Street Fighter 6/Jamie/Combos: Difference between revisions

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Aside from being a good reversal and anti-air, ending combos in Arrow Kick can work very well.
Using {{clr|L|623LK}} will set up an auto timed safe jump. <br>
Using {{clr|M|623MK}} can set up meaty attacks after a DRP.<br>
Using {{clr|H|623HK}} deals the most damage.<br>
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Revision as of 13:44, 11 September 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 that 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.

At Drink Level 0


While at drink level 0, your combos should always be structured around getting a drink at the end. Here are some common ways to obtain that first drink:

  • Hit confirming 5MK or 2MK into Freeflow Kicks
  • Ending a combo with Phantom Sway (2HK~HK~P}
  • Ending a combo with OD Swagger Step will allow for 1 or 2 drinks depending on the opponents character
  • After a back throw, most opponents are too far to punish a drink attempt

At Drink Level 1


At Drink Level 1, you gain access to Bitter Strikes (5LP~LK~MP). This is Jamies most important target combo as it is special cancelable at the end and only requires 5 frames to start up to land the first hit.
Jamie also gains access to his Luminous Dive Kick special move. This gives him access to extended combos routes after Tensei Kick (2KK) as well as a good tool for mixing up.

At Drink Level 2



At Drink Level 3



At Drink Level 4



Combo Enders


Jamie has various ways to end his combos depending on the situation and position he is in.

Freeflow Kicks


One of Jamies goto special moves due to the drink level increase granted at the end.
Use this special at DL 0 or 1 to get a drink in. Be careful however as it is -1, use the Overdrive version, which is +1, in the corner to continue your pressure.

Arrow Kick


Aside from being a good reversal and anti-air, ending combos in Arrow Kick can work very well. Using 623LK will set up an auto timed safe jump.
Using 623MK can set up meaty attacks after a DRP.
Using 623HK deals the most damage.

Swagger Step



Bakkai



Combo List

Midscreen Launcher

One of the best ways to get your first drink is to confirm into Jamie's 2KK launcher. You can then follow this up with j.HK and lead to a sweep (2HK) to be +4 and get a drink. This video is from JB's Jamie guide on Twitch. In the linked section, he talks about the optimal 5HP into Sweep conversion and how you should go about practicing it.

2KK j.HK 5HP 2HK
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5MK DR 2KK j.HK 5HP 2HK-K-P Anywhere 2458 Hard Watch JB's explanation to understand how to link 5HP into sweep. JB's Jamie Guide

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

Reversal Punishes

Useful routes for punishing blocked/parried supers or DPs. Can replace any usage of 623K with 236K if at Drink Level 2 or above. All routes tested at DRINK LEVEL 1.

5HK or PDR 5HP into Stuff
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5HK Dash 2HP 623LK Anywhere 2527 Easy Simple and leads to a safejump.
5HK PDR 2KK j.HK 5HP 2HK-K-P Anywhere 2936 Hard 1 Drive Bar spent. Generally would do this midscreen. 5HP into Sweep is hard but doable with practice!
PDR 5HP 2HP 236236P PDR 2KK dl j.HK j.MP 214HK Anywhere 4929 Medium Universal SA3 route that leads to good damage. Dash after the divekick to be +7. JB's Jamie Guide
5HK Dash 2HP 214PP 2HK-K-P Corner 3416 Easy Resource efficient damage and a drink with plus frames. Can do 623HK (3527) or SA1 (3989) for more damage.
PDR 5HP 2HP 214PP 5HP(2) DR 2HP 214PP 623HK Corner 4103 Medium Burnout -> Corner damage dump. SA1 = 4327
PDR 5HP 2HP 236236P PDR 2HP 623HK 623KK Corner 5329 Easy Super Art 3 for lots of damage.

Command Grab

Routes tested at DRINK LEVEL 3. Tested various routes to try and find optimal damage under different conditions. If you find something better for a given scenario, feel free to update!

Regular Command Grab (63214K)
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5MP, 5LP~5LK~5MP > 236LK Anywhere 1565 Easy Zero Resources Spent
2MP > DR~5MP, 2HP>236HK Anywhere 1971 Easy 3 Drive Bars
2MP > DR~5MP, 2HP > DR~5MP, 2HP > 236HK Anywhere 2091 Easy Burnout
2MP > DR~5MP, 2HP > 214PP, PDR~5LK > 236HK Corner 2110 Medium Burnout
2MP > 236236K Anywhere 1947 Easy Conserves drive meter while using SA1 for damage
5MP, 5LP~5LK~5MP > DR~5HP, 5LK > 2LP > 5LP~5LK~5MP > 236236K Anywhere 2148 Medium Optimal damage for SA1 when you only want to spend 3 Drive bars
2MP > DR~5MP, 2HP > DR~5MP, 2HP > 236236K Anywhere 2418 Medium Optimal damage for SA1 when you want to dump everything
2MP > DR~5MP, 2HP > 236HK > 236236P, PDR~2HP > 623HK, 623KK Anywhere 3575 Medium I believe this is optimal SA3 damage at Drink Level 3. The combo after SA3 can be changed up to match your screen position. Here is Hatson's Drink Level 4 Route
Overdrive Command Grab (63214KK)
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2HP 236HK Anywhere 2758 Easy Zero Resources Spent
PDR 2KK j.HK 5HP 2HK-K-P Anywhere 2402 Hard 1 Drive Bar spent. Generally would do this midscreen. 5HP into Sweep is hard but doable with practice!
2HP DR 5MP 2HP 236HK Anywhere 2968 Easy 3 Drive Bars
2HP DR 5MP 2HP DR 5MP 2HP 236HK Midscreen 3088 Medium Burout -> Midscreen damage dump. 2HP SA1 = 2944, one DR extension into SA1 = 3070, the full thing into SA1 = 3415.
2HP 214PP 5HP(2) DR 2HP 236HK Corner 3155 Medium Burnout -> Corner damage dump
2HP 214PP 236236K Corner 3412 Easy Easy SA1 combo in the corner. Lots of damage.
236236P <Ender> Anywhere Depends on the Ender Medium Raw SA3 after OD-Grab is the most damage. Example enders from Hatson. Credit to DaFeetLee on Twitter.

Drive Impact

Tested from DRINK LEVEL 1. All routes are from a Punish Counter unless the notes say otherwise.

Punish Counter
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PDR 2KK j.HK 5HP 2HK-K-P Anywhere 2608 Hard Check the Midscreen Launcher section for notes on the 5HP to Sweep. JB's Jamie Guide
2HP 214PP 2HK-K-P Corner 3013 Easy Resource efficient damage, +1 drink, and +4 oki
2HP 214PP 5HP(2) DR 2HP 214PP 623HK Corner 3427 Medium Max damage, full drive dump.
5LK 5HP(3) 2HK-K-P Corner 2330 Easy WALL SPLAT ONLY. Meterless, +1 drink, +4 oki.

Stun

Tested from DRINK LEVEL 0 with the dummy set to NOT block. The damage scales depending on if the dummy blocks or gets hit by the Drive Impact.

Regular Command Grab (63214K)
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
22[P](2) 2HP 214PP 2HK-K-P Corner 2940 Easy 22[P](2) means to hold the punch button in order to drink twice. Easy combo that nets you three total drinks!
22[P](2) 2HP 214PP 5HP(2) DR 2HP 214PP 623HK Corner 3372 Medium Full drive meter dump.
22[P](2) 2HP 214PP 236236K Corner 3470 Easy SA1 confirm.
22[P](2) 2HP 236236P PDR 623HK 623KK Corner 4488 Easy SA3 confirm.

Super Art 3 Extensions

Tested from DRINK LEVEL 0. Mostly sourced from Hatson's Twitter. Original sources may be different but I'm just listing where I first saw it.

Super Art 3 Extensions
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5HK Dash 2HP 236236P PDR 2HP 623HK 623KK Corner 4933 Easy Optimal Damage Hatson
5HK Dash 2HP 236236P PDR 2HP 214LP 5HP(3) 623LK Corner 4753 Easy Optimal damage for 1 Drive bar. Hatson
5HK Dash 2HP 236236P PDR 2HP 214LP 5HP(2) 623LK Corner 4543 Easy +41 KD safe-jump Hatson
5HK Dash 2HP 236236P PDR 2HP 214PP PDR 2HP 623LK Corner 4859 Medium +42 KD safe-jump Hatson
5HK Dash 2HP 214HP 236236P PDR 2HP 214LP 5HP(2) 22P Corner 4425 Medium +1 drink with +12 mix. This route deals more damage with the H-Palm at the beginning than without it. Hatson
5HK Dash 2HP 214HP 236236P PDR 2HP 214MP 5HP(2) 22P Corner 4447 Medium +1 drink with +9 mix. This route deals more damage with the H-Palm at the beginning than without it. Hatson
5HK Dash 2HP 236236P PDR 2HP 214LP 2HK-K-P Corner 4643 Medium +1 drink with +4 mix Hatson
5HK Dash 2HP 236236P PDR 2HP 5LK Drive Impact Corner 4065 Easy Gimmick air reset into a Drive Impact. Catch them sleeping! DI combo notes are in another section. Sajam
5HK Dash 2HP 236236P PDR 5MP 5MK 63214K Corner Saw this on Twitter. Haven't tested but seems cheeky. @SZNdaDON


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