Street Fighter 6/Jamie/Introduction: Difference between revisions

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* '''Ground Normals''': Jamie has some incredible cancellable pokes in 5MK and 5HK. At Drink Lv.4, he gets a safe meterless cancel into Freeflow Strikes on block, harassing the opponent and chipping away at their Drive gauge.
* '''Ground Normals''': Jamie has some incredible cancellable pokes in 5MK and 5HK. At Drink Lv.4, he gets a safe meterless cancel into Freeflow Strikes on block, harassing the opponent and chipping away at their Drive gauge.
* '''Level Ups''': As Jaime increases his Drink Levels, he deals more damage and unlocks new moves. By level 4 he becomes an absolute monster as he gains access to a Dive Kick, a Command Grab, powerful combo finishers, a plethora of Target Combos, etc.
* '''Level Ups''': As Jaime increases his Drink Levels, he deals more damage and unlocks new moves. By level 4 he becomes an absolute monster as he gains access to a Dive Kick, a Command Grab, powerful combo finishers, a plethora of Target Combos, etc.
* '''Damned If You Don't...''': Jamie's Drinks put unqiue pressure on his opponents to come to him. Characters with slow or nonexistent zoning potential can find it hard to stop Jamie from taking a swing in neutral, which he can punish with Swagger Step.  
* '''Damned If You Don't...''': Jamie's Drinks put unique pressure on his opponents to come to him. Characters with slow or nonexistent zoning potential can find it hard to stop Jamie from taking a swing in neutral, which he can punish with Swagger Step.  
* '''Excellent Close Range Pressure''': Jamie's super fast buttons make him a monster once he's gotten in, and at higher Drink levels he can often get away with a swig at the end of a combo and still find time to lay down a meaty.  
* '''Excellent Close Range Pressure''': Jamie's super fast buttons make him a monster once he's gotten in, and at higher Drink levels he can often get away with a swig at the end of a combo and still find time to lay down a meaty.  
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Revision as of 22:22, 16 June 2023

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.


Strengths Weaknesses
  • Ground Normals: Jamie has some incredible cancellable pokes in 5MK and 5HK. At Drink Lv.4, he gets a safe meterless cancel into Freeflow Strikes on block, harassing the opponent and chipping away at their Drive gauge.
  • Level Ups: As Jaime increases his Drink Levels, he deals more damage and unlocks new moves. By level 4 he becomes an absolute monster as he gains access to a Dive Kick, a Command Grab, powerful combo finishers, a plethora of Target Combos, etc.
  • Damned If You Don't...: Jamie's Drinks put unique pressure on his opponents to come to him. Characters with slow or nonexistent zoning potential can find it hard to stop Jamie from taking a swing in neutral, which he can punish with Swagger Step.
  • Excellent Close Range Pressure: Jamie's super fast buttons make him a monster once he's gotten in, and at higher Drink levels he can often get away with a swig at the end of a combo and still find time to lay down a meaty.
  • Drink Management: Jamie's damage and moveset changes considerably with each Drink Level. It can be hard to level up, especially against characters with strong neutral/zoning playstyles. He has a Level 2 Super to give him a temporary boost to Drink Lv.4, but if Jamie fails to close out the round, he will lose all accumulated Drink levels.
  • Dealing with Projectiles: Before Drink Lv.2, Jamie has very few options to counter projectiles. He unlocks Bakkai at Lv.2, which can be useful in certain matchups, but even this does not help much against characters like Guile. He is forced to take big, preemptive risks to avoid being zoned out.

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