[SF6] Jamie Countermeasures Guide [Win Just by Reading]
Categories:
Basic Info
- Drink Lv0
- Damage scaling 90%
- Drink Lv1
- Damage scaling 95%
- (Drink Lv1+)(During forward jump) 214LK
- (Drink Lv1+) LP→LK→MP
- Drink Lv2
- Damage scaling 100%
- (Drink Lv2+) MK→MK→P
- 236K
- Drink Lv3
- Damage scaling 105%
- (Drink Lv3+) 4HP→HP→HK
- (Drink Lv3+)(Close range) 63214K
- (Drink Lv3+)(Close range) 63214KK
- Drink Lv4
- Damage scaling 110%
- (Drink Lv4+) HK→4HK→P (3rd hit / immediate followup)
- (Drink Lv4+) HK→4HK→P (delayed followup)
- (Drink Lv4+) HK→4HK→P (greatly delayed followup)
- (Drink Lv4+) 214P→6P
- (Drink Lv4+) 214PP→6P
- Defensive Options
- Has 6F Startup OD invincible reversal: 623KK
- If you play Luke or Kimberly, avoid using Rush after throws
- Has 5F Startup anti-air invincible 623LK
- 236236K has 8F Startup, no Projectile invincible
- 214214P is a self-buff that raises drink level to 4
- 236236P has 10F Startup, fully invincible
- Has 6F Startup OD invincible reversal: 623KK
- Moves that are plus on Block
- MP is +2
- (Drink Lv1+)(During forward jump) 214LK
- +1 on Hit at the feet
- (Drink Lv1+)(During forward jump) 214KK
- +1 on Hit at the knee
Neutral (Awareness Priority)
- Spacing management
- If Jamie gets a knockdown with MK, 214P, or 2HK, it makes things much easier for him
- Your win rate changes significantly based on whether you can avoid getting hit first and score your own knockdowns, so be more conservative with walk-blocking than against other characters
- If that’s difficult, staying at a range where MK won’t reach and playing full defense is important
- Neutral jump occasionally
- Jamie has many advancing moves that lead to knockdowns like 214P and 2HK, so place neutral jumps occasionally
- Watch out for auto-whiff punishes
- Jamie has many setups where after making you Block something, he automatically whiff punishes your counter-poke
- While pressing buttons after Blocking something is normally the right decision, recognize that against Jamie it’s often a bad idea
- After Blocking something, be ready to whiff punish Jamie’s auto-whiff punish attempt
- Don’t default to Back Rise
- Many players habitually take Back Rise, but recognize that in the Jamie matchup there’s the drink mixup to consider
- Understand whether Jamie gets Oki after drinking
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
Recommended Counter
- On Block
- 1st hit Block to 2nd hit Block is a true blockstring
- If you Block it close, apply your 6F Punish
- The 3rd hit followup after 2nd hit Block is a mash punish
- If you read the 3rd hit followup, just Block and Punish
- If you read no 3rd hit followup, press a 9F or faster move for a Punish
- Fuzzy possible
- 1st hit Block to 2nd hit Block is a true blockstring
Pressing a button at 1F~2F will lose to the mash punish. By doing a Fuzzy press of a 4F move between 3F and 7F, you can Block the 3rd hit while punishing when there’s no followup after the 2nd hit.
- On Hit
- Jamie is +27F
- Back Rise
- Only Rush→6HK will connect as a meaty
- On Block, it’s outside throw range and there’s no combo from 2LK→2LP, so walking back→one-and-done Block into mashing is highly recommended
- Reference
- Only Rush→6HK will connect as a meaty
- Quick Rise
- When Jamie chooses Rush Oki, walk Shimmy becomes impossible
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
Recommended Counter
- On Block
- 1st hit Block to 2nd hit Block is a true blockstring
- If you Block it close, apply your 6F Punish
- The 3rd hit followup after 2nd hit Block is a mash punish
- If you read the 3rd hit followup, just Block and Punish
- If you read no 3rd hit followup, press a 9F or faster move for a Punish
- Fuzzy possible
- 1st hit Block to 2nd hit Block is a true blockstring
This is very difficult, but pressing a button at 1F~2F will lose to the mash punish. By pressing a 6F move between 5F and 9F, you can Block the 3rd hit while punishing when there’s no followup after the 2nd hit. Unlike 236P→P, the 2nd hit Block pushes you further away, so use a 6F Fuzzy.
- On Hit
- Normal version leaves Jamie at -1F
- You have Advantage, so in midscreen aim for Rush stop, and in the corner go for fastest mash
- OD version leaves Jamie at +1F
- Normal version leaves Jamie at -1F
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
- Deep Block leaves Jamie at 6F Punish
- 214MP
- Deep Block leaves Jamie at 6F Punish
- Frame Advantage varies depending on active frames
- Deep Block leaves Jamie at 6F Punish
- 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
Recommended Counter
Neutral
- Neutral jump
On Hit
- Varies depending on active frames, but roughly +40F~ Advantage for Jamie
- Take Quick Rise to prevent him from drinking twice
- On deep Hit, Jamie is +39F
- Drinking puts Jamie at -11F, a frame gap where Rush attacks can’t be stopped
- If Drive Gauge is at 2 or below and you don’t think they’ll use invincible reversal, go on offense with Rush 4F
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
Recommended Counter
- On 623LK Hit
- 42F safejump timing
- When watching for empty jump Low and empty jump throw, respond with Fuzzy standing jab
- Characters without a 4F~5F standing jab should respond with Just Parry or fastest mash
The video has the following recorded:
- Empty jump throw
- Empty jump 2LK
- Safejump
- On 623KK Hit
- Step→Rush→MP is the basic Oki
- Taking Quick Rise makes walk Shimmy impossible
- Step→Rush→MP is the basic Oki
(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
Recommended Counter
Neutral
- It’s very difficult for the normal version to get plus frames, so if it looks suspicious, mash
On Oki
- It may be used as a reversal option, so if you choose delayed strike as an option, use a move with strong upward hitbox
The video has the following recorded:
- Throw
- (Drink Lv1+)(During forward jump) 214KK
- 623KK
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.
Recommended Counter
After Blocking Rush→HP, remember that it’s +1 outside of throw range.
- On Block, it’s +1 outside throw range. Keep this in mind.
- The main options on Block are as follows:
- 2MK → 236MP
- Can be beaten by jab mash
- 2LP→(Drink Lv1+) LP→LK→MP→236LP
- Wins against jab mashing
- 2LP → 2MK → 236MP
- After Blocking 2LP, mashing with a medium beats this
- 2LK → 2LP → 236LP
- Can be avoided by walking back
- Walk forward → throw
- Can be beaten by medium mash
- Walking back will whiff the throw
Simple counter Understand that Jamie is +1F outside throw range, and avoid risky options like OD invincible or delayed tech. Apply risk with fastest mash or Just Parry.
Advanced counter If you’re confident in Fuzzy Block, you can handle this by walking back 6F then crouch Blocking. The following video has the following recorded:
- Walk forward → throw
- 2MK → 236MP
Caution
If you get thrown a lot when choosing Fuzzy Block, it means the opponent is walking deeper. In that case, it may be worth committing to mashing with a medium attack.6HK
Used in Rush-based Oki. After 236MP→K→K Hit or LPLK Hit.
Recommended Counter
Assuming after 236MP→K→K Hit or LPLK Hit.
- On Rush 6HK Block
- On Block, it’s outside throw range and there’s no combo from 2LK
- After Blocking 6HK, 2MK→236MP→P is at Punish range, making it high risk
- For the above reason, walking back→one-and-done Block into mashing is highly recommended
- Ideally you’d Fuzzy crouch Block, but that loses to deep walk-up throw so it’s fine to give it up
The video below has the following recorded:
- 2LP→2MK→236MP
- Without 2LP before it, the distance is too close and it becomes punishable
- So many Jamies use 2LP to create distance and also serve as a mash punish
- Walk throw
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
Recommended Counter
Quick Rise is generally fine. Depending on Rush properties, taking Back Rise may allow him to drink twice for free.
Options when Jamie doesn’t drink:
- Quick Rise
- Rush→MP will be meaty
- On Block, outside throw range +6F
- Back Rise
- Rush→6HK will be meaty
- On Block, outside throw range +1F
- 2LK→2LP combo doesn’t reach, so walking back→one-and-done Block into mashing is highly recommended
- Reference
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
Recommended Counter
After Jamie’s back throw when he drinks
- Quick Rise
- Characters with good Rush may have Rush heavy attack guaranteed
- Back Rise
- Characters with weak Rush will have two drinks taken
- Quick Rise
After Jamie’s back throw when he doesn’t drink
- Quick Rise
- Rush strike will be meaty
- Back Rise
- Even with Rush, no Oki
Decide whether to Back Rise based on your character’s Rush properties. Generally, the risk of him drinking is higher, so Quick Rise is fine in most situations.
- Quick Rise
Drive Reversal
Jamie may drink after a Drive Reversal. Taking Quick Rise guarantees a Rush heavy attack.
Recommended Counter
If Drive Reversal hits, always take Quick Rise.
- Take Quick Rise, confirm the drink, then hit with Rush heavy attack.