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Jamie Initial Scaling by Drink Levels
Level 0
Level 1
Level 2
Level 3
Level 4
Install
Starting Scaling
90%
95%
100%
105%
110%
105%
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
DL0
5LP
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5LP
Stand LP (DL0)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
7
Sp SA
270
LH
+5
0
Cancel reaction window: 12f
xx Lv.2 Super: +7/+2
At Drink Lv.0, 5LP has better frame advantage but loses significant range and the ability to follow up with a Target Combo. It can combo into 5HP at close range, although a link into 5LK is stronger outside of Drive Rush cancels.
Standing Light Punch
DL1+
5LP
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Cancel reaction window: 13f
xx Lv.2 Super: +7/+2
At Drink Lv.1 and above, 5LP becomes Jamie's longest range light normal and has a useful Target Combo cancel into 5LK~5MP. In return, it becomes much worse on hit and block, making it less effective as a pressure option.
Standing Medium Punch
5MP
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5MP
Stand MP (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
4
14
-
600
LH
+5
+2
Good frame advantage for starting combos and frame traps. In most cases it's best to link into 5LK afterward (2MP/2MK on Counterhit, 2HP on Punish Counter); however, at farther ranges Jamie may not be able to reach with his followup link.
5HP
Standing Heavy Punch
5HP
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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)
Counterhit/Punish Counter bonus frame advantage carries over to all 3 hits
High juggle potential; final 2 hits maintain juggle state and can allow a followup juggle
Cancel reaction window: 18f
xx Lv.2 Super: +11/+5
While Jamie's 3-hit 5HP has some unique and interesting properties, there are a lot of downsides to this normal's design. The first 2 hits have finicky range and low damage, but are the only ones that hit when cancelled. In most combos it is strictly worse than 5LK, which has identical startup, longer range and higher cancel damage. The extra hitstun allows 5HP to cancel into 236MP or 214LP, but these are not important combo routes. From longer ranges where only the 3rd hit connects, 5HP is functionally a weak 12f non-cancellable poke; 5MK, 2MK, and 5HK are stronger in this context.
The move is not entirely useless; when performed after Drive Rush, the extra frame advantage and multi-hit animation make it easy to confirm afterwards. The hits are also fast enough to break Drive Impact armor if done early enough, leading to a standing followup combo. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel.
5LK
Standing Light Kick
5LK
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5LK
Stand LK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
11
Chn Sp SA
300
LH
+3
-1
Chains into 5LK/2LP/2LK
Cancel reaction window: 13f
xx Lv.2 Super: +9/+5
Jamie's 5LK has properties more commonly seen in a 5LP; it can be chained into and has decent (but not exceptional) range, making it useful as combo filler or in some punishes. 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 Super. 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
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5MK
Stand MK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
3
17
Sp SA
600
LH
+2
-3
Cancel reaction window: 15f
xx Lv.2 Super: +14/+10
5MK is a solid mid-range poke that can be buffered into specials to score a knockdown. Compared to 2MK, it is 3f slower but hits from slightly longer range and is slightly less whiff punishable.
5HK
Standing Heavy Kick
5HK
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5HK
Stand HK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15
3
21
Sp SA
800
LH
+1
-5
Punish Counter: Crumple KD +71 (+8 before opponent becomes airborne)
Puts airborne opponents into limited juggle state
Cancel reaction window: 17f (PC: 29f)
xx Lv.2 Super: +17/+11 (KD +87)
While quite slow, 5HK has solid range due to its forward movement, making it a real threat in neutral. The long recovery on this move makes it very risky to whiff in neutral, but on block the pushback usually keeps it safe even at -5. The hitbox is quite low to the ground, making it worthless as an anti-air; the juggle properties vs. airborne only allow Jamie to safely cancel into a special when hitting the opponent's early jump frames. The crumple state from Punish Counter causes the opponent to fall backwards, making the followups a bit more limited compared to the corner.
Crouching Normals
Crouching Light Punch
2LP
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2LP
Crouch LP (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
2
9
Chn Sp SA
250
LH
+5
-1
Chains into 5LK/2LP/2LK
Cancel reaction window: 13f
xx Lv.2 Super: +9/+3
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
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2MP
Crouch MP (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
3
13
Sp SA
600
LH
+5
-1
Cancel reaction window: 16f
xx Lv.2 Super: +12/+9
A standard cancellable 6f medium button. Jamie can't link into it without Drive Rush, Counterhit, or Punish Counter bonus advantage, and at only +3 he also needs one of these to link out of it. Very non-committal in neutral when buffered as a counterpoke.
2HP
Crouching Heavy Punch
2HP
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2HP
Crouch HP (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
5
23
Sp SA
900
LH
0
-8
Forces stand on hit
Only the first 2 active frames are cancellable
Cancel reaction window: 16f
xx Lv.2 Super: +21/+13
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 cancellable.
2LK
Crouching Light Kick
2LK
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2LK
Crouch LK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
11
Chn
200
L
+1
-3
Chains into 5LK/2LP/2LK
A standard 5f low confirm starter. For a 3-hit light confirm, use 2LK~2LP~5LK, as this is the only confirm route that beats reversal 4f light normals.
2MK
Crouching Medium Kick
2MK
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2MK
Crouch MK (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
3
18
Sp SA
500
L
-1
-6
Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
Cancel reaction window: 13f
xx Lv.2 Super: +12/+7
Jamie's 2MK is relatively fast with decent range, and the high pushback makes it safe to poke with. If well-spaced, cancels into 236P are often safe, but the LP version can whiff at absolute max range.
2HK
Crouching Heavy Kick
2HK
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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
Counterhit/Punish Counter: +49 HKD
Has high juggle potential; no longer HKD when juggled into
Cancel reaction window: 33f (PC: 43f)
This 2-hit sweep is a low on both hits and has slightly more range on the 2nd hit. It's fairly easy to punish on block, so should not be thrown out randomly very often. 2HK has a lot of juggle potential, and leads to a Target Combo followup into HK that is great for increasing his Drink Level without sacrificing corner oki.
Jumping Normals
j.LP
Jumping Light Punch
j.LP
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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)
Can hit Crossup; can hit as fuzzy Instant Overhead
As a crossup, j.LP is far inferior to j.MK. The instant overhead property allows Jamie to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round.
j.MP
Jumping Medium Punch
j.MP
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j.MP
Jump MP (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
4
3 land
Sp
700
H
+10(+11)
+6(+7)
Puts airborne opponents into limited juggle state
Cancels into 214K Divekick (forward jump only)
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.
j.HP
Jumping Heavy Punch
j.HP
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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)
Spiked 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
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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)
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
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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)
Can hit Crossup
A better crossup than j.LP due to its higher damage and wider hitbox.
j.HK
Jumping Heavy Kick
j.HK
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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)
Both hits put airborne opponents into limited juggle state
In air juggles, j.HK hits twice and allows Jamie to follow up after landing. Against grounded opponents, only one hit will connect, making it weaker than a medium normal in terms of damage. The long gap in active frames can also make it difficult to time properly.
Command Normals
2KK
Tensei Kick
2KK
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2KK
Tensei Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
22
Jmp
600
LH
KD +53 Launch
-8
Puts opponent into limited juggle state
Free juggle if 2KK is performed from Drive Rush
Cancel reaction window: 17f (jump, on hit only)
Tensei Kick is a launching command normal that has mediocre range and is very unsafe on block. It can be used as an anti-air, but the timing is a bit specific. The jump cancel will always jump forward regardless of which direction is held, and it cannot cancel to a grounded special move during prejump frames. At DL1 or higher, Jamie can anti-air with 2HK into j.MP xx 214KK, then land and juggle his 2HK~K~P Target Combo for a free Drink.
6MK
Falling Star Kick
6MK
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6MK
Falling Star Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
22
3
20
TC
600
H
+1
-3
10-19f Low Crush (not airborne)
Cancel reaction window: 15f (TC)
A hopping overhead that can be spaced to hit later in its active frames, resulting in better frame advantage. Has extra range and a Target Combo followup into MK for a knockdown and an optional Drink level increase.
4HP
Hermit's Elbow
4HP
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4HP
Hermit's Elbow (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
4
20
SA
800
LH
+1
-3
Cancel reaction window: 19f (Super)
xx Lv.2 Super: +15/+11
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 Counterhit. The super cancel window is also quite lenient, allowing for high damage confirms. At Drink Lv.3, 4HP gains a Target Combo followup into HP.
6HK
Senei Kick
6HK
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6HK
Senei Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16
3
20
SA
900
LH
+3
-3
Cancel reaction window: 18f (Super)
xx Lv.2 Super: +19/+13
A long range stepkick that can be confirmed into a Super on hit. Spacing it at max range will not allow it to connect with meaty timing, so the only followup links require Counterhit, Punish Counter, or Drive Rush. At Drink Lv.4, Jamie gains extra 6HK range and new Target Combo followups.
Target Combos
2HK~HK~P (DL0)
Phantom Sway
2HK~HK~P
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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
Cancel reaction 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
Jamie's 2-hit 2HK gives plenty of time to confirm the Target Combo followup afterward on hit; though 2HK is unsafe regardless, the punish on a blocked TC would be much stronger. Midscreen, Jamie gets no oki if the opponent back rises, so there's no reason to skip the Drink ender. In the corner, Jamie is still +3 after a Drink, so it's still the preferred option in most cases. 2HK and the TC followup have high juggle potential, and gains slightly more KD advantage when juggled into.
5LP~LK~MP (DL1)
Bitter Strikes (requires DL1)
5LP~LK~MP
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No results
Cancel reaction window: 29f (TC)
No results
Cancel reaction window: 52f
xx Lv.2 Super: +12/+4
Since 5LP loses much of its frame advantage at Drink Lv.1 and above, this Target Combo is the primary way to convert jab into damage. The MP ender can combo into 236LP/MP/PP, 214LP, 623K, or Super. The only safe enders after committing to the TC followup are 236PP and Lv.2 Super. 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.
The listed damage values include the standard 10%/20% scaling on LK and MP when starting a combo with 5LP; take this into consideration if calculating the combo damage when starting the combo with something else.
6MK~MK~P (DL2)
Full Moon Kick (requires DL2)
6MK~MK~P
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No results
Cancel reaction window: 62f (TC)
No results
Increases Drink Level by 1
The TC confirm from 6MK to MK is a bit strict, but feasible. The Drink ender is best to use midscreen, but at -1 it can be a little risky to use in the corner. In the corner, Jamie can knock down with 6MK~MK followed by an immediate 214HP that hits meaty. The frame advantage and pushback create a spacing trap that can be used to punish an opponent attempting a reversal light normal.
4HP~HP~HK (DL3)
Intoxicated Assault (requires DL3)
4HP~HP~HK
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No results
Only combos on Counterhit/Punish Counter or with meaty timing; 3f gap on block
Cancel reaction window: 18f / 56f (TC)
xx Lv.2 Super: +18/+8
No results
Airborne 18f~ (Forced Knockdown state)
7f gap between final 2 hits on block
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. The listed Cancel Reaction values are for the final HK input, when reacting to just the HP followup, or the entire sequence on Counterhit/Punish Counter. While the HP followup 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 6f or faster button that will put Jamie into a free juggle state due to the Forced Knockdown property.
6HK~4HK~P (DL4)
Ransui Haze (Requires DL4)
6HK~4HK~P
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No results
Sways and walks backward; press P at different times to change followup
Earliest followup timing can be input after 25f of 6HK+Sway
Cancel reaction window: 25f (to combo CH 6HK into Headbutt)
No results
Requires Counterhit/Punish Counter to combo from 6HK
Restores 1 Drive bar or equivalent Burnout gauge on final Drink recovery frame
If no button/direction is input during recovery, restores 2 Drive bars 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 followup occurs. All listed startups include the 6HK plus the minimum/maximum delay before hitting P during the Sway animation. The close Headbutt followup is fairly easy to confirm on Counterhit or Punish Counter 6HK. The minimum gap between 6HK and Headbutt is 1f on normal hit, 7f on block, making it a poor frame trap option. The Spinning Fists cannot be comboed into, but are useful for stopping an opponent from chasing down the Sway. The Drink causes Jamie to continue stumbling backwards, making it hard to chase down without a projectile. This does give up a lot of ground, but it may be worth the Drive build depending on the circumstances.
Throws
Forward Throw (LPLK)
Forward Throw
LPLK
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LPLK
Back Shaver (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +23
-
Allows for strong, auto-timed corner throw loops (+4 after Forward Dash)
Also works midscreen if opponent does not Back Rise
Punish Counter: +23 HKD
Back Throw (4LPLK)
Back Throw
4LPLK
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4LPLK
Wheel Punch (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +26
-
Side switches; can dash (+19) or walk to get oki if back throwing opponent into corner
Punish Counter: +38 HKD
Drive System
Drive Impact
HPHK
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Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional followups. 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 followups on hit, it's important to note that the followup speed depends on the strength of the first Rekka. Delaying the confirm too long, especially on HP Rekka, can cause the followup to come out without comboing. The 6K followup is slightly slower than 6P, which also makes the confirm slightly stricter. OD Rekka cancelled into Lv.2 Super is a great option on hit or block, leading to great combos or block pressure from a mid-range poke.
This move and its followups 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.
Freeflow Strikes Punch 1 (236P~6P)
Freeflow Strikes Punch 1
236P~6P
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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
Cancel reaction window: 18f (Followup)
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
Cancel reaction window: 18f (Followup)
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
Cancel reaction window: 18f (Followup)
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
Cancel reaction window: 18f (Followup)
0-3f gap between Rekka and 6P on block
The Punch followups 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 reaction 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 2 (236P~6P~6P)
Freeflow Strikes Punch 2
236P~6P~6P
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236LP~6P~6P
LP Freeflow Strikes Punch 2 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13 [53]
2
30
-
550 (440)
LH
KD +27
-17
1-5f gap before final hit on block
236MP~6P~6P
MP Freeflow Strikes Punch 2 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16 [62]
2
30
-
600 (480)
LH
KD +27
-15
2-6f gap before final hit on block
236HP~6P~6P
HP Freeflow Strikes Punch 2 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
19 [71]
2
30
-
650 (520)
LH
KD +27
-13
3-7f gap before final hit on block
236PP~6P~6P
OD Freeflow Strikes Punch 2 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13 [53]
2
30
-
750 (600)
LH
KD +28
-13
0-2f gap before final hit on block
The final 6P followup 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 followup, 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 Kicks 1 (236P~6K)
Freeflow Kicks 1
236P~6K
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236LP~6K
LP Freeflow Kicks 1 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
2
32
-
250
LH
-7
-15
Cancel reaction window: 16f (Followup)
0-3f gap between Rekka and 6K on block
236MP~6K
MP Freeflow Kicks 1 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
2
32
-
300
LH
-7
-15
Cancel reaction window: 16f (Followup)
1-6f gap between Rekka and 6K on block
236HP~6K
HP Freeflow Kicks 1 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
2
32
-
300
LH
-7
-15
Cancel reaction window: 16f (Followup)
Will only combo up to 12f after 236HP hit
4-9f gap between Rekka and 6K on block
236PP~6K
OD Freeflow Kicks 1 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
2
32
-
350
LH
-7
-15
Cancel reaction window: 16f (Followup)
0-4f gap between Rekka and 6K on block
The 6K followup 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; nothing will come out on whiff. The kick itself is 1f slower than the punch followup for each strength, which affects the min/max blockstring gaps depending on how long the input is delayed.
The cancel reaction 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 followup. Notably, HP Rekka into 6K will not combo on the final 4 input frames, making it impractical to use in this way.
Freeflow Kicks 2 (236P~6K~6K)
Freeflow Kicks 2
236P~6K~6K
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236LP~6K~6K
LP Freeflow Kicks 2 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
2
35+29
-
450 (360)
LH
KD -1 (DL3: KD +23)
-49 (DL3 -25)
2-6f gap before final hit on block
236MP~6K~6K
MP Freeflow Kicks 2 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
21
2
36+28
-
500 (400)
LH
KD -1 (DL3: KD +22)
-49 (DL3 -26)
5-9f gap before final hit on block
236HP~6K~6K
HP Freeflow Kicks 2 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
24
2
36+28
-
550 (440)
LH
KD -1 (DL3: KD +22)
-49 (DL3 -26)
8-12f gap before final hit on block
236PP~6K~6K
OD Freeflow Kicks 2 (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
2
36+28
-
600 (480)
LH
KD +1 (DL3: KD +24)
-49 (DL3 -26)
2-6f gap before final hit on block
The final 6K followup, 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. In the corner it becomes slightly risky, as the opponent has the frame advantage to force Jamie into a strike/throw mixup; it is still usually worth the risk in most cases.
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 followups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing.
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.
Swagger Step (214P)
Swagger Step
214P
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214LP
Swagger Step (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
9
17
SA3
900
LH
KD +39(+47)
-6(+2)
Cancel reaction window: 25f (Super)
214MP
Swagger Step (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
9
17
SA3
1000
LH
KD +39(+47)
-6(+2)
Cancel reaction window: 25f (Super)
214HP
Swagger Step (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
25
9
16
SA3
1200
LH
KD +42(+50)
-3(+5)
Cancel reaction window: 25f (Super)
214PP
Swagger Step (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
9
15
SA2 SA3
1100
LH
KD +73(+81) Tumble
-1(+7)
Causes Tumble state; can OTG juggle near corner
Punish Counter: Tumble KD +87 (corner Wall Splat)
Opponent is considered standing and throwable, but becomes airborne after followup hit
Cancel reaction window: 25f (Super)
xx Lv.2 Super: KD+89(103)/+15
Swagger Step is a forward lunging palm attack that can be made safe if well-spaced. It has juggle potential and can combo on the ground, though the slow startup limits the cancel routes that are actually useful. Since Rekka can only cancel the first hit into Super, Swagger Step is the better move for high damage Super cancels. 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). At Drink Lv.4, Jamie gains an additional followup for extra damage.
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214P~6P
Swagger Hermit Punch (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
19
3
39
SA3
990
LH
KD +20(+19)
-23
1-8f gap between hits on block
Cancel reaction window: 19f (Super)
214PP~6P
Swagger Hermit Punch (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
19
3
39
SA2 SA3
880
LH
KD +20
-23
0-5f gap between hits on block
Cancel reaction window: 19f (Super)
xx Lv.2 Super: KD+55/+12
This followup to Swagger Step is only available at max Drink Level. It works in juggles or in grounded combos, adding significant damage especially when cancelled into Lv.3 Super. 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. The 6P can be delayed significantly, though this can cause it to drop against grounded opponents unless the Swagger Step hits meaty.
Arrow Kick (623K)
Arrow Kick
623K
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623LK
Arrow Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
7
55
-
500x2
LH
KD +42
-44
Anti-Air Invuln: 1-?f
623MK
Arrow Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
7
53
-
500,700 (1200)
LH
KD +34
-43
Anti-Air Invuln: 1-?f
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
Anti-Air Invuln: 1-?f
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
Full Invuln: 1-9f
Jamie's most consistent anti-air and OD reversal. He kicks upward before falling back away from the opponent. On hit, this transitions into a leaping followup attack that is fully invincible during the animation. On whiff or block, Jamie does not perform the extra hit, instead standing up from his grounded position. This recovery animation can cause some attempted punishes to whiff at longer ranges, but there is plenty of time to walk or dash forward, or to use a slow ranged punish starter.
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 followup animation provides some nice corner carry as well.
Luminous Dive Kick (j.214K)
Luminous Dive Kick (requires DL1)
j.214K
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j.214K
Luminous Dive Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
1(2)until land
13 land
-
1000
LH
KD +42(+52)
-8(+2)
Forced Knockdown state until land
KD vs. airborne opponents (no juggle followup)
j.214KK
Luminous Dive Kick (DL2)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
1(2)until land
13 land
-
800
LH
KD +58(+65)
-4(+3)
Forced Knockdown state until land
Puts grounded opponents into limited juggle state
Puts airborne opponents into OTG bounce state
10% damage scaling penalty is applied to followup juggles
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. The angle of the meterless divekick changes depending on which button is pressed, with LK being short and steep while HK travels farther. This is a useful tool not only for pressure, but for navigating around projectiles, an area in which Jamie usually struggles.
Bakkai (236K)
Bakkai (requires DL2)
236K
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No results
Projectile Invuln: 3-24f
Cancel reaction window: 47f (Super)
No results
Projectile Invuln: 4-26f
Cancel reaction window: 63f (Super)
No results
Projectile Invuln: 5-35f
Cancel reaction window: 94f (Super)
No results
Projectile Invuln: 3-28f
Cancel reaction window: 74f (Super); cancels on 7th hit
xx Lv.2 Super: +14/+7
Jamie drops to the ground and begins break dancing, slowly advancing toward the opponent. The slow startup limits this move's combo utility, though it can work in juggles when the situation arises. The high damage makes this great for super cancelling, and with 2 bars the OD version can be made safe on block with an eternity to hitconfirm.
Bakkai is ostensibly Jamie's "anti-projectile" move, though in practice it can be difficult to use like this. OD Bakkai is fairly reliable at mid-range against shoto fireballs, and HK Bakkai has the reach if your reactions are on point. LK and MK are harder to use because they travel a shorter distance during startup. And against strong projectiles like Guile's Sonic Boom, this move can only be done as a pure prediction, at which point you might as well just do random Drive Impact instead.
236KK: PC 5HP, PC 5MK, PC 2MP, PC 2MK (+ all above)
214LK: 5MK, 2MP, 2MK, 5LP~LK~MP, PC 5LK, PC 2LP (+ all above)
Tenshin (63214K)
Tenshin (requires DL3)
63214K
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No results
Leaves the opponent standing for a followup combo
No results
Crumple state; Jamie is +28 before the opponent goes airborne
Tenshin is a command grab reminiscent Yun, Yang, and Fei Long's similar grab from previous games, though it does not switch sides during the animation. It's a huge boost to Jamie's close range mixup game. He is not point blank after the grab, but is close enough to combo into moves like 5MP or 5HP. While Tenshin can hit as a Counterhit or Punish Counter, this has no effect on frame advantage (OD Tenshin does extra damage on Punish Counter only).
The first attack following Tenshin is unscaled, but any following attacks have a 40% scaling penalty applied (100-60-50-40...). There is also an interesting situation after Punish Counter 214PP's tumbling Wall Splat. Jamie can combo into Tenshin after this, in which case the throw is scaled by 20% and any followups immediately skip to the 40% scaling penalty.
Sometimes, Jamie will say a naughty word when he whiffs the grab. Be careful when playing Jamie with small children nearby.
Super Arts
Level 1 Super (236236K)
Breakin'
Level 1 Super Art
236236K
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Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.)
A more powerful version of Jamie's Bakkai special, this super has good range and locks the opponent into the full break dancing animation on hit. This Super is extremely unsafe on block so should always be carefully hitconfirmed. While the attacks are connecting, you can decide to hold Down to sacrifice some damage and Knockdown advantage to increase your Drink Level by 1.
Level 2 Super (214214P)
The Devil's Song (DL0-DL3)
Level 2 Super Art
214214P
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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
Jamie's damage scaling is only set to DL3 (105%) rather than the usual DL4 (110%)
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. The timer lasts 15 seconds and freezes when the opponent is in hitstop or blockstop, after which time Jamie returns back to Drink Level 0. This is unfortunate if Jamie had already accumulated some Drink levels, so it's important to use this time effectively to secure the win.
The Devil's Song (DL4)
Level 2 Super Art
214214P
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No results
Instantly refills 3 Drive bars or 50% Burnout gauge
Can be useful as a cancel from OD specials for safety or combo extensions
If Jamie is already at Drink Level 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. There is no downside to activating, as it won't start an install timer; this means that Jamie can get right back to building more Super meter and will not revert back to Drink Level 0.
Level 3 Super (236236P)
Getsugo Saiho
Level 3 Super Art
236236P
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Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
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
Full Invuln: 1-11f; Armor Break
Launches opponent into free juggle state on cinematic hit
Depletes 1.5 Drive bars from opponent on hit
Cinematic time regenerates ~1.8 Drive bars for Jamie
No results
Full Invuln: 1-11f; Armor Break
No juggle followup on cinematic hit
Depletes 2 Drive bars from opponent on hit
Cinematic time regenerates ~2.2 Drive bars for Jamie
Jamie's Lv.3 Super 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 followup juggle to make it worthwhile. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the followup. Jamie has several options, like Dash + 5HP or Drive Rush~2HP 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.
Taunts
Neutral Taunt (5PPPKKK)
Neutral Taunt
(DL0-DL3)
5PPPKKK
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table. "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
Neutral Taunt
(DL4)
5PPPKKK
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table. "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
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table. "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
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table. "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
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table. "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
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table. "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
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table. "I ain't through with you.... zzz .... oh man, oh man."
6PPPKKK
Forward Taunt (DL4)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
738 (total)
-
-
-
-
-
-
-
Changes with each Drink level
Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table. "Listen! Da na, da na da na, da da da... right!"