input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 270 | 5 | 2 | 7 | 13 | +5 | 0 | LH | Sp SA | 12 |
5LP | 300 | 5 | 3 | 9 | 16 | +2 | -3 | LH | Sp SA TC | 13 |
5MP | 600 | 8 | 4 | 14 | 25 | +5 | +2 | LH | - | |
5HP | 100x2,700 (900) | 5 | 1(1)1(4)3 | 20 | 34 | +1(+3) | -3(-1) | LH | Sp SA (2nd) | 18 |
5LK | 300 | 5 | 2 | 11 | 17 | +3 | -1 | LH | Chn Sp SA | 13 |
5MK | 600 | 10 | 3 | 17 | 29 | +2 | -3 | LH | Sp SA | 15 |
5HK | 800 | 15 | 3 | 21 | 38 | +1 | -5 | LH | Sp SA | 17 (PC: 29) |
2LP | 250 | 4 | 2 | 9 | 14 | +5 | -1 | LH | Chn Sp SA | 13 |
2MP | 600 | 6 | 3 | 13 | 21 | +5 | -1 | LH | Sp SA | 16 |
2HP | 900 | 9 | 5 | 23 | 36 | 0 | -8 | LH | Sp SA | 16 |
2LK | 200 | 5 | 2 | 11 | 17 | +1 | -3 | L | Chn | |
2MK | 500 | 7 | 3 | 18 | 27 | -1 | -6 | L | Sp SA | 13 |
2HK | 400x2 | 9 | 2(2)3 | 28(29) | 43(44) | HKD +33 | -11 | L,L* | TC | 33 (PC 43) / 22 (1-hit) |
j.LP | 300 | 5 | 9 | 3 land | - | +4(+10) | 0(+6) | H | - | |
j.MP | 700 | 7 | 4 | 3 land | - | +10(+11) | +6(+7) | H | Sp | |
j.HP | 800 | 10 | 6 | 3 land | - | +8(+15) | +4(+11) | H | - | |
j.LK | 300 | 6 | 6 | 3 land | - | +6(+9) | +2(+5) | H | - | |
j.MK | 500 | 7 | 6 | 3 land | - | +8(+13) | +4(+9) | H | - | |
j.HK | 400x2 | 8 | 3(5)4 | 3 land | - | +11(+15) | +7(+11) | H | - | |
2KK | 600 | 9 | 3 | 22 | 33 | KD +53 Launch | -8 | LH | Jmp | 17 (jump) |
6MK | 540 | 22 | 3 | 20 | 44 | +1 | -3 | H | - | |
6MK | 600 | 22 | 3 | 20 | 44 | +1 | -3 | H | TC | 17 |
4HP | 800 | 18 | 4 | 20 | 41 | +1 | -3 | LH | SA | 19 |
4HP | 840 | 18 | 4 | 21(19) | 42(40) | +1 | -3 | LH | SA TC | 19 SA / 20 TC |
6HK | 900 | 16 | 3 | 20 | 38 | +3 | -3 | LH | SA | 18 |
6HK | 990 | 16 | 4 | 19 | 38 | +3 | -3 | LH | SA TC | 18 (SA) / 22 (TC) |
2HK~HK | 500 | 12 | 3 | 43 | 57 | KD +22(23) | -28 | LH | TC | 58 |
2HK~HK~P | - | - | - | 56+5 | 61 | KD +4(5) | -46 | - | - | |
5LP~LK | 200(160) | 6 | 2 | 16 | 23 | -3 | -8 | LH | TC | 29 |
5LP~LK~MP | 500(350) | 8 | 3 | 21(23) | 31(33) | -2 | -10 | LH | Sp SA | 52 |
6MK~MK | 200x2 | 15 | 3(5)2 | 28 | 52 | KD +31 | -14 | LH | TC | 62 |
6MK~MK~P | - | - | - | 53+8 (DL3: 53+5) | 61 (DL3: 58) | KD -1 (DL3: KD +2) | -46 (DL3: -43) | - | - | |
4HP~HP | 630 | 21 | 4 | 20 | 44 | +1 | -11 | LH | SA TC | 18 (56 total) |
4HP~HP~HK | 840(672) | 21 | 3 | 37 | 60 | KD +23 | -20 | LH | - | |
6HK~4HK | - | - | - | 76 | 76 | - | - | - | TC | 25 (TC) |
6HK~4HK~P (close) | 935 | (25~45)+15 | 4 | 28 | 46 | KD +32 | -12 | LH | Sp SA | 20 Headbutt / 58 Total |
6HK~4HK~P (mid) | 330x2,660 (1320) | (51~75)+4 | 2(8)2(11)2 | 27 | 55 | KD +35 | -9 | LH | Sp SA | 60/40/17 |
6HK~4HK~P (far) | - | (76~100)+Drink | - | 52(112) | 52(112) | - | - | - | - |
< Street Fighter 6 | Jamie
Frame Data Tables
Character Data
Jamie | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
10000 | 0.8 | 0.048 | 0.035 | 19 | 23 | 1.50 | 0.85 | 4+38+3 | 1.90 | 1.52 | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +9 | -7 | +4 | -1 | +9 | +4 | 14 | 9 | 9 |
5LP | 20% Starter | +6 | -10 | +4 | -1 | +6 | +1 | 14 | 9 | 9 |
5MP | +9 | -16 | +9 | +6 | 23 | 20 | 11 | |||
5HP | +5(+7) | -21 | +8 | +2 | +5(+7) | +1(+3) | 31(24) | 27(20) | 5,5,13 | |
5LK | 20% Starter | +7 | -11 | +5 | +1 | +7 | +3 | 16 | 12 | 9 |
5MK | +5 | -18 | +12 | +7 | +6 | +1 | 22 | 17 | 11 | |
5HK | KD +71 Crumple | -22 | +14 | +8 | +5 | -1 | 25 | 19 | 13 | |
2LP | 20% Starter | +9 | -9 | +5 | -1 | +9 | +3 | 16 | 10 | 9 |
2MP | +9 | -14 | +11 | +5 | +9 | +3 | 21 | 15 | 11 | |
2HP | +4 | -26 | +18 | +10 | +4 | -4 | 28 | 20 | 13 | |
2LK | 20% Starter | +5 | -11 | +5 | +1 | 14 | 10 | 9 | ||
2MK | 20% Starter | +3 | -19 | +9 | +4 | +3 | -2 | 20 | 15 | 9 |
2HK | HKD +48 | -34(-29) | HKD +33 | -7 | 25(20) | 6,13 | ||||
j.LP | +8(+14) | -8(-2) | 14 | 10 | 9 | |||||
j.MP | +14(+15) | -3(-2) | 15 | 11 | 11 | |||||
j.HP | +12(+19) | -9(-2) | 19 | 15 | 13 | |||||
j.LK | +10(+13) | -5(-2) | 13 | 9 | 9 | |||||
j.MK | +12(+17) | -7(-2) | 17 | 13 | 11 | |||||
j.HK | +15(+19) | -6(-2) | 19 | 15 | 10,13 | |||||
2KK | 20% Starter | KD +53 Launch | -23 | Free Juggle | -4 | 17 | 11 | |||
6MK | +5 | -21 | +5 | +1 | 24 | 20 | 12 | |||
6MK | +5 | -21 | +5 | +1 | 24 | 20 | 12 | |||
4HP | +5 | -22 | +5 | +1 | 25 | 21 | 13 | |||
4HP | +5 | -23 | +5 | +1 | 24 | 22 | 13 | |||
6HK | +7 | -21 | +7 | +1 | 26 | 20 | 13 | |||
6HK | +7 | -21 | +7 | +1 | 26 | 20 | 13 | |||
2HK~HK | KD +22 | 18 | 10 | |||||||
2HK~HK~P | KD +4 | |||||||||
5LP~LK | +1 | 15 | 10 | 9 | ||||||
5LP~LK~MP | +2 | +10 | +4 | 22 | 16 | 11 | ||||
6MK~MK | KD +31 | 24 total | 10,13 | |||||||
6MK~MK~P | ||||||||||
4HP~HP | +5 | -22 | 25 | 13 | 13 | |||||
4HP~HP~HK | KD +23 | -38 | 20 | 13 | ||||||
6HK~4HK | ||||||||||
6HK~4HK~P (close) | Combo (2 hits) | KD +32 | -30 | KD +51 | +7 | 20 | 13 | |||
6HK~4HK~P (mid) | KD +35 | -27 | KD +54 | +10 | 42(33)(20) | 10,10,13 | ||||
6HK~4HK~P (far) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 4000 | [6000] | 2000 | 500 (350) | 250 (125) |
5HP | 500x2,4000 | [0,0,8000] | 250x2,1500 | 300x2,1000 (210x2,700) | 150x2,500 (75x2,250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 3000 | [4000] | 1500 | 700 (490) | 350 (175) |
5HK | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
2HP | 5000 | [7000] | 2500 | 1000 (700) | 500 (250) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 2000 | [4000] | 1000 | 600 (420) | 300 (150) |
2HK | 2000x2 | [5000x2] | 1500x2 | 500x2 (350x2) | 500x2 (250x2) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HK | 4000 | [2500x2] | 1000x2 (1000) | 1000x2 (700x2) | 500 (250) |
2KK | 2500 | [4000] | 1000 | 700 (490) | 350 (175) |
6MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
6MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
4HP | 4000 | [7000] | 2000 | 1000 (700) | 500 (250) |
4HP | 4000 | [7000] | 2000 | 1000 (700) | 500 (250) |
6HK | 6000 | [7000] | 1000 | 500 (350) | 250 (125) |
6HK | 6000 | [7000] | 1000 | 500 (350) | 250 (125) |
2HK~HK | 3000 | [7000] | 2000 | 1000 (700) | 500 (250) |
2HK~HK~P | 2500 / 10000 (DL4) | ||||
5LP~LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5LP~LK~MP | 3000 | 1000 | 500 (350) | 250 (125) | |
6MK~MK | 1500x2 | [4000] | 500x2 | 300x2 (210x2) | 150x2 (75x2) |
6MK~MK~P | 5000 / 10000 (DL4) | ||||
4HP~HP | 4000 | [7000] | 2000 | 1000 (700) | 500 (250) |
4HP~HP~HK | 4000 | [7000] | 2000 | 1000 (700) | 500 (250) |
6HK~4HK | |||||
6HK~4HK~P (close) | 5000 | [7000] | 2000 | 1000 (700) | 500 (250) |
6HK~4HK~P (mid) | 3000x2,5000 | [7000] | 1000x2,2000 | 500x2,1000 (350x2,700) | 250x2,500 (125x2,250) |
6HK~4HK~P (far) | 10000(20000) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 0.97 | 1 | 1 | 0 | |||
5LP | 1.213 | 1 | 1 | 0 | |||
5MP | 1.234 | 1 | 1 | 0 | |||
5HP | 1.732 (0.924) | 1 | 1,1,1 | 1,1,2 | |||
5LK | 1.13 | 1 | 1 | 0 | |||
5MK | 1.476 | 1 | 1 | 0 | |||
5HK | 1.803 (1.721) | 1 / '"`UNIQ--templatestyles-00000000-QINU`"'-1 PC ground | 0 | 0 | |||
2LP | 0.98 | 1 | 1 | 0 | |||
2MP | 1.08 | 1 | 1 | 0 | |||
2HP | 1.132 (1.042) | 1 | 0 | 0 | |||
2LK | 1.13 | 1 | 1 | 0 | |||
2MK | 1.42 | 1 | 1 | 0 | |||
2HK | 2.02 (1.662) | 1 | 0,1 | 5,5 | |||
j.LP | 0.71 | 1 | 1 | 0 | |||
j.MP | 0.75 | 1 | 1 | 2 | |||
j.HP | 0.82 | 1 | 1 | 1 | |||
j.LK | 1.27 | 1 | 1 | 0 | |||
j.MK | 1.09 | 1 | 1 | 0 | |||
j.HK | 1.19 / 1.20 | 1 | 1,0 | 0,1 | |||
2KK | 1.194 | 1 | 1 | 0 | |||
6MK | 1.81 (1.693) | 1 | 1 | 0 | |||
6MK | 2.27 (2.007) | 1 | 1 | 0 | |||
4HP | 1.231 (1.098) | 1 | 1 | 0 | |||
4HP | 1.368 (1.223) | 1 | 1 | 0 | |||
6HK | 2.121 | 1 | 1 | 0 | |||
6HK | 2.239 | 1 | 1 | 0 | |||
2HK~HK | 1 | 1 | 8 | ||||
2HK~HK~P | |||||||
5LP~LK | |||||||
5LP~LK~MP | |||||||
6MK~MK | |||||||
6MK~MK~P | |||||||
4HP~HP | 1 | 1 | |||||
4HP~HP~HK | 1 | 1 | 2 | ||||
6HK~4HK | |||||||
6HK~4HK~P (close) | 1.935 (1.879) | 0 | 1 | 1 | |||
6HK~4HK~P (mid) | 2.749 / 2.078 / 1.235 | 1 | 1,1,1 | 2,2,3 | |||
6HK~4HK~P (far) |
input | Notes |
---|---|
input | Notes |
5LP | Drink Lv.0 only (changes at DL1-DL4); better frame advantage than the DL1-DL4 version, but has less range and no Target Combo; SA2 cancel: +7/+2; Drink cancel: -37/-42 |
5LP | Damage DL1-DL4: 285/300/315/330; requires Drink Lv.1 or higher; cannot link afterward naturally, but gives new Target Combo follow-up; good range for a light normal (slightly shorter range vs. crouching opponents); SA2 cancel: +7/+2; Drink cancel: -37/-42 |
5MP | Damage DL0-DL4: 540/570/600/630/660; good combo and frame trap starter, but has no conversions near its max range |
5HP | Damage DL0-DL4: 810/855/900/945/990; very fast startup for heavy normal; 3 hits (can break Drive Impact from close range); great option out of Drive Rush (forward momentum, plus on block, combo on hit) or vs. opponent in Burnout; 3rd hit has longer range (effectively 12f startup with better frame advantage when spaced out); all hits receive counter-hit/Punish Counter advantage; Punish Counter Drive damage will not occur if the attack is canceled; all 3 hits put airborne opponent into limited juggle state (juggling into last 2 hits will maintain juggle state); SA2 cancel: +11/+5; Drink cancel: -33/-39; special/DR cancel is delayed until after 3rd recovery frame on 2nd hit |
5LK | Damage DL0-DL4: 270/285/300/315/330; chains into 5LK/2LP/2LK; chaining out of 5LK shifts Jamie's position forward, making light combos more consistent; chains into itself infinitely even on whiff (different animation than when chained into from other normals); SA2 cancel: +9/+5; Drink cancel: -35/-39; DR cancel is delayed until after 2nd active frame |
5MK | Damage DL0-DL4: 540/570/600/630/660; good poke and mid-range buffer; lifts up leg hurtbox on frames 4-12 (can avoid low pokes); can combo naturally into 214MP/214PP; SA2 cancel: +15/+10; Drink cancel: -29/-34 |
5HK | Damage DL0-DL4: 720/760/800/840/880; grounded Punish Counter crumple is +8 before opponent becomes airborne; puts airborne opponents into limited juggle state; very long range for cancelable normal; on midscreen Punish Counter, can safely cancel into 2 Drinks (corner: Drink, juggle 2LP > 214PP, juggle 2HK~HK~P); SA2 cancel: +17/+11 (PC: KD+87); Drink cancel: -27/-33 (PC: KD+43); special/DR cancel is delayed until after 2nd active frame |
2LP | Damage DL0-DL4: 225/237/250/262/275; chains into 5LK/2LP/2LK; Jamie's only 4f normal, useful for comboing into 5f lights; SA2 cancel: +9/+3; Drink cancel: -35/-41; DR cancel is delayed until after 2nd active frame |
2MP | Damage DL0-DL4: 540/570/600/630/660; decent tool for buffers, combos, and frame traps; SA2 cancel: +14/+8; Drink cancel: -30/-36 |
2HP | Damage DL0-DL4: 810/855/900/945/990; good vertical anti-air (cannot hit cross-up, but head hurtbox is anti-air invincible on frames 9-33); forces stand on hit; only the first 2 active frames are cancelable; important combo tool for high-damage punishes and Drive Rush confirms; SA2 cancel: +21/+13; Drink cancel: -23/-31 |
2LK | Damage DL0-DL4: 180/190/200/210/220; chains into 5LK/2LP/2LK |
2MK | Damage DL0-DL4: 450/475/500/525/550; high pushback on block makes it safer and helps to set up spacing traps; SA2 cancel: +12/+7; Drink cancel: -32/-37; Range: 1.42; special/DR cancel is delayed until after 2nd active frame; has an extended hurtbox on whiff until the end of recovery |
2HK | Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2; 1f extra recovery on block; has 2 hits, allowing ample hitconfirm time into Target Combo; 2nd hit has more range and can be blocked standing if the 1st hit is blocked; can be spaced safely vs. most characters; first active frame of 2nd hit is a large juggle-only hitbox; high juggle potential (not a Hard Knockdown when juggled into); Target Combo follow-up gives time for Drink without sacrificing corner oki |
j.LP | Damage DL0-DL4: 270/285/300/315/330; cross-up with a narrow hitbox; can be used as a fuzzy instant overhead |
j.MP | Damage DL0-DL4: 630/665/700/735/770; puts airborne opponents into limited juggle state; cancels into j.214K from forward jump (DL1 or higher); shifts Jamie's hurtbox upward during startup |
j.HP | Damage DL0-DL4: 720/760/800/840/880; has juggle potential; causes spike knockdown vs. airborne opponents |
j.LK | Damage DL0-DL4: 270/285/300/315/330; longest horizontal range of all Jamie's air normals |
j.MK | Damage DL0-DL4: 450/475/500/525/550; cross-up |
j.HK | Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2; both hits put airborne opponents into limited juggle state (follow-up is always possible); shifts Jamie's hurtbox upward during startup |
2KK | Damage DL0-DL4: 540/570/600/630/660; can anti-air (head/extended leg hurtbox are anti-air invincible on frames 9-11, but cannot hit cross-up); cancelable into a forward jump on hit only; puts opponent into limited juggle state (free juggle state if used from Drive Rush) |
6MK | Damage DL0-DL1: 540/570; 10-19f Low Crush; gains ~25% more range and Target Combo follow-up at Drink Lv.2; can be spaced to hit later in active frames for better advantage; causes spike knockdown vs. airborne opponents |
6MK | Damage DL2-DL4: 600/630/660; 10-19f Low Crush; ~25% more range than DL0-DL1 version; has a Target Combo follow-up; can be spaced to hit later in active frames for better advantage; causes spike knockdown vs. airborne opponents |
4HP | Damage DL0-DL2: 720/760/800; throw hurtbox retracts on frames 4-14; strike hurtbox retracts on frames 5-12, then extends his foot hurtbox on frames 13-20 (making it weaker to delayed low attacks); useful as a throw bait for scoring a Punish Counter into follow-up combo; can be spaced to hit on later active frames for better advantage; DL3 version gains a Target Combo follow-up and ~11% more range; Super cancel is delayed until after active frames; SA2 cancel: +15/+11 |
4HP | Damage DL3-DL4: 840/880; 2f less recovery on hit only; throw hurtbox retracts on frames 4-14; strike hurtbox retracts on frames 5-12; useful as a throw bait for scoring a Punish Counter into follow-up combo; can be spaced to hit on later active frames for better advantage; Target Combo follow-up requires extra frame advantage (meaty/Counter-Hit/Punish Counter/Drive Rush) to combo; ~11% more range than DL0-DL2 version; Super cancel is delayed until after active frames; SA2 cancel: +14/+12 |
6HK | Damage DL0-DL3: 810/855/900/945; safe poke with long range that can combo after CH/PC/DR or into Super; not a low attack despite the animation; gains ~6% more range and a Target Combo follow-up at Drink Lv.4; SA2 cancel: +19/+13 |
6HK | ~6% more range than DL0-DL3 versions; not a low attack despite the animation; has a Target Combo follow-up into 4HK with 3 possible enders; TC confirm into 4HK~Headbutt requires Counter-hit; 22f hitconfirm window refers to latest possible 4HK input, but must be input within 20f for Counter-hit combo to work; SA2 cancel: +19/+13 |
2HK~HK | Damage DL0-DL4: 450/475/500/525/550; high juggle limit; slightly more KD Adv. when juggled into; can easily be confirmed if both hits of 2HK connect (harder if only 1 hit connects) |
2HK~HK~P | Good way to maintain corner oki while increasing Drink Level; slightly more KD Adv. when juggled into; good meterless option after corner 214PP; Drink Level is built on 57th recovery frame; drink builds 0.25 Drive bars; if already at DL4, builds 1 Drive bar |
5LP~LK | Damage DL1-DL4: 190(170)/200(180)/210(188)/220(198); () refers to scaled damage when starting combo with 5LP |
5LP~LK~MP | Damage DL1-DL4: 475(380)/500(400)/525(420)/550(440); 2f extra recovery on block; important combo tool after 5LP at DL1 and above (combos from max range 5LP); () refers to scaled damage when starting with 5LP~LK; SA2 cancel: +12/+6; Drink cancel: -32/-38; special cancel is delayed until after 1st recovery frame; DR cancel is delayed until after active frames |
6MK~MK | Damage DL2-DL4: 200x2/210x2/220x2; allows a combo from overhead without Drive Rush, but difficult to confirm on reaction; MK follow-up is 2 hits |
6MK~MK~P | Increases Drink Level by 1; better to use midscreen, as opponent can't effectively take advantage of Jamie's -1 KD situation; Drink Level is built on 54th recovery frame; gives better advantage upon DL3 to DL4 drink activation, allowing for corner oki; refills 0.5 Drive bars; at DL4, refills 1 Drive bar |
4HP~HP | Damage DL3-DL4: 630/660; only combos on counter-hit/Punish Counter or with meaty spacing; 3f gap on block that will beat non-invincible reversals (can confirm this hit into final TC follow-up); SA2 cancel: +18/+6 |
4HP~HP~HK | Damage DL3-DL4: 840(672)/880(704); not airborne despite the animation; 9f gap between final 2 hits on block (can be interrupted with 8f button); () refers to scaled damage after starting with CH 4HP |
6HK~4HK | Drink Lv.4 only; can be performed on whiff; follow-up special changes based on button timing (Close/Mid/Far refer to the distance Jamie has walked back away from the opponent); 25f hitconfirm window refers to the total time of 6HK~4HK before Headbutt must be input, but the 4HK itself must be input within 18f (more lenient on CH/PC) |
6HK~4HK~P (close) | Drink Lv.4 only; 5f gap on block; combos naturally on hit (relatively confirmable); cancelable into any special or Super; startup includes 6HK plus the delay before Headbutt can be input; SA2 cancel: KD+54/+10; Drink cancel: KD+10/-34; special/DR cancel is delayed until after active frames; puts airborne opponents into free juggle state (e.g. if opponent tries to jump after 6HK) |
6HK~4HK~P (mid) | Drink Lv.4 only; can be performed on whiff; can punish attempts to chase down the sway; first hit has short range and may whiff if the opponent is stationary; final hit is cancelable into any special or Super; startup includes 6HK plus the delay before Spin can be input; SA2 cancel: KD+57/+13; Drink cancel: KD+13/-31 |
6HK~4HK~P (far) | Drink Lv.4 only; can be performed on whiff; restores 1 bar of Drive gauge on the final recovery frame (2 bars if no input is made until frame 112); startup includes 6HK plus the delay before Drink can be input |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +23 | - | T |
LPLK (hold) | 1200 (2040) | 5 | 3 | 23 | 30 | KD +7 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +26 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD +23 | ||||
LPLK (hold) | 20% Immediate | HKD +7 | ||||
4LPLK | 20% Immediate | HKD +26 | ||||
HPHK | 200 | 20% Starter (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
LPLK (hold) | [10000] | 7000 / 12000 (DL4) | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.80 | |||||
LPLK (hold) | 0.80 | |||||
4LPLK | 0.80 | |||||
HPHK | 1-27 | 2.490 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 2.003 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.898 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | Damage DL0-DL4: 1080/1139/1200/1259/1320 (PC: 1836/1937/2040/2141/2244); +4 after Forward Dash, allowing corner throw loops (or midscreen if opponent doesn't Back Rise); Jamie can also hold LP+LK to sacrifice oki for a Drink Level |
LPLK (hold) | Damage DL0-DL4: 1080/1139/1200/1259/1320 (PC: 1836/1937/2040/2141/2244); leaves Jamie too far for follow-up oki, but can get corner pressure with ranged normals like 5MK; LP+LK must be pressed on frame 92 of throw animation for the drink to occur; builds an extra 0.5 Drive bars, or an extra 1 Drive bar at DL4 |
4LPLK | Damage DL0-DL4: 1080/1139/1200/1259/1320 (PC: 1836/1937/2040/2141/2244); side switches; after throwing opponent into corner, dash leaves Jamie +7 and out of range for a true throw loop; can microwalk for a pseudo-throw loop, or immediate 5MP which links to 2MK on counter-hit; can also Drive Rush into a manually timed strike/throw mixup or immediately 214MP (+1 oB and juggles into 623LK on hit) |
HPHK | Damage DL0-DL4: 720/760/800/840/880 (Chip: 180/190/200/210/220); See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66 | See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.988 (min/throw), 2.03 (min/block), 3.002 (max/final DR frame) |
MPMK or 66 | See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
22P | - | 48 | - | 2 | 50 | - | - | - | - | |
22P (hold) | - | 92(90) | - | 5 | 97 | - | - | - | - | |
22P (hold) | - | 141(139) | - | 5 | 146 | - | - | - | - | |
22P (hold) | - | 188 | - | 5 | 193 | - | - | - | - | |
22P (activation) | - | 1 | - | 4 | 5 | - | - | - | - | |
236LP | 350 | 13 | 2 | 24 | 38 | -1 | -6 | LH | SA3 | 19 (6P) / 14 SA |
236LP | 220x2 (440) | 13 | 2(9)3 | 19 | 45 | +1 | -3 | LH | SA3 | 36 (6P) / 29 SA |
236MP | 400 | 16 | 2 | 24 | 41 | -1 | -6 | LH | SA3 | 19 (6P) / 14 SA |
236MP | 220,330 (550) | 16 | 2(9)3 | 19 | 48 | +1 | -3 | LH | SA3 | 36 (6P) / 29 SA |
236HP | 450 | 19 | 2 | 24 | 44 | -1 | -6 | LH | SA3 | 19 (6P) / 14 SA |
236HP | 220,440 (660) | 19 | 2(9)3 | 19 | 45 | +1 | -3 | LH | SA3 | 36 (6P) / 29 SA |
236PP | 450 | 13 | 2 | 24 | 38 | +1 | -3 | LH | SA2 SA3 | 23 (6P) / 15 SA |
236PP | 220,440 (660) | 13 | 2(9)3 | 19 | 45 | +3 | -3 | LH | SA2 SA3 | 36 (6P) / 27 SA |
236LP~6P | 350 | 13 [33] | 2 | 28 | 42 | -3 | -13 | LH | - | 18 (follow-up) |
236LP~6P | 220,275 (495) | 15 [48] | 2(5)2 | 27 | 50 | -2 | -10 | LH | - | 28 (follow-up) |
236MP~6P | 400 | 16 [39] | 2 | 28 | 45 | -3 | -11 | LH | - | 18 (follow-up) |
236MP~6P | 220,275 (495) | 15 [51] | 2(5)2 | 27 | 50 | -2 | -10 | LH | - | 28 (follow-up) |
236HP~6P | 450 | 19 [45] | 2 | 28 | 48 | -3 | -9 | LH | - | 18 (follow-up) |
236HP~6P | 220,275 (495) | 15 [54] | 2(5)2 | 27 | 50 | -2 | -10 | LH | - | 28 (follow-up) |
236PP~6P | 450 | 13 [34] | 2 | 28 | 42 | -3 | -9 | LH | - | 19 (follow-up) |
236PP~6P | 220,330 (550) | 15 [48] | 2(5)2 | 27 | 50 | -2 | -10 | LH | - | 28 (follow-up) |
236LP~6P~6P | 550 (440) | 13 [53] | 2 | 30 | 44 | KD +27 | -17 | LH | - | |
236LP~6P~6P | 165x2,495 (132x2,396) | 16 [78] | 2(4)2(14)3 | 28 | 68 | KD +27 | -14 | LH | - | |
236MP~6P~6P | 600 (480) | 16 [62] | 2 | 30 | 47 | KD +27 | -15 | LH | - | |
236MP~6P~6P | 162x2,495 (132x2,396) | 16 [81] | 2(4)2(14)3 | 28 | 68 | KD +27 | -14 | LH | - | |
236HP~6P~6P | 650 (520) | 19 [71] | 2 | 30 | 50 | KD +27 | -13 | LH | - | |
236HP~6P~6P | 162x2,495 (132x2,396) | 16 [84] | 2(4)2(14)3 | 28 | 68 | KD +27 | -14 | LH | - | |
236PP~6P~6P | 750 (600) | 13 [53] | 2 | 30 | 44 | KD +28 | -13 | LH | - | |
236PP~6P~6P | 165x2,605 (132x2,484) | 16 [78] | 2(4)2(14)3 | 28 | 68 | KD +28 | -14 | LH | - | |
236LP~6K | 250 | 14 | 2 | 32 | 47 | -7 | -15 | LH | - | 16 |
236MP~6K | 300 | 17 | 2 | 32 | 50 | -7 | -15 | LH | - | 16 |
236HP~6K | 300 | 20 | 2 | 32 | 53 | -7 | -15 | LH | - | 16 |
236PP~6K | 350 | 14 | 2 | 32 | 47 | -7 | -15 | LH | - | 16 |
236LP~6K~6K | 450 (360) | 18 | 2 | 35+29 | 83[59] | KD -1 (DL3: KD +23) | -49 (DL3 -25) | LH | - | |
236MP~6K~6K | 500 (400) | 21 | 2 | 36+28 | 86[63] | KD -1 (DL3: KD +22) | -49 (DL3 -26) | LH | - | |
236HP~6K~6K | 550 (440) | 24 | 2 | 36+28 | 89[66] | KD -1 (DL3: KD +22) | -49 (DL3 -26) | LH | - | |
236PP~6K~6K | 600 (480) | 18 | 2 | 36+28 | 83[60] | KD +1 (DL3: KD +24) | -49 (DL3 -26) | LH | - | |
214LP | 900 | 17 | 9 | 17 | 42 | KD +39(+47) | -6(+2) | LH | SA3 | 25 |
214MP | 1000 | 20 | 9 | 17 | 45 | KD +39(+47) | -6(+2) | LH | SA3 | 25 |
214HP | 1200 | 25 | 9 | 16 | 49 | KD +42(+50) | -3(+5) | LH | SA3 | 25 |
214PP | 1100 | 20 | 9 | 15 | 43 | KD +73(+81) Tumble | -1(+7) | LH | SA2 SA3 | 25 |
214P~6P | 990 | 19 | 3 | 39 | 60 | KD +20(+19) | -23 | LH | SA3 | 19 |
214PP~6P | 880 | 19 | 3 | 39 | 60 | KD +20 | -23 | LH | SA2 SA3 | 19 |
623LK | 500x2 | 5 | 7 | 55 | 66 | KD +42 | -44 | LH | - | |
623MK | 500,700 (1200) | 8 | 7 | 53 | 67 | KD +34 | -43 | LH | - | |
623HK | 500,400,500 (1400) | 10 | 7 | 53 | 69 | KD +39 | -43 | LH | - | |
623KK | 500,450,550 (1500) | 6 | 7 | 53 | 65 | KD +40 | -43 | LH | - | |
j.214K | 1000 | 11 | 1(2)until land | 13 land | - | KD +42(+52) | -8(+2) | LH | - | |
j.214KK | 800 | 11 | 1(2)until land | 13 land | - | KD +58(+65) | -4(+3) | LH | - | |
236LK | 250x3,350 (1400) | 18 | 2(2)3(4)2(11)2 | 24 | 67 | KD +42 | -12 | LH | SA3 | 47 |
236MK | 250x5,350 (1600) | 22 | 2(1)2(3)2(5)2(12)2(5)2 | 31 | 90 | KD +35 | -16 | LH | SA3 | 63 |
236HK | 250x6,300 (1800) | 26 | 2(6)2(6)2(6) 2(13)2(7)2(15)2 | 32 | 124 | KD +34 | -17 | LH | SA3 | 94 |
236KK | 180x9,380 (2000) | 21 | 3(3)2(8)2(3)2(7)2(7) 2(12)2(11)2(4)2(4)2 | 62 | 162 | KD +12 | -46 | LH | SA2 SA3 | 74 |
63214K | 0 | 8 | 2 | 52 | 61 | +8 | - | T | - | |
63214KK | 682 | 8 | 2 | 52 | 61 | HKD +86 Crumple | - | T | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
22P | ||||||
22P (hold) | ||||||
22P (hold) | ||||||
22P (hold) | ||||||
22P (activation) | ||||||
236LP | 87 | +3 | -24 | 20 | 9 | |
236LP | 55x2 | +5 | -20 | 30 total | 3,10 | |
236MP | 100 | +3 | -24 | 20 | 9 | |
236MP | 55,82 | +5 | -20 | 30 total | 3,10 | |
236HP | 112 | +3 | -24 | 20 | 9 | |
236HP | 55,110 | +5 | -20 | 30 total | 3,10 | |
236PP | 112 | +5 | -24 | 23 | 9 | |
236PP | 55,110 | +7 | -20 | 30 total | 3,10 | |
236LP~6P | 87 | +1 | -28 | 17 | 8 | |
236LP~6P | 55,68 | -2(+2) | -27 | 26 total | 3,8 | |
236MP~6P | 100 | +1 | -28 | 19 | 8 | |
236MP~6P | 55,68 | -2(+2) | -27 | 26 total | 3,8 | |
236HP~6P | 112 | +1 | -28 | 21 | 8 | |
236HP~6P | 55,68 | -2(+2) | -27 | 26 total | 3,8 | |
236PP~6P | 112 | Unscaled | +1 | -28 | 21 | 8 |
236PP~6P | 55,82 | Unscaled | -2(+2) | -27 | 26 total | 3,8 |
236LP~6P~6P | 137 | KD +27 | -30 | 15 | 12 | |
236LP~6P~6P | 40x2,123 | KD +27 | -29 | 39 total | 3,3,12 | |
236MP~6P~6P | 150 | KD +27 | -30 | 17 | 12 | |
236MP~6P~6P | 40x2,123 | KD +27 | -29 | 39 total | 3,3,12 | |
236HP~6P~6P | 162 | KD +27 | -30 | 19 | 12 | |
236HP~6P~6P | 40x2,123 | KD +27 | -29 | 39 total | 3,3,12 | |
236PP~6P~6P | 187 | Unscaled | KD +28 | -30 | 19 | 12 |
236PP~6P~6P | 40x2,150 | Unscaled | KD +28 | -29 | 39 total | 3,3,12 |
236LP~6K | 62 | -3 | -32 | 19 | 8 | |
236MP~6K | 75 | -3 | -32 | 19 | 8 | |
236HP~6K | 75 | -3 | -32 | 19 | 8 | |
236PP~6K | 87 | -3 | -32 | 19 | 8 | |
236LP~6K~6K | 112 | KD -1 (DL3: KD +23) | -64 (DL3 -40) | 17 | 11 | |
236MP~6K~6K | 125 | KD -1 (DL3: KD +22) | -64 (DL3 -40) | 17 | 11 | |
236HP~6K~6K | 137 | KD -1 (DL3: KD +22) | -64 (DL3 -40) | 17 | 11 | |
236PP~6K~6K | 150 | KD +1 (DL3: KD +24) | -64 (DL3 -40) | 17 | 11 | |
214LP | 225 | KD +39(+47) | -24(-16) | 20 | 15 | |
214MP | 250 | KD +39(+47) | -24(-16) | 20 | 15 | |
214HP | 300 | KD +42(+50) | -23(-15) | 22 | 15 | |
214PP | 275 | 20% Starter | KD +87(+95) Tumble / +155 Wall Splat | -22(-14) | 23 | 15 |
214P~6P | 247 | 20% Starter | KD +20(+19) | -40 | 19 | 15 |
214PP~6P | 275 | 20% Starter | KD +20 | -40 | 19 | 15 |
623LK | 250 | 30% Starter | KD +42 | -59 | 17 | 8,11 |
623MK | 300 | KD +34 | -58 | 17 | 8,11 | |
623HK | 350 | KD +39 | -58 | 17 | 8,11,11 | |
623KK | 375 | KD +40 | -58 | 17 | 8,11,11 | |
j.214K | 250 | KD +42(+52) | -22(-12) | 16 | 13 | |
j.214KK | 200 | 20% Starter; 10% Immediate | KD +58(+65) | -19(-12) | 18 | 13 |
236LK | 62x3,162 (348) | KD +42 | -24 | 38 total | 2x3,14 | |
236MK | 62x5,87 (397) | KD +35 | -31 | 53 total | 2x5,14 | |
236HK | 62x6,75 (447) | KD +34 | -32 | 82 total | 2x6,14 | |
236KK | 45x9,95 (500) | KD +12 | -67(-62) | 96 total | 2x9,14 | |
63214K | 20% Starter (3rd hit); 20% Immediate | +8 | ||||
63214KK | 30% Starter | HKD +86 Crumple |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
22P | 2500 / 5000 (DL4) | ||||
22P (hold) | 5000 / 10000 (DL4) | ||||
22P (hold) | 7500 / 15000 (DL4) | ||||
22P (hold) | 10000 / 20000 (DL4) | ||||
22P (activation) | |||||
236LP | 2500 | [4000] | 1500 | 300 (210) | 150 (75) |
236LP | 1500,3500 | [4000x2] | 1500x2 | 500x2 (350x2) | 250x2 (125x2) |
236MP | 2500 | [4000] | 1500 | 300 (210) | 150 (75) |
236MP | 1500,3500 | [4000x2] | 1500x2 | 500x2 (350x2) | 250x2 (125x2) |
236HP | 2500 | [4000] | 1500 | 300 (210) | 150 (75) |
236HP | 1500,3500 | [4000x2] | 1500x2 | 500x2 (350x2) | 250x2 (125x2) |
236PP | 2500 | [4000] | -20000 | 300 (210) | 150 (75) |
236PP | 1500,3500 | [4000x2] | -20000 | 500x2 (350x2) | 250x2 (125x2) |
236LP~6P | 2500 | [4000] | 1500 | 300 (210) | 150 (75) |
236LP~6P | 1500x2 | [4000] | 500x2 | 500x2 (350x2) | 250x2 (125x2) |
236MP~6P | 2500 | [4000] | 1500 | 300 (210) | 150 (75) |
236MP~6P | 1500x2 | [4000] | 500x2 | 500x2 (350x2) | 250x2 (125x2) |
236HP~6P | 2500 | [4000] | 1500 | 300 (210) | 150 (75) |
236HP~6P | 1500x2 | [4000] | 500x2 | 500x2 (350x2) | 250x2 (125x2) |
236PP~6P | 2500 | [4000] | 300 (210) | 150 (75) | |
236PP~6P | 1500x2 | [4000] | 500x2 (350x2) | 250x2 (125x2) | |
236LP~6P~6P | 2500 | [4000] | 1500 | 400 (280) | 200 (100) |
236LP~6P~6P | 1500x3 | [4000] | 500x3 | 500x2,400 (350x2,280) | 250x2,200 (125x2,100) |
236MP~6P~6P | 2500 | [4000] | 1500 | 400 (280) | 200 (100) |
236MP~6P~6P | 1500x3 | [4000] | 500x3 | 500x2,400 (350x2,280) | 250x2,200 (125x2,100) |
236HP~6P~6P | 2500 | [4000] | 1500 | 400 (280) | 200 (100) |
236HP~6P~6P | 1500x3 | [4000] | 500x3 | 500x2,400 (350x2,280) | 250x2,200 (125x2,100) |
236PP~6P~6P | 2500 | [4000] | 400 (280) | 200 (100) | |
236PP~6P~6P | 1500x3 | [4000] | 500x2,400 (350x2,280) | 250x2,200 (125x2,100) | |
236LP~6K | 2500 | [4000] | 1000 | 300 (210) | 150 (75) |
236MP~6K | 2500 | [4000] | 1000 | 300 (210) | 150 (75) |
236HP~6K | 2500 | [4000] | 1000 | 300 (210) | 150 (75) |
236PP~6K | 2500 | [4000] | 300 (210) | 150 (75) | |
236LP~6K~6K | 2500 | [4000] | 6000 / 11000 (DL4) | 400 (280) | 200 (100) |
236MP~6K~6K | 2500 | [4000] | 6000 / 11000 (DL4) | 400 (280) | 200 (100) |
236HP~6K~6K | 2500 | [4000] | 6000 / 11000 (DL4) | 400 (280) | 200 (100) |
236PP~6K~6K | 2500 | [4000] | 5000 / 10000 (DL4) | 400 (280) | 200 (100) |
214LP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
214MP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
214HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
214PP | 4000 | [5000] | -20000 | 1000 (700) | 500 (250) |
214P~6P | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
214PP~6P | 4000 | [5000] | 1000 (700) | 500 (250) | |
623LK | 4000 | [5000] | 1000x2 (1000) | 500x2 (350x2) | 250 (125) |
623MK | 4000 | [5000] | 1000x2 (1000) | 500x2 (350x2) | 250 (125) |
623HK | 4000 | [5000] | 1000,500x2 (1000) | 500,250x2 (350,175x2) | 250 (125) |
623KK | 4000 | -20000 | 500,250x2 (350,175x2) | 250 (125) | |
j.214K | 2000 | [4000] | 1000 | 600 (420) | 300 (150) |
j.214KK | 2000 | [4000] | -20000 | 800 (560) | 400 (200) |
236LK | 500x3,2000 | [4000] | 700x4 | 500x4 (350x4) | 250x4 (125x4) |
236MK | 500x5,2000 | [4000] | 700x6 | 500x6 (350x6) | 250x6 (125x6) |
236HK | 500x6,2000 | [4000] | 700x7 | 500x7 (350x7) | 250x7 (125x7) |
236KK | 500x9,2000 | [4000] | -20000 | 300x9,500 (210x9,350) | 150x9,250 (75x9,125) |
63214K | 1000 (700) | ||||
63214KK | [2500] | -20000 | 1000 (700) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
22P | |||||||
22P (hold) | |||||||
22P (hold) | |||||||
22P (hold) | |||||||
22P (activation) | |||||||
236LP | 1.462 | 1 | 1 | 1 | |||
236LP | 2.229 (1.477) | 1,1 | 1,1 | 3,4 | |||
236MP | 1.762 | 1 | 1 | 1 | |||
236MP | 2.634 (1.747) | 1,1 | 1,1 | 3,4 | |||
236HP | 1.982 | 1 | 1 | 1 | |||
236HP | 2.964 (1.977) | 1,1 | 1,1 | 3,4 | |||
236PP | 1.987 | 1 | 1 | 1 | |||
236PP | 3.024 (2.062) | 1,1 | 1,1 | 3,4 | |||
236LP~6P | 1.856 | 1 | 1 | 2 | |||
236LP~6P | 1.606 (1.387) | 1,1 | 1,1 | 5,6 | |||
236MP~6P | 2.259 | 1 | 1 | 2 | |||
236MP~6P | 1.606 (1.387) | 1,1 | 1,1 | 5,6 | |||
236HP~6P | 2.706 | 1 | 1 | 2 | |||
236HP~6P | 1.606 (1.387) | 1,1 | 1,1 | 5,6 | |||
236PP~6P | 2.641 | 1 | 1 | 2 | |||
236PP~6P | 1.596 (1.377) | 1,1 | 1,1 | 5,6 | |||
236LP~6P~6P | 2.327 | 1 | 1 | 10 | |||
236LP~6P~6P | 2.407 (1.77) | 1,1,1 | 1,1,1 | 7,7,10 | |||
236MP~6P~6P | 2.907 | 1 | 1 | 10 | |||
236MP~6P~6P | 2.407 (1.77) | 1,1,1 | 1,1,1 | 7,7,10 | |||
236HP~6P~6P | 3.602 | 1 | 1 | 10 | |||
236HP~6P~6P | 2.407 (1.77) | 1,1,1 | 1,1,1 | 7,7,10 | |||
236PP~6P~6P | 3.462 | 1 | 1 | 10 | |||
236PP~6P~6P | 2.407 (1.77) | 1,1,1 | 1,1,1 | 7,7,10 | |||
236LP~6K | 1 | 1 | 5 | ||||
236MP~6K | 1 | 1 | 5 | ||||
236HP~6K | 1 | 1 | 5 | ||||
236PP~6K | 1 | 1 | 5 | ||||
236LP~6K~6K | 1 | 1 | 10 | ||||
236MP~6K~6K | 1 | 1 | 10 | ||||
236HP~6K~6K | 1 | 1 | 10 | ||||
236PP~6K~6K | 1 | 1 | 10 | ||||
214LP | 2.29 (1.939) | 1 | 1 | 10 | |||
214MP | 2.77 (2.264) | 1 | 1 | 10 | |||
214HP | 3.13 (2.669) | 1 / '"`UNIQ--templatestyles-00000002-QINU`"'0 PC | 1 | 10 | |||
214PP | 3.25 (2.744) | 1 | 1 | 10 | |||
214P~6P | 1 | 1 | 10 | ||||
214PP~6P | 1 | 1 | 10 | ||||
623LK | 1-11 Air, 5-22 Lower Body | 1.147 (1st) | 1 | 1,5 | 5,10 | ||
623MK | 1-14 Air, 8-23 Lower Body | 1.197 (1st) | 1 | 1,5 | 5,10 | ||
623HK | 1-16 Air, 10-25 Lower Body | 1.247 (1st) | 1 | 1,1,5 | 5,10,10 | ||
623KK | 1-9 Full, 10-12 Air, 10-21 Lower Body | 1.147 (1st) | 1 | 1,1,1 | 10,11,12 | ||
j.214K | Until Land (FKD) | 1 | 10 | 10 | |||
j.214KK | Until Land (FKD) | 2 | 2 | 10 | |||
236LK | 3-43 Projectile | 2.714 (1.873) | 1 ground / 1x4 air | 1x4 | 10x3,15 | ||
236MK | 4-59 Projectile | 3.908 (2.493) | 1 ground / 1x6 air | 1x6 | 10x5,15 | ||
236HK | 5-92 Projectile | 4.737 (2.791) | 1 ground / 1x7 air | 1x7 | 10x6,15 | ||
236KK | 3-100 Projectile | 4.09 (2.493) | 3 ground / 1x10 air | 1x10 | 15x9,20 | ||
63214K | 0.96 | 1 | |||||
63214KK | 0.96 | 0 | 0 |
input | Notes |
---|---|
input | Notes |
22P | Increases Jamie's Drink Level by 1 (hold for more levels); builds 0.25 Drive bars per drink; if already at DL4, builds 0.5 Drive bars per drink; can hold the button to continue drinking indefinitely; entire animation is in a counter-hit state; Drink Level affects moveset and base damage scaling (90/95/100/105/110% for DL0-DL4 respectively) |
22P (hold) | Increases Jamie's Drink Level by 2; build 0.5 Drive bars; if already at DL4, builds 1 Drive bar; 2f shorter duration if DL4 is activated; entire animation is in a counter-hit state; startup refers to the time it takes for +2 Drink Levels to actually increase |
22P (hold) | Increases Jamie's Drink Level by 3; builds 0.75 Drive bars; if already at DL4, builds 1.5 Drive bars; 2f shorter duration if DL4 is activated; entire animation is in a counter-hit state; startup refers to the time it takes for +3 Drink Level to actually increase |
22P (hold) | Increases Jamie's Drink Level by 4; builds 1 Drive bar; if already at DL4, builds 2 Drive bars; entire animation is in a counter-hit state; startup refers to the time it takes for +4 Drink Level to actually increase |
22P (activation) | Occurs automatically upon reaching Drink Level 4; causes drink animation to recover slightly faster, potentially giving better oki; screen freezes for 25f (invincible for 1f right as freeze occurs); 4f recovery is in a counter-hit state |
236LP | Damage DL0-DL3: 315/332/350/367 (Chip: 78/82/87/91); cancelable into Punch follow-up on hit/block/whiff or Kick follow-up on hit/block; whiff cancel into 6P is delayed by 4f compared to hit/block version; can be safe if well-spaced |
236LP | 2 hits, both are super cancelable; cancelable into 6P or 6K follow-up (6K cannot be performed on whiff); whiff cancel into 6P is delayed by 4f compared to hit/block version; counter-hit/Punish Counter bonus advantage carries over through both hits |
236MP | Damage DL0-DL3: 360/380/400/420 (Chip: 90/95/100/105); cancelable into Punch follow-up on hit/block/whiff or Kick follow-up on hit/block; whiff cancel into 6P is delayed by 4f compared to hit/block version |
236MP | 2 hits, both are super cancelable; cancelable into 6P or 6K follow-up (6K cannot be performed on whiff); whiff cancel into 6P is delayed by 4f compared to hit/block version; counter-hit/Punish Counter bonus advantage carries over through both hits |
236HP | Damage DL0-DL3: 405/427/450/472 (Chip: 100/106/112/117); cancelable into Punch follow-up on hit/block/whiff or Kick follow-up on hit/block; whiff cancel into 6P is delayed by 4f compared to hit/block version |
236HP | 2 hits, both are super cancelable; cancelable into 6P or 6K follow-up (6K cannot be performed on whiff); whiff cancel into 6P is delayed by 4f compared to hit/block version; counter-hit/Punish Counter bonus advantage carries over through both hits |
236PP | Damage DL0-DL3: 405/427/450/472 (Chip: 100/106/112/117); cancelable into Punch follow-up on hit/block/whiff or Kick follow-up on hit/block; whiff cancel into 6P is delayed by 5f compared to hit/block version; safe buffer option that allows an easy hitconfirm into follow-ups; all 6P Rekka follow-ups do not count as separate moves for damage scaling; SA2 cancel: +17/+14 |
236PP | 2 hits, both are super cancelable; cancelable into 6P or 6K follow-up (6K cannot be performed on whiff); whiff cancel into 6P is delayed by 4f compared to hit/block version; counter-hit/Punish Counter bonus advantage carries over through both hits; all 6P Rekka follow-ups do not count as separate moves for damage scaling; SA2 cancel: +18/+13 (1st hit), +18/+12 (2nd hit) |
236LP~6P | Damage DL0-DL3: 315/332/350/367 (Chip: 78/82/87/91); can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; counter-hit/Punish Counter bonus only applies if 1st Rekka did not hit; 0-2f blockstring gap depending on input timing |
236LP~6P | Can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; 2 hits; counter-hit/Punish Counter bonus only applies if 2nd hit connects; 2-7f blockstring gap depending on input timing |
236MP~6P | Damage DL0-DL3: 360/380/400/420 (Chip: 90/95/100/105); can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; counter-hit/Punish Counter bonus only applies if 1st Rekka did not hit; 0-5f blockstring gap depending on input timing |
236MP~6P | Can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; 2 hits; counter-hit/Punish Counter bonus only applies if 2nd hit connects; 2-7f blockstring gap depending on input timing |
236HP~6P | Damage DL0-DL3: 405/427/450/472 (Chip: 100/106/112/117); can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; counter-hit/Punish Counter bonus only applies if 1st Rekka did not hit; 3-8f blockstring gap depending on input timing |
236HP~6P | Can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; 2 hits; counter-hit/Punish Counter bonus only applies if 2nd hit connects; 2-7f blockstring gap depending on input timing |
236PP~6P | Damage DL0-DL3: 405/427/450/472 (Chip: 100/106/112/117); can be performed on hit/block/whiff (startup is delayed by 5f on whiff version); [] refers to total startup when whiffing initial 236P; counter-hit/Punish Counter bonus only applies if 1st Rekka did not hit; 0-3f blockstring gap depending on input timing; does not count as a separate move for damage scaling purposes |
236PP~6P | Can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; 2 hits; counter-hit/Punish Counter bonus only applies if 2nd hit connects; 2-7f blockstring gap depending on input timing; does not count as a separate move for damage scaling purposes |
236LP~6P~6P | Damage DL0-DL3: 495(396)/522(418)/550(440)/577(462) (Chip: 123/130/137/144); can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236P; 1-5f gap before final hit on block |
236LP~6P~6P | Can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236P; 3 hits; 2-6f gap between 2nd/3rd Rekkas on block |
236MP~6P~6P | Damage DL0-DL3: 540(432)/570(456)/600(480)/630(504) (Chip: 135/142/150/157); can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236P; 2-6f gap before final hit on block |
236MP~6P~6P | Can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236P; 3 hits; 2-6f gap between 2nd/3rd Rekkas on block |
236HP~6P~6P | Damage DL0-DL3: 585(468)/617(494)/650(520)/682(546) (Chip: 145/153/162/170); can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236P; 3-7f gap before final hit on block |
236HP~6P~6P | Can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236P; 3 hits; 2-6f gap between 2nd/3rd Rekkas on block |
236PP~6P~6P | Damage DL0-DL3: 675(540)/712(570)/750(600)/787(630) (Chip: 168/177/187/196); can be performed on hit/block/whiff (startup is delayed by 2f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236PP; 0-2f gap before final hit on block; does not count as a separate move for damage scaling purposes |
236PP~6P~6P | Can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236PP; 3 hits; 2-6f gap between 2nd/3rd Rekkas on block; does not count as a separate move for damage scaling purposes |
236LP~6K | Damage DL0-DL4: 225/237/250/262/275 (Chip: 55/58/62/65/68); Kick follow-up cannot be performed on whiff (but the 2nd Kick follow-up can be performed if the initial 6K whiffs); 0-3f blockstring gap depending on input timing (DL4: 0-6f gap) |
236MP~6K | Damage DL0-DL4: 270/285/300/315/330 (Chip: 67/71/75/78/82); Kick follow-up cannot be performed on whiff (but the 2nd Kick follow-up can be performed if the initial 6K whiffs); 1-6f blockstring gap depending on input timing (DL4: 2-9f gap) |
236HP~6K | Damage DL0-DL4: 270/285/300/315/330 (Chip: 67/71/75/78/82); Kick follow-up cannot be performed on whiff (but the 2nd Kick follow-up can be performed if the initial 6K whiffs); 4-9f blockstring gap depending on input timing (DL4: 4-12f gap) |
236PP~6K | Damage DL0-DL4: 315/332/350/367/385 (Chip: 78/82/87/91/95); Kick follow-up cannot be performed on whiff (but the 2nd Kick follow-up can be performed if the initial 6K whiffs); 0-4f blockstring gap depending on input timing (DL4: 1-6f gap) |
236LP~6K~6K | Damage DL0-DL4: 405/427/450/472/495 (Scaled: 324/342/360/378/396) (Chip: 100/106/112/117/123); 2nd Kick follow-up can be performed on whiff as long as the first 6K comes out; () refers to scaled damage when starting combo from 236P; increases Drink Level by 1 on frame 36 of recovery; refills 0.5 Drive bars; at DL4, refills 1 Drive bar; 2-6f blockstring gap depending on input timing; activating DL4 gives much better frame advantage |
236MP~6K~6K | Damage DL0-DL4: 450/475/500/525/550 (Scaled: 360/380/400/420/440) (Chip: 112/118/125/131/137); 2nd Kick follow-up can be performed on whiff as long as the first 6K comes out; increases Drink Level by 1 on frame 37 of recovery; refills 0.5 Drive bars; at DL4, refills 1 Drive bar; () refers to scaled damage when starting combo from 236P; 5-9f blockstring gap depending on input timing; activating DL4 gives much better frame advantage |
236HP~6K~6K | Damage DL0-DL4: 495/522/550/577/605 (Scaled: 396/418/440/462/484) (Chip: 123/130/137/143/150); 2nd Kick follow-up can be performed on whiff as long as the first 6K comes out; increases Drink Level by 1 on frame 37 of recovery; refills 0.5 Drive bars; at DL4, refills 1 Drive bar; () refers to scaled damage when starting combo from 236P; 8-12f blockstring gap depending on input timing; activating DL4 gives much better frame advantage |
236PP~6K~6K | Damage DL0-DL4: 540/570/600/630/660 (Scaled: 432/456/480/504/528) (Chip: 135/142/150/157/165); 2nd Kick follow-up can be performed on whiff as long as the first 6K comes out; increases Drink Level by 1 on frame 37 of recovery; refills 0.5 Drive bars; at DL4, refills 1 Drive bar; OD version is the only Drink ender that gives corner oki; () refers to scaled damage when starting combo from 236P; 2-6f blockstring gap depending on input timing; activating DL4 gives much better frame advantage |
214LP | Damage DL0-DL4: 810/855/900/945/990 (Chip: 202/213/225/236/247); has juggle potential; has 6P follow-up during DL4 only; can be spaced for safety (final active frame will only connect as a meaty; subtract 1f for max advantage when used in neutral) |
214MP | Damage DL0-DL4: 900/950/1000/1050/1100 (Chip: 225/237/250/262/275); has juggle potential; has 6P follow-up during DL4 only; can be spaced for safety (final active frame will only connect as a meaty; subtract 1f for max advantage when used in neutral) |
214HP | Damage DL0-DL4: 1080/1140/1200/1260/1320 (Chip: 270/285/300/315/330); has juggle potential; has 6P follow-up during DL4 only; can be spaced to be plus on block; final active frame will only connect as a meaty (subtract 1f for max advantage when used in neutral); sets up a safe jump when connecting with first active frame on grounded opponent |
214PP | Damage DL0-DL4: 990/1045/1100/1155/1210 (Chip: 247/261/275/288/302); has juggle potential; has 6P follow-up during DL4 only; can juggle OTG during Tumble state; Punish Counter near corner causes a crouching Wall Splat that puts opponent into limited juggle state while still grounded (can be thrown; strikes cause opponent to become airborne); can be spaced for plus frames (final active frame will only connect as a meaty; subtract 1f for max advantage when used in neutral); SA2 cancel: KD+89(103)/+15 |
214P~6P | Can delay follow-up input; blockstring gap is 1-8f after 214LP/MP and 0-6f after 214HP depending on how much it's delayed; KD advantage is 1f worse after 214HP starter |
214PP~6P | Both hits are a true blockstring (up to 5f gap if delayed); the initial 214PP is safe on block making it very risky to attempt a delay frame trap; does not cost any additional Drive meter to perform; SA2 cancel: KD+55(57)/+12, 2f better KD Adv. if the 6P follow-up hits grounded |
623LK | Damage DL0-DL4: 900/950/1000/1050/1100 (Chip: 225/237/250/262/275); on hit, a follow-up occurs with 11f landing recovery (16-42f full invuln, vulnerable to projectiles before invincibility starts); cannot hit cross-up; sets up a safe jump in the corner (or midscreen if no back rise); can juggle into 623KK, SA1, or SA3 after a high airborne connect (623KK requires corner positioning) |
623MK | Damage DL0-DL4: 1080/1140/1200/1260/1320 (Chip: 270/285/300/315/330); on hit, a follow-up occurs with 18f landing recovery (17-40f full invuln, vulnerable to projectiles before invincibility starts); cannot hit cross-up |
623HK | Damage DL0-DL4: 1260/1330/1400/1470/1540 (Chip: 315/332/350/367/385); on hit, a follow-up occurs with 8f landing recovery (19-42f full invuln, vulnerable to projectiles before invincibility starts); cannot hit cross-up; can juggle into 623KK or SA1 after a high airborne connect in the corner |
623KK | Damage DL0-DL4: 1350/1424/1500/1574/1650 (Chip: 337/356/375/393/412); on hit, a follow-up occurs with 11f landing recovery (15-38f full invuln, vulnerable to projectiles before 2nd hit invincibility starts); Jamie's primary reversal; cannot hit cross-up |
j.214K | Damage DL1-DL4: 950/1000/1050/1100 (Chip: 237/250/262/275); forward jump only; button strength determines angle; connecting lower to the ground gives better frame advantage; can be done very low to the ground with Tiger Knee motion (214~9K); can get a follow-up juggle after low grounded hit; spike knockdown vs. airborne opponents (no juggle); can be used to bait throw techs or as an escape from corner throw loops; Jamie is crouching on the final landing recovery frame with a standing-sized hurtbox (IASA: this tall crouching hurtbox lasts up to 39 more frames when holding any crouch after landing) |
j.214KK | Damage DL1-DL4: 760/800/840/880 (Chip: 190/200/210/220); during forward jump only; connecting lower to the ground gives better frame advantage; grounded hit puts opponent into limited juggle state; OTG bounce on airborne hit; can be done low to the ground with Tiger Knee motion (214~9K); can be used to bait throw techs or as an escape from corner throw loops; Jamie is crouching on the final landing recovery frame with a standing-sized hurtbox (IASA: this tall crouching hurtbox lasts up to 39 more frames when holding any crouch after landing) |
236LK | Damage DL2-DL4: 1400/1468/1540 (Chip: 348/365/382); important combo ender for safe jump setups |
236MK | Damage DL2-DL4: 1600/1677/1760 (Chip: 397/416/435) |
236HK | Damage DL2-DL4: 1800/1887/1980 (Chip: 447/468/490); semi-consistent projectile counter at mid-range (except against Guile) |
236KK | Damage DL2-DL4: 2000/2100/2200 (Chip: 500/522/545); fairly consistent projectile counter at mid-range (except against Guile); Super cancel occurs on 7th hit; SA2 cancel: +14/+7 |
63214K | Cannot be canceled into from normals; leaves opponent standing on hit for a grounded combo; does not benefit from Counter/Punish Counter bonus frame advantage; starter scaling is applied to the 3rd hit of the combo, while immediate scaling applies if Tenshin is comboed into (e.g. after Stun, PC Drive Impact, or corner PC 214PP)); Range: 0.96 |
63214KK | Damage DL3-DL4: 682/715; cannot be canceled into from normals; Jamie is +28 before crumpled opponent goes airborne into a free juggle state; leaves enough frame advantage to dash or Drive Rush into a grounded combo; does not benefit from Counter/Punish Counter bonus frame advantage; Range: 0.96 |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236K | 2200 | 8 | 2,7(6)5(6)2(7)2(7) 2(6)2(6)2(6)2(29) 2(9)2(6)2(5)2 | 74 | 208 | KD +12 | -60 | LH |
236236K~[2] | 1850 | 8 | 2,7(6)5(6)2(7)2(7) 2(6)2(5)2(7) 2(7)2(6)2 | 107(86) | 201(180) | KD +4 (DL3: KD +25) | -93 (DL3: -72) | LH |
214214P | - | 1 | [900] | 5 | 6 | - | - | - |
236236P | 2600 (500) | 10 | 3(13)3 | 42 | 70 | HKD +71 (KD +14) | -27 | LH |
236236P | 4500 (500) | 10 | 3(13)3 | 42 | 70 | HKD +18 (KD +14) | -27 | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236K | 500 | 30% Minimum | KD +12 | -74 | 80(15)42 | 2,4,2x10,18 |
236236K~[2] | 400 | 30% Minimum | KD +4 (DL3: KD +25) | -107 (DL3: -86) | 97 total | 2,4,2x6,3,2,16 |
214214P | ||||||
236236P | 500x2 | 50% Minimum; Combo (2 hits); 10% Immediate (Sp) | HKD +71 (KD +14) | -43 | 34 total | 8,11 |
236236P | 500,750 | 50% Minimum; 10% Immediate (Sp) | HKD +18 (KD +14) | -43 | 34 total | 8,11 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236K | 150x12,700 (2500) | 200x2,400x10,600 (5000) | -10000 | -10000 |
236236K~[2] | 150x10,1000 (2500) | 200x2,400x8,1400 (5000) | -10000 | -10000 |
214214P | -20000 | -20000 | ||
236236P | 5500,2000 | 15000 | -30000 | -30000 |
236236P | 5500,4500 | 20000 | -30000 | -30000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236K | 1-12 Strike/Throw | Break | 3.93 (1.836) | 1 | 0x12,1 | 20x12,25 | |
236236K~[2] | 1-12 Strike/Throw | Break | 3.526 (1.836) | 1 | 0x10,1 | 0x10,25 | |
214214P | |||||||
236236P | 1-12 Full | Break | 2.525 (1.945) | 0 (Forced) | 0 | 99 | |
236236P | 1-12 Full | Break | 2.525 (1.945) | 99 |
input | Notes |
---|---|
input | Notes |
236236K | Damage DL0-DL4: 1980/2084/2200/2304/2420 (Chip: 450/472/500/522/550); holding Down will result in a Drink ender; cannot hit cross-up; leaves 16f blockstring gap before 2nd set of kicks (12f in Burnout) |
236236K~[2] | Damage DL0-DL4: 1665/1753/1850/1938/2035 (Chip: 360/380/400/420/440); increases Drink Level by 1 at the cost of some damage and KD Advantage; DL3 version has 21f less recovery, granting better advantage upon DL4 activation; drink builds 0.5 Drive bars; at DL4, builds 1 Drive bar; cannot hit cross-up |
214214P | When activated at DL0-DL3, puts Jamie at DL4 until the timer runs out (damage scaling is set to 105% rather than the usual 110%); timer lasts 900 frames (15 seconds) and does not drain during attack hit/block freeze; cannot build more Super meter while timer is active; returns to previous Drink Level after install timer expires; immediately builds 1 Drive bar; if already at DL4, builds 3 Drive bars and has no install timer, so Jamie can immediately resume building Super meter; useful in combo extension or for safety when canceling from OD special moves |
236236P | Damage DL0-DL4: 2340/2469/2600/2729/2860 (Non-Cinematic: 450/475/500/525/550) (Chip: 450x2/475x2/500x2/525x2/550x2); 1st hit goes into cinematic, 2nd non-cinematic hit does very low damage and no Hard Knockdown; launches opponent into free juggle state, resetting the juggle counter to 0; cannot hit cross-up; cinematic time regenerates ~1.8 Drive bars for Jamie |
236236P | Damage DL0-DL4: 4050/4274/4500/4724/4950 (Non-Cinematic: 450/475/500/525/550) (Chip: 450,675/475,712/500,750/525,787/550,825); 1st hit goes into cinematic, 2nd non-cinematic hit does very low damage and no Hard Knockdown; higher damage than SA3 but no follow-up juggle; cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for Jamie; extremely powerful option directly after OD Tenshin since it is unaffected by damage scaling |