STREET FIGHTER 6
MAX DATABASE
ジェイミー
95 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Stand LP (DL0)
5LP5L
Cancel Sp SA
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
Stand MP (DL2)
5MP5M
Cancel -
Notes Damage DL0-DL4: 540/570/600/630/660; good combo and frame trap starter, but has no conversions near its max range
Stand HP (DL2)
5HP5H
Cancel Sp SA (2nd)
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
Stand LK (DL2)
5LK5L
Cancel Chn Sp SA
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
Stand MK (DL2)
5MK5M
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); 1f extra recovery on whiff; can combo naturally into 214MP/214PP; extends a wider hurtbox on whiff until the end of recovery; SA2 cancel: +15/+10; Drink cancel: -29/-34
Stand HK (DL2)
5HK5H
Notes Damage DL0-DL4: 720/760/800/840/880; grounded Punish Counter crumple is +9 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: +19/+11 (PC: KD+87); Drink cancel: -25/-33 (PC: KD+43); special/DR cancel is delayed until after 2nd active frame; extends a hurtbox 1f before active that is vulnerable to projectiles
Crouch LP (DL2)
2LP2L
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
Crouch MP (DL2)
2MP2M
Notes Damage DL0-DL4: 540/570/600/630/660; 2f extra recovery on whiff; decent tool for buffers, combos, and frame traps; extends a hurtbox on whiff until the end of recovery; SA2 cancel: +14/+8; Drink cancel: -30/-36
Crouch HP (DL2)
2HP2H
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 8-32); forces stand on hit; only the first 2 active frames are cancelable; important combo tool for high-damage punishes and Drive Rush confirms and as a follow-up to Tenshin; SA2 cancel: +21/+13; Drink cancel: -23/-31
Crouch LK (DL2)
2LK2L
Cancel Chn
Notes Damage DL0-DL4: 180/190/200/210/220; chains into 5LK/2LP/2LK; useful option out of Drive Rush that links into 2MK for a double-low starter
Crouch MK (DL2)
2MK2M
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; has an extended hurtbox on whiff until the end of recovery
Crouch HK (DL2)
2HK2H
Cancel TC
Notes Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2; 1f extra recovery on block; has 2 hits, allowing ample hitconfirm time into Target Combo; 2nd hit has more range and can be blocked standing if the 1st hit is blocked; can be spaced safely vs. most characters; first active frame of 2nd hit is a large juggle-only hitbox; high juggle potential; Target Combo follow-up gives time for Drink without sacrificing corner oki
Phantom Sway (DL2)
2HK~HK2HK~H
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)
Phantom Sway + Drink (DL2)
2HK~HK~P
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; drink builds 0.25 Drive bars; if already at DL4, builds 1 Drive bar
Tensei Kick (DL2)
2KK
Cancel Jmp
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)
Bitter Strikes 1 (DL2)
5LP~LK5LP~L
Notes Damage DL1-DL4: 190(170)/200(180)/210(188)/220(198); () refers to scaled damage when starting combo with 5LP
Bitter Strikes 2 (DL2)
5LP~LK~MP5LP~LK~M
Notes Damage DL1-DL4: 475(380)/500(400)/525(420)/550(440); 2f extra recovery on block; 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: +13/+6; Drink cancel: -31/-38; special cancel is delayed until after 1st recovery frame; DR cancel is delayed until after active frames
Hermit's Elbow (DL2)
4HP4H
Cancel SA
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
Tenshin (DL3)
63214K
Notes Cannot be canceled into from normals; leaves opponent standing on hit for a grounded combo; does not benefit from Counter/Punish Counter bonus frame advantage; starter scaling is applied to the 3rd hit of the combo, while immediate scaling applies if Tenshin is comboed into (e.g. after Stun, PC Drive Impact, or corner PC 214PP)); Range: 0.96
Falling Star Kick (DL0)
6MK6M
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
Full Moon Kick (DL2)
6MK~MK6MK~M
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
Full Moon Kick + Drink (DL2)
6MK~MK~P
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; refills 0.5 Drive bars; at DL4, refills 1 Drive bar; does not come out if you continue holding a kick button after 6MK~MK
Senei Kick (DL2)
6HK6H
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
Ransui Haze (DL4)
6HK~4HK6HK~4H
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); 27f hitconfirm window refers to the total time of 6HK~4HK before Headbutt must be input, but the 4HK itself must be input within 20f (more lenient on CH/PC)
Ransui Haze Headbutt (DL4)
6HK~4HK~P (close)
Notes Drink Lv.4 only; 3f gap on block; combos naturally on hit (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; puts airborne opponents into free juggle state (e.g. if opponent tries to jump after 6HK)
Ransui Haze Drink (DL4)
6HK~4HK~P (far)
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
63214KK
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
Jump LP (DL2)
j.LPj.L
Notes Damage DL0-DL4: 270/285/300/315/330; cross-up with a narrow hitbox; can be used as a fuzzy instant overhead
Jump MP (DL2)
j.MPj.M
Cancel Sp
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); lower body projectile invuln 7-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jump HP (DL2)
j.HPj.H
Notes Damage DL0-DL4: 720/760/800/840/880; has juggle potential; causes spike knockdown vs. airborne opponents; lower body projectile invuln 10-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jump LK (DL2)
j.LKj.L
Notes Damage DL0-DL4: 270/285/300/315/330; longest horizontal range of all Jamie's air normals
Jump MK (DL2)
j.MKj.M
Notes Damage DL0-DL4: 450/475/500/525/550; cross-up; lower body projectile invuln 7-20f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jump HK (DL2)
j.HKj.H
Notes Damage DL0-DL4: 360x2/380x2/400x2/420x2/440x2; both hits put airborne opponents into limited juggle state (follow-up is always possible); if 1st hit is stand blocked, the 2nd hit will not hit overhead against crouch block; lower body projectile invuln 8-25f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Luminous Dive Kick (DL2)
j.214K
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 with a standing-sized hurtbox (IASA: this tall crouching hurtbox lasts up to 39 more frames when holding any crouch after landing)
j.214KK
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 with a standing-sized hurtbox (IASA: this tall crouching hurtbox lasts up to 39 more frames when holding any crouch after landing)
LP Freeflow Strikes 1 (DL2)
236LP236L
Cancel SA3
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
LP Freeflow Strikes Punch 1 (DL2)
236LP~6P
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
LP Freeflow Kicks 1 (DL2)
236LP~6K
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)
Bakkai (DL2)
236MK236M
Notes Damage DL2-DL4: 1600/1677/1760 (Chip: 397/416/435)
LP Freeflow Kicks 2 (DL2)
236LP~6K~6K
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; refills 0.5 Drive bars; at DL4, refills 1 Drive bar; 2-6f blockstring gap depending on input timing; activating DL4 gives much better frame advantage
LP Freeflow Strikes Punch 2 (DL2)
236LP~6P~6P
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
OD Freeflow Strikes 1 (DL2)
236PP
Cancel SA2 SA3
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; all 6P Rekka follow-ups do not count as separate moves for damage scaling (but do apply scaling to other follow-ups after 1st or 3rd rekka); SA2 cancel: +17/+14
OD Freeflow Kicks 1 (DL2)
236PP~6K
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)
OD Freeflow Kicks 2 (DL2)
236PP~6K~6K
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; refills 0.5 Drive bars; at DL4, refills 1 Drive bar; 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
OD Freeflow Strikes Punch 2 (DL2)
236PP~6P~6P
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; 0-2f gap before final hit on block; does not count as a separate move for damage scaling purposes (but does apply scaling to follow-ups)
Arrow Kick (DL2)
623HK623H
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); cannot hit cross-up; can juggle into 623KK or SA1 after a high airborne connect in the corner
623KK
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
623LK623L
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); can juggle into 623KK, SA1, or SA3 after a high airborne connect (623KK requires corner positioning)
623MK623M
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
Swagger Step (DL2)
214HP214H
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 to be plus on block; final active frame will only connect as a meaty (subtract 1f for max advantage when used in neutral); sets up a safe jump when connecting with first active frame on grounded opponent
214LP214L
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)
Swagger Hermit Punch (DL4)
214P~6P
Notes Can delay follow-up input; blockstring gap is 1-8f after 214LP/MP and 0-6f after 214HP depending on how much it's delayed; KD advantage is 1f worse after 214HP starter
214MP214M
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)
214PP
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
The Devil Inside
22P
Notes Increases Jamie's Drink Level by 1 (hold for more levels); builds 0.25 Drive bars per drink; if already at DL4, builds 0.5 Drive bars per drink; 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)
The Devil Inside (4 drinks)
22P (hold)
Notes Increases Jamie's Drink Level by 4; builds 1 Drive bar; 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
LP Freeflow Strikes 1 (DL4)
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
LP Freeflow Strikes Punch 1 (DL4)
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
LP Freeflow Strikes Punch 2 (DL4)
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
236HK236H
Notes Damage DL2-DL4: 1800/1887/1980 (Chip: 447/468/490); semi-consistent projectile counter at mid-range (except vs. fireballs with low recovery or with smaller extended hurtboxes)
236KK
Notes Damage DL2-DL4: 2000/2100/2200 (Chip: 500/522/545); fairly consistent projectile counter at mid-range (except vs. fireballs with low recovery or with smaller extended hurtboxes); Super cancel occurs on 7th hit; SA2 cancel: +14/+7; -97 if opponent Perfect Parries the 1st hit and then jumps to avoid the rest
236LK236L
Notes Damage DL2-DL4: 1400/1468/1540 (Chip: 348/365/382); important combo ender for safe jump setups
214PP~6P
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
Breakin' ~ Drink
236236K~[2]
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; drink builds 0.5 Drive bars; at DL4, builds 1 Drive bar; cannot hit cross-up
The Devil's Song (DL0-DL4)
214214P
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; immediately builds 1 Drive bar; if already at DL4, builds 3 Drive bars and has no install timer, so Jamie can immediately resume building Super meter; useful in combo extension or for safety when canceling from OD special moves
Breakin'
236236K
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; leaves 16f blockstring gap before 2nd set of kicks (12f in Burnout)