i know we're only one week in and everybodyis still adapting to akuma and the new patch, but i'm kinda baffled to see naruo playing so passively, especially with jamie being such a heavy "risk it for the biscuit" kinda character
I would agree if it’s other characters and players, but it’s literally Tokido and Akuma… With that pairing it’s probably best to see what he does first and try to adapt.
@Hubin12 there's nothing special abt tokido's akuma atm, great player but ain't nobody dickriding him during matches lol they're familiar with e/o already, the issue it's just why naruo was so passive this day
Jamie is the coolest thing to happen for street fighter 6....a first time drunken kung-fu character for the series.he's fast,funny and has cool looking moves and his combos are just insane !!....YOU KNOW WHAT THEY SAY, YOU ROCK THE BOAT PREPARE TO GET WASHED !!!😊
This unironically feels like it may be Jamie’s worst match in the game. Just watching this video is making me want to play someone else lol. Think about it: Akuma fireball spam makes getting into range hard and getting drinks almost impossible & you have the worst tools to deal with this spam until 2 drinks (and even then trying to use that to get through fireballs requires a read and is super risky) “But Natman2939, don’t all shotos have the ability to spam fireballs? Heck Guile does too. So why is Akuma so much worse?” Because his movement speed means he can go from keeping you out to rushing you down before you can barely react. Not to mention his buttons just feel…better. For a character that also has a fireball and other cool neutral skip & mix up tools, Akuma has also been blessed with buttons that are just plain and simple going to beat Jamie’s most of the time. Oh and get this…..Jamie’s ideal range (due to having no long range moves) is just about the perfect spacing to get hit by a teleport command grab. Which is why you see Akuma land multiple ones in this set MID SCREEN Not just that corner mix up he does on everyone but MID SCREEN! Because Jamie has to stay in the perfect range and may have even been trying to walk & block to get past the fireball spam. So an out of nowhere teleport grab is gonna land a lot. As is the occasional raw S.HK with its absurd range. Can’t jump past any of this btw because he shares the best anti air in the game with his fellow shotos But…..perhaps the most egregious part is yet to come…. Jamie’s absolute garbage anti air is so low to the ground that he has ZERO way to deal with air fireball. None. Other anti air’s like the actual shoto DP or Juri’s anti air can get through it but Jamie is stuck on the ground. And obviously he can’t C.HP it or air to air it. So akuma gets to just do that for free. But that’s not the only thing because demon flip apparently makes Jamie’s anti air whiff depending on which version you did (because again: Jamie’s anti air/DP is pretty much the worst one in the entire game) So without 3 drinks: we have no mix. No long range options, and vastly inferior buttons, all while having no way to deal with at least 2 of Akuma’s best air tools and no great way to deal with his ground tools either. This might be a 7:3 match.
Oh and I forgot to mention despite having lower health, Akuma’s damage is much higher than Jamie’s And since Jamie starts off doing 90% damage at drink level 0, he’s probably the person Akuma would be the least concerned to see on the screen. Only after 2 drinks minimum would his combos be normal and even then they’ll do less then Akuma’s 3 or 4 drinks may make Akuma nervous regarding damage but by that time, Jamie has given up lots of okie to get them. So either Akuma is going to take less damage from a less drinks Jamie or get more opportunities to win neutral from a Jamie who’s trying to drink more. Either way that’s one more reason the match up is heavily in Akuma’s favor
I agree with you, Akuma is just too good a character for Jamie users. His range & versatility gives the players a multiple range of tools against any other player plus his Shun Goku Satsu is unblockable which means when he’s full at CA or 3 bars, it’s best not to get too close to him except you’re already in landing hits. I think with time people will see that Akuma is overpowered, as he’s supposed to be anyway due to the fact he’s a shoto character
Tokido's use of demon flip to make naruo either be conditioned to try to anti air and fail, or wearing out his reactions is so underrated i feel like
Wth, you can drive rush overhead, into forward medium kick into tatsu??
Or was that just regular standing medium kick knee
@@TheLostDude7 standing medium kick
@@kagexice7679 thx
5:20 was pretty big brain. Raw teleport so Jamie jumps, expecting a command grab, then EX Goshoryu to snipe him out of the air lol. You love to see it
4:26 ladies and gentlemen, Jamie!
Shit doin half the damage of a command grab
@@savonmcleod7265 Sure just dun get hit right?
The low combo damage? He did like 9 lights. His moves were hitting for maybe 5% of their damage by the time he does the target combo.
@@dudetheguymanI bet even if he didn't do the additional lights it wouldn't kill.
also keep in mind that he's at three drinks already and he's fighting akuma who has a low health pool
i know we're only one week in and everybodyis still adapting to akuma and the new patch, but i'm kinda baffled to see naruo playing so passively, especially with jamie being such a heavy "risk it for the biscuit" kinda character
I would agree if it’s other characters and players, but it’s literally Tokido and Akuma… With that pairing it’s probably best to see what he does first and try to adapt.
Tokido on akuma bruh, he has to respect him.
@Hubin12 there's nothing special abt tokido's akuma atm, great player but ain't nobody dickriding him during matches lol they're familiar with e/o already, the issue it's just why naruo was so passive this day
why do they always fall for it when jamie invites them to train 😂
Cause its disrespectful, he hits you with the sweep then then talks crap, you just wanna snuff him one good time
Not always: ua-cam.com/video/8ZG_Jn2BMGg/v-deo.html
Dash into demon. Tokido classic.
1:52 well played by Tokido
That’s what makes Akuma so dangerous. That raging demon move can’t be blocked or stopped … very nice play from Tokido there 👍
what is the input any idea?
@@ozzygaming2463 5LP, 5LP, 6, 5LK, 5HP
@@pattyx9050 It can be jab-checked in SF6. Its still proj-inv tho.
@@ozzygaming2463the same it's been for decades...he buffered it mid-dash
La música de akuma de SF4 es perfecta, su mejor versión 👌
Damn Jamie still struggles hard
Jamie is the coolest thing to happen for street fighter 6....a first time drunken kung-fu character for the series.he's fast,funny and has cool looking moves and his combos are just insane !!....YOU KNOW WHAT THEY SAY, YOU ROCK THE BOAT PREPARE TO GET WASHED !!!😊
players still use jamie! who would've believed that
what are the themes in these matches
The akuma update also added match jukebox...before each match begins, at the bottom middle of the screen is the theme/song name
usually sf4 character themes
tokido..ur rock 💪🏻👍🏻
This unironically feels like it may be Jamie’s worst match in the game.
Just watching this video is making me want to play someone else lol.
Think about it: Akuma fireball spam makes getting into range hard and getting drinks almost impossible & you have the worst tools to deal with this spam until 2 drinks (and even then trying to use that to get through fireballs requires a read and is super risky)
“But Natman2939, don’t all shotos have the ability to spam fireballs? Heck Guile does too. So why is Akuma so much worse?”
Because his movement speed means he can go from keeping you out to rushing you down before you can barely react.
Not to mention his buttons just feel…better. For a character that also has a fireball and other cool neutral skip & mix up tools, Akuma has also been blessed with buttons that are just plain and simple going to beat Jamie’s most of the time.
Oh and get this…..Jamie’s ideal range (due to having no long range moves) is just about the perfect spacing to get hit by a teleport command grab.
Which is why you see Akuma land multiple ones in this set MID SCREEN
Not just that corner mix up he does on everyone but MID SCREEN! Because Jamie has to stay in the perfect range and may have even been trying to walk & block to get past the fireball spam. So an out of nowhere teleport grab is gonna land a lot. As is the occasional raw S.HK with its absurd range.
Can’t jump past any of this btw because he shares the best anti air in the game with his fellow shotos
But…..perhaps the most egregious part is yet to come….
Jamie’s absolute garbage anti air is so low to the ground that he has ZERO way to deal with air fireball. None. Other anti air’s like the actual shoto DP or Juri’s anti air can get through it but Jamie is stuck on the ground.
And obviously he can’t C.HP it or air to air it. So akuma gets to just do that for free.
But that’s not the only thing because demon flip apparently makes Jamie’s anti air whiff depending on which version you did (because again: Jamie’s anti air/DP is pretty much the worst one in the entire game)
So without 3 drinks: we have no mix. No long range options, and vastly inferior buttons, all while having no way to deal with at least 2 of Akuma’s best air tools and no great way to deal with his ground tools either.
This might be a 7:3 match.
Oh and I forgot to mention despite having lower health, Akuma’s damage is much higher than Jamie’s
And since Jamie starts off doing 90% damage at drink level 0, he’s probably the person Akuma would be the least concerned to see on the screen.
Only after 2 drinks minimum would his combos be normal and even then they’ll do less then Akuma’s
3 or 4 drinks may make Akuma nervous regarding damage but by that time, Jamie has given up lots of okie to get them.
So either Akuma is going to take less damage from a less drinks Jamie or get more opportunities to win neutral from a Jamie who’s trying to drink more.
Either way that’s one more reason the match up is heavily in Akuma’s favor
I agree with you, Akuma is just too good a character for Jamie users.
His range & versatility gives the players a multiple range of tools against any other player plus his Shun Goku Satsu is unblockable which means when he’s full at CA or 3 bars, it’s best not to get too close to him except you’re already in landing hits.
I think with time people will see that Akuma is overpowered, as he’s supposed to be anyway due to the fact he’s a shoto character
Jamie’s anti air really sucks against cross cuts 😢
bro wrote the whole bible to solve a problem that boils down to "ok bud, play a better character then"
@Pernil-TO why not fix Jammie? He's fun just let him keep drinks between rounds
that shun goku satsu is cheat lol
It's nerfed and barely does any damage total disrespect to Akuma.😂
missed opportunity with jaime if they didn’t make him look so gay
😂