Street Fighter 6/Jamie

From SuperCombo Wiki


Introduction

This self-styled Chinatown peacekeeper aspires to the example set by Yun and Yang, the Twin Dragons. An expert dancer, Jamie places justice and friendship above all else, defending his town with martial skill.

Jamie is a close-range fighter that specializes in poking, footsies, and harassment, with quick normals that he can use once he's in. He also benefits from a powerup system that allows his damage potential and flexibility to snowball the more chances he gets to power up.

Jamie's key mechanic is based on taking drinks. By using his forward throw, The Devil Inside, the Freeflow Kicks ending to his Freeflow Strikes special move, or certain target combos, Jamie can increase his Drink Level, up to a maximum of 4. Each time he drinks, his damage increases, bringing him to standard damage at Drink Lv. 2 and putting him above it at Drink Lv. 3 and higher. He also unlocks more target combos and special moves at specific Drink Levels, gradually opening up the complexity of his moveset and increasing his flexibility significantly; his most notable special move unlocks, in ascending order from Drink Lv. 1 to 4, are his aerial special move Luminous Dive Kick, his anti-projectile and super cancel bridge Bakkai, the command throw Tenshin, and the super-cancelable follow-up to his advancing move Swagger Step, the Swagger Hermit Punch. Jamie can also temporarily boost himself to Drink Lv. 4 (if he isn't already there) by using his Lv. 2 Super Art, The Devil's Song; if he already has 4 drinks, it instead becomes a tool to quickly replenish Drive Gauge and lets him keep up the pressure.

As far as his selection of normals and specials go, Jamie has 5MK, 2MK, and 5HK as strong cancelable pokes, as well as a grounded overhead in 6MK. He can use these moves, as well as careful uses of Freeflow Strikes and Swagger Step, to pester the opponent at close and mid range until they make a mistake. He also has 2HP and Arrow Kick as anti-air options, with Overdrive Arrow Kick explicitly serving as a reversal against aggressive opponents. Successful hits with sweep, Freeflow Strikes, Punish Counters, or any moves that knock the opponent down and away will give Jamie more time to drink without fear of repercussion, especially against opponents that aren't able to establish strong enough ranged pressure to stop Jamie from drinking when he's farther away from them.

In exchange for how powerful drinks make Jamie, though, it is no exaggeration to say that his gameplan is very much reliant on getting them, even if he doesn't make it to Drink Lv. 4 in a given round. Without drinks, Jamie lacks a lot of his most powerful tools, in addition to missing out on damage; it becomes an uphill battle to keep up unless he's gotten a few sips in, even with The Devil's Song acting as a Hail Mary option to close the gap in emergencies. It is also worth noting that Jamie's Drink Level does not carry over between rounds, meaning that he has to be prepared to get set up all over again, but once he gets going, he's a real menace. If you're looking for a bit of breaking and swaying alongside an infighter that only gets stronger when he's loaded up, then Jamie is your man.


Pick if you like: Avoid if you dislike:
  • Nuanced and rewarding decision making focused around an unlock mechanic
  • Pestering and rushing down opponents at close and close-mid range with strong poking normals and forward-moving specials
  • Gaining access to a wide variety of tools and options over time
  • Forcing the opponent to approach you
  • Needing to choose between unlocking new options and maintaining pressure after a combo
  • Not having access to all of your options at the start of each round
  • Lack of projectiles


Classic & Modern Versions Comparison

List of differences with Modern Jamie
Missing Normals
  • Standing Light Kick (5LK)
  • Crouching Medium Punch (2MP)
  • Jumping Light Kick (j.LK)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Bakkai (2S)
    • Medium/OD Only
  • Tenshin (4S)
Miscellaneous Changes
  • N/A


Jamie
SF6 Jamie Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.048
Backward Walk Speed 0.035
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.50
Backward Dash Distance 0.85
Drive Rush Min. Distance (Throw) 0.988
Drive Rush Min. Distance (Block) 2.030
Drive Rush Max Distance 3.002
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33

Drink Levels

Jamie's Drink Levels (DL) Effects
Damage Scaling Target Combo Specials Normals
Drink Level 0 90% Phantom Sway (2HK~HK~P) The Devil Inside (22P) / Freeflow Strikes (236P) / Swagger Step (214P) / Arrow Kick (623K) Default normals
Drink Level 1 95% Bitter Strikes (5LP~LK~MP) Luminous Dive Kick (j.214K) Increased range on 5LP
Drink Level 2 100% Full Moon Kick (6MK~MK~P) Bakkai (236K) No changes
Drink Level 3 105% Intoxicated Assault (4HP~HP~HK) Tenshin (63214K) Increased pushback on 4HP
Drink Level 4 110% Ransui Haze (6HK~4HK~P) Swagger Hermit Punch (214P~6P) Increased range on 6HK
The Devils Song (SA 2) 105% All Target Combos All Specials All Normals
Unless otherwise specified, most moves will display their DL2 version, making it easy to calculate damage values for other Drink Levels.
For moves that only exist at DL3 or DL4, the lowest possible Drink Level version will be displayed by default.


Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP

Standing Light Punch
5LP
SF6 Jamie 5lp.png
DL0

SF6 Jamie 5lp dl1.png
DL1+
SF6 Jamie 5lp hitbox.png
DL0

SF6 Jamie 5lp dl1 hitbox.png
DL1+
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5LP
Stand LP (DL0)
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 7 Sp SA 270 LH +5 0
  • Cancel Hitconfirm Window: 12f
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • SA2 cancel advantage: +7 oH / +2 oB
  • Drink cancel advantage: -37 oH / -42 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Overshadowed by 2LP and 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.

5LP
Stand LP (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 9 Sp SA TC 300 LH +2 -3
  • Damage DL1-DL4: 285/300/315/330
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • SA2 cancel advantage: +7 oH / +2 oB
  • Drink cancel advantage: -37 oH / -42 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


At Drink Lv.1 and above, 5LP becomes Jamie's longest range light normal and has a powerful Target Combo cancel into LK~MP, which allows for strong confirms from light normals. The range is slightly worse against crouching opponents.

5MP

Standing Medium Punch
5MP
SF6 Jamie 5mp.png
SF6 Jamie 5mp hitbox.png
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5MP
Stand MP (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 14 - 600 LH +5 +1
  • Damage DL0-DL4: 540/570/600/630/660


Jamie's only plus on block normal, 5MP can link to 5LK or Drink Lv.1 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 Drive Rush confirms, as it gains a link to 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). DR~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.

5HP

Standing Heavy Punch
5HP
SF6 Jamie 5hp.png
SF6 Jamie 5hp hitbox.png
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5HP
Stand HP (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 1(1)1(4)3 20 Sp SA (2nd) 100x2,700 (900) LH +1(+3) -3(-1)
  • Damage DL0-DL4: 810/855/900/945/990
  • Counter-hit/Punish Counter bonus frame advantage carries through all 3 hits
    • Punish Counter Drive damage only applies to 3rd hit (no Drive Dmg if canceled)
  • High juggle potential; puts airborne opponents into limited juggle state
    • Last 2 hits maintain juggle state and allow for a follow-up juggle
  • Cancel Hitconfirm Window: 18f
    • Special/DR cancel is delayed until after 3rd recovery frame of 2nd hit
  • Drive Rush cancel advantage: +8 oH / +2 oB
  • SA2 cancel advantage: +11 oH / +5 oB
  • Drink cancel advantage: -33 oH / -39 oB


The fastest heavy normal in the game at 5f startup, this button can break Drive Impact armor with its 3 hits. This is especially useful out of Drive Rush, which gives Jamie a combo on hit or +1 pressure on block. The 2nd hit can perform a 3-bar cancel into Drive Rush for a 5MP > 2HP confirm, but this is susceptible to reversals since the cancel is only +2 on block.

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 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 Drive Impact, while leaving a large blockstring gap, can be tricky to react to since the opponent is expecting the 3rd hit to connect.

From longer ranges where only the 3rd hit connects, 5HP is functionally a 12f advancing non-cancelable poke. This is great for approaching a burned out opponent, or if you want to attempt a Perfect Parry when the opponent takes their turn back. It also creates a spacing trap where most characters can only press one light normal; blocking once and then mashing another immediate 5HP can often counter-hit opponents who aren't aware of this trap. The advantage on hit/block can be up to 2f better when spaced at max range.

5LK

Standing Light Kick
5LK
SF6 Jamie 5lk.png

SF6 Jamie 5lk mash.png
"Jamie's Jig"
SF6 Jamie 5lk hitbox.png

SF6 Jamie 5lk mash hitbox.png
"Jamie's Jig"
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5LK
Stand LK (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 11 Chn Sp SA 300 LH +3 -1
  • Damage DL0-DL4: 270/285/300/315/330
  • Chains into 5LK/2LP/2LK
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +5 oH / +1 oB
  • SA2 cancel advantage: +9 oH / +5 oB
  • Drink cancel advantage: -35 oH / -39 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Jamie's 5LK can be chained into, making it more similar to a standard 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 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.

5LK can combo into LP or OD Freeflow Strikes, any Arrow Kick, or SA1/SA3. Slower specials like Bakkai or Swagger Step (both of which are far stronger in Super cancels) require stronger combo routes.

5MK

Standing Medium Kick
5MK
SF6 Jamie 5mk.png
SF6 Jamie 5mk hitbox.png
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5MK
Stand MK (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 17 Sp SA 600 LH +1 -3
  • Damage DL0-DL4: 540/570/600/630/660
  • Cancel Hitconfirm Window: 15f
  • Leg hurtbox is raised on frames 4-12 (can avoid low pokes)
  • Drive Rush cancel advantage: +11 oH / +7 oB
  • SA2 cancel advantage: +14 oH / +10 oB
  • Drink cancel advantage: -30 oH / -34 oB


5MK is a solid mid-range poke that can be buffered into specials to score a knockdown. It can interact favorably with many low pokes due to the raised hurtbox on the front leg. Compared to 2MK, it is 3f slower but hits from slightly longer range and is slightly less whiff punishable. It is also Jamie's only medium normal that combos naturally into 214PP.

5HK

Standing Heavy Kick
5HK
SF6 Jamie 5hk.png
SF6 Jamie 5hk hitbox.png
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5HK
Stand HK (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3 21 Sp SA 800 LH +1 -5
  • Damage DL0-DL4: 720/760/800/840/880
  • Punish Counter: KD +71 Crumple (+8 before opponent becomes airborne)
  • Puts airborne opponents into limited juggle state
  • Cancel Hitconfirm Window: 17f (PC: 29f)
    • Special/DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +14 oH / +8 oB
  • SA2 cancel advantage: +17 oH (PC: KD +87)) / +11 oB
  • Drink cancel advantage: -27 oH (PC: KD +43) / -33 oB


While quite slow, 5HK has solid range due to its forward movement, making it a real threat in neutral. The long recovery on this move makes it very risky to whiff in neutral, but on block the pushback usually keeps it safe even at -5. The hitbox is quite low to the ground, making it worthless as an anti-air; the juggle properties vs. airborne only allow Jamie to safely cancel into a special when hitting the opponent's early jump frames.

The crumple state from Punish Counter causes the opponent to fall backwards, making midscreen follow-ups a bit more limited compared to the corner. Jamie can safely cancel a midscreen crumple into 2 Drinks, though this sacrifices a fair bit of damage and oki. In the corner, he can get 1 drink and juggle 2LP > 214PP into the Sweep TC for damage and a second drink; your meter and drink situation will determine whether this route is worthwhile over optimizing for damage/oki.


Crouching Normals

2LP

Crouching Light Punch
2LP
SF6 Jamie 2lp.png
SF6 Jamie 2lp hitbox.png
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2LP
Crouch LP (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 9 Chn Sp SA 250 LH +5 -1
  • Damage DL0-DL4: 225/237/250/262/275
  • Chains into 5LK/2LP/2LK
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +5 oH / -1 oB
  • SA2 cancel advantage: +9 oH / +3 oB
  • Drink cancel advantage: -35 oH / -41 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


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 Drive Impact, but the chain speed is below average, making it more susceptible to a Punish Counter.

2MP

Crouching Medium Punch
2MP
SF6 Jamie 2mp.png
SF6 Jamie 2mp hitbox.png
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2MP
Crouch MP (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 13 Sp SA 600 LH +3 0
  • Damage DL0-DL4: 540/570/600/630/660
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +9 oH / +6 oB
  • SA2 cancel advantage: +12 oH / +9 oB
  • Drink cancel advantage: -32 oH / -35 oB


A fast medium with average range, mostly used as a non-committal counterpoke. Jamie can't link into it without Drive Rush, Counter-hit, or Punish Counter bonus advantage, and at only +3 he also needs one of these to link out of it.

2HP

Crouching Heavy Punch
2HP
SF6 Jamie 2hp.png
SF6 Jamie 2hp hitbox.png
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2HP
Crouch HP (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 23 Sp SA 900 LH 0 -8
  • Damage DL0-DL4: 810/855/900/945/990
  • Head hurtbox is Anti-Air Invuln 9-33f; cannot hit cross-up
  • Forces stand on hit
  • Cancel Hitconfirm Window: 16f; only the first 2 active frames are cancelable
  • Drive Rush cancel advantage: +18 oH / +10 oB
  • SA2 cancel advantage: +21 oH / +13 oB
  • Drink cancel advantage: -23 oH / -31 oB


Works fairly well as a mid-range anti-air due to its vertical reach and large number of active frames. Does not have a useful cancel when used as an anti-air, as only the early grounded frames are cancelable. Useful in many Punish Counter and Drive Rush combo routes as it combos into Jamie's strongest special moves.

2LK

Crouching Light Kick
2LK
SF6 Jamie 2lk.png
SF6 Jamie 2lk hitbox.png
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2LK
Crouch LK (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 11 Chn 200 L +1 -3
  • Damage DL0-DL4: 180/190/200/210/220
  • Chains into 5LK/2LP/2LK
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A generic low 5f confirm starter. For a 3-hit light confirm, use 2LK~2LP~5LK, as this is the only confirm route that beats reversal 4f light normals.

2MK

Crouching Medium Kick
2MK
SF6 Jamie 2mk.png
SF6 Jamie 2mk hitbox.png
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2MK
Crouch MK (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 18 Sp SA 500 L -1 -6
  • Damage DL0-DL4: 450/475/500/525/550
  • Cancel Hitconfirm Window: 13f
    • Special/DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +9 oH / +4 oB
  • SA2 cancel advantage: +12 oH / +7 oB
  • Drink cancel advantage: -32 oH / -37 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Jamie's 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 236LP can whiff at absolute max range.

2HK

Crouching Heavy Kick
2HK
SF6 Jamie 2hk.png
SF6 Jamie 2hk hitbox.png
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2HK
Crouch HK (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2(2)3 28 TC 400x2 L,L HKD +33 -10
  • Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2
  • Counter-hit/Punish Counter: HKD +48
  • 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
  • Cancel Hitconfirm Window: 33f (PC: 43f) (TC)


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.

2HK has a lot of juggle potential, and leads to a Target Combo follow-up into 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.


Jumping Normals

j.LP

Jumping Light Punch
j.LP
SF6 Jamie jlp.png
SF6 Jamie jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jump LP (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 9 3 land - 300 H - -
  • Damage DL0-DL4: 270/285/300/315/330
  • Can hit Cross-up
  • Can be used as a fuzzy instant overhead


As a cross-up, j.LP is far inferior to j.MK due to its narrow hitbox and low hitstun/blockstun. The instant overhead property allows Jamie to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round.

j.MP

Jumping Medium Punch
j.MP
SF6 Jamie jmp.png
SF6 Jamie jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jump MP (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 3 land Sp 700 H - -
  • Damage DL0-DL4: 630/665/700/735/770
  • Puts airborne opponents into limited juggle state
  • Cancels into j.214K Divekick (DL1+, forward jump only); cancel can be delayed significantly (up to 24f)
  • Shifts Jamie's hurtbox upward during startup


The knockdown makes this useful as an air-to-air. The hitbox reaches quite high above Jamie, so it will whiff if you try to delay it too long in juggle combos. The cancel into j.214K only works against airborne opponents, as Jamie will be too low to the ground against standing characters.

j.HP

Jumping Heavy Punch
j.HP
SF6 Jamie jhp.png
SF6 Jamie jhp hitbox.png
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Hitboxes On

j.HP
Jump HP (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H - -
  • Damage DL0-DL4: 720/760/800/840/880
  • Spike knockdown vs. airborne opponents


Has high juggle potential. Against grounded opponents, this is stronger than j.HK since all the damage is done on a single hit.

j.LK

Jumping Light Kick
j.LK
SF6 Jamie jlk.png
SF6 Jamie jlk hitbox.png
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j.LK
Jump LK (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 300 H - -
  • Damage DL0-DL4: 270/285/300/315/330


Has the longest horizontal range out of all Jamie's air normals, but the low hitstun makes it fairly useless near its max range except as an air-to-air.

j.MK

Jumping Medium Kick
j.MK
SF6 Jamie jmk.png
SF6 Jamie jmk hitbox.png
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Hitboxes On

j.MK
Jump MK (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H - -
  • Damage DL0-DL4: 450/475/500/525/550
  • Can hit Cross-up


A better cross-up than j.LP due to its higher damage and wider hitbox.

j.HK

Jumping Heavy Kick
j.HK
SF6 Jamie jhk.png

SF6 Jamie jhk 2.png
SF6 Jamie jhk hitbox.png

SF6 Jamie jhk 2 hitbox.png
Hitboxes Off
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j.HK
Jump HK (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3(5)4 3 land - 400x2 H - -
  • Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2
  • 1st hit puts airborne opponents into limited juggle state
    • 2nd hit causes air reset (except after CH/PC or DR~2KK launch)
  • Shifts Jamie's hurtbox upward during startup


As an air-to-air, j.HK hits twice. If only the first hit connects, or it connects as a counter-hit, Jamie can land and follow up with a grounded juggle. When used mid-juggle (like after anti-air 2KK), the first hit will whiff and the second hit causes the air juggle.

Against grounded opponents, only one hit will connect, dealing less damage than a medium air normal. The long gap in active frames can also make it difficult to time properly. The hitbox is not particularly good against anti-airs, so it's usually better to stick with j.HP for that purpose.


Command Normals

2KK

Tensei Kick
2KK
SF6 Jamie 2kk.png
SF6 Jamie 2kk hitbox.png
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Hitboxes On

2KK
Tensei Kick (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 22 Jmp 600 LH KD +53 Launch -8
  • Damage DL0-DL4: 540/570/600/630/660
  • Head/Leg hurtbox is anti-air invuln on frames 9-11 (cannot hit cross-up)
  • Puts opponent into limited juggle state; (free juggle if performed from Drive Rush)
  • Cancel Hitconfirm Window: 17f (forward jump, hit only)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Tensei Kick is a launcher used in many of Jamie's combo routes. As an anti-air, the move is harder to use than Arrow Kick but leads to much greater reward with its jump cancel on hit. The jump cancel will always go forward regardless of which direction is held, and it cannot cancel to a grounded special move during prejump frames.

The free juggle state caused by DR~2KK gives Jamie much better juggle routes than the standard version. All medium/heavy DR canceled pokes besides 5HP can lead to DR~2KK, j.HK (2-hit), then land with 2HK~HK~P for corner carry, a drink, and +4 knockdown advantage. At DL1, an anti-air Tensei Kick can achieve similar results with j.MP > j.214KK before ending in the same sweep Target Combo.

6MK

Falling Star Kick
6MK
SF6 Jamie 6mk.png
SF6 Jamie 6mk hitbox.png
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6MK
Falling Star Kick (DL0)
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 3 20 - 540 H +1 -3
  • Damage DL0-DL1: 540/570
  • Low Crush 10-19f (not airborne)
  • Spike knockdown vs. airborne opponents
6MK
Falling Star Kick (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 3 20 TC 600 H +1 -3
  • Damage DL2-DL4: 600/630/660
  • Low Crush 10-19f (not airborne)
  • Spike knockdown vs. airborne opponents
  • Cancel Hitconfirm Window: 15f (TC)


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 Drive Rush, Jamie can link light normals or 5HP afterward.

At DL2 and above, 6MK has about 25% more range and gains a (Target Combo follow-up) for a knockdown and an optional Drink level increase.

4HP

Hermit's Elbow
4HP
SF6 Jamie 4hp.png
DL0-DL2

SF6 Jamie 4hp dl3.png
DL3+
SF6 Jamie 4hp hitbox.png
DL0-DL2

SF6 Jamie 4hp dl3 hitbox.png
DL3+
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4HP
Hermit's Elbow (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 4 20 SA 800 LH +1 -3
  • Damage DL0-DL2: 720/760/800
  • Throw hurtbox retracts on frames 4-14; strike hurtbox retracts on frames 5-12
    • Afterwards, foot hurtbox is extended on frames 13-20 (weak to delayed lows)
  • Cancel Hitconfirm Window: 19f (Super)
    • Super cancel is delayed until after active frames
  • SA2 cancel advantage: +15 oH / +11 oB
4HP
Hermit's Elbow (DL3)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 4 21(19) SA TC 840 LH +1 -3
  • Damage DL3-DL4: 840/880; has ~11% extra range
  • Throw hurtbox retracts on frames 4-14; strike hurtbox retracts on frames 5-12
  • 2f less recovery on hit
  • Cancel Hitconfirm Window: 19f (Super) / 20f (TC)
    • Super cancel is delayed until after active frames
  • SA2 cancel advantage: +14 oH / +12 oB


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 +5 and can link into 5LK or 5HP. At its max possible range, it can become +4 as a meaty and link into 2LP without a Counter-hit. The Super cancel window is also quite lenient, allowing for high damage confirms.

At Drink Lv.3, 4HP gains a Target Combo follow-up into HP. This TC will only combo if the 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, Drive Rush start, or final-frame meaty timing is required. However, Jamie gets more damage by simply linking 5LP~LK~MP, since the 4HP becomes +5 in these scenarios. Note that due to increased pushback, the DL3 version can no longer link to 5HP even at +5.

6HK

Senei Kick
6HK
SF6 Jamie 6hk.png
DL0-DL3

SF6 Jamie 6hk dl4.png
DL4
SF6 Jamie 6hk hitbox.png
DL0-DL3

SF6 Jamie 6hk dl4 hitbox.png
DL4
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6HK
Senei Kick (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 20 SA 900 LH +3 -3
  • Damage DL0-DL3: 810/855/900/945
  • Cancel Hitconfirm Window: 18f (Super)
  • SA2 cancel advantage: +19 oH / +13 oB
6HK
Senei Kick (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 19 SA TC 990 LH +3 -3
  • Has ~6% extra range and a new Target Combo follow-up
  • Cancel Hitconfirm Window: 18f (Super) / 22f (TC)
    • TC confirm into 4HK must be input within 20f for a Counter-hit combo into Headbutt
  • SA2 cancel advantage: +19 oH / +13 oB


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 Drive Rush (which travels nearly full screen).

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 236PP even on a failed hitconfirm.


Target Combos

2HK~HK~P

Phantom Sway
(DL0)
2HK~HK~P
SF6 Jamie 2hk hk.png

SF6 Jamie 2hk hk p.png
SF6 Jamie 2hk hk hitbox.png

SF6 Jamie 2hk hk p hitbox.png
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2HK~HK
Phantom Sway (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 43 TC 500 LH KD +22(23) -28
  • Damage DL0-DL4: 450/475/500/525/550
  • Cancel Hitconfirm Window: 58f (TC Drink)
2HK~HK~P
Phantom Sway + Drink (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 56+5 - - - KD +4(5) -46
  • Maintains corner oki while increasing Drink Level
  • At DL4, drink gains 1 Drive bar


Jamie's 2-hit 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 +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 214PP.

Unlike many Drink activations, going from DL3 to DL4 does not grant Jamie any additional advantage on hit or block.

5LP~LK~MP

Bitter Strikes
(DL1)
5LP~LK~MP
SF6 Jamie 5lp lk.png

SF6 Jamie 5lp lk mp.png
SF6 Jamie 5lp lk hitbox.png

SF6 Jamie 5lp lk mp hitbox.png
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5LP~LK
Bitter Strikes 1 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2 16 TC 200(180) LH -3 -8
  • Damage DL1-DL4: 190/200/210/220 (170/180/188/198)
  • () refers to scaled damage when beginning combo with 5LP
  • Cancel Hitconfirm Window: 29f (TC)
5LP~LK~MP
Bitter Strikes 2 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 21 Sp SA 500(400) LH -2 -10
  • Damage DL1-DL4: 475/500/525/550 (380/400/420/440)
  • () refers to scaled damage when beginning combo with 5LP~LK
  • Cancel Hitconfirm Window: 52f
    • Special/DR cancel is delayed until after 1st recovery frame
  • Drive Rush cancel advantage: +9 oH / +1 oB
  • SA2 cancel advantage: +12 oH / +4 oB
  • Drink cancel advantage: -32 oH / -40 oB


Since 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 MP ender can combo into 236LP/MP/PP, 214LP, 236LK, 623K, or Super.

After committing to the TC follow-up, the only safe enders are 236PP and SA2. If the opponent tries to punish the TC on block, Jamie can frame trap any non-invincible reversal with 236LP or the much safer 236PP.

6MK~MK~P

Full Moon Kick
(DL2)
6MK~MK~P
SF6 Jamie 6mk mk.png

SF6 Jamie 6mk mk p.png
SF6 Jamie 6mk mk hitbox.png

SF6 Jamie 6mk mk p hitbox.png
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6MK~MK
Full Moon Kick (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3(5)2 28 TC 200x2 LH KD +31 -14
  • Damage DL2-DL4: 200x2/210x2/220x2
  • Cancel Hitconfirm Window: 62f (TC)
6MK~MK~P
Full Moon Kick + Drink (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 53+8 (DL3: 53+5) - - - KD -1 (DL3: KD +2) -46 (DL3: -43)
  • Increases Drink Level by 1
  • DL3: KD +2 / -43 oB
  • DL4: restores 1 bar of Drive Gauge


Confirming this TC directly from 6MK is strict, but possible with very good reactions. It's hard to chase down the opponent for midscreen oki, so ending with a Drink is usually worthwhile.

In the corner, ending with a Drink puts Jamie at -1, making it a little risky; if going from DL3 to DL4, he instead gets slight KD advantage to apply pressure. Jamie can apply much better corner pressure by skipping the drink. 6MK~MK sets up the perfect timing for a meaty 214HP to become +2 on block while remaining safe against Drive Impact. Many opponents will instinctively press a button here, giving Jamie a free Counter-hit.

4HP~HP~HK

Intoxicated Assault
(DL3)
4HP~HP~HK
SF6 Jamie 4hp hp.png

SF6 Jamie 4hp hp hk.png
SF6 Jamie 4hp hp hitbox.png

SF6 Jamie 4hp hp hk hitbox.png
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4HP~HP
Intoxicated Assault 1 (DL3)
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 4 20 SA TC 630 LH +1 -11
  • Damage DL3-DL4: 630/660
  • Leaves a 3f blockstring gap after 4HP (beats non-invincible reversals)
  • Requires extra frame advantage to combo from 4HP (Counter-hit, Punish Counter, Drive Rush, meaty timing)
  • Cancel Hitconfirm Window: 18f / 56f (from CH 4HP~HP)
  • SA2 cancel advantage: +18 oH / +6 oB
4HP~HP~HK
Intoxicated Assault 2 (DL3)
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 3 37 - 840(672) LH KD +23 -20
  • Damage DL3-DL4: 840(672)/880(704)
  • () refers to scaled damage when beginning combo with CH 4HP~HP
  • Leaves a 9f blockstring gap after 4HP~HP


This Target Combo sequence is most useful when performing 4HP as a shimmy to bait a throw tech, since it guarantees a Punish Counter if successful. If the 2nd hit of the Target Combo begins the combo, it is possible to confirm it directly into this ender. While the HP follow-up is unsafe, it can be used to frame trap an opponent that predictably hits buttons after blocking 4HP.

If the final HK is performed on block, the opponent can interrupt with any attack 8f or faster for a full punish, so it cannot be used to frame trap an opponent in the same way. Jamie is not airborne despite the animation, so he can't hop over low-angled buttons or make a throw whiff.

6HK~4HK~P

Ransui Haze
(DL4)
6HK~4HK~P
SF6 Jamie 6hk 4hk.png

SF6 Jamie 6hk 4hk p close.png

SF6 Jamie 6hk 4hk p mid.png

SF6 Jamie 6hk 4hk p far.png
SF6 Jamie 6hk 4hk hitbox.png

SF6 Jamie 6hk 4hk p close hitbox.png

SF6 Jamie 6hk 4hk p mid hitbox.png

SF6 Jamie 6hk 4hk p far hitbox.png
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6HK~4HK
Ransui Haze (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 76 TC - - - -
  • Sways and walks backward; press P at different times to change follow-up
  • Earliest follow-up timing can be input after 25f of 6HK~Sway
  • Cancel Hitconfirm Window: 25f (total time including 6HK and Sway)
    • For successful combo, must input 4HK within 20f (CH) or 22f (PC)
6HK~4HK~P (close)
Ransui Haze Headbutt (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
(25~45)+17 4 28 Sp SA 770 LH KD +32 -12
  • Requires Counter-hit/Punish Counter to combo from 6HK
  • Cancelable into any special or Super
  • Cancel Hitconfirm Window: 20f (Headbutt) / 59-60f (CH 6HK~Headbutt)
    • Special/DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: KD +51 oH / +7 oB
  • SA2 cancel advantage: KD +54 oH / +10 oB
  • Drink cancel advantage: KD +10 oH / -34 oB
6HK~4HK~P (mid)
Ransui Haze Triple Fist (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
(51~75)+4 2(8)2(11)2 27 Sp SA 330x2,660 (1320) LH KD +35 -9
  • Cancelable into any special or Super
  • Cancel Hitconfirm Window: 60/40/17f (more hits = more hitconfirm time)
  • Drive Rush cancel advantage: KD +54 oH / +10 oB
  • SA2 cancel advantage: KD +57 oH / +13 oB
  • Drink cancel advantage: KD +13 oH / -31 oB
6HK~4HK~P (far)
Ransui Haze Drink (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
(76~100)+Drink - 52(112) - - - - -
  • Restores 1 Drive bar (or equivalent Burnout gauge) on final Drink recovery frame
  • If no input is performed during recovery, restores a second Drive bar after 112f


Every part of this Target Combo can be input on hit, block, or whiff from 6HK. The 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 6HK plus the minimum/maximum delay before hitting P during the Sway animation.

The close Headbutt follow-up is fairly easy to confirm on Counter-hit or Punish Counter 6HK. The minimum gap between 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.


Throws

Forward Throw (LPLK)

Forward Throw
LPLK
SF6 Jamie lplk.png

SF6 Jamie lplk hold.png
SF6 Jamie lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Back Shaver (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +23(+7) -
  • Damage DL0-DL4: 1080/1139/1200/1259/1320
    • Punish Counter: HKD +23; 1836/1937/2040/2141/2244
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
  • Can hold input to increase Drink Level by 1 (reduced KD Advantage and worse corner spacing)


Allows for strong corner throw loops that are easily auto-timed with a forward dash, leaving Jamie at +4. This also works midscreen after a Punish Counter, or if the opponent chooses not to Back Rise.

Holding the Throw input causes Jamie to end with a Drink in exchange for worse oki, making it a valuable tool for leveling up. In the corner, he still has enough advantage to pressure with 5MK. This can be safely canceled into 236MP against most characters; only extremely fast long-range moves like Ken's SA2 can punish Jamie on block. Even moves like Ken's OD Shoryuken, Cammy's OD Cannon Spike, and Luke's SA1 cannot punish at this range.

Back Throw (4LPLK)

Back Throw
4LPLK
SF6 Jamie 4lplk.png
SF6 Jamie 4lplk hitbox.png
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Hitboxes On

4LPLK
Wheel Punch (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +38 -
  • Damage DL0-DL4: 1080/1139/1200/1259/1320
    • Punish Counter: HKD +38; 1836/1937/2040/2141/2244
  • Side switch
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


After throwing the opponent back into the corner, Jamie can dash (+19) or walk to manually time his follow-up strike/throw oki.

Midscreen, Jamie can't get any real strike/throw oki, but he can chase with Dash + DR~5MP to get advantage on hit or block. This can set up a frame trap into another 5MP, which links to 2MK on counter-hit. If the opponent is conditioned to block here, a walk up throw is possible to land.


Drive System

Drive Impact (HPHK)

Drive Impact
HPHK
SF6 Jamie hphk.png
SF6 Jamie hphk hitbox.png
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Hitboxes On

HPHK
Vainglory Strike (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
  • Damage DL0-DL4: 720/760/800/840/880
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from 2HP or Punish Counter 5HK (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 2HP, 6HK~4HK~Spin: 7[3]
  • 5HK: 9[5]
  • 5MK, 6HK~4HK~Headbutt: 10[6]
  • 2MP: 11[7]
  • 2MK: 13[9]
  • 5HP: 15[11]
  • 5LP~LK~MP: 16[12]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (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 DI to Lock.

  • 2HP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~5HK > DI: 1f blockstring gap prevents opponent from absorbing the hit
  • DR~5MK > DI: 2f blockstring gap prevents opponent from absorbing the hit
  • DR~2MP > DI: 3f blockstring gap will work vs. Zangief 5[HP]

Drive Reversal (6HPHK)

Drive Reversal
6HPHK (in blockstun)
SF6 Jamie 6hphk.png
SF6 Jamie 6hphk hitbox.png
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Hitboxes On

6HPHK
Leg Sweep (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -8

See Drive Reversal

  • Damage DL0-DL4: 450/475/500/525/550 Recoverable
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)

Drive Parry
MPMK
SF6 Jamie mpmk.png
SF6 Jamie mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 8 or until released 29(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)

Drive Rush
66
SF6 Jamie 66.png
SF6 Jamie 66 hitbox.png
Hitboxes Off
Hitboxes On

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -
  • 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 Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.988 (min, cancel into immediate Throw)
    • 2.030 (min, earliest blocking/movement frame)
    • 3.002 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

The Devil Inside (22P)

The Devil Inside
(DL0)
22P
SF6 Jamie 22p.png

SF6 Jamie 22p activation.png
Don't Drink and Drive (Rush)
SF6 Jamie 22p hitbox.png

SF6 Jamie 22p activation hitbox.png
Hitboxes Off
Hitboxes On

22P
The Devil Inside
Startup Active Recovery Cancel Damage Guard On Hit On Block
48 - 2 - - - - -
22P (hold)
The Devil Inside (2 drinks)
Startup Active Recovery Cancel Damage Guard On Hit On Block
92(90) - 5 - - - - -
22P (hold)
The Devil Inside (3 drinks)
Startup Active Recovery Cancel Damage Guard On Hit On Block
141(139) - 5 - - - - -
22P (hold)
The Devil Inside (4 drinks)
Startup Active Recovery Cancel Damage Guard On Hit On Block
188 - 5 - - - - -
  • Increases Drink Level by 1-4 depending on how long button is held; Startup represents the time it takes to build each Drink
  • In DL4, regains 0.5 Drive bars per level increase (or equivalent Burnout reduction)
  • Drink Level from 0-4 affects moveset and base damage scaling (90/95/100/105/110% respectively)
  • Entire animation is in a Counter-hit state
22P (activation)
The Devil Inside (DL4 activation)
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - 4 - - - - -
  • Happens automatically upon reaching DL4; Drink recovers more quickly, potentially giving stronger oki
  • Screen freezes for 25f (1f full invincibility on the frame this occurs)
  • The 4 vulnerable post-freeze frames put Jamie in a Counter-hit state

Freeflow Strikes (236P)

Freeflow Strikes
(DL0)
236P
SF6 Jamie 236lp.png

SF6 Jamie 236pp.png
SF6 Jamie 236lp hitbox.png
Hitboxes Off
Hitboxes On

236LP
LP Freeflow Strikes 1 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2 24 SA3 350 LH -1 -6
  • Damage DL0-DL3: 315/332/350/367
  • Cancel Hitconfirm Window: 19f (Follow-up) / 14f (Super)
236MP
MP Freeflow Strikes 1 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2 24 SA3 400 LH -1 -6
  • Damage DL0-DL3: 360/380/400/420
  • Cancel Hitconfirm Window: 19f (Follow-up) / 14f (Super)
    • 18f confirm window to combo into ~6K
236HP
HP Freeflow Strikes 1 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 2 24 SA3 450 LH -1 -6
  • Damage DL0-DL3: 405/427/450/472
  • Cancel Hitconfirm Window: 19f (Follow-up) / 14f (Super)
    • 16f confirm window to combo into ~6P, 15f to combo into ~6K
236PP
OD Freeflow Strikes 1 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2 24 SA2 SA3 450 LH 0 -3
  • Damage DL0-DL3: 405/427/450/472
  • Cancel Hitconfirm Window: 23f (Follow-up) / 15f (Super)
    • 22f confirm window to combo into ~6K
  • SA2 cancel advantage: +17 oH / +14 oB


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.

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 SA2 is a great option on hit or block, leading to great combos or block pressure from a mid-range poke.

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.

Freeflow Strikes
(DL4)
236P
SF6 Jamie 236lp dl4.png

SF6 Jamie 236pp dl4.png
SF6 Jamie 236lp dl4 hitbox.png
SF6 Jamie 236lp dl4 hitbox2.png
Hitboxes Off
Hitboxes On

236LP
LP Freeflow Strikes 1 (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2(9)3 19 SA3 220x2 (440) LH +1 -3
  • Cancel Hitconfirm Window: 36f (Follow-up) / 29f (Super)
    • 33f confirm window to combo into ~6P, 34f to combo into ~6K
236MP
MP Freeflow Strikes 1 (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2(9)3 19 SA3 220,330 (550) LH +1 -3
  • Cancel Hitconfirm Window: 36f (Follow-up) / 29f (Super)
    • 33f confirm window to combo into ~6P, 31f to combo into ~6K
236HP
HP Freeflow Strikes 1 (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 2(9)3 19 SA3 220,440 (660) LH +1 -3
  • Cancel Hitconfirm Window: 36f (Follow-up) / 29f (Super)
    • 33f confirm window to combo into ~6P, 28f to combo into ~6K
236PP
OD Freeflow Strikes 1 (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2(9)3 19 SA2 SA3 220,440 (660) LH +3 -3
  • Cancel Hitconfirm Window: 36f (Follow-up) / 27f (Super)
    • 35f confirm window to combo into ~6P
  • SA2 cancel advantage: +18 oH / +13 (1st hit), +12 (2nd hit) oB


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.

Freeflow Strikes Punch 1 (236P~6P)
Freeflow Strikes Punch 1
(DL0)
236P~6P
SF6 Jamie 236lp 6p.png

SF6 Jamie 236pp 6p.png
SF6 Jamie 236lp 6p hitbox.png
Hitboxes Off
Hitboxes On

236LP~6P
LP Freeflow Strikes Punch 1 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 [33] 2 28 - 350 LH -3 -13
  • Damage DL0-DL3: 315/332/350/367
  • Cancel Hitconfirm Window: 18f (Follow-up)
  • 0-2f gap between Rekka and 6P on block
236MP~6P
MP Freeflow Strikes Punch 1 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [39] 2 28 - 400 LH -3 -11
  • Damage DL0-DL3: 360/380/400/420
  • Cancel Hitconfirm Window: 18f (Follow-up)
  • 0-5f gap between Rekka and 6P on block
236HP~6P
HP Freeflow Strikes Punch 1 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 [45] 2 28 - 450 LH -3 -9
  • Damage DL0-DL3: 405/427/450/472
  • Cancel Hitconfirm Window: 18f (Follow-up)
  • 3-8f gap between Rekka and 6P on block
236PP~6P
OD Freeflow Strikes Punch 1 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 [34] 2 28 - 450 LH -3 -9
  • Damage DL0-DL3: 405/427/450/472
  • Cancel Hitconfirm Window: 19f (Follow-up)
  • 0-3f gap between Rekka and 6P on block


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 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.

Freeflow Strikes Punch 1
(DL4)
236P~6P
SF6 Jamie 236lp 6p dl4.png

SF6 Jamie 236pp 6p dl4.png
SF6 Jamie 236lp 6p dl4 hitbox.png
SF6 Jamie 236lp 6p dl4 hitbox2.png
Hitboxes Off
Hitboxes On

236LP~6P
LP Freeflow Strikes Punch 1 (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 [48] 2(5)2 27 - 220,275 (495) LH -2 -10
  • Cancel Hitconfirm Window: 28f (Follow-up)
  • 2-7f gap between Rekka and 6P on block
236MP~6P
MP Freeflow Strikes Punch 1 (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 [51] 2(5)2 27 - 220,275 (495) LH -2 -10
  • Cancel Hitconfirm Window: 28f (Follow-up)
  • 2-7f gap between Rekka and 6P on block
236HP~6P
HP Freeflow Strikes Punch 1 (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 [54] 2(5)2 27 - 220,275 (495) LH -2 -10
  • Cancel Hitconfirm Window: 28f (Follow-up)
  • 2-7f gap between Rekka and 6P on block
236PP~6P
OD Freeflow Strikes Punch 1 (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 [48] 2(5)2 27 - 220,330 (550) LH -2 -10
  • Cancel Hitconfirm Window: 28f (Follow-up)
  • 2-7f gap between Rekka and 6P on block


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 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.

Freeflow Strikes Punch 2 (236P~6P~6P)
Freeflow Strikes Punch 2
(DL0)
236P~6P~6P
SF6 Jamie 236lp 6p 6p.png

SF6 Jamie 236pp 6p 6p.png
SF6 Jamie 236lp 6p 6p hitbox.png
Hitboxes Off
Hitboxes On

236LP~6P~6P
LP Freeflow Strikes Punch 2 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 [53] 2 30 - 550 (440) LH KD +27 -17
  • Damage DL0-DL3: 495(396)/522(418)/550(440)/577(462)
  • 1-5f gap before final hit on block
236MP~6P~6P
MP Freeflow Strikes Punch 2 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [62] 2 30 - 600 (480) LH KD +27 -15
  • Damage DL0-DL3: 540(432)/570(456)/600(480)/630(504)
  • 2-6f gap before final hit on block
236HP~6P~6P
HP Freeflow Strikes Punch 2 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 [71] 2 30 - 650 (520) LH KD +27 -13
  • Damage DL0-DL3: 585(468)/617(494)/650(520)/682(546)
  • 3-7f gap before final hit on block
236PP~6P~6P
OD Freeflow Strikes Punch 2 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 [53] 2 30 - 750 (600) LH KD +28 -13
  • Damage DL0-DL3: 675(540)/712(570)/750(600)/787(630)
  • 0-2f gap before final hit on block


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.

In the startup column, [] refers to the total startup time for 236P~6P~6P when the first 2 hits of Rekka whiff at the fastest speed. 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.

Freeflow Strikes Punch 2
(DL4)
236P~6P~6P
SF6 Jamie 236lp 6p 6p dl4.png

SF6 Jamie 236pp 6p 6p dl4.png
SF6 Jamie 236lp 6p 6p dl4 hitbox.png
SF6 Jamie 236lp 6p 6p dl4 hitbox2.png
Hitboxes Off
Hitboxes On

236LP~6P~6P
LP Freeflow Strikes Punch 2 (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [78] 2(4)2(14)3 28 - 165x2,495 (132x2,396) LH KD +27 -14
  • 2-6f gap before final hit on block
236MP~6P~6P
MP Freeflow Strikes Punch 2 (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [81] 2(4)2(14)3 28 - 162x2,495 (132x2,396) LH KD +27 -14
  • 2-6f gap before final hit on block
236HP~6P~6P
HP Freeflow Strikes Punch 2 (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [84] 2(4)2(14)3 28 - 162x2,495 (132x2,396) LH KD +27 -14
  • 2-6f gap before final hit on block
236PP~6P~6P
OD Freeflow Strikes Punch 2 (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [78] 2(4)2(14)3 28 - 165x2,605 (132x2,484) LH KD +28 -14
  • 2-6f gap before final hit on block


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.

Freeflow Kicks 1 (236P~6K)
Freeflow Kicks 1
(DL0)
236P~6K
SF6 Jamie 236lp 6k.png

SF6 Jamie 236pp 6k.png
SF6 Jamie 236lp 6k hitbox.png
Hitboxes Off
Hitboxes On

236LP~6K
LP Freeflow Kicks 1 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 2 32 - 250 LH -7 -15
  • Damage DL0-DL4: 225/237/250/262/275
  • Cancel Hitconfirm Window: 16f (Follow-up)
  • 0-3f gap between Rekka and 6K on block (DL4: 0-6f)
236MP~6K
MP Freeflow Kicks 1 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 2 32 - 300 LH -7 -15
  • Damage DL0-DL4: 270/285/300/315/330
  • Cancel Hitconfirm Window: 16f (Follow-up)
  • 1-6f gap between Rekka and 6K on block (DL4: 2-9f)
236HP~6K
HP Freeflow Kicks 1 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 2 32 - 300 LH -7 -15
  • Damage DL0-DL4: 270/285/300/315/330
  • Cancel Hitconfirm Window: 16f (Follow-up)
  • 4-9f gap between Rekka and 6K on block (DL4: 4-12f)
236PP~6K
OD Freeflow Kicks 1 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 2 32 - 350 LH -7 -15
  • Damage DL0-DL4: 315/332/350/367/385
  • Cancel Hitconfirm Window: 16f (Follow-up)
  • 0-4f gap between Rekka and 6K on block (DL4: 1-6f)


The 6K follow-up gives less damage and worse oki than the 6P route, but allows Jamie to end with a Drink. It can only be performed on hit or block; the move will not come out if 236P whiffs. Unfortunately for Jamie, this means there is no way to safely space this move at max distance.

The cancel hitconfirm window only applies to the 6K hit and does not include the first 236P hit; this is only really relevant if the initial Rekka is blocked, and you attempt to frame trap into the unsafe follow-up.

Freeflow Kicks 2 (236P~6K~6K)
Freeflow Kicks 2
(DL0-DL4)
236P~6K~6K
SF6 Jamie 236lp 6k 6k.png

SF6 Jamie 236pp 6k 6k.png
SF6 Jamie 236lp 6k 6k hitbox.png
Hitboxes Off
Hitboxes On

236LP~6K~6K
LP Freeflow Kicks 2 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 2 35+29 - 450 (360) LH KD -1 (DL3: KD +23) -49 (DL3 -25)
  • Damage DL0-DL4: 405/427/450/472/495 (Scaled: 324/342/360/378/396)
  • 2-6f gap before final hit on block
236MP~6K~6K
MP Freeflow Kicks 2 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2 36+28 - 500 (400) LH KD -1 (DL3: KD +22) -49 (DL3 -26)
  • Damage DL0-DL4: 450/475/500/525/550 (Scaled: 360/380/400/420/440)
  • 5-9f gap before final hit on block
236HP~6K~6K
HP Freeflow Kicks 2 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 2 36+28 - 550 (440) LH KD -1 (DL3: KD +22) -49 (DL3 -26)
  • Damage DL0-DL4: 495/522/550/577/605 (Scaled: 396/418/440/462/484)
  • 8-12f gap before final hit on block
236PP~6K~6K
OD Freeflow Kicks 2 (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 2 36+28 - 600 (480) LH KD +1 (DL3: KD +24) -49 (DL3 -26)
  • Damage DL0-DL4: 540/570/600/630/660 (Scaled: 432/456/480/504/528)
  • 2-6f gap before final hit on block


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 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 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.

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.

Swagger Step (214P)

Swagger Step
(DL0)
214P
SF6 Jamie 214lp.png

SF6 Jamie 214pp.png
"F*ck it..."
SF6 Jamie 214lp hitbox.png
Hitboxes Off
Hitboxes On

214LP
Swagger Step (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 9 17 SA3 900 LH KD +39(+47) -6(+2)
  • Damage DL0-DL4: 810/855/900/945/990
  • Cancel Hitconfirm Window: 25f (Super/DL4 Follow-up)
    • 22f to confirm 6P juggle after DL4 grounded hit
214MP
Swagger Step (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 9 17 SA3 1000 LH KD +39(+47) -6(+2)
  • Damage DL0-DL4: 900/950/1000/1050/1100
  • Cancel Hitconfirm Window: 25f (Super/DL4 Follow-up)
    • 22f to confirm 6P juggle after DL4 grounded hit
214HP
Swagger Step (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 9 17 SA3 1200 LH KD +39(+47) -5(+3)
  • Damage DL0-DL4: 1080/1140/1200/1260/1320
  • Cancel Hitconfirm Window: 25f (Super/DL4 Follow-up)
    • 22f to confirm 6P juggle after DL4 grounded hit
214PP
Swagger Step (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 9 15 SA2 SA3 1100 LH KD +73(+81) Tumble -1(+7)
  • Damage DL0-DL4: 990/1045/1100/1155/1210
  • Causes Tumble state; can OTG juggle near corner
  • 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
  • Cancel Hitconfirm Window: 25f (Super/DL4 Follow-up)
  • SA2 cancel advantage: KD +89(+103) oH / +15 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


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).

At Drink Lv.4, Jamie gains an additional 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)

  • 214HP: CH 5HK, CH 2HP
  • 214MP/214PP: 5MK, 5HK, 2HP, CH 2MP, CH 2MK, PC 5HP (+ all above)
  • 214LP: 5HP, 2MP, 2MK, 5LP~LK~MP, CH 2LP, CH 5LK (+ all above)

Swagger Hermit Punch (214P~6P)
Swagger Hermit Punch
(DL4)
214P~6P
SF6 Jamie 214p 6p.png

SF6 Jamie 214pp 6p.png
"We palm"
SF6 Jamie 214p 6p hitbox.png
Hitboxes Off
Hitboxes On

214P~6P
Swagger Hermit Punch (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 3 39 SA3 990 LH KD +20(+19) -23
  • 1f gap between hits on block (can delay for 8f gap after 214LP/MP, or 7f gap after 214HP)
  • Cancel Hitconfirm Window: 19f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (after blocked 214P)
214PP~6P
Swagger Hermit Punch (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 3 39 SA2 SA3 880 LH KD +20 -23
  • Forms a true blockstring after 214PP (can delay to create up to a 5f blockstring gap)
  • Cancel Hitconfirm Window: 19f (Super)
  • SA2 cancel advantage: KD +55(+57) oH / +12 oB; 2f better if 6P hits grounded
  • Applies 20% damage scaling to next hit when beginning a combo (after blocked 214PP)


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 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.

Arrow Kick (623K)

Arrow Kick
(DL0)
623K
SF6 Jamie 623lk.png

SF6 Jamie 623kk.png
SF6 Jamie 623lk hitbox.png

SF6 Jamie 623kk hitbox.png
Hitboxes Off
Hitboxes On

623LK
Arrow Kick (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 7 54 - 500x2 LH KD +42 -44
  • Damage DL0-DL4: 900/950/1000/1050/1100
  • Anti-Air Invuln: 1-12f; Lower Body Strike Invuln: 6-22f
623MK
Arrow Kick (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 7 53 - 500,700 (1200) LH KD +34 -43
  • Damage DL0-DL4: 1080/1140/1200/1260/1320
  • Anti-Air Invuln: 1-14f; Lower Body Strike Invuln: 8-23f
623HK
Arrow Kick (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 7 53 - 500,400,500 (1400) LH KD +39 -43
  • Damage DL0-DL4: 1260/1330/1400/1470/1540
  • Anti-Air Invuln: 1-16f; Lower Body Strike Invuln: 10-25f
623KK
Arrow Kick (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 7 53 - 500,450,550 (1500) LH KD +40 -43
  • Damage DL0-DL4: 1350/1424/1500/1574/1650
  • Full Invuln: 1-9f; Anti-Air Invuln: 10-12f; Lower Body Strike Invuln: 10-21f


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.

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.

Luminous Dive Kick (j.214K)

Luminous Dive Kick
(DL1)
j.214K
SF6 Jamie j214k.png

SF6 Jamie j214kk.png
SF6 Jamie j214k hitbox.png
Hitboxes Off
Hitboxes On

j.214K
Luminous Dive Kick (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 1(2)until land 13 land - 1000 LH KD +42(+52) -8(+2)
  • Damage DL1-DL4: 950/1000/1050/1100
  • Forward jump only; button strength determines angle (LK short, MK mid, HK far)
  • Forced Knockdown state until land; final recovery frame is in a crouching state
  • Spike knockdown vs. airborne opponents (no juggle follow-up)
j.214KK
Luminous Dive Kick (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 1(2)until land 13 land - 800 LH KD +58(+65) -4(+3)
  • Damage DL1-DL4: 760/800/840/880
  • Forced Knockdown state until land; final recovery frame is in a crouching state
  • Puts opponents into limited juggle state
    • Airborne opponents are put into a shorter OTG bounce state with stricter follow-up timing
  • Applies 20% damage scaling to next hit when beginning a combo; applies 10% immediate damage scaling when comboed into


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.

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.

Bakkai (236K)

236LK
Bakkai (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 2(2)3(4)2(11)2 24 SA3 250x3,350 (1400) LH KD +42 -12
  • Damage DL2-DL4: 1400/1468/1540
  • Projectile Invuln: 3-24f
  • Cancel Hitconfirm Window: 47f (Super)
236MK
Bakkai (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 2(1)2(3)2(5)2(12)2(5)2 31 SA3 250x5,350 (1600) LH KD +35 -16
  • Damage DL2-DL4: 1600/1677/1760
  • Projectile Invuln: 4-26f
  • Cancel Hitconfirm Window: 63f (Super)
236HK
Bakkai (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2(6)2(6)2(6)
2(13)2(7)2(15)2
32 SA3 250x6,300 (1800) LH KD +34 -17
  • Damage DL2-DL4: 1800/1887/1980
  • Projectile Invuln: 5-33f
  • Cancel Hitconfirm Window: 94f (Super)
236KK
Bakkai (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 3(3)2(8)2(3)2(7)2(7)
2(12)2(11)2(4)2(4)2
62 SA2 SA3 180x9,380 (2000) LH KD +12 -46
  • Damage DL2-DL4: 2000/2100/2200
  • Projectile Invuln: 3-28f
  • Cancel Hitconfirm Window: 74f (Super); cancels on 7th hit
  • SA2 cancel advantage: +14 oH / +7 oB


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).

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 Drive Impact or Luminous Dive Kick instead.

Grounded combo routes: (CH = +2 Counter-hit, PC = +4 Punish Counter)

  • 236HK: 2HP, PC 5HK
  • 236MK: 5HK, CH 5MK (+ all above)
  • 236KK: PC 5HP, PC 5MK, PC 2MP, PC 2MK (+ all above)
  • 236LK: 5MK, 2MP, 2MK, 5LP~LK~MP, PC 5LK, PC 2LP (+ all above)

Tenshin (63214K)

Tenshin
(DL3)
63214K
SF6 Jamie 63214k.png

SF6 Jamie 63214kk.png
"Come back here!"
SF6 Jamie 63214k hitbox.png
Hitboxes Off
Hitboxes On

63214K
Tenshin (DL3)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2 52 - 0 T +8 -
  • 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)
  • Increases opponents Juggle Count despite remaining grounded
  • Range: 0.96 (slight forward movement on during startup)
63214KK
Tenshin (DL3)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2 52 - 682 T HKD +86 Crumple -
  • Damage DL3-DL4: 682/715
  • 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 20% immediate damage scaling when comboed into (e.g. after Crumple)
  • Range: 0.96 (slight forward movement on during startup)


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.

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 > DR~2KK > j.HK will not combo after Tenshin, despite normally working on grounded opponents.

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 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.

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).

Sometimes, Jamie will say a naughty word when he whiffs the grab. Be careful when playing Jamie with small children nearby.


Super Arts

Level 1 Super (236236K)

Breakin'
Level 1 Super Art
236236K
SF6 Jamie 236236k.png
SF6 Jamie 236236k hitbox.png
SF6 Jamie 236236k2 hitbox.png
SF6 Jamie 236236k3 hitbox.png
SF6 Jamie 236236k4 hitbox.png
Hitboxes Off
Hitboxes On

236236K
Breakin' (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3(6)5(6)2(7)2(7)
2(6)2(6)2(6)2(29)
2(9)2(6)2(5)2
74 - 2200 LH KD +12 -60
  • Damage DL0-DL4: 1980 / 2084 / 2200 / 2304 / 2420
    • Chip: 450 / 472 / 500 / 522 / 550
  • Full Invuln: 1f; Strike/Throw Invuln: 2-12f; Armor Break
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling
236236K~[2]
Breakin' ~ Drink (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3(6)5(6)2(7)2(7)
2(6)2(5)2(7)
2(7)2(6)2
107(86) - 1850 LH KD +4 (DL3: KD +25) -93 (DL3: -72)
  • Damage DL0-DL4: 1665 / 1753 / 1850 / 1938 / 2035
    • Chip: 360 / 380 / 400 / 420 / 440
  • Full Invuln: 1f; Strike/Throw Invuln: 2-12f; Armor Break
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling
  • Ends in a Drink in exchange for reduced Damage and KD Advantage


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 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 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.

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 5MP.

At DL3, ending with a Drink activation changes the recovery to 86, making it -72 on block.

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.

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.

Level 2 Super (214214P)

The Devil's Song
Level 2 Super Art
214214P
SF6 Jamie 214214p.png
SF6 Jamie 214214p hitbox.png
Hitboxes Off
Hitboxes On

214214P
The Devil's Song (DL0-DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 [900] 5 - - - - -
  • Puts Jamie at Drink Lv.4 until the install timer runs out (then returns to previous level)
  • Jamie's damage scaling is only set to 105%, rather than the usual 110%
  • Drink Lv.4 version instantly refills 3 Drive bars (no install timer)
  • Can be useful as a cancel from OD specials for safety or combo extensions


A useful install that gives Jamie access to his entire moveset without needing to slowly accumulate drinks. The Super activation itself is good for applying pressure to force a mixup, or for extending a combo. It also allows Jamie to use OD Bakkai as a read against the opponent's projectile, while keeping himself safe on block.

The timer lasts 15 seconds (900f) and freezes when the opponent is in hitstop or blockstop, after which Jamie returns to his previous Drink Level. He does not build any additional Super meter while the install timer is active.

If Jamie is already at Drink Lv.4, he can still use this Super for its cancel properties in order to get easy frame advantage. He can also treat his Super meter as a reserve tank for his Drive gauge, restoring 3 Drive for the cost of 2 Super bars whenever he wants. This is a great way to reduce the risk of being in Burnout, as the opponent will have very little time to set up a corner Drive Impact or apply chip damage.

Level 3 Super (236236P)

Getsuga Saiho
Level 3 Super Art
236236P
SF6 Jamie 236236p.png

SF6 Jamie 236236p ca.png
CA does much more damage, but no follow-up juggle
SF6 Jamie 236236p hitbox.png
CA does much more damage, but no follow-up juggle
Hitboxes Off
Hitboxes On

236236P
Getsuga Saiho (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3(13)3 42 - 2600 (500) LH HKD +71 (KD +14) -27
  • Damage DL0-DL4: 2340 / 2469 / 2600 / 2729 / 2860
    • Non-Cinematic Hit: 450 / 475 / 500 / 525 / 550
    • Chip: 450x2 / 475x2 / 500x2 / 525x2 / 550x2
  • Full Invuln: 1-12f; Armor Break
  • Launches opponent into free juggle state on cinematic hit
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
    • Cinematic time regenerates ~1.8 Drive bars for Jamie
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
236236P
Getsuga Saiho (CA) (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3(13)3 42 - 4500 (500) LH HKD +18 (KD +14) -27
  • Damage DL0-DL4: 4050 / 4274 / 4500 / 4724 / 4950
    • Non-Cinematic Hit: 450 / 475 / 500 / 525 / 550
    • Chip: 450,675 / 475,712 / 500,750 / 525,787 / 550,825
  • Full Invuln: 1-12f; Armor Break
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
    • Cinematic time regenerates ~2.2 Drive bars for Jamie
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


Jamie's 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 214HP, Dash 5HP, or DR~2KK into further juggles.

The Critical Art version lacks this ending juggle, but makes up for it with higher base damage and a cooler ending cinematic. Jamie's CA can be comboed into directly after OD Tenshin to bypass its usual damage scaling, making it the most damaging throw mixup in the game.

Because 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 SA3, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation.


Taunts

Neutral Taunt (5PPPKKK)

Neutral Taunt
(DL0-DL3)
5PPPKKK
SF6 Jamie 5pppkkk.png
"Where's my bed? You're putting me to sleep, man."

5PPPKKK
Neutral Taunt (DL0-DL3)
Startup Active Recovery Cancel Damage Guard On Hit On Block
434 (total) - - - - - - -
  • Has a unique variation at Drink Lv.4

Neutral Taunt
(DL4)
5PPPKKK
SF6 Jamie 5pppkkk dl4.png
"You're still here? This... is your last chance."

5PPPKKK
Neutral Taunt (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
599 (total) - - - - - - -

Forward Taunt (6PPPKKK)

Forward Taunt
(DL0)
6PPPKKK
SF6 Jamie 6pppkkk.png
"Bring it!"

6PPPKKK
Forward Taunt (DL0)
Startup Active Recovery Cancel Damage Guard On Hit On Block
116 (total) - - - - - - -
  • Changes with each Drink level

Forward Taunt
(DL1)
6PPPKKK
SF6 Jamie 6pppkkk dl1.png
"Come on, let me see your sick flow!"

6PPPKKK
Forward Taunt (DL1)
Startup Active Recovery Cancel Damage Guard On Hit On Block
169 (total) - - - - - - -
  • Changes with each Drink level

Forward Taunt
(DL2)
6PPPKKK
SF6 Jamie 6pppkkk dl2.png
"You gonna show me some moves? Don't screw up!"

6PPPKKK
Forward Taunt (DL2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
243 (total) - - - - - - -
  • Changes with each Drink level

Forward Taunt
(DL3)
6PPPKKK
SF6 Jamie 6pppkkk dl3.png
"You think you knew what I'm gonna do next?"

6PPPKKK
Forward Taunt (DL3)
Startup Active Recovery Cancel Damage Guard On Hit On Block
255 (total) - - - - - - -
  • Changes with each Drink level

Forward Taunt
(DL4)
6PPPKKK
SF6 Jamie 6pppkkk dl4.png
"I ain't through with you.... zzz .... oh man, oh man."

6PPPKKK
Forward Taunt (DL4)
Startup Active Recovery Cancel Damage Guard On Hit On Block
738 (total) - - - - - - -
  • Changes with each Drink level

Back Taunt (4PPPKKK)

Back Taunt
4PPPKKK
SF6 Jamie 4pppkkk.png
"Listen! Da na, da na da na, da da da... right!"

5PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
608 (total) - - - - - - -



SF6 Navigation

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