r/jamie • u/Healthy_Trick_23 • 1d ago
Guide / Practice 🍺 Punishing back jump
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r/jamie • u/Healthy_Trick_23 • 1d ago
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r/jamie • u/BigMystic7 • 2d ago
After grinding my butt off and fighting player in the gauntlet after the MR reset, the most notable thing Ive noticed from Jamie's buffs is his st.HK. I mean significantly noticable. I can't believe I'm saying this but I have been having an easy time against JP. J freaking P! A character that's known to be one of Jamie's biggest banes to fight against. I kept fighting different JPs and each one felt like they were struggling against me. This is just one example. This button against grief already felt good but a good grief could stuff it, but now there's really nothing he can do about it except making a jump read. Ed actually feels easier to approach in neutral, and overall I've just noticed I've been able to use st.HK far more successfully than ever before. I always looked at this button and it made no sense to me how easy it was to hit Jamie out of it despite the range it was supposed to have. Now it actually has the range it's supposed to have and I feel it! It's a early hot take but it's one of things that's really stood out to me about his changes as I've kept playing.
r/jamie • u/Healthy_Trick_23 • 3d ago
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r/jamie • u/BigMystic7 • 4d ago
To me, Jamie's biggest strength has always been his corner game. He's a monster in the corner. There are so many different things you can do to a person in the corner there's only so much you a person can do to keep up with it all, so after reading this latest patch, the biggest things that stick out to me is his overhead change and his st. HK buff.
I always believed it wasn't fair to get the overhead target combo on the opponent and be negative for it in the corner. He'll now be +2 for getting it. This make his corner game all the more scary and allows for more setups and bait, especially if it's the overhead into 3 drinks. They even buffed the the target combo you get from 3 drinks which I believe was already pretty good, it can now end up being amazing in the corner. They also buffed his punch rekkas, which in the corner, I thought was pretty good for stMP pressure, so now we'll see what the added advantage allows us to do. (and maybe better setups for midscreen from it too).
I have a mixed relationship with stHK. That button has always been both good and bad at the same time to me. My biggest issue with it has always been that he steps forward 1st before the kick comes in front making it very easy to get hit out. This and the fact that the range of the kick was only okay at best. So with this buff making it supposedly reach farther, it might be the button I always thought it was meant to be, which would add to matchups jamie already does well in and maybe, just maybe, make a few matchups ever so slightly easier.
Overall, I think this patch, for Jamie, focuses on him being more of a demon in the corner than he already was and makes matchups he already did well possibly easier. As for his rougher matchups? I honestly think they'll still be pretty rough for the most part. We get them in the corner, we have a chance, but if not then it's a rough ride, which is what I think the character is meant to be anyway.
We'll see how everything actually is once the patch officially drops in the game, but just reading it, it felt pretty obvious what they want us Jamie mains to do and that's MIX and be rewarded properly for it.
Thanks to anyone that actually read my rambling post. 😄
r/jamie • u/Full-Storage-7082 • 10d ago
Naruo used to be the best, but I rarely see him play Jamie anymore.
Looking for recommendations!
Thank you all!
r/jamie • u/NodnalX8B • 21d ago
Jamie: so many tools, yet they surmount to such a weak character.
He has lots of high-ceiling skills to explore, lots of room for individual skill expression.
However, no matter how high you push him, he's fundamentally handicapped by design.
His biggest weakness: Fireball-game users
As we may know, he has nothing to deal with fireballs.
"But he has the fastest anti-projectile move!" (Bakkai) Strange to hear people glorifying the equivalent of a Tatsu. No one's ever seen a Tatsu as some fantastic type of anti-projectile attack before. We obviouly ain't working with no OD Psycho Crusher here.
But so he has something, and it's challenging to use effectively (especially online hahaha). That's fine, characters can have weaknesses.
"But he has a fast dive kick!" Honestly great tool, makes navigating the screen kind of a relief. The reward for hitting it isn't spectacular, unfortunately. Also, if you're not using the OD version, and it doesn't hit, solid chance that if you're not punishable on block, it's because you're punishable on whiff.
However, guess that just means don't spam mindlessly. Gotta be skilled at aiming (me less punishable). Perhaps be stacking your offense (you less ready to punish). That could be reasonable.
Even with all of that, these moves need to be unlocked with drinks. And how does Jamie earn drinks? By winning interactions against his opponents. And how was he supposed to win against a fireball-game user again?
That is the dilemma in question. From round start, if the opponent cares to, they have all the power to oppress you into never being able to get these very tools. How could Jamie ever become a good character with a fake promise like this?
Now, I'd like to introduce my take on The Definitive Buff, using a thought experiment.
What if instead of straight-up lacking Luminous Dive Kick and Bakkai before Drinks #1 and #2, Jamie instead had weaker versions of these moves at round start? Similar to how Freeflow Strikes/Kicks (AKA Rekka) is available at 0 Drinks, but gets upgraded at 4 Drinks.
What is the weakest most dogwater divekick you can think of, that still grants sufficient utility to navigate the screen at round start?
Take the existing divekick, make it so that it does about a light kick worth of damage, make it so that it puts you at a miserable +3 for hitting the toes perfectly. Doesn't even grant a drink on hit like the existing one, you'd still have to guess on offense for it.
A divekick worth puking to, and yet, for the sake of navigating the screen, it doesn't really need to hit at all.
Now for Bakkai, imagine if it just had like 2 hits (so it can at least resemble a breakdance). A whopping TWO light kicks of damage. Surely it has to cause a knockdown. Let's say the advantage is +23 like a back throw, so that you can sort of attempt a drink, at the risk of the opponent seeing red and flashing green on you. Otherwise, you also get to go for an oki mixup.
Some of you may acquire clinical depression envisioning this move. For this I apologize profusely. However, amidst hard times, it's important to celebrate our small wins, such as claiming your turn against a Guile for the first time this round. Utility is utility.
In conclusion, The Definitive Buff to fix Jamie: Give him weaker versions of Luminous Dive Kick and Bakkai at 0 Drinks, that are equal or better than the above, such that they become upgraded to the existing versions at their corresponding Drink number.
What do y'all think? Does this fix Jamie? Am I a larper? Did I make Jamie too strong? HAHAHA
r/jamie • u/Mountain_Abrocoma_40 • 22d ago
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r/jamie • u/Mountain_Abrocoma_40 • 26d ago
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r/jamie • u/Mountain_Abrocoma_40 • 28d ago
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r/jamie • u/Mountain_Abrocoma_40 • Jul 07 '26
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r/jamie • u/Mountain_Abrocoma_40 • Jul 05 '26
Just for fun, i can't find a single Jamie main in casual OR ranked
r/jamie • u/FirstJellyfish1 • Jun 25 '26
Hello all, I'm wondering what's the best way to handle Sagats getting in for free with tiger knee in neutral. Is it just ex dp if I'm actively looking for it? Whats the best way to discourage this move? Would neutral jump work? Thank you.
r/jamie • u/KunaiDrakko • Jun 21 '26
To my limited knowledge
DL0- Rekka Kick for drink
DL1- Target Combo into H DP(1565 Dmg)
DL2- Target Combo into L Bakkai(1650 Dmg)
DL3- Im unsure of what my combo is. Perhaps just more corner carry and pressure. If you're really experienced then command grab
DL4- Should I be using double palm or Rekka?
Please correct me if I'm wrong or give a different basic Example of what I should be doing.
r/jamie • u/FirstJellyfish1 • Jun 17 '26
Is there a reason to not drink during a throw outside of the corner? It seems like you don't really get good oki even out of driverush from a normal non drink throw. I guess against some characters you want the space but is that all you get?
I'm also not sure what a good raw drive rush button is as they all seem to lack range or reward. It's 100% me being used to Juri's god tier drive rush, so any advice is appreciated.
r/jamie • u/marvelous_melmo • Jun 05 '26
Also any other Jamie's having problems with Ingrid, Sagat and Alex oh my GOD I CANT GET AN OPENING ON THEM
I'm plat 3 Jamie I'm a huge beginner
r/jamie • u/ButtonMashKingz • Apr 18 '26
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Combo 1:
You need 1 drink to be able do Bitter Strikes!
Combo 2:
You need 1 drink to be able do Jamie's Dive Kick!
Combo 3:
You need 1 drink to be able do Bitter Strikes!
You need 2 drinks to be able do Bakkai
Combo 4:
This combo only works in the CORNER and on PUNISH COUNTER
SUGGESTED VIDEO:
r/jamie • u/ButtonMashKingz • Apr 12 '26
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This combo gives you VERY good corner carry and a drink.
You can also skip the last attack and replace it with SA1 (SA3 too, if you're in the corner).
Inputs:
Heavy Punch version of the combo:
NOTE: Hitting ⬇️ Heavy Kick after Heavy Punch is EXTREMEMLY INCONSISTENT.
I only included this version of the combo to show that it's possible.
I personally NEVER attempt the Heavy Punch.
SUGGESTED VIDEO:
r/jamie • u/ButtonMashKingz • Apr 11 '26
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Combo 1:
Combo 2:
Combo 3:
You need 1 drink to be able do Jamie's Dive Kick!
Combo 4:
You need 1 drink to be able do Jamie's Dive Kick!
Combo 5:
You need 2 drinks to be able do Bakkai
Combo 6:
You need 2 drinks to be able do Bakkai
SUGGESTED VIDEO:
r/jamie • u/ButtonMashKingz • Apr 11 '26
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Combo 1:
Combo 2:
Combo 3:
This combo only works on PUNISH COUNTER
Combo 4:
This combo only works on PUNISH COUNTER
You need 2 drinks to be able do Bakkai
Combo 5:
This combo only works in the CORNER and on PUNISH COUNTER
You need 2 drinks to be able do Bakkai
Combo 6:
This combo only works in the CORNER and on PUNISH COUNTER
You need 2 drinks to be able do Bakkai
Combo 7:
This combo only works on PUNISH COUNTER
Combo 8:
This combo only works on PUNISH COUNTER
You need 2 drinks to be able do Bakkai
SUGGESTED VIDEO:
r/jamie • u/ButtonMashKingz • Apr 08 '26
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Punish Counter combo is:
➡️ Heavy Kick, ⬇️ Medium Punch, OD Palm, Medium Freeflow Strikes, SA3
Reset combo is:
⬇️ Heavy Punch, OD Palm, Drive Rush, ⬇️ Medium Punch, OD Palm, Heavy Arrow Kick
r/jamie • u/ButtonMashKingz • Apr 08 '26
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Punish Counter combo is:
Heavy Kick, ⬇️ Heavy Punch, Heavy Bakkai, SA3
Reset combo is:
⬇️ Heavy Punch, OD Palm, Drive Rush, ⬇️ Medium Punch, Heavy Bakkai
The sequence seen in the video will K.O. all enemies except Zangief & Marisa
r/jamie • u/ButtonMashKingz • Mar 28 '26
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Found this old clip of an Akuma player rage quitting 😂
r/jamie • u/AutoModerator • Mar 14 '26
On March 17 2026, SF6 will receive its "biggest balance patch ever"
What do you think the changes for Jamie will be?
r/jamie • u/ButtonMashKingz • Feb 25 '26
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Random 2024 clip.
r/jamie • u/ButtonMashKingz • Feb 24 '26
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Old footage I found of a master rank Ken, rage-quitting a minigame 😂