① Jump-in
j.HP > cr.HP > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.
FIGHTER GUIDE IORI'S STRATEGY
Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for JAMIE.

Practical routes organized by starter, resources, corner position, and knockdown.
Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.
Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.
j.HP > cr.HP > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.
st.MP > cr.MP > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.
cr.LP > cr.LP > st.LK > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.
point-blanklow cr.LP > cr.LK > st.LK > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.
easy route cr.MK > Cancel Drive Rush > cr.MP > cr.HP > H Freeflow Kicks
Corner carry cr.MK > Cancel Drive Rush > KK > jump cancel > j.HK > st.HP (hit 2) > H Arrow Kick ↳ +39 ↳ Use okizeme if you carry to the corner. ↳ At midscreen, take a drink.
Corner drinking route cr.MK > Cancel Drive Rush > KK > jump cancel > j.HK > sweep TC with the drinking follow-up ↳ +4 ↳ Throw, strike, or shimmy
Raw Drive Rush > st.HP > st.LK > st.LK > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.
st.HK Punish Counter > forward dash > cr.HP > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.
cr.MP Punish Counter > cr.HP > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.
DI wall splat DI > st.MP > sweep TC with the drinking follow-up ↳ +4 ↳ Throw, strike, or shimmy
Higher-damage version DI > cr.HP > OD Swagger Step > sweep TC with the drinking follow-up ↳ +4 ↳ Throw, strike, or shimmy
Lv1 st.MP > Bitter Strikes > L Arrow Kick ↳ +42 ↳ Midscreen: two forward dashes leave +4–5. ↳ Corner: forward-jump HP safe jump
Lv2 or higher st.MP CH > cr.MP > L Bakkai ↳ +42 ↳ Midscreen: two forward dashes leave +4–5. ↳ Corner: forward-jump HP safe jump
SA3 > forward dash > st.HP1…2hit > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.
Prioritize okizeme SA3 > Raw Drive Rush > KK > jump cancel > j.HK > sweep TC with the drinking follow-up ↳ +4 ↳ Throw, strike, or shimmy
st.MP CH > cr.MK > L Swagger Step ↳ +39 ↳ Whiff st.MK > st.MP late-active-frame meaty ↳ +5 on block / +8 on hit
st.HP Punish Counter > st.LK > st.LK > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.
CH 6HK CH > st.LK > H Arrow Kick ↳ +39
PC 6HK PC > cr.MK > H Arrow Kick ↳ +39
Normal attack > OD Swagger Step > sweep TC with the drinking follow-up ↳ +4 ↳ Throw, strike, or shimmy
cr.LP > st.LK > cr.LP > Bitter Strikes > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.
cr.MP > cr.LP > Bitter Strikes > H Arrow Kick ↳ +39
OD Luminous Dive Kick > H Arrow Kick ↳ +39
Low Luminous Dive Kick > st.HP (3 hits) > L Arrow Kick ↳ +42 ↳ Forward-jump HP safe jump
cr.LP > st.LK > cr.LP > Bitter Strikes > L Bakkai ↳ +42 ↳ Midscreen: two forward dashes leave +4–5. ↳ Corner: forward-jump HP safe jump
cr.HP > H Bakkai
Tenshin > cr.MP > Bitter Strikes > H Arrow Kick ↳ +39
Prioritize okizeme Tenshin > cr.MP > Bitter Strikes > L Bakkai ↳ +42 ↳ Midscreen: two forward dashes leave +4–5. ↳ Corner: forward-jump HP safe jump
Corner Tenshin > cr.MP > OD Swagger Step > sweep TC with the drinking follow-up ↳ +4 ↳ Throw, strike, or shimmy
OD Tenshin > cr.HP > H Bakkai
SA3 OD Tenshin > cr.HP > H Bakkai > SA3 > M Bakkai
st.MP > Bitter Strikes > L Swagger Step > Swagger Hermit Punch ↳ +20
cr.HP > H Swagger Step > Swagger Hermit Punch ↳ +20
6HK > 4HK > immediate 6HP > L Swagger Step > Swagger Hermit Punch ↳ +20
Raw Drive Rush > 4HP PC > cr.HP > H Swagger Step > Swagger Hermit Punch ↳ +20
OD Tenshin > cr.HP > H Swagger Step > Swagger Hermit Punch ↳ +20
SA3 OD Tenshin > cr.HP > H Bakkai > SA3 > H Swagger Step > Swagger Hermit Punch ↳ +20
Cancelable move > SA1 drinking follow-up ↳ +4 in the corner ↳ Throw, strike, or shimmy
Light attacks cr.LP > cr.LP > SA2 > cr.MK > L Swagger Step > Swagger Hermit Punch ↳ +20
Medium attacks cr.MP or cr.MK or Bitter Strikes > SA2 > cr.HP > H Swagger Step > Swagger Hermit Punch ↳ +20
OD Swagger Step OD Swagger Step > SA2 > Raw Drive Rush > cr.HP > H Swagger Step > Swagger Hermit Punch ↳ +20
SA3 > forward dash > st.HP (1–2 hits) > H Arrow Kick ↳ +39
SA3 > Raw Drive Rush > KK > jump cancel > j.HK > sweep TC with the drinking follow-up ↳ +4 ↳ Throw, strike, or shimmy
+42
Midscreen forward dash > forward dash ↳ +4…5 ↳ throw / strike / shimmy
Strikes such as cr.LP or cr.MP
Corner forward jump > j.HP ↳ safe jump
After j.HP is blocked +11
↳ st.LP ↳ throw ↳ shimmy ↳ Lv1 or more: OD Luminous Dive Kick ↳ Lv3 or more: OD Tenshin
If Perfect Parried, Jamie is −2.
Lv2 or more
+42
Use the same setplay as after L Arrow Kick.
Midscreen forward dash > forward dash ↳ +4…5
Corner forward jump HP ↳ safe jump
Empty jump > block briefly > throw ↳ Throw the parry attempt.
Empty jump > cr.LP after landing ↳ Covers delayed throws and fuzzy button presses.
Midscreen
forward dash ↳ +15
Walk-up throw Shimmy
Midscreen
+39
Take a drink
After normal recovery: forward dash ↳ +16 ↳ Throw, strike, or shimmy
forward dash ↳ +4
throw strike shimmy
Throw loop
Against invincible reversals or wake-up Drive Reversal
forward dash > block forward dash > step back slightly
Mix these options in.
+7
st.MK meaty ↳ Beats a 4F button press.
Against an opponent looking to Perfect Parry st.MK: walk forward slightly > throw
+4
basic mix-up cr.LP meaty throw shimmy
cr.LP active-frame meaty ↳ cr.MP > st.LP…
st.MP meaty ↳ Trades with a 4F button press. ↳ Catches early fuzzy button presses and throw techs.
Take a drink while retaining +4.
↳ throw / strike / shimmy
+39
whiff st.MK > st.MP
st.MP active-frame meaty ↳ block +5 ↳ hit +8
A frame-kill setup provides consistent meaty timing.
grounded hit
cr.LP late-active-frame meaty ↳ Apply pressure from +4.
airborne hit
cr.MP active-frame meaty ↳ block +1 ↳ hit +7
From a situation at +4–+11
Step back slightly > st.HP or st.HK
Confirm the whiffed throw and score a Punish Counter.
Tenshin > cr.MP…
An option against an opponent committed to blocking
Do not use it every time. Establish throws or shimmies first.
Forward throw drinking follow-up Normally +7 +13 when reaching Lv4
Freeflow Kicks ender Normally −1 +23 when reaching Lv4
OD Freeflow Kicks ender Normally +1 +24 when reaching Lv4
Sweep TC drinking ender +4 Unchanged when reaching Lv4
SA1 drinking follow-up Normally +4 +25 when reaching Lv4
+42
L Arrow Kick L Bakkai
↳ Corner: safe jump ↳ Midscreen: two forward dashes leave +4–5.
+39
H Arrow Kick L Swagger Step
↳ Midscreen: take a drink. ↳ After H Arrow Kick and normal recovery, a forward dash leaves +16.
+20
Lv4 Swagger Hermit Punch ender
+11
Safe jump from +42 After j.HP is blocked
↳ A very strong situation for continuing pressure
+7
Corner Forward throw drinking follow-up
↳ st.MK meaty
+4
Sweep TC drinking ender Corner forward throw > forward dash SA1 drinking follow-up
↳ throw / strike / shimmy
+5
L Swagger Step ender whiff st.MK > st.MP on block
↳ active-frame meaty
STEP 1
STEP 2
STEP 3
STEP 4
STEP 5
STEP 6 From +42 Midscreen: two forward dashes Corner: safe jump
STEP 7 Sweep TC drinking ender: +4 Corner forward throw > forward dash: +4
STEP 8 Lv3Tenshin Lv4 Combo SA2 Combo
When Jamie reaches Lv4, the frame advantage of some drinking follow-ups and special-move enders changes significantly.
Pay particular attention to:
Forward throw drinking follow-up Freeflow Kicks ender OD Freeflow Kicks ender SA1 drinking follow-up
Learn the separate values for these moves when they bring you to Lv4.
The sweep TC drinking ender remains +4 even when it brings you to Lv4.
Street Fighter 6 Jamie For Classic controls
Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.