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Street Fighter 6: Jamie Move List & Guide
Street Fighter 6 is coming out on 2nd June, which is just less than a month away. As such, the game’s roster for its launch is set with 18 characters, each with their various playstyles.
In this entry, we’ll be focusing on Jamie, the kungfu fighter who gets stronger the more he drinks his special concoction.
Note: This guide is still in development.
All inputs are in numpad notations. For example, Hadouken from player 1’s starting side is 236P.
Attack buttons are as follows: LP, MP, HP are light punch, medium punch, and heavy punch respectively. LK, MK, and HK are light kick, medium kick, and heavy kick respectively. None of this Fierce or Roundhouse bulls*** in Asia.
Info & video credits: Fighting Game Anniversaries, WoolieVS, FlawlessDeku, Capcom
“Mr. Top Player” Jamie falls under the category of a drunken fighter. He has a knack for stringing together some mind-boggling combos and enhancing their own power and abilities by taking swigs from a trusty jug.
And trust us: you want to have him drinking for his buffs. He gets new moves, his existing moves are better and give him more frame advantage, and he has more follow-ups to his rushdown. He isn’t as powerful when the round starts, and his Drink Counter resets at the start of each round, so you need to manually build that resource up to get ahead with this kungfu top player.
Play If: You like the fight up-close, you like drunken kung fu style, prefer rushdown with some flair.
Avoid If: You don’t like characters who need manual buffs, prefer defensive tactics.
The Devil Inside: 22P. Hold the button to extend the move’s duration. Take out a gourd for a swig of a ki-unleashing drink. Raise your drink level with higher levels unlocking access to additional moves. Sneak this in when you’re far away from a non-zoner type character.
When his Drink Counter is full, Jamie’s hair is all down and he staggers in his idle animation, which is a telltale sign for everyone that he has surprise follow-ups for all his moves and that his Freeflow Strikes/Kicks deal more damage & are safe on block.
When his Drink Counter is full, if you use 22P, you restore your Drive Gauge instead (applies to normal and Burnout state).
Freeflow Strikes: 236P>6P>6P. Effect changes at drink level 4 or higher. Move forward while performing three attacks with your fists. Useful for starting combos from regular attacks.
Freeflow Kicks: 236P>6K>6K. Perform an attack with your fists followed by a sequence of kicking attacks. Your drink level will go up once all parts of the move have finished. We suggest you use this more to get the Drink Counter up ASAP.
Swagger Step: 214P. Quickly lunge toward your opponent and strike with the heel of your palm. Useful as a surprise attack that closes the distance with your opponent.
Arrow Kick: 623K. Launch your opponent into the air with a kick, and then use the recoil to follow up with a flying kick. Useful as an anti-air counter to an opponent’s jumping attacks and as a way to close out combos.
Luminous Dive Kick: 214K. During a jump. Drink level 1 or higher. While jumping, extend your leg and quickly descend to the ground. Useful as a surprise attack, or as a way to approach your opponent.
Bakkai: 236K. Drink level 2 or higher. A series of rotating, upside-down kicks while sliding along the ground. This move does big damage, and is useful when performing combos against opponents that have left themselves wide open.
Tenshin: 63214K. Drink level 3 or higher. When near opponent. A throw that stops the opponent’s movements by thrusting a finger in front of their eyes. After the hit connects, it can be followed up with a swift attack.
Swagger Hermit Punch: 214P>6P. Drink level 4 or higher. A follow-up attack performed out of Swagger Step, unleashing an even more devastating strike with the heel of your palm. It does very high damage, making it particularly powerful in combos or as a surprise attack.
Breakin’ (Level 1 Super Art): 236236K. Hold 2 to change effect. A sequence of acrobatic rotating kicks at high speed. During the attack, keep holding down to raise your drink level.
The Devil’s Song (Level 2 Super Art): 214214P. A useful install that gives Jamie access to his entire moveset without needing to slowly accumulate drinks. The Super activation itself is good for applying pressure to force a mixup, or for extending a combo. Keep in mind that the Drink Counter resets to zero when the round ends, so you really need to push the offense once this install is used.
Getsuga Saiho (Level 3 Super Art): 236236P. More powerful when vitality is at 25% or below. While the move itself is pretty flashy, what’s more important is the fact that you can follow up the move after its finished, as the move concludes with the opponent being launched into the air. There’s room for experimentation on how to combo after the move, but an easy follow-up if your opponent is in the corner and you’re at drink level 2 is an Overdrive Bakkai immediately after the Getsuga Saiho is over.
Tensei Kick: 2K+K. A launching kick that can immediately be jumped out of on hit.
Phantom Sway: 2HK>HK>P. A sequence of attacks, the first of which cannot be blocked standing. Your drink level will go up after the part of the attack where you take drink in complete.
Falling Star Kick: 6MK. An overhead attack that cannot be blocked while crouching.
Hermit’s Elbow: 4HP. An elbow strike that can be cancelled into Super Arts. This move’s effect changes at drink level 3, making it more powerful.
Senei Kick: 6HK. A lunging kick that can be cancelled into Super Arts. This move’s effect changes at drink level 4, making it more powerful.
Bitter Strikes: LP>LK>MP. Drink level 1 or higher. A quick series of attacks that can be cancelled into special moves.
Full Moon Kick: 6MK>MK>P. Drink level 2 or higher. a sequence of attacks, the first of which cannot be blocked crouching. Your drink level will go up after the part of the attack where you take a drink is complete.
Intoxicated Assault: 4HP>HP>HK. Drink level 3 or higher. A counter followed by a sequence of attacks.
Ransui Haze: 6HK>4HK>P. Drink level 4 or higher. Bewilder your opponent while falling back. The move’s behaviour will change depending on the timing of your input while falling back.
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