Street Fighter 6/Jamie/Combos: Difference between revisions

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As Jamie continues to increase his Drink Level (Either by using The Devil Inside (22P) or by using his various specials and target combos to do so), several changes occur:
As Jamie continues to increase his Drink Level (Either by using The Devil Inside (22P) or by using his various specials and target combos to do so), several changes occur:
* With each new drink level, he obtains one new special move and one new target combo.
* With each new drink level, he obtains one new special move and one new target combo.
' At level 2, Jamie gains bakkai (236K) an anti projectile move but it also doubles as your strongest combo ender.
* At level 2, Jamie gains bakkai (236K) an anti projectile move but it also doubles as your strongest combo ender.
* At level 4, his Freeflow Strikes (236P) become safe on the first hit (-3), and due to being a multi-hit, can self-hit-confirm into the next part of the special.
* At level 4, his Freeflow Strikes (236P) become safe on the first hit (-3), and due to being a multi-hit, can self-hit-confirm into the next part of the special.
* Jamie's attack damage and combo damage increase as he drinks. <br> specifically, the scaling on his attacks begin at 90% at Level 0, and increase by 5% with each drink level up to 110% at Level 4. This scaling also affects attacks deeper into combos.
* Jamie's attack damage and combo damage increase as he drinks. <br> specifically, the scaling on his attacks begin at 90% at Level 0, and increase by 5% with each drink level up to 110% at Level 4. This scaling also affects attacks deeper into combos.

Revision as of 15:47, 4 July 2023


Combo Notation Guide

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

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


Combo Theory

Drink Levels


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

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

Combo List

Punish Combos

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

-4 Punishes

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



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