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| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}} | | {{New Patch Warning SF6}} |
| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
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| ===Drink Levels=== | | ===Drink Levels=== |
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| {{modern_sf6}} 5L | | {{modern_sf6}} 5L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lp|caption=DL0}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp|caption=DL0}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lp_dl2|caption=DL1+}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_5lp_dl2|caption=DL1+}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|Jamie_5lp|caption=DL0}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_5lp|caption=DL0}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|Jamie_5lp_dl2|caption=DL1+}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_5lp_dl2|caption=DL1+}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5lp}} | | {{AttackDataCargo-SF6/Query|Jamie_5lp}} |
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| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-37}} oH / {{sf6-adv|VM|-42}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-37}} oH / {{sf6-adv|VM|-42}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Overshadowed by {{clr|L|2LP}} and {{clr|L|5LK}}, this normal doesn't see much use until Jamie has a drink. The frame data of this normal gets worse above Drink Lv.1 but makes up for it in other ways. | | Overshadowed by {{clr|L|2LP}} and {{clr|L|5LK}}, this normal doesn't see much use until Jamie has a drink. The frame data of this normal gets worse above Drink Lv.1 but makes up for it in other ways. |
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| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-37}} oH / {{sf6-adv|VM|-42}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-37}} oH / {{sf6-adv|VM|-42}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| At Drink Lv.1 and above, {{clr|L|5LP}} becomes Jamie's longest range light normal and has a powerful Target Combo cancel into [[{{PAGENAME}}#5LP~LK~MP|{{clr|L|LK}}~{{clr|M|MP}}]], which allows for strong confirms from light normals. The range is slightly worse against crouching opponents. | | At Drink Lv.1 and above, {{clr|L|5LP}} becomes Jamie's longest range light normal and has a powerful Target Combo cancel into [[{{PAGENAME}}#5LP~LK~MP|{{clr|L|LK}}~{{clr|M|MP}}]], which allows for strong confirms from light normals. The range is slightly worse against crouching opponents. |
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| * Damage DL0-DL4: 540/570/600/630/660 | | * Damage DL0-DL4: 540/570/600/630/660 |
| <br> | | <br> |
| Jamie's only plus on block normal, {{clr|M|5MP}} can link to {{clr|L|5LK}} or Drink Lv.1 {{clr|L|5LP}} at close range. Despite this, it is often awkward to use for pressure as it leaves Jamie outside of normal throw range. This normal is best used in {{clr|4|Drive Rush}} confirms, as it gains a link to {{clr|H|2HP}}; at Drink Lv.3 or higher, Jamie can also threaten with a command throw on block (though this can be interrupted with fast normals). {{clr|4|DR~}}{{clr|M|5MP}} gives enough block advantage for this command throw to be a true mixup that can't be mashed out of without an invincible reversal. | | Jamie's only plus on block normal, {{clr|M|5MP}} can link to {{clr|L|5LK}} or Drink Lv.1 {{clr|L|5LP}} at close range. Despite this, it is often awkward to use for pressure as it leaves Jamie outside of normal throw range. This normal is best used in {{clr|4|Drive Rush}} confirms, as it gains a link to {{clr|H|2HP}}; at Drink Lv.3 or higher, {{clr|4|DR~}}{{clr|M|5MP}} gives enough block advantage for a tick command throw that beats any non-invincible reversal. |
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| | While much stubbier than {{clr|M|2MK}} or {{clr|M|5MK}}, this move holds more value as a counter-poke than one might think. On top of having a decent disjoint, a Punish Counter becomes {{sf6-adv|VP|+9}}, just enough advantage to link into {{clr|H|2HK}}, or {{clr|10|SA1}} from even farther out. |
| }} | | }} |
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| * '''Drink cancel advantage:''' {{sf6-adv|VM|-33}} oH / {{sf6-adv|VM|-39}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-33}} oH / {{sf6-adv|VM|-39}} oB |
| <br> | | <br> |
| The fastest heavy normal in the game at 5f startup, this button can break {{clr|4|Drive Impact}} armor with its 3 hits. This is especially useful out of {{clr|4|Drive Rush}}, which gives Jamie a combo on hit or {{sf6-adv|P|+1}} pressure on block. The 2nd hit can perform a 3-bar cancel into {{clr|4|Drive Rush}} for a {{clr|M|5MP}} > {{clr|H|2HP}} confirm, but this is susceptible to reversals since the cancel is only {{sf6-adv|P|+2}} on block. | | The fastest heavy normal in the game at 5f startup, this button can break {{clr|4|Drive Impact}} armor with its 3 hits. This is especially useful out of {{clr|4|Drive Rush}}, which gives Jamie a combo on hit or {{sf6-adv|P|+1}} pressure on block. The 2nd hit can be canceled into {{clr|4|Drive Rush}} for a {{clr|M|5MP}} > {{clr|H|2HP}} confirm, but this is susceptible to reversals since the cancel is only {{sf6-adv|P|+2}} on block. |
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| The first 2 hits have finicky range and low damage; since the cancel happens before the 3rd hit, this means that it's usually weaker and less consistent than {{clr|L|5LK}} in hitconfirm combos. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel. Canceling the first 2 hits into {{clr|4|Drive Impact}}, while leaving a large blockstring gap, can be tricky to react to since the opponent is expecting the 3rd hit to connect. | | The first 2 hits have finicky range and low damage; since the cancel happens before the 3rd hit, this means that it's usually weaker and less consistent than {{clr|L|5LK}} in hitconfirm combos. In juggles where the last hit connects, it can be used to add free damage since it no longer requires a cancel. Canceling the first 2 hits into {{clr|4|Drive Impact}}, while leaving a large blockstring gap, can be tricky to react to since the opponent is expecting the 3rd hit to connect. |
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| {{modern_sf6}} --- | | {{modern_sf6}} --- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk_dl2|1|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|Jamie_5lk_dl2|1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_5lk_dl2|2|caption=''"Jamie's Jig"''}} | | {{MoveDataCargoImage|imageHeight=150px|Jamie_5lk_dl2|2|caption=''"Jamie's Jig"''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|Jamie_5lk_dl2|1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|Jamie_5lk_dl2|1|caption=}} |
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| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+5}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+5}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-35}} oH / {{sf6-adv|VM|-39}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-35}} oH / {{sf6-adv|VM|-39}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Jamie's {{clr|L|5LK}} can be chained into, making it more similar to a standard {{clr|L|5LP}}. It has quite good range for footsies and light chain confirms. It has the unique ability to chain into itself infinitely on whiff, allowing Jamie to "dance" with the animation. Jamie shifts forward during the {{clr|L|5LK}} animation, so chaining out of it at the earliest timing will act as a sort of "kara-cancel" to keep him closer to the opponent. | | Jamie's {{clr|L|5LK}} can be chained into, making it more similar to a standard {{clr|L|5LP}}. It has quite good range for footsies and light chain confirms. It has the unique ability to chain into itself infinitely on whiff, allowing Jamie to "dance" with the animation. Jamie shifts forward during the {{clr|L|5LK}} animation, so chaining out of it at the earliest timing will act as a sort of "kara-cancel" to keep him closer to the opponent. |
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| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| * Leg hurtbox is raised on frames 4-12 (can avoid low pokes) | | * Leg hurtbox is raised on frames 4-12 (can avoid low pokes) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+10}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-30}} oH / {{sf6-adv|VM|-34}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-29}} oH / {{sf6-adv|VM|-34}} oB |
| <br> | | <br> |
| {{clr|M|5MK}} is Jamie's premiere mid-range poke. {{clr|4|Drive Rush}} can be buffered behind it to start pressure or hitconfirm into a combo. It can interact favorably with many low pokes due to the raised hurtbox on the front leg. Compared to {{clr|M|2MK}}, it is 3f slower, hits from slightly longer range, and is slightly less whiff punishable. It is also Jamie's only medium normal that combos naturally into {{clr|10|214PP}}. | | {{clr|M|5MK}} is Jamie's premiere mid-range poke. A {{clr|4|Drive Rush}} buffer can be used to start your block pressure or hitconfirm into a combo. It can combo naturally into {{clr|M|214MP}}/{{clr|10|214PP}}, and is Jamie's only medium normal that can combo into {{clr|H|214HP}} on Punish Counter. |
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| | The raised leg hurtbox allows {{clr|M|5MK}} to interact favorably with many low pokes in neutral, which is important for dealing with characters that have a longer range {{clr|M|2MK}}. This button is 3f slower than his own {{clr|M|2MK}}, but hits from slightly longer range and is much less whiff punishable. |
| }} | | }} |
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| {{modern_sf6}} [A]H | | {{modern_sf6}} [A]H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_5hk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_5hk_dl2|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|Jamie_5hk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|Jamie_5hk_dl2|caption=}} |
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| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|P|+3}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|P|+3}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-35}} oH / {{sf6-adv|VM|-41}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-35}} oH / {{sf6-adv|VM|-41}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Jamie's only 4f startup normal, making it useful in certain punishes and for pressure strings. This is the only chainable light normal that works well against {{clr|4|Drive Impact}}, but the chain speed is below average, making it more susceptible to a Punish Counter. | | Jamie's only 4f startup normal, making it useful in certain punishes and for pressure strings. This is the only chainable light normal that works well against {{clr|4|Drive Impact}}, but the chain speed is below average, making it more susceptible to a Punish Counter. |
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| * Damage DL0-DL4: 540/570/600/630/660 | | * Damage DL0-DL4: 540/570/600/630/660 |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+6}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+5}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+9}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+8}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-35}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-30}} oH / {{sf6-adv|VM|-36}} oB |
| <br> | | <br> |
| A fast medium with average range, mostly used as a non-committal counterpoke. Jamie can't link into it without {{clr|4|Drive Rush}}, Counter-hit, or Punish Counter bonus advantage, and at only {{sf6-adv|P|+3}} he also needs one of these to link out of it. | | A fast medium with average range. Used in many combo routes, as a non-committal counterpoke, and as Jamie's go-to Drive Reversal punish. At {{sf6-adv|VP|+5}} on hit, Jamie can link into any of his light attacks on regular hit, and from {{clr|4|Drive Rush}} it links into {{clr|H|2HP}}. When canceled, it also links naturally into {{clr|M|214MP}}/{{clr|10|214PP}}. |
| }} | | }} |
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| * Damage DL0-DL4: 180/190/200/210/220 | | * Damage DL0-DL4: 180/190/200/210/220 |
| * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| A generic low 5f confirm starter. For a 3-hit light confirm, use {{clr|L|2LK}}~{{clr|L|2LP}}~{{clr|L|5LK}}, as this is the only confirm route that beats reversal 4f light normals. | | A generic low 5f confirm starter. For a 3-hit light confirm, use {{clr|L|2LK}}~{{clr|L|2LP}}~{{clr|L|5LK}}, as this is the only confirm route that beats reversal 4f light normals. |
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| * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-37}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-37}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Extends a hurtbox on whiff until end of recovery |
| <br> | | <br> |
| Jamie's {{clr|M|2MK}} is fast for a cancelable low poke, but the range is a bit lower than most similar buttons. The high pushback makes it safer to poke with and can lead to spacing traps. If well-spaced, a cancel into 236P is often safe, though {{clr|L|236LP}} can whiff at absolute max range. | | Jamie's {{clr|M|2MK}} is fast for a cancelable low poke, but the range is a bit lower than most similar buttons. The high pushback makes it safer to poke with and can lead to spacing traps. If well-spaced, a cancel into 236P is often safe, though {{clr|L|236LP}} can whiff at absolute max range. |
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| {{modern_sf6}} 3H | | {{modern_sf6}} 3H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|Jamie_2hk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|Jamie_2hk_dl2|caption=Nice spacing trap there bud…}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|Jamie_2hk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|Jamie_2hk_dl2|caption=It’d be tragic if someone hit you anyways}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_2hk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_2hk_dl2}} |
| * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 | | * Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2 |
| * Counter-hit/Punish Counter: HKD +48 | | * Counter-hit/Punish Counter: HKD +48 |
| | * 1f extra recovery on block; 2nd hit can be stand blocked if 1st hit is blocked |
| * Has high juggle potential; not a Hard Knockdown when juggled into | | * Has high juggle potential; not a Hard Knockdown when juggled into |
| * First active frame of 2nd hit is juggle-only hitbox; vs. grounded opponents, active period is 2(3)2 | | * First active frame of 2nd hit only connects in juggles; vs. grounded opponents, active period is 2(3)2 |
| * '''Cancel Hitconfirm Window:''' 33f (PC: 43f) (TC) | | * '''TC Cancel Hitconfirm Window:''' 33f (PC 43f) / 22f (1-hit) |
| <br> | | <br> |
| This 2-hit sweep is a low on both hits and has slightly more range on the 2nd hit. When spaced out, this sweep is incredibly difficult to punish; some characters have no punishes at all, or must rely on a reversal Super to reach.
| | A long-range 2-hit sweep that is great for punishing other sweeps while being difficult for most other characters to punish in return. When well-spaced, some characters have no punish at all, or must rely on reversal Supers to reach. Both hits are lows, but if the first hit is crouch blocked, the second hit loses its low-hitting property. Because the second hit has extra range, it's still possible to catch a back-walking opponent low when the first hit whiffs. |
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| {{clr|H|2HK}} has a lot of juggle potential, and leads to a Target Combo follow-up into {{clr|H|HK}} that is great for increasing his Drink Level without sacrificing corner oki. This follow-up can be confirmed directly as long as Jamie is close enough for both hits to connect. | | {{clr|H|2HK}} has a lot of juggle potential, and leads to a Target Combo follow-up into {{clr|H|HK}} that is great for increasing his Drink Level without sacrificing corner oki. This follow-up can be hitconfirmed even if only the second hit connects, though it's much easier if both hits connect. |
| }} | | }} |
| <br> | | <br> |
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| {{modern_sf6}} 2MH | | {{modern_sf6}} 2MH |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_2kk_dl2|caption={{clr|L|'''''AIR COMBO!'''''}}}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_2kk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_2kk_dl2|caption=}} |
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| * '''Low Crush''' 10-19f (not airborne) | | * '''Low Crush''' 10-19f (not airborne) |
| * Spike knockdown vs. airborne opponents | | * Spike knockdown vs. airborne opponents |
| * '''Cancel Hitconfirm Window:''' 15f (TC) | | * '''Cancel Hitconfirm Window:''' 17f (TC) |
| <br> | | <br> |
| A hopping overhead that can counter mid-range low pokes. With precise spacing, it can hit later in its active frames, resulting in better frame advantage. When used out of {{clr|4|Drive Rush}}, Jamie can link light normals or {{clr|H|5HP}} afterward. | | A hopping overhead that can counter mid-range low pokes. With precise spacing, it can hit later in its active frames, resulting in better frame advantage. When used out of {{clr|4|Drive Rush}}, Jamie can link light normals or {{clr|H|5HP}} afterward. |
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| At DL2 and above, {{clr|M|6MK}} has about 25% more range and gains a ([[#6MK~MK~P|Target Combo follow-up]]) for a knockdown and an optional Drink level increase. | | At Drink Lv.2 and above, {{clr|M|6MK}} has about 25% more range and gains a ([[#6MK~MK~P|Target Combo follow-up]]) for a knockdown and an optional Drink level increase. While difficult, this extension can be hitconfirmed with good reactions. |
| }} | | }} |
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| {{modern_sf6}} 4H | | {{modern_sf6}} 4H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_4hp_dl2|caption=DL0-DL2}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_4hp_dl2|caption=DL0-DL2}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_4hp_dl3|caption=DL3+}} | | {{MoveDataCargoImage|imageHeight=210px|Jamie_4hp_dl3|caption=DL3+}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_4hp_dl2|caption=DL0-DL2}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_4hp_dl2|caption=DL0-DL2}} |
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| Hermit's Elbow pulls back during startup, making it a useful shimmy tool in tick throw situations. If you successfully bait the opponent's throw and land a Punish Counter, it becomes {{sf6-adv|VP|+5}} and can link into {{clr|L|5LK}} or {{clr|H|5HP}}. At its max possible range, it can become {{sf6-adv|VP|+4}} as a meaty and link into {{clr|L|2LP}} without a Counter-hit. The Super cancel window is also quite lenient, allowing for high damage confirms. | | Hermit's Elbow pulls back during startup, making it a useful shimmy tool in tick throw situations. If you successfully bait the opponent's throw and land a Punish Counter, it becomes {{sf6-adv|VP|+5}} and can link into {{clr|L|5LK}} or {{clr|H|5HP}}. At its max possible range, it can become {{sf6-adv|VP|+4}} as a meaty and link into {{clr|L|2LP}} without a Counter-hit. The Super cancel window is also quite lenient, allowing for high damage confirms. |
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| At Drink Lv.3, {{clr|H|4HP}} gains a Target Combo follow-up into {{clr|H|HP}}. This TC will only combo if the {{clr|H|4HP}} hits meaty or with extra frame advantage from Counter-hit. In order to confirm the TC as late as possible on reaction, a Punish Counter, {{clr|4|Drive Rush}} start, or final-frame meaty timing is required. However, Jamie gets more damage by simply linking {{clr|L|5LP}}~{{clr|L|LK}}~{{clr|M|MP}}, since the {{clr|H|4HP}} becomes {{sf6-adv|VP|+5}} in these scenarios. Note that due to increased pushback, the DL3 version can no longer link to {{clr|H|5HP}} even at {{sf6-adv|VP|+5}}. | | At Drink Lv.3, {{clr|H|4HP}} gains a Target Combo follow-up into {{clr|H|HP}}. This TC will only combo if the {{clr|H|4HP}} hits meaty or with extra frame advantage from Counter-hit. In order to confirm the TC as late as possible on reaction, a Punish Counter, {{clr|4|Drive Rush}} start, or final-frame meaty timing is required. However, Jamie gets more damage by simply linking {{clr|L|5LP}}~{{clr|L|LK}}~{{clr|M|MP}}, since the {{clr|H|4HP}} becomes {{sf6-adv|VP|+5}} in these scenarios. Note that due to increased pushback, the DL3 version can no longer link to {{clr|H|5HP}} even at {{sf6-adv|VP|+5}}. Instead, link to {{clr|L|5LK}} or {{clr|L|5LK}} at close range if you don't want to use the TC ender. |
| }} | | }} |
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| {{modern_sf6}} 6H | | {{modern_sf6}} 6H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_6hk_dl2|caption=DL0-DL3}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_dl2|caption=DL0-DL3}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_6hk_dl4|caption=DL4}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_dl4|caption=DL4}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_6hk_dl2|caption=DL0-DL3}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_6hk_dl2|caption=DL0-DL3}} |
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| A long range stepkick that can be confirmed into a Super on hit. You cannot space it to connect meaty at max range, so the only follow-up links require Counter-hit, Punish Counter, or {{clr|4|Drive Rush}} (which travels nearly full screen). | | A long range stepkick that can be confirmed into a Super on hit. You cannot space it to connect meaty at max range, so the only follow-up links require Counter-hit, Punish Counter, or {{clr|4|Drive Rush}} (which travels nearly full screen). |
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| At Drink Lv.4, the move gains extra range and some new Target Combo follow-ups. The TC requires a Counter-hit to combo, but the timing is very lenient to react to this. Even if the confirm is missed, the TC follow-ups are cancelable themselves, allowing Jamie to end with a safe option like {{clr|10|236PP}} even on a failed hitconfirm. | | At Drink Lv.4, the move gains extra range and some new Target Combo follow-ups. Even if the confirm into the TC is missed, the follow-ups are cancelable themselves, allowing Jamie to end with a safe option like {{clr|10|236PP}} even on a failed hitconfirm. |
| }} | | }} |
| <br> | | <br> |
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| * At DL4, drink gains 1 Drive bar | | * At DL4, drink gains 1 Drive bar |
| <br> | | <br> |
| Jamie's 2-hit {{clr|H|2HK}} gives plenty of time to confirm the Target Combo follow-up afterward on hit, though the sweep is unsafe on block regardless. Jamie gets no midscreen oki if the opponent back rises, so the Drink ender is generally the best option. In the corner, Jamie can Drink and still push a mixup at {{sf6-adv|P|+3}}. This TC has high juggle potential, and even gains slightly more KD advantage when juggled into. This makes it an excellent juggle ender after {{clr|10|214PP}}.
| | Target Combo with high juggle potential that can be easily confirmed into. Excellent juggle ender after Tensei Kick or {{clr|10|214PP}}. |
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| Unlike many Drink activations, going from DL3 to DL4 does not grant Jamie any additional advantage on hit or block.
| | {{clr|H|2HK}}~{{clr|H|HK}} leaves him at {{sf6-adv|VP|+22}} (up to {{sf6-adv|VP|+24}} when juggled into). Midscreen, he can either dash forward, leaving him at {{sf6-adv|P|+3}} and in range for {{clr|M|5MK}}, or he can {{clr|4|Drive Rush}} and get full okizeme. In the corner, the forward travel on the second kick leaves Jamie at point-blank range, so it's probably always worth it to at least confirm into the second hit. |
| | |
| | The full combo, {{clr|H|2HK}}~{{clr|H|HK}}~P, ends with Jamie taking a drink and usually leaves him at {{sf6-adv|P|+4}}, even when reaching DL4. This sacrifices Jamie's midscreen oki for a drink level. In the corner, Jamie is left at point-blank range in one of his most ideal scenarios. When combined with the corner carry from Jamie's [[#2KK|Tensei Kick]] combo routes, Jamie can even set up his win condition from midscreen given the right opportunity. Can rarely be up to {{sf6-adv|P|+6}} when juggled into. |
| }} | | }} |
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| * Damage DL1-DL4: 475/500/525/550 (380/400/420/440) | | * Damage DL1-DL4: 475/500/525/550 (380/400/420/440) |
| * () refers to scaled damage when beginning combo with {{clr|L|5LP}}~{{clr|L|LK}} | | * () refers to scaled damage when beginning combo with {{clr|L|5LP}}~{{clr|L|LK}} |
| | * 2f extra recovery on block |
| * '''Cancel Hitconfirm Window:''' 52f | | * '''Cancel Hitconfirm Window:''' 52f |
| ** Special/{{clr|4|DR}} cancel is delayed until after 1st recovery frame | | ** Special cancel is delayed until after 1st recovery frame; {{clr|4|DR}} cancel is delayed until after active frames |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|P|+1}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+4}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB |
| * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-40}} oB | | * '''Drink cancel advantage:''' {{sf6-adv|VM|-32}} oH / {{sf6-adv|VM|-38}} oB |
| <br> | | <br> |
| Since {{clr|L|5LP}} loses much of its frame advantage at Drink Lv.1 and above, this Target Combo is the primary way to convert jab into damage, even from max range. The {{clr|M|MP}} ender can combo into 236{{clr|L|LP}}/{{clr|M|MP}}/{{clr|10|PP}}, {{clr|L|214LP}}, {{clr|L|236LK}}, 623K, or {{clr|10|Super}}. | | Since {{clr|L|5LP}} loses much of its frame advantage at Drink Lv.1 and above, this Target Combo is the primary way to convert a jab into damage, even from max range. The {{clr|M|MP}} ender can combo into 236{{clr|L|LP}}/{{clr|M|MP}}/{{clr|10|PP}}, {{clr|L|214LP}}, {{clr|L|236LK}}, any 623K, or any {{clr|10|Super}}. |
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| After committing to the TC follow-up, the only safe enders are {{clr|10|236PP}} and {{clr|10|SA2}}. If the opponent tries to punish the TC on block, Jamie can frame trap any non-invincible reversal with {{clr|L|236LP}} or the much safer {{clr|10|236PP}}. | | After committing to the TC follow-up, the only safe enders are {{clr|10|236PP}}, {{clr|4|Drive Rush}}, and {{clr|10|SA2}}. If the opponent tries to punish the TC on block, Jamie can frame trap any non-invincible reversal with {{clr|L|236LP}} or the much safer {{clr|10|236PP}}. A blocked {{clr|4|Drive Rush cancel}} can create a true blockstring into {{clr|L|2LP}}, but anything else leaves a gap that can be interrupted with a reversal. |
| }} | | }} |
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| {{modern_sf6}} 6H~4H~H | | {{modern_sf6}} 6H~4H~H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_6hk_4hk_dl4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_p_close_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_p_close_dl4|caption='''オラ!!'''}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6hk_4hk_p_mid_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=110px|Jamie_6hk_4hk_p_mid_dl4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=170px|Jamie_6hk_4hk_p_far_dl4|caption=''The coolest Target Combo never to be used''}} | | {{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=}} |
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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}}
| |
| * 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 Counter-hit or Punish Counter {{clr|H|6HK}}. The minimum gap between {{clr|H|6HK}} and Headbutt is 1f on normal hit and 7f on block, making it a poor frame trap option. 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, but it may be worth the Drive build depending on the circumstances. | | 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}}. |
| | |
| | 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. |
| | |
| | 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> |
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| {{modern_sf6}} LM | | {{modern_sf6}} LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|Jamie_lplk_dl2|1|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_lplk_dl2|1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=150px|Jamie_lplk_dl2|2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_lplk_dl2|2|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_lplk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_lplk_dl2|caption=}} |
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| {{modern_sf6}} 4LM | | {{modern_sf6}} 4LM |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_4lplk_dl2|caption=}} | | {{MoveDataCargoImage|Jamie_4lplk_dl2|imageHeight=160px|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_4lplk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_4lplk_dl2|caption=}} |
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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. |
| | |
| | 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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| {{modern_sf6}} DI | | {{modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_hphk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_hphk_dl2|caption= Hit 'em with the ol'...}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_hphk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_hphk_dl2|caption= ''doink''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|imageHeight=200px|Jamie_hphk_dl2}} | | {{AttackDataCargo-SF6/Query|imageHeight=200px|Jamie_hphk_dl2}} |
Line 832: |
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| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} 6HPHK (in blockstun)<br> | | | input = {{classic_sf6}} 6HPHK (in blockstun/on wake-up)<br> |
| {{modern_sf6}} 6DI (in blockstun) | | {{modern_sf6}} 6DI (in blockstun/on wake-up) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_6hphk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_6hphk_dl2|caption=And a lil bit o'...}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_6hphk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_6hphk_dl2|caption= ''badonk''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_6hphk_dl2}} |
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| {{modern_sf6}} DP | | {{modern_sf6}} DP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=175px|Jamie_mpmk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_mpmk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=175px|Jamie_mpmk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=175px|Jamie_mpmk|caption=}} |
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| | input = {{classic_sf6}}{{modern_sf6}} 66 | | | input = {{classic_sf6}}{{modern_sf6}} 66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_66|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_66|caption=And maybe even a smidge of...}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_66|caption= '''{{clr|2|R O M A N T I C}}'''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_66}} | | {{AttackDataCargo-SF6/Query|Jamie_66}} |
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| | subtitle = (DL0) | | | subtitle = (DL0) |
| | input = {{classic_sf6}} 22P<br> | | | input = {{classic_sf6}} 22P<br> |
| {{modern_sf6}} 22L/M/H | | {{modern_sf6}} 22X |
| | images = | | | images = |
| {{MoveDataCargoImage|Jamie_22p|caption=}} | | {{MoveDataCargoImage|Jamie_22p|caption=}} |
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| {{modern_sf6}} 5S | | {{modern_sf6}} 5S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|Jamie_236lp_dl2|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_dl2|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=220px|Jamie_236lp_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=220px|Jamie_236lp_dl2|caption=}} |
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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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| |
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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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| | input = 236P | | | input = 236P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_dl4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236pp_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_dl4|2|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_236lp_dl4|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_236lp_dl4|caption=}} |
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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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| {{modern_sf6}} 5S~6X | | {{modern_sf6}} 5S~6X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|Jamie_236lp_6p_dl2|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_6p_dl2|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=220px|Jamie_236lp_6p_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=220px|Jamie_236lp_6p_dl2|caption=}} |
Line 1,017: |
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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. |
|
| |
|
| 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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| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_dl4|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_6p_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_6p_dl4|2|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_236lp_6p_dl4|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_236lp_6p_dl4|caption=}} |
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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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| {{modern_sf6}} 5S~6X~6X | | {{modern_sf6}} 5S~6X~6X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_6p_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|Jamie_236lp_6p_6p_dl2|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_6p_6p_dl2|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=220px|Jamie_236lp_6p_6p_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=220px|Jamie_236lp_6p_6p_dl2|caption=}} |
Line 1,081: |
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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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| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_6p_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_236lp_6p_6p_dl4|caption=}} |
| ----
| | {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_6p_6p_dl4|2|caption=}} |
| {{MoveDataCargoImage|imageHeight=200px|Jamie_236pp_6p_6p_dl4|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_6p_6p_dl4|3|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|Jamie_236lp_6p_6p_dl4|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|Jamie_236lp_6p_6p_dl4|caption=}} |
Line 1,108: |
Line 1,125: |
| {{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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| {{modern_sf6}} 5S~4X | | {{modern_sf6}} 5S~4X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|Jamie_236lp_6k_dl2|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_dl2|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_236lp_6k_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_236lp_6k_dl2|caption=}} |
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| | title = Freeflow Kicks 2 | | | title = Freeflow Kicks 2 |
| | subtitle = (DL0-DL4) | | | subtitle = (DL0-DL4) |
| | input = 236P~6K~6K | | | input = {{classic_sf6}} 236P~6K~6K<br> |
| | {{modern_sf6}} 5S~4X~4X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lp_6k_6k_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236lp_6k_6k_dl2|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236pp_6k_6k_dl2|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=190px|Jamie_236lp_6k_6k_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=190px|Jamie_236lp_6k_6k_dl2|caption=}} |
Line 1,173: |
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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. |
|
| |
|
| 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. |
|
| |
|
| 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. |
|
| |
|
| 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. |
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| | title = Swagger Step | | | title = Swagger Step |
| | subtitle = (DL0) | | | subtitle = (DL0) |
| | input = 214P | | | input = {{classic_sf6}} 214P<br> |
| | {{modern_sf6}} 214L/M/H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214lp_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_214lp_dl2|caption=''"F*ck it..."''}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214pp_dl2|caption=''"F*ck it..."''}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_214lp_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_214lp_dl2|caption=}} |
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| * Damage DL0-DL4: 990/1045/1100/1155/1210 | | * Damage DL0-DL4: 990/1045/1100/1155/1210 |
| * Causes Tumble state; can OTG juggle near corner | | * Causes Tumble state; can OTG juggle near corner |
| * Punish Counter: Tumble KD +87 (+155 if the corner Wall Splat happens) | | * Punish Counter: Tumble KD +87 (+155 if the corner Wall Splat happens) |
| ** Opponent is considered standing and throwable, but becomes airborne after follow-up hit | | ** Opponent is considered standing and throwable, but becomes airborne after follow-up hit |
| * '''Cancel Hitconfirm Window:''' 25f (Super/DL4 Follow-up) | | * '''Cancel Hitconfirm Window:''' 25f (Super/DL4 Follow-up) |
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| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Swagger Step is a forward lunging palm attack that can be made safe if well-spaced. It has juggle potential and can combo on the ground, though the slow startup limits the cancel routes that are actually useful. Since Rekka can only cancel the first hit into Super, Swagger Step is the better move for high damage Super cancels. Note that the Super confirm window is quite lenient, but becomes more strict when spaced to hit on later active frames (17f window at minimum).
| | A forward lunging palm attack that travels a farther distance on stronger versions. With its high number of active frames, the {{clr|L|LP}}/{{clr|M|MP}} versions can be made safe on block if spaced well, and the {{clr|H|HP}}/{{clr|10|OD}} versions are safe at any range. |
| | |
| | The slow startup limits the number of useful cancel routes; no version can cancel directly from lights without a {{clr|4|Drive Rush}} or Punish Counter starter, and Jamie struggles to get useful links into mediums and heavies without spending meter. Palm works well in juggle routes, like after a wallsplat, {{clr|10|OD Tenshin}} crumple, or Punish Counter {{clr|H|5HK}}. It also does much more damage in {{clr|10|SA3}} cancels than 236P, though once Jamie gets 2 Drinks it's better to cancel 236K instead. Note that the Super confirm window is quite lenient, but becomes more strict when spaced to hit on later active frames (17f window at minimum). |
| | |
| | After a knockdown, meterless Palm allows Jamie to double dash for point blank oki (+1 after {{clr|L|LP}}/{{clr|M|MP}}, +4 after {{clr|H|HP}}). The {{clr|H|HP}} version also sets up perfect safe jump timing against cornered opponents if it connects on the ground, making it a good alternative to {{clr|L|623LK}}. It is sometimes possible for Jamie to take a Drink instead of going for midscreen oki, but some characters can punish this if they don't back rise on wakeup; {{clr|H|HP Palm}} is notably safer in this regard, as most characters can't reach Jamie with an 8f midscreen punish. |
| | |
| | {{clr|10|OD Palm}} gives a much better knockdown situation than the meterless versions, and combos in any situation where {{clr|M|MP Palm}} works. The tumble state sends opponents flying far away, and lets Jamie combo into several moves (most notably his {{clr|H|2HK}}~{{clr|H|HK}} TC) in the corner. While it's tempting to try to sneak in 2 Drinks after a midscreen {{clr|10|OD Palm}}, many characters can punish this if they don't back rise. If {{clr|10|OD Palm}} lands as a Punish Counter, Jamie gets absurdly high KD advantage, especially if the opponent tumbles into the wall. This wallsplat lets Jamie take a drink before starting his juggle, or take 3 drinks while still retaining corner oki (which can reasonably end the round with the next mixup). |
|
| |
|
| At Drink Lv.4, Jamie gains an additional [[#Swagger Hermit Punch (214P~6P)|6P Follow-up]] for extra damage. This can be confirmed off a raw 214P hit, but may drop if input too late. | | At Drink Lv.4, Jamie gains an additional [[#Swagger Hermit Punch (214P~6P)|6P Follow-up]] for extra damage. This can be confirmed off a raw 214P hit, but may drop if input too late. |
|
| |
|
| Grounded cancel routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) | | Grounded cancel routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) |
| * 214HP: CH 5HK, CH 2HP | | * {{clr|H|214HP}}: {{clr|H|2HP}}, {{clr|H|CH 5HP}} |
| * 214MP/214PP: 5MK, 5HK, 2HP, CH 2MP, CH 2MK, PC 5HP (+ all above) | | * {{clr|M|214MP}}/{{clr|10|214PP}}: {{clr|M|5MK}}, {{clr|M|2MP}}, {{clr|H|5HK}}, {{clr|M|CH 2MK}}, {{clr|H|PC 5HP}} (+ all above) |
| * 214LP: 5HP, 2MP, 2MK, 5LP~LK~MP, CH 2LP, CH 5LK (+ all above) | | * {{clr|L|214LP}}: {{clr|H|5HP}}, {{clr|M|2MK}}, {{clr|L|5LP}}~{{clr|L|LK}}~{{clr|M|MP}}, {{clr|L|CH 2LP}}, {{clr|L|CH 5LK}} (+ all above) |
| }} | | }} |
|
| |
|
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| | title = Swagger Hermit Punch | | | title = Swagger Hermit Punch |
| | subtitle = (DL4) | | | subtitle = (DL4) |
| | input = 214P~6P | | | input = {{classic_sf6}} 214P~6P<br> |
| | {{modern_sf6}} 214L/M/H~6L/M/H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214p_6p|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_214p_6p|caption=''"We palm"''}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_214pp_6p|caption=''"We palm"''}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_214p_6p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_214p_6p|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_214p_6p}} | | {{AttackDataCargo-SF6/Query|Jamie_214p_6p}} |
| * 1f gap between hits on block (can delay for 8f gap after 214LP/MP, or 7f gap after 214HP) | | * Can be delayed significantly after 214P |
| | ** After {{clr|L|214LP}}/{{clr|M|214MP}}: 1-8f gap on block |
| | ** After {{clr|H|214HP}}: 0-6f gap on block |
| * '''Cancel Hitconfirm Window:''' 19f (Super) | | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| * Applies 20% damage scaling to next hit when beginning a combo (after blocked 214P) | | * Applies 20% damage scaling to next hit when beginning a combo (after blocked 214P) |
| {{AttackDataCargo-SF6/Query|Jamie_214pp_6p}} | | {{AttackDataCargo-SF6/Query|Jamie_214pp_6p}} |
| * Forms a true blockstring after 214PP (can delay to create up to a 5f blockstring gap) | | * Forms a true blockstring after {{clr|10|214PP}} (can delay to create up to a 5f blockstring gap) |
| * '''Cancel Hitconfirm Window:''' 19f (Super) | | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| * '''{{clr|10|SA2}} cancel advantage:''' KD +55(+57) oH / {{sf6-adv|VP|+12}} oB; 2f better if 6P hits grounded | | * '''{{clr|10|SA2}} cancel advantage:''' KD +55(+57) oH / {{sf6-adv|VP|+12}} oB; 2f better if 6P hits grounded |
| * Applies 20% damage scaling to next hit when beginning a combo (after blocked 214PP) | | * Applies 20% damage scaling to next hit when beginning a combo (after blocked 214PP) |
| <br> | | <br> |
| This follow-up to Swagger Step is only available at max Drink Level. It works in juggles or in grounded combos, adding significant damage especially when canceled into {{clr|10|SA3}}. It is much more unsafe on block than the first part of Swagger Step, though it can be used as a risky frame trap if the opponent tries to punish you. The 6P can be delayed significantly, though this can cause it to drop against grounded opponents unless the Swagger Step hits meaty. | | This follow-up to Swagger Step is only available at max Drink Level. It works in juggles or in grounded combos, adding significant damage especially when canceled into {{clr|10|SA3}}. It is much more unsafe on block than the first part of Swagger Step, though it can be used as a risky frame trap if the opponent tries to punish you (requiring a manual delay if starting with {{clr|H|214HP}}). Be careful when delaying the 6P follow-up, as a long delay can cause it to whiff against grounded opponents unless the initial 214P hits meaty. |
| }} | | }} |
|
| |
|
Line 1,254: |
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| | title = Arrow Kick | | | title = Arrow Kick |
| | subtitle = (DL0) | | | subtitle = (DL0) |
| | input = 623K | | | input = {{classic_sf6}} 623K<br> |
| | {{modern_sf6}} 6S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_623lk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|Jamie_623lk_dl2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_623kk_dl2|caption=''"Works 30% of the time, every time."''}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_623lk_dl2|2|caption=''"Works 30% of the time, every time."''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_623lk_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Jamie_623lk_dl2|caption=}} |
Line 1,266: |
Line 1,288: |
| {{AttackDataCargo-SF6/Query|Jamie_623lk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_623lk_dl2}} |
| * Damage DL0-DL4: 900/950/1000/1050/1100 | | * Damage DL0-DL4: 900/950/1000/1050/1100 |
| * '''Anti-Air Invuln:''' 1-12f; '''Lower Body Strike Invuln:''' 6-22f | | * '''Anti-Air Invuln:''' 1-11f (cannot hit cross-up); '''Low Crush:''' 5-22f |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|Jamie_623mk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_623mk_dl2}} |
| * Damage DL0-DL4: 1080/1140/1200/1260/1320 | | * Damage DL0-DL4: 1080/1140/1200/1260/1320 |
| * '''Anti-Air Invuln:''' 1-14f; '''Lower Body Strike Invuln:''' 8-23f | | * '''Anti-Air Invuln:''' 1-14f (cannot hit cross-up); '''Low Crush:''' 8-23f |
| {{AttackDataCargo-SF6/Query|Jamie_623hk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_623hk_dl2}} |
| * Damage DL0-DL4: 1260/1330/1400/1470/1540 | | * Damage DL0-DL4: 1260/1330/1400/1470/1540 |
| * '''Anti-Air Invuln:''' 1-16f; '''Lower Body Strike Invuln:''' 10-25f | | * '''Anti-Air Invuln:''' 1-16f (cannot hit cross-up); '''Low Crush:''' 10-25f |
| {{AttackDataCargo-SF6/Query|Jamie_623kk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_623kk_dl2}} |
| * Damage DL0-DL4: 1350/1424/1500/1574/1650 | | * Damage DL0-DL4: 1350/1424/1500/1574/1650 |
| * '''Full Invuln:''' 1-9f; '''Anti-Air Invuln:''' 10-12f; '''Lower Body Strike Invuln:''' 10-21f | | * '''Full Invuln:''' 1-9f |
| | * '''Anti-Air Invuln:''' 10-12f (cannot hit cross-up); '''Low Crush:''' 10-21f |
| <br> | | <br> |
| Jamie's most consistent anti-air and OD reversal. He kicks upward before falling back away from the opponent. On hit, this transitions into a leaping follow-up attack that is fully invincible during the animation. On whiff or block, Jamie does not perform the extra hit, instead standing up from his grounded position. This recovery animation can cause some attempted punishes to whiff at longer ranges, but there is plenty of time to walk or dash forward, or to use a slow ranged punish starter. | | Jamie's most consistent anti-air and {{clr|10|OD}} reversal. He kicks upward before falling back away from the opponent. {{clr|L|LK Arrow Kick}} is generally the best anti-air due to its fast startup; at 5f startup, it will beat any safe jump setup that isn't frame-perfect and is great for cross-cut DPs when walking under the opponent's jump. However, the poor vertical reach makes it hard to anti-air an opponent that can alter their air trajectory. Against divekick characters, the {{clr|M|MK}}/{{clr|H|HK}} versions can be a bit more consistent, as it gives the opponent more time to descend into the stationary hitbox while still retaining its invincibility. |
| | |
| | On hit, Arrow Kick transitions into a leaping follow-up attack that is fully invincible during the animation. There is a small window before this follow-up that can lose to projectiles, but this rarely comes into play. On whiff or block, Jamie does not perform the extra hit, instead standing up from his grounded position. This recovery animation can cause the opponent's attempted punish to whiff at longer ranges, but the opponent still has plenty of time to recognize this and walk forward for a full punish. |
| | |
| | Arrow Kick works well in juggles, but in grounded combos it can be finicky near max range. It also has no ability to Super cancel, so its damage potential in punishes is limited. It gives Jamie great oki on hit, and the follow-up animation provides some nice corner carry as well. In the corner, the {{clr|L|LK}} version sets up a safe jump, making it an important combo ender until Drink Lv.2 when it becomes outclassed by {{clr|L|236LK}}. |
|
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|
| Arrow Kick works well in juggles, but in grounded combos it can be finicky near max range. It also has no ability to Super cancel, so its damage potential in punishes is limited. It gives Jamie great oki on hit and the follow-up animation provides some nice corner carry as well. In the corner, the LK version sets up a safe jump. | | On a very high connect, both the {{clr|L|LK}} and {{clr|H|HK}} versions have possible follow-up juggles. {{clr|L|LK Arrow Kick}} can juggle into {{clr|10|SA1}}/{{clr|10|SA3}}, or {{clr|10|623KK}} in the corner; keep in mind that Jamie incurs significant damage scaling when doing this. {{clr|H|HK Arrow Kick}} has more restrictive follow-up timing, only allowing {{clr|10|SA1}} or {{clr|10|623KK}} in the corner. In exchange for the added difficulty, Jamie does not suffer a damage scaling penalty. |
| }} | | }} |
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| | title = Luminous Dive Kick | | | title = Luminous Dive Kick |
| | subtitle = (DL1) | | | subtitle = (DL1) |
| | input = j.214K | | | input = {{classic_sf6}} j.214K<br> |
| | {{modern_sf6}} j.S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214k_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|Jamie_j214k_dl2|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_j214kk_dl2|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_j214k_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_j214k_dl2|caption=}} |
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| {{AttackDataCargo-SF6/Query|Jamie_j214k_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_j214k_dl2}} |
| * Damage DL1-DL4: 950/1000/1050/1100 | | * Damage DL1-DL4: 950/1000/1050/1100 |
| * Forward jump only; button strength determines angle (LK short, MK mid, HK far) | | * Forward jump only; button strength determines angle ({{clr|L|LK}} short, {{clr|M|MK}} mid, {{clr|H|HK}} far) |
| * {{FKD}} state until land; final recovery frame is in a crouching state | | * {{FKD}} state until land; final recovery frame is in a crouching state |
| * Spike knockdown vs. airborne opponents (no juggle follow-up) | | * Spike knockdown vs. airborne opponents (no juggle follow-up) |
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| * Applies 20% damage scaling to next hit when beginning a combo; applies 10% immediate damage scaling when comboed into | | * Applies 20% damage scaling to next hit when beginning a combo; applies 10% immediate damage scaling when comboed into |
| <br> | | <br> |
| At Drink Lv.1, Jamie unlocks a divekick that can be used out of forward jumps. It can be done very low to the ground with a Tiger Knee input (214~9K), and connecting low on the opponents legs gives better advantage on block or on knockdown; he can even juggle after meterless divekick when spaced well enough. Can be canceled into from a forward j.MP in juggle routes or air-to-air conversions, with the OD version leading to a small follow-up juggle. | | At Drink Lv.1, Jamie unlocks a divekick that can be used out of forward jumps. It can be done very low to the ground with a Tiger Knee input (214~9K), and connecting low on the opponents legs gives better advantage on block or on knockdown; he can even juggle after meterless divekick when spaced well enough. Can be canceled into from a forward {{clr|M|j.MP}} in juggle routes or air-to-air conversions, with the {{clr|10|OD}} version leading to a small follow-up juggle. |
|
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|
| Luminous Dive Kick is a useful tool not only for pressure, but for navigating around projectiles, an area in which Jamie usually struggles. It also evades throws, so it can be used as a shimmy or to punish throw loops. The slight mid-air pause before Jamie descends can bait the opponent's anti-air attempt or cause an uppercut to whiff at close range, though the large hurtbox is quite susceptible to attacks that normally do not work as anti-airs. | | Luminous Dive Kick is a useful tool not only for pressure, but for navigating around projectiles, an area in which Jamie usually struggles. However, Jamie extends a hurtbox downward early in his startup that can make it harder to avoid a projectile, particularly slower ones. It also evades throws, so it can be used as a pseudo-shimmy or as a punish against corner throw loops. |
| | |
| | The slight mid-air pause before Jamie descends can bait the opponent's anti-air attempt or cause an uppercut to whiff at close range. The downward hurtbox on the later active frames sticks out a bit below Jamie's foot, which can cause him to lose or trade with moves that are not normally anti-airs, so it's most effective if you think the opponent will stick out a low poke like {{clr|M|2MK}}. |
| }} | | }} |
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| | title = Bakkai | | | title = Bakkai |
| | subtitle = (DL2) | | | subtitle = (DL2) |
| | input = 236K | | | input = {{classic_sf6}} 236K<br> |
| | {{modern_sf6}} 2S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236lk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_236lk_dl2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_236kk_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236kk_dl2|caption= {{clr|H|''Ysaar's HATE him!''}} |
| | Bypass Neutral-skips using this '''ONE WEIRD TRICK'''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|Jamie_236lk_dl2|caption=[[Street_Fighter_6/Jamie/Data#236LK|Full LK Hitbox Data]]}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|Jamie_236lk_dl2|caption=[[Street_Fighter_6/Jamie/Data#236LK|Full LK Hitbox Data]]}} |
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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:''' 3-24f | | * '''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:''' 4-26f | | * '''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:''' 5-33f | | * '''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:''' 3-28f | | * '''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 slow startup limits this move's combo utility, though it can work in juggles when the situation arises. The high damage makes this great for super canceling, and with 2 bars the OD version can be made safe on block with an eternity to hitconfirm. 236LK gives Jamie a safe jump similar to 623LK in the corner (or midscreen if the opponent does not back rise). | | 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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|
| Grounded combo routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) | | 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. |
| * 236HK: 2HP, PC 5HK | | |
| * 236MK: 5HK, CH 5MK (+ all above) | | Grounded cancel routes: (CH = +2 Counter-hit, PC = +4 Punish Counter) |
| * 236KK: PC 5HP, PC 5MK, PC 2MP, PC 2MK (+ all above) | | * {{clr|H|236HK}}: {{clr|H|2HP}}, {{clr|H|PC 5HK}} |
| * 236LK: 5MK, 2MP, 2MK, 5LP~LK~MP, PC 5LK, PC 2LP (+ all above) | | * {{clr|M|236MK}}: {{clr|H|5HK}}, {{clr|M|CH 5MK}} (+ all above) |
| | * {{clr|10|236KK}}: {{clr|H|PC 5HP}}, {{clr|M|PC 5MK}}, {{clr|M|PC 2MP}}, {{clr|M|PC 2MK}} (+ 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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| | title = Tenshin | | | title = Tenshin |
| | subtitle = (DL3) | | | subtitle = (DL3) |
| | input = 63214K | | | input = {{classic_sf6}} 63214K<br> |
| | {{modern_sf6}} 4S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_63214k_dl3|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|Jamie_63214k_dl3|caption="Come back here!"}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_63214kk_dl3|caption="Come back here!"}} | | {{MoveDataCargoImage|imageHeight=160px|Jamie_63214k_dl3|2|caption=Regular Follow-up}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=200px|Jamie_63214k_dl3|3|caption=OD Follow-up}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_63214k_dl3|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_63214k_dl3|caption=}} |
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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
| |
| * 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)
| |
| * 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. |
| | |
| 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...). Since the OD version gives more than enough time to go into {{clr|10|SA3}} as the first hit, this will lead to a completely unscaled super with devastating damage, dealing more damage than Zangief's CA if you have CA yourself. 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. |
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| | title = Breakin' | | | title = Breakin' |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = 236236K | | | input = {{classic_sf6}} 236236K<br> |
| | {{modern_sf6}} 236236L or 5HS or 6HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_236236k_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_236236k_dl2|caption= ''Spin 2 Win''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=90px|Jamie_236236k_dl2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=90px|Jamie_236236k_dl2|caption=}} |
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| * Damage DL0-DL4: 1980 / 2084 / 2200 / 2304 / 2420 | | * Damage DL0-DL4: 1980 / 2084 / 2200 / 2304 / 2420 |
| ** Chip: 450 / 472 / 500 / 522 / 550 | | ** Chip: 450 / 472 / 500 / 522 / 550 |
| * '''Full Invuln:''' 1f; '''Strike/Throw Invuln:''' 2-12f; Armor Break | | * '''Strike/Throw Invuln:''' 1-12f; Armor Break |
| * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) | | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
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| * Damage DL0-DL4: 1665 / 1753 / 1850 / 1938 / 2035 | | * Damage DL0-DL4: 1665 / 1753 / 1850 / 1938 / 2035 |
| ** Chip: 360 / 380 / 400 / 420 / 440 | | ** Chip: 360 / 380 / 400 / 420 / 440 |
| * '''Full Invuln:''' 1f; '''Strike/Throw Invuln:''' 2-12f; Armor Break | | * '''Strike/Throw Invuln:''' 1-12f; Armor Break |
| * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) | | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| * Ends in a Drink in exchange for reduced Damage and KD Advantage | | * Ends in a Drink in exchange for reduced Damage and KD Advantage |
| <br> | | <br> |
| A more powerful version of Bakkai, this Super has good range and locks the opponent into the full break dancing animation on hit. In rare cases, juggled opponents can drop out halfway through the animation, most notably against Cammy's {{clr|H|HP}} Hooligan Combination. It is extremely unsafe on block, even allowing some characters to charge up an install move before starting their max damage punish. The startup is also slow enough that some well-timed light normals recover in time to block, reducing its effectiveness as a reversal. | | A breakdance super that looks similar to Bakkai, mostly used as a combo ender or a reversal during Burnout. It connects after a cancel from any normal, and has a few ways of juggling into it, like high connect {{clr|L|623LK}}or 2KK. At 8f startup, it can also be linked raw after a meterless Tenshin where its damage is unscaled, which is a good alternative to {{clr|10|OD Tenshin}}. |
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| A little over halfway through the animation, there is a 16f gap on block (12f in Burnout); the opponent can jump or hit Jamie out of this to prevent additional Drive/Chip damage, but a mistimed button can also result in the opponent getting hit by the second half of the Super. | | {{clr|10|SA1}} is extremely unsafe on block, even allowing some characters to charge up an install move before starting their max damage punish. A little over halfway through the animation, there is a 16f gap on block (12f in Burnout); the opponent can jump or hit Jamie out of this to prevent additional Drive/Chip damage, but a mistimed button can also result in the opponent getting hit by the second half of the Super. |
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| During the Super animation, you can hold Down to increase your Drink Level by 1. This eliminates the blockstring gap, and on block Jamie can easily be punished before gaining the Drink Level. Jamie sacrifices some damage and knockdown advantage for using this version, but he still has enough advantage to pressure a cornered opponent; however, reversal 4f normals will beat Tenshin and trade with {{clr|M|5MP}}. | | During the Super animation, you can hold Down to increase your Drink Level by 1. This eliminates the blockstring gap, and on block Jamie can easily be punished before gaining the Drink Level. Jamie sacrifices some damage and knockdown advantage for using this version, but he still has enough advantage to pressure a cornered opponent; however, reversal 4f normals will beat Tenshin and trade with {{clr|M|5MP}}. |
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| At DL4, ending with a Drink restores 1 bar of Drive gauge, allowing Jamie exchange some Super meter for Drive meter in his combo routes. | | At DL4, ending with a Drink restores 1 bar of Drive gauge, allowing Jamie exchange some Super meter for Drive meter in his combo routes. |
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| Jamie's hurtbox shifts forward slightly during the Super freeze; with frame-perfect timing, he can use this to move past some fast projectiles like Luke's Sand Blast.
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| }} | | }} |
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| | title = The Devil's Song | | | title = The Devil's Song |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 214214P | | | input = {{classic_sf6}} 214214P<br> |
| | {{modern_sf6}} 214214M or 4HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_214214p|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_214214p|caption= ''Ok but like IMAGINE if this was Genei Jin''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_214214p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|Jamie_214214p|caption=}} |
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| | title = Getsuga Saiho | | | title = Getsuga Saiho |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236P | | | input = {{classic_sf6}} 236236P<br> |
| | {{modern_sf6}} 236236H or 2HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_dl2|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p_dl2|caption=}} |
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| {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p(ca)_dl2|caption=CA does much more damage, but no follow-up juggle}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_236236p(ca)_dl2|caption=CA does much more damage, but no follow-up juggle}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|Jamie_236236p_dl2|caption=CA does much more damage, but no follow-up juggle}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|Jamie_236236p_dl2|caption=Fun Fact: If Jaime kills with CA, the text "終劇" will appear. This translates to "End of Film" in Chinese.}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_236236p_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_236236p_dl2}} |
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| Jamie's {{clr|10|SA3}} goes into a cinematic if the first hit connects, while the 2nd hit is extremely weak on its own. The cinematic hit ends by launching the opponent, reminiscent of Yun's You Hou Ultra 1 from USF4. As a result, the damage is quite low, instead relying on the follow-up juggle to make it worthwhile; this unfortunately means that the damage potential is quite low in highly scaled combos. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the follow-up. Jamie has several options, like {{clr|H|214HP}}, Dash {{clr|H|5HP}}, or {{clr|4|DR~}}2KK into further juggles. | | Jamie's {{clr|10|SA3}} goes into a cinematic if the first hit connects, while the 2nd hit is extremely weak on its own. The cinematic hit ends by launching the opponent, reminiscent of Yun's You Hou Ultra 1 from USF4. As a result, the damage is quite low, instead relying on the follow-up juggle to make it worthwhile; this unfortunately means that the damage potential is quite low in highly scaled combos. The cinematic ends abruptly, so it takes practice to learn exactly when to execute the follow-up. Jamie has several options, like {{clr|H|214HP}}, Dash {{clr|H|5HP}}, or {{clr|4|DR~}}2KK into further juggles. |
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| The {{clr|10|Critical Art}} version lacks this ending juggle, but makes up for it with higher base damage and a cooler ending cinematic. Jamie's {{clr|10|CA}} can be comboed into directly after {{clr|10|OD Tenshin}} to bypass its usual damage scaling, making it the most damaging throw mixup in the game. | | The {{clr|10|Critical Art}} version lacks this ending juggle, but makes up for it with higher base damage and a cooler ending cinematic, and it can be comboed into after longer combos from {{clr|10|OD Tenshin}}, making it the most damaging throw mixup in the game. |
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| Because {{clr|10|SA3}} hits twice on block, the first hit can be used to put the opponent into Burnout before chipping out with the 2nd hit. Opponents can Drive Reversal to prevent this if Jamie uses a blockstring into {{clr|10|SA3}}, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation. | | Because {{clr|10|SA3}} hits twice on block, the first hit can be used to put the opponent into Burnout before chipping out with the 2nd hit. Opponents can Drive Reversal to prevent this if Jamie uses a blockstring into {{clr|10|SA3}}, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation. |
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| | input = 5PPPKKK | | | input = 5PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5pppkkk|caption='' "Where's my bed? You're putting me to sleep, man." ''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_5pppkkk|caption='' "Where's my bed? You're putting me to sleep, man." ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5pppkkk}} | | {{AttackDataCargo-SF6/Query|Jamie_5pppkkk}} |
| * Has a unique variation at Drink Lv.4 | | * Has a unique variation at Drink Lv.4 |
| | * Can low-profile Projectiles and certain Normals |
| }} | | }} |
| |-| | | |-| |
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| | input = 5PPPKKK | | | input = 5PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_5pppkkk_dl4|caption='' "You're still here? This... is your last chance." ''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_5pppkkk_dl4|caption='' "You're still here? This... is your last chance." ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_5pppkkk_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_5pppkkk_dl4}} |
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| | input = 6PPPKKK | | | input = 6PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk|caption='' "Bring it!" ''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_6pppkkk|caption='' "Bring it!" ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk}} | | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk}} |
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| | input = 6PPPKKK | | | input = 6PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dl1|caption='' "Come on, let me see your sick flow!" ''}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_6pppkkk_dl1|caption='' "Come on, let me see your sick flow!" ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl1}} | | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl1}} |
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| | input = 6PPPKKK | | | input = 6PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dl2|caption='' "You gonna show me some moves? Don't screw up!" ''}} | | {{MoveDataCargoImage|imageHeight=170px|Jamie_6pppkkk_dl2|caption='' "You gonna show me some moves? Don't screw up!" ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl2}} | | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl2}} |
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| | input = 6PPPKKK | | | input = 6PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_6pppkkk_dl4|caption='' "I ain't through with you.... zzz .... oh man, oh man." ''}} | | {{MoveDataCargoImage|imageHeight=140px|Jamie_6pppkkk_dl4|caption='' "I ain't through with you.... zzz .... oh man, oh man." ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl4}} | | {{AttackDataCargo-SF6/Query|Jamie_6pppkkk_dl4}} |