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Jamie

ジェイミー

Jamie — 对策

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

ドライブリバーサル

After Drive Reversal hits, Jamie may drink to raise his level.

Recommended counters

When Drive Reversal hits, always take in-place recovery.

  • Quick-rise, confirm Jamie's drink animation → punish with Drive Rush heavy attack

Luminous Dive Kick(醉Lv1以上)(前跳中)↓↙←K

Luminous Dive Kick

An air-trajectory change from a forward jump, available at drink level 1+. He's plus on a foot/knee hit, but stably getting plus frames off the normal version is tough.

  • 214LK / 214MK / 214HK: foot hit puts Jamie in advantage
  • 214KK (OD): waist hit puts Jamie in advantage

Recommended counters

Neutral

  • The plus frames are inconsistent, so when in doubt — mash

On wake-up

  • Used as a reversal-mixup (left/right), so if you delay-poke, use a button with a strong upward hitbox

The clip records throw, 214KK, and 623KK as the threats:

If you want to cover Drive Reversal and forward jump, a backward jump starting on F4 whiffs the OD invincible reversal while covering both — you give up the throw-whiff punish, but it's worth keeping as an option:

H Bakkai(醉Lv2以上)↓↘→K

Normal version

  • (酔いLv2以上)236LK (Light Bakkai)
    • Jamie is -12F on block
  • (酔いLv2以上)236MK (Medium Bakkai)
    • Jamie is -16F on block
  • (酔いLv2以上)236HK (Heavy Bakkai)
    • Jamie is -17F on block

OD version

  • (酔いLv2以上)236KK (OD Bakkai)
    • Jamie is -43F on block

Recommended counters

All versions leave Jamie heavily negative on block — always punish. Light (-12F), Medium (-16F), and Heavy (-17F) are all punishable with standard confirms. OD version (-43F) is extremely unsafe — go for a full combo punish.

Note that Bakkai requires Intoxication Level 2 or higher, so it won't appear early in a round.

Tenshin(醉Lv3以上)(近身)→↘↓↙←K

Tenshin

Counter-strategy for Tenshin — punish frames, blocking direction, yomi paths — to be added.

Swagger Hermit Punch(醉Lv4以上)↓↙←Pthen→P

Swagger Hermit Punch

Counter-strategy for Swagger Hermit Punch — punish frames, blocking direction, yomi paths — to be added.

Jamie's rushing attack. Whether you get hit by this move or not can decide the entire match. If walking and blocking is difficult, consider playing defensively and waiting.

  • 214LP
    • Deep guard: Jamie is -6F (6-frame punish confirmed)
      • Frame advantage on hit changes depending on active frames
      • Deep hit: +39F
  • 214MP
    • Deep guard: Jamie is -6F (6-frame punish confirmed)
      • Frame advantage on hit changes depending on active frames
  • 214HP
    • Deep guard: Jamie is -3F
    • No punish on guard, but Impact and vertical jump are effective
    • Frame advantage on hit changes depending on active frames
    • Deep hit: +42F
  • 214PP (OD)
    • Deep guard: Jamie is -1F
    • No punish on guard, but Impact and vertical jump are effective

Neutral

  • Use vertical jump to avoid the rush

On deep hit with 214LP / 214MP

  • Take in-place recovery to suppress Jamie from drinking two scoops
  • On deep hit, Jamie is at +39F
    • Drinking raises Jamie to -11F, meaning rush attacks cannot be stopped at that point
    • If you read that Jamie will not use OD reversal (e.g. low Drive Gauge), go in with a 4-frame rush attack

Caution

  • Jamie knows this is an unstoppable frame situation and will use OD reversal against your rush

  • If you read the OD reversal coming, cancel into a throw to stop in place
  • Depending on the exact hit timing, you can make the invincibility whiff

Counter-strategy for The Devil Inside — punish frames, blocking direction, yomi paths — to be added.

236P→K is another true blockstring with a 3rd-hit derivative that beats mash. The block-distance after the 2nd hit is farther than 236P→P, so the fuzzy here is a 6F button on F5–F9.

  • The 2nd hit of 236P→K — 1st → 2nd is a true blockstring. It's -15 on block but Jamie has the 3rd-hit derivative ready to beat your mash.
  • 236P→K→K is the 3rd-hit derivative and beats mash on the 2nd hit. It's -49 on block — when you read it, run your max-damage punish.

Recommended counters

On block

  • 1st → 2nd is true blockstring
    • 6F punish at close range
  • After the 2nd-hit block, the 3rd-hit derivative beats mash
    • Read derivative → block and punish
    • Read no derivative → press a 9F-or-faster button immediately
    • Fuzzy is possible

It's hard, but pressing on F1–F2 loses to mash kill. A 6F button on F5–F9 blocks the 3rd-hit derivative and punishes the no-derivative variant. Unlike 236P→P, the distance after the 2nd-hit block is wider, so use a 6F button.

After blocking the 2nd hit

  • All strengths and OD are -15 on block
  • The 3rd-hit derivative beats mash, so don't just press
  • Read derivative → block and punish; read no derivative → press a 9F-or-faster button (fuzzy works)

After blocking the 3rd hit

  • All strengths and OD are -49 on block: full max combo + special / SA available
  • Because the move acts as a mash kill, F1–F2 presses lose
  • A 6F button fuzzy on F5–F9 blocks the 3rd-hit derivative and punishes a 2nd-hit stop

On hit

  • Normal version: Jamie -1 — your advantage. Watch for the drive-rush stop mid-screen, mash on the corner
  • OD version: Jamie +1

Normal version (2nd hit stop)

  • 236LP→P→P (弱 流酔拳 3rd hit) — Jamie -17 on block
  • 236MP→P→P (中 流酔拳 3rd hit) — Jamie -15 on block
  • 236HP→P→P (強 流酔拳 3rd hit) — Jamie -13 on block

Recommended counters

After the 2nd hit there is a guessing game about the 3rd hit. If you read the 3rd-hit derivative (mash kill), block and punish. If you read a stop, press a 9F-or-faster button as quickly as possible. Fuzzy timing is key.

Jamie is at +26F. He cannot cancel into drink from the back throw.

  • Back-rise: distance is too great for oki — safe
  • No back-rise (quick-rise or in-place): naked Drive Rush oki is available

Recommended counters

If Jamie drinks after the back throw:

  • Quick-rise: depending on your character's Drive Rush speed, a Drive Rush attack may hit on your wake-up
  • Back-rise: Jamie may get two drinks before you recover — consider your character's Drive Rush performance before choosing

If Jamie does not drink after the back throw:

  • Quick-rise: Drive Rush strike is meaty
  • Back-rise: Drive Rush does not reach — no oki

Decide between quick-rise and back-rise based on your character's Drive Rush capability.

Jamie's invincible anti-air. Each strength is between -43 and -45 on block, but the hitbox is narrow so deep crossup jumps can sometimes whiff it.

  • 623LK — Jamie -45 on block. 5F invincible anti-air. Narrow hitbox — deep crossups can whiff
  • 623MK — Jamie -43 on block
  • 623HK — Jamie -43 on block. Slower startup; like LK, deep crossups can whiff it
  • 623KK — Jamie -43 on block. OD invincible

Recommended counters

After 623LK hits you

  • 42F safe-jump window
  • If you suspect empty-jump low or empty-jump throw, fuzzy stand-jab covers both
  • Characters without a 4F–5F stand-jab should default to just-parry or fastest mash

The clip below records the empty-jump throw, empty-jump 2LK and the safe-jump:

After 623KK (OD) hits you

  • Standard oki: dash → drive-rush → MP
  • Quick-rise locks out his walk-shimmy

Primarily used as a Drive Rush meaty in wake-up pressure after 236MP→K→K hit or LPLK hit.

Recommended counters

After Drive Rush → 6HK on block:

  • On block you are outside throw range — 2MK → 236MP at this range is a punish risk for Jamie
  • Because 2LK → 2LP does not combo at this distance, back-walk → one-block-then-mash is highly recommended
  • Fuzzy crouching guard is also an option but loses to walk-in throw, so it may be worth skipping

The clip records the following options Jamie mixes in:

  • 2LP → 2MK → 236MP (a gap-closer that avoids the punish window)
  • Walk-in throw

Drive Rush → HP is one of Jamie's strongest offensive actions. HP startup is 5F with a dominant hitbox, so mashing out is risky. If you're not watching for it, just block.

Recommended counters

After blocking Drive Rush → HP, remember: Jamie is at +1 outside throw range.

The main options Jamie has:

  • 2MK → 236MP — beatable with small mash
  • 2LP → (Drink Lv1+) LP → LK → MP → 236LP — beats small mash
  • 2LP → 2MK → 236MP — beats mid mash after 2LP block
  • 2LK → 2LP → 236LP — can be whiffed by walking back
  • Forward walk → Throw — beatable with mid mash; back-stepping whiffs the throw

Simple answer: Understand that Jamie is +1 outside throw range, and avoid risky options like OD reversal or delayed throw-tech. Fastest mash or Perfect Parry are the lowest-risk responses.

Hard answer: If you're confident in fuzzy guard, walk back 6F then crouch-block to cover the low option.

The clip records forward walk → throw and 2MK → 236MP as examples:

Warning

If you keep getting thrown when attempting fuzzy guard, Jamie is walking in deeply. In that case, consider committing to a mid-strength button to beat the walk-in throw.

Jamie is at +23F after the throw. Drinking puts him at +7F, leaving no oki available. Without drinking he can apply Drive Rush oki.

Recommended counters

Quick-rise is generally the best option. Depending on your character's Drive Rush strength, back-rise can sometimes guarantee two drinks for Jamie.

When Jamie does not drink:

  • Quick-rise: Drive Rush → MP is meaty
    • After blocking: outside throw range at +6F
  • Back-rise: Drive Rush → 6HK is meaty
    • After blocking: outside throw range at +1F — 2LK → 2LP does not combo, so back-walk → one-block-then-mash is highly recommended