@@evalangley3985The problem with this though is that your opponent wasn’t even getting a read off of Bakkai, the move just wasn’t in any means reliable to go through projectiles consistently, and it was more of a read to use it than to punish it.
@@evalangley3985 me when I beat the projectile invincible move with a projectile (it was intentional and a hard read I have very good reasons for not using different attacks)
New Jamie player here. Props to yall who played him throughout S1. I can only imagine the Struggle without his S2 tools (like having to choose between drink and oki after throw, along with all the stuff in this vid).
They need to let him keep the drinks throughout the rounds imo. They let this mannon kill you in 2 command grabs in the last round so they need to atleast attempt it
Ransui haze being a natural combo is really cool but I'm struggling to find a practical application for it No DR normal is plus enough to link into it, and doing it from a DR cancel worked on the previous patch too
fwdHK is a really strong footsies normal and gets a range boost in level 4. In the corner, Jamie can reach his opponent from behind the timer with this move. Giving him a natural combo out of it (that some people will be able to hit confirm) that does gigantic damage meterless is really strong.
@@Infil It's good for footsies but the fact that it's not a low means most of the time if it hits in neutral, it's as a counterhit/pc, at which point it would've comboed into the followup anyway also hi infil wtf didn't expect you here
It's a mix. Headbutt melts drive gauge and catches opponents trying to jump. His spinning knuckle move for those who wanna push buttons too quickly. And then there's the option to retreat and wait or retreat and recover drive gauge.
You should hit with j.hk with a slight delay (like in the momochi combo) so you can hit your opponent in air with light DP faster and then you have time for SA1 that will connect. So the important thing it's delay j.hk.
or the jhk need to have a slight delay ( which I'm really struggling with in real match, I could only do the delay jhk in practice) and this technique have another practical combo, SA3 -> DR 2KK -> delay JHK -> JMP -> OD 214KK -> dp or 2HK it has probably the biggest carry distance you can get with jamie SA3
Ryu can do that as well since Demo days, my good man. Search for "highest ryu combos" or whatever and you'll find it. There is no special "juggle state off of a juggle" going on here
Jamie is now what he should have been day 1
BAKAI IS FINALLY MORE PROJECTILE INVINCIBLE
If you commit, you should be punished if read correctly. So I don't agree with this change at all.
@@evalangley3985 Isn't the Tatsumaki Senpukyakku also completely invincible towards projectiles?
His level 1 super should also be projectile invincible
@@evalangley3985The problem with this though is that your opponent wasn’t even getting a read off of Bakkai, the move just wasn’t in any means reliable to go through projectiles consistently, and it was more of a read to use it than to punish it.
@@evalangley3985 me when I beat the projectile invincible move with a projectile (it was intentional and a hard read I have very good reasons for not using different attacks)
Hey Jamie’s finally in the game!
he is him
THE TOP PLAYER IS HERE 🗣🗣🔥🔥🔥
@@Andrew_DanielHOPE YOU'RE NOT A SORE LOSER💯💯💯🔥🔥🗣️🗣️🗣️
New Jamie player here. Props to yall who played him throughout S1. I can only imagine the Struggle without his S2 tools (like having to choose between drink and oki after throw, along with all the stuff in this vid).
The Top Player is most definitely here.
Jamie can now do thing most others already can
Jamie combos got so much swag
Your videos are very clean, I love it. It helps me understand everything clearly.
That combo on Akuma and the last one were sick!
They need to let him keep the drinks throughout the rounds imo. They let this mannon kill you in 2 command grabs in the last round so they need to atleast attempt it
Love these bite size post patch combo videos, perfect length and easily unbeatable!
Thank you, Brother Desk. 🙏🏽
Thank you Desk!
Ransui haze being a natural combo is really cool but I'm struggling to find a practical application for it
No DR normal is plus enough to link into it, and doing it from a DR cancel worked on the previous patch too
fwdHK is a really strong footsies normal and gets a range boost in level 4. In the corner, Jamie can reach his opponent from behind the timer with this move. Giving him a natural combo out of it (that some people will be able to hit confirm) that does gigantic damage meterless is really strong.
@@Infil It's good for footsies but the fact that it's not a low means most of the time if it hits in neutral, it's as a counterhit/pc, at which point it would've comboed into the followup anyway
also hi infil wtf didn't expect you here
Start using it more. I wouldn't use it because of how inconsistent it is, but that headbutt does a lot of drive damage as well
It's a mix. Headbutt melts drive gauge and catches opponents trying to jump. His spinning knuckle move for those who wanna push buttons too quickly. And then there's the option to retreat and wait or retreat and recover drive gauge.
That is his biggest change along with his cr.MP being +5 IMO. His forward medium kick helped push me to Master
Love these videos thanks desk!
Desk, are you going to do one video for every char? Have you discovered anything significantly different with Chun? Just curious.
1:19 - OD bakkai wont combo
that all you need to know about Jamie experience.
Saturday Night Fever!
Welcome to the (checks notes) mid tier!
Oh shot, thank you
how on earth can a level 1 super connect after lk dp? i tried it a billion times without success :(
I strugggle too, it seems dp needs to be done really early, and its medium dp i guess
You should hit with j.hk with a slight delay (like in the momochi combo) so you can hit your opponent in air with light DP faster and then you have time for SA1 that will connect. So the important thing it's delay j.hk.
@@Cypherpunk. Exactly, thanky you very much :)
Yo, that’s exactly it! I just figured it out and was able to get the Super 1 after light arrow kick. Trick is exactly, delay jump Heavy kick
Thanks Desk!
it will never be weird seeing moves that just dont connect when they is almost no difference in timing on the follow-up of some hits.
I've been trying the combo at 0:18 for like an hour now and I don't understand how it's possible
maybe you use the wrong arrow kick in the end?
or the jhk need to have a slight delay ( which I'm really struggling with in real match, I could only do the delay jhk in practice)
and this technique have another practical combo, SA3 -> DR 2KK -> delay JHK -> JMP -> OD 214KK -> dp or 2HK
it has probably the biggest carry distance you can get with jamie SA3
Can anyone tell me how to combo his SA1 from DP like Desk does against JP?
You the goat desk I need you to do a video on Kimberly cuz you always have some saucy shit
I forgot this guy was in the game. Everybody keep picking the same 5 or 6 people.
Jamie should've been the Poster Character for SF6.. or Sean vs Mel
Looks like how Jaime always should have been!
0:17 gonna try an easy one 😅
1:22
2:14
I saw someone ask for this on your last vid
Nice!
Dang that's cool 😎
jesus christ jamies so cool too bad i cant play him
do people play Jamie tho?
Yup. 6-7th highest played character in the game
👹🍶
top tier. Bye
Jamie is still one step away from Yun level of broken.
But this state is as best as Capcom can do to prevent Jamie becoming another Yun menace.
To me, Jamie is the perfect mix of Yun and Yang.
Jamie is 5 steps away from being Yun level broken
Cool, but I still want Yun and Yang in the game, they are more cooler than Jamie in miles
@@harronator-2670 *Jamie is swagger steps away from being Yun broken level
If they fixed his drop kick, it wouldn't be too far off
Why is this comment so downvoted? 😂
wtf is the opponent being put into a rolling juggle state off of a juggle. They broke the rules of the system just for him to be viable
Ryu can do that as well since Demo days, my good man. Search for "highest ryu combos" or whatever and you'll find it. There is no special "juggle state off of a juggle" going on here
I wish they nerf Jamie's over powered game breaking divekick
Grow a pair