Street Fighter 6/Jamie/Combos: Difference between revisions

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===Punish Combos===
===Punish Combos===

Revision as of 16:25, 18 July 2023


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)


Combo Theory

Drink Levels


As Jamie continues to increase his Drink Level (Either by using The Devil Inside (22P) or by using his various specials and target combos to do so), several changes occur:

  • With each new drink level, he obtains one new special move and one new target combo.
  • At level 2, Jamie gains bakkai (236K) an anti projectile move that also doubles as your strongest combo ender.
  • At level 4, his Freeflow Strikes (236P) become safe on the first hit (-3), and due to being a multi-hit, can self-hit-confirm into the next part of the special.
  • Jamie's attack damage and combo damage increase as he drinks.
    specifically, the scaling on his attacks begin at 90% at Level 0, and increase by 5% with each drink level up to 110% at Level 4. This scaling also affects attacks deeper into combos.

Combo List

Midscreen Launcher

One of the best ways to get your first drink is to confirm into Jamie's 2KK launcher. You can then follow this up with j.HK and lead to a sweep (2HK) to be +4 and get a drink. This video is from JB's Jamie guide on Twitch. In the linked section, he talks about the optimal 5HP into Sweep conversion and how you should go about practicing it.

2KK j.HK 5HP 2HK
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5MK DR 2KK j.HK 5HP 2HK-K-P Anywhere Hard

Punish Combos

All combos will assume they are punish counter unless the punish is listed as specifically for another state.

-4 Punishes

2LP, 2MK > Ender
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Anywhere 0 0 Easy

Reversal Punishes

Useful routes for punishing blocked/parried supers or DPs. Can replace any usage of 623K with 236K if at Drink Level 2 or above. All routes tested at DRINK LEVEL 1.

5HK or PDR 5HP into Stuff
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5HK Dash 2HP 623LK Anywhere 2527 Easy Simple and leads to a safejump.
5HK PDR 2KK j.HK 5HP 2HK-K-P Anywhere 2936 Hard 1 Drive Bar spent. Generally would do this midscreen. 5HP into Sweep is hard but doable with practice!
PDR 5HP 2HP 236236P PDR 2KK dl j.HK j.MP 214HK Anywhere 4929 Medium Universal SA3 route that leads to good damage. Dash after the divekick to be +7.
5HK Dash 2HP 214PP 2HK-K-P Corner 3416 Easy Resource efficient damage and a drink with plus frames. Can do 623HK (3527) or SA1 (3989) for more damage.
PDR 5HP 2HP 214PP 5HP(2) DR 2HP 214PP 623HK Corner 4103 Medium Burnout -> Corner damage dump. SA1 = 4327
PDR 5HP 2HP 236236P PDR 2HP 623HK 623KK Corner 5329 Easy Super Art 3 for lots of damage.

Command Grab

Routes tested at DRINK LEVEL 3. Tested various routes to try and find optimal damage under different conditions. If you find something better for a given scenario, feel free to update!

Regular Command Grab (63214K)
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5MP 5LP 5LK 5MP 236LK Anywhere 1565 Easy Zero Resources Spent
2MP DR 5MP 2HP 236HK Anywhere 1971 Easy 3 Drive Bars
2MP DR 5MP 2HP DR 5MP 2HP 236HK Anywhere 2091 Easy Burnout
2MP DR 5MP 2HP 214PP PDR 5LK 236HK Corner 2110 Medium Burnout
2MP 236236K Anywhere 1947 Easy Conserves drive meter while using SA1 for damage
5MP 5LP 5LK 5MP DR 5HP 5LK 2LP 5LP 5LK 5MP 236236K Anywhere 2148 Hard Optimal damage for SA1 when you only want to spend 3 Drive bars
2MP DR 5MP 2HP DR 5MP 2HP 236236K Anywhere 2418 Medium Optimal damage for SA1 when you want to dump everything
2MP DR 5MP 2HP 236HK 236236P PDR 2HP 623HK 623KK Anywhere 3575 Medium I believe this is optimal SA3 damage at Drink Level 3. The combo after SA3 can be changed up to match your screen position. Here is Hatson's Drink Level 4 Route
Overdrive Command Grab (63214KK)
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2HP 236HK Anywhere 2758 Easy Zero Resources Spent
PDR 2KK j.HK 5HP 2HK-K-P Anywhere 2402 Hard 1 Drive Bar spent. Generally would do this midscreen. 5HP into Sweep is hard but doable with practice!
2HP DR 5MP 2HP 236HK Anywhere 2968 Easy 3 Drive Bars
2HP DR 5MP 2HP DR 5MP 2HP 236HK Midscreen 3088 Medium Burout -> Midscreen damage dump. 2HP SA1 = 2944, one DR extension into SA1 = 3070, the full thing into SA1 = 3415.
2HP 214PP 5HP(2) DR 2HP 236HK Corner 3155 Medium Burnout -> Corner damage dump
2HP 214PP 236236K Corner 3412 Easy Easy SA1 combo in the corner. Lots of damage.
236236P <Ender> Anywhere Depends on the Ender Medium Raw SA3 after OD-Grab is the most damage. Credit to DaFeetLee on Twitter. Example enders from Hatson.


SF6 Navigation

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