Must Know Jamie Combos for Street Fighter 6

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  • เผยแพร่เมื่อ 23 พ.ย. 2023
  • (Combo Tips and Terms Below ⬇)
    By popular demand Chinatown's peacekeeper is finally getting the guide he deserved. Shoutouts to those sticking with this character to release cause man... the reception was rough. Not sure why though, you'll see throughout the combo guide some of the best footsie tools in the street fighter 6 and tons of ways to fight and continue downing drinks. The key is finding your opponents rhythm then using it against them. Jamie will shine in due time and this guide will everything you need to taking control of the tempo. If you have questions or concerns let me know in the comments. 🙏🏾❤
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    (Combo Tips and Terms Below ⬇)
    BGM: Street Fighter 6 Jamie's Theme - Mr. Top Player
    Input Notation:
    (Assuming Player 1 Side)
    ↖️⬆️↗️ 7 8 9
    ⬅️🚹➡️ = 4 5 6
    ↙️⬇️↘️ 1 2 3
    ST= while standing
    CR = while crouching
    LP MP HP = light medium heavy punch
    LK MK HK = light medium heavy kick
    QCF = Quarter-Circle Forward = ⬇↘➡
    QCB = Quarter-Circle Back = ⬇↙⬅
    DP = Dragon Punch Motion = ➡⬇↘
    [X] = Hold until attack activates
    PP = Any two punch buttons
    KK = Any two Kick buttons
    DL = Delayed Press
    CH = Counter Hit
    PC = Punish Counter
    DR = Drive Rush
    (X2) = Motion Repeated Twice
    ~ = Not a link or a special cancel just press the next button
    Terms Used
    Neutral Skip: The ability for a character to go from a long range away to extremely close very quickly. Typically you'll be using a move that is pretty fast and probably also safe on block to do this.
    Frametrap: Two attacks back-to-back that leave a very small gap between them. The gap will be shorter than the defender's fastest attack, which means if they try to attack with a normal, they will get counter hit.
    Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown
    Safejump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block.
    hitconfirm: Performing an attack, seeing that your attack successfully hit, and then reacting to this information by continuing the combo.
    Combo Notation:
    Counter hit Cr.light combo - 1592
    Cr.lp, st.lp~st.lk~st.mp, DP+LK
    Jump in COmbo - 2445
    J.hp, st.mp, st.lp~st.lk~st.mp, DP+LK
    | F.jump, j.hp
    Anti-air Tensei Kick combo - 2050
    D+Kk, F.jump, j.mp, qcb+KK, D+HK
    wall crush safe jump combo (0 drinks) - 1368
    HP+HK, Cr.hp, DP+LK
    - Works on wall splat as well (they don’t block the drive impact)
    - at drink level two you can qcf+lk for safe jump as well and a tad more damage 2325
    Wall splat OD combo - 2968
    HP+HK, Cr.hp, qcb+PP, DP+HK
    Wall splat Level 2 combo - 3045
    HP+HK, Cr.hp, qcb(x2)+P, D+KK, F.JUMP, J.MP, QCB+KK, DP+lk
    - Can use DP+HK instead for a tad more damage (3169)
    PC DI Level 2 drink combo - 2940
    HP+HK, Dash, Cr.hp, qcf+HK
    PC DI level 2 super combo - 3770
    HP+HK, Cr.hp, qcb+PP, qcb(x2)+P, Dr, Cr.hp, qcf+HK
    PC DI Level 3 safe jump combo
    HP+HK, Dash, Cr.hp, qcf+HK, qcf(x2)+P, DR, D+KK, F.jump, DL.J.hk, F.jump, qcb+KK, DL.DP+LK
    Drive rush Low Combo - 1820
    Dr, cr.lk, st.lp~st.lk~St.mp, qcf+LK
    Drive Rush Overhead Combo - 2358
    Dr, F+MK, st.lp~st.lk~St.mp, qcf+LK
    F+HK Level 2 Confirm COmbo - 3510
    F+HK, QCB(X2)+P, Cr.hp, qcb+HP, F+HP
    OD Command Grab combo - 2992
    HCB+KK, Cr.hp, qcb+HP, F+HP
    PC OD Palm Combo - 4266
    qcb+PP, DR, ST.HK, QCF(X2)+P, DR, D+KK, F.JUMP, DL.J.HK, F.JUMP, J.MP, QCB+K
    Jab punish combo - 2220
    Cr.lp, cr.mk, DR, cr.hp, qcf+HK
    Whiff punish PC St.hk COmbo - 5440
    St.HK, Dash, Cr.hp, qcf+HK, qcf(x2)+P, Dr, D+KK, Dl. J.hk, D+hk
    - You need to be a little closer than max range st.hk to get in range for cr.hp
    PC St.hk safe jump COmbo - 3348
    ST.HK, microwalk, st.hk, dr, cr.hp, qcf+lk
    DP Punish COrner combo - The Rest
    St.hk, F.hk, B.hk, F.HP, Dr, cr.hp, Dr, DL.Cr.hp, qcb+HP, F.HP, qcf(x2)+P
    - if you're not getting the special cancel into palm after the second cr.hp you didn’t delay it enough. Let them fall a bit more.
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ความคิดเห็น • 8

  • @milos7311
    @milos7311 5 หลายเดือนก่อน +11

    I just recently picked up SF6 and with it jamie as my main. Its my first traditional fighting game and this video helped me a lot to develope a combo game. Thanks for the help ^^

    • @KairosFGC
      @KairosFGC  5 หลายเดือนก่อน +2

      Thanks for the comment. Take it one combo at a time. If you notice your running into the same problems consistently let me know.

  • @brothersandcousins
    @brothersandcousins 7 หลายเดือนก่อน +3

    Cool vids man, love the guides you do.

    • @KairosFGC
      @KairosFGC  7 หลายเดือนก่อน

      Really appreciate it. Can't wait to see you in the next one. 🙏🏾❤

  • @vitulixodokrl
    @vitulixodokrl 5 หลายเดือนก่อน +2

    bro, i loved the video, i know grand part of these, but you teach me some valuable stuff, i never knew that of lvl 2 into OD command grab bro, really really coll, thx

    • @KairosFGC
      @KairosFGC  5 หลายเดือนก่อน +1

      Appreciate it Ace. I jam pack as much as I can into each combo/sequence. Optimizing with Jamie is huge, not just for damage, but pressure/mix as well.

  • @JoseSantana-rc3nq
    @JoseSantana-rc3nq 3 หลายเดือนก่อน +1

    Sweet video who do you actually play ?

  • @silverfoxhk
    @silverfoxhk 4 หลายเดือนก่อน

    thanks for video. after level 3 and DR with D K+K, I can hit Forward Jump with Heavy Kick 2 hits, but why can’t I hit second forward jump with Jump MP? Please kindly give some tips. many thanks in advance