Street Fighter 6/Jamie: Difference between revisions

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== Normals ==
== Normals ==
=== Standing Normals ===
=== Standing Normals ===
=====<font style="visibility:hidden; float:right">5LP</font>=====
{{MoveDataCargo
| title    = 5LP
| subtitle =
| input    = Standing Light Punch
| images  =
{{MoveDataCargoImage|jamie_5lp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|jamie_5lp}}
}}
=====<font style="visibility:hidden; float:right">5LP (DR1)</font>=====
{{MoveDataCargo
| title    = 5LP(DR1)
| subtitle =
| input    = Standing Light Punch
| images  =
{{MoveDataCargoImage|jamie_5lp(dr1)|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|jamie_5lp(dr1)}}
}}
=====<font style="visibility:hidden; float:right">5MP</font>=====
{{MoveDataCargo
| title    = 5MP
| subtitle =
| input    = Standing Medium Punch
| images  =
{{MoveDataCargoImage|jamie_5mp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|jamie_5mp}}
}}
=====<font style="visibility:hidden; float:right">5HP</font>=====
{{MoveDataCargo
| title    = 5HP
| subtitle =
| input    = Standing Heavy Punch
| images  =
{{MoveDataCargoImage|jamie_5hp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|jamie_5hp}}
}}
=====<font style="visibility:hidden; float:right">5LK</font>=====
{{MoveDataCargo
| title    = 5LK
| subtitle =
| input    = Standing Light Kick
| images  =
{{MoveDataCargoImage|jamie_5lk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|jamie_5lk}}
}}
=====<font style="visibility:hidden; float:right">5MK</font>=====
{{MoveDataCargo
| title    = 5MK
| subtitle =
| input    = Standing Medium Kick
| images  =
{{MoveDataCargoImage|jamie_5mk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|jamie_5mk}}
}}
=====<font style="visibility:hidden; float:right">5HK</font>=====
{{MoveDataCargo
| title    = 5HK
| subtitle =
| input    = Standing Heavy Kick
| images  =
{{MoveDataCargoImage|jamie_5hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|jamie_5hk}}
}}
=== Crouching Normals ===
=== Crouching Normals ===
=== Jumping Normals ===
=====<font style="visibility:hidden; float:right">2LP</font>=====
{{MoveDataCargo
| title    = 2LP
| subtitle =
| input    = Crouching Light Punch
| images  =
{{MoveDataCargoImage|jamie_2lp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|jamie_2lp}}
}}
 
=====<font style="visibility:hidden; float:right">2MP</font>=====
{{MoveDataCargo
| title    = 2MP
| subtitle =
| input    = Crouching Medium Punch
| images  =
{{MoveDataCargoImage|jamie_2mp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|jamie_2mp}}
}}
 
=====<font style="visibility:hidden; float:right">2HP</font>=====
{{MoveDataCargo
| title    = 2HP
| subtitle =
| input    = Crouching Heavy Punch
| images  =
{{MoveDataCargoImage|jamie_2hp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|jamie_2hp}}
}}
 
=====<font style="visibility:hidden; float:right">2LK</font>=====
{{MoveDataCargo
| title    = 2LK
| subtitle =
| input    = Crouching Light Kick
| images  =
{{MoveDataCargoImage|jamie_2lk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|jamie_2lk}}
}}
 
=====<font style="visibility:hidden; float:right">2MK</font>=====
{{MoveDataCargo
| title    = 2MK
| subtitle =
| input    = Crouching Medium Kick
| images  =
{{MoveDataCargoImage|jamie_2mk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|jamie_2mk}}
}}
 
=====<font style="visibility:hidden; float:right">2HK</font>=====
{{MoveDataCargo
| title    = 2HK
| subtitle =
| input    = Crouching Heavy Kick
| images  =
{{MoveDataCargoImage|jamie_2hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|jamie_2hk}}
}}
 
== Command Normals ==
== Command Normals ==
== Universal Mechanics ==
== Universal Mechanics ==

Revision as of 05:25, 9 October 2022


Introduction

This self-styled Chinatown peacekeeper aspires to the example set by Yun and Yang, the Twin Dragons. An expert dancer, Jamie places justice and friendship above all else, defending his town with martial skill.

Jamie is a close-range fighter that specializes in poking, footsies, and harassment, with quick normals that he can use once he's in. He also benefits from a powerup system that allows his damage potential and flexibility to snowball the more chances he gets to power up.

Jamie's key mechanic is based on taking drinks. By using his forward throw, The Devil Inside, the Freeflow Kicks ending to his Freeflow Strikes special move, or certain target combos, Jamie can increase his Drink Level, up to a maximum of 4. Each time he drinks, his damage increases, bringing him to standard damage at Drink Lv. 2 and putting him above it at Drink Lv. 3 and higher. He also unlocks more target combos and special moves at specific Drink Levels, gradually opening up the complexity of his moveset and increasing his flexibility significantly; his most notable special move unlocks, in ascending order from Drink Lv. 1 to 4, are his aerial special move Luminous Dive Kick, his anti-projectile and super cancel bridge Bakkai, the command throw Tenshin, and the super-cancelable follow-up to his advancing move Swagger Step, the Swagger Hermit Punch. Jamie can also temporarily boost himself to Drink Lv. 4 (if he isn't already there) by using his Lv. 2 Super Art, The Devil's Song; if he already has 4 drinks, it instead becomes a tool to quickly replenish Drive Gauge and lets him keep up the pressure.

As far as his selection of normals and specials go, Jamie has 5MK, 2MK, and 5HK as strong cancelable pokes, as well as a grounded overhead in 6MK. He can use these moves, as well as careful uses of Freeflow Strikes and Swagger Step, to pester the opponent at close and mid range until they make a mistake. He also has 2HP and Arrow Kick as anti-air options, with Overdrive Arrow Kick explicitly serving as a reversal against aggressive opponents. Successful hits with sweep, Freeflow Strikes, Punish Counters, or any moves that knock the opponent down and away will give Jamie more time to drink without fear of repercussion, especially against opponents that aren't able to establish strong enough ranged pressure to stop Jamie from drinking when he's farther away from them.

In exchange for how powerful drinks make Jamie, though, it is no exaggeration to say that his gameplan is very much reliant on getting them, even if he doesn't make it to Drink Lv. 4 in a given round. Without drinks, Jamie lacks a lot of his most powerful tools, in addition to missing out on damage; it becomes an uphill battle to keep up unless he's gotten a few sips in, even with The Devil's Song acting as a Hail Mary option to close the gap in emergencies. It is also worth noting that Jamie's Drink Level does not carry over between rounds, meaning that he has to be prepared to get set up all over again, but once he gets going, he's a real menace. If you're looking for a bit of breaking and swaying alongside an infighter that only gets stronger when he's loaded up, then Jamie is your man.


Pick if you like: Avoid if you dislike:
  • Nuanced and rewarding decision making focused around an unlock mechanic
  • Pestering and rushing down opponents at close and close-mid range with strong poking normals and forward-moving specials
  • Gaining access to a wide variety of tools and options over time
  • Forcing the opponent to approach you
  • Often needing to choose between unlocking new options and maintaining pressure after a combo
  • Not having access to all of your options at the start of each round
  • Being weak against fireballs


Classic & Modern Versions Comparison

List of differences with Modern Jamie
Missing Normals
  • Standing Light Kick (5LK)
  • Crouching Medium Punch (2MP)
  • Jumping Light Kick (j.LK)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Bakkai (2S)
    • Medium/OD Only
  • Tenshin (4S)
Miscellaneous Changes
  • N/A


Jamie
SF6 Jamie Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.048
Backward Walk Speed 0.035
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.50
Backward Dash Distance 0.85
Drive Rush Min. Distance (Throw) 0.988
Drive Rush Min. Distance (Block) 2.030
Drive Rush Max Distance 3.002
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33

Normals

Standing Normals

5LP
5LP
Standing Light Punch
SF6 Jamie 5lp.png

5LP
Stand LP (DL0)
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 7 Sp SA 270 LH +5 0

5LP (DR1)
5LP(DR1)
Standing Light Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

5MP
5MP
Standing Medium Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

5HP
5HP
Standing Heavy Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

5LK
5LK
Standing Light Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

5MK
5MK
Standing Medium Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

5HK
5HK
Standing Heavy Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

Crouching Normals

2LP
2LP
Crouching Light Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

2MP
2MP
Crouching Medium Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

2HP
2HP
Crouching Heavy Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

2LK
2LK
Crouching Light Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

2MK
2MK
Crouching Medium Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

2HK
2HK
Crouching Heavy Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

Command Normals

Universal Mechanics

Target Combos

Special Moves

Super Arts

SF6 Navigation

General
FAQ
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Characters
A.K.I.
Akuma
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Cammy
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