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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 predictable 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) | |||
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. Hope you're godlike at perfect parties, you'll need them. | |||
*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. | |||
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Revision as of 22:32, 19 March 2024
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A.K.I.
Blanka

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 predictable 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)
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. Hope you're godlike at perfect parties, you'll need them.
- 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.
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.
Ed
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.