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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10000
Published data
4 sections
JAMIEJAMIE character artwork
Home›Fighter Guides›JAMIE›Matchup Guide
MATCHUP GUIDE

JAMIE Matchup Guide

Review published matchup material and practical punish checks.

MATCHUP OVERVIEW

Read the drink level before the next knockdown

Jamie can end a combo for damage, a drink, or continued pressure. These are different outcomes for the defender. Watch his drink indicator and the move that leaves you on the floor; the fact that he took a drink does not by itself tell you whether you can move first.

What to watch for

A changing move selection

The move list separates Luminous Dive Kick, Bakkai, and Tenshin by drink requirement. Recheck what Jamie can threaten after a level increase. A defense based on his opening move selection can become incomplete later in the round.

Light Arrow Kick versus a damage ender

The setplay guide uses light Arrow Kick for two dashes midscreen or a corner jump setup. Heavy Arrow Kick is also used to obtain a drink. Identify the ending instead of expecting the same approach after every uppercut.

How to deal with common situations

He drinks at the end of Freeflow Kicks

The source distinguishes an ordinary drink ending from the transition into the highest drink level. Do not reuse a challenge timing learned against the ordinary ending without testing that transition. Keep guarding while you identify which case occurred.

A corner jump follows light Arrow Kick

Jamie has a recorded safe-jump route here. Check the complete knockdown before treating the incoming jump as a reversal opportunity. His alternatives include landing into throw and retreating to catch a throw-tech attempt.

Distance-specific responses

Away from contact

Track whether Jamie is using the separation to drink. Choose an approach from the distance you can actually cover; a late attempt to stop a drink may instead run into his newly available options.

At low-kick range

The Japanese material builds offense from crouching medium kick into Drive Rush. Approach with short steps and low guard rather than watching only the drink animation.

After the corner knockdown

Account for both the jump setup and the drink-dependent follow-ups. Parrying the expected jump attack does not cover an empty landing into throw.

Common mistakes

  • Ignoring a drink-level change during a combo.
  • Using the same wake-up timing after light Arrow Kick and a drinking ender.
  • Parrying every corner jump after Jamie has shown empty-jump throw.

Training mode practice steps

Use your own character as the defender. Turn on the frame meter and input history so you can distinguish a real answer from a mistimed recording.

  1. Compare the drink transition

    Record the Freeflow Kicks drink ending at two starting levels, including the level that reaches the maximum. Use the frame meter to compare recovery, then test your intended challenge against both. Save the results with the starting level.

  2. Defend the light-Arrow-Kick branch

    Copy the corner ender from the combo page. Record the jump attack and an empty landing into throw separately. Verify the jump timing before randomizing; note whether each loss came from an attack or your parry being thrown.

Uses Jamie’s Japanese assessment and the combo guide’s light-Arrow-Kick, drink-transition, and corner safe-jump sections. Drink-specific timing should be checked in the corresponding Frame Data rows. For current numerical values, use the linked Frame Data page and confirm important situations in Training Mode.

TRAINING CHECK

Start with spacing and guaranteed punishes

Use the published frame data below as a shortlist, then confirm range, pushback, follow-ups, and active-frame timing in Training Mode before treating a punish as guaranteed.

FRAME CHECK

Moves to test after blocking

MoveOn BlockTraining check
SA1 Breakin'-60※-93Test a punish that reaches at the recorded spacing.
L Freeflow Kicks(3)-49Test a punish that reaches at the recorded spacing.
M Freeflow Kicks(3)-49Test a punish that reaches at the recorded spacing.
H Freeflow Kicks(3)-49Test a punish that reaches at the recorded spacing.
OD Freeflow Kicks(3)-49Test a punish that reaches at the recorded spacing.
L Arrow Kick-45Test a punish that reaches at the recorded spacing.
M Arrow Kick-43Test a punish that reaches at the recorded spacing.
H Arrow Kick-43Test a punish that reaches at the recorded spacing.
OD Arrow Kick-43Test a punish that reaches at the recorded spacing.
OD Bakkai-43Test a punish that reaches at the recorded spacing.

The numerical shortlist uses the same official-reference frame dataset as the Japanese guide. Character-specific editorial notes are not machine-invented.

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