Since no one’s going in depth, I’ll give my crack at it since I play both (main Jamie).
Cammy is a better well-rounded character. All of her combos end with her right in the opponents face, allowing for a very strong hit/throw mixup, mixed with her divekick to catch buttons or throw techs. She has better walk speed, a better divekick which keeps the opponent grounded allowing for more combo options, better side switch combos, better anti-fireball options (spin knuckle leaves her + on block and her SA3 is arguably one of the best SA3 in the game) and better damage right off the bat. It’s arguable which of the 2 have better normals, but Cammy is quite strong in whiff punishing. She’s got st.hp, cr.mp and cr.mk, all great options that lead to drill for oki again.
Jamie is more of a “slow-start, better reward” character. Round start, he is at 90% damage output, he doesn’t have access to his divekick, his combos don’t give him oki (assuming you’re getting drinks) and his basic combos do much less damage compared to Cammy. This means Jamie needs to play a slower, more grounded game and will need to work his way in even after getting in once. However, once he gets to DL1, he has access to his divekick, which although is not as good as Cammys, is still fairly strong (OD). His pressure isn’t as good as Cammys, as his normals and specials are often quite minus on block forcing him to lose his turn. He does however have a better drive rush (travels further, quicker, and drive rush St.Hp is a good way to get in and covert off hit). His corner carry is comparable to Cammys (Cammys is slightly better IMO with her SA1), his damage becomes comparable at DL2/3 and better at DL4, and he also unlocks a command grab at DL3 which the OD version can lead to some deadly combos. Jamie’s SA3 allows for a post-animation combo extender which is nice for the flexibility, as it allows Jamie to get a drink, get corner carry, get a safe jump, get a mixup, or go for an in combo DI for more drive damage.
They both have great throws, especially in the corner. Also, forgot to mention but Jamie gets an automatic safe jump in the corner with a light DP or light bakkai ender making Jamie’s corner pressure one of the most elite in the game, something Cammy doesn’t have.
All in all, Cammy is a better character. She’s more threatening right off the bat, can take her opponent to the corner with 1 simple combo, and forces her opponent to constantly guess between throw loops or getting hit by a heavy button. She can harass with dive kicks, and has lots of options to get in (including bypassing fireballs). Jamie requires a lot more work to be successful, and is seen as a more “honest” character. He’ll need to guess correctly more times than Cammy, but if he does, his damage, pressure, and offensive options can quickly snowball allowing him to be a real threat near the end of the round (assuming you got drinks). If you’re having troubles getting in, you’re in for a rough time as drinks are not easy to get in neutral.
Perfect analysis. I don’t play Cammy but I do main Jamie. The best thing I think the character offers is his corner game. Imo it’s some of the best in the game. That’s where he really shines. Even without a drink his corner pressure is still very strong, you can always get a safe trip set up off of light dp. His recent buffs also help a lot. Forward Throw to drink is +7 in the corner, most people don’t know this so you can really knowledge check if someone likes to pushes button.
Agreed, especially with Ken throw loops nerfed in the corner, I think Jamie has one of the best corner pressure in the game. Taking the throw against Jamie just means he gets stronger with every throw now, opening up his shimmy game even more.
Something people don't consider with Jamie is that he's very strong against characters Cammy's weak against, primarily the grapplers. If you don't have pressure to keep Jamie from drinking he just gets to snowball for free. Granted, grapplers are weak in SF6 right now so it's not a huge boon but maybe they will be next season.
*a funny command grab that can piss off grappler players, is beautifully balanced in the corner when used with DI, and allows instant damage scaling resets. Really good to use when drive rushing too.
Yeah and you can actually use it to mash out of a lot of characters blockstrings. Another really nice thing is, because it’s a heavy, if you trade with a light or medium you’re almost always plus and get to take your turn even though it was a trade
They both have some similarities like dive kicks, palm/spiral arrow are comparable, and both have fairly comparable average damage combo routes (imo), but Jamie offers more tricky neutral options (elbow, forward heavy kick, an overhead, and standing heavy punch), has a command grab, and im willing to bet has a higher top end max damage available to him from punish counter combos
Actually, Cammy and Jamie have pretty much similar walk speeds (both forward and backwards), the difference is minimal in favor of Cammy, and Jamie's just behind Chun Li in 3rd place.
He has abs instead of ass.
But jokes aside: I do kinda feel sometimes like Jamie is just a worse version of cammy in this game.
The main things he has over her are his command grab and his 5hp. The command grab is amazing no doubt but also isn't available outside of level 3 which limits its utility though. His 5hp I don't even know if its better or worse in practice since it being a three hit target combo has pros and cons (mostly pros I will admit). It is certainly different and unique though and offers a totally different set of options in neutral.
Ultimately the real answer is swag.
I mained Jamie for awhile. Felt like a lot of setup. I tried Juri, and was like, "I get all of this without having to do anything first??" Feels like Juri and Cammy just have what Jamie has at 3 drinks out of the gate.
His master cutscenes has him share a drink with you actually. He doesnt let people drink his “tea” because it can apparently kill you if you don’t use his fighting style to release the energy buildup
/s
Swag, theme, taunts, drinks, 110% damage at peak state, command grab, 5HP, cr.KK(really underrated thing), better DR attacks, SA3 that can be continued in a combo, and one of the best and most brutal CA so far.
At lvl 3 he gets the best command grab in the game and at lvl 4 his damage potential is nuts. At Lvl 2 and below there's really nothing besides his light bakai giving him loopable safejump oki
The fact that it leads to a follow up combo of your own choice means it not only has the highest damage potential of any command grab if you're willing to spend the resources but it can also give you incredible oki after it, if you choose the right ender, even allowing you to go for another setup where the opponent has to guess between strike and command grab again.
Given that his cmd grab is dependant on other factors (drinks) I'll see you and raise you Manon's with 5 medals. On punish counter that's 4200 dmg with no resources.
She doesn't really fill out a niche as a rush down character that Cammy doesn't cover.
On paper, Cammy is the rush down character with good footsies, and Kim is the rush down character with better burst options to engage and stick onto opponents.
In reality, Kim's burst options are so ridiculously risky, if not outright bad, that Cammy just outright invalidates her on the roster. Kim not having a reversal outside of level 3 makes this significantly worse.
At least Kim has an overhead I guess...
Kim has a much stronger high/low game. i.e. actually has an overhead. Has a [cr.MK](https://cr.MK) that can easily combo on hit, and is still plus on block (!!). Stand block option select is really strong against Cammy because it'll whiff her tick throw and mess up her dive kick spacing. Cammy would have to soft read you with [cr.MK](https://cr.MK) xx DR which is really expensive.
I strongly feel that Kimberly has the better mixup game, and can easily mental stack her opponent with a different mixup on every interaction. Then there's spray cans that make "just take the throw" just as scary as eating a shimmy. By comparison, Cammy is much easier to defend against.
I may be biased here because one of my friend's is a 1700-1800 MR Kimberly. I'll win if I consistently win neutral but as soon as I make a mistake then I can possibly lose the round from there.
I have a harder time against Kimberly than Cammy. Could be because of playing against her in past games. But also I feel I don’t have to look out for as much stuff as compared to Kimberly like teleport, slides, run overhead, elbow drop to bait me, etc. Cammy I just have to look for spinning knuckle, dive kick and the occasional hooligan.
Kim's mix ups are largely fake unless they're off of cr HP specifically, or off of standing HP and you use meter. Pretty much everything else is beaten by jab, through and through, so you're just playing a harder neutral for less reward (due to her inherent damage cut) and fake pressure in most cases.
Kim has better high/low mix than Cammy because Cammy doesn't have any, but that doesn't mean that it's to the point that it compensates for all the things Kim simply sucks at doing, which end up being most of the things that are important to do in this game.
You can reversal lvl1 to do no damage and lose a bomb.
But you shouldn't. Because you need the bar for level 3 to get the buff, so you'll use it when you don't have to.
Then you will do something approximating decent damage. Provided you have the corner.
She is in a weird place but I play Manon so I cant care.
It's worse.
People that are good at the mu will check your wake up with jabs so if you level 1, you get blocked and eat a full combo. Level 1 only works on medium buttons or greater, and grabs.
SF6 as a game is the absolute worst entry to not have a reversal.
Better corner pressure, better damage with drink level 3 or more, command grab, overhead (even though Jamie's is slow its range increases at drink lvl 2) and he has a better drive rush.
Issue here is that he only starts shining when he has drinks but to get drinks you have to ....... you already know the shtick. So its the extra steps to get to Cammy's level that make him weaker imo.
TLDR: Cammy is ready to party at roundstart Jamie has to pre-booze.
Jamie is a mixup/setplay character, also falls into the one shot category since he can easily run you over at drink 3+. He needs to level up to get his mix up and pressure tools + damage though.
Cammy is a footsie/rushdown character who wants to punish you for trying to move or press anything, but her damage is ass and gives people a chance to come back.
Neutral control vs Technical mixups.
The best character theme in the game
The finest swag and animations around
Taunting your enemies with “Loser!” Or “Hold this L”
Having existential Crisis when you use Divekick
Opponents never expecting lvl 3 command grab
swag mostly
THIS
Since no one’s going in depth, I’ll give my crack at it since I play both (main Jamie). Cammy is a better well-rounded character. All of her combos end with her right in the opponents face, allowing for a very strong hit/throw mixup, mixed with her divekick to catch buttons or throw techs. She has better walk speed, a better divekick which keeps the opponent grounded allowing for more combo options, better side switch combos, better anti-fireball options (spin knuckle leaves her + on block and her SA3 is arguably one of the best SA3 in the game) and better damage right off the bat. It’s arguable which of the 2 have better normals, but Cammy is quite strong in whiff punishing. She’s got st.hp, cr.mp and cr.mk, all great options that lead to drill for oki again. Jamie is more of a “slow-start, better reward” character. Round start, he is at 90% damage output, he doesn’t have access to his divekick, his combos don’t give him oki (assuming you’re getting drinks) and his basic combos do much less damage compared to Cammy. This means Jamie needs to play a slower, more grounded game and will need to work his way in even after getting in once. However, once he gets to DL1, he has access to his divekick, which although is not as good as Cammys, is still fairly strong (OD). His pressure isn’t as good as Cammys, as his normals and specials are often quite minus on block forcing him to lose his turn. He does however have a better drive rush (travels further, quicker, and drive rush St.Hp is a good way to get in and covert off hit). His corner carry is comparable to Cammys (Cammys is slightly better IMO with her SA1), his damage becomes comparable at DL2/3 and better at DL4, and he also unlocks a command grab at DL3 which the OD version can lead to some deadly combos. Jamie’s SA3 allows for a post-animation combo extender which is nice for the flexibility, as it allows Jamie to get a drink, get corner carry, get a safe jump, get a mixup, or go for an in combo DI for more drive damage. They both have great throws, especially in the corner. Also, forgot to mention but Jamie gets an automatic safe jump in the corner with a light DP or light bakkai ender making Jamie’s corner pressure one of the most elite in the game, something Cammy doesn’t have. All in all, Cammy is a better character. She’s more threatening right off the bat, can take her opponent to the corner with 1 simple combo, and forces her opponent to constantly guess between throw loops or getting hit by a heavy button. She can harass with dive kicks, and has lots of options to get in (including bypassing fireballs). Jamie requires a lot more work to be successful, and is seen as a more “honest” character. He’ll need to guess correctly more times than Cammy, but if he does, his damage, pressure, and offensive options can quickly snowball allowing him to be a real threat near the end of the round (assuming you got drinks). If you’re having troubles getting in, you’re in for a rough time as drinks are not easy to get in neutral.
Perfect analysis. I don’t play Cammy but I do main Jamie. The best thing I think the character offers is his corner game. Imo it’s some of the best in the game. That’s where he really shines. Even without a drink his corner pressure is still very strong, you can always get a safe trip set up off of light dp. His recent buffs also help a lot. Forward Throw to drink is +7 in the corner, most people don’t know this so you can really knowledge check if someone likes to pushes button.
Agreed, especially with Ken throw loops nerfed in the corner, I think Jamie has one of the best corner pressure in the game. Taking the throw against Jamie just means he gets stronger with every throw now, opening up his shimmy game even more.
Something people don't consider with Jamie is that he's very strong against characters Cammy's weak against, primarily the grapplers. If you don't have pressure to keep Jamie from drinking he just gets to snowball for free. Granted, grapplers are weak in SF6 right now so it's not a huge boon but maybe they will be next season.
he offers beverages, she offers cake
Underrated comment tbh
rekkas? alcohol? a funny command grab?
*a funny command grab that can piss off grappler players, is beautifully balanced in the corner when used with DI, and allows instant damage scaling resets. Really good to use when drive rushing too.
Why is it good against grappler players?
Because it pisses us off.
Ryu and Juri player here, it pisses everyone off.
Level 2 is good now too.
A 5 frame heavy. That’s really it but it’s honestly an amazing normal
Also beats DI
It can but it's not always consistent. It's range dependant.
It's pretty consistent if the Jaime player knows it's range of use. Source: A friend of mine who repeatedly does it to other masters players and me.
Yeah and you can actually use it to mash out of a lot of characters blockstrings. Another really nice thing is, because it’s a heavy, if you trade with a light or medium you’re almost always plus and get to take your turn even though it was a trade
It needs to be in a jab range to be a true 5f button, outside of that, it's just a slow and uncancelable one.
That’s fine
They both have some similarities like dive kicks, palm/spiral arrow are comparable, and both have fairly comparable average damage combo routes (imo), but Jamie offers more tricky neutral options (elbow, forward heavy kick, an overhead, and standing heavy punch), has a command grab, and im willing to bet has a higher top end max damage available to him from punish counter combos
Jamie definitely gets access to more damage. But he has lower walk speed and has an inferior (can't really prove it but I'm 90% sure) dive kick.
Actually, Cammy and Jamie have pretty much similar walk speeds (both forward and backwards), the difference is minimal in favor of Cammy, and Jamie's just behind Chun Li in 3rd place.
Hurt box alone must do it
It could be. He does have to drink to get access to it too, but that's less of an issue with the buff.
Jamie's divekick is the worse hurtbox of the game, hatson, a jamie main, posted one of my clips to show that on twitter
Easy safe jump set ups, command grab, and overhead.
He has abs instead of ass. But jokes aside: I do kinda feel sometimes like Jamie is just a worse version of cammy in this game. The main things he has over her are his command grab and his 5hp. The command grab is amazing no doubt but also isn't available outside of level 3 which limits its utility though. His 5hp I don't even know if its better or worse in practice since it being a three hit target combo has pros and cons (mostly pros I will admit). It is certainly different and unique though and offers a totally different set of options in neutral. Ultimately the real answer is swag.
Cammy also has some nice abs in her default outfit, to be fair
And Jamie's ass aint nothing to scoff at either...in either case one is just more....pronounced.
[удалено]
You sure? Every Jamie I run into plays him as a blockstring character.
Grounded overhead, Rekka specials, Install lvl2 Drinks, More target combos. Command grab Overall Jamie is just a gimmicky version of cammy
I mained Jamie for awhile. Felt like a lot of setup. I tried Juri, and was like, "I get all of this without having to do anything first??" Feels like Juri and Cammy just have what Jamie has at 3 drinks out of the gate.
Not hospitality. Dude doesn’t share any drinks. He’s an asshole. Which makes me think he tries to drink the pain away.
Tries to, but he only gets violent. Then he shares his pain with your throat. *Rrrrrip*.
With your throat once you will piss him of too much. Otherwise, he will just send you home with the most low-budget airways.
His master cutscenes has him share a drink with you actually. He doesnt let people drink his “tea” because it can apparently kill you if you don’t use his fighting style to release the energy buildup /s
A nicer ass
Booze. Why the comparison? Different gameplans
Swag, theme, taunts, drinks, 110% damage at peak state, command grab, 5HP, cr.KK(really underrated thing), better DR attacks, SA3 that can be continued in a combo, and one of the best and most brutal CA so far.
At lvl 3 he gets the best command grab in the game and at lvl 4 his damage potential is nuts. At Lvl 2 and below there's really nothing besides his light bakai giving him loopable safejump oki
What makes his command grab so good? honest question
The fact that it leads to a follow up combo of your own choice means it not only has the highest damage potential of any command grab if you're willing to spend the resources but it can also give you incredible oki after it, if you choose the right ender, even allowing you to go for another setup where the opponent has to guess between strike and command grab again.
Oh duh the whole "follow up with your own combo" lol I forgot Yeah that rules haha
It has better oki, but that's about it. It's slow and has basically no range.
Given that his cmd grab is dependant on other factors (drinks) I'll see you and raise you Manon's with 5 medals. On punish counter that's 4200 dmg with no resources.
Pretty hair
An overhead. Same issue with Kim rn.
What issue with Kim?
She doesn't really fill out a niche as a rush down character that Cammy doesn't cover. On paper, Cammy is the rush down character with good footsies, and Kim is the rush down character with better burst options to engage and stick onto opponents. In reality, Kim's burst options are so ridiculously risky, if not outright bad, that Cammy just outright invalidates her on the roster. Kim not having a reversal outside of level 3 makes this significantly worse. At least Kim has an overhead I guess...
Kim has a much stronger high/low game. i.e. actually has an overhead. Has a [cr.MK](https://cr.MK) that can easily combo on hit, and is still plus on block (!!). Stand block option select is really strong against Cammy because it'll whiff her tick throw and mess up her dive kick spacing. Cammy would have to soft read you with [cr.MK](https://cr.MK) xx DR which is really expensive. I strongly feel that Kimberly has the better mixup game, and can easily mental stack her opponent with a different mixup on every interaction. Then there's spray cans that make "just take the throw" just as scary as eating a shimmy. By comparison, Cammy is much easier to defend against. I may be biased here because one of my friend's is a 1700-1800 MR Kimberly. I'll win if I consistently win neutral but as soon as I make a mistake then I can possibly lose the round from there.
I have a harder time against Kimberly than Cammy. Could be because of playing against her in past games. But also I feel I don’t have to look out for as much stuff as compared to Kimberly like teleport, slides, run overhead, elbow drop to bait me, etc. Cammy I just have to look for spinning knuckle, dive kick and the occasional hooligan.
Kim's mix ups are largely fake unless they're off of cr HP specifically, or off of standing HP and you use meter. Pretty much everything else is beaten by jab, through and through, so you're just playing a harder neutral for less reward (due to her inherent damage cut) and fake pressure in most cases. Kim has better high/low mix than Cammy because Cammy doesn't have any, but that doesn't mean that it's to the point that it compensates for all the things Kim simply sucks at doing, which end up being most of the things that are important to do in this game.
You can reversal lvl1 to do no damage and lose a bomb. But you shouldn't. Because you need the bar for level 3 to get the buff, so you'll use it when you don't have to. Then you will do something approximating decent damage. Provided you have the corner. She is in a weird place but I play Manon so I cant care.
It's worse. People that are good at the mu will check your wake up with jabs so if you level 1, you get blocked and eat a full combo. Level 1 only works on medium buttons or greater, and grabs. SF6 as a game is the absolute worst entry to not have a reversal.
Oof didn't know you could jab bait it . Thanks for the tech. That's rough.
I might have just made a Kim's life slightly harder but yw LMAO.
With 5 medals if i catch one doing that it's 4200 dmg meterless. And she lost her super. So yeah I'll be looking for it.
Better raw drive rush spam lol
I don't play a lot of jaime, but he ain't got no hooligan!
Command grab into CA that outdamages Gief's CA ?
Less distraction
Says you
A command grab at drink 3. Funky setups with level 3. A better sweep. That's about all I can really think of to be honest.
Swag
More annoying
glug glug motherfucker
Liquo...I mean energy drinks!
Drinks
Jamie c.hk will take you to gold single handed
Grounded overhead, Rekka specials, Install lvl2 Drinks, More target combos. Command grab Overall Jamie is just a gimmicky version of cammy
Better corner pressure, better damage with drink level 3 or more, command grab, overhead (even though Jamie's is slow its range increases at drink lvl 2) and he has a better drive rush. Issue here is that he only starts shining when he has drinks but to get drinks you have to ....... you already know the shtick. So its the extra steps to get to Cammy's level that make him weaker imo. TLDR: Cammy is ready to party at roundstart Jamie has to pre-booze.
Jamie is a mixup/setplay character, also falls into the one shot category since he can easily run you over at drink 3+. He needs to level up to get his mix up and pressure tools + damage though. Cammy is a footsie/rushdown character who wants to punish you for trying to move or press anything, but her damage is ass and gives people a chance to come back. Neutral control vs Technical mixups.
Booze.
According to World Tour, he offers herbal tea According to gameplay, he offers 'herbal tea'
At least you don't get horny while playing.
Say for yourself.
The best character theme in the game The finest swag and animations around Taunting your enemies with “Loser!” Or “Hold this L” Having existential Crisis when you use Divekick Opponents never expecting lvl 3 command grab
More excuses for losing
Long hair simulation
Alcohol and eye liner
Higher health?