General Theory
Notation | Meaning |
---|---|
> | Cancel the previous move to the following move. |
, | Link the previous move to the following move. |
~ | Cancel the previous special to the following special. |
(X) | A move in brackets must whiff (not hit). If an attack is accompanied by a number in brackets, only allow that many hits to connect. |
jX | Jumping action. |
dl.X | Briefly delay the action. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (LP, MP, or HP)" and "Any Kick (LK, MK, or HK)" respectively. |
X/Y | Do either X move or Y move in a combo. |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
As Jamie continues to increase his Drink Level (Either by using The Devil Inside (22P) or by using his various specials and target combos to do so), several changes occur:
-1 After Backroll 2 Dashes. Can do 1 Dash then Drive Rush meaty. Easy Combo.
+6 After Backroll 1 Dash.
Can do a slight delay to get more hits and more damage. No Oki Midscreen. Better options in Corner.
No Oki Mid-screen, lotta damage.
Though a niche ender, it gives great Oki and good damage. Usually your best option after 2KK.