必杀技
Launch your opponent into the air with a kick, and then use the recoil to follow up with a flying kick. Useful as an anti-air counter to an opponent's jumping attacks, and as a way to close out combos.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Arrow Kick | — | — | — | — |
| H Arrow Kick | 10 | D | -43 | 1400 |
| L Arrow Kick | 5 | D | -45 | 1000 |
| M Arrow Kick | 8 | D | -43 | 1200 |
| OD Arrow Kick | 6 | D | -43 | 1500 |
Evaluation
Launch your opponent into the air with a kick, and then use the recoil to follow up with a flying kick. Useful as an anti-air counter to an opponent's jumping attacks, and as a way to close out combos.
How to Use
Notes on how Jamie uses Arrow Kick — combo routes, pressure, whiff punishes — to be added.
How to Counter
Jamie's invincible anti-air. Each strength is between -43 and -45 on block, but the hitbox is narrow so deep crossup jumps can sometimes whiff it.
- 623LK — Jamie -45 on block. 5F invincible anti-air. Narrow hitbox — deep crossups can whiff
- 623MK — Jamie -43 on block
- 623HK — Jamie -43 on block. Slower startup; like LK, deep crossups can whiff it
- 623KK — Jamie -43 on block. OD invincible
Recommended counters
After 623LK hits you
- 42F safe-jump window
- If you suspect empty-jump low or empty-jump throw, fuzzy stand-jab covers both
- Characters without a 4F–5F stand-jab should default to just-parry or fastest mash
The clip below records the empty-jump throw, empty-jump 2LK and the safe-jump:
After 623KK (OD) hits you
- Standard oki: dash → drive-rush → MP
- Quick-rise locks out his walk-shimmy

