able to establish strong enough ranged pressure to stop Jamie from drinking when he's farther away from them.
In exchange for how powerful drinks make Jamie, though, it is no exaggeration to say that his gameplan is very much reliant on getting them, even if he doesn't make it to Drink Lv. 4 in a given round. Without drinks, Jamie lacks a lot of his most powerful tools, in addition to missing out on damage; it becomes an uphill battle to keep up unless he's gotten a few sips in, even with The Devil's Song acting as a Hail Mary option to close the gap in emergencies. It is also worth noting that Jamie's Drink Level does not carry over between rounds, meaning that he has to be prepared to get set up all over again, but once he gets going, he's a real menace. If you're looking for a bit of breaking and swaying alongside an infighter that only gets stronger when he's loaded up, then Jamie is your man.
Pick if you like:
Avoid if you dislike:
Feelin' the Vibe: Nuanced and rewarding decision making focused around an unlock mechanic
Lethal at the Wheel: Pestering and rushing down opponents at close and close-mid range with strong poking normals and forward-moving specials
Party Tricks: Gaining access to a wide variety of tools and options over time
Exaggerated Swagger: Forcing the opponent to approach you via threatening to Drink
Don't stop, won't stop!: Access to Drive Replenishing Drinks, leaving him at a distinct Drive advantage unique to him against the whole cast.
Afternight Regrets: Often needing to choose between unlocking new options and maintaining pressure after a combo
Heavyweight: Not having access to all of your options at the start of each round
Friendzoners: Being susceptible to projectiles as well as any characters with longer ranged buttons
Unless otherwise specified, most moves will display their DL2 version, making it easy to calculate damage values for other Drink Levels. For moves that only exist at DL3 or DL4, the lowest possible Drink Level version will be displayed by default.
Frame Data Glossary - SF6
Hitbox Images
🟥 (Red): Attack hitbox
Appears pink for Throw hitboxes
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
If a move's hitbox and hurtbox overlap, the colors blend to appear orange
🟦 (Blue): Vulnerable throw hurtbox
Will be thrown if Pink throw hitbox touches Blue throw hurtbox
Active
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.
Cancel
Available options for canceling one move into another move.
"Chn": Chain cancel (Light normals; specific chain options listed in Description)
"TC": Target Combo
"Sp": Special move
"SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
"Jmp": Jump cancel (usually on hit only, if applicable)
"SS": Serenity Stream (Chun-Li's stance)
If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)
Cancel Hitconfirm Windows
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
Counts from the first frame the attack connects until the final cancelable frame
Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.
Damage
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
Damage Scaling
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.
Scaling Types:
Starter: When a move begins the combo, the next attack is scaled by X percent
e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
Immediate: When a move is comboed into, this attack is scaled by X percent
e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.
Drive Rush Cancel Advantage
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.
Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
Forced Knockdown
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.
As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.
Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
Guard
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
Juggles
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
Limited Juggle: only specific attacks with juggle potential may juggle
The following is a more detailed overview of the SF6 juggle system:
Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.
JC0: free juggle state - any attack that can hit an airborne opponent will work
JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles
An example to tie everything together:
An attack (JS3) launches opponent into the air (Opponent now at JC3)
Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)
Drive Rush notes:
DR normals have a Juggle Start/Increase value of 0
DR normals have +3 added to their usual Juggle Limit
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
Combo Count Initial Value
Combo Count Additional Value
Combo Count Upper Limit
On Hit/Block
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).
Recovery
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.
Startup
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.
IASA / Actionable Recovery
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.
Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
Normals
Standing Normals
5LP
Standing Light Punch
5LP 5L
DL0
DL1+
DL0
DL1+
Hitboxes Off
Hitboxes On
5LP
Stand LP (DL0)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
7
Sp SA
270
LH
+5
0
Cancel Hitconfirm Window: 12f
Drive Rush cancel advantage:+4 oH / -1 oB
SA2 cancel advantage:+7 oH / +2 oB
Drink cancel advantage:-37 oH / -42 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Overshadowed by 2LP and 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.
5LP
Stand LP (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
9
Sp SA TC
300
LH
+2
-3
Damage DL1-DL4: 285/300/315/330
Cancel Hitconfirm Window: 13f
Drive Rush cancel advantage:+4 oH / -1 oB
SA2 cancel advantage:+7 oH / +2 oB
Drink cancel advantage:-37 oH / -42 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
At Drink Lv.1 and above, 5LP becomes Jamie's longest range light normal and has a powerful Target Combo cancel into LK~MP, which allows for strong confirms from light normals. The range is slightly worse against crouching opponents.
5MP
Standing Medium Punch
5MP 5M
Hitboxes Off
Hitboxes On
5MP
Stand MP (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
4
14
-
600
LH
+5
+2
Damage DL0-DL4: 540/570/600/630/660
Jamie's only plus on block normal, 5MP can link to 5LK or Drink Lv.1 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 Drive Rush confirms, as it gains a link to 2HP; at Drink Lv.3 or higher, DR~5MP gives enough block advantage for a tick command throw that beats any non-invincible reversal.
While much stubbier than 2MK or 5MK, this move holds more value as a counter-poke than one might think. On top of having a decent disjoint, a Punish Counter becomes +9, just enough advantage to link into 2HK, or SA1 from even farther out.
5HP
Standing Heavy Punch
5HP 5H
Neutral is a myth, and footsies are a scam.
Hitboxes Off
Hitboxes On
5HP
Stand HP (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
1(1)1(4)3
20
Sp SA (2nd)
100x2,700 (900)
LH
+1(+3)
-3(-1)
Damage DL0-DL4: 810/855/900/945/990
Counter-hit/Punish Counter bonus frame advantage carries through all 3 hits
Punish Counter Drive damage only applies to 3rd hit (no Drive Dmg if canceled)
High juggle potential; puts airborne opponents into limited juggle state
Last 2 hits maintain juggle state and allow for a follow-up juggle
Cancel Hitconfirm Window: 18f
Special/DR cancel is delayed until after 3rd recovery frame of 2nd hit
Drive Rush cancel advantage:+8 oH / +2 oB
SA2 cancel advantage:+11 oH / +5 oB
Drink cancel advantage:-33 oH / -39 oB
The fastest heavy normal in the game at 5f startup, this button can break Drive Impact armor with its 3 hits. This is especially useful out of Drive Rush, which gives Jamie a combo on hit or +1 pressure on block. The 2nd hit can be canceled into Drive Rush for a 5MP > 2HP confirm, but this is susceptible to reversals since the cancel is only +2 on block.
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 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 Drive Impact, while leaving a large blockstring gap, can be tricky to react to since the opponent is expecting the 3rd hit to connect.
From longer ranges where only the 3rd hit connects, 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 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.
5LK
Standing Light Kick
5LK ---
Hitboxes Off
Hitboxes On
5LK
Stand LK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
11
Chn Sp SA
300
LH
+3
-1
Damage DL0-DL4: 270/285/300/315/330
Chains into 5LK/2LP/2LK
Cancel Hitconfirm Window: 13f
DR cancel is delayed until after 2nd active frame
Drive Rush cancel advantage:+5 oH / +1 oB
SA2 cancel advantage:+9 oH / +5 oB
Drink cancel advantage:-35 oH / -39 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Jamie's 5LK can be chained into, making it more similar to a standard 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 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.
5LK can combo into LP or OD Freeflow Strikes, any Arrow Kick, or SA1/SA3. Slower specials like Bakkai or Swagger Step (both of which are far stronger in Super cancels) require stronger combo routes.
5MK
Standing Medium Kick
5MK [A]M
Hitboxes Off
Hitboxes On
5MK
Stand MK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
3
17
Sp SA
600
LH
+2
-3
Damage DL0-DL4: 540/570/600/630/660
Cancel Hitconfirm Window: 15f
Leg hurtbox is raised on frames 4-12 (can avoid low pokes)
Drive Rush cancel advantage:+12 oH / +7 oB
SA2 cancel advantage:+15 oH / +10 oB
Drink cancel advantage:-29 oH / -34 oB
5MK is Jamie's premiere mid-range poke. A Drive Rush buffer can be used to start your block pressure or hitconfirm into a combo. It can combo naturally into 214MP/214PP, and is Jamie's only medium normal that can combo into 214HP on Punish Counter.
The raised leg hurtbox allows 5MK to interact favorably with many low pokes in neutral, which is important for dealing with characters that have a longer range 2MK. This button is 3f slower than his own 2MK, but hits from slightly longer range and is much less whiff punishable.
5HK
Standing Heavy Kick
5HK [A]H
Hitboxes Off
Hitboxes On
5HK
Stand HK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15
3
21
Sp SA
800
LH
+1
-5
Damage DL0-DL4: 720/760/800/840/880
Punish Counter: KD +71 Crumple (+8 before opponent becomes airborne)
Special/DR cancel is delayed until after 2nd active frame
Drive Rush cancel advantage:+14 oH / +8 oB
SA2 cancel advantage:+17 oH (PC: KD +87)) / +11 oB
Drink cancel advantage:-27 oH (PC: KD +43) / -33 oB
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 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 2LP > 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.
Crouching Normals
2LP
Crouching Light Punch
2LP 2L
Hitboxes Off
Hitboxes On
2LP
Crouch LP (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
2
9
Chn Sp SA
250
LH
+5
-1
Damage DL0-DL4: 225/237/250/262/275
Chains into 5LK/2LP/2LK
Cancel Hitconfirm Window: 13f
DR cancel is delayed until after 2nd active frame
Drive Rush cancel advantage:+5 oH / -1 oB
SA2 cancel advantage:+9 oH / +3 oB
Drink cancel advantage:-35 oH / -41 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
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.
2MP
Crouching Medium Punch
2MP ---
Hitboxes Off
Hitboxes On
2MP
Crouch MP (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
3
13
Sp SA
600
LH
+5
-1
Damage DL0-DL4: 540/570/600/630/660
Cancel Hitconfirm Window: 16f
Drive Rush cancel advantage:+11 oH / +5 oB
SA2 cancel advantage:+14 oH / +8 oB
Drink cancel advantage:-30 oH / -36 oB
A useful normal, despite having the lowest range of any 2MP. Used in many combo routes, as a non-committal counterpoke, and as Jamie's go-to Drive Reversal punish. At +5 on hit, Jamie can link into any of his light attacks on regular hit, and from Drive Rush it links into 2HP. When canceled, it also links naturally into 214MP/214PP.
2HP
Crouching Heavy Punch
2HP 2H
Hitboxes Off
Hitboxes On
2HP
Crouch HP (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
5
23
Sp SA
900
LH
0
-8
Damage DL0-DL4: 810/855/900/945/990
Head hurtbox is Anti-Air Invuln 9-33f; cannot hit cross-up
Forces stand on hit
Cancel Hitconfirm Window: 16f; only the first 2 active frames are cancelable
Drive Rush cancel advantage:+18 oH / +10 oB
SA2 cancel advantage:+21 oH / +13 oB
Drink cancel advantage:-23 oH / -31 oB
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 Drive Rush combo routes as it combos into Jamie's strongest special moves.
2LK
Crouching Light Kick
2LK [A]L
Hitboxes Off
Hitboxes On
2LK
Crouch LK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
11
Chn
200
L
+1
-3
Damage DL0-DL4: 180/190/200/210/220
Chains into 5LK/2LP/2LK
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A generic low 5f 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.
2MK
Crouching Medium Kick
2MK 2M
Hitboxes Off
Hitboxes On
2MK
Crouch MK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
3
18
Sp SA
500
L
-1
-6
Damage DL0-DL4: 450/475/500/525/550
Cancel Hitconfirm Window: 13f
Special/DR cancel is delayed until after 2nd active frame
Drive Rush cancel advantage:+9 oH / +4 oB
SA2 cancel advantage:+12 oH / +7 oB
Drink cancel advantage:-32 oH / -37 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Extends a hurtbox on whiff until end of recovery
Jamie's 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 236LP can whiff at absolute max range.
2HK
Crouching Heavy Kick
2HK 3H
Hitboxes Off
Hitboxes On
2HK
Crouch HK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
2(2)3
28(29)
TC
400x2
L,L*
HKD +33
-11
Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2
Counter-hit/Punish Counter: HKD +48
1f extra recovery on block; 2nd hit can be stand blocked if 1st hit is blocked
Has high juggle potential; not a Hard Knockdown when juggled into
First active frame of 2nd hit only connects in juggles; vs. grounded opponents, active period is 2(3)2
A long-range 2-hit sweep that is great for punishing other sweeps while being difficult for most other characters to punish in return. When well-spaced, some characters have no punish at all, or must rely on reversal Supers to reach. Both hits are lows, but if the first hit is crouch blocked, the second hit loses its low-hitting property. Because the second hit has extra range, it's still possible to catch a back-walking opponent low when the first hit whiffs.
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 follow-up can be hitconfirmed even if only the second hit connects, though it's much easier if both hits connect.
Jumping Normals
j.LP
Jumping Light Punch
j.LP j.L
Hitboxes Off
Hitboxes On
j.LP
Jump LP (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
9
3 land
-
300
H
+4(+10)
0(+6)
Damage DL0-DL4: 270/285/300/315/330
Can hit Cross-up
Can be used as a fuzzy instant overhead
As a cross-up, j.LP is far inferior to 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 j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round.
Cancels into j.214K Divekick (DL1+, forward jump only); cancel can be delayed significantly (up to 24f)
Shifts Jamie's hurtbox upward during startup
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.
j.HP
Jumping Heavy Punch
j.HP j.H
Hitboxes Off
Hitboxes On
j.HP
Jump HP (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
6
3 land
-
800
H
+8(+15)
+4(+11)
Damage DL0-DL4: 720/760/800/840/880
Spike knockdown vs. airborne opponents
Has high juggle potential. Against grounded opponents, this is stronger than j.HK since all the damage is done on a single hit.
j.LK
Jumping Light Kick
j.LK ---
Hitboxes Off
Hitboxes On
j.LK
Jump LK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
6
3 land
-
300
H
+6(+9)
+2(+5)
Damage DL0-DL4: 270/285/300/315/330
Has the longest horizontal range out of all Jamie's air normals, but the low hitstun makes it fairly useless near its max range except as an air-to-air.
j.MK
Jumping Medium Kick
j.MK j.M
Hitboxes Off
Hitboxes On
j.MK
Jump MK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
6
3 land
-
500
H
+8(+13)
+4(+9)
Damage DL0-DL4: 450/475/500/525/550
Can hit Cross-up
A better cross-up than j.LP due to its higher damage and wider hitbox.
j.HK
Jumping Heavy Kick
j.HK ---
Hitboxes Off
Hitboxes On
j.HK
Jump HK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
3(5)4
3 land
-
400x2
H
+11(+15)
+7(+11)
Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2
1st hit puts airborne opponents into limited juggle state
2nd hit causes air reset (except after CH/PC or DR~2KK launch)
Shifts Jamie's hurtbox upward during startup
As an air-to-air, 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 anti-air 2KK), the first hit will whiff and the second hit causes the air juggle.
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.
Command Normals
2KK
Tensei Kick
2KK 2MH
AIR COMBO!
Hitboxes Off
Hitboxes On
2KK
Tensei Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
22
Jmp
600
LH
KD +53 Launch
-8
Damage DL0-DL4: 540/570/600/630/660
Head/Leg hurtbox is anti-air invuln on frames 9-11 (cannot hit cross-up)
Cancel Hitconfirm Window: 17f (forward jump, hit only)
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Tensei Kick is a launcher used in many of Jamie's combo routes. As an anti-air, the move is harder to use than Arrow Kick but leads to much greater reward with its jump cancel on hit. The jump cancel will always go forward regardless of which direction is held, and it cannot cancel to a grounded special move during prejump frames.
The free juggle state caused by DR~2KK gives Jamie much better juggle routes than the standard version. All medium/heavy DR canceled pokes besides 5HP can lead to DR~2KK, j.HK (2-hit), then land with 2HK~HK~P for corner carry, a drink, and +4 knockdown advantage. At DL1, an anti-air Tensei Kick can achieve similar results with j.MP > j.214KK before ending in the same sweep Target Combo.
6MK
Falling Star Kick
6MK 6M
Hitboxes Off
Hitboxes On
6MK
Falling Star Kick (DL0)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
22
3
20
-
540
H
+1
-3
Damage DL0-DL1: 540/570
Low Crush 10-19f (not airborne)
Spike knockdown vs. airborne opponents
6MK
Falling Star Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
22
3
20
TC
600
H
+1
-3
Damage DL2-DL4: 600/630/660
Low Crush 10-19f (not airborne)
Spike knockdown vs. airborne opponents
Cancel Hitconfirm Window: 17f (TC)
A hopping overhead that can counter mid-range low pokes. With precise spacing, it can hit later in its active frames, resulting in better frame advantage. When used out of Drive Rush, Jamie can link light normals or 5HP afterward.
At Drink Lv.2 and above, 6MK has about 25% more range and gains a (Target Combo follow-up) for a knockdown and an optional Drink level increase. While difficult, this extension can be hitconfirmed with good reactions.
4HP
Hermit's Elbow
4HP 4H
DL0-DL2
DL3+
DL0-DL2
DL3+
Hitboxes Off
Hitboxes On
4HP
Hermit's Elbow (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
4
20
SA
800
LH
+1
-3
Damage DL0-DL2: 720/760/800
Throw hurtbox retracts on frames 4-14; strike hurtbox retracts on frames 5-12
Afterwards, foot hurtbox is extended on frames 13-20 (weak to delayed lows)
Cancel Hitconfirm Window: 19f (Super)
Super cancel is delayed until after active frames
SA2 cancel advantage:+15 oH / +11 oB
4HP
Hermit's Elbow (DL3)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
4
21(19)
SA TC
840
LH
+1
-3
Damage DL3-DL4: 840/880; has ~11% extra range
Throw hurtbox retracts on frames 4-14; strike hurtbox retracts on frames 5-12
2f less recovery on hit
Cancel Hitconfirm Window: 19f (Super) / 20f (TC)
Super cancel is delayed until after active frames
SA2 cancel advantage:+14 oH / +12 oB
Hermit's Elbow pulls back during startup, making it a useful shimmy tool in tick throw situations. If you successfully bait the opponent's throw and land a Punish Counter, it becomes +5 and can link into 5LK or 5HP. At its max possible range, it can become +4 as a meaty and link into 2LP without a Counter-hit. The Super cancel window is also quite lenient, allowing for high damage confirms.
At Drink Lv.3, 4HP gains a Target Combo follow-up into HP. This TC will only combo if the 4HP hits meaty or with extra frame advantage from Counter-hit. In order to confirm the TC as late as possible on reaction, a Punish Counter, Drive Rush start, or final-frame meaty timing is required. However, Jamie gets more damage by simply linking 5LP~LK~MP, since the 4HP becomes +5 in these scenarios. Note that due to increased pushback, the DL3 version can no longer link to 5HP even at +5. Instead, link to 5LK or 5LK at close range if you don't want to use the TC ender.
6HK
Senei Kick
6HK 6H
DL0-DL3
DL4
DL0-DL3
DL4
Hitboxes Off
Hitboxes On
6HK
Senei Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16
3
20
SA
900
LH
+3
-3
Damage DL0-DL3: 810/855/900/945
Cancel Hitconfirm Window: 18f (Super)
SA2 cancel advantage:+19 oH / +13 oB
6HK
Senei Kick (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16
4
19
SA TC
990
LH
+3
-3
Has ~6% extra range and a new Target Combo follow-up
Cancel Hitconfirm Window: 18f (Super) / 22f (TC)
TC confirm into 4HK must be input within 20f for a Counter-hit combo into Headbutt
SA2 cancel advantage:+19 oH / +13 oB
A long range stepkick that can be confirmed into a Super on hit. You cannot space it to connect meaty at max range, so the only follow-up links require Counter-hit, Punish Counter, or Drive Rush (which travels nearly full screen).
At Drink Lv.4, the move gains extra range and some new Target Combo follow-ups. Even if the confirm into the TC is missed, the follow-ups are cancelable themselves, allowing Jamie to end with a safe option like 236PP even on a failed hitconfirm.
Target Combos
2HK~HK~P
Phantom Sway
(DL0)
2HK~HK~P 3H~H~H
Hitboxes Off
Hitboxes On
2HK~HK
Phantom Sway (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
3
43
TC
500
LH
KD +22(23)
-28
Damage DL0-DL4: 450/475/500/525/550
Cancel Hitconfirm Window: 58f (TC Drink)
2HK~HK~P
Phantom Sway + Drink (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
-
-
56+5
-
-
-
KD +4(5)
-46
Maintains corner oki while increasing Drink Level
At DL4, drink gains 1 Drive bar
Target Combo with high juggle potential that can be easily confirmed into. Excellent juggle ender after Tensei Kick or 214PP.
2HK~HK leaves him at +22 (up to +24 when juggled into). Midscreen, he can either dash forward, leaving him at +3 and in range for 5MK, or he can Drive Rush and get full okizeme. In the corner, the forward travel on the second kick leaves Jamie at point-blank range, so it's probably always worth it to at least confirm into the second hit.
The full combo, 2HK~HK~P, ends with Jamie taking a drink and usually leaves him at +4, even when reaching DL4. This sacrifices Jamie's midscreen oki for a drink level. In the corner, Jamie is left at point-blank range in one of his most ideal scenarios. When combined with the corner carry from Jamie's Tensei Kick combo routes, Jamie can even set up his win condition from midscreen given the right opportunity. Can rarely be up to +6 when juggled into.
5LP~LK~MP
Bitter Strikes
(DL1)
5LP~LK~MP 5L~L~L
Hitboxes Off
Hitboxes On
5LP~LK
Bitter Strikes 1 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
2
16
TC
200(160)
LH
-3
-8
Damage DL1-DL4: 190/200/210/220 (170/180/188/198)
() refers to scaled damage when beginning combo with 5LP
Cancel Hitconfirm Window: 29f (TC)
5LP~LK~MP
Bitter Strikes 2 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
3
21(23)
Sp SA
500(350)
LH
-2
-10
Damage DL1-DL4: 475/500/525/550 (380/400/420/440)
() refers to scaled damage when beginning combo with 5LP~LK
2f extra recovery on block
Cancel Hitconfirm Window: 52f
Special cancel is delayed until after 1st recovery frame; DR cancel is delayed until after active frames
Drive Rush cancel advantage:+10 oH / +4 oB
SA2 cancel advantage:+12 oH / +6 oB
Drink cancel advantage:-32 oH / -38 oB
Since 5LP loses much of its frame advantage at Drink Lv.1 and above, this Target Combo is the primary way to convert a jab into damage, even from max range. The MP ender can combo into 236LP/MP/PP, 214LP, 236LK, any 623K, or any Super.
After committing to the TC follow-up, the only safe enders are 236PP, Drive Rush, and SA2. If the opponent tries to punish the TC on block, Jamie can frame trap any non-invincible reversal with 236LP or the much safer 236PP. A blocked Drive Rush cancel can create a true blockstring into 2LP, but anything else leaves a gap that can be interrupted with a reversal.
6MK~MK~P
Full Moon Kick
(DL2)
6MK~MK~P 6M~M~M
Hitboxes Off
Hitboxes On
6MK~MK
Full Moon Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15
3(5)2
28
TC
200x2
LH
KD +31
-14
Damage DL2-DL4: 200x2/210x2/220x2
Cancel Hitconfirm Window: 62f (TC)
6MK~MK~P
Full Moon Kick + Drink (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
-
-
53+8 (DL3: 53+5)
-
-
-
KD -1 (DL3: KD +2)
-46 (DL3: -43)
Increases Drink Level by 1
DL3: KD +2 / -43 oB
DL4: restores 1 bar of Drive Gauge
Confirming this TC directly from 6MK is strict, but possible with very good reactions. It's hard to chase down the opponent for midscreen oki, so ending with a Drink is usually worthwhile.
In the corner, ending with a Drink puts Jamie at -1, making it a little risky; if going from DL3 to DL4, he instead gets slight KD advantage to apply pressure. Jamie can apply much better corner pressure by skipping the drink. 6MK~MK sets up the perfect timing for a meaty 214HP to become +2 on block while remaining safe against Drive Impact. Many opponents will instinctively press a button here, giving Jamie a free Counter-hit.
4HP~HP~HK
Intoxicated Assault
(DL3)
4HP~HP~HK 4H~H~H
Hitboxes Off
Hitboxes On
4HP~HP
Intoxicated Assault 1 (DL3)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
21
4
20
SA TC
630
LH
+1
-11
Damage DL3-DL4: 630/660
Leaves a 3f blockstring gap after 4HP (beats non-invincible reversals)
Requires extra frame advantage to combo from 4HP (Counter-hit, Punish Counter, Drive Rush, meaty timing)
() refers to scaled damage when beginning combo with CH 4HP~HP
Leaves a 9f blockstring gap after 4HP~HP
This Target Combo sequence is most useful when performing 4HP as a shimmy to bait a throw tech, since it guarantees a Punish Counter if successful. If the 2nd hit of the Target Combo begins the combo, it is possible to confirm it directly into this ender. While the HP follow-up is unsafe, it can be used to frame trap an opponent that predictably hits buttons after blocking 4HP.
If the final HK is performed on block, the opponent can interrupt with any attack 8f or faster for a full punish, so it cannot be used to frame trap an opponent in the same way. Jamie is not airborne despite the animation, so he can't hop over low-angled buttons or make a throw whiff.
6HK~4HK~P
Ransui Haze
(DL4)
6HK~4HK~P 6H~4H~H
オラ!!
オラ!!
Hitboxes Off
Hitboxes On
6HK~4HK
Ransui Haze (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
-
-
76
TC
-
-
-
-
Sways and walks backward; press P at different times to change follow-up
Earliest follow-up timing can be input after 25f of 6HK~Sway
Cancel Hitconfirm Window: 25f (total time including 6HK and Sway)
Special/DR cancel is delayed until after active frames
Drive Rush cancel advantage: KD +51 oH / +7 oB
SA2 cancel advantage: KD +54 oH / +10 oB
Drink cancel advantage: KD +10 oH / -34 oB
Counts as 2 hits for damage scaling when comboed into (applies to next hit)
6HK~4HK~P (mid)
Ransui Haze Triple Fist (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
(51~75)+4
2(8)2(11)2
27
Sp SA
330x2,660 (1320)
LH
KD +35
-9
Cancelable into any special or Super
Cancel Hitconfirm Window: 60/40/17f (more hits = more hitconfirm time)
Drive Rush cancel advantage: KD +54 oH / +10 oB
SA2 cancel advantage: KD +57 oH / +13 oB
Drink cancel advantage: KD +13 oH / -31 oB
6HK~4HK~P (far)
Ransui Haze Drink (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
(76~100)+Drink
-
52(112)
-
-
-
-
-
Restores 1 Drive bar (or equivalent Burnout gauge) on final Drink recovery frame
If no input is performed during recovery, restores a second Drive bar after 112f
Every part of this Target Combo can be input on hit, block, or whiff from 6HK. The 4HK causes Jamie to stumble away from the opponent, and the timing of Jamie's P input changes which follow-up occurs. All listed startups include the 6HK plus the minimum/maximum delay before hitting P during the Sway animation.
The close Headbutt follow-up is fairly easy to confirm on hit. The minimum gap between 6HK and Headbutt is 5f on block, making it a poor frame trap option unless done from DR~6HK.
The Spinning Fists cannot be comboed into, but are useful for stopping an opponent from chasing down the Sway. It will usually only hit twice unless the opponent moves forward into the startup.
The Drink ender causes Jamie to continue stumbling backwards, making it harder to chase down without a projectile. This does give up a lot of ground and is risky to attempt, but it may be worth the Drive build depending on the circumstances.
Throws
Forward Throw (LPLK)
Forward Throw
LPLK LM
Lua error in Module:MoveDataParser at line 132: attempt to concatenate local 'targetImage' (a nil value).
Hitboxes Off
Hitboxes On
LPLK
Back Shaver (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +23
-
Damage DL0-DL4: 1080/1139/1200/1259/1320
Punish Counter: HKD +23; 1836/1937/2040/2141/2244
Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Can hold input to increase Drink Level by 1 (reduced KD Advantage and worse corner spacing)
Allows for strong corner throw loops that are easily auto-timed with a forward dash, leaving Jamie at +4. This also works midscreen after a Punish Counter, or if the opponent chooses not to Back Rise.
Holding the Throw input causes Jamie to end with a Drink in exchange for worse oki, making it a valuable tool for leveling up. In the corner, he still has enough advantage to pressure with 5MK. This can be safely canceled into 236MP against most characters; only extremely fast long-range moves like Ken's SA2 can punish Jamie on block. Even moves like Ken's OD Shoryuken, Cammy's OD Cannon Spike, and Luke's SA1 cannot punish at this range.
Back Throw (4LPLK)
Back Throw
4LPLK 4LM
Hitboxes Off
Hitboxes On
4LPLK
Wheel Punch (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +26
-
Damage DL0-DL4: 1080/1139/1200/1259/1320
Punish Counter: HKD +38; 1836/1937/2040/2141/2244
Side switch
Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
After throwing the opponent back into the corner, Jamie does not have a true meterless strike/throw mixup. His best option is to Drive Rush and manually time his oki; this also gives him time to bait a reversal if the opponent is itching to react to the green flash. Another good option is immediate 214MP; this is +1 oB and leads to a 623LK juggle on hit, though it runs the risk of being Perfect Parried. The only way to bait this parry is to whiff 214LP, which leaves Jamie very unsafe if the opponent doesn't bite.
Jamie's KD advantage is +7 after a corner Back Throw into forward dash; attempting to walk up for another throw will always lose to a reversal 4f normal even on wide characters. To dissuade the opponent from hitting a button, an immediate 5MP will link to 2MK on counter-hit. If the opponent respects your pressure, this opens up the door for Jamie to walk a few frames to get back into throw range.
Midscreen, the opponent recovers much too far away for Jamie to apply any pressure, even with Drive Rush. If the opponent decides not to back rise, it's possible to meaty with DR~6HK or a manually timed DR~5MP, but these don't give great pressure and the meter is wasted if the opponent does back rise. A neutral rise is fairly likely to happen if the opponent wants to ensure you don't have time for a Drink, so pay attention to your opponent's habits and decide if it's worth attempting.
Drive System
Drive Impact (HPHK)
Drive Impact
HPHK DI
Hitboxes Off
Hitboxes On
HPHK
Vainglory Strike (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
26
2
35
-
800
LH
KD +35 / Wall Splat KD +65
-3 / Wall Splat HKD +72
Damage DL0-DL4: 720/760/800/840/880
Armor (2-hit): 1-27f; Range: 2.490 (1.670 movement + 0.82 hitbox)
On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
Combos when canceled from 2HP or Punish Counter 5HK (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
This happens because a blocked DI is not considered a "hit" for combo purposes
Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
2HP, 6HK~4HK~Spin: 7[3]
5HK: 9[5]
5MK, 6HK~4HK~Headbutt: 10[6]
2MP: 12[8]
2MK: 13[9]
5LP~LK~MP: 14[10]
5HP: 15[11]
Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
JP (22K), frame 3 counter
Marisa (214K), frame 3 armor
Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. * Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.
2HP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
DR~5HK* > DI: 1f blockstring gap prevents opponent from absorbing the hit
DR~5MK* > DI: 2f blockstring gap prevents opponent from absorbing the hit
Drive Reversal (6HPHK)
Drive Reversal
6HPHK 6DI
Hitboxes Off
Hitboxes On
6HPHK
Leg Sweep (Block)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
3
26(31)
-
500 recoverable
LH
KD +23
-6
Damage DL0-DL4: 450/475/500/525/550 Recoverable
Full Invuln: 1-22f; Armor Break
5f extra recovery on hit; 4f screen freeze during startup
Both 6P follow-ups do not count as separate hits for damage scaling
Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional follow-ups. 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.
When attempting to confirm into the 6P or 6K follow-ups on hit, it's important to note that the follow-up speed depends on the strength of the first Rekka. Delaying the confirm too long, especially on HP Rekka, can cause the follow-up to come out without comboing. The 6K follow-up is slightly slower than 6P, which also makes the confirm slightly stricter. OD Rekka canceled into SA2 is a great option on hit or block, leading to great combos or block pressure from a mid-range poke.
This move and its follow-ups 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. They also can lead to significantly more damage due to the unique scaling rules on the OD 6P follow-ups.
Both 6P follow-ups do not count as separate hits for damage scaling
At max Drink Level, Freeflow Strikes becomes a 2-hit attack, gaining additional damage and making it much easier to confirm follow-ups or Super. It also becomes safe on block for all versions, giving Jamie a great confirmable pressure tool from mid-range. In some juggle routes, it becomes harder to combo into the 6K follow-ups due to the extra pushback, so the 6P follow-ups are recommended for more consistency.
Freeflow Strikes Punch 1 (236P~6P)
Freeflow Strikes Punch 1
(DL0)
236P~6LP 5S~6X
Hitboxes Off
Hitboxes On
236LP~6P
LP Freeflow Strikes Punch 1 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13 [33]
2
28
-
350
LH
-3
-13
Damage DL0-DL3: 315/332/350/367
Cancel Hitconfirm Window: 18f (Follow-up)
0-2f gap between Rekka and 6P on block
236MP~6P
MP Freeflow Strikes Punch 1 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16 [39]
2
28
-
400
LH
-3
-11
Damage DL0-DL3: 360/380/400/420
Cancel Hitconfirm Window: 18f (Follow-up)
0-5f gap between Rekka and 6P on block
236HP~6P
HP Freeflow Strikes Punch 1 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
19 [45]
2
28
-
450
LH
-3
-9
Damage DL0-DL3: 405/427/450/472
Cancel Hitconfirm Window: 18f (Follow-up)
3-8f gap between Rekka and 6P on block
236PP~6P
OD Freeflow Strikes Punch 1 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13 [34]
2
28
-
450
LH
-3
-9
Damage DL0-DL3: 405/427/450/472
Cancel Hitconfirm Window: 19f (Follow-up)
0-3f gap between Rekka and 6P on block
Does not count as a separate hit for damage scaling
The Punch follow-ups 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 cancel hitconfirm 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.
Freeflow Strikes Punch 1
(DL4)
236P~6P
Hitboxes Off
Hitboxes On
236LP~6P
LP Freeflow Strikes Punch 1 (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15 [48]
2(5)2
27
-
220,275 (495)
LH
-2
-10
Cancel Hitconfirm Window: 28f (Follow-up)
2-7f gap between Rekka and 6P on block
236MP~6P
MP Freeflow Strikes Punch 1 (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15 [51]
2(5)2
27
-
220,275 (495)
LH
-2
-10
Cancel Hitconfirm Window: 28f (Follow-up)
2-7f gap between Rekka and 6P on block
236HP~6P
HP Freeflow Strikes Punch 1 (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15 [54]
2(5)2
27
-
220,275 (495)
LH
-2
-10
Cancel Hitconfirm Window: 28f (Follow-up)
2-7f gap between Rekka and 6P on block
236PP~6P
OD Freeflow Strikes Punch 1 (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15 [48]
2(5)2
27
-
220,330 (550)
LH
-2
-10
Cancel Hitconfirm Window: 28f (Follow-up)
2-7f gap between Rekka and 6P on block
Does not count as a separate hit for damage scaling
The Punch follow-ups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. Like the initial Rekka, this follow-up 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 Counter-hit does not give Jamie the bonus frame advantage when both hits of the follow-up connect.
The cancel hitconfirm 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.
Does not count as a separate hit for damage scaling
The final 6P follow-up 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 follow-up, 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.
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.
Freeflow Strikes Punch 2
(DL4)
236P~6P~6P
Hitboxes Off
Hitboxes On
236LP~6P~6P
LP Freeflow Strikes Punch 2 (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16 [78]
2(4)2(14)3
28
-
165x2,495 (132x2,396)
LH
KD +27
-14
2-6f gap before final hit on block
236MP~6P~6P
MP Freeflow Strikes Punch 2 (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16 [81]
2(4)2(14)3
28
-
162x2,495 (132x2,396)
LH
KD +27
-14
2-6f gap before final hit on block
236HP~6P~6P
HP Freeflow Strikes Punch 2 (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16 [84]
2(4)2(14)3
28
-
162x2,495 (132x2,396)
LH
KD +27
-14
2-6f gap before final hit on block
236PP~6P~6P
OD Freeflow Strikes Punch 2 (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16 [78]
2(4)2(14)3
28
-
165x2,605 (132x2,484)
LH
KD +28
-14
2-6f gap before final hit on block
Does not count as a separate hit for damage scaling
At max Drink Level, the Rekka Punch ender does 3 hits. Other than some minor changes to the frame data and blockstring gaps, it functions the same as the DL0-DL3 versions.
Freeflow Kicks 1 (236P~6K)
Freeflow Kicks 1
(DL0)
236P~6K 5S~4X
Hitboxes Off
Hitboxes On
236LP~6K
LP Freeflow Kicks 1 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
2
32
-
250
LH
-7
-15
Damage DL0-DL4: 225/237/250/262/275
Cancel Hitconfirm Window: 16f (Follow-up)
0-3f gap between Rekka and 6K on block (DL4: 0-6f)
236MP~6K
MP Freeflow Kicks 1 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
2
32
-
300
LH
-7
-15
Damage DL0-DL4: 270/285/300/315/330
Cancel Hitconfirm Window: 16f (Follow-up)
1-6f gap between Rekka and 6K on block (DL4: 2-9f)
236HP~6K
HP Freeflow Kicks 1 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
2
32
-
300
LH
-7
-15
Damage DL0-DL4: 270/285/300/315/330
Cancel Hitconfirm Window: 16f (Follow-up)
4-9f gap between Rekka and 6K on block (DL4: 4-12f)
236PP~6K
OD Freeflow Kicks 1 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
2
32
-
350
LH
-7
-15
Damage DL0-DL4: 315/332/350/367/385
Cancel Hitconfirm Window: 16f (Follow-up)
0-4f gap between Rekka and 6K on block (DL4: 1-6f)
The 6K follow-up 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; the move will not come out if 236P whiffs. Unfortunately for Jamie, this means there is no way to safely space this move at max distance.
The cancel hitconfirm 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 follow-up.
The final 6K follow-up, 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. The meterless versions leave Jamie at a slight disadvantage after knockdown, making it slightly risky to use in the corner; to avoid this risk, use the OD version to give Jamie slightly more KD advantage.
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 follow-ups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing.
The transition from DL3 to DL4 gives Jamie much better KD advantage on the knockdown. Because of this, there is no need to use the OD version for a safe corner drink. As usual when taking a drink during DL4, Jamie restores 1 Drive bar instead of gaining a Drink Level. DL4 Jamie gets far more damage and corner carry from his Punch Rekkas, but this may be a good option if approaching Burnout; the OD version also benefits from getting an immediate 50% meter refund.
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.
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A forward lunging palm attack that travels a farther distance on stronger versions. With its high number of active frames, the LP/MP versions can be made safe on block if spaced well, and the HP/OD versions are safe at any range.
The slow startup limits the number of useful cancel routes; no version can cancel directly from lights without a Drive Rush or Punish Counter starter, and Jamie struggles to get useful links into mediums and heavies without spending meter. Palm works well in juggle routes, like after a wallsplat, OD Tenshin crumple, or Punish Counter 5HK. It also does much more damage in SA3 cancels than 236P, though once Jamie gets 2 Drinks it's better to cancel 236K instead. 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).
After a knockdown, meterless Palm allows Jamie to double dash for point blank oki (+1 after LP/MP, +4 after HP). The HP version also sets up perfect safe jump timing against cornered opponents if it connects on the ground, making it a good alternative to 623LK. It is sometimes possible for Jamie to take a Drink instead of going for midscreen oki, but some characters can punish this if they don't back rise on wakeup; HP Palm is notably safer in this regard, as most characters can't reach Jamie with an 8f midscreen punish.
OD Palm gives a much better knockdown situation than the meterless versions, and combos in any situation where MP Palm works. The tumble state sends opponents flying far away, and lets Jamie combo into several moves (most notably his 2HK~HK TC) in the corner. While it's tempting to try to sneak in 2 Drinks after a midscreen OD Palm, many characters can punish this if they don't back rise. If OD Palm lands as a Punish Counter, Jamie gets absurdly high KD advantage, especially if the opponent tumbles into the wall. This wallsplat lets Jamie take a drink before starting his juggle, or take 3 drinks while still retaining corner oki (which can reasonably end the round with the next mixup).
At Drink Lv.4, Jamie gains an additional 6P Follow-up for extra damage. This can be confirmed off a raw 214P hit, but may drop if input too late.
Applies 20% damage scaling to next hit when beginning a combo (after blocked 214PP)
This follow-up to Swagger Step is only available at max Drink Level. It works in juggles or in grounded combos, adding significant damage especially when canceled into SA3. 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 (requiring a manual delay if starting with 214HP). Be careful when delaying the 6P follow-up, as a long delay can cause it to whiff against grounded opponents unless the initial 214P hits meaty.
Arrow Kick (623K)
Arrow Kick
(DL0)
623K 6S
"Works 30% of the time, every time."
Hitboxes Off
Hitboxes On
623LK
Arrow Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
7
55
-
500x2
LH
KD +42
-44
Damage DL0-DL4: 900/950/1000/1050/1100
Anti-Air Invuln: 1-11f (cannot hit cross-up); Low Crush: 5-22f
Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
623MK
Arrow Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
7
53
-
500,700 (1200)
LH
KD +34
-43
Damage DL0-DL4: 1080/1140/1200/1260/1320
Anti-Air Invuln: 1-14f (cannot hit cross-up); Low Crush: 8-23f
623HK
Arrow Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
7
53
-
500,400,500 (1400)
LH
KD +39
-43
Damage DL0-DL4: 1260/1330/1400/1470/1540
Anti-Air Invuln: 1-16f (cannot hit cross-up); Low Crush: 10-25f
623KK
Arrow Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
7
53
-
500,450,550 (1500)
LH
KD +40
-43
Damage DL0-DL4: 1350/1424/1500/1574/1650
Full Invuln: 1-9f
Anti-Air Invuln: 10-12f (cannot hit cross-up); Low Crush: 10-21f
Jamie's most consistent anti-air and OD reversal. He kicks upward before falling back away from the opponent. LK Arrow Kick is generally the best anti-air due to its fast startup; at 5f startup, it will beat any safe jump setup that isn't frame-perfect and is great for cross-cut DPs when walking under the opponent's jump. However, the poor vertical reach makes it hard to anti-air an opponent that can alter their air trajectory. Against divekick characters, the MK/HK versions can be a bit more consistent, as it gives the opponent more time to descend into the stationary hitbox while still retaining its invincibility.
On hit, Arrow Kick transitions into a leaping follow-up attack that is fully invincible during the animation. There is a small window before this follow-up that can lose to projectiles, but this rarely comes into play. On whiff or block, Jamie does not perform the extra hit, instead standing up from his grounded position. This recovery animation can cause the opponent's attempted punish to whiff at longer ranges, but the opponent still has plenty of time to recognize this and walk forward for a full punish.
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 follow-up animation provides some nice corner carry as well. In the corner, the LK version sets up a safe jump, making it an important combo ender until Drink Lv.2 when it becomes outclassed by 236LK.
On a very high connect, both the LK and HK versions have possible follow-up juggles. LK Arrow Kick can juggle into SA1/SA3, or 623KK in the corner; keep in mind that Jamie incurs significant damage scaling when doing this. HK Arrow Kick has more restrictive follow-up timing, only allowing SA1 or 623KK in the corner. In exchange for the added difficulty, Jamie does not suffer a damage scaling penalty.
Airborne opponents are put into a shorter OTG bounce state with stricter follow-up timing
Applies 20% damage scaling to next hit when beginning a combo; applies 10% immediate damage scaling when comboed into
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. Can be canceled into from a forward j.MP in juggle routes or air-to-air conversions, with the OD version leading to a small follow-up juggle.
Luminous Dive Kick is a useful tool not only for pressure, but for navigating around projectiles, an area in which Jamie usually struggles. However, Jamie extends a hurtbox downward early in his startup that can make it harder to avoid a projectile, particularly slower ones. It also evades throws, so it can be used as a pseudo-shimmy or as a punish against corner throw loops.
The slight mid-air pause before Jamie descends can bait the opponent's anti-air attempt or cause an uppercut to whiff at close range. The downward hurtbox on the later active frames sticks out a bit below Jamie's foot, which can cause him to lose or trade with moves that are not normally anti-airs, so it's most effective if you think the opponent will stick out a low poke like 2MK.
Bakkai (236K)
Bakkai
(DL2)
236K 2S
Ysaar's HATE him!
Bypass Neutral-skips using this ONE WEIRD TRICK
Projectile Invuln: 3-43f (until end of active frames)
Cancel Hitconfirm Window: 47f (Super)
236MK
Bakkai (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
22
2(1)2(3)2(5)2(12)2(5)2
31
SA3
250x5,350 (1600)
LH
KD +35
-16
Damage DL2-DL4: 1600/1677/1760
Projectile Invuln: 4-59f (until end of active frames)
Cancel Hitconfirm Window: 63f (Super)
236HK
Bakkai (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
26
2(6)2(6)2(6) 2(13)2(7)2(15)2
32
SA3
250x6,300 (1800)
LH
KD +34
-17
Damage DL2-DL4: 1800/1887/1980
Projectile Invuln: 5-92f (until end of active frames)
Cancel Hitconfirm Window: 94f (Super)
236KK
Bakkai (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
21
3(3)2(8)2(3)2(7)2(7) 2(12)2(11)2(4)2(4)2
62
SA2 SA3
180x9,380 (2000)
LH
KD +12
-46
Damage DL2-DL4: 2000/2100/2200
Projectile Invuln: 3-100f (until end of active frames)
Cancel Hitconfirm Window: 74f (Super); cancels on 7th hit
SA2 cancel advantage:+14 oH / +7 oB
Jamie drops to the ground and begins break dancing, slowly advancing toward the opponent. The high damage makes this great for Super canceling, and the OD version can be made plus on block by canceling into SA2. The LK version gives Jamie a safe jump and mid-screen oki, so it's important to end your combos with this instead of the lower-damage 623LK when you're at Drink Lv.2 or higher.
Bakkai is Jamie's primary anti-fireball move, but in practice it can be difficult to use in this way. The move has slow startup and takes extra time to reach its full range, so faster projectiles like Guile's Sonic Boom will almost certainly recover if attempted as a reaction punish. The HK version has enough forward movement to be consistent against shoto projectiles, but the forward movement and later invincibility window can cause Jamie to get hit out of startup unless input early. OD Bakkai has the best combination of forward movement, speed, and invincibility for countering projectiles, and can be kept safe with SA2 if blocked.
The projectile invincibility window lasts unusually long on Bakkai, extending all the way to the end of the active frames. This makes it more effective against slow projectiles like A.K.I.'s 214LP, and more importantly it serves as a hard counter to SA2 from Ed and Rashid when performed in neutral. This forces them to activate their Supers from very long range or while Jamie is knocked down, making it harder to use as a neutral-skipping tool.
236KK: PC 5HP, PC 5MK, PC 2MP, PC 2MK (+ all above)
236LK: 5MK, 2MP, 2MK, 5LP~LK~MP, PC 5LK, PC 2LP (+ all above)
Tenshin (63214K)
Tenshin
(DL3)
63214K 4S
"Come back here!"
Regular Follow-up
OD Follow-up
Hitboxes Off
Hitboxes On
63214K
Tenshin (DL3)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
2
52
-
0
T
+8
-
Applies 20% damage scaling to 3rd hit when beginning a combo (100/100/60...)
Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Range: 0.96 (slight forward movement on during startup)
63214KK
Tenshin (DL3)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
2
52
-
682
T
HKD +86 Crumple
-
Damage DL3-DL4: 682/715
Crumple state; Jamie is +28 before the opponent goes airborne
Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
Range: 0.96 (slight forward movement on during startup)
Tenshin is a unique command grab that allows a follow-up combo on hit, reminiscent of Yun, Yang, and Fei Long's similar grab from previous games but without the side switch. The speed and range is not quite as good as most command grabs, but the combo utility more than makes up for these faults and greatly boosts Jamie's close range mixup game. Tenshin allows Jamie the freedom to route his follow-up combo for oki, corner carry, or damage depending on what resources are spent; the OD version in particular gives him some of the highest command grab damage in the entire game. This also means that Jamie can get looping command grab oki, something extremely rare in SF6.
The damage scaling of meterless Tenshin doesn't apply to the immediate follow-up, but instead to the 3rd hit of the combo. This allows Jamie to link directly into an unscaled SA1 for some easy damage and corner carry. The OD version has more standard starter scaling, which prevents Jamie from having a more damaging command grab than Zangief's CA. Despite this scaling, OD Tenshin can lead to incredible damage when dumping resources. Both versions can actually be comboed into after a corner Punish Counter 214PP wall splat; when comboed into, meterless Tenshin immediately applies an extra 20% scaling on the 0-damage hit before the scaling resumes as normal.
Jamie is not point blank after the grab, but is close enough to combo into moves like 5MP, 2MP, or 5HP. Landing as a Counter-hit or Punish Counter does not increase Jamie's frame advantage, but a Punish Counter OD Tenshin does get a little extra damage.
Sometimes, Jamie will say a naughty word when he whiffs the grab. Be careful when playing Jamie with small children nearby.
Ends in a Drink in exchange for reduced Damage and KD Advantage
A breakdance super that looks similar to Bakkai, mostly used as a combo ender or a reversal during Burnout. It connects after a cancel from any normal, and has a few ways of juggling into it, like high connect 623LKor 2KK. At 8f startup, it can also be linked raw after a meterless Tenshin where its damage is unscaled, which is a good alternative to OD Tenshin.
SA1 is extremely unsafe on block, even allowing some characters to charge up an install move before starting their max damage punish. A little over halfway through the animation, there is a 16f gap on block (12f in Burnout); the opponent can jump or hit Jamie out of this to prevent additional Drive/Chip damage, but a mistimed button can also result in the opponent getting hit by the second half of the Super.
During the Super animation, you can hold Down to increase your Drink Level by 1. This eliminates the blockstring gap, and on block Jamie can easily be punished before gaining the Drink Level. Jamie sacrifices some damage and knockdown advantage for using this version, but he still has enough advantage to pressure a cornered opponent; however, reversal 4f normals will beat Tenshin and trade with 5MP.
At DL3, ending with a Drink activation changes the recovery to 86, making it -72 on block.
At DL4, ending with a Drink restores 1 bar of Drive gauge, allowing Jamie exchange some Super meter for Drive meter in his combo routes.
Level 2 Super (214214P)
The Devil's Song
Level 2 Super Art
214214P 214214M or 4HS
Ok but like IMAGINE if this was Genei Jin
Hitboxes Off
Hitboxes On
214214P
The Devil's Song (DL0-DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
1
[900]
5
-
-
-
-
-
Puts Jamie at Drink Lv.4 until the install timer runs out (then returns to previous level)
Jamie's damage scaling is only set to 105%, rather than the usual 110%
Drink Lv.4 version instantly refills 3 Drive bars (no install timer)
Can be useful as a cancel from OD specials for safety or combo extensions
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. It also allows Jamie to use OD Bakkai as a read against the opponent's projectile, while keeping himself safe on block.
The timer lasts 15 seconds (900f) and freezes when the opponent is in hitstop or blockstop, after which Jamie returns to his previous Drink Level. He does not build any additional Super meter while the install timer is active.
If Jamie is already at Drink Lv.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. This is a great way to reduce the risk of being in Burnout, as the opponent will have very little time to set up a corner Drive Impact or apply chip damage.
Level 3 Super (236236P)
Getsuga Saiho
Level 3 Super Art
236236P 236236H or 2HS
CA does much more damage, but no follow-up juggle
Fun Fact: If Jaime kills with CA, the text "終劇" will appear. This translates to "End of Film" in Chinese.
Hitboxes Off
Hitboxes On
236236P
Getsuga Saiho (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
3(13)3
42
-
2600 (500)
LH
HKD +71 (KD +14)
-27
Damage DL0-DL4: 2340 / 2469 / 2600 / 2729 / 2860
Non-Cinematic Hit: 450 / 475 / 500 / 525 / 550
Chip: 450x2 / 475x2 / 500x2 / 525x2 / 550x2
Full Invuln: 1-12f; Armor Break
Launches opponent into free juggle state on cinematic hit
Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
Cinematic time regenerates ~2.2 Drive bars for Jamie
50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Jamie's SA3 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 follow-up juggle to make it worthwhile; this unfortunately means that the damage potential is quite low in highly scaled combos. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the follow-up. Jamie has several options, like 214HP, Dash 5HP, or DR~2KK 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, and it can be comboed into after longer combos from OD Tenshin, making it the most damaging throw mixup in the game.
Because SA3 hits twice on block, the first hit can be used to put the opponent into Burnout before chipping out with the 2nd hit. Opponents can Drive Reversal to prevent this if Jamie uses a blockstring into SA3, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation.
Taunts
Neutral Taunt (5PPPKKK)
Neutral Taunt
(DL0-DL3)
5PPPKKK
"Where's my bed? You're putting me to sleep, man."
5PPPKKK
Neutral Taunt (DL0-DL3)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
434 (total)
-
-
-
-
-
-
-
Has a unique variation at Drink Lv.4
Can low-profile Projectiles and certain Normals
Neutral Taunt
(DL4)
5PPPKKK
"You're still here? This... is your last chance."
5PPPKKK
Neutral Taunt (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
599 (total)
-
-
-
-
-
-
-
Forward Taunt (6PPPKKK)
Forward Taunt
(DL0)
6PPPKKK
"Bring it!"
6PPPKKK
Forward Taunt (DL0)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
116 (total)
-
-
-
-
-
-
-
Changes with each Drink level
Forward Taunt
(DL1)
6PPPKKK
"Come on, let me see your sick flow!"
6PPPKKK
Forward Taunt (DL1)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
169 (total)
-
-
-
-
-
-
-
Changes with each Drink level
Forward Taunt
(DL2)
6PPPKKK
"You gonna show me some moves? Don't screw up!"
6PPPKKK
Forward Taunt (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
243 (total)
-
-
-
-
-
-
-
Changes with each Drink level
Forward Taunt
(DL3)
6PPPKKK
"You think you knew what I'm gonna do next?"
6PPPKKK
Forward Taunt (DL3)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
255 (total)
-
-
-
-
-
-
-
Changes with each Drink level
Forward Taunt
(DL4)
6PPPKKK
"I ain't through with you.... zzz .... oh man, oh man."