Street Fighter 6/Jamie/Matchups: Difference between revisions

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*Jamie can also often get a drink off during the time it takes for Guile to use Sonic Blade and create a  Sonic Cross
*Jamie can also often get a drink off during the time it takes for Guile to use Sonic Blade and create a  Sonic Cross
<big>'''Knowledge Checks'''</big><br>
*Sonic Cross (214P) has an Extended Hurtbox right below the Projectile. Target this area with a sweep 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.





Revision as of 17:08, 20 March 2024


Click the character's portrait to open their Wiki page.

A.K.I.
SF6 A.K.I. Icon.png Jamie vs. A.K.I.
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 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%)
No Data
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 the 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 sweep 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%)

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.


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.
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%)
No Data
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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