Street Fighter 6/Jamie/Data

From SuperCombo Wiki


Character Vitals

Jamie
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Jamie Portrait.png SF6 Jamie Face.png 10000 0.8 / 0.33 4+38+3 2.115 0.988
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.048 19 1.50 1.90 2.030
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.035 23 0.85 1.52 3.002


Normals

Standing Normals

5LP
Jamie
Jamie_5lp

5LP

Stand LP (DL0)
SF6 Jamie 5lp.png
SF6 Jamie 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
270 - 10% Starter LH Sp SA 12
Startup Active Recovery Total Hitstun Blockstun
5 2 7 13 14 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-7 +9 +4 +4 -1
Punish Advantage Hit Advantage Block Advantage
+9 +5 0
Notes
Drink Lv.0 only (changes at DL1-DL4); better frame advantage than the DL1-DL4 version, but has less range and no Target Combo; SA2 cancel: +7/+2; Drink cancel: -37/-42
Jamie
Jamie_5lp_dl2

5LP

Stand LP (DL2)
SF6 Jamie 5lp dl1.png
SF6 Jamie 5lp dl1 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Sp SA TC 13
Startup Active Recovery Total Hitstun Blockstun
5 3 9 16 14 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-10 +6 +1 +4 -1
Punish Advantage Hit Advantage Block Advantage
+6 +2 -3
Notes
Damage DL1-DL4: 285/300/315/330; requires Drink Lv.1 or higher; cannot link afterward naturally, but gives new Target Combo follow-up; good range for a light normal (slightly shorter range vs. crouching opponents); SA2 cancel: +7/+2; Drink cancel: -37/-42
5MP
Jamie
Jamie_5mp_dl2

5MP

Stand MP (DL2)
SF6 Jamie 5mp.png
SF6 Jamie 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
8 4 14 25 23 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] 2000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16 +9 +5 - -
Punish Advantage Hit Advantage Block Advantage
+9 +5 +1
Notes
Damage DL0-DL4: 540/570/600/630/660; good combo and frame trap starter, but has no conversions near its max range
5HP
Jamie
Jamie_5hp_dl2

5HP

Stand HP (DL2)
SF6 Jamie 5hp.png
SF6 Jamie 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100x2,700 (900) - - LH Sp SA (2nd) 18
Startup Active Recovery Total Hitstun Blockstun
5 1(1)1(4)3 20 34 31(24) 27(20)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x2,4000 [0,0,8000] 250x2,1500 300x2,1000 (210x2,700) 150x2,500 (75x2,250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +5(+7) +1(+3) +8 +2
Punish Advantage Hit Advantage Block Advantage
+5(+7) +1(+3) -3(-1)
Notes
Damage DL0-DL4: 810/855/900/945/990; very fast startup for heavy normal; 3 hits (can break Drive Impact from close range); great option out of Drive Rush (forward momentum, plus on block, combo on hit) or vs. opponent in Burnout; 3rd hit has longer range (effectively 12f startup with better frame advantage when spaced out); all hits receive counter-hit/Punish Counter advantage; Punish Counter Drive damage will not occur if the attack is canceled; all 3 hits put airborne opponent into limited juggle state (juggling into last 2 hits will maintain juggle state); SA2 cancel: +11/+5; Drink cancel: -33/-39; special/DR cancel is delayed until after 3rd recovery frame on 2nd hit
5LK
Jamie
Jamie_5lk_dl2

5LK

Stand LK (DL2)
SF6 Jamie 5lk.pngSF6 Jamie 5lk mash.png
SF6 Jamie 5lk hitbox.pngSF6 Jamie 5lk mash hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
5 2 11 17 16 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 +7 +3 +5 +1
Punish Advantage Hit Advantage Block Advantage
+7 +3 -1
Notes
Damage DL0-DL4: 270/285/300/315/330; chains into 5LK/2LP/2LK; chaining out of 5LK shifts Jamie's position forward, making light combos more consistent; chains into itself infinitely even on whiff (different animation than when chained into from other normals); SA2 cancel: +9/+5; Drink cancel: -35/-39; DR cancel is delayed until after 2nd active frame
5MK
Jamie
Jamie_5mk_dl2

5MK

Stand MK (DL2)
SF6 Jamie 5mk.png
SF6 Jamie 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 15
Startup Active Recovery Total Hitstun Blockstun
10 3 17 29 21 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 700 (490) 350 (175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 +5 +1 +11 +7
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
Damage DL0-DL4: 540/570/600/630/660; good poke and mid-range buffer; lifts up leg hurtbox on frames 4-12 (can avoid low pokes); only medium normal that can combo naturally into 214PP; SA2 cancel: +14/+10; Drink cancel: -30/-34
5HK
Jamie
Jamie_5hk_dl2

5HK

Stand HK (DL2)
SF6 Jamie 5hk.png
SF6 Jamie 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 17 (PC: 29)
Startup Active Recovery Total Hitstun Blockstun
15 3 21 38 25 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +5 -1 +14 +8
Punish Advantage Hit Advantage Block Advantage
KD +71 Crumple +1 -5
Notes
Damage DL0-DL4: 720/760/800/840/880; grounded Punish Counter crumple is +8 before opponent becomes airborne; puts airborne opponents into limited juggle state; very long range for cancelable normal; on midscreen Punish Counter, can safely cancel into 2 Drinks (corner: Drink, juggle 2LP > 214PP, juggle 2HK~HK~P); SA2 cancel: +17/+11 (PC: KD+87); Drink cancel: -27/-33 (PC: KD+43); special/DR cancel is delayed until after 2nd active frame

Crouching Normals

2LP
Jamie
Jamie_2lp_dl2

2LP

Crouch LP (DL2)
SF6 Jamie 2lp.png
SF6 Jamie 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
250 - 10% Starter LH Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
4 2 9 14 16 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-9 +9 +3 +5 -1
Punish Advantage Hit Advantage Block Advantage
+9 +5 -1
Notes
Damage DL0-DL4: 225/237/250/262/275; chains into 5LK/2LP/2LK; Jamie's only 4f normal, useful for comboing into 5f lights; SA2 cancel: +9/+3; Drink cancel: -35/-41; DR cancel is delayed until after 2nd active frame
2MP
Jamie
Jamie_2mp_dl2

2MP

Crouch MP (DL2)
SF6 Jamie 2mp.png
SF6 Jamie 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 16
Startup Active Recovery Total Hitstun Blockstun
6 3 13 21 19 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-14 +7 +4 +9 +6
Punish Advantage Hit Advantage Block Advantage
+7 +3 0
Notes
Damage DL0-DL4: 540/570/600/630/660; decent tool for buffers, combos, and frame traps; SA2 cancel: +12/+9; Drink cancel: -32/-35
2HP
Jamie
Jamie_2hp_dl2

2HP

Crouch HP (DL2)
SF6 Jamie 2hp.png
SF6 Jamie 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - LH Sp SA 16
Startup Active Recovery Total Hitstun Blockstun
9 5 23 36 28 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [7000] 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 +4 -4 +18 +10
Punish Advantage Hit Advantage Block Advantage
+4 0 -8
Notes
Damage DL0-DL4: 810/855/900/945/990; good vertical anti-air (cannot hit cross-up, but head hurtbox is anti-air invincible on frames 9-33); forces stand on hit; only the first 2 active frames are cancelable; important combo tool for high-damage punishes and Drive Rush confirms; SA2 cancel: +21/+13; Drink cancel: -23/-31
2LK
Jamie
Jamie_2lk_dl2

2LK

Crouch LK (DL2)
SF6 Jamie 2lk.png
SF6 Jamie 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 10% Starter L Chn -
Startup Active Recovery Total Hitstun Blockstun
5 2 11 17 14 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 +5 +1 - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
Damage DL0-DL4: 180/190/200/210/220; chains into 5LK/2LP/2LK
2MK
Jamie
Jamie_2mk_dl2

2MK

Crouch MK (DL2)
SF6 Jamie 2mk.png
SF6 Jamie 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter L Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
7 3 18 27 20 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 [4000] 1000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 +3 -2 +9 +4
Punish Advantage Hit Advantage Block Advantage
+3 -1 -6
Notes
Damage DL0-DL4: 450/475/500/525/550; high pushback on block makes it safer and helps to set up spacing traps; SA2 cancel: +12/+7; Drink cancel: -32/-37; Range: 1.42; special/DR cancel is delayed until after 2nd active frame
2HK
Jamie
Jamie_2hk_dl2

2HK

Crouch HK (DL2)
SF6 Jamie 2hk.png
SF6 Jamie 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 - - L,L TC 33 (PC: 43)
Startup Active Recovery Total Hitstun Blockstun
9 2(2)3 28 43 - 25 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [5000x2] 1500x2 500x2 (350x2) 500x2 (250x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 0/1 1/1 3/4
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-33(-28) HKD +33 -6 - -
Punish Advantage Hit Advantage Block Advantage
HKD +48 HKD +33 -10
Notes
Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2; has 2 hits, allowing ample hitconfirm time into Target Combo; 2nd hit has more range; can be spaced safely vs. most characters; first active frame of 2nd hit is a large juggle-only hitbox; high juggle potential (not a Hard Knockdown when juggled into); Target Combo follow-up gives time for Drink without sacrificing corner oki

Jumping Normals

j.LP
Jamie
Jamie_jlp_dl2

j.LP

Jump LP (DL2)
SF6 Jamie jlp.png
SF6 Jamie jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
5 9 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Damage DL0-DL4: 270/285/300/315/330; cross-up with a narrow hitbox; can be used as a fuzzy instant overhead
j.MP
Jamie
Jamie_jmp_dl2

j.MP

Jump MP (DL2)
SF6 Jamie jmp.png
SF6 Jamie jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - H Sp -
Startup Active Recovery Total Hitstun Blockstun
7 4 3 land - 15 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Damage DL0-DL4: 630/665/700/735/770; puts airborne opponents into limited juggle state; cancels into j.214K from forward jump (DL1 or higher); shifts Jamie's hurtbox upward during startup
j.HP
Jamie
Jamie_jhp_dl2

j.HP

Jump HP (DL2)
SF6 Jamie jhp.png
SF6 Jamie jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
10 6 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Damage DL0-DL4: 720/760/800/840/880; has juggle potential; causes spike knockdown vs. airborne opponents
j.LK
Jamie
Jamie_jlk_dl2

j.LK

Jump LK (DL2)
SF6 Jamie jlk.png
SF6 Jamie jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
6 6 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Damage DL0-DL4: 270/285/300/315/330; longest horizontal range of all Jamie's air normals
j.MK
Jamie
Jamie_jmk_dl2

j.MK

Jump MK (DL2)
SF6 Jamie jmk.png
SF6 Jamie jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - H - -
Startup Active Recovery Total Hitstun Blockstun
7 6 3 land - 17 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Damage DL0-DL4: 450/475/500/525/550; cross-up
j.HK
Jamie
Jamie_jhk_dl2

j.HK

Jump HK (DL2)
SF6 Jamie jhk.pngSF6 Jamie jhk 2.png
SF6 Jamie jhk hitbox.pngSF6 Jamie jhk 2 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 - - H - -
Startup Active Recovery Total Hitstun Blockstun
8 3(5)4 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [2500x2] 1000x2 (1000) 1000x2 (700x2) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1/1 1/0 0/1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2; 1st hit puts airborne opponents into limited juggle state, 2nd hit air resets; 2nd hit also causes juggle state on Counter-hit/Punish Counter or after a 2KK launch; shifts Jamie's hurtbox upward during startup

Command Normals

2KK
Jamie
Jamie_2kk_dl2

2KK

Tensei Kick (DL2)
SF6 Jamie 2kk.png
SF6 Jamie 2kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - 20% Starter LH Jmp 17 (jump)
Startup Active Recovery Total Hitstun Blockstun
9 3 22 33 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 700 (490) 350 (175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 Free Juggle -4 - -
Punish Advantage Hit Advantage Block Advantage
KD +53 Launch KD +53 Launch -8
Notes
Damage DL0-DL4: 540/570/600/630/660; can anti-air (head/extended leg hurtbox are anti-air invincible on frames 9-11, but cannot hit cross-up); cancelable into a forward jump on hit only; puts opponent into limited juggle state (free juggle state if used from Drive Rush)
6MK
Jamie
Jamie_6mk

6MK

Falling Star Kick (DL0)
SF6 Jamie 6mk.png
SF6 Jamie 6mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
540 - - H - -
Startup Active Recovery Total Hitstun Blockstun
22 3 20 44 24 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +5 +1 - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
Damage DL0-DL1: 540/570; 10-19f Low Crush; gains ~25% more range and Target Combo follow-up at Drink Lv.2; can be spaced to hit later in active frames for better advantage; causes spike knockdown vs. airborne opponents
Jamie
Jamie_6mk_dl2

6MK

Falling Star Kick (DL2)
SF6 Jamie 6mk.png
SF6 Jamie 6mk dl2 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - H TC 15
Startup Active Recovery Total Hitstun Blockstun
22 3 20 44 24 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +5 +1 - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
Damage DL2-DL4: 600/630/660; 10-19f Low Crush; ~25% more range than DL0-DL1 version; has a Target Combo follow-up; can be spaced to hit later in active frames for better advantage; causes spike knockdown vs. airborne opponents
4HP
Jamie
Jamie_4hp_dl2

4HP

Hermit's Elbow (DL2)
SF6 Jamie 4hp.png
SF6 Jamie 4hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH SA 19
Startup Active Recovery Total Hitstun Blockstun
18 4 20 41 25 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +5 +1 - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
Damage DL0-DL2: 720/760/800; throw hurtbox retracts on frames 4-14; strike hurtbox retracts on frames 5-12, then extends his foot hurtbox on frames 13-20 (making it weaker to delayed low attacks); useful as a throw bait for scoring a Punish Counter into follow-up combo; can be spaced to hit on later active frames for better advantage; DL3 version gains a Target Combo follow-up and ~11% more range; Super cancel is delayed until after active frames; SA2 cancel: +15/+11
Jamie
Jamie_4hp_dl3

4HP

Hermit's Elbow (DL3)
SF6 Jamie 4hp dl3.png
SF6 Jamie 4hp dl3 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
840 - - LH SA TC 19 SA / 20 TC
Startup Active Recovery Total Hitstun Blockstun
18 4 21(19) 42(40) 24 22
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 +5 +1 - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
Damage DL3-DL4: 840/880; 2f less recovery on hit only; throw hurtbox retracts on frames 4-14; strike hurtbox retracts on frames 5-12; useful as a throw bait for scoring a Punish Counter into follow-up combo; can be spaced to hit on later active frames for better advantage; Target Combo follow-up requires extra frame advantage (meaty/Counter-Hit/Punish Counter/Drive Rush) to combo; ~11% more range than DL0-DL2 version; Super cancel is delayed until after active frames; SA2 cancel: +14/+12
6HK
Jamie
Jamie_6hk_dl2

6HK

Senei Kick (DL2)
SF6 Jamie 6hk.png
SF6 Jamie 6hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - LH SA 18
Startup Active Recovery Total Hitstun Blockstun
16 3 20 38 26 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [7000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +7 +1 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Damage DL0-DL3: 810/855/900/945; safe poke with long range that can combo after CH/PC/DR or into Super; not a low attack despite the animation; gains ~6% more range and a Target Combo follow-up at Drink Lv.4; SA2 cancel: +19/+13
Jamie
Jamie_6hk_dl4

6HK

Senei Kick (DL4)
SF6 Jamie 6hk dl4.png
SF6 Jamie 6hk dl4 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
990 - - LH SA TC 18 (SA) / 22 (TC)
Startup Active Recovery Total Hitstun Blockstun
16 4 19 38 26 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [7000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +7 +1 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
~6% more range than DL0-DL3 versions; not a low attack despite the animation; has a Target Combo follow-up into 4HK with 3 possible enders; TC confirm into 4HK~Headbutt requires Counter-hit; 22f hitconfirm window refers to latest possible 4HK input, but must be input within 20f for Counter-hit combo to work; SA2 cancel: +19/+13

Target Combos

2HK~HK
Jamie
Jamie_2hk_hk_dl2

2HK~HK

Phantom Sway (DL2)
SF6 Jamie 2hk hk.png
SF6 Jamie 2hk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - LH TC 58
Startup Active Recovery Total Hitstun Blockstun
12 3 43 57 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 - 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 5
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +22 KD +22(23) -28
Notes
Damage DL0-DL4: 450/475/500/525/550; high juggle limit; slightly more KD Adv. when juggled into; can easily be confirmed if both hits of 2HK connect (harder if only 1 hit connects)
2HK~HK~P
Jamie
Jamie_2hk_hk_p_dl2

2HK~HK~P

Phantom Sway + Drink (DL2)
SF6 Jamie 2hk hk p.png
SF6 Jamie 2hk hk p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
- - 56+5 61 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +4 KD +4(5) -46
Notes
Good way to maintain corner oki while increasing Drink Level; slightly more KD Adv. when juggled into; good meterless option after corner 214PP; Drink Level is built on 57th recovery frame; DL4 version restores 1 bar of Drive gauge
5LP~LK
Jamie
Jamie_5lp_lk_dl2

5LP~LK

Bitter Strikes 1 (DL2)
SF6 Jamie 5lp lk.png
SF6 Jamie 5lp lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200(180) - - LH TC 29
Startup Active Recovery Total Hitstun Blockstun
6 2 16 23 15 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
+1 -3 -8
Notes
Damage DL1-DL4: 190(170)/200(180)/210(188)/220(198); () refers to scaled damage when starting combo with 5LP
5LP~LK~MP
Jamie
Jamie_5lp_lk_mp_dl2

5LP~LK~MP

Bitter Strikes 2 (DL2)
SF6 Jamie 5lp lk mp.png
SF6 Jamie 5lp lk mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500(400) - - LH Sp SA 52
Startup Active Recovery Total Hitstun Blockstun
8 3 21 31 22 14
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 - 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - +9 +1
Punish Advantage Hit Advantage Block Advantage
+2 -2 -10
Notes
Damage DL1-DL4: 475(380)/500(400)/525(420)/550(440); important combo tool after 5LP at DL1 and above (combos from max range 5LP); () refers to scaled damage when starting with 5LP~LK; SA2 cancel: +12/+4; Drink cancel: -32/-40; special/DR cancel is delayed until after 1st recovery frame
6MK~MK
Jamie
Jamie_6mk_mk_dl2

6MK~MK

Full Moon Kick (DL2)
SF6 Jamie 6mk mk.png
SF6 Jamie 6mk mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x2 - - LH TC 62
Startup Active Recovery Total Hitstun Blockstun
15 3(5)2 28 52 - 24 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [4000] 500x2 300x2 (210x2) 150x2 (75x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +31 KD +31 -14
Notes
Damage DL2-DL4: 200x2/210x2/220x2; allows a combo from overhead without Drive Rush, but difficult to confirm on reaction; MK follow-up is 2 hits
6MK~MK~P
Jamie
Jamie_6mk_mk_p_dl2

6MK~MK~P

Full Moon Kick + Drink (DL2)
SF6 Jamie 6mk mk p.png
SF6 Jamie 6mk mk p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
- - 53+8 (DL3: 53+5) 61 (DL3: 58) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- KD -1 (DL3: KD +2) -46 (DL3: -43)
Notes
Increases Drink Level by 1; better to use midscreen, as opponent can't effectively take advantage of Jamie's -1 KD situation; Drink Level is built on 54th recovery frame; gives better advantage upon DL3 to DL4 drink activation, allowing for corner oki; in DL4, drink restores 1 Drive bar
4HP~HP
Jamie
Jamie_4hp_hp_dl3

4HP~HP

Intoxicated Assault 1 (DL3)
SF6 Jamie 4hp hp.png
SF6 Jamie 4hp hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
630 - - LH SA TC 18 (56 total)
Startup Active Recovery Total Hitstun Blockstun
21 4 20 44 25 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -11
Notes
Damage DL3-DL4: 630/660; only combos on counter-hit/Punish Counter or with meaty spacing; 3f gap on block that will beat non-invincible reversals (can confirm this hit into final TC follow-up); SA2 cancel: +18/+6
4HP~HP~HK
Jamie
Jamie_4hp_hp_hk_dl3

4HP~HP~HK

Intoxicated Assault 2 (DL3)
SF6 Jamie 4hp hp hk.png
SF6 Jamie 4hp hp hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
840(672) - - LH - -
Startup Active Recovery Total Hitstun Blockstun
21 3 37 60 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-38 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -20
Notes
Damage DL3-DL4: 840(672)/880(704); not airborne despite the animation; 9f gap between final 2 hits on block (can be interrupted with 8f button); () refers to scaled damage after starting with CH 4HP
6HK~4HK
Jamie
Jamie_6hk_4hk_dl4

6HK~4HK

Ransui Haze (DL4)
SF6 Jamie 6hk 4hk.png
SF6 Jamie 6hk 4hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - TC 25 (TC)
Startup Active Recovery Total Hitstun Blockstun
- - 76 76 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Drink Lv.4 only; can be performed on whiff; follow-up special changes based on button timing (Close/Mid/Far refer to the distance Jamie has walked back away from the opponent); 25f hitconfirm window refers to the total time of 6HK~4HK before P must be input, but the 4HK itself must be input within 20f (counter-hit) or 22f (Punish Counter)
6HK~4HK~P Close
Jamie
Jamie_6hk_4hk_p_close_dl4

6HK~4HK~P (close)

Ransui Haze Headbutt (DL4)
SF6 Jamie 6hk 4hk p close.png
SF6 Jamie 6hk 4hk p close hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
770 - - LH Sp SA 20 Headbutt / 59-60 Total
Startup Active Recovery Total Hitstun Blockstun
(25~45)+17 4 28 48 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-30 - - KD +51 +7
Punish Advantage Hit Advantage Block Advantage
KD +32 KD +32 -12
Notes
Drink Lv.4 only; minimum 1f gap on hit, 7f gap on block; combos on Counter-hit/Punish Counter (relatively confirmable); cancelable into any special or Super; startup includes 6HK plus the delay before Headbutt can be input; SA2 cancel: KD+54/+10; Drink cancel: KD+10/-34; special/DR cancel is delayed until after active frames
6HK~4HK~P Mid
Jamie
Jamie_6hk_4hk_p_mid_dl4

6HK~4HK~P (mid)

Ransui Haze Triple Fist (DL4)
SF6 Jamie 6hk 4hk p mid.png
SF6 Jamie 6hk 4hk p mid hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
330x2,660 (1320) - - LH Sp SA 60/40/17
Startup Active Recovery Total Hitstun Blockstun
(51~75)+4 2(8)2(11)2 27 55 - 42(33)(20)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000x2,5000 [7000] 1000x2,2000 500x2,1000 (350x2,700) 250x2,500 (125x2,250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - KD +54 +10
Punish Advantage Hit Advantage Block Advantage
KD +35 KD +35 -9
Notes
Drink Lv.4 only; can be performed on whiff; can punish attempts to chase down the sway; first hit has short range and may whiff if the opponent is stationary; final hit is cancelable into any special or Super; startup includes 6HK plus the delay before Spin can be input; SA2 cancel: KD+57/+13; Drink cancel: KD+13/-31
6HK~4HK~P Far
Jamie
Jamie_6hk_4hk_p_far_dl4

6HK~4HK~P (far)

Ransui Haze Drink (DL4)
SF6 Jamie 6hk 4hk p far.png
SF6 Jamie 6hk 4hk p far hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
(76~100)+Drink - 52(112) 52(112) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - 10000(20000) - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Drink Lv.4 only; can be performed on whiff; restores 1 bar of Drive gauge on the final recovery frame (2 bars if no input is made until frame 112); startup includes 6HK plus the delay before Drink can be input

Throws

LPLK
Jamie
Jamie_lplk_dl2

LPLK

Back Shaver (DL2)
SF6 Jamie lplk.pngSF6 Jamie lplk hold.png
SF6 Jamie lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +23(+7) KD +23(+7) -
Notes
Damage DL0-DL4: 1080/1139/1200/1259/1320 (PC: 1836/1937/2040/2141/2244); +4 after Forward Dash, allowing corner throw loops (or midscreen if opponent doesn't Back Rise); can increase Drink Level by 1 by holding the input (LP+LK must be pressed on frame 92 of throw animation); Drink follow-up reduces KD Advantage (can still pressure cornered opponents with 5MK on wakeup)
4LPLK
Jamie
Jamie_4lplk_dl2

4LPLK

Wheel Punch (DL2)
SF6 Jamie 4lplk.png
SF6 Jamie 4lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +38 KD +38 -
Notes
Damage DL0-DL4: 1080/1139/1200/1259/1320 (PC: 1836/1937/2040/2141/2244); side switches; can dash (+19) or walk for throw/strike oki after back throwing opponent into corner

Drive Moves

HPHK
Jamie
Jamie_hphk_dl2

HPHK

Vainglory Strike (DL2)
SF6 Jamie hphk.png
SF6 Jamie hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
26 2 35 62 - 34
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 10000 [15000] -10000 [3000(2100)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
Crumple (Standing +21, Juggle +46, HKD +104) KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
Damage DL0-DL4: 720/760/800/840/880 (Chip: 180/190/200/210/220); See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
Jamie
Jamie_6hphk_dl2

6HPHK

Leg Sweep (DL2)
SF6 Jamie 6hphk.png
SF6 Jamie 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Total Hitstun Blockstun
20 3 26(31) 48(53) - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22 Full Break - 200 100 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -8
Notes
5f extra recovery on hit; see Drive Reversal.
MPMK
Jamie
Jamie_mpmk

MPMK

Drive Parry
SF6 Jamie mpmk.png
SF6 Jamie mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Total Hitstun Blockstun
1 8 or until released 29(1)(11) 37(3) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -5000,250~ - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (after Perfect Parry) - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66
Jamie
Jamie_66

66

Drive Rush
SF6 Jamie 66.png
SF6 Jamie 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Total Hitstun Blockstun
9(11) 45(46) 24(23) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -10000(-30000) - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.988 (min/throw), 2.03 (min/block), 3.002 (max/final DR frame)

Special Moves

The Devil Inside

22P
Jamie
Jamie_22p

22P

The Devil Inside
SF6 Jamie 22p.png
SF6 Jamie 22p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
48 - 2 50 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Increases Jamie's Drink Level by 1 (hold for more levels); if already at DL4, builds 0.5 Drive bars per level and can hold the button to continue drinking indefinitely; entire animation is in a counter-hit state; Drink Level affects moveset and base damage scaling (90/95/100/105/110% for DL0-DL4 respectively)
Jamie
Jamie_22p_2

22P (hold)

The Devil Inside (2 drinks)
SF6 Jamie 22p.png
SF6 Jamie 22p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
92(90) - 5 97 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Increases Jamie's Drink Level by 2; if already at DL4, builds 1 Drive bar; 2f shorter duration if DL4 is activated; entire animation is in a counter-hit state; startup refers to the time it takes for +2 Drink Levels to actually increase
Jamie
Jamie_22p_3

22P (hold)

The Devil Inside (3 drinks)
SF6 Jamie 22p.png
SF6 Jamie 22p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
141(139) - 5 146 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Increases Jamie's Drink Level by 3; if already at DL4, builds 1.5 Drive bars; 2f shorter duration if DL4 is activated; entire animation is in a counter-hit state; startup refers to the time it takes for +3 Drink Level to actually increase
Jamie
Jamie_22p_4

22P (hold)

The Devil Inside (4 drinks)
SF6 Jamie 22p.png
SF6 Jamie 22p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
188 - 5 193 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Increases Jamie's Drink Level by 4; if already at DL4, builds 2 Drive bars; entire animation is in a counter-hit state; startup refers to the time it takes for +4 Drink Level to actually increase
22P_ACTIVATION
Jamie
Jamie_22p_activation

22P (activation)

The Devil Inside (DL4 activation)
SF6 Jamie 22p activation.png
SF6 Jamie 22p activation hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
1 - 4 5 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Occurs automatically upon reaching Drink Level 4; causes drink animation to recover slightly faster, potentially giving better oki; screen freezes for 25f (invincible for 1f right as freeze occurs); 4f recovery is in a counter-hit state

Freeflow Strikes

236LP
Jamie
Jamie_236lp_dl2

236LP

LP Freeflow Strikes 1 (DL2)
SF6 Jamie 236lp.png
SF6 Jamie 236lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
350 87 - LH SA3 19 (6P) / 14 SA
Startup Active Recovery Total Hitstun Blockstun
13 2 24 38 25 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 - - - -
Punish Advantage Hit Advantage Block Advantage
+3 -1 -6
Notes
Damage DL0-DL3: 315/332/350/367 (Chip: 78/82/87/91); cancelable into Punch follow-up on hit/block/whiff or Kick follow-up on hit/block; whiff cancel into 6P is delayed by 4f compared to hit/block version; can be safe if well-spaced
Jamie
Jamie_236lp_dl4

236LP

LP Freeflow Strikes 1 (DL4)
SF6 Jamie 236lp dl4.png
SF6 Jamie 236lp dl4 hitbox.pngSF6 Jamie 236lp dl4 hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
220x2 (440) 55x2 - LH SA3 36 (6P) / 29 SA
Startup Active Recovery Total Hitstun Blockstun
13 2(9)3 19 45 34 total 30 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500,3500 [4000x2] 700x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
2 hits, both are super cancelable; cancelable into 6P or 6K follow-up (6K cannot be performed on whiff); whiff cancel into 6P is delayed by 4f compared to hit/block version; counter-hit/Punish Counter bonus advantage carries over through both hits
236MP
Jamie
Jamie_236mp_dl2

236MP

MP Freeflow Strikes 1 (DL2)
File:SF6 Jamie 236mp.png
SF6 Jamie 236lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400 100 - LH SA3 19 (6P) / 14 SA
Startup Active Recovery Total Hitstun Blockstun
16 2 24 41 25 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 - - - -
Punish Advantage Hit Advantage Block Advantage
+3 -1 -6
Notes
Damage DL0-DL3: 360/380/400/420 (Chip: 90/95/100/105); cancelable into Punch follow-up on hit/block/whiff or Kick follow-up on hit/block; whiff cancel into 6P is delayed by 4f compared to hit/block version
Jamie
Jamie_236mp_dl4

236MP

MP Freeflow Strikes 1 (DL4)
File:SF6 Jamie 236mp dl4.png
File:SF6 Jamie 236mp dl4 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
220,330 (550) 55,82 - LH SA3 36 (6P) / 29 SA
Startup Active Recovery Total Hitstun Blockstun
16 2(9)3 19 48 34 total 30 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500,3500 [4000x2] 700x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
2 hits, both are super cancelable; cancelable into 6P or 6K follow-up (6K cannot be performed on whiff); whiff cancel into 6P is delayed by 4f compared to hit/block version; counter-hit/Punish Counter bonus advantage carries over through both hits
236HP
Jamie
Jamie_236hp_dl2

236HP

HP Freeflow Strikes 1 (DL2)
File:SF6 Jamie 236hp.png
File:SF6 Jamie 236hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
450 112 - LH SA3 19 (6P) / 14 SA
Startup Active Recovery Total Hitstun Blockstun
19 2 24 44 25 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 - - - -
Punish Advantage Hit Advantage Block Advantage
+3 -1 -6
Notes
Damage DL0-DL3: 405/427/450/472 (Chip: 100/106/112/117); cancelable into Punch follow-up on hit/block/whiff or Kick follow-up on hit/block; whiff cancel into 6P is delayed by 4f compared to hit/block version
Jamie
Jamie_236hp_dl4

236HP

HP Freeflow Strikes 1 (DL4)
File:SF6 Jamie 236hp dl4.png
File:SF6 Jamie 236hp dl4 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
220,440 (660) 55,110 - LH SA3 36 (6P) / 29 SA
Startup Active Recovery Total Hitstun Blockstun
19 2(9)3 19 45 34 total 30 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500,3500 [4000x2] 700x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
2 hits, both are super cancelable; cancelable into 6P or 6K follow-up (6K cannot be performed on whiff); whiff cancel into 6P is delayed by 4f compared to hit/block version; counter-hit/Punish Counter bonus advantage carries over through both hits
236PP
Jamie
Jamie_236pp_dl2

236PP

OD Freeflow Strikes 1 (DL2)
SF6 Jamie 236pp.png
SF6 Jamie 236lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
450 112 - LH SA2 SA3 23 (6P) / 15 SA
Startup Active Recovery Total Hitstun Blockstun
13 2 24 38 26 23
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] -20000 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 - - - -
Punish Advantage Hit Advantage Block Advantage
+4 0 -3
Notes
Damage DL0-DL3: 405/427/450/472 (Chip: 100/106/112/117); cancelable into Punch follow-up on hit/block/whiff or Kick follow-up on hit/block; whiff cancel into 6P is delayed by 5f compared to hit/block version; safe buffer option that allows an easy hitconfirm into follow-ups; SA2 cancel: +17/+14
Jamie
Jamie_236pp_dl4

236PP

OD Freeflow Strikes 1 (DL4)
SF6 Jamie 236pp dl4.png
File:SF6 Jamie 236pp dl4 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
220,440 (660) 55,110 - LH SA2 SA3 36 (6P) / 27 SA
Startup Active Recovery Total Hitstun Blockstun
13 2(9)3 19 45 36 total 30 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500,3500 [4000x2] -20000 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
2 hits, both are super cancelable; cancelable into 6P or 6K follow-up (6K cannot be performed on whiff); whiff cancel into 6P is delayed by 4f compared to hit/block version; counter-hit/Punish Counter bonus advantage carries over through both hits; SA2 cancel: +18/+13 (1st hit), +18/+12 (2nd hit)

Freeflow Strikes Punch 1

236LP~6P
Jamie
Jamie_236lp_6p_dl2

236LP~6P

LP Freeflow Strikes Punch 1 (DL2)
SF6 Jamie 236lp 6p.png
SF6 Jamie 236lp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
350 87 - LH - 18 (follow-up)
Startup Active Recovery Total Hitstun Blockstun
13 [33] 2 28 42 27 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 - - - -
Punish Advantage Hit Advantage Block Advantage
+1 -3 -13
Notes
Damage DL0-DL3: 315/332/350/367 (Chip: 78/82/87/91); can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; counter-hit/Punish Counter bonus only applies if 1st Rekka did not hit; 0-2f blockstring gap depending on input timing
Jamie
Jamie_236lp_6p_dl4

236LP~6P

LP Freeflow Strikes Punch 1 (DL4)
SF6 Jamie 236lp 6p dl4.png
SF6 Jamie 236lp 6p dl4 hitbox.pngSF6 Jamie 236lp 6p dl4 hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
220,275 (495) 55,68 - LH - 28 (follow-up)
Startup Active Recovery Total Hitstun Blockstun
15 [48] 2(5)2 27 50 34 total 26 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [4000] 700x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
-2(+2) -2 -10
Notes
Can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; 2 hits; counter-hit/Punish Counter bonus only applies if 2nd hit connects; 2-7f blockstring gap depending on input timing
236MP~6P
Jamie
Jamie_236mp_6p_dl2

236MP~6P

MP Freeflow Strikes Punch 1 (DL2)
File:SF6 Jamie 236mp 6p.png
File:SF6 Jamie 236mp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400 100 - LH - 18 (follow-up)
Startup Active Recovery Total Hitstun Blockstun
16 [39] 2 28 45 27 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 - - - -
Punish Advantage Hit Advantage Block Advantage
+1 -3 -11
Notes
Damage DL0-DL3: 360/380/400/420 (Chip: 90/95/100/105); can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; counter-hit/Punish Counter bonus only applies if 1st Rekka did not hit; 0-5f blockstring gap depending on input timing
Jamie
Jamie_236mp_6p_dl4

236MP~6P

MP Freeflow Strikes Punch 1 (DL4)
File:SF6 Jamie 236mp 6p.png
File:SF6 Jamie 236mp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
220,275 (495) 55,68 - LH - 28 (follow-up)
Startup Active Recovery Total Hitstun Blockstun
15 [51] 2(5)2 27 50 34 total 26 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [4000] 700x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
-2(+2) -2 -10
Notes
Can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; 2 hits; counter-hit/Punish Counter bonus only applies if 2nd hit connects; 2-7f blockstring gap depending on input timing
236HP~6P
Jamie
Jamie_236hp_6p_dl2

236HP~6P

HP Freeflow Strikes Punch 1 (DL2)
File:SF6 Jamie 236hp 6p.png
File:SF6 Jamie 236hp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
450 112 - LH - 18 (follow-up)
Startup Active Recovery Total Hitstun Blockstun
19 [45] 2 28 48 27 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 - - - -
Punish Advantage Hit Advantage Block Advantage
+1 -3 -9
Notes
Damage DL0-DL3: 405/427/450/472 (Chip: 100/106/112/117); can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; counter-hit/Punish Counter bonus only applies if 1st Rekka did not hit; 3-8f blockstring gap depending on input timing
Jamie
Jamie_236hp_6p_dl4

236HP~6P

HP Freeflow Strikes Punch 1 (DL4)
File:SF6 Jamie 236hp 6p.png
File:SF6 Jamie 236hp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
220,275 (495) 55,68 - LH - 28 (follow-up)
Startup Active Recovery Total Hitstun Blockstun
15 [54] 2(5)2 27 50 34 total 26 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [4000] 700x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
-2(+2) -2 -10
Notes
Can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; 2 hits; counter-hit/Punish Counter bonus only applies if 2nd hit connects; 2-7f blockstring gap depending on input timing
236PP~6P
Jamie
Jamie_236pp_6p_dl2

236PP~6P

OD Freeflow Strikes Punch 1 (DL2)
SF6 Jamie 236pp 6p.png
SF6 Jamie 236lp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
450 112 - LH - 19 (follow-up)
Startup Active Recovery Total Hitstun Blockstun
13 [34] 2 28 42 27 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] - 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 - - - -
Punish Advantage Hit Advantage Block Advantage
+1 -3 -9
Notes
Damage DL0-DL3: 405/427/450/472 (Chip: 100/106/112/117); can be performed on hit/block/whiff (startup is delayed by 5f on whiff version); [] refers to total startup when whiffing initial 236P; counter-hit/Punish Counter bonus only applies if 1st Rekka did not hit; 0-3f blockstring gap depending on input timing
Jamie
Jamie_236pp_6p_dl4

236PP~6P

OD Freeflow Strikes Punch 1 (DL4)
SF6 Jamie 236pp 6p dl4.png
File:SF6 Jamie 236pp 6p dl4 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
220,330 (550) 55,82 - LH - 28 (follow-up)
Startup Active Recovery Total Hitstun Blockstun
15 [48] 2(5)2 27 50 34 total 26 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [4000] - 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
-2(+2) -2 -10
Notes
Can be performed on hit/block/whiff (startup is delayed by 4f on whiff version); [] refers to total startup when whiffing initial 236P; 2 hits; counter-hit/Punish Counter bonus only applies if 2nd hit connects; 2-7f blockstring gap depending on input timing

Freeflow Strikes Punch 2

236LP~6P~6P
Jamie
Jamie_236lp_6p_6p_dl2

236LP~6P~6P

LP Freeflow Strikes Punch 2 (DL2)
SF6 Jamie 236lp 6p 6p.png
SF6 Jamie 236lp 6p 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
550 (440) 137 - LH - -
Startup Active Recovery Total Hitstun Blockstun
13 [53] 2 30 44 - 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-30 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +27 KD +27 -17
Notes
Damage DL0-DL3: 495(396)/522(418)/550(440)/577(462) (Chip: 123/130/137/144); can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236P; 1-5f gap before final hit on block
Jamie
Jamie_236lp_6p_6p_dl4

236LP~6P~6P

LP Freeflow Strikes Punch 2 (DL4)
SF6 Jamie 236lp 6p 6p dl4.png
SF6 Jamie 236lp 6p 6p dl4 hitbox.pngSF6 Jamie 236lp 6p 6p dl4 hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
165x2,495 (132x2,396) 40x2,123 - LH - -
Startup Active Recovery Total Hitstun Blockstun
16 [78] 2(4)2(14)3 28 68 - 39 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x3 [4000] 700x3 500x2,400 (350x2,280) 250x2,200 (125x2,100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-29 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +27 KD +27 -14
Notes
Can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236P; 3 hits; 2-6f gap between 2nd/3rd Rekkas on block
236MP~6P~6P
Jamie
Jamie_236mp_6p_6p_dl2

236MP~6P~6P

MP Freeflow Strikes Punch 2 (DL2)
File:SF6 Jamie 236mp 6p 6p.png
File:SF6 Jamie 236mp 6p 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 (480) 150 - LH - -
Startup Active Recovery Total Hitstun Blockstun
16 [62] 2 30 47 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-30 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +27 KD +27 -15
Notes
Damage DL0-DL3: 540(432)/570(456)/600(480)/630(504) (Chip: 135/142/150/157); can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236P; 2-6f gap before final hit on block
Jamie
Jamie_236mp_6p_6p_dl4

236MP~6P~6P

MP Freeflow Strikes Punch 2 (DL4)
File:SF6 Jamie 236mp 6p 6p dl4.png
File:SF6 Jamie 236mp 6p 6p dl4 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
162x2,495 (132x2,396) 40x2,123 - LH - -
Startup Active Recovery Total Hitstun Blockstun
16 [81] 2(4)2(14)3 28 68 - 39 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x3 [4000] 700x3 500x2,400 (350x2,280) 250x2,200 (125x2,100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-29 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +27 KD +27 -14
Notes
Can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236P; 3 hits; 2-6f gap between 2nd/3rd Rekkas on block
236HP~6P~6P
Jamie
Jamie_236hp_6p_6p_dl2

236HP~6P~6P

HP Freeflow Strikes Punch 2 (DL2)
File:SF6 Jamie 236hp 6p 6p.png
File:SF6 Jamie 236hp 6p 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
650 (520) 162 - LH - -
Startup Active Recovery Total Hitstun Blockstun
19 [71] 2 30 50 - 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-30 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +27 KD +27 -13
Notes
Damage DL0-DL3: 585(468)/617(494)/650(520)/682(546) (Chip: 145/153/162/170); can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236P; 3-7f gap before final hit on block
Jamie
Jamie_236hp_6p_6p_dl4

236HP~6P~6P

HP Freeflow Strikes Punch 2 (DL4)
File:SF6 Jamie 236hp 6p 6p dl4.png
File:SF6 Jamie 236hp 6p 6p dl4 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
162x2,495 (132x2,396) 40x2,123 - LH - -
Startup Active Recovery Total Hitstun Blockstun
16 [84] 2(4)2(14)3 28 68 - 39 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x3 [4000] 700x3 500x2,400 (350x2,280) 250x2,200 (125x2,100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-29 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +27 KD +27 -14
Notes
Can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236P; 3 hits; 2-6f gap between 2nd/3rd Rekkas on block
236PP~6P~6P
Jamie
Jamie_236pp_6p_6p_dl2

236PP~6P~6P

OD Freeflow Strikes Punch 2 (DL2)
SF6 Jamie 236pp 6p 6p.png
SF6 Jamie 236lp 6p 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
750 (600) 187 - LH - -
Startup Active Recovery Total Hitstun Blockstun
13 [53] 2 30 44 - 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] - 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-30 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +28 KD +28 -13
Notes
Damage DL0-DL3: 675(540)/712(570)/750(600)/787(630) (Chip: 168/177/187/196); can be performed on hit/block/whiff (startup is delayed by 2f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236PP; 0-2f gap before final hit on block
Jamie
Jamie_236pp_6p_6p_dl4

236PP~6P~6P

OD Freeflow Strikes Punch 2 (DL4)
SF6 Jamie 236pp 6p 6p dl4.png
File:SF6 Jamie 236pp 6p 6p dl4 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
165x2,605 (132x2,484) 40x2,150 - LH - -
Startup Active Recovery Total Hitstun Blockstun
16 [78] 2(4)2(14)3 28 68 - 39 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x3 [4000] - 500x2,400 (350x2,280) 250x2,200 (125x2,100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-29 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +28 KD +28 -14
Notes
Can be performed on hit/block/whiff (startup is delayed by 3f on whiff version); [] refers to total startup when whiffing initial 236P~6P; () refers to scaled damage when starting combo from 236PP; 3 hits; 2-6f gap between 2nd/3rd Rekkas on block

Freeflow Strikes Kick 1

236LP~6K
Jamie
Jamie_236lp_6k_dl2

236LP~6K

LP Freeflow Kicks 1 (DL2)
SF6 Jamie 236lp 6k.png
SF6 Jamie 236lp 6k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
250 62 - LH - 16
Startup Active Recovery Total Hitstun Blockstun
14 2 32 47 27 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-32 - - - -
Punish Advantage Hit Advantage Block Advantage
-3 -7 -15
Notes
Damage DL0-DL4: 225/237/250/262/275 (Chip: 55/58/62/65/68); Kick follow-up cannot be performed on whiff (but the 2nd Kick follow-up can be performed if the initial 6K whiffs); 0-3f blockstring gap depending on input timing (DL4: 0-6f gap)
236MP~6K
Jamie
Jamie_236mp_6k_dl2

236MP~6K

MP Freeflow Kicks 1 (DL2)
File:SF6 Jamie 236mp 6k.png
File:SF6 Jamie 236mp 6k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 75 - LH - 16
Startup Active Recovery Total Hitstun Blockstun
17 2 32 50 27 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-32 - - - -
Punish Advantage Hit Advantage Block Advantage
-3 -7 -15
Notes
Damage DL0-DL4: 270/285/300/315/330 (Chip: 67/71/75/78/82); Kick follow-up cannot be performed on whiff (but the 2nd Kick follow-up can be performed if the initial 6K whiffs); 1-6f blockstring gap depending on input timing (DL4: 2-9f gap)
236HP~6K
Jamie
Jamie_236hp_6k_dl2

236HP~6K

HP Freeflow Kicks 1 (DL2)
File:SF6 Jamie 236hp 6k.png
File:SF6 Jamie 236hp 6k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 75 - LH - 16
Startup Active Recovery Total Hitstun Blockstun
20 2 32 53 27 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-32 - - - -
Punish Advantage Hit Advantage Block Advantage
-3 -7 -15
Notes
Damage DL0-DL4: 270/285/300/315/330 (Chip: 67/71/75/78/82); Kick follow-up cannot be performed on whiff (but the 2nd Kick follow-up can be performed if the initial 6K whiffs); 4-9f blockstring gap depending on input timing (DL4: 4-12f gap)
236PP~6K
Jamie
Jamie_236pp_6k_dl2

236PP~6K

OD Freeflow Kicks 1 (DL2)
SF6 Jamie 236pp 6k.png
SF6 Jamie 236lp 6k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
350 87 - LH - 16
Startup Active Recovery Total Hitstun Blockstun
14 2 32 47 27 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] - 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-32 - - - -
Punish Advantage Hit Advantage Block Advantage
-3 -7 -15
Notes
Damage DL0-DL4: 315/332/350/367/385 (Chip: 78/82/87/91/95); Kick follow-up cannot be performed on whiff (but the 2nd Kick follow-up can be performed if the initial 6K whiffs); 0-4f blockstring gap depending on input timing (DL4: 1-6f gap)

Freeflow Strikes Kick 2

236LP~6K~6K
Jamie
Jamie_236lp_6k_6k_dl2

236LP~6K~6K

LP Freeflow Kicks 2 (DL2)
SF6 Jamie 236lp 6k 6k.png
SF6 Jamie 236lp 6k 6k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
450 (360) 112 - LH - -
Startup Active Recovery Total Hitstun Blockstun
18 2 35+29 83[59] - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-64 (DL3 -40) - - - -
Punish Advantage Hit Advantage Block Advantage
KD -1 (DL3: KD +23) KD -1 (DL3: KD +23) -49 (DL3 -25)
Notes
Damage DL0-DL4: 405/427/450/472/495 (Scaled: 324/342/360/378/396) (Chip: 100/106/112/117/123); 2nd Kick follow-up can be performed on whiff as long as the first 6K comes out; () refers to scaled damage when starting combo from 236P; increases Drink Level by 1 on frame 36 of recovery (DL4: builds 1 extra bar of Drive gauge); 2-6f blockstring gap depending on input timing; activating DL4 gives much better frame advantage
236MP~6K~6K
Jamie
Jamie_236mp_6k_6k_dl2

236MP~6K~6K

MP Freeflow Kicks 2 (DL2)
File:SF6 Jamie 236mp 6k 6k.png
File:SF6 Jamie 236mp 6k 6k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 (400) 125 - LH - -
Startup Active Recovery Total Hitstun Blockstun
21 2 36+28 86[63] - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-64 (DL3 -40) - - - -
Punish Advantage Hit Advantage Block Advantage
KD -1 (DL3: KD +22) KD -1 (DL3: KD +22) -49 (DL3 -26)
Notes
Damage DL0-DL4: 450/475/500/525/550 (Scaled: 360/380/400/420/440) (Chip: 112/118/125/131/137); 2nd Kick follow-up can be performed on whiff as long as the first 6K comes out; increases Drink Level by 1 on frame 37 of recovery (DL4: builds 1 extra bar of Drive gauge); () refers to scaled damage when starting combo from 236P; 5-9f blockstring gap depending on input timing; activating DL4 gives much better frame advantage
236HP~6K~6K
Jamie
Jamie_236hp_6k_6k_dl2

236HP~6K~6K

HP Freeflow Kicks 2 (DL2)
File:SF6 Jamie 236hp 6k 6k.png
File:SF6 Jamie 236hp 6k 6k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
550 (440) 137 - LH - -
Startup Active Recovery Total Hitstun Blockstun
24 2 36+28 89[66] - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 700 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-64 (DL3 -40) - - - -
Punish Advantage Hit Advantage Block Advantage
KD -1 (DL3: KD +22) KD -1 (DL3: KD +22) -49 (DL3 -26)
Notes
Damage DL0-DL4: 495/522/550/577/605 (Scaled: 396/418/440/462/484) (Chip: 123/130/137/143/150); 2nd Kick follow-up can be performed on whiff as long as the first 6K comes out; increases Drink Level by 1 on frame 37 of recovery (DL4: builds 1 extra bar of Drive gauge); () refers to scaled damage when starting combo from 236P; 8-12f blockstring gap depending on input timing; activating DL4 gives much better frame advantage
236PP~6K~6K
Jamie
Jamie_236pp_6k_6k_dl2

236PP~6K~6K

OD Freeflow Kicks 2 (DL2)
SF6 Jamie 236pp 6k 6k.png
SF6 Jamie 236lp 6k 6k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 (480) 150 - LH - -
Startup Active Recovery Total Hitstun Blockstun
18 2 36+28 83[60] - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] - 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-64 (DL3 -40) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +1 (DL3: KD +24) KD +1 (DL3: KD +24) -49 (DL3 -26)
Notes
Damage DL0-DL4: 540/570/600/630/660 (Scaled: 432/456/480/504/528) (Chip: 135/142/150/157/165); 2nd Kick follow-up can be performed on whiff as long as the first 6K comes out; increases Drink Level by 1 on frame 37 of recovery (DL4: builds 1 extra bar of Drive gauge); OD version is the only Drink ender that gives corner oki; () refers to scaled damage when starting combo from 236P; 2-6f blockstring gap depending on input timing; activating DL4 gives much better frame advantage

Swagger Step

214LP
Jamie
Jamie_214lp_dl2

214LP

Swagger Step (DL2)
SF6 Jamie 214lp.png
SF6 Jamie 214lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 225 - LH SA3 25
Startup Active Recovery Total Hitstun Blockstun
17 9 17 42 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24(-16) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +39(+47) KD +39(+47) -6(+2)
Notes
Damage DL0-DL4: 810/855/900/945/990 (Chip: 202/213/225/236/247); has juggle potential; has 6P follow-up during DL4 only; can be spaced for safety (final active frame will only connect as a meaty; subtract 1f for max advantage when used in neutral)
214MP
Jamie
Jamie_214mp_dl2

214MP

Swagger Step (DL2)
File:SF6 Jamie 214mp.png
File:SF6 Jamie 214mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - LH SA3 25
Startup Active Recovery Total Hitstun Blockstun
20 9 17 45 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24(-16) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +39(+47) KD +39(+47) -6(+2)
Notes
Damage DL0-DL4: 900/950/1000/1050/1100 (Chip: 225/237/250/262/275); has juggle potential; has 6P follow-up during DL4 only; can be spaced for safety (final active frame will only connect as a meaty; subtract 1f for max advantage when used in neutral)
214HP
Jamie
Jamie_214hp_dl2

214HP

Swagger Step (DL2)
File:SF6 Jamie 214hp.png
File:SF6 Jamie 214hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 300 - LH SA3 25
Startup Active Recovery Total Hitstun Blockstun
25 9 17 50 - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24(-16) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +39(+47) KD +39(+47) -5(+3)
Notes
Damage DL0-DL4: 1080/1140/1200/1260/1320 (Chip: 270/285/300/315/330); has juggle potential; has 6P follow-up during DL4 only; can be spaced for safety (final active frame will only connect as a meaty; subtract 1f for max advantage when used in neutral)
214PP
Jamie
Jamie_214pp_dl2

214PP

Swagger Step (DL2)
SF6 Jamie 214pp.png
SF6 Jamie 214lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1100 275 20% Starter LH SA2 SA3 25
Startup Active Recovery Total Hitstun Blockstun
20 9 15 43 - 23
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] -20000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 10
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22(-14) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +87(+95) Tumble / +155 Wall Splat KD +73(+81) Tumble -1(+7)
Notes
Damage DL0-DL4: 990/1045/1100/1155/1210 (Chip: 247/261/275/288/302); has juggle potential; has 6P follow-up during DL4 only; can juggle OTG during Tumble state; Punish Counter near corner causes a crouching Wall Splat that puts opponent into limited juggle state while still grounded (can be thrown; strikes cause opponent to become airborne); can be spaced for plus frames (final active frame will only connect as a meaty; subtract 1f for max advantage when used in neutral); SA2 cancel: KD+89(103)/+15

Swagger Hermit Punch

214P~6P (DL4)
Jamie
Jamie_214p_6p

214P~6P

Swagger Hermit Punch (DL4)
SF6 Jamie 214p 6p.png
SF6 Jamie 214p 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
990 247 20% Starter LH SA3 19
Startup Active Recovery Total Hitstun Blockstun
19 3 39 60 - 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-40 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +20(+19) KD +20(+19) -23
Notes
1f gap on block, can be delayed up to 8f after 214LP/MP or 7f after 214HP; 1f worse KD Adv. after 214HP
Jamie
Jamie_214pp_6p

214PP~6P

Swagger Hermit Punch (DL4)
SF6 Jamie 214pp 6p.png
File:SF6 Jamie 214pp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
880 275 20% Starter LH SA2 SA3 19
Startup Active Recovery Total Hitstun Blockstun
19 3 39 60 - 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] - 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-40 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +20 KD +20 -23
Notes
Both hits are a true blockstring (up to 5f gap if delayed); the initial 214PP is safe on block making it very risky to attempt a delay frame trap; does not cost any additional Drive meter to perform; SA2 cancel: KD+55(57)/+12, 2f better KD Adv. if the 6P follow-up hits grounded

Arrow Kick

623LK
Jamie
Jamie_623lk_dl2

623LK

Arrow Kick (DL2)
SF6 Jamie 623lk.png
SF6 Jamie 623lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x2 250 - LH - -
Startup Active Recovery Total Hitstun Blockstun
6 7 54 66 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 1000x2 (1000) 500x2 (350x2) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-12 Air, 6-22 Lower Body - - 1 1,5 5,10
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-59 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42 KD +42 -44
Notes
Damage DL0-DL4: 900/950/1000/1050/1100 (Chip: 225/237/250/262/275); on hit, a follow-up occurs with 11f landing recovery (16-42f full invuln, vulnerable to projectiles before invincibility starts); cannot hit cross-up; sets up a safe jump in the corner (or midscreen if no back rise)
623MK
Jamie
Jamie_623mk_dl2

623MK

Arrow Kick (DL2)
SF6 Jamie 623lk.png
SF6 Jamie 623lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500,700 (1200) 300 - LH - -
Startup Active Recovery Total Hitstun Blockstun
8 7 53 67 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 1000x2 (1000) 500x2 (350x2) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-14 Air, 8-23 Lower Body - - 1 1,5 5,10
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-58 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +34 KD +34 -43
Notes
Damage DL0-DL4: 1080/1140/1200/1260/1320 (Chip: 270/285/300/315/330); on hit, a follow-up occurs with 18f landing recovery (17-40f full invuln, vulnerable to projectiles before invincibility starts); cannot hit cross-up
623HK
Jamie
Jamie_623hk_dl2

623HK

Arrow Kick (DL2)
SF6 Jamie 623lk.png
SF6 Jamie 623lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500,400,500 (1400) 350 - LH - -
Startup Active Recovery Total Hitstun Blockstun
10 7 53 69 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 1000,500x2 (1000) 500,250x2 (350,175x2) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-16 Air, 10-25 Lower Body - - 1 1,1,5 5,10,10
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-58 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +39 KD +39 -43
Notes
Damage DL0-DL4: 1260/1330/1400/1470/1540 (Chip: 315/332/350/367/385); on hit, a follow-up occurs with 8f landing recovery (19-42f full invuln, vulnerable to projectiles before invincibility starts); faster recovery on hit than other versions, making it more useful in certain juggle scenarios; cannot hit cross-up
623KK
Jamie
Jamie_623kk_dl2

623KK

Arrow Kick (DL2)
SF6 Jamie 623kk.png
SF6 Jamie 623kk hitbox.pngSF6 Jamie 623kk2 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500,450,550 (1500) 375 - LH - -
Startup Active Recovery Total Hitstun Blockstun
6 7 53 65 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 - -20000 500,250x2 (350,175x2) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-9 Full, 10-12 Air, 10-21 Lower Body - - 1 1,1,1 10,11,12
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-58 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +40 KD +40 -43
Notes
Damage DL0-DL4: 1350/1424/1500/1574/1650 (Chip: 337/356/375/393/412); on hit, a follow-up occurs with 11f landing recovery (15-38f full invuln, vulnerable to projectiles before 2nd hit invincibility starts); Jamie's primary reversal; cannot hit cross-up

Luminous Dive Kick

j.214K
Jamie
Jamie_j214k_dl2

j.214K

Luminous Dive Kick (DL2)
SF6 Jamie j214k.png
SF6 Jamie j214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - LH - -
Startup Active Recovery Total Hitstun Blockstun
11 1(2)until land 13 land - - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 [4000] 1000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 1 10
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22(-12) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42(+52) KD +42(+52) -8(+2)
Notes
Damage DL1-DL4: 950/1000/1050/1100 (Chip: 237/250/262/275); forward jump only; button strength determines angle; connecting lower to the ground gives better frame advantage; can be done very low to the ground with Tiger Knee motion (214~9K); can get a follow-up juggle after low grounded hit; spike knockdown vs. airborne opponents (no juggle); can be used to bait throw techs or as an escape from corner throw loops; Jamie is crouching on the final landing recovery frame
j.214KK
Jamie
Jamie_j214kk_dl2

j.214KK

Luminous Dive Kick (DL2)
SF6 Jamie j214kk.png
SF6 Jamie j214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter; 10% Immediate LH - -
Startup Active Recovery Total Hitstun Blockstun
11 1(2)until land 13 land - - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 [4000] -20000 800 (560) 400 (200) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 2 2
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19(-12) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +58(+65) KD +58(+65) -4(+3)
Notes
Damage DL1-DL4: 760/800/840/880 (Chip: 190/200/210/220); during forward jump only; connecting lower to the ground gives better frame advantage; grounded hit puts opponent into limited juggle state; OTG bounce on airborne hit; can be done low to the ground with Tiger Knee motion (214~9K); can be used to bait throw techs or as an escape from corner throw loops; Jamie is crouching on the final landing recovery frame

Bakkai

236LK
Jamie
Jamie_236lk_dl2

236LK

Bakkai (DL2)
SF6 Jamie 236lk.png
SF6 Jamie 236lk hitbox.pngSF6 Jamie 236lk2 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
250x3,350 (1400) 62x3,162 (348) - LH SA3 47
Startup Active Recovery Total Hitstun Blockstun
18 2(2)3(4)2(11)2 24 67 - 38 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x3,2000 [4000] 700x4 500x4 (350x4) 250x4 (125x4) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
3-24 Projectile - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42 KD +42 -12
Notes
Damage DL2-DL4: 1400/1468/1540 (Chip: 348/365/382)
236MK
Jamie
Jamie_236mk_dl2

236MK

Bakkai (DL2)
SF6 Jamie 236lk.png
SF6 Jamie 236mk hitbox.pngSF6 Jamie 236mk2 hitbox.pngSF6 Jamie 236mk3 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
250x5,350 (1600) 62x5,87 (397) - LH SA3 63
Startup Active Recovery Total Hitstun Blockstun
22 2(1)2(3)2(5)2(12)2(5)2 31 90 - 53 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x5,2000 [4000] 700x6 500x6 (350x6) 250x6 (125x6) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
4-26 Projectile - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-31 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +35 KD +35 -16
Notes
Damage DL2-DL4: 1600/1677/1760 (Chip: 397/416/435)
236HK
Jamie
Jamie_236hk_dl2

236HK

Bakkai (DL2)
SF6 Jamie 236lk.png
SF6 Jamie 236hk hitbox.pngSF6 Jamie 236hk2 hitbox.pngSF6 Jamie 236hk3 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
250x6,300 (1800) 62x6,75 (447) - LH SA3 94
Startup Active Recovery Total Hitstun Blockstun
26 2(6)2(6)2(6)
2(13)2(7)2(15)2
32 124 - 82 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x6,2000 [4000] 700x7 500x7 (350x7) 250x7 (125x7) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5-33 Projectile - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-32 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +34 KD +34 -17
Notes
Damage DL2-DL4: 1800/1887/1980 (Chip: 447/468/490); semi-consistent projectile counter at mid-range (except against Guile)
236KK
Jamie
Jamie_236kk_dl2

236KK

Bakkai (DL2)
SF6 Jamie 236kk.png
SF6 Jamie 236kk hitbox.pngSF6 Jamie 236kk2 hitbox.pngSF6 Jamie 236kk3 hitbox.pngSF6 Jamie 236kk4 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
180x9,380 (2000) 45x9,95 (500) - LH SA2 SA3 74
Startup Active Recovery Total Hitstun Blockstun
21 3(3)2(8)2(3)2(7)2(7)
2(12)2(11)2(4)2(4)2
62 162 - 96 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x9,2000 [4000] -20000 300x9,500 (210x9,350) 150x9,250 (75x9,125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
3-28 Projectile - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-67(-62) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +12 KD +12 -46
Notes
Damage DL2-DL4: 2000/2100/2200 (Chip: 500/522/545); fairly consistent projectile counter at mid-range (except against Guile); Super cancel occurs on 7th hit; SA2 cancel: +14/+7

Tenshin

63214K
Jamie
Jamie_63214k_dl3

63214K

Tenshin (DL3)
SF6 Jamie 63214k.png
SF6 Jamie 63214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
0 - 20% Starter (3rd hit); 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
8 2 52 61 59 -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - 1000 (700) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
+8 +8 -
Notes
Cannot be canceled into from normals; puts opponents into limited juggle state despite remaining standing (allows a grounded follow-up combo, but affects potential juggle routes afterward); does not benefit from Counter/Punish Counter bonus frame advantage; Range: 0.96
63214KK
Jamie
Jamie_63214kk_dl3

63214KK

Tenshin (DL3)
SF6 Jamie 63214kk.png
SF6 Jamie 63214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
682 - 20% Starter (3rd hit); 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
8 2 52 61 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [2500] -20000 1000 (700) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 0 - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +86 Crumple HKD +86 Crumple -
Notes
Damage DL3-DL4: 682/715; cannot be canceled into from normals; Jamie is +28 before crumpled opponent goes airborne into a free juggle state; leaves enough frame advantage to dash or Drive Rush into a grounded combo; does not benefit from Counter/Punish Counter bonus frame advantage; Range: 0.96

Super Arts

236236K
Jamie
Jamie_236236k_dl2

236236K

Breakin' (DL2)
SF6 Jamie 236236k.png
SF6 Jamie 236236k hitbox.pngSF6 Jamie 236236k2 hitbox.pngSF6 Jamie 236236k3 hitbox.pngSF6 Jamie 236236k4 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2200 500 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
10 3(6)5(6)2(7)2(7)
2(6)2(6)2(6)2(29)
2(9)2(6)2(5)2
74 204 - 80(15)42
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
200x11,300 (2500) 400x11,600 (5000) - -10000 -10000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full, 2-12 Strike/Throw Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-74 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +12 KD +12 -60
Notes
Damage DL0-DL4: 1980/2084/2200/2304/2420 (Chip: 450/472/500/522/550); holding Down will result in a Drink ender; cannot hit cross-up; shifts hurtbox forward slightly during Super freeze (can move past fast projectiles if timed perfectly); leaves 16f blockstring gap before 2nd set of kicks (12f in Burnout)
236236K~[2]
Jamie
Jamie_236236k_drink_dl2

236236K~[2]

Breakin' ~ Drink (DL2)
SF6 Jamie 236236k.png
SF6 Jamie 236236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1850 400 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
10 3(6)5(6)2(7)2(7)
2(6)2(5)2(7)
2(7)2(6)2
107(86) 197(176) - 97 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
200x9,700 (2500) 400x9,1400 (5000) - -10000 -10000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full, 2-12 Strike/Throw Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-107 (DL3: -86) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +4 (DL3: KD +25) KD +4 (DL3: KD +25) -93 (DL3: -72)
Notes
Damage DL0-DL4: 1665/1753/1850/1938/2035 (Chip: 360/380/400/420/440); increases Drink Level by 1 at the cost of some damage and KD Advantage; DL3 version has 21f less recovery, granting better advantage upon DL4 activation; DL4 version builds 1 bar of Drive gauge upon drinking; cannot hit cross-up; shifts hurtbox forward slightly during Super freeze (can move past fast projectiles if timed perfectly)
214214P
Jamie
Jamie_214214p

214214P

The Devil's Song (DL0-DL4)
SF6 Jamie 214214p.png
SF6 Jamie 214214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
1 [900] 5 6 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
When activated at DL0-DL3, puts Jamie at DL4 until the timer runs out (damage scaling is set to 105% rather than the usual 110%); timer lasts 900 frames (15 seconds) and does not drain during attack hit/block freeze; cannot build more Super meter while timer is active; returns to previous Drink Level after install timer expires; if activated while already in DL4: instantly refills 3 Drive bars (no install timer, so Jamie can immediately resume building Super meter); useful in combo extension or for safety when canceling from OD special moves
236236P
Jamie
Jamie_236236p_dl2

236236P

Getsuga Saiho (DL2)
SF6 Jamie 236236p.png
SF6 Jamie 236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2600 (500) 500x2 50% Minimum; Combo (2 hits); 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
10 3(13)3 42 70 - 34 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5500,2000 15000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-12 Full Break - 0 (Forced) 0 99
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-43 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +71 (KD +14) HKD +71 (KD +14) -27
Notes
Damage DL0-DL4: 2340/2469/2600/2729/2860 (Non-Cinematic: 450/475/500/525/550) (Chip: 450x2/475x2/500x2/525x2/550x2); 1st hit goes into cinematic, 2nd non-cinematic hit does very low damage and no Hard Knockdown; launches opponent into free juggle state, resetting the juggle counter to 0; cannot hit cross-up; cinematic time regenerates ~1.8 Drive bars for Jamie
236236P (CA)
Jamie
Jamie_236236p(ca)_dl2

236236P

Getsuga Saiho (CA) (DL2)
SF6 Jamie 236236p ca.png
File:SF6 Jamie 236236p ca hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500 (500) 500,750 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
10 3(13)3 42 70 - 34 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5500,4500 20000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-12 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-43 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +18 (KD +14) HKD +18 (KD +14) -27
Notes
Damage DL0-DL4: 4050/4274/4500/4724/4950 (Non-Cinematic: 450/475/500/525/550) (Chip: 450,675/475,712/500,750/525,787/550,825); 1st hit goes into cinematic, 2nd non-cinematic hit does very low damage and no Hard Knockdown; higher damage than SA3 but no follow-up juggle; cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for Jamie; extremely powerful option directly after OD Tenshin since it is unaffected by damage scaling

Taunts

5PPPKKK
Jamie
Jamie_5pppkkk

5PPPKKK

Neutral Taunt (DL0-DL3)
SF6 Jamie 5pppkkk.png
File:SF6 Jamie 5pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
434 (total) - - 434 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Where's my bed? You're putting me to sleep, man."; has a different variation at Drink Lv.4
Jamie
Jamie_5pppkkk_dl4

5PPPKKK

Neutral Taunt (DL4)
SF6 Jamie 5pppkkk dl4.png
File:SF6 Jamie 5pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
599 (total) - - 599 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"You're still here? This... is your last chance."
6PPPKKK
Jamie
Jamie_6pppkkk

6PPPKKK

Forward Taunt (DL0)
SF6 Jamie 6pppkkk.png
File:SF6 Jamie 6pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
116 (total) - - 116 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Bring it!"; Changes with each Drink Level
Jamie
Jamie_6pppkkk_dl1

6PPPKKK

Forward Taunt (DL1)
SF6 Jamie 6pppkkk dl1.png
File:SF6 Jamie 6pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
169 (total) - - 169 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Come on, let me see your sick flow!"; Changes with each Drink Level
Jamie
Jamie_6pppkkk_dl2

6PPPKKK

Forward Taunt (DL2)
SF6 Jamie 6pppkkk dl2.png
File:SF6 Jamie 6pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
243 (total) - - 243 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"You gonna show me some moves? Don't screw up!"; Changes with each Drink Level
Jamie
Jamie_6pppkkk_dl3

6PPPKKK

Forward Taunt (DL3)
SF6 Jamie 6pppkkk dl3.png
File:SF6 Jamie 6pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
255 (total) - - 255 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"You think you knew what I'm gonna do next?"; Changes with each Drink Level
Jamie
Jamie_6pppkkk_dl4

6PPPKKK

Forward Taunt (DL4)
SF6 Jamie 6pppkkk dl4.png
File:SF6 Jamie 6pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
738 (total) - - 738 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"I ain't through with you.... zzz ... oh man, oh man."; Changes with each Drink Level
4PPPKKK
Jamie
Jamie_4pppkkk

5PPPKKK

Back Taunt
SF6 Jamie 4pppkkk.png
File:SF6 Jamie 4pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
608 (total) - - 608 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Listen! Da na, da na da na, da da da... right!"



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu