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| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| After throwing the opponent back into the corner, Jamie can dash ({{sf6-adv|VP|+19}}) or walk to manually time his follow-up strike/throw oki. | | After throwing the opponent back into the corner, Jamie does not have a true meterless strike/throw mixup. His best option is to {{clr|4|Drive Rush}} and manually time his oki; this also gives him time to bait a reversal if the opponent is itching to react to the green flash. Another good option is immediate {{clr|M|214MP}}; this is {{sf6-adv|P|+1 oB}} and leads to a {{clr|L|623LK}} juggle on hit, though it runs the risk of being Perfect Parried. The only way to bait this parry is to whiff {{clr|L|214LP}}, which leaves Jamie very unsafe if the opponent doesn't bite. |
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| Midscreen, Jamie can't get any real strike/throw oki, but he can chase with Dash + {{clr|4|DR~}}{{clr|M|5MP}} to get advantage on hit or block. This can set up a frame trap into another {{clr|M|5MP}}, which links to {{clr|M|2MK}} on counter-hit. If the opponent is conditioned to block here, a walk up throw is possible to land.
| | Jamie's KD advantage is +7 after a corner Back Throw into forward dash; attempting to walk up for another throw will always lose to a reversal 4f normal even on wide characters. To dissuade the opponent from hitting a button, an immediate {{clr|M|5MP}} will link to {{clr|M|2MK}} on counter-hit. If the opponent respects your pressure, this opens up the door for Jamie to walk a few frames to get back into throw range. |
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| | Midscreen, the opponent recovers much too far away for Jamie to apply any pressure, even with {{clr|4|Drive Rush}}. If the opponent decides not to back rise, it's possible to meaty with {{clr|4|DR~}}{{clr|H|6HK}} or a manually timed {{clr|4|DR~}}{{clr|M|5MP}}, but these don't give great pressure and the meter is wasted if the opponent does back rise. A neutral rise is fairly likely to happen if the opponent wants to ensure you don't have time for a Drink, so pay attention to your opponent's habits and decide if it's worth attempting. |
| }} | | }} |
| <br> | | <br> |
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| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 6HPHK (in blockstun/on wake-up)<br> | | | input = {{classic_sf6}} 6HPHK<br>{{modern_sf6}} 6DI |
| {{modern_sf6}} 6DI (in blockstun/on wake-up) | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6hphk_dl2|caption=And a lil bit o'...}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6hphk_dl2|caption=And a lil bit o'...}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl2}} |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
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| * Damage DL0-DL4: 450/475/500/525/550 Recoverable | | * Damage DL0-DL4: 450/475/500/525/550 Recoverable |
| * '''Full Invuln:''' 1-22f; Armor Break | | * '''Full Invuln:''' 1-22f; Armor Break |
| * 5f extra recovery on hit | | * 5f extra recovery on hit; 4f screen freeze during startup |
| | {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl2_recovery}} |
| | * Damage DL0-DL4: 450/475/500/525/550 Recoverable |
| | * '''Full Invuln:''' 1-20f; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
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| ** 22f confirm window to combo into ~6K | | ** 22f confirm window to combo into ~6K |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+14}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+14}} oB |
| | * Both 6P follow-ups do not count as separate hits for damage scaling |
| <br> | | <br> |
| Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional follow-ups. Higher strength versions move farther but have slower startup, with the OD version gaining both speed and longer range. At Drink Lv.0 to Lv.3, each Rekka is a single hit, and only the first part of the sequence can cancel into Super. If well-spaced, the first meterless Freeflow Strike is often safe; the LP version is usually the best for this since it has less forward movement, but this can also cause it to whiff in max range cancels. The OD version is always safe. | | Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional follow-ups. Higher strength versions move farther but have slower startup, with the {{clr|10|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 {{clr|L|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 {{clr|10|OD}} version is always safe. |
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| When attempting to confirm into the 6P or 6K follow-ups on hit, it's important to note that the follow-up speed depends on the strength of the first Rekka. Delaying the confirm too long, especially on HP Rekka, can cause the follow-up to come out without comboing. The 6K follow-up is slightly slower than 6P, which also makes the confirm slightly stricter. OD Rekka canceled into {{clr|10|SA2}} is a great option on hit or block, leading to great combos or block pressure from a mid-range poke. | | When attempting to confirm into the 6P or 6K follow-ups on hit, it's important to note that the follow-up speed depends on the strength of the first Rekka. Delaying the confirm too long, especially on {{clr|H|HP Rekka}}, can cause the follow-up to come out without comboing. The 6K follow-up is slightly slower than 6P, which also makes the confirm slightly stricter. {{clr|10|OD Rekka}} canceled into {{clr|10|SA2}} is a great option on hit or block, leading to great combos or block pressure from a mid-range poke. |
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| This move and its follow-ups can be used in juggles, but they can be very inconsistent depending on the screen position and opponent's juggle height; OD Rekkas are the most consistent overall, and the corner makes things easier as well. | | This move and its follow-ups can be used in juggles, but they can be very inconsistent depending on the screen position and opponent's juggle height; {{clr|10|OD Rekkas}} are the most consistent overall, and the corner makes things easier as well. They also can lead to significantly more damage due to the unique scaling rules on the {{clr|10|OD}} 6P follow-ups. |
| }} | | }} |
| |-| | | |-| |
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| ** 35f confirm window to combo into ~6P | | ** 35f confirm window to combo into ~6P |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+13}} (1st hit), {{sf6-adv|VP|+12}} (2nd hit) oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+13}} (1st hit), {{sf6-adv|VP|+12}} (2nd hit) oB |
| | * Both 6P follow-ups do not count as separate hits for damage scaling |
| <br> | | <br> |
| At max Drink Level, Freeflow Strikes becomes a 2-hit attack, gaining additional damage and making it much easier to confirm follow-ups or Super. It also becomes safe on block for all versions, giving Jamie a great confirmable pressure tool from mid-range. In some juggle routes, it becomes harder to combo into the 6K follow-ups due to the extra pushback, so the 6P follow-ups are recommended for more consistency. | | At max Drink Level, Freeflow Strikes becomes a 2-hit attack, gaining additional damage and making it much easier to confirm follow-ups or Super. It also becomes safe on block for all versions, giving Jamie a great confirmable pressure tool from mid-range. In some juggle routes, it becomes harder to combo into the 6K follow-ups due to the extra pushback, so the 6P follow-ups are recommended for more consistency. |
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| * '''Cancel Hitconfirm Window:''' 19f (Follow-up) | | * '''Cancel Hitconfirm Window:''' 19f (Follow-up) |
| * 0-3f gap between Rekka and 6P on block | | * 0-3f gap between Rekka and 6P on block |
| | * Does not count as a separate hit for damage scaling |
| <br> | | <br> |
| The Punch follow-ups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. The LP, MP, and OD Rekka starters require a manual delay to create a blockstring gap, while HP Rekka can automatically frame trap with a 3f gap at the fastest timing. While risky, this frame trap can be used against an opponent that tries to punish your first Rekka on block. On hit, stopping after the first 6P puts Jamie at a slight disadvantage; an unaware opponent may be caught off guard with a quick throw reset, but attempting this is sacrificing guaranteed damage and a knockdown. | | The Punch follow-ups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. The {{clr|L|LP}}, {{clr|M|MP}}, and {{clr|10|OD}} Rekka starters require a manual delay to create a blockstring gap, while {{clr|H|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. |
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| The cancel hitconfirm window applies to the 6P hit only and does not include the first 236P hit. In the startup column, [] refers to the total startup time for 236P~6P when the first Rekka whiffs, which can be useful for certain long-range punishes. | | The cancel hitconfirm window applies to the 6P hit only and does not include the first 236P hit. In the startup column, [] refers to the total startup time for 236P~6P when the first Rekka whiffs, which can be useful for certain long-range punishes. |
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| * '''Cancel Hitconfirm Window:''' 28f (Follow-up) | | * '''Cancel Hitconfirm Window:''' 28f (Follow-up) |
| * 2-7f gap between Rekka and 6P on block | | * 2-7f gap between Rekka and 6P on block |
| | * Does not count as a separate hit for damage scaling |
| <br> | | <br> |
| The Punch follow-ups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. Like the initial Rekka, this follow-up is 2 hits when at max Drink Level. All strengths of Rekka lead to the same 2-7f gap between hits on block, which can be used to frame trap the opponent. However, this frame gap is not very useful for two reasons: the initial Rekka is safe (meaning the opponent is less likely to hit a button while attempting a punish), and a Counter-hit does not give Jamie the bonus frame advantage when both hits of the follow-up connect. | | The Punch follow-ups are the preferred route for damage, juggles, and oki; they can be performed on hit, block, or whiff. Like the initial Rekka, this follow-up is 2 hits when at max Drink Level. All strengths of Rekka lead to the same 2-7f gap between hits on block, which can be used to frame trap the opponent. However, this frame gap is not very useful for two reasons: the initial Rekka is safe (meaning the opponent is less likely to hit a button while attempting a punish), and a Counter-hit does not give Jamie the bonus frame advantage when both hits of the follow-up connect. |
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| * Damage DL0-DL3: 675(540)/712(570)/750(600)/787(630) | | * Damage DL0-DL3: 675(540)/712(570)/750(600)/787(630) |
| * 0-2f gap before final hit on block | | * 0-2f gap before final hit on block |
| | * Does not count as a separate hit for damage scaling |
| <br> | | <br> |
| The final 6P follow-up completes the Punch sequence. It can be done on hit, block, or whiff and has juggle potential. This sequence gets no oki midscreen if the opponent back rises, but it has good corner carry and is Jamie's most consistent combo ender. Like the first 6P follow-up, there is a blockstring gap between the final 2 hits that varies based on the button timing, but this is a very unsafe gimmick for beating the opponent's attempted Rekka punish. | | The final 6P follow-up completes the Punch sequence. It can be done on hit, block, or whiff and has juggle potential. This sequence gets no oki midscreen if the opponent back rises, but it has good corner carry and is Jamie's most consistent combo ender. Like the first 6P follow-up, there is a blockstring gap between the final 2 hits that varies based on the button timing, but this is a very unsafe gimmick for beating the opponent's attempted Rekka punish. |
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| {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_236pp_6p_6p_dl4}} |
| * 2-6f gap before final hit on block | | * 2-6f gap before final hit on block |
| | * Does not count as a separate hit for damage scaling |
| <br> | | <br> |
| At max Drink Level, the Rekka Punch ender does 3 hits. Other than some minor changes to the frame data and blockstring gaps, it functions the same as the DL0-DL3 versions. | | At max Drink Level, the Rekka Punch ender does 3 hits. Other than some minor changes to the frame data and blockstring gaps, it functions the same as the DL0-DL3 versions. |
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| * 2-6f gap before final hit on block | | * 2-6f gap before final hit on block |
| <br> | | <br> |
| The final 6K follow-up, like its predecessor, can only come out on hit or block. If successful, it levels up Jamie's Drink Level by 1. Because Rekkas are so easy to confirm into, this move is the primary way to level up. The meterless versions leave Jamie at a slight disadvantage after knockdown, making it slightly risky to use in the corner; to avoid this risk, use the OD version to give Jamie slightly more KD advantage. | | The final 6K follow-up, like its predecessor, can only come out on hit or block. If successful, it levels up Jamie's Drink Level by 1. Because Rekkas are so easy to confirm into, this move is the primary way to level up. The meterless versions leave Jamie at a slight disadvantage after knockdown, making it slightly risky to use in the corner; to avoid this risk, use the {{clr|10|OD}} version to give Jamie slightly more KD advantage. |
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| The long drink animation makes the 6K ender extremely unsafe on block. The drink itself is interruptible, and any punish within the first 21f will stop Jamie's drink level from increasing (20f for the LP version). Like the other Rekka follow-ups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing. | | The 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 {{clr|L|LP}} version). Like the other Rekka follow-ups, it is possible to frame trap the opponent if they attempt a punish. The exact blockstring gap can change depending on the button timing. |
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| The transition from DL3 to DL4 gives Jamie much better KD advantage on the knockdown. Because of this, there is no need to use the OD version for a safe corner drink. As usual when taking a drink during DL4, Jamie restores 1 Drive bar instead of gaining a Drink Level. DL4 Jamie gets far more damage and corner carry from his Punch Rekkas, but this may be a good option if approaching Burnout; the OD version also benefits from getting an immediate 50% meter refund. | | The transition from DL3 to DL4 gives Jamie much better KD advantage on the knockdown. Because of this, there is no need to use the {{clr|10|OD}} version for a safe corner drink. As usual when taking a drink during DL4, Jamie restores 1 Drive bar instead of gaining a Drink Level. DL4 Jamie gets far more damage and corner carry from his Punch Rekkas, but this may be a good option if approaching Burnout; the {{clr|10|OD}} version also benefits from getting an immediate 50% meter refund. |
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| 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. | | 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. |