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{{#vardefine:player|Jamie}} | {{#vardefine:player|Jamie}} | ||
'''Click the character's portrait to open their Wiki page.''' | '''Click the character's portrait to open their Wiki page.''' | ||
=====<font style="visibility:hidden; float:right">A.K.I.</font>===== | |||
{{MatchupData-SF6 | player ={{#var:player}} | |||
| character =A.K.I. | |||
| icon =A.K.I. | |||
| favorability = | |||
| data = | |||
}} | |||
=====<font style="visibility:hidden; float:right">Blanka</font>===== | =====<font style="visibility:hidden; float:right">Blanka</font>===== | ||
{{MatchupData-SF6 | player ={{#var:player}} | {{MatchupData-SF6 | player ={{#var:player}} | ||
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| favorability ={{clr|2|48.96%}} | | favorability ={{clr|2|48.96%}} | ||
| data = | | data = | ||
* | * 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. | ** 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. | ||
}} | }} | ||
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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. | 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. | ||
<big>'''General Strategy'''</big><br> | |||
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 | |||
<big>'''When To Drink'''</big><br> | |||
* 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. | |||
<big>'''[[Street_Fighter_6/Dhalsim#Yoga_Teleport_(6_or_4_+_PPP/KKK)|Punishing Yoga Teleport]]'''</big><br> | |||
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> | 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. | 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. | ||
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Honda can be a tricky match-up due to his multitude of safe moves that are difficult to counter. | Honda can be a tricky match-up due to his multitude of safe moves that are difficult to counter. | ||
Pushing your advantage where ever possible is going to push the odds into your favor. | |||
<big>'''General Strategy'''</big><br> | |||
Pushing your advantage where ever possible is going to push the odds into your favor. | |||
<big>'''When To Drink'''</big><br> | |||
* Drinking in neutral is generally very unsafe in neutral due to the threat that headbutt brings, save the drinks for combo enders. | * Drinking in neutral is generally very unsafe in neutral due to the threat that headbutt brings, save the drinks for combo enders. | ||
<big>'''Safe Jumps'''</big><br> | |||
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. | 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. | ||
<big>'''Perfect Parry'''</big><br> | |||
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. | 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. | ||
}} | }} | ||
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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. | 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. | ||
<big>'''General Strategy'''</big><br> | |||
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. | 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. | ||
<big>'''When To Drink'''</big><br> | |||
*Jamie can often get a drink off during the time it takes for Guile to use Sonic Blade and create a Sonic Cross | *Jamie can often get a drink off during the time it takes for Guile to use Sonic Blade and create a Sonic Cross | ||
<big>'''[[Street_Fighter_6/Jamie#Bakkai_(236K)|Bakkai]]'''</big><br> | |||
Bakkai is unlocked at drink level 2 and is projectile invincible during part of its start up and active frames. | 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. | *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 | *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 {{clr|L|236LK}} and {{clr|L|623LK}} to set up a safe jump against wake-up Flash Kick. | *Use moves {{clr|L|236LK}} and {{clr|L|623LK}} to set up a safe jump against wake-up Flash Kick. | ||
<big>'''[[Street_Fighter_6/Jamie#Luminous_Dive_Kick_(j.214K)|Luminous Dive Kick]]'''</big><br> | |||
Luminous Dive Kick is unlocked at Drink Level 1 and allows Jamie to quickly descend from a forward jump. | 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. | *Can be used to bait a Flash Kick by stopping Jamie's momentum just outside of its range, leading to a high damage combo. | ||
<big>'''Matchup Guide'''</big><br> | |||
A very useful guide by Kaution, much of the info here comes from this video: | A very useful guide by Kaution, much of the info here comes from this video: | ||
[https://www.youtube.com/watch?v=YLOvkqXupMk Jamie Matchups Guide (Guile) - Street Fighter 6] | [https://www.youtube.com/watch?v=YLOvkqXupMk Jamie Matchups Guide (Guile) - Street Fighter 6] |
Revision as of 08:22, 2 January 2024
Click the character's portrait to open their Wiki page.
A.K.I.
Blanka
Cammy

- 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
Dee Jay
Dhalsim

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.
E.Honda

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
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 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

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.