Street Fighter 6/Jamie/Strategy: Difference between revisions

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=== Anti-Projectile ===
=== Anti-Projectile ===
Jamie has fairly limited options for dealing with projectiles outside of universal options. So it is recommended to practice Parrying and Perfect Parrying projectiles. A few of his specific options are below.
Jamie has fairly limited options for dealing with projectiles outside of universal options. So it is recommended to practice Parrying and Perfect Parrying cancelled into Drive Rush, and spaced jumps against projectiles. A few of Jamie's character specific options are below.


;j.214{{clr|LK|LK}}/{{clr|MK|MK}}/{{clr|HK|HK}}/KK (Drink Lv.1+)
;j.214{{clr|LK|LK}}/{{clr|MK|MK}}/{{clr|HK|HK}}/KK (Drink Lv.1+)
:While not invul divekick can function as an anti-projectile option from certain ranges and are realistically the main option Jamie has outside of universal answers. Requires careful spacing to be safe on block outside of the OD version.  
:While not invul divekick can function as an anti-projectile option from certain ranges and is realistically the main option Jamie has outside of universal answers. Requires careful spacing to be safe on block outside of the OD version.  


;236{{clr|LK|LK}}/{{clr|MK|MK}}/{{clr|HK|HK}}/KK (Drink Lv.2+)
;236{{clr|LK|LK}}/{{clr|MK|MK}}/{{clr|HK|HK}}/KK (Drink Lv.2+)

Revision as of 10:05, 22 June 2023


Neutral

TO-DO


Offense

Frame Traps

Light Chain Gaps (Read Left to Right)
2LP 5LK 2LK
2LP > 1f 2f 2f
5LK > 1f 2f 2f
2LK > 3f 4f 4f



Okizeme and Mixups

Midscreen Forward Throw
DR > 6HK -- +1 oB, +7 oH (trades with 4f's)
Corner Forward Throw
+4 after Dash
Dash, 2MP
Dash, throw
Midscreen Back Throw
Dash, DR > 5MP -- +6 oB, +10 oH
Back-to-Corner Back Throw
Dash, 6MK -- +1 oH, -3 oB
Lvl 0-3 236P~6P~6P
DR > 6HK -- +2 oB, +8 oH
236HK
DR > 6MK -- +3 oB, +7 oH
236LK / 623LK near corner
j.HP Safejump
214LP/MP/HP
Dash, DR > 5MP -- +5 oB, +9 oH

Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +23 ?
Back Throw +38 ?
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +34
HKD +49 (Punish)
?
5HK (Punish) +71 Crumple ?
2KK
(Tensei Kick)
+53 Launch ?
2HK~HK
(Phantom Sway)
+21
+3 (Drink)
?
6MK~MK
(Full Moon Kick)
+31
-1 (Drink)
+2 (DL4 Activate)
?
4HP~HP~HK
(Intoxicated Assault)
+23 ?
6HK~4HK~P
(Ransui Haze)
+32 (Headbutt)
+35 (Triple Fist)
?
236P~6P~6P
(Freeflow Strikes)
+27 ?
236P~6K~6K
(Freeflow Kicks)
-1
+23/22 (DL4 Activate)
?
214P
(Swagger Step)
+39 (L/M/H)
+73 Tumble (OD)
+20 (DR4 Followup)
?
623K
(Arrow Kick)
+42/34/39 (L/M/H)
+40 (OD)
?
j.214K
(Luminous Dive Kick)
+46~52
+59~65 (OD)
?
236K<br(Bakkai) +42/35/34 (L/M/H)
+12 (OD)
?
236236K
(Lv.1 Super)
+7 (No Drink)
-1 (Drink)
?
236236P
(Lv.3 Super/CA)
HKD +71 (Lv.3)
HKD +18 (CA)
+14 (2nd hit)
?


vs. Burnout


Drive Rush

When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP 5MP 5HP 5LK 5MK 5HK 2LP 2MP 2HP 2LK 2MK 2HK 2KK 6MK 4HP 6HK
5LP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5HP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5LK~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5MK~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5HK~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2LP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2MP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2HP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2MK~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5LP~LK~MP
~DR (DL1-DL4)
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
6HK~4HK~Headbutt
~DR (DL4)
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
6HK~4HK~Spin Fist
~DR (DL4)
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?


The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +? ?
5HP~DR +? ?
5LK~DR +? ?
5MK~DR +? ?
5HK~DR +? ?
2LP~DR +? ?
2MP~DR +? ?
2HP~DR +? ?
2MK~DR +? ?
5LP~LK~MP~DR +? ?


Defense

Reversals

v

Anti-Airs

Jamie has a variety of options for Anti-Airs, with differing ease of use, reliability, and reward.

623LK/MK/HK
General purpose anti-air, while also functioning as Jamie's anti-crossup option when crosscut. The main downside to this option is that it has limited vertical and horizontal range compared to many traditonal DPs, leading to it sometimes whiffing vs neutral or spaced jumps and if done too early.
623LK is the fastest of the three, making it the easiest to use, while also rewarding Jamie with the stronger than average okizeme.
2HP
Easiest and fairly reliable with low reward. As this normal is only special cancellable in it's early active frames it often cannot be cancelled when used as an AA, and even when it is Jamie's specials and Drive Rush options don't lend themselves to allowing any pressure afterwards. Additionally, Jamie is often only slightly plus afterwards which makes the oki afterwards non-threatening.
2KK
Less reliable than other grounded options, as Jamie is standing during the animation and it's not particularly disjoint. However, the reward is sizeable as Jamie can jump cancel into a combo resulting in good damage, oki, or drinks. Best used at Drink Lv.1+ when j.214LK/MK/HK is available.
Air-to-Air j.MP / j.HK
Solid, if harder to use, options with fair reward that are somewhat situational.
j.MP is the faster and more disjoint of the two, however it can only be combo'd into j.214LK/MK/HK which is only available on a forward jump and only in Drink Lv.1+, making it useful for catching neutral jumps but less everything else.
j.HK is slower and less disjoint and only can be combo'd on counterhit, making it less rewarding to catch empty jumps. Both of these air normals knockdown on normal hit, which does result in decent oki even when you can't combo them, as long as you aren't jumping away from the opponent.

Anti-Projectile

Jamie has fairly limited options for dealing with projectiles outside of universal options. So it is recommended to practice Parrying and Perfect Parrying cancelled into Drive Rush, and spaced jumps against projectiles. A few of Jamie's character specific options are below.

j.214LK/MK/HK/KK (Drink Lv.1+)
While not invul divekick can function as an anti-projectile option from certain ranges and is realistically the main option Jamie has outside of universal answers. Requires careful spacing to be safe on block outside of the OD version.
236LK/MK/HK/KK (Drink Lv.2+)
All versions have projectile invul, however none are frame 1 and all lack range making this move an anti-projectile option in name only.
236236P
Jamie's Lv.3 super can function as an anti-projectile option from footsies range, however the range and slow speed make this a diffcult and costly option that is exteremely punishing if done too late.

Fighting vs. Jamie

Punishable on block

-5
-6
-8
-9
-10
-11
-12
-13
-14
-15
-16
-17
-20
-23
-27
-28
-43
-44
-46
-49
-50
-60
-61
-93
-100




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