Jamie is clearly the kind of guy that has never been told to drink responsibly. He is Street Fighter 6‘s resident rekka-based character, but his moveset is pretty unique in that it is always expanding. With every swig of his “tea”, Jamie gains another attack. Up until he cuts loose and let’s his fair down, that is. Which is to say that playing Jamie effectively means often having to decide if you are going to go for attacks and combos that naturally increase your drink meter, or just cash out and deal heavier damage.
This guide will help outline all the ways you can safely build Jamie’s drink level, while also pointing out all his very best attacks. We’ll break down his moves, give you a few choice combos to help get you started, and breakdown his gameplay so that you can start climbing the ranks with this sloshed scrapper.
|L||Light Attack (Modern Controls)|
|M||Medium Attack (Modern Controls)|
|H||High Attack (Modern Controls)|
|At||Any Attack Button (Modern Controls)|
|S||Special Move (Modern Controls)|
|N/A||This attack is not available in the Modern Control scheme|
|LP||Light Punch (Classic Controls)|
|MP||Medium Punch (Classic Controls)|
|HP||Heavy Punch (Classic Controls)|
|LK||Light Kick (Classic Controls)|
|MK||Medium Kick (Classic Controls)|
|HK||Heavy Kick (Classic Controls)|
|PP||Punch x2 (simultaneously)|
|KK||Kick x2 (simultaneously)|
|>||Used between buttons to denote a target combo|
|J.||This is short for “jumping”|
|Cr.||This is short for “crouching”|
|N||Neutral movement (not pressing any directional buttons)|
|OD||This move has an Overdrive version|
|(c)||This attack can cancel into special moves|
|↳||This attack follows the one above it.|
|Move Name||Classic Input||Modern Input||Gauge Cost (OD moves only)|
|The Devil Inside
Hold to charge
|⬇️⬇️ + P||N/A|
|Freeflow Strikes (OD)||⬇️↘️➡️ + P > ➡️ + P > ➡️ + P||N + S > S > S||2 Drive Gauge Bars|
|Freeflow Kicks (OD)||⬇️↘️➡️ + P > ➡️ + K > ➡️ + K||N + S > ⬅️ + S > ⬅️ + S||2 Drive Gauge Bars|
|Swagger Step (OD)||⬇️↙️⬅️ + P||⬇️ + S||2 Drive Gauge Bars|
|Arrow Kick||➡️⬇️↘️ + K||➡️ + S||2 Drive Gauge Bars|
Drink-Based Special Moves
|Drink Level 1||Luminous Dive Kick
Performed after a forward jump
|⬇️↙️⬅️ + K||S||2 Drive Gauge Bars|
|Drink Level 2||Bakkai||⬇️↘️➡️ + K||⬇️ + S||2 Drive Gauge Bars|
|Drink Level 3||Tenshin||➡️↘️⬇️↙️⬅️ + K||⬅️ + S||2 Drive Gauge Bars|
|Drink Level 4||Swagger Hermit Punch||⬇️↙️⬅️+ P > ➡️ + P||N/A||2 Drive Gauge Bars|
|Attack Name||Classic Input||Modern Input|
|Tensei Kick (c)||⬇️ + KK||⬇️ + MH|
|Falling Star Kick
|➡️ + MK||➡️ + MK|
|Hermit’s Elbow (c)
Is enhanced at Drink Level 3
|⬅️ + HP||⬅️ + H|
Is enhanced at Drink Level 4
|➡️ + HK||➡️ + H|
|Combo Name||Classic Input||Modern Input|
|Phantom Sway||⬇️ + HK > HK > P||↘️ + H > H > H|
Requires Drink Level 1
|LP > LK > MP||L > L > L|
|Full Moon Kick
Requires Drink Level 2
|➡️ + MK > MK > P||➡️ + M > M > M|
Requires Drink Level 3
|⬅️ + HP > HP > HK||⬅️ + H > H > H|
Requires Drink Level 4
|➡️ + HK > ⬅️ + HK > P||➡️ + H > ⬅️ + H > At|
|Move Name||Classic Input||Modern Input||Gauge Cost|
|Breakin’||⬇️↘️➡️⬇️↘️➡️ + K||N or ➡️ + S + H||1 Super Art Gauge|
|The Devil’s Song||⬇️↙️⬅️⬇️↙️⬅️ + P||⬅️ + S + H||2 Super Art Gauges|
(more powerful when vitality is at 25% or below)
|⬇️↘️➡️⬇️↘️➡️ + P||⬇️ + S + H||3 Super Art Gauges|
Jamie’s Move Breakdown
⬇️⬇️ + P
This is how you can drink on command. If you throw your opponent, hit them with a heavy, or otherwise push them far enough away from you, use The Devil Inside to increase Jamie’s drink meter by one. All the punch strengths will result in the exact same move. However, if you hold the punch button down you will continue to drink. As a rule of them, you don’t want to do this unless you are trying to provoke your opponent and get them to pursue you more aggressively. Generally, you will want to tap the button, though.
Against most characters you will be able to get The Devil Inside off after the Freeflow Strikes (⬇️↘️➡️ + P), but you will want to be quick.
⬇️↘️➡️ + P (➡️ + P, ➡️ + P)
This is Jamie’s rekka attack. After the initial input, you can pretty forward and attack up to two times in order to deliver two additional hits. These hits will always combo, with the sole exception being situations where the opponent is in a juggle state (and even then, they tend to land pretty consistently). If the first attack is blocked, and the opponent tries to attack with a strike of their own, the follow-up rekka will hit them. You can even adjust the timing (slightly) in order to bait out an attack.
Here’s the catch, the first rekka is relatively safe on block. The second is very unsafe, and the third is extremely unsafe. So, if you go for all three hits on block, you are playing a game of chicken. All your opponent needs to do is keep blocking to get a juicy opportunity to punish you. Generally, we would recommend never going for the second or third rekka on block.
You will often be able to get The Devil Inside (⬇️⬇️ + P) off of this special. It is guaranteed if they do a backward recovery.
⬇️↘️➡️ + P (➡️ + K, ➡️ + K)
The Freeflow Kicks are, essentially, just an alternative ender for the Freeflow Strikes. The big difference here is that this version does less damage and pushes the opponent further away (meaning it has worse oki). However, there is one big benefit, you are given a guaranteed swig of Jamie’s “tea”.
For the most part, we would say that the Freeflow Strikes gives you enough time to take a swig, so is the better option. However, if your opponent is sharp enough, most characters will be able to punish you if you for The Devil Inside (⬇️⬇️+P) after landing your Freeflow Strikes. Using the Freeflow Kicks will make it so that you will always get that drink!
⬇️↙️⬅️ + P
Jamie’s Swagger Step is a giant lunging punch. The heavy version of this attack will travel across around sixty percent of the screen. To put it plainly, this attack helps Jamie cover his greatest weakness: closing ground. Better yet, spaced correctly, and this move is completely safe. That being said, it isn’t fireball invincible, so don’t get any ideas about using it willy-nilly.
Another positive element of this move is that it can be used to follow up the Getsuga Saiho (⬇️↘️➡️⬇️↘️➡️ + P) super attack. After Jamie pops them up into the air at the end of the super, use the medium punch version of this attack to land an additional blow. If you are at Drink Level 4, then you can add on the Swagger Hermit Punch (➡️ + P) follow-up to the Swagger Step for even more damage.
The OD version of the Swagger Step will send the opponent reeling, making it an easy way to get two drinks in.
➡️⬇️↘️ + K
The Arrow Kick is Jamie’s reversal option. It functions a lot like a Shoryuken would and is thus an excellent anti-air. However, there is one important distinction: unlike every other reversal in the game, the Arrow Kick stays very low to the ground. So, you are going to need to be a little more precise when timing it. On the plus side, we have found that the Arrow Kick is better at hitting right above Jamie than most of the other reversals in the game. Naturally, the OD version comes with invincibility and is the version you will want to use on wakeup to interrupt meaties.
Luminous Dive Kick
⬇️↙️⬅️ + K
(Requires Drink Level 1)
This is the first attack Jamie gains from his drinking mechanic. It is a dive kick that works similarly to Cammy’s Canon Strike. If you connect with your opponent’s feet, then it is safe on block. If you connect with their head, then you will be considerably more vulnerable. Where the Luminous Dive Kick really excels is in pure damage. This is quite possibly the hardest-hitting dive kick to be featured in a Street Fighter game. The light kick version is extremely vertical, only traveling a small amount of distance forward, while the heavy (and OD) version will travel a little more than half the screen.
The light version of this attack is fantastic for helping you slowly approach projectile using fighters. It is also an excellent tool in neutral, as it is fantastic for controlling the space in front of Jamie. It will often trade with normals, but since it hits so hard, that will typically be in your favor. The OD version will also give you an opportunity to combo!
⬇️↘️➡️ + K
(Requires Drink Level 2)
Bakkai is truly a fantastic move. First, it has projectile invincibility. So, you can use it to punish fireballs. You will need to be a little closer than half-screen to land the attack on your plasma-chucking opponent. Beyond that, it does massive damage. Landing the heavy version will take about a fifth of your opponent’s health. You can combo into the light Bakkai (⬇️↘️➡️ + LK) from his medium attacks. This version isn’t quite as damaging, but it still hits hard.
➡️↘️⬇️↙️⬅️ + K
(Requires Drink Level 3)
Jamie’s Tenshin attack is a command grab. Unlike other command grabs, it doesn’t do any damage. Instead, it stuns your opponent for a brief period of time. You will be able to land a crouching medium punch off of this, which will lead into any of Jamie’s specials. The OD version will stun them for much longer, giving you basically enough time to land any attack, special, or super.
Tenshin isn’t super fast, and it has a pretty short range, but any time a rushdown character has a command grab it is a problem.
Swagger Hermit Punch
⬇️↙️⬅️+ P > ➡️ + P
(Requires Drink Level 4)
Of all the moves Jamie gains through his drinking mechanic, this is by far the most straightforward. The Swagger Hermit Punch is quite simply a follow-up attack attached to the Swagger Step (⬇️↙️⬅️+ P). Its primary purpose is to deal additional damage once you hit with the Swagger Step. There is one more purpose it can serve, if your Swagger Step is blocked, and you know your opponent is mashing after it, you can follow up with this attack to catch them. But that is so, so risky, as the Swagger Hermit punch is very unsafe on block. So, you are gambling with your life if you go for that.
Jamie’s Bread And Butter Combos
Cr. MK, Medium Freeflow Strikes (⬇️↘️➡️ + MP, ➡️ + P, ➡️ + P), The Devil Inside (⬇️⬇️ + P)
This is a very simple way to get into Jamie’s rekka game. The crouch medium kick is a nice, far-reaching normal. And, naturally, it hits low. If the first hit of the Freeflow Strikes is blocked, you can stop right there and be pretty dang safe. If you have three bars of meter, this will even lead directly into Jamie’s Getsuga Saiho (⬇️↘️➡️⬇️↘️➡️ + P) super. Naturally, depending on your opponent, you may want to swap the Freeflow Strikes out for the Freeflow Kicks (⬇️↘️➡️ + MP, ➡️ + K, ➡️ + K) and get the guaranteed drink.
Phantom Sway (⬇️ + HK > HK > P) > Breakin’ (⬇️↘️➡️⬇️↘️➡️ + K)
(Drink Level 2 Required)
Once you have two drinks in you, you can start making use of your Phantom Sway, which is a very fast chain combo that is perfect for landing your Breakin’ super. If you don’t want to spend the meter, you can also land the Light Bakkai (⬇️↘️➡️ + LK) through your Phantom Sway chain combo.
Tenshin (➡️↘️⬇️↙️⬅️ + K) Cr. MP, Medium Freeflow Strikes (⬇️↘️➡️ + MP), Getsuga Saiho (⬇️↘️➡️⬇️↘️➡️ + P), Medium Swagger Punch (⬇️↙️⬅️ + MP)
(Drink Level 3 Required)
Once you have forced your opponent into a defensive position with your constant pressure, they will be primed to eat a command grab. The timing here is a little tight, so you will want to practice this combo a little. The timing on the Cr. MP is especially tight. However, if you land it, you can cash out all your meter and take about half of your enemy’s health. If you are at Drink Level 4, you can tack the Swagger Hermit Punch (⬇️↙️⬅️ + MP > ➡️+P) onto the end of the Swagger Punch for even more damage.
Jamie’s Game Plan: The Drink System
We are giving Jamie’s drinking mechanic its own section as it is such a huge part of Jamie’s game. The Luminous Dive Kick (⬇️↙️⬅️ + K) and Bakkai (⬇️↘️➡️ + K) specials are so damn good, and you really want to have access to them. Similarly, Jamie’s Bitter Strikes (LP > LK > MP) chain combo is an excellent way to your Breakin’ (⬇️↘️➡️⬇️↘️➡️ + K) super attack. However, Bitter Strikes doesn’t unlock until you hit Drink Level 1. So, getting those drinks in is incredibly important. And that’s without even mentioning that every Drink Level increased the amount of damage you do!
The first way to do this is by using The Devil Inside (⬇️⬇️ + P). You don’t generally want to just throw this out, but if your opponent is backing away from you, you can probably sneak one in. That being said, be cautious, a Kimberly or a Manon can make you feel more safe than you are. So, be cautious, some characters will close that distance very quickly. The better approach is to get your swig in after hitting with an Arrow Kick (➡️⬇️↘️ + K) or a Swagger Step (⬇️↙️⬅️+ P).
More often than not, you will also have time to take a drink after hitting them with your Freeflow Strikes (⬇️↘️➡️ + MP > P > P). Of course, there are a number of opponents that will make it hard to get that drink in after the Freeflow Strikes, so against them you should go for the Freeflow Kicks (⬇️↘️➡️ + MP > K > K) which will ensure you get your drink.
In our opinion, your best opportunity to use The Devil Inside (⬇️⬇️ + P) special is after an OD Swagger Step (⬇️↙️⬅️+ PP). This will allow you to get two drinks in. We would recommend throwing one of those out on occasion when you are at half-screen, as it will be safe on block at that distance. Which means that you are unlikely to lose anything, but you have a real chance of catching them and getting to Drink Level 2.
Beyond The Devil Inside special, Jamie can get a drink from hitting his Phantom Sway (⬇️ + HK > HK > P) sweep attack. You can also use his Full Moon Kick (➡️ + MK > MK > P) chain combo, which is pretty easy to land, as it comes off of Jamie’s excellent medium kick, which is a very solid poke in its own right.
Jamie’s Game Plan: General Strategy
With Jamie, you will be having to make the decision to go for oki and pressure, or giving all that up so that you can increase your Drink Level. While a Drink Level 4 Jamie is the dream, Drink Level 2 will give you his best tools associated with the drink system. So, generally, we start focusing more on pressure and damage once we get to Drink Level 2, and we’ll get our other swig if the opportunity presents itself.
That being said, once you have Drink Level 1 you are going to want to start liberally using your Light Luminous Dive Kick (⬇️↙️⬅️ + LK) to control the space in front of you. This will both be able to bait out sloppy anti-air attacks, reversals, and even clip your opponent’s pokes.
If you are fighting against a fighter with projectiles, use the Luminous Dive Kick to get around them, and, when you are closer than half screen, use your OD Bakkai (⬇️↘️➡️ + KK) to pass through the fireball and punish them.
In neutral, Jamie has some really nice options. He has the aforementioned Luminous Dive Kick, but he also has an excellent crouching medium kick, standing medium kick, and crouching medium punch. All these normals control space nicely, are fast, and cancel into his Medium Freeflow Strikes (⬇️↘️➡️ + MP, ➡️ + P, ➡️ + P). You will want to make good use of the Crouch Medium Kick to catch opponents as they come in.
Another powerful tool in Jamie’s arsenal is his Devil’s Song (⬇️↙️⬅️⬇️↙️⬅️ + P) level 2 super. You can cancel every normal into it. That includes normal that otherwise will not cancel into anything. In that way, you can use it like you would a V-Trigger in Street Fighter V.
If your opponent is getting jumpy, hit them with your crouching heavy punch or your Heavy Arrow Kick (➡️⬇️↘️ + HK). Once you are right in your opponent’s face you have some fantastic tools for applying pressure. Jamie’s standing heavy punch hits three times and is safe. It is very short range, but this means that if your opponent tries to Drive Impact, you will break it with this attack. Similarly, the Phantom Sway (⬇️ + HK > HK > P) is fast enough to break a Drive Impact, it also has the benefit of leading into any of Jamie’s specials.
You can also meet them in the air and hit them out of the air with Jamie’s excellent aerial heavy kick. This is easily one of the best air-to-air normals in the game, so don’t hesitate to make good use of it to bat your rivals out of the air. That being said, you this attack struggles to hit grounded opponents, so, if you are intending to hit a grounded opponent, use your heavy punch instead.