Street Fighter 6/Jamie/Strategy

From SuperCombo Wiki


Neutral

Jamie's neutral boils down to getting into a good enough position to hit confirm with his 5MK or 2MK into a drive rush cancel or into a special move.

Drinking in Neutral

Drinking in neutral is pretty risky as it takes 50 frames to complete the animation, if your opponent is quick on their feet this is punishable from half or even 3/4 screen.
The safest place to drink in neutral is full screen as it is most difficult to punish on reaction with projectiles or drive rush.
Drinking on reaction to certain moves like Guile's Sonic Blade or Lily's Condor Wind can work as these moves have a decent amount of inaction-able frames.


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

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

Knockdown KD Adv. Oki/Notes
Forward Throw +23
+7 (Drink)
  • Forward Dash leaves Jamie at +4 for a strong corner throw loop; 5MP will trade with 4f normals and Tenshin will lose
  • Midscreen, he can chase with DR~6HK to trade with 4f normals or become +7/+1
  • Drink version allows for meaty 5MK in the corner; against most characters, can cancel into 236MP for a safe hitconfirm
Back Throw +38
  • After throwing opponent into the corner, he can dash to become +19, then manually time his oki
  • Dash + 6MK will beat reversal 4f normals
  • Midscreen, Dash + DR~5MP is +10/+6
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +33
HKD +48 (CH/PC)
?
2HK~HK
2HK~HK~P
(Phantom Sway)
+21
+3 (Drink)
?
2KK
(Tensei Kick)
+53 Launch ?
6MK~MK (DL2)
6MK~MK~P (DL2)
(Full Moon Kick)
+31
-1 (Drink)
+2 (DL4 Activate)
?
4HP~HP~HK (DL3)
(Intoxicated Assault)
+23 ?
6HK~4HK~P (DL4)
(Ransui Haze)
+32 (Headbutt)
+35 (Triple Fist)
?
236P~6P~6P
(Freeflow Strikes)
+27
+28 (OD)
  • DR~6HK is +8/+2
236P~6K~6K
(Freeflow Kicks)
-1
+1 (OD)
+22~24 (DL3)
  • No corner oki on meterless versions unless Jamie activates DL4
  • OD version allows corner 2LP pressure, but Throw will lose to reversal 4f normals
214P
(Swagger Step)
+39~47
+73~81 Tumble (OD)
  • Dash + DR~5MP is +9/+5 after meterless versions
214P~6P (DL4)
(Swagger Hermit Punch)
+20
+19 (after 214HP)
?
623K
(Arrow Kick)
+42/34/39 (L/M/H)
+40 (OD)
  • LK version gives a corner j.HP safe jump; from close range, can also reach with midscreen j.MK
j.214K (DL1)
(Luminous Dive Kick)
+46~52
+59~65 (OD)
?
236K (DL2)
(Bakkai)
+42/35/34 (L/M/H)
+12 (OD)
  • LK version gives a corner j.HP safe jump
  • HK version gives DR~6MK, +7/+3
SA1 - 236236K
(Breakin')
+12 ?
SA1~Drink - 236236K~2
(Breakin' ~ Drink)
+4
+25 (DL3)
?
SA3 - 236236P
(Getsuga Saiho)
HKD +71 Launch
+14 (2nd hit)
?
CA - 236236P
(Getsuga Saiho)
HKD +18 (CA)
+14 (2nd hit)
?


vs. Burnout

Against opponents in burnout the first string of Rekka becomes +1 on block when at drink level 4.

Drive Rush

When canceling 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
2LP 5LP/5LK/
2LK/5HP
2MP 2MK 5MP 2HP/2HK/
2KK
5MK 5HK 6HK 4HP 6MK
5LP~DR 5 6 7 8 9 10 11 16 17 19 23
5HP~DR 2 3 4 5 6 7 8 13 14 16 20
5LK~DR 3 4 5 6 7 8 9 14 15 17 21
5MK~DR 0 0 0 0 1 2 3 8 9 11 15
5HK~DR 0 0 0 0 0 1 2 7 8 10 14
2LP~DR 5 6 7 8 9 10 11 16 17 19 23
2MP~DR 0 0 0 1 2 3 4 9 10 12 16
2HP~DR 0 0 0 0 0 0 0 5 6 8 12
2MK~DR 0 1 2 3 4 5 6 11 12 14 18
5LP~LK~MP
~DR (DL1-DL4)
3 4 5 6 7 8 9 14 15 17 21
6HK~4HK~Headbutt
~DR (DL4)
0 0 0 0 1 2 3 8 9 11 15
6HK~4HK~Spin Fist
~DR (DL4)
0 0 0 0 0 0 0 5 6 8 12


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

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +4 2LP, 2HP ...
5LK~DR +5
2LP~DR
5HP~DR +8 5MP, 2HP ...
2MP~DR +9 5MP, 2HP ...
2KK, j.HK ...
2MK~DR
5LP~LK~MP~DR
5MK~DR +11
5HK~DR +14
2HP~DR +18 ?
6HK~4HK~Headbutt~DR Free Juggle ?
6HK~4HK~Spin Fist~DR


Tech

Bread Jump

Discovered by Daveyin on the Jamie Discord server, the bread jump is an auto-timed safe jump that works similarly to Jamie's LK Bakkai and LK Arrow Kick enders, leaving you +42. However, this safe jump leads to a cross up neutral wake up and still pressures the opponent on back-roll.

This version of the safe jump is done by hitting a grounded opponent with 2KK and juggling with the first hit of 5HP. After the knockdown you are left at +42 and at the ideal distance to hit a cross-up. Here is an example of bread jump being worked into combo routing:
5MP , 5LP~LK~MP DRC~5MP , 2KK , 5HP(1) 9MK
Video Example @ 7 seconds


Defense

Reversals

Jamie has three reversals:

623KK an OD Reversal
Jamie's DP. It is somewhat lackluster in terms of use. It doesn't leave the ground and is only a single hit, so it will lose to DI. Additionally, it has limited horizontal and vertical range making it susceptible to being neutral jumped and avoided. However, it does good damage, has moderate oki, and costs no meter so it's still very good to have.
236236K Lv.1 Super
Jamie's Metered reversal. Unfortunately, this super is rather slow at 10f leading to it being fairly easy to safe meaty, as many lights can recover in less than 10f. It is still useful to get out of burnout situations that might result in stun, and if you want to save drive gauge. Holding down allows Jamie to drink afterwards on hit while sacrificing oki.
236236P Lv.3 Super / Critical Art
A fairly standard Lv.3 Super in terms of framedata, has strong reward as Jamie can combo off of normal Lv. 3.

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 cancelable in it's early active frames it often cannot be canceled 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 comboed 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 comboed 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 canceled 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, are slow to startup, and lack range making this move very difficult to use on reaction to a projectile. It can be done on a read, however all versions are extremely unsafe on block and the only way to make them safe is by using the OD version and canceling into Lv.2 Super, which is costly.
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 difficult and costly option that is extremely punishing if done too late.

Fighting vs. Jamie

Key Punishes (WIP)

236LP/MP/HP (Drink Lv.0-3)
At -6 the first hit of Jamie's Rekka sequence (non-OD) is often punishable on block depending on your character and spacing. Some characters can punish this move on block from all but the furthest range, making buffering specials in neutral very dangerous for Jamie. Check your 5f and 6f buttons to find the option that will hit from the furthest away.
214LP/MP/HP
LP/MP are -6 at worst and HP is -5 at worst. These moves are generally easier to punish than rekka, if misspaced. Often the same 5f or 6f option that would punish rekka will work here. Learn to recognize if the palm has hit late into it's active frames which will leave Jamie less minus or even plus, and avoid trying to punish there.
22P
2HK + 2HK~HK Target Combo
j.214LK/MK/HK
LP~LK~MP Target Combo
236LK/MK/HK/KK (Drink Lv.2+)
2KK
623LK/MK/HK/KK
63214LK/MK/HK/KK Whiff Recovery
6MK~MK Target Combo
236236K
236236P

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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