FIGHTER GUIDE IORI'S STRATEGY

JAMIE
ジェイミー

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for JAMIE.

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JAMIEJAMIE character artwork
Home›Fighter Guides›JAMIE›Combos & Okizeme
COMBO ROUTES

JAMIE Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (9)CONTENTS
ESSENTIAL ROUTES01

10 Essential Starter Routes

① Jump-in

j.HP > cr.HP > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.

② Basic combo

st.MP > cr.MP > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.

③ Light starter

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.

④ cr.MK Cancel Drive Rush

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

⑤ Raw Drive Rush

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.

⑥ After blocking an invincible reversal

st.HK Punish Counter > forward dash > cr.HP > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.

⑦ After blocking Drive Reversal

cr.MP Punish Counter > cr.HP > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.

⑧ Corner DI

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

⑨ +42 Combo

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

⑩ After SA3

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

Back to top ↑
COMBO ROUTES02

Additional Practical Combos

Lv0: st.MP Counter Hit

st.MP CH > cr.MK > L Swagger Step ↳ +39 ↳ Whiff st.MK > st.MP late-active-frame meaty ↳ +5 on block / +8 on hit

Lv0 st.HP Punish Counter

st.HP Punish Counter > st.LK > st.LK > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.

Lv0 6HK

CH 6HK CH > st.LK > H Arrow Kick ↳ +39

PC 6HK PC > cr.MK > H Arrow Kick ↳ +39

Corner normal attack > OD Swagger Step

Normal attack > OD Swagger Step > sweep TC with the drinking follow-up ↳ +4 ↳ Throw, strike, or shimmy

Lv1: light attacks

cr.LP > st.LK > cr.LP > Bitter Strikes > H Arrow Kick ↳ +39 ↳ Midscreen: take a drink. ↳ After normal recovery, a forward dash leaves +16.

Lv1 cr.MP

cr.MP > cr.LP > Bitter Strikes > H Arrow Kick ↳ +39

Lv1 OD Luminous Dive Kick

OD Luminous Dive Kick > H Arrow Kick ↳ +39

Lv1: low-altitude Luminous Dive Kick

Low Luminous Dive Kick > st.HP (3 hits) > L Arrow Kick ↳ +42 ↳ Forward-jump HP safe jump

Lv2: light attacks

cr.LP > st.LK > cr.LP > Bitter Strikes > L Bakkai ↳ +42 ↳ Midscreen: two forward dashes leave +4–5. ↳ Corner: forward-jump HP safe jump

Lv2 damage

cr.HP > H Bakkai

Lv3 Tenshin

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

Lv3 OD Tenshin

OD Tenshin > cr.HP > H Bakkai

SA3 OD Tenshin > cr.HP > H Bakkai > SA3 > M Bakkai

Lv4 st.MP

st.MP > Bitter Strikes > L Swagger Step > Swagger Hermit Punch ↳ +20

Lv4 cr.HP

cr.HP > H Swagger Step > Swagger Hermit Punch ↳ +20

Lv4 6HK

6HK > 4HK > immediate 6HP > L Swagger Step > Swagger Hermit Punch ↳ +20

Lv4 Raw Drive Rush

Raw Drive Rush > 4HP PC > cr.HP > H Swagger Step > Swagger Hermit Punch ↳ +20

Lv4 OD Tenshin

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

Back to top ↑
COMBO ROUTES03

SA

SA1

Cancelable move > SA1 drinking follow-up ↳ +4 in the corner ↳ Throw, strike, or shimmy

SA2

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

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

Back to top ↑
SETPLAY04

Okizeme & Setplay

L Arrow Kick ender

+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.

L Bakkai ender

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

Against opponents who parry the safe jump

Empty jump > block briefly > throw ↳ Throw the parry attempt.

Empty jump > cr.LP after landing ↳ Covers delayed throws and fuzzy button presses.

M Arrow Kick ender

Midscreen

forward dash ↳ +15

Walk-up throw Shimmy

H Arrow Kick ender

Midscreen

+39

Take a drink

After normal recovery: forward dash ↳ +16 ↳ Throw, strike, or shimmy

Corner forward throw

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.

Corner forward throw with drinking follow-up

+7

st.MK meaty ↳ Beats a 4F button press.

Against an opponent looking to Perfect Parry st.MK: walk forward slightly > throw

Corner sweep TC drinking ender

+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.

Corner OD Swagger Step > sweep TC drinking ender

Take a drink while retaining +4.

↳ throw / strike / shimmy

L Swagger Step ender

+39

whiff st.MK > st.MP

st.MP active-frame meaty ↳ block +5 ↳ hit +8

A frame-kill setup provides consistent meaty timing.

Corner SA1 drinking follow-up

grounded hit

cr.LP late-active-frame meaty ↳ Apply pressure from +4.

airborne hit

cr.MP active-frame meaty ↳ block +1 ↳ hit +7

Against an opponent who tries to tech throws

From a situation at +4–+11

Step back slightly > st.HP or st.HK

Confirm the whiffed throw and score a Punish Counter.

Lv3 Tenshin

Tenshin > cr.MP…

An option against an opponent committed to blocking

Do not use it every time. Establish throws or shimmies first.

Back to top ↑
SETPLAY05

Frame-advantage changes when reaching Lv4

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

Back to top ↑
ESSENTIAL ROUTES06

Key Frame Numbers

+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

Back to top ↑
ESSENTIAL ROUTES07

Training Order

STEP 1

① Jump-in

② Basic combo

③ Light attacks

STEP 2

④ cr.MK Cancel Drive Rush

⑤ Raw Drive Rush

STEP 3

⑥ After blocking an invincible reversal

⑦ After blocking Drive Reversal

STEP 4

⑧ Corner DI

STEP 5

⑨ +42 Combo

⑩ After SA3

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

Back to top ↑
ESSENTIAL ROUTES08

Important Notes

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.

Back to top ↑
ESSENTIAL ROUTES09

Version Scope

Street Fighter 6 Jamie For Classic controls

Back to top ↑

Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.