Street Fighter 6/Jamie/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Jamie HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Jamie Portrait.png 10000 0.8 0.048 0.035 19 23 1.50 0.85 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 270 5 2 7 13 +5 0 LH Sp SA 12
5LP 300 5 3 9 16 +2 -3 LH Sp SA TC 13
5MP 600 8 4 14 25 +5 +1 LH -
5HP 100x2,700 (900) 5 1(1)1(4)3 20 34 +1(+3) -3(-1) LH Sp SA (2nd) 18
5LK 300 5 2 11 17 +3 -1 LH Chn Sp SA 13
5MK 600 10 3 17 29 +1 -3 LH Sp SA 15
5HK 800 15 3 21 38 +1 -5 LH Sp SA 17 (PC: 29)
2LP 250 4 2 9 14 +5 -1 LH Chn Sp SA 13
2MP 600 6 3 13 21 +3 0 LH Sp SA 16
2HP 900 9 5 23 36 0 -8 LH Sp SA 16
2LK 200 5 2 11 17 +1 -3 L Chn
2MK 500 7 3 18 27 -1 -6 L Sp SA 13
2HK 400x2 9 2(2)3 28 43 HKD +33 -10 L,L TC 33 (PC: 43)
j.LP 300 5 9 3 land - - - H -
j.MP 700 7 4 3 land - - - H Sp
j.HP 800 10 6 3 land - - - H -
j.LK 300 6 6 3 land - - - H -
j.MK 500 7 6 3 land - - - H -
j.HK 400x2 8 3(5)4 3 land - - - H -
2KK 600 9 3 22 33 KD +53 Launch -8 LH Jmp 17 (jump)
6MK 540 22 3 20 44 +1 -3 H -
6MK 600 22 3 20 44 +1 -3 H TC 15
4HP 800 18 4 20 41 +1 -3 LH SA 19
4HP 840 18 4 21(19) 42(40) +1 -3 LH SA TC 19 SA / 20 TC
6HK 900 16 3 20 38 +3 -3 LH SA 18
6HK 990 16 4 19 38 +3 -3 LH SA TC 18 (SA) / 22 (TC)
2HK~HK 500 12 3 43 57 KD +22(23) -28 LH TC 58
2HK~HK~P - - - 56+5 61 KD +4(5) -46 - -
5LP~LK 200(180) 6 2 16 23 -3 -8 LH TC 29
5LP~LK~MP 500(400) 8 3 21 31 -2 -10 LH Sp SA 52
6MK~MK 200x2 15 3(5)2 28 52 KD +31 -14 LH TC 62
6MK~MK~P - - - 53+8 (DL3: 53+5) 61 (DL3: 58) KD -1 (DL3: KD +2) -46 (DL3: -43) - -
4HP~HP 630 21 4 20 44 +1 -11 LH SA TC 18 (56 total)
4HP~HP~HK 840(672) 21 3 37 60 KD +23 -20 LH -
6HK~4HK - - - 76 76 - - - TC 25 (TC)
6HK~4HK~P (close) 770 (25~45)+17 4 28 48 KD +32 -12 LH Sp SA 20 Headbutt / 59-60 Total
6HK~4HK~P (mid) 330x2,660 (1320) (51~75)+4 2(8)2(11)2 27 55 KD +35 -9 LH Sp SA 60/40/17
6HK~4HK~P (far) - (76~100)+Drink - 52(112) 52(112) - - - -

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +9 -7 +4 -1 14 9 9
5LP 10% Starter +6 -10 +4 -1 14 9 9
5MP +9 -16 23 19 11
5HP +5(+7) -21 +8 +2 31(24) 27(20) 5,5,13
5LK 10% Starter +7 -11 +5 +1 16 12 9
5MK +5 -18 +11 +7 21 17 11
5HK KD +71 Crumple -22 +14 +8 25 19 13
2LP 10% Starter +9 -9 +5 -1 16 10 9
2MP +7 -14 +9 +6 19 16 11
2HP +4 -26 +18 +10 28 20 13
2LK 10% Starter +5 -11 14 10 9
2MK 20% Starter +3 -19 +9 +4 20 15 9
2HK HKD +48 -33(-28) 25 total 6,13
j.LP -2 13 9 9
j.MP -2 15 11 11
j.HP -2 19 15 13
j.LK -2 13 9 9
j.MK -2 17 13 11
j.HK -2 19 15 10,13
2KK 20% Starter KD +53 Launch -23 17 11
6MK +5 -21 24 20 11
6MK +5 -21 24 20 11
4HP +5 -22 25 21 13
4HP +5 -23 24 22 13
6HK +7 -21 26 20 13
6HK +7 -21 26 20 13
2HK~HK KD +22 18 10
2HK~HK~P KD +4
5LP~LK +1 15 10 9
5LP~LK~MP +2 +9 +1 22 14 11
6MK~MK KD +31 24 total 10,13
6MK~MK~P
4HP~HP +5 -22 25 13 13
4HP~HP~HK KD +23 -38 20 13
6HK~4HK
6HK~4HK~P (close) KD +32 -30 KD +51 +7 20 13
6HK~4HK~P (mid) KD +35 -27 KD +54 +10 42(33)(20) 10,10,13
6HK~4HK~P (far)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 4000 [6000] 2000 500 (350) 250 (125)
5HP 500x2,4000 [0,0,8000] 250x2,1500 300x2,1000 (210x2,700) 150x2,500 (75x2,250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 3000 [4000] 1500 700 (490) 350 (175)
5HK 4000 [10000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 500 (350) 250 (125)
2HP 5000 [7000] 2500 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 2000 [4000] 1000 600 (420) 300 (150)
2HK 2000x2 [5000x2] 1500x2 500x2 (350x2) 500x2 (250x2)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 2500 [4000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [2500x2] 1000x2 (1000) 1000x2 (700x2) 500 (250)
2KK 2500 [4000] 1000 700 (490) 350 (175)
6MK 2500 [4000] 1000 500 (350) 250 (125)
6MK 2500 [4000] 1000 500 (350) 250 (125)
4HP 4000 [7000] 2000 1000 (700) 500 (250)
4HP 4000 [7000] 2000 1000 (700) 500 (250)
6HK 6000 [7000] 1000 500 (350) 250 (125)
6HK 6000 [7000] 1000 500 (350) 250 (125)
2HK~HK 3000 [7000] 2000 1000 (700) 500 (250)
2HK~HK~P
5LP~LK 500 [2000] 250 300 (210) 150 (75)
5LP~LK~MP 3000 1000 500 (350) 250 (125)
6MK~MK 1500x2 [4000] 500x2 300x2 (210x2) 150x2 (75x2)
6MK~MK~P
4HP~HP 4000 [7000] 2000 1000 (700) 500 (250)
4HP~HP~HK 4000 [7000] 2000 1000 (700) 500 (250)
6HK~4HK
6HK~4HK~P (close) 5000 [7000] 2000 1000 (700) 500 (250)
6HK~4HK~P (mid) 3000x2,5000 [7000] 1000x2,2000 500x2,1000 (350x2,700) 250x2,500 (125x2,250)
6HK~4HK~P (far) 10000(20000)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK 0/1 1/1 3/4
j.LP
j.MP 1 1
j.HP
j.LK
j.MK
j.HK 1/1 1/0 0/1
2KK 1 1 0
6MK 1 0
6MK 1 0
4HP 1 0
4HP 1 0
6HK 1 0
6HK 1 0
2HK~HK 1 1 5
2HK~HK~P
5LP~LK
5LP~LK~MP
6MK~MK
6MK~MK~P
4HP~HP 1
4HP~HP~HK 1 1
6HK~4HK
6HK~4HK~P (close)
6HK~4HK~P (mid)
6HK~4HK~P (far)

input Notes
input Notes
5LP 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
5LP 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 Damage DL0-DL4: 540/570/600/630/660; good combo and frame trap starter, but has no conversions near its max range
5HP 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 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 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 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
2LP 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 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 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 Damage DL0-DL4: 180/190/200/210/220; chains into 5LK/2LP/2LK
2MK 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 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
j.LP Damage DL0-DL4: 270/285/300/315/330; cross-up with a narrow hitbox; can be used as a fuzzy instant overhead
j.MP 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 Damage DL0-DL4: 720/760/800/840/880; has juggle potential; causes spike knockdown vs. airborne opponents
j.LK Damage DL0-DL4: 270/285/300/315/330; longest horizontal range of all Jamie's air normals
j.MK Damage DL0-DL4: 450/475/500/525/550; cross-up
j.HK 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
2KK 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 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
6MK 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 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
4HP 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 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
6HK ~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
2HK~HK 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 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 Damage DL1-DL4: 190(170)/200(180)/210(188)/220(198); () refers to scaled damage when starting combo with 5LP
5LP~LK~MP 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 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 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 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 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 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) 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) 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) 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

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +23(+7) - T
4LPLK 1200 (2040) 5 3 23 30 KD +38 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +23(+7)
4LPLK 20% Immediate HKD +38
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK 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 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
HPHK 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 5f extra recovery on hit; see Drive Reversal.
MPMK 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 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)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
22P - 48 - 2 50 - - - -
22P (hold) - 92(90) - 5 97 - - - -
22P (hold) - 141(139) - 5 146 - - - -
22P (hold) - 188 - 5 193 - - - -
22P (activation) - 1 - 4 5 - - - -
236LP 350 13 2 24 38 -1 -6 LH SA3 19 (6P) / 14 SA
236LP 220x2 (440) 13 2(9)3 19 45 +1 -3 LH SA3 36 (6P) / 29 SA
236MP 400 16 2 24 41 -1 -6 LH SA3 19 (6P) / 14 SA
236MP 220,330 (550) 16 2(9)3 19 48 +1 -3 LH SA3 36 (6P) / 29 SA
236HP 450 19 2 24 44 -1 -6 LH SA3 19 (6P) / 14 SA
236HP 220,440 (660) 19 2(9)3 19 45 +1 -3 LH SA3 36 (6P) / 29 SA
236PP 450 13 2 24 38 0 -3 LH SA2 SA3 23 (6P) / 15 SA
236PP 220,440 (660) 13 2(9)3 19 45 +3 -3 LH SA2 SA3 36 (6P) / 27 SA
236LP~6P 350 13 [33] 2 28 42 -3 -13 LH - 18 (follow-up)
236LP~6P 220,275 (495) 15 [48] 2(5)2 27 50 -2 -10 LH - 28 (follow-up)
236MP~6P 400 16 [39] 2 28 45 -3 -11 LH - 18 (follow-up)
236MP~6P 220,275 (495) 15 [51] 2(5)2 27 50 -2 -10 LH - 28 (follow-up)
236HP~6P 450 19 [45] 2 28 48 -3 -9 LH - 18 (follow-up)
236HP~6P 220,275 (495) 15 [54] 2(5)2 27 50 -2 -10 LH - 28 (follow-up)
236PP~6P 450 13 [34] 2 28 42 -3 -9 LH - 19 (follow-up)
236PP~6P 220,330 (550) 15 [48] 2(5)2 27 50 -2 -10 LH - 28 (follow-up)
236LP~6P~6P 550 (440) 13 [53] 2 30 44 KD +27 -17 LH -
236LP~6P~6P 165x2,495 (132x2,396) 16 [78] 2(4)2(14)3 28 68 KD +27 -14 LH -
236MP~6P~6P 600 (480) 16 [62] 2 30 47 KD +27 -15 LH -
236MP~6P~6P 162x2,495 (132x2,396) 16 [81] 2(4)2(14)3 28 68 KD +27 -14 LH -
236HP~6P~6P 650 (520) 19 [71] 2 30 50 KD +27 -13 LH -
236HP~6P~6P 162x2,495 (132x2,396) 16 [84] 2(4)2(14)3 28 68 KD +27 -14 LH -
236PP~6P~6P 750 (600) 13 [53] 2 30 44 KD +28 -13 LH -
236PP~6P~6P 165x2,605 (132x2,484) 16 [78] 2(4)2(14)3 28 68 KD +28 -14 LH -
236LP~6K 250 14 2 32 47 -7 -15 LH - 16
236MP~6K 300 17 2 32 50 -7 -15 LH - 16
236HP~6K 300 20 2 32 53 -7 -15 LH - 16
236PP~6K 350 14 2 32 47 -7 -15 LH - 16
236LP~6K~6K 450 (360) 18 2 35+29 83[59] KD -1 (DL3: KD +23) -49 (DL3 -25) LH -
236MP~6K~6K 500 (400) 21 2 36+28 86[63] KD -1 (DL3: KD +22) -49 (DL3 -26) LH -
236HP~6K~6K 550 (440) 24 2 36+28 89[66] KD -1 (DL3: KD +22) -49 (DL3 -26) LH -
236PP~6K~6K 600 (480) 18 2 36+28 83[60] KD +1 (DL3: KD +24) -49 (DL3 -26) LH -
214LP 900 17 9 17 42 KD +39(+47) -6(+2) LH SA3 25
214MP 1000 20 9 17 45 KD +39(+47) -6(+2) LH SA3 25
214HP 1200 25 9 17 50 KD +39(+47) -5(+3) LH SA3 25
214PP 1100 20 9 15 43 KD +73(+81) Tumble -1(+7) LH SA2 SA3 25
214P~6P 990 19 3 39 60 KD +20(+19) -23 LH SA3 19
214PP~6P 880 19 3 39 60 KD +20 -23 LH SA2 SA3 19
623LK 500x2 6 7 54 66 KD +42 -44 LH -
623MK 500,700 (1200) 8 7 53 67 KD +34 -43 LH -
623HK 500,400,500 (1400) 10 7 53 69 KD +39 -43 LH -
623KK 500,450,550 (1500) 6 7 53 65 KD +40 -43 LH -
j.214K 1000 11 1(2)until land 13 land - KD +42(+52) -8(+2) LH -
j.214KK 800 11 1(2)until land 13 land - KD +58(+65) -4(+3) LH -
236LK 250x3,350 (1400) 18 2(2)3(4)2(11)2 24 67 KD +42 -12 LH SA3 47
236MK 250x5,350 (1600) 22 2(1)2(3)2(5)2(12)2(5)2 31 90 KD +35 -16 LH SA3 63
236HK 250x6,300 (1800) 26 2(6)2(6)2(6)
2(13)2(7)2(15)2
32 124 KD +34 -17 LH SA3 94
236KK 180x9,380 (2000) 21 3(3)2(8)2(3)2(7)2(7)
2(12)2(11)2(4)2(4)2
62 162 KD +12 -46 LH SA2 SA3 74
63214K 0 8 2 52 61 +8 - T -
63214KK 682 8 2 52 61 HKD +86 Crumple - T -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
22P
22P (hold)
22P (hold)
22P (hold)
22P (activation)
236LP 87 +3 -24 20 9
236LP 55x2 +5 -20 30 total 3,10
236MP 100 +3 -24 20 9
236MP 55,82 +5 -20 30 total 3,10
236HP 112 +3 -24 20 9
236HP 55,110 +5 -20 30 total 3,10
236PP 112 +4 -24 23 9
236PP 55,110 +7 -20 30 total 3,10
236LP~6P 87 +1 -28 17 8
236LP~6P 55,68 -2(+2) -27 26 total 3,8
236MP~6P 100 +1 -28 19 8
236MP~6P 55,68 -2(+2) -27 26 total 3,8
236HP~6P 112 +1 -28 21 8
236HP~6P 55,68 -2(+2) -27 26 total 3,8
236PP~6P 112 +1 -28 21 8
236PP~6P 55,82 -2(+2) -27 26 total 3,8
236LP~6P~6P 137 KD +27 -30 15 12
236LP~6P~6P 40x2,123 KD +27 -29 39 total 3,3,12
236MP~6P~6P 150 KD +27 -30 17 12
236MP~6P~6P 40x2,123 KD +27 -29 39 total 3,3,12
236HP~6P~6P 162 KD +27 -30 19 12
236HP~6P~6P 40x2,123 KD +27 -29 39 total 3,3,12
236PP~6P~6P 187 KD +28 -30 19 12
236PP~6P~6P 40x2,150 KD +28 -29 39 total 3,3,12
236LP~6K 62 -3 -32 19 8
236MP~6K 75 -3 -32 19 8
236HP~6K 75 -3 -32 19 8
236PP~6K 87 -3 -32 19 8
236LP~6K~6K 112 KD -1 (DL3: KD +23) -64 (DL3 -40) 17 11
236MP~6K~6K 125 KD -1 (DL3: KD +22) -64 (DL3 -40) 17 11
236HP~6K~6K 137 KD -1 (DL3: KD +22) -64 (DL3 -40) 17 11
236PP~6K~6K 150 KD +1 (DL3: KD +24) -64 (DL3 -40) 17 11
214LP 225 KD +39(+47) -24(-16) 20 15
214MP 250 KD +39(+47) -24(-16) 20 15
214HP 300 KD +39(+47) -24(-16) 21 15
214PP 275 20% Starter KD +87(+95) Tumble / +155 Wall Splat -22(-14) 23 15
214P~6P 247 20% Starter KD +20(+19) -40 19 15
214PP~6P 275 20% Starter KD +20 -40 19 15
623LK 250 KD +42 -59 17 8,11
623MK 300 KD +34 -58 17 8,11
623HK 350 KD +39 -58 17 8,11,11
623KK 375 KD +40 -58 17 8,11,11
j.214K 250 KD +42(+52) -22(-12) 16 13
j.214KK 200 20% Starter; 10% Immediate KD +58(+65) -19(-12) 18 13
236LK 62x3,162 (348) KD +42 -24 38 total 2x3,14
236MK 62x5,87 (397) KD +35 -31 53 total 2x5,14
236HK 62x6,75 (447) KD +34 -32 82 total 2x6,14
236KK 45x9,95 (500) KD +12 -67(-62) 96 total 2x9,14
63214K 20% Starter (3rd hit); 20% Immediate +8
63214KK 20% Starter (3rd hit); 20% Immediate HKD +86 Crumple

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
22P
22P (hold)
22P (hold)
22P (hold)
22P (activation)
236LP 1500 [4000] 700 300 (210) 150 (75)
236LP 1500,3500 [4000x2] 700x2 500x2 (350x2) 250x2 (125x2)
236MP 1500 [4000] 700 300 (210) 150 (75)
236MP 1500,3500 [4000x2] 700x2 500x2 (350x2) 250x2 (125x2)
236HP 1500 [4000] 700 300 (210) 150 (75)
236HP 1500,3500 [4000x2] 700x2 500x2 (350x2) 250x2 (125x2)
236PP 1500 [4000] -20000 300 (210) 150 (75)
236PP 1500,3500 [4000x2] -20000 500x2 (350x2) 250x2 (125x2)
236LP~6P 1500 [4000] 700 300 (210) 150 (75)
236LP~6P 1500x2 [4000] 700x2 500x2 (350x2) 250x2 (125x2)
236MP~6P 1500 [4000] 700 300 (210) 150 (75)
236MP~6P 1500x2 [4000] 700x2 500x2 (350x2) 250x2 (125x2)
236HP~6P 1500 [4000] 700 300 (210) 150 (75)
236HP~6P 1500x2 [4000] 700x2 500x2 (350x2) 250x2 (125x2)
236PP~6P 1500 [4000] 300 (210) 150 (75)
236PP~6P 1500x2 [4000] 500x2 (350x2) 250x2 (125x2)
236LP~6P~6P 1500 [4000] 700 400 (280) 200 (100)
236LP~6P~6P 1500x3 [4000] 700x3 500x2,400 (350x2,280) 250x2,200 (125x2,100)
236MP~6P~6P 1500 [4000] 700 400 (280) 200 (100)
236MP~6P~6P 1500x3 [4000] 700x3 500x2,400 (350x2,280) 250x2,200 (125x2,100)
236HP~6P~6P 1500 [4000] 700 400 (280) 200 (100)
236HP~6P~6P 1500x3 [4000] 700x3 500x2,400 (350x2,280) 250x2,200 (125x2,100)
236PP~6P~6P 1500 [4000] 400 (280) 200 (100)
236PP~6P~6P 1500x3 [4000] 500x2,400 (350x2,280) 250x2,200 (125x2,100)
236LP~6K 1500 [4000] 700 300 (210) 150 (75)
236MP~6K 1500 [4000] 700 300 (210) 150 (75)
236HP~6K 1500 [4000] 700 300 (210) 150 (75)
236PP~6K 1500 [4000] 300 (210) 150 (75)
236LP~6K~6K 1500 [4000] 700 400 (280) 200 (100)
236MP~6K~6K 1500 [4000] 700 400 (280) 200 (100)
236HP~6K~6K 1500 [4000] 700 400 (280) 200 (100)
236PP~6K~6K 1500 [4000] 400 (280) 200 (100)
214LP 4000 [5000] 2000 1000 (700) 500 (250)
214MP 4000 [5000] 2000 1000 (700) 500 (250)
214HP 4000 [5000] 2000 1000 (700) 500 (250)
214PP 4000 [5000] -20000 1000 (700) 500 (250)
214P~6P 4000 [5000] 2000 1000 (700) 500 (250)
214PP~6P 4000 [5000] 1000 (700) 500 (250)
623LK 4000 [5000] 1000x2 (1000) 500x2 (350x2) 250 (125)
623MK 4000 [5000] 1000x2 (1000) 500x2 (350x2) 250 (125)
623HK 4000 [5000] 1000,500x2 (1000) 500,250x2 (350,175x2) 250 (125)
623KK 4000 -20000 500,250x2 (350,175x2) 250 (125)
j.214K 2000 [4000] 1000 600 (420) 300 (150)
j.214KK 2000 [4000] -20000 800 (560) 400 (200)
236LK 500x3,2000 [4000] 700x4 500x4 (350x4) 250x4 (125x4)
236MK 500x5,2000 [4000] 700x6 500x6 (350x6) 250x6 (125x6)
236HK 500x6,2000 [4000] 700x7 500x7 (350x7) 250x7 (125x7)
236KK 500x9,2000 [4000] -20000 300x9,500 (210x9,350) 150x9,250 (75x9,125)
63214K 1000 (700)
63214KK [2500] -20000 1000 (700)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
22P
22P (hold)
22P (hold)
22P (hold)
22P (activation)
236LP
236LP
236MP
236MP
236HP
236HP
236PP
236PP
236LP~6P
236LP~6P
236MP~6P
236MP~6P
236HP~6P
236HP~6P
236PP~6P
236PP~6P
236LP~6P~6P
236LP~6P~6P
236MP~6P~6P
236MP~6P~6P
236HP~6P~6P
236HP~6P~6P
236PP~6P~6P
236PP~6P~6P
236LP~6K
236MP~6K
236HP~6K
236PP~6K
236LP~6K~6K
236MP~6K~6K
236HP~6K~6K
236PP~6K~6K
214LP
214MP
214HP
214PP 1 1 10
214P~6P
214PP~6P
623LK 1-12 Air, 6-22 Lower Body 1 1,5 5,10
623MK 1-14 Air, 8-23 Lower Body 1 1,5 5,10
623HK 1-16 Air, 10-25 Lower Body 1 1,1,5 5,10,10
623KK 1-9 Full, 10-12 Air, 10-21 Lower Body 1 1,1,1 10,11,12
j.214K Until Land (FKD) 1 10
j.214KK Until Land (FKD) 2 2
236LK 3-24 Projectile
236MK 4-26 Projectile
236HK 5-33 Projectile
236KK 3-28 Projectile
63214K 1
63214KK 0

input Notes
input Notes
22P 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)
22P (hold) 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
22P (hold) 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
22P (hold) 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) 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
236LP 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
236LP 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 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
236MP 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 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
236HP 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 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
236PP 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)
236LP~6P 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
236LP~6P 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 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
236MP~6P 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 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
236HP~6P 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 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
236PP~6P 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
236LP~6P~6P 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
236LP~6P~6P 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 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
236MP~6P~6P 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 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
236HP~6P~6P 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 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
236PP~6P~6P 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
236LP~6K 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 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 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 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)
236LP~6K~6K 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 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 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 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
214LP 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 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 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 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
214P~6P 1f gap on block, can be delayed up to 8f after 214LP/MP or 7f after 214HP; 1f worse KD Adv. after 214HP
214PP~6P 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
623LK 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 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 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 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
j.214K 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 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
236LK Damage DL2-DL4: 1400/1468/1540 (Chip: 348/365/382)
236MK Damage DL2-DL4: 1600/1677/1760 (Chip: 397/416/435)
236HK Damage DL2-DL4: 1800/1887/1980 (Chip: 447/468/490); semi-consistent projectile counter at mid-range (except against Guile)
236KK 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
63214K 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 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

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236K 2200 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 KD +12 -60 LH
236236K~[2] 1850 10 3(6)5(6)2(7)2(7)
2(6)2(5)2(7)
2(7)2(6)2
107(86) 197(176) KD +4 (DL3: KD +25) -93 (DL3: -72) LH
214214P - 1 [900] 5 6 - - -
236236P 2600 (500) 10 3(13)3 42 70 HKD +71 (KD +14) -27 LH
236236P 4500 (500) 10 3(13)3 42 70 HKD +18 (KD +14) -27 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236K 500 30% Minimum KD +12 -74 80(15)42 4,2x10,18
236236K~[2] 400 30% Minimum KD +4 (DL3: KD +25) -107 (DL3: -86) 97 total 4,2x6,3,2,16
214214P
236236P 500x2 50% Minimum; Combo (2 hits); 10% Immediate (Sp) HKD +71 (KD +14) -43 34 total 8,11
236236P 500,750 50% Minimum; 10% Immediate (Sp) HKD +18 (KD +14) -43 34 total 8,11

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236K 200x11,300 (2500) 400x11,600 (5000) -10000 -10000
236236K~[2] 200x9,700 (2500) 400x9,1400 (5000) -10000 -10000
214214P -20000 -20000
236236P 5500,2000 15000 -30000 -30000
236236P 5500,4500 20000 -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236K 1 Full, 2-12 Strike/Throw Break
236236K~[2] 1 Full, 2-12 Strike/Throw Break
214214P
236236P 1-12 Full Break 0 (Forced) 0 99
236236P 1-12 Full Break

input Notes
input Notes
236236K 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] 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 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 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 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



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