JAMIE-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2024)

JAMIE-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (1)

JAMIE

JAMIE-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2)

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Changes

Category

Adjustment Details

Assisted Combo 2

Adjustment

1. At Drink level 4 Overdrive Freeflow Strikes > The Devil's Song cancel timing is hard set to the 2nd attack.

2. Combo has now changed to the following.
- Basic
Standing Medium Kick > Overdrive Freeflow Strikes > The Devil's Song > Senei Kick > Ransui Haze > Medium Swagger Step > Swagger Hermit Punch
- Super Art gauge is less than 2 bars
Standing Medium Kick > Overdrive Freeflow Strikes 1 > Overdrive Freeflow Strikes 2 > Overdrive Freeflow Strikes 3
- During Burnout
Standing Medium Kick > Heavy Freeflow Strikes 1 > Freeflow Strikes 2 > Freeflow Strikes 3

Assisted Combo 3

Adjustment

Combo has now changed to the following during Burnout.
Standing Heavy Kick > Medium Swagger Step > Getsuga Saiho

Wheel Punch (Backward Throw)

Universal Adjustment

Distance increased between characters when the opponent is thrown into the corner.

Standing Medium Punch

Adjustment

Advantage on block changed from +1 to +2.

Standing Medium Kick

Adjustment

Advantage on hit changed from +1 to +2.

Crouching Medium Punch

Adjustment

1. Advantage on hit changed from +3 to +5.
2. Advantage on block changed from ±0 to -1.

Crouching Medium Kick

Adjustment

Hurtbox on the feet expanded upwards between frames 18 - 27 only when the attack misses.

Crouching Heavy Kick

Adjustment

1. When the first attack is blocked, the second attack changes to a high attack.
2. Recovery changed from 28 to 29 frames when the attack is blocked.
3. Disadvantage on block changed from -10 to -11.
4. Reduced combo count additional value for the first attack.

Jumping Heavy Kick

Adjustment

Hurtbox present around the feet on the last frame of start-up removed.

Tensei Kick (↓ + Two Kicks)

Bug Fix

Fixed an issue where Luminous Dive Kick could not be performed using simple inputs after a jump cancel when The Devil's Song was active during Drink level 1 - 3 while using Modern controls.

Drink Level 4 Hermit's Elbow (← + Heavy Punch)

Adjustment

Pushback reduced.

Falling Star Kick (→ + Medium Kick)

Adjustment

1. Cancel window for Full Moon Kick extended by 1 frame.
2. Added 1 frame of hitstop and blockstun.

Bitter Strikes (Light Punch > Light Kick > Medium Punch)

Adjustment

1. Expanded the first attack's hitbox forward.
2. The cancel timing when using a Drive Rush on the second attack is now 1 frame earlier.
3. 2 frames of recovery added to the defender on block for the second attack.
4. Recovery when only the second attack is blocked changed from 21 to 23 frames.
Note: Advantage on block has not changed.

Immediate Ransui Haze (→ + Heavy Kick > ← + Heavy Kick > Heavy Punch)

Adjustment

1. Damage changed from 700 to 850.
2. Combo scaling of 20% added.
3. Start-up changed from 17 to 15 frames.
4. Total technique frame length changed from 48 to 46 frames.
5. Extended Ransui Haze buffer input grace period.

Drink Level 0-3 Normal Freeflow Strikes (↓↘→ + Punch > → + Punch > → + Punch)

Adjustment

1. Drive gauge increase from the three attacks changed from 700 to 1500.
2. Drive gauge decrease when blocking the three attacks changed from 1500 to 2500.
3. Input buffer start period when going to the third attack changed from frame 2 to frame 7.

Universal Adjustment

While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.

Drink Level 4 Normal Freeflow Strikes (↓↘→ + Punch > → + Punch > → + Punch)

Adjustment

1. Hitbox for the 1st hit of the first attack expanded forward.
2. Drive gauge increase for the first attack changed from 1400 (700x2) to 3000 (1500x2).
3. Drive gauge increase for the second attack changed from 1400 (700x2) to 1000 (500x2).
4. Drive gauge increase for the third attack changed from 2100 (700x3) to 1500 (500x3).
5. Input buffer start period when going to the third attack changed from frame 2 to frame 7.

Universal Adjustment

While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.

Drink Level 4 Medium/Heavy Freeflow Strikes (↓↘→ + Medium/Heavy Punch > → + Punch > → + Punch)

Bug Fix

Fixed an issue where the input buffer starting frame for the next attack differed from other strengths.

Drink Level 0-3 Overdrive Freeflow Strikes (↓↘→ + Two Punches > → + Punch > → + Punch)

Adjustment

1. Advantage when the first attack hits changed from ±0 to +1.
2. Drive gauge reduction when blocking the three attacks changed from 1500 to 2500.
3. Hits after the second attack are no longer subject to combo scaling.
4. Input buffer start period when going to the third attack changed from frame 2 to frame 7.

Universal Adjustment

While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.

Drink Level 4 Overdrive Freeflow Strikes (↓↘→ + Two Punches > → + Punch > → + Punch)

Adjustment

1. Hitbox for the 1st hit of the first attack expanded forward.
2. Hits after the second attack are no longer subject to combo scaling.
3. Input buffer start period when going to the third attack changed from frame 2 to frame 7.

Universal Adjustment

While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.

Normal Freeflow Kicks (↓↘→ + Punch > → + Kick > → + Kick)

Adjustment

1. Drive gauge increase for the second and third attack increased from 700 to 1000.
2. Drive gauge reduction when blocking the three attacks changed from 1500 to 2500.
3. Input buffer start period when going to the third attack changed from frame 2 to frame 7.

Universal Adjustment

While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.

Overdrive Freeflow Kicks (↓↘→ + Two Punches > → + Kick > → + Kick)

Adjustment

1. Drive gauge reduction when blocking the three attacks changed from 1500 to 2500.
2. Input buffer start period when going to the third attack changed from frame 2 to frame 7.

Universal Adjustment

While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.

Heavy Swagger Step (↓↙← + Heavy Punch)

Adjustment

1. Recovery changed from 17 to 16 frames.
2. Disadvantage on block changed from -5 to -3 frames.
3. Increased knockdown time by 2 frames on hit.

Overdrive Swagger Step (↓↙← + Two Punches)

Adjustment

Increased knockdown time by 3 frames when attack hits a mid-air opponent.

Light Arrow Kick (→↓↘ + Light Kick)

Adjustment

1. Initial scaling of 30% added.
2. Start-up changed from 6 to 5 frames.
3. Transition attack hitbox after initial hit expanded forward.

Normal/Overdrive Luminous Dive Kick (↓↙← + Kick/Two Kicks during a forward jump)

Adjustment

1. Pushback on block reduced.
2. Hurtbox around the feet now comes out on the 6th frame of the technique instead of the 10th.
3. Reduced the hurtbox around the feet from the 13th frame of the technique.

Normal/Overdrive Bakkai (↓↘→ + Kick/Two Kicks)

Adjustment

Projectile invincibility has been extended until the final attack's active frames are finished.

Normal Tenshin (→↘↓↙← + Kick)

Bug Fix

Fixed an issue where the internal combo count starting value would be added even though the opponent was standing on the ground after the hit.

Overdrive Tenshin (→↘↓↙← + Two Kicks)

Adjustment

1. Removed Immediate Scaling.
2. Added Intial Scaling of 30%
Note: Tweaked the attack so that combo scaling is applied from the first follow-up attack.

Normal/Overdrive Swagger Hermit Punch (↓↙← + Punch/Two Punches > → + Punch)

Universal Adjustment

While using Classic controls, attack will not be performed if Medium or Heavy Kick are pressed at the same time.

SA1 Breakin'

Adjustment / Bug Fix

1. Start-up changed from 10 to 8 frames.
2. Added a new hitbox from frames 8 - 10 of the technique.
3. Attack hitbox for the first and second attack that is only applied when an opponent is in a combo has been expanded.
4. Reduced forward movement when the screen darkens, and increased forward movement after the screen transition is over.
5. The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.

SA3/CA Getsuga Saiho

Adjustment

Collision pushbox at the beginning of the technique has been expanded upwards, making it more difficult for Jamie to pass underneath airborne opponents.

Frame Data

JAMIE-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2024)
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