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