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| {{MoveDataCargoImage|imageHeight=110px|Jamie_6hk_4hk_p_mid_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=110px|Jamie_6hk_4hk_p_mid_dl4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_6hk_4hk_p_far_dl4|caption=''The coolest Target Combo <strike>never to be used</strike>''}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_6hk_4hk_p_far_dl4|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_6hk_4hk_dl4|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_6hk_4hk_dl4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_6hk_4hk_p_close_dl4|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_6hk_4hk_p_close_dl4|caption='''オラ!!'''}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=85px|Jamie_6hk_4hk_p_mid_dl4|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=85px|Jamie_6hk_4hk_p_mid_dl4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|Jamie_6hk_4hk_p_far_dl4|caption=''...on block''}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|Jamie_6hk_4hk_p_far_dl4|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_dl4}} |
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| * Earliest follow-up timing can be input after 25f of {{clr|H|6HK}}~Sway | | * Earliest follow-up timing can be input after 25f of {{clr|H|6HK}}~Sway |
| * '''Cancel Hitconfirm Window:''' 25f (total time including {{clr|H|6HK}} and Sway) | | * '''Cancel Hitconfirm Window:''' 25f (total time including {{clr|H|6HK}} and Sway) |
| ** For successful combo, must input {{clr|H|4HK}} within 20f (CH) or 22f (PC) | | ** For successful combo, must input {{clr|H|4HK}} within 18f |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_close_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_close_dl4}} |
| * Requires Counter-hit/Punish Counter to combo from {{clr|H|6HK}}
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| * Cancelable into any special or Super | | * Cancelable into any special or Super |
| * '''Cancel Hitconfirm Window:''' 20f (Headbutt) / 59-60f ({{clr|H|CH 6HK}}~Headbutt) | | * '''Cancel Hitconfirm Window:''' 20f (Headbutt only) / 58f ({{clr|H|6HK}}~Headbutt) |
| ** Special/{{clr|4|DR}} cancel is delayed until after active frames | | ** Special/{{clr|4|DR}} cancel is delayed until after active frames |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' KD +51 oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' KD +51 oH / {{sf6-adv|VP|+7}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' KD +54 oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' KD +54 oH / {{sf6-adv|VP|+10}} oB |
| * '''Drink cancel advantage:''' KD +10 oH / {{sf6-adv|VM|-34}} oB | | * '''Drink cancel advantage:''' KD +10 oH / {{sf6-adv|VM|-34}} oB |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_mid_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6hk_4hk_p_mid_dl4}} |
| * Cancelable into any special or Super | | * Cancelable into any special or Super |
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| Every part of this Target Combo can be input on hit, block, or whiff from {{clr|H|6HK}}. The {{clr|H|4HK}} causes Jamie to stumble away from the opponent, and the timing of Jamie's P input changes which follow-up occurs. All listed startups include the {{clr|H|6HK}} plus the minimum/maximum delay before hitting P during the Sway animation. | | Every part of this Target Combo can be input on hit, block, or whiff from {{clr|H|6HK}}. The {{clr|H|4HK}} causes Jamie to stumble away from the opponent, and the timing of Jamie's P input changes which follow-up occurs. All listed startups include the {{clr|H|6HK}} plus the minimum/maximum delay before hitting P during the Sway animation. |
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| The close Headbutt follow-up is fairly easy to confirm on hit. The minimum gap between {{clr|H|6HK}} and Headbutt is 7f on block, making it a poor frame trap option unless done from Drive Rush. The Spinning Fists cannot be comboed into, but are useful for stopping an opponent from chasing down the Sway. The Drink causes Jamie to continue stumbling backwards, making it hard to chase down without a projectile. This does give up a lot of ground, is risky to even attempt, but it may be worth the Drive build depending on the circumstances. Additionally, the entire drink animation can be cancelled into any action at any point, so it can surprise people who have (reasonably) never seen it. | | The close Headbutt follow-up is fairly easy to confirm on hit. The minimum gap between {{clr|H|6HK}} and Headbutt is 5f on block, making it a poor frame trap option unless done from {{clr|4|DR~}}{{clr|H|6HK}}. |
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| | The Spinning Fists cannot be comboed into, but are useful for stopping an opponent from chasing down the Sway. It will usually only hit twice unless the opponent moves forward into the startup. |
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| | The Drink ender causes Jamie to continue stumbling backwards, making it harder to chase down without a projectile. This does give up a lot of ground and is risky to attempt, but it may be worth the Drive build depending on the circumstances. |
| }} | | }} |
| <br> | | <br> |