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Jamie

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
  • 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

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
    • 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

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
  • 214MP

    • Deep block: 6F punish for Jamie
      • Frame advantage on hit varies with active frames
      • Frame advantage changes with active frames
  • 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

(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
  • After back throw when Jamie does not drink:
    • In-place wakeup
      • Rush attack lands as a meaty
    • Back wakeup
      • No okizeme even with Rush

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.