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====When To Drink==== | ====When To Drink==== | ||
Dhalsims 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. | Dhalsims 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 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.<br> | |||
A generally safe way of punishing teleport is using {{clr|L|5LP}} to put him into a forced knockdown. Throwing out random {{clr|L|5LP}}'s in neutral could also help to dissuade Dhalsim from teleporting. | |||
}} | }} | ||
Revision as of 21:22, 1 November 2023
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Blanka
Cammy

- 6HP > HK target combo can be interrupted by any 8f or faster move to beat both continuing the target combo and cancelling into any airborne special.
- 5LP is the most consistent and easy option. Cancelling 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
Dee Jay
Dhalsim

GENERAL STRATEGY
Against Dhalsim, 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
Dhalsims 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 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.
E.Honda
Guile

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.
When To Drink
- Jamie can often get a drink off during the time it takes for Guile to use Sonic Blade and create a Sonic Cross
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 cancelled 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 6Jamie

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
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
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.