This is the multi-page printable view of this section. Click here to print.

Return to the regular view of this page.

Jamie

Street Fighter 6 Jamie guide - frame data, combos, matchup tips and more.

Table of Contents

1 - [SF6] Jamie Frame Data with Video

Jamie

2 - [SF6] Jamie Countermeasures Guide [Win Just by Reading]

A comprehensive Jamie countermeasure guide for SF6 (Street Fighter 6), taught by MR1800+. Includes Fuzzy timing breakdowns.

236P

Jamie’s special move that delivers 3 consecutive attacks. The 1st hit at max range may be punishable depending on distance, but the 3rd hit serves as a mash punish, so the mixup is between stopping at 2nd hit or committing to the full sequence.

  • 236LP
    • Jamie is -6F on 1st hit Block
  • 236MP
    • Jamie is -6F on 1st hit Block
  • 236HP
    • Jamie is -6F on 1st hit Block
  • 236PP
    • Jamie is -3F on 1st hit Block

236P→K

Jamie’s special move that delivers 3 consecutive attacks. The 1st hit at max range may be punishable depending on distance, but the 3rd hit serves as a mash punish, so the mixup is between stopping at 2nd hit or committing.

  • 236LP→K
  • 236MP→K
  • 236HP→K
  • 236PP→K

214P

Jamie’s rush-down special. Whether you get hit by this at the start of the round or not can decide the match, it has that much impact. If walk-blocking is difficult, consider putting more weight on playing defensively.

  • 214LP
    • Deep Block leaves Jamie at 6F Punish
      • Frame Advantage varies depending on active frames
  • 214MP
    • Deep Block leaves Jamie at 6F Punish
      • Frame Advantage varies depending on active frames
  • 214HP
    • Deep Block leaves Jamie at -3F
    • No Punish, but Impact and neutral jump are effective
  • 214PP
    • Deep Block leaves Jamie at -1F
    • No Punish, but Impact and neutral jump are effective

623K

Jamie’s anti-air invincible special move

  • 623LK
    • Has short horizontal range, so depending on the distance, an empty jump can whiff it
    • Some characters can go for empty jump anti-airs
  • 623MK
  • 623HK
    • Slow Startup, so like 623LK, you can sometimes empty jump and Block it
  • 623KK
    • OD invincible

(Drink Lv1+)(During forward jump) 214K

Air trajectory change available at Drink Level 1.

  • (Drink Lv1+)(During forward jump) 214LK
    • Advantage for Jamie on Hit at the feet
  • (Drink Lv1+)(During forward jump) 214MK
    • Advantage for Jamie on Hit at the feet
  • (Drink Lv1+)(During forward jump) 214HK
    • Advantage for Jamie on Hit at the feet
  • (Drink Lv1+)(During forward jump) 214KK
    • Advantage for Jamie on Hit at the waist

HP

As a strong offensive option, there’s Rush→HP. HP has 5F Startup and strong hitbox, so trying to challenge it recklessly will get you beaten. If you’re not looking for it, just Blocking is fine.

6HK

Used in Rush-based Oki. After 236MP→K→K Hit or LPLK Hit.

LPLK

Jamie is +23F Advantage. If he drinks, Jamie is +7F. If he has 4 drinks stacked, Jamie is +11F.

  • If he doesn’t drink, he can Oki with Rush
  • If he drinks, he can’t Oki

4LPLK

Jamie is +26F Advantage. Back throw cannot be drink-cancelled.

  • If you take Back Rise, the distance increases and there’s no Oki
  • If you don’t take Back Rise, he can Oki with raw Rush

Drive Reversal

Jamie may drink after a Drive Reversal. Taking Quick Rise guarantees a Rush heavy attack.