
ジェイミー
Jamie — Counter-Guide
Key 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 (Full Moon Kick)
- 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 immediate (Ransui Haze 3rd hit / immediate)
- (Drink Lv4+) HK → 4HK → P delayed (Ransui Haze 3rd hit / delayed)
- (Drink Lv4+) HK → 4HK → P maximum delay (Ransui Haze 3rd hit / longest delay)
- (Drink Lv4+) 214P → 6P
- (Drink Lv4+) 214PP → 6P
- Defense options
- 6F startup OD invincible reversal: 623KK
- If you play Luke or Kimberly, avoid doing rush pressure after a throw
- 5F startup anti-air invincible: 623LK
- 236236K startup 8F, no projectile invincibility
- 214214P is a self-buff to raise drink level to 4
- 236236P startup 10F, fully invincible
- 6F startup OD invincible reversal: 623KK
- Moves that are plus on block
- MP is +2F
- (Drink Lv1+) (During forward jump) 214LK
- Low hit gives Jamie +1F frame advantage
- (Drink Lv1+) (During forward jump) 214KK
- Knee hit gives Jamie +1F frame advantage
Neutral Play (Mindset)
- Range management
- Getting knocked down by MK, 214P, or 2HK makes Jamie's game much easier
- Your win rate changes significantly based on how often you avoid taking the first hit and score knockdowns yourself — walk-guard more conservatively than you would against other characters
- If it's difficult, patience at a range where MK can't reach is key
- Place neutral jumps frequently
- Jamie has many advancing moves that score knockdowns like 214P and 2HK — use neutral jump consistently
- Watch for auto-counter setups
- Jamie has many block strings designed to automatically counter your poke-back
- Hitting back after blocking something is normally correct, but against Jamie it often backfires — be aware
- After blocking something, be ready to counter Jamie's automatic counter setups with your own counter
- Don't take back-roll out of habit
- Many players back-roll by reflex, but recognize that the drink-level mix-up matters in the Jamie matchup
- Understand which drink-level situations have oki and which don't
Freeflow Strikes
Jamie's multi-hit special move, delivering up to 3 hits. The 1st hit at tip range may be punishable depending on spacing, but the 3rd hit is a mash punisher, so you must read 2nd-hit cutoff or play the 50/50.
- 236LP
- 1st hit on block: -6F for Jamie
- 236MP
- 1st hit on block: -6F for Jamie
- 236HP
- 1st hit on block: -6F for Jamie
- 236PP
- 1st hit on block: -3F for Jamie
Recommended Counter
- On block
- 1st hit to 2nd hit is a block string
- At close range after blocking the 1st hit, input a 6F punish combo
- From 2nd hit, the 3rd hit follow-up is a mash punisher
- If you read the 3rd hit follow-up, wait and punish combo
- If you read no 3rd hit follow-up, immediately press a 9F-or-less move for a punish combo
- Fuzzy is possible
- 1st hit to 2nd hit is a block string
Pressing button at 1F–2F loses to the mash punisher. Fuzzy: press a 4F attack between frames 3–7 to guard the 3rd hit while punishing no-3rd-hit.
- On hit
- Jamie is +27F
- Back-roll recovery
- Only rush → 6HK can be meaty
- On block it is outside throw range and 2LK → 2LP combo doesn't connect — back-step → one-block mash is highly recommended
- See 6HK section
- Only rush → 6HK can be meaty
- In-place recovery
- When Jamie chooses rush oki, prevents walking shimmy
Freeflow Kicks
Jamie's multi-hit special move, delivering up to 3 hits. The 1st hit at tip range may be punishable depending on spacing, but the 3rd hit is a mash punisher, so read 2nd-hit cutoff or play the 50/50.
- 236LP → K (L Freeflow Kicks 2nd)
- 236MP → K (M Freeflow Kicks 2nd)
- 236HP → K (H Freeflow Kicks 2nd)
- 236PP → K (OD Freeflow Kicks 2nd)
Recommended Counter
- On block
- 1st hit to 2nd hit is a block string
- At close range after blocking the 1st hit, input a 6F punish combo
- From 2nd hit, the 3rd hit follow-up is a mash punisher
- If you read the 3rd hit follow-up, wait and punish combo
- If you read no 3rd hit follow-up, immediately press a 9F-or-less move for a punish combo
- Fuzzy is possible
- 1st hit to 2nd hit is a block string
Very difficult — pressing at 1F–2F loses to the mash punisher. Press a 6F attack between frames 5–9 to guard the 3rd hit while punishing no-3rd-hit. Unlike 236P → P, you are farther away after blocking the 2nd hit — use a 6F fuzzy.
- On hit
- Normal version: Jamie is -1F
- You have the advantage — in midscreen focus on stopping his rush; in the corner, mash immediately
- OD version: Jamie is +1F
- Normal version: Jamie is -1F
Swagger Step
Jamie's advancing special move Whether or not you get hit by this at the start of the round can decide the entire match — it has that much impact. If walk-guard is difficult, consider giving more weight to defensive patience.
214LP
- Deep on block: 6F punish combo for opponent
- Frame advantage on hit changes based on active frames
- Deep hit: +39F
- Deep on block: 6F punish combo for opponent
214MP
- Deep on block: 6F punish combo for opponent
- Frame advantage varies with active frames
- Deep on block: 6F punish combo for opponent
214HP
- Deep on block: -3F for Jamie
- No punish combo but Drive Impact and neutral jump are effective
- Frame advantage on hit varies with active frames
- Deep hit: +42F
214PP
- Deep on block: -1F for Jamie
- No punish combo but Drive Impact and neutral jump are effective
Recommended Counter
Neutral
- Neutral jump
On 214LP and 214MP deep hit
- Take in-place recovery to prevent the second drink
- Deep hit leaves Jamie at +39F
- Jamie drinking puts him at -11F — this is a frame where rush attacks can't be stopped
- If Jamie has 2 Drive Gauge bars or less and you read no OD invincible, use 4F rush attacks
Warning
- On 214LP and 214MP deep hit
- Jamie knows he can't be stopped, so he will use OD invincible against your rush
- If you can read that, stop with a throw to make the OD invincible whiff
- Depending on how deep the hit was, you can make the invincible move whiff
Arrow Kick
Jamie's anti-air invincible special
- 623LK
- Short horizontal reach — depending on spacing a crossup jump may not get hit
- Some characters can do a crossup jump and hit Jamie on whiff
- 623MK
- 623HK
- Slow startup — like L Arrow Kick, can sometimes be crossup-guarded
- 623KK
- OD invincible
Recommended Counter
- On 623LK hit
- 42F safe jump frame
- When watching for low crossup or throw crossup, use fuzzy standing jab to cover both
- Characters without a 4F–5F standing jab should use perfect parry or fastest mash
The video below has the following recorded:
- Throw crossup
- 2LK crossup
- Safe jump
- On 623KK hit
- Step → rush → MP is the standard oki
- In-place recovery prevents walking shimmy
- Step → rush → MP is the standard oki
Luminous Dive Kick
Aerial mobility change available from Drink Level 1
- (Drink Lv1+) (During forward jump) 214LK
- Low hit gives Jamie advantage
- (Drink Lv1+) (During forward jump) 214MK
- Low hit gives Jamie advantage
- (Drink Lv1+) (During forward jump) 214HK
- Low hit gives Jamie advantage
- (Drink Lv1+) (During forward jump) 214KK
- Knee hit gives Jamie advantage
Recommended Counter
In neutral
- Getting a normal-version advantage is very difficult for Jamie — if something looks suspicious, mash
During oki (wakeup pressure)
- It may be used as a crossup option — if you use delayed strikes, use a move with upward hitbox coverage
The video below has the following recorded:
- Throw
- (Drink Lv1+) (During forward jump) 214KK
- 623KK
Standing Heavy Punch
A strong action is rush → HP. HP has 5F startup and strong hitbox — trying to contest it often gets stuffed. If you're not watching for it, guarding is the safe approach.
Recommended Counter
Remember: rush → HP on block is +1F outside of throw range.
- On block, Jamie's main options are:
- 2MK → 236MP
- Light attack mash is possible
- 2LP → (Drink Lv1+) LP → LK → MP → 236LP
- If you were mashing light attacks you lose
- 2LP → 2MK → 236MP
- Medium attack mash after 2LP wins
- 2LK → 2LP → 236LP
- Can be stepped back to whiff
- Forward walk → throw
- Medium attack mash beats this
- Stepping back can make the throw whiff
- 2MK → 236MP
Simple counter: Understand that Jamie is +1F outside throw range after rush HP — avoid risky options like OD invincible or delayed tech throw. Use fastest mash or perfect parry to apply risk.
Advanced counter: If you're confident in fuzzy guard, stepping back 6F into crouching guard covers the options. The video below has the following recorded:
- Forward walk → throw
- 2MK → 236MP
Warning
If you often get thrown while using fuzzy guard, Jamie's walk is going deep. In that case consider including medium attack mash as an option.
Senei Kick
Used in rush-based oki After 236MP → K → K (M Freeflow Kicks 3rd hit) or after LPLK
Recommended Counter
Assume after 236MP → K → K or LPLK
- On block after rush 6HK
- On block it's outside throw range and 2LK combo doesn't connect
- 6HK on block into 2MK → 236MP → P is punishable distance, making it high risk
- For the above reason, back-step → one-block mash is highly recommended
- Being able to fuzzy crouch guard would be good, but it loses to a step-in throw — feel free to skip it
The video below has the following recorded:
- 2LP → 2MK → 236MP
- Without 2LP first, the distance is close enough to get a punish combo
- So Jamie uses 2LP to create distance and simultaneously crush mashing
- Walking throw
Forward Throw
Jamie at +23F advantage If Jamie drinks: +7F If Jamie is at drink level 4: +11F
- If Jamie doesn't drink: rush oki is possible
- If Jamie drinks: no oki
Recommended Counter
In-place recovery is generally the right call. Depending on rush performance, back-roll can result in getting two drinks.
Options when Jamie doesn't drink:
- In-place recovery
- Rush → MP is meaty
- On block: outside throw range, +6F
- Back-roll recovery
- Rush → 6HK is meaty
- On block: outside throw range, +1F
- 2LK → 2LP combo doesn't connect — back-step → one-block mash is highly recommended
- See 6HK section
Back Throw
Jamie at +26F advantage Cannot drink-cancel from back throw
- Back-roll recovery: distance too far for oki
- No back-roll recovery: raw rush oki is possible
Recommended Counter
- After back throw, if Jamie drinks
- In-place recovery
- If Luke's rush performance is high, rush heavy attack can be guaranteed for some characters
- Back-roll recovery
- Characters with weaker rush may get two drinks
- In-place recovery
- After back throw, if Jamie doesn't drink
- In-place recovery
- Rush strike is meaty
- Back-roll recovery
- No oki even with rush
- In-place recovery
Decide whether to take back-roll based on your character's rush performance. In most cases in-place recovery is correct since getting two drinks is the bigger risk.
Drive Reversal
Jamie may drink after your Drive Reversal lands. Taking in-place recovery makes rush heavy attack guaranteed.
Recommended Counter
Always take in-place recovery when your Drive Reversal connects.
- Take in-place recovery, confirm that Jamie drank, then input rush heavy attack.