SF6 Year 1 Patch Notes - Jamie

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This one took me a while to make because there were some changes where I had to really dig to figure out what they changed.

Пікірлер: 46

  • @micpap253
    @micpap253Ай бұрын

    glad to see jamie getting buffed in the iron man matchup, was always a hard one for him

  • @PLATINUM_Rook

    @PLATINUM_Rook

    Ай бұрын

    Yeah, Jamie not having access to Skibidi Cancels was a weird ass design decision on Capcom's part, glad to see he can take advantage of the universal mechanics the same way everyone else can now

  • @ThirtyfourEC

    @ThirtyfourEC

    Ай бұрын

    @@PLATINUM_Rook What's a "Skibidi cancel"? Sounds too funny not to know.

  • @coolkid2769

    @coolkid2769

    Ай бұрын

    @@ThirtyfourEC Look up Jamie sigma tech, there should be a vid that covers it along with wake up mewing

  • @tomatocat2524

    @tomatocat2524

    Ай бұрын

    Keep in mind that the tech is region exclusive to Ohio, and even then, only the most skilled sigmas can pull it off.

  • @PLATINUM_Rook

    @PLATINUM_Rook

    Ай бұрын

    @ThirtyfourEC Basically if you're down with the skibidi you can fill up the Rizz Gauge. The Rizz Gauge is split into two halves, and you can spend one half of the Rizz Gauge to do a Skibidi Cancel, which lets you cancel a Skibidi Attack into another Skibidi Attack. With two Rizz bars you can activate Sigma Mode, where you have unlimited Skibidi Cancels for a short period of time and can end the combo with a powerful Neo-Gyatt move.

  • @welldonesteak_with_water
    @welldonesteak_with_waterАй бұрын

    "You can go through Iron Man's Proton Cannon now" wow that's huge, i always thought that was jamie's worst matchup. this might make it 4-6 now

  • @Suprapika

    @Suprapika

    Ай бұрын

    Marvel vs Capcom 4 is gonna be fuckin crazy

  • @user-kp5tf9qt5l
    @user-kp5tf9qt5lАй бұрын

    Because they increased the knock down advantage to heavy palm, now it is a safe jump after hit(+42).

  • @vitulixodokrl

    @vitulixodokrl

    Ай бұрын

    man, you're joking right? LMAO my man already have two easy safe jumps now another ON PALM? I LOVE IT

  • @BreadBeardFGC
    @BreadBeardFGCАй бұрын

    In the corner after OD Palm, Jamie's new combo is 5HP, 623LK. In Level 4, OD Rekka sends him absolutely flying across the screen, incredible poke.

  • @boofindachamber

    @boofindachamber

    Ай бұрын

    I thought he could do this already but you had to end im arrow kicks

  • @carwhizkid
    @carwhizkidАй бұрын

    To my knowledge, Honda is the only character affected by the change of sweep always being -11, which means 2HP will always punish.

  • @PxGRez

    @PxGRez

    Ай бұрын

    ed st.mk

  • @carwhizkid

    @carwhizkid

    Ай бұрын

    @@PxGRezI forgot about Zangief crHP after the buff too.

  • @SuperLuigiKart64
    @SuperLuigiKart64Ай бұрын

    I'm so glad Jamie has gotten better. One of the coolest new SF designs, but playing him was a chore with the terrible divekick, awful DP, and spotty anti-fireball tools. All the changes seem pretty good, I will no longer cringe myself to death if I accidentally get 6HK.

  • @Zwyrx_Hgqfyggz

    @Zwyrx_Hgqfyggz

    Ай бұрын

    Ranzui Kick and Ranzui Haze were kind of slept on but getting an actual combo from it without DR is definitely a huge buff

  • @HatsonFGC
    @HatsonFGCАй бұрын

    The 2MP buff is huge as it gave him a ton of new optimal combo routes and conversions. The biggest dmg buffs by far is probably the extra KD frames on OD Palm on air hits, and the LK DP becoming 5F. It again, creates a ton of new optimal combo routes and conversions. And the Breakdance buff and Rekka buffs are also very strong. Cmd Grab got a bug fix where it used to put them into a limited juggle state even if they were still grounded. So he has better combos/juggle routes from it now. SA1 also got a huge range increase. SA3 got a collision box increase to help it not drop as much in juggles where it went under the opponent.

  • @shafeenmahmud8850
    @shafeenmahmud8850Ай бұрын

    Bafael I appreciate you for still doing these throughout the years.

  • @BasicallyGoblin
    @BasicallyGoblinАй бұрын

    I labbed a route as a joke, and ended up using it 4 times in one session, it's pretty legit. In DL 4, OD rekka 1 juggles, so you can do PC 5HK crumple > dash > 2HP xx236PP > link SA1, and if you're in install you'll do about 4,200 for 2 drive and one super bar, which is pretty gnarly. Also, if you're near the end of the install timer, you can hold down for the drink after SA1, nice little reward

  • @altsleep2770
    @altsleep2770Ай бұрын

    one thing that's missing is that level 4 rekka apparently gained some range ("1. Hitbox for the 1st hit of the first attack expanded forward." out of the patch notes), which is hilarious because level 4 heavy rekka was already like a half screen poke. my guess is this makes his strings or buffered cancels into light rekka more consistent at range, but it's still probably the last thing i'd buff about him since it only really affects him in level 4 where he's already crazy

  • @NinF37
    @NinF37Ай бұрын

    “You can go through iron man’s proton canon now” hate this for making me imagine how sick Jamie would be in a MvC game - using his or others assist to build drink, then perform a sick as hell combo? I want it so badly now

  • @sshuckle
    @sshuckleАй бұрын

    I didn't look much into Jamie's changes because of Akuma stealing my soul but oh my goodness gracious these are all amazing buffs. frMK being hitconfirmable, frHK being a true string, heavy palm frame advantage, all of these are massive! Thank you for making these breakdown videos.

  • @jesperpersson465
    @jesperpersson465Ай бұрын

    The Bakkai buff makes it be an answer to things like Rashid and Ed SA2, it also gives him new punish routes on Dhalsim SA2, and some new anti Amnesia routes. OD palm now juggles airborne opponents higher, allowing for some new optimal combo routes that can deal up to 7200+ damage.

  • @juice6521

    @juice6521

    Ай бұрын

    The potential routes for Jamie basically trippled overnight

  • @pavro_w0t719
    @pavro_w0t719Ай бұрын

    Finally breakdance is a proper anti proyectile move. It was quite bad before.

  • @DragynFyre12
    @DragynFyre12Ай бұрын

    I'm really happy one of the best animated and coolest newcomers to the series will finally get some time in the spotlight! I'm curious how this will affect his tier placement cuz I still think he is fundamentally flawed in the sense that he has to jump through hoops just to have normal DMG, actual tools, and he'll still be giving up oki. Glad you can style more now!

  • @ChiefKenn
    @ChiefKennАй бұрын

    i find myself really questioning how valid the reduced pushback on divekick and hermits elbow are; as far as the divekick is concerned the actual angles they navigate make it far more difficult to consistently space out safe and effective divekicks for jamie, in stark contrast to cammys divekicks which with little experience with her at all i can land the -1 to +2 range far more consistently purely on intuition. It's honestly the thing that frustrated the most when trying to use his divekicks throughout my time with the character even though the hurtbox was blatantly atrocious and lvl 3 hermits elbows change really baffles me because like you said the range of the followup was already plenty as-is, and if im not mistaken in my reading it applies to the pushback on block as well which really bothers me, because it was already less effective as a pressure tool than the lvl 0 version, as its far more difficult to space for greater frame advantage, with less consistency and very few blockstrings that effectively lead into the better spacings its undeniable jamie is buffed but since the launch of the game I've been left with the sense that capcom is very scared to let this character breath at all given his roots in the twins archetype

  • @ChiefKenn

    @ChiefKenn

    Ай бұрын

    I might be wrong bout hermits elbow on block, the way the patch notes were written are filled with a few bewildering inconsistencies in terminology the thing about the jamie TC was kinda misleading, calling it the second hit as opposed to final or third; they listed reduced "pushback on block" for jamies divekick, and for ryu they listed both "pushback on block" and "pushback on hit" separately for his st.LK. But then, they list hermits elbows change as simply "reduced pushback"??

  • @flamescorpio5850

    @flamescorpio5850

    Ай бұрын

    PC hermit elbow gives you your light TC which is better in some cases,but lv 3 elbow was harder to confirm into it,maybe it' that? As for divekicks, it's easier for jamie's to be safe than cammy. There are some corner setups to make it + but previoysly your frametraps off them were dismal

  • @ChiefKenn

    @ChiefKenn

    Ай бұрын

    @@flamescorpio5850 For hermits elbow this does appear to be the case yes, the spaced link into cr.MK is still heavily unreliable to land so it's the only thing i can gather as well. My issue there is that its of course to incentivize hermits elbows use as a whiff punish tool, something its cousin Luke b.HP tramples it on: greater hurtbox shift (using training stage it crosses over 4 units on the line as opposed to both versions of hermits elbow reaching a little over 3) and has hilariously more frame advantage on PC, leading in most situations into a free Cr.HP (which may just be easier now that that moves horizontal hitbox is expanded). Not to mention, it's special cancellable including DR. Elbow could exist in its own right without these things if they incentivized its potency when spaced as a pressure tool but they've gone the opposite direction with the version thats even less reliable at that. As for divekick I would love to understand how a divekick with a higher range of FA (-8 to +3, as opposed to +2 for Jamie) with better horizontal angles, is more difficult to make safe than jamies; she simply has more spacings that are effective, and a better backdash to escape the weaker ones.

  • @joshuaworden274
    @joshuaworden274Ай бұрын

    I 100% agree about how egregious his divekick hurtbox was. At the very least it's the worst I've seen in a game I've personally played. I'd be playing Luke against a Jamie jumping in on me, and could literally anti-air 2HP with the exact same timing whether he divekicked or not. Why did they ever make it like that?

  • @juice6521

    @juice6521

    Ай бұрын

    They were afraid of how powerful divekicks could be in this game. That's why they universally can only be done while jumping forward now, to make them more obvious.

  • @computervision557

    @computervision557

    Ай бұрын

    Jamie divekick is very fast even it is not as good as the old sf divekick, very difficult to anti-air Divekick of sf6 are very difficult to anti-air if you take the initiative, but they could be stop occasionally when you just press some random button, still a very good move

  • @meathir4921
    @meathir4921Ай бұрын

    The thing is, the light scaling nerfs hit Jamie extremely hard so it's hard to say he even came out completely on top.

  • @Aggrofool

    @Aggrofool

    Ай бұрын

    Everyone got hit, characters like Lily are far worse affected than Jamie

  • @meathir4921

    @meathir4921

    Ай бұрын

    @Aggrofool I don't agree with this. Maybe Lily gets hurt by it more I'm not that familiar with her but Jamie definitely relied on light confirms so they hurt him disproportionately compared to someone like Guile for example who starts most of their combos off mediums.

  • @Aggrofool

    @Aggrofool

    Ай бұрын

    @@meathir4921 Lily is far more reliant on lights in her routes than Jamie. Stop downplaying Jamie and enjoy his season 2.

  • @computervision557

    @computervision557

    Ай бұрын

    @@Aggrofool Still better than Ken players, their downplay game are so success, a character as strong as Luke(he even win more champion and get into top8 more than luke) got lots of buff

  • @computervision557

    @computervision557

    Ай бұрын

    @@Aggrofool Lily oki mostly depends on two routes, 5LK combo or command throw Since the combo of light attack drop, it is easier for her rivals to win the mind game of RSP, "just take the combo but not the command throw"

  • @Muzzycal
    @MuzzycalАй бұрын

    Proton cannon lol

  • @elfascisto6549
    @elfascisto6549Ай бұрын

    Did smile rush itself get any changes ?

  • @fissilewhistle
    @fissilewhistleАй бұрын

    Now he’s going to be even more annoying.

  • @Aggrofool

    @Aggrofool

    Ай бұрын

    Get palmed 24/7

  • @Chun-believable

    @Chun-believable

    Ай бұрын

    Isn’t it great! Let’s get our drank on!

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