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| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} HPHK<br> | | | input = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI |
| {{modern_sf6}} DI | |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Jamie_hphk_dl2|caption= Hit 'em with the ol'...}} | | {{MoveDataCargoImage|imageHeight=180px|Jamie_hphk_dl2|caption= Hit 'em with the ol'...}} |
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| {{AttackDataCargo-SF6/Query|imageHeight=200px|Jamie_hphk_dl2}} | | {{AttackDataCargo-SF6/Query|imageHeight=200px|Jamie_hphk_dl2}} |
| * Damage DL0-DL4: 720/760/800/840/880 | | * Damage DL0-DL4: 720/760/800/840/880 |
| * '''Armor (2-hit):''' 1-27f | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.490 (1.670 movement + 0.82 hitbox) |
| * Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block) | | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| * Combos when canceled from {{clr|H|2HP}} or Punish Counter {{clr|H|5HK}} (no corner wallsplat) | | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| ** Useful for draining opponent's Drive gauge, especially after Perfect Parry
| | * Combos when canceled from {{clr|H|2HP}} or Punish Counter {{clr|H|5HK}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| | * A blocked {{clr|4|DI}} can combo into another {{clr|4|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| | ** This happens because a blocked {{clr|4|DI}} is not considered a "hit" for combo purposes |
| | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
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| * {{clr|H|5HK}}: 9[5] | | * {{clr|H|5HK}}: 9[5] |
| * {{clr|M|5MK}}, {{clr|H|6HK}}~{{clr|H|4HK}}~{{clr|H|Headbutt}}: 10[6] | | * {{clr|M|5MK}}, {{clr|H|6HK}}~{{clr|H|4HK}}~{{clr|H|Headbutt}}: 10[6] |
| * {{clr|M|2MP}}: 11[7] | | * {{clr|M|2MP}}: 12[8] |
| * {{clr|M|2MK}}: 13[9] | | * {{clr|M|2MK}}: 13[9] |
| | * {{clr|L|5LP}}~{{clr|L|LK}}~{{clr|M|MP}}: 14[10] |
| * {{clr|H|5HP}}: 15[11] | | * {{clr|H|5HP}}: 15[11] |
| * {{clr|L|5LP}}~{{clr|L|LK}}~{{clr|M|MP}}: 16[12]
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| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
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| * '''Marisa (214K)''', frame 3 armor | | * '''Marisa (214K)''', frame 3 armor |
| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause {{clr|4|DI}} to Lock. | | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|10|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|2HP}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|H|2HP}}{{clr|10|*}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| * {{clr|4|DR~}}{{clr|H|5HK}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|4|DR~}}{{clr|H|5HK}}{{clr|10|*}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|M|5MK}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit | | * {{clr|4|DR~}}{{clr|M|5MK}}{{clr|10|*}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|M|2MP}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | |
| }} | | }} |
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| }} | | }} |
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| ====<font style="visibility:hidden; float:right">Drive Rush (66)</font>==== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}}{{modern_sf6}} 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|Jamie_66|caption=And maybe even a smidge of...}} | | {{MoveDataCargoImage|imageHeight=160px|jamie_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|Jamie_66|caption= '''{{clr|2|R O M A N T I C}}'''}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|jamie_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Jamie_66}} | | {{AttackDataCargo-SF6/Query|jamie_mpmk_66_pdr}} |
| | * 1-bar version performed out of Parry |
| | * Startup is 1+8 immediately after successful Parry |
| | {{AttackDataCargo-SF6/Query|jamie_mpmk_66_drc}} |
| | * 3-bar version performed on hit/block from a cancelable normal |
| | ** Can also be performed from whiffed cancelable light normals |
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Jamie/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| | * Startup refers to minimum time before an attack can cancel the {{clr|4|Drive Rush}} animation |
| | * The first 15 recovery frames are cancelable into any attack |
| | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when an enhanced {{clr|4|Drive Rush}} attack starts the combo | | ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced attack starts the combo |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to {{clr|4|Parry Drive Rush}}.
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| * Distance:
| | Distance: |
| ** 0.988 (min, cancel into immediate Throw)
| | * 0.988 (min, cancel into immediate Throw) |
| ** 2.030 (min, earliest blocking/movement frame)
| | * 2.030 (min, earliest blocking/movement frame) |
| ** 3.002 (max, final {{clr|4|DR}} frame)
| | * 3.002 (max, final {{clr|4|DR}} frame) |
| * See Strategy page for [[Street_Fighter_6/Jamie/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]]
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| }} | | }} |
| <br> | | <br> |