Street Fighter 6/Jamie/Matchups

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A.K.I.
SF6 A.K.I. Icon.png Jamie vs. A.K.I.
No Data
Akuma
SF6 Akuma Icon.png Jamie vs. Akuma
No Data
Blanka
SF6 Blanka Icon.png Jamie vs. Blanka (41.14%)

To say Blanka can give Jaime a hard time is nothing short of an understatement. With the myriad of options Blanka has to approach, bait and punish, sitting still is often a death sentence- Yet at the same time any approach too predictably is more than liable to be heavily punished by Blanka. Seeing as there's no "One Size Fits All" way of beating Blankas gimmicks, staying on your toes and paying close attention to the game state is key to killing this Brazilian Beast.


That being said, all is not lost. When push comes to shove, Blanka is not a perfect character, and his moves are far from Spammable- Lest he become predicable himself. (See bottom for a more detailed lay out on Blanks kit/How to combat each move)


General Strategy
Your stratagy for this match up remains the same as many others: Get In and Get Busy. Staying full screen for potential drinks is an option, but most likely the riskiest, as Heavy Blanka Ball can and will shut you down, while EX Ball can be difference between a life lead or a dropped game. In general, the closer you are to Blanka, the better, as it can remove Blanka Ball from the equation. Perfect parries go especially far in this matchup, as they can be your one way ticket to truly punishing a Heavy Blanka Ball and getting up in his face.


Don't be afraid to play footsies with him, overall his pokes are much weaker compared to yours- 5MK and 2HK are your friends here. On top of that, the lack of a fireball means Blanka must actively look out for Drive Rush into Normals. Abuse that.


If you still wish to get Drinks in, keep it exclusive to knockdowns or with his various Drink Followups.


  • Blank Ball is considered an "Airborne Attack", much like E-Honda's Headbutt. Any of your DPs will beat it outright, although it will have to be via read, as reacting to Heavy Blank Ball leaves you wide open to be baited by his "feints" (MP and LP Ball).
    • His MP and LP Ball attacks are wildly unsafe on block compared to his HP variation, while reading a feint ball and punishing with a preemptive button is a viable option, it may be worth considering abusing Jaime's above par dash distance to close in a potentially block what would be a feint ball for an even bigger reward.


  • While Rainbow Ball (63214K) has the unique property of being one of the few specials in the game that's plus on block, it's utilization in neutral is very limited. Sometimes Blanka players will go for is a Light Rainbow Ball to potentially bait DPs to questionable success. If any Blankas should attempt this, make the most of the situation and Drive Rush in. You may not get a punish, sure, but thr high amount of Total Frames means you certainly have enough time to get in and get your pressure going.
Cammy
SF6 Cammy Icon.png Jamie vs. Cammy (48.96%)
  • 5HP~HK Target Combo can be interrupted by any 8f or faster move to beat both continuing the target combo and canceling into any airborne special.
    • 5LP is the most consistent and easy option. Canceling into 214LP will combo regardless of if Cammy continues the TC or cancels into a special. However, a hit confirm is very possible.
Chun-Li
SF6 Chun-Li Icon.png Jamie vs. Chun-Li (48.02%)

Serenity Stream stance will low-profile the following moves:

  • 5LP, 236P~6P~6P (3rd Rekka Punch)
Dee Jay
SF6 DeeJay Icon.png Jamie vs. DeeJay (41.98%)
No Data
Dhalsim
SF6 Dhalsim Icon.png Jamie vs. Dhalsim (45.24%)

Dhalsim can be a tricky matchup for Jamie due to his lack of ways to pressure from full screen. Recognizing when to advance against Dhalsim and capitalizing on knockdowns to keep him guessing will drastically improve this matchup for Jamie.


General Strategy
Jamie should focus on getting Dhalsim in the corner and pressuring him with safe jumps due to his lack of defensive capabilities while in the corner


When To Drink

  • Dhalsim's fireballs are incredibly slow and a drink can be stuck in most of the time. Just be careful if the Dhalsim is using their teleport often.


Punishing Yoga Teleport
It is key to realize when a Dhalsim is likely to use their teleport to close the distance and go for a mix-up.

A generally safe way of punishing teleport is using 5LP to put him into a forced knockdown. Throwing out random 5LP's in neutral could also help to dissuade Dhalsim from teleporting.
Ed
SF6 Ed Icon.png Jamie vs. Ed
No Data
E.Honda
SF6 Ehonda Icon.png Jamie vs. E.Honda (47.77%)

Honda can be a tricky match-up due to his multitude of safe moves that are difficult to counter.


General Strategy
Pushing your advantage where ever possible is going to push the odds into your favor.


When To Drink

  • Drinking in neutral is generally very unsafe in neutral due to the threat that headbutt brings, save the drinks for combo enders.


Safe Jumps
Jamie's safe jumps are a large part of his pressure, however Honda's OD Headbutt beats out most jump in options. 5LK is the best option to pressure Honda with because it will not be interrupted by EX Headbutt.


Perfect Parry

Learning the perfect parry timings for Headbutt and Buttslam can help dissuade Honda from using the moves in neutral, which could give you more opportunities to sneak in a drink.
Guile
SF6 Guile Icon.png Jamie vs. Guile (43.51%)

One of Jamie's worst match ups due to the difficulty he has in approaching Guile and increasing his drink level. However there are some tools in Jamie's arsenal that can give him opportunities to go on the offensive against Guile.


General Strategy
Like most other match ups, Drink Level 2 is a must due to the better damage as well as access to moves that make the match up slightly better. But if at any point you find an opening- Say, a jump read on his Sonic Boom, or a gap in his Zoning where you can Drive Rush in, pushing your Advantage is never a bad thing in this Matchup, especially if you can work him into a corner. Ergo, between Drinks and Pressure, I recommend you pressure. But don't take my word for it, assess your own situation mid-match and determine what's right at that moment.

  • It's also worth mentioning a small flaw in Guile's zoning, mainly with the way projectiles work. When Guile throws a Boom, so long as that Boom stays visible and active on screen, Guile cannot throw another Sonic Boom until it hits a player or despawns off-screen. With this in mind, imagine what would happen if you neutral jumped one of his slow Booms. From there, the world's your oyster. Want a Drink? Need to close the distance? Drive Rush? Play footsies? All is possible now, but only for a short while, so take advantage of it the best you can. And of course, be mindful since Guile can Drive Rush in to cover your Jump- In which case I suggest buffering a Divekick over the Boom if you predict he'll Rush in.


  • Jamie can also often get a drink off during the time it takes for Guile to use Sonic Blade and create a Sonic Cross


Knowledge Checks

  • Sonic Cross (214P) has an Extended Hurtbox right below the Projectile. Target this area with a 2HK and he'll be forced to eat whatever Wake-up Pressure you cook up.
  • Depending on distance, if Guile does [Cancellable Button] > Sonic Boom, there should be a small gap where you can Bakkai (236K) right through. EX Arrow Head (623PP) is more reliable with it's full-invul from frame 1, but Bakkai is still a nice option if you don't want to spend the Drive. Case in point, look out for these "Gaps" in his Boom Pressure.


Bakkai
Bakkai is unlocked at drink level 2 and is projectile invincible during part of its start up and active frames.

  • If Guile is being predictable with the timing of his Sonic Booms or approaching behind Sonic Blade, Bakkai can be used to bypass the projectile and punish him.
  • Super Art 2 can be canceled into from overdrive Bakkai to either continue pressure if blocked (leaves Jamie +7) or start a combo if it hits.
  • Use moves 236LK and 623LK to set up a safe jump against wake-up Flash Kick.


Luminous Dive Kick
Luminous Dive Kick is unlocked at Drink Level 1 and allows Jamie to quickly descend from a forward jump.

  • Can be used to bait a Flash Kick by stopping Jamie's momentum just outside of its range, leading to a high damage combo.


Matchup Guide
A very useful guide by Kaution, much of the info here comes from this video:

Jamie Matchups Guide (Guile) - Street Fighter 6
Jamie
SF6 Jamie Icon.png Jamie vs. Jamie (50%)

Jamie mirrors can start 1 of 2 ways:

  • Both players get Drink Level 4 before any fighting occurs
  • The match carries on normally and drinks are earned the normal way

Knowing what kind of mirror you will be playing will help you adjust your game plan and become the top player.


A Good Rule of Thumb...!
Just because you/your opponent has more drinks doesn't necessarily make you/them the better character. 4 Drinks Jaime is nice, but those drinks'll do you no good if you're in the corner holding throw loops.


Modern over Classic: Food for Thought

A topic that doesn't garner much attention in the community, and for good reason. Among the SF6 cast, it's no question that the C-Versions of many fighters clearly outclass their M-Versions, with the only few exceptions being Marisa and Lily till now. I believe Jaime makes a serious case to be a part of that exception too and thus superior in the Mirror Match. Consider the following:


The "Weaknesses"
Missing Normals:

5LK, 2MP, 9LK, 9MP, 9HK

• Simply put, any combo, punish, pressure or anything can be substituted by one of his existing buttons to the exact same effect. Or in the case of his Air HK and Air MP, are just not needed to do in combos where he can simply jump and Divekick. Not even mentioning his optimal combo routes for Damage, Corner Carry, or Oki don't even require he combo Air Normals > Divekick. What little he does lose, like his 2LK > 2LP > 5LK chain for blockstrings aren't really significant enough to make or break his whole gameplan.


"Missing" Specials:

Bakkai (236K), Tenshin (4S, shortcut Special only)


Jaime loses no Special Moves on the jump to Modern, he only loses LP and HK Bakkai, and his Drink Level 3 Command Grab- Or just Tenshin- only has two strengths to begin with: Normal and EX.

• Bakkai's status as a move is very... odd, for a lack of better term. It's selling point as an Anti-Projectile move is questionable, even on Modern, so most of its uses come from ending combos with the Light Version for either a Safe Jump in the corner, or Framekill Oki if he dashes twice. Since Modern doesn't have the Light Version of Bakkai, Jaime can instead end with Light DP to exact same effect as Light Bakkai: Same Safe Jump and Same Framekill.

• Command Grab on the other hand, is a very interesting move with how it behaves in tandem with Modern's damage scaling.

Which is to say: It doesn't.

No Modern scaling is applied to either EX or Normal Version despite the fact this move is locked exclusively to the "Back Special Button" where scaling should apply. Modern Jaime gets the same Command Grab, with the same max damage route if you burn SA3/CA straight after EX and the same potential for ending a combo any way he so pleases- Only on an Command Input he can't possibly misinput.

The move gets better on the transition to Modern.


The Strengths
AKA
"Ahaaaaa gottem ggs"


...A very common thing you'll say when playing Modern. You've seen the Twitter clips, you hear the salt; there's a very good chance you know what Modern is about. And for Jaime, it's no different. If anything, Modern feeds into Jaime's gameplan generally better than most other's in the cast.


And it's all thanks to Modern-Input EX DP, rendering Drive Rushes null, and in the case of the Cammy Matchup, invalidating 95% of her Specials. But I digress... All jokes aside, while definitely not a tool to just be spammed at every opportunity, the fact alone that Jaime always has a guaranteed Drive Rush punish in the backpocket is nothing short of invaluable. And combined with the much easier Modern Anti-Air DP, anyone without a Projectile in their kit will only struggle more, as every Drive Rush and Jump- Previously decent options for locking Jaime down- Crumble and fall apart, as he's awarded Drink after Drink upon any and every knockdown.


To Conclude

Even considering everything mentioned, of course, simply switching to Modern does not a good Jaime make. You still start every round kneecapped, Zoners will still give you Hell, and EX DP spam and Turtling is in no way a suitable replacement for solid Footsies. Until a new Patch comes by, Jaime will stay low tier.
JP
SF6 JP Icon.png Jamie vs. JP (45.04%)
No Data
Juri
SF6 Juri Icon.png Jamie vs. Juri (45.02%)
No Data
Ken
SF6 Ken Icon.png Jamie vs. Ken (45.40%)
No Data
Kimberly
SF6 Kimberly Icon.png Jamie vs. Kimberly (48.97%)

Important Punishes:

  • 2HK (max range) - No punish
  • 2HK (mid-range) -
Lily
SF6 Lily Icon.png Jamie vs. Lily (54.55%)
No Data
Luke
SF6 Luke Icon.png Jamie vs. Luke (45.45%)
No Data
Manon
SF6 Manon Icon.png Jamie vs. Manon (43.02%)

By and large one of the most terrifying matchups for Jaime... Part Ballet, Part Judo, All Grappler. Manon is a character who not only thrives in Close Quarters, but practically revels in it too. With one hard knockdown, Drive Rush, and a little but of luck, it's only a matter of time before she takes the round. Her advantage snowballing with each Command Grab.


You will try and keep her out. You will zone and poke like mad. You will run to the wall and back. But she will chase you down, pressure your wake up, grab loop you to death- And you will do nothing, because you can do nothing...


Anywho, here's what you can do.


Understanding Manon

Manon's gimmick revolvs solely around her medals which increase by 1 every time she lands a Command Grab, starting at 1 and maxing out at 5, with each one adding more to the total damage you take from her throws. Feeding into her typical Grappler gameplan of Strike/Throw Oki. But to do any of that she needs to get in- And luckily for you, her Drive Rush is by far one of the worst in the game. Going so slow at such a short distance means you won't have to worry about her dashing in from half screen for easy Drive Rush Pressure like a Ken or Dee Jay. She does, however, have a fairly decent regular forward dash that covers a respectable distance.

Be ready to check those anyway you can, 2MK > LP Palm buffer, Level 1 Drink Target Combo > [Pick any special], the choice is yours.


Knockdowns

The big part to any Grapplers gameplan. In a perfect round of Jaime v Manon, you'd push her to the corner and whittle her down from there, making sure she never sees a knockdown. But naturally that won't often be the case.

Command Grab (214P)

  • +18 with a hard knockdown to boot.


[Work in Progress...]
Marisa
SF6 Marisa Icon.png Jamie vs. Marisa (47.60%)
No Data
Rashid
SF6 Rashid Icon.png Jamie vs. Rashid (52.12%)
No Data
Ryu
SF6 Ryu Icon.png Jamie vs. Ryu (55.93%)
No Data
Zangief
SF6 Zangief Icon.png Jamie vs. Zangief (56.25%)
No Data

Matchup Favorability Data

Matchup favorability is represented by a percentage value for each character. This number represents how many matches Jamies have won against that character compared to the total amount of games Jamies have played against that character

This data was collected by @CatCammy6 on twitter.

Take all favorability with a grain of salt, certain "unfavorable" match ups could be due to a lack of knowledge on the matchup or the rarity of the matchup.



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