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| {{AttackDataCargo-SF6/Query|Jamie_236lk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236lk_dl2}} |
| * Damage DL2-DL4: 1400/1468/1540 | | * Damage DL2-DL4: 1400/1468/1540 |
| * '''Projectile Invuln:''' 3-47f | | * '''Projectile Invuln:''' 3-43f (until end of active frames) |
| * '''Cancel Hitconfirm Window:''' 47f (Super) | | * '''Cancel Hitconfirm Window:''' 47f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236mk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236mk_dl2}} |
| * Damage DL2-DL4: 1600/1677/1760 | | * Damage DL2-DL4: 1600/1677/1760 |
| * '''Projectile Invuln:''' 4-63f | | * '''Projectile Invuln:''' 4-59f (until end of active frames) |
| * '''Cancel Hitconfirm Window:''' 63f (Super) | | * '''Cancel Hitconfirm Window:''' 63f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236hk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236hk_dl2}} |
| * Damage DL2-DL4: 1800/1887/1980 | | * Damage DL2-DL4: 1800/1887/1980 |
| * '''Projectile Invuln:''' 5-94f | | * '''Projectile Invuln:''' 5-92f (until end of active frames) |
| * '''Cancel Hitconfirm Window:''' 94f (Super) | | * '''Cancel Hitconfirm Window:''' 94f (Super) |
| {{AttackDataCargo-SF6/Query|Jamie_236kk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236kk_dl2}} |
| * Damage DL2-DL4: 2000/2100/2200 | | * Damage DL2-DL4: 2000/2100/2200 |
| * '''Projectile Invuln:''' 3-100f | | * '''Projectile Invuln:''' 3-100f (until end of active frames) |
| * '''Cancel Hitconfirm Window:''' 74f (Super); cancels on 7th hit | | * '''Cancel Hitconfirm Window:''' 74f (Super); cancels on 7th hit |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+7}} oB |
| <br> | | <br> |
| Jamie drops to the ground and begins break dancing, slowly advancing toward the opponent. The high damage makes this great for super canceling, and the OD version can be made plus on block by cancelling into {{clr|10|SA2}}. The {{clr|L|LK}} version gives Jamie a safe jump and mid-screen oki, so it's important to end your combos with this instead of the lower-damage {{clr|L|623LK}} when you're at DL2 and higher. | | Jamie drops to the ground and begins break dancing, slowly advancing toward the opponent. The high damage makes this great for Super canceling, and the {{clr|10|OD}} version can be made plus on block by canceling into {{clr|10|SA2}}. The {{clr|L|LK}} version gives Jamie a safe jump and mid-screen oki, so it's important to end your combos with this instead of the lower-damage {{clr|L|623LK}} when you're at Drink Lv.2 or higher. |
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| Bakkai is ostensibly Jamie's "anti-projectile" move, though in practice it can be difficult to use like this. 236KK is fairly reliable at mid-range against shoto fireballs, and 236HK has the reach if your reactions are on point. 236LK and 236MK 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 a {{clr|4|Drive Impact}} or Luminous Dive Kick instead. | | Bakkai is Jamie's primary anti-fireball move, but in practice it can be difficult to use in this way. The move has slow startup and takes extra time to reach its full range, so faster projectiles like Guile's Sonic Boom will almost certainly recover if attempted as a reaction punish. The {{clr|H|HK}} version has enough forward movement to be consistent against shoto projectiles, but the forward movement and later invincibility window can cause Jamie to get hit out of startup unless input early. {{clr|10|OD Bakkai}} has the best combination of forward movement, speed, and invincibility for countering projectiles, and can be kept safe with {{clr|10|SA2}} if blocked. |
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| Bakkai has Projectile Invincibility that lasts all the way till the last Active frame, which is useful in some matchups: It works against slower projectiles like against Guile's Sonic Booms, or to punish reckless level 2 usage out of Ed or Rashid, where a good Bakkai and some bar for level 2 or 3 can turn games around very quickly. Of course, everything aside, Bakkai is still a very slow move. Don't be so predictable as to let them jump over you for a free punish. | | The projectile invincibility window lasts unusually long on Bakkai, extending all the way to the end of the active frames. This makes it more effective against slow projectiles like A.K.I.'s {{clr|L|214LP}}, and more importantly it serves as a hard counter to {{clr|10|SA2}} from Ed and Rashid when performed in neutral. This forces them to activate their Supers from very long range or while Jamie is knocked down, making it harder to use as a neutral-skipping tool. |
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| Grounded combo routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) | | Grounded cancel routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) |
| * 236HK: 2HP, PC 5HK | | * {{clr|H|236HK}}: {{clr|H|2HP}}, {{clr|H|PC 5HK}} |
| * 236MK: 5HK, CH 5MK (+ all above) | | * {{clr|M|236MK}}: {{clr|H|5HK}}, {{clr|M|CH 5MK}} (+ all above) |
| * 236KK: PC 5HP, PC 5MK, PC 2MP, PC 2MK (+ all above) | | * {{clr|10|236KK}}: {{clr|H|PC 5HP}}, {{clr|M|PC 5MK}}, {{clr|M|PC 2MP}}, {{clr|M|PC 2MK}} (+ all above) |
| * 236LK: 5MK, 2MP, 2MK, 5LP~LK~MP, PC 5LK, PC 2LP (+ all above) | | * {{clr|L|236LK}}: {{clr|M|5MK}}, {{clr|M|2MP}}, {{clr|M|2MK}}, {{clr|L|5LP}}~{{clr|L|LK}}~{{clr|M|MP}}, {{clr|L|PC 5LK}}, {{clr|L|PC 2LP}} (+ all above) |
| }} | | }} |
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| * Applies 20% damage scaling to 3rd hit when beginning a combo (100/100/60...) | | * Applies 20% damage scaling to 3rd hit when beginning a combo (100/100/60...) |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| * Increases opponents Juggle Count despite remaining grounded
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| * Range: 0.96 (slight forward movement on during startup) | | * Range: 0.96 (slight forward movement on during startup) |
| {{AttackDataCargo-SF6/Query|Jamie_63214kk_dl3}} | | {{AttackDataCargo-SF6/Query|Jamie_63214kk_dl3}} |
| * Damage DL3-DL4: 682/715 | | * Damage DL3-DL4: 682/715 |
| * Crumple state; Jamie is +28 before the opponent goes airborne | | * Crumple state; Jamie is +28 before the opponent goes airborne |
| * Applies 20% damage scaling to 3rd hit when beginning a combo (100/100/60...) | | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
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| * Range: 0.96 (slight forward movement on during startup) | | * Range: 0.96 (slight forward movement on during startup) |
| <br> | | <br> |
| Tenshin is a unique command grab that allows you to combo after landing it, reminiscent of Yun, Yang, and Fei Long's similar grab from previous games without the side switch. It doesn't have quite as good range or speed as most command grabs, but the combo utility more than makes up for these faults and greatly boosts Jamie's close range mixup game. Not only can it net the most damage of any command grab with proper use of resources, but it also allows you to loop your pressure into whatever oki is desired, something that no other command grab can do nearly as well. | | Tenshin is a unique command grab that allows a follow-up combo on hit, reminiscent of Yun, Yang, and Fei Long's similar grab from previous games but without the side switch. The speed and range is not quite as good as most command grabs, but the combo utility more than makes up for these faults and greatly boosts Jamie's close range mixup game. Tenshin allows Jamie the freedom to route his follow-up combo for oki, corner carry, or damage depending on what resources are spent; the {{clr|10|OD}} version in particular gives him some of the highest command grab damage in the entire game. This also means that Jamie can get looping command grab oki, something extremely rare in SF6. |
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| After meterless Tenshin, the opponent is in a unique grounded juggle state; grounded combos work as usual, but they are considered to have a Juggle Count of 1. This can affect any juggle route that comes afterward; for example, 2MP > {{clr|4|DR~}}2KK > j.HK will not combo after Tenshin, despite normally working on grounded opponents.
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| The first attack following Tenshin is unscaled, but any following attacks have a 40% scaling penalty applied (100-60-50-40...), so at +8 on hit you can link into raw level 1 for an unscaled cashout. However, this does not apply to the OD version due to the funny damage it would lead to with CA, instead it starts at 70% scaling but generally ends in more damage overall due to slower scaling, better frame advantage, and some frontloaded damage. 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 follow-ups immediately skip to the 40% scaling penalty. | | The damage scaling of meterless Tenshin doesn't apply to the immediate follow-up, but instead to the 3rd hit of the combo. This allows Jamie to link directly into an unscaled {{clr|10|SA1}} for some easy damage and corner carry. The {{clr|10|OD}} version has more standard starter scaling, which prevents Jamie from having a more damaging command grab than Zangief's {{clr|10|CA}}. Despite this scaling, {{clr|10|OD Tenshin}} can lead to incredible damage when dumping resources. Both versions can actually be comboed into after a corner Punish Counter {{clr|10|214PP}} wall splat; when comboed into, meterless Tenshin immediately applies an extra 20% scaling on the 0-damage hit before the scaling resumes as normal. |
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| Jamie is not point blank after the grab, but is close enough to combo into moves like 5MP, 2MP, or 5HP. While Tenshin can hit as a Counter-hit or Punish Counter, this has no effect on frame advantage (OD Tenshin does extra damage on Punish Counter only). | | Jamie is not point blank after the grab, but is close enough to combo into moves like {{clr|M|5MP}}, {{clr|M|2MP}}, or {{clr|H|5HP}}. Landing as a Counter-hit or Punish Counter does not increase Jamie's frame advantage, but a Punish Counter {{clr|10|OD Tenshin}} does get a little extra damage. |
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| Sometimes, Jamie will say a naughty word when he whiffs the grab. Be careful when playing Jamie with small children nearby. | | Sometimes, Jamie will say a naughty word when he whiffs the grab. Be careful when playing Jamie with small children nearby. |