ジェイミー
Jamie — 대책
Key Info
- Drink level 0
- Damage scaling 90%
- Drink level 1
- Damage scaling 95%
- (Lv1+)(Air forward jump) 214LK
- (Lv1+) LP→LK→MP
- Drink level 2
- Damage scaling 100%
- (Lv2+) MK→MK→P
- 236K
- Drink level 3
- Damage scaling 105%
- (Lv3+) 4HP→HP→HK
- (Lv3+)(close range) 63214K
- (Lv3+)(close range) 63214KK
- Drink level 4
- Damage scaling 110%
- (Lv4+) HK→4HK→P (3rd hit / instant follow-up)
- (Lv4+) HK→4HK→P (delayed follow-up)
- (Lv4+) HK→4HK→P (greatly delayed follow-up)
- (Lv4+) 214P→6P
- (Lv4+) 214PP→6P
- Defense
- OD invincible with 6F startup: 623KK
- If you play Luke or Kimberly, avoid Rush after throw — they have fast OD reversals
- Anti-air invincible with 5F startup: 623LK
- SA2 (236236K) has 8F startup — no projectile invincibility
- SA3 (214214P) is the self-buff move that raises drink level to 4
- SA1 (236236P) has 10F startup — fully invincible
- OD invincible with 6F startup: 623KK
- Moves that are plus on block
- MP: +2F
- (Lv1+)(Air forward jump) 214LK: +1F when hitting at foot level
- (Lv1+)(Air forward jump) 214KK: +1F when hitting at knee level
Neutral Game (Focus Points)
- Range management
- Getting knocked down by MK, 214P, or 2HK makes life much easier for Jamie
- Your win rate changes dramatically based on whether you eat the first hit — walk-guard more defensively than against other characters
- When in doubt, stand at a range where MK cannot reach and simply wait
- Place neutral jumps regularly
- He has many advancing knockdown moves like 214P and 2HK — scatter neutral jumps to disrupt them
- Beware of auto whiff-punish traps
- After making you block something, Jamie has many sequences that automatically counter your retaliation
- Retaliating after blocking something is normally a correct read in a mixup, but against Jamie it often backfires
- After blocking, think about whiff-punishing his auto-counter instead
- Do not take back wakeup on autopilot
- Many players back wakeup out of habit, but the Jamie matchup has drink-level mixups on wakeup — be conscious of it
- Understand whether Jamie can okizeme after drinking
236P (Getsuga / Tsumuji)
A 3-hit advancing special. The first hit is punishable on block at tip range depending on distance, but the third hit stuffs mashes — the real read is between Jamie ending at 2 hits or continuing to 3.
- 236LP
- -6F on block (first hit)
- 236MP
- -6F on block (first hit)
- 236HP
- -6F on block (first hit)
- 236PP
- -3F on block (first hit)
Recommended Counter
- On block:
- First hit to second hit is a true block string
- If you block up close, punish with a 6F move
- From the second hit, the third hit follow-up stuffs mashes
- If you read the third hit follow-up, do nothing and punish after it
- If you read no follow-up, press a 9F-or-faster move immediately for a punish
- Fuzzy is possible
- First hit to second hit is a true block string
Pressing a button at 1F–2F will lose to the mash-stuffing third hit. Fuzzy window: press your 4F normal between 3F–7F to block the third hit while punishing the no-follow-up option.
- On hit:
- Jamie is at +27F
- Back wakeup:
- Only Rush→6HK reaches as a meaty
- On block it is outside throw range and 2LK→2LP does not connect — back-walk then one-guard mash is strongly recommended
- See 6HK section
- Only Rush→6HK reaches as a meaty
- In-place wakeup:
- If Jamie chooses Rush okizeme, walk shimmy is not possible
236P→K (Tsumuji / Kick follow-up)
Same 3-hit advancing special with a kick follow-up on the second hit.
- 236LP→K
- 236MP→K
- 236HP→K
- 236PP→K
Recommended Counter
- On block:
- First hit to second hit is a true block string
- If you block up close, punish with a 6F move
- From the second hit, the third hit follow-up stuffs mashes
- If you read the third hit follow-up, do nothing and punish after it
- If you read no follow-up, press a 9F-or-faster move immediately for a punish
- Fuzzy is possible
- First hit to second hit is a true block string
Very difficult, but pressing a button at 1F–2F will lose to the mash-stuffing third hit. Fuzzy window: press your 6F normal between 5F–9F to block the third hit while punishing the no-follow-up option. Unlike 236P→P, the second hit pushes further back — use a 6F move for the fuzzy.
- On hit:
- Normal version: Jamie is -1F — you are plus, so stop his Rush in midscreen and use fastest mash in the corner
- OD version: Jamie is +1F
214P (Swagger Step)
Jamie's advancing attack. Whether you eat this at round start or not can decide the entire match — it is that impactful. If walking and blocking is too difficult, consider shifting toward a defensive wait game.
214LP
- Deep block: 6F punish for Jamie
- Frame advantage on hit varies with active frames
- Deep hit: +39F
- Deep block: 6F punish for Jamie
214MP
- Deep block: 6F punish for Jamie
- Frame advantage on hit varies with active frames
- Frame advantage changes with active frames
- Deep block: 6F punish for Jamie
214HP
- Deep block: Jamie is -3F
- No punish, but Drive Impact and neutral jump are effective
- Frame advantage on hit varies with active frames
- Deep hit: +42F frame advantage
214PP
- Deep block: Jamie is -1F
- No punish, but Drive Impact and neutral jump are effective
Recommended Counter
In neutral:
- Neutral jump
On deep 214LP / 214MP hit:
- Take in-place wakeup to prevent a second drink
- Deep hit leaves Jamie at +39F
- After drinking Jamie goes to -11F, meaning Rush attacks cannot be stopped at this frame
- If you believe OD reversal will not come (e.g. Jamie has 2 or fewer Drive bars), Rush in with a 4F attack
Warning
- On deep 214LP / 214MP hit:
- Jamie also knows these frames cannot be interrupted, so he will throw out OD reversal against your Rush
- If you read that, stop with a throw — it can make the reversal whiff depending on hit depth
623K (Dragon Lash Kick)
Jamie's anti-air invincible special.
- 623LK
- Short horizontal hitbox — at certain distances a deep jump-in can cross it up
- Some characters can safely attempt a cross-up jump
- 623MK
- 623HK
- Slow startup — like 623LK, a deep jump can avoid it
- 623KK
- OD invincible
Recommended Counter
- After 623LK hits:
- 42F meaty jump-in window
- To cover both empty jump low and empty jump throw, use fuzzy standing c.LP
- Characters without a 4F–5F standing LP should use Just Parry or fastest mash instead
The video shows the following recorded options:
- Empty jump throw
- Empty jump into 2LK
- Meaty jump-in
- After 623KK hits:
- Step→Rush→MP is the standard okizeme
- In-place wakeup prevents walk shimmy
- Step→Rush→MP is the standard okizeme
(Lv1+)(Air forward jump) 214K (Freeflow Kicks)
Air trajectory change available at drink level 1.
- (Lv1+)(Air forward jump) 214LK
- Jamie is plus when hitting at foot level
- (Lv1+)(Air forward jump) 214MK
- Jamie is plus when hitting at foot level
- (Lv1+)(Air forward jump) 214HK
- Jamie is plus when hitting at foot level
- (Lv1+)(Air forward jump) 214KK
- Jamie is plus when hitting at knee level
Recommended Counter
In neutral:
- Getting a plus frame with the normal version is very difficult for Jamie — if it looks suspicious, mash
On your wakeup:
- May be used as a reversal option, so if you choose a delayed attack use a move with strong upward reach
The video shows the following recorded options:
- Throw
- (Lv1+)(Air forward jump) 214KK
- 623KK
HP
Rush→HP is a strong tool. HP has 5F startup with strong priority — trying to interrupt it will often get you beaten. If you are not watching for it, just block.
Recommended Counter
Remember that Rush→HP on block leaves Jamie at +1F outside throw range.
- On block, Jamie's main options are:
- 2MK→236MP — light mash can beat this
- 2LP→(Lv1+)LP→LK→MP→236LP — loses if you light mash
- 2LP→2MK→236MP — medium mash after 2LP guard beats this
- 2LK→2LP→236LP — can be made to whiff by back-walking
- Walk forward→throw — medium mash beats this; back-walking dodges the throw
Simple approach: Understand that Jamie is at +1F outside throw range. Avoid risky options like OD reversal or delayed tech. Use fastest mash or Just Parry to put risk on Jamie.
Advanced approach: If you are confident in fuzzy guard, step back 6F and low-guard to handle the mixup. The video below shows the following recorded options:
- Walk forward→throw
- 2MK→236MP
Warning
If you often get thrown when attempting fuzzy guard, it means the opponent is walking in deeper before throwing. In that case, consider committing to a medium attack as your mash option.
6HK
Used in Rush okizeme setups. Comes up after 236MP→K→K on hit or after LPLK (throw).
Recommended Counter
Scenario: after 236MP→K→K on hit or after LPLK (throw).
- Rush 6HK on block:
- Outside throw range and 2LK does not start a combo
- 2MK→236MP→P after guarding 6HK puts you close enough to be punished — high risk
- For that reason, back-walk then one-guard mash is strongly recommended
- Crouch-fuzzy guard would be ideal, but stepping in to throw beats it — feel free to give up on it
The video below shows the following recorded options:
- 2LP→2MK→236MP
- Without the 2LP buffer, the distance is too close and it becomes a punish
- Many Jamie players use 2LP to create spacing and stuff mash at the same time
- Walk throw
LPLK (Throw)
Jamie is at +23F advantage. After drinking: Jamie is at +7F. At drink level 4: Jamie is at +11F.
- Without drinking: Rush okizeme is available
- After drinking: no okizeme
Recommended Counter
In-place wakeup is fine in most situations. Depending on Rush speed, back wakeup may result in Jamie landing exactly 2 drinks.
Options when Jamie does not drink:
- In-place wakeup
- Rush→MP lands as a meaty
- After blocking: outside throw range at +6F
- Back wakeup
- Rush→6HK lands as a meaty
- After blocking: outside throw range at +1F
- 2LK→2LP does not connect — back-walk then one-guard mash is strongly recommended
- See 6HK section
4LPLK (Back Throw)
Jamie is at +26F advantage. Drink cancel is not available from back throw.
- Back wakeup: distance increases, no okizeme
- In-place wakeup: Raw Rush okizeme is available
Recommended Counter
- After back throw when Jamie drinks:
- In-place wakeup
- Characters with good Rush speed may face guaranteed Rush heavy attack
- Back wakeup
- Characters with poor Rush speed risk eating 2 drinks
- In-place wakeup
- After back throw when Jamie does not drink:
- In-place wakeup
- Rush attack lands as a meaty
- Back wakeup
- No okizeme even with Rush
- In-place wakeup
Decide whether to take back wakeup based on your character's Rush speed. In most situations, in-place wakeup is correct since the risk of eating drinks is greater than the okizeme risk.
Drive Reversal
After Drive Reversal hits, Jamie may drink. Taking in-place wakeup makes Rush heavy attack guaranteed.
Recommended Counter
When Drive Reversal hits, always take the correct wakeup.
- Take in-place wakeup, confirm that Jamie drank, then land Rush heavy attack.
