The frame advantage of Jamie’s standing jab changes as soon as he hits lv1 drink. You can link out of it fine in level 0 into other lights but once you are in level 1 drink or more you can only do tc. Which is generally better besides some weird niche times.
Good catch. His cr. jab is still +5 on hit after drinking, so it can link into hp. But I think it's always more optimal to link into lp target combo instead.
you are the only youtuber I felt it was a necessity to hit the damn notification bell that everyone is trying to shove down my throat, and you never mention it once. Thank you bro, you are a legend to me
Acually if you do drive rush you can go sMP into down KK and then jump and go for jMP into dive kick, OD dive kick also goes into either DP or light Swagger palm and it works even after ex command grab. Dunno if it's optimal but looks cool as hell.
As someone who hasn’t played SF since SF Alpha…… I have to say MAN you really have to be invested in SF! Only having certain combos work in specific situations is something I have to get use to!
bro your video helped me a lot, was having trouble finding what links into what and your video explains everything perfectly, its currently the 3rd day of the game since release were im from and everything still works, plus some buffs he got! Super usefull video and will check out other characters vids and future vids you might release, really great vid man, major props to you and thank you so much!
level 2 seems most useful to me as a cancel on EX palm as a yolo option to get in and get offense started. on hit you can link level 1, on block you get your turn. if it punish counters you can drive rush sweep TC as an ender midscreen, and in the corner you get a wall splat and have a variety of options from it. you can also fit it level 2 into blockstrings when you're at 4 drinks already as a way of extending your sequence to force a burnout on your opponent. you get an extra turn to press offense both from the cancel itself and from the additional drive rush it gives you. it's the most direct way any character has of exchanging one resource fur another, which i think is very interesting.
@@lucrative8398 if you're talking this kind of shit you'd better be ready to throw down in the last half hour of this beta. i will beat your ass so hard you will nefur want to play a fighting game again
Jamie and Kimberly are the funnest characters in the beta. Jamie seems a bit weak at the moment, but I think once we understand SF6 more and people learn how to effectively prioritize his drink levels and use all of his tools, he'll be much more viable. One example is that his palms can be made safe if spaced correctly, and I have a feeling it's going to end up being used kind of like Balrog's dash straight punch. It's also easy to confirm the double palm once unlocked, and that hits like a truck.
Sweep TC is incredibly strong as a combo ender in the corner and has high juggle potential. It is the only attack with drink attached that's plus on hit, and does great damage. After EX Palm in the corner, going straight into sweep TC is highly recommended. If EX Palm connected grounded, you can spend one extra bar for: EX Palm, DR 5LK, 5HP, 2HK > HK > P, which also brings the advantage up to +4 from +1
This is more for beginners like me but if the first hit of sweep hits at any range you can hit sweep again into any strength punch for a drink. If you care more about drink than damage it’s a good easy option when rekka falls out.
His 5HP isn't really designed to be used in the way you're using it a lot here, that is; linking into it on the ground and canceling it. It doesn't really serve that purpose. It does however have a ton of uses, such as: 3-hit button that destroys DI up close Great footsie tool with pretty good range and combos into TC / lights on Punish. (I recommend buffering 5HP/5MK/2HK option select when doing block+parry attempts against projectile in mid-range). General bully tool in the mid-range since it's as safe as jabs are on block, moves him forward, and leaves him up close for continues pressure on hit/CH. Has inherent juggle values (without DR) which makes it very strong and extremely flexible in a ton of his juggle scenarios. It's probably the most versatile normal in the game, and it's super fun to explore all the things you can do with it. It's my favorite move in the game so far, and my Twitter posts are just one big highlight for 5HP stuff.
I think it's good for the situations you described but I don't see how that makes it bad for the situations I described lol. I showed it where it's better than other stuff from the same starters (e.g. st MP to st HP drive rush has better conversions than st MP, light normal to drive rush)
@Bafael Sure, but I wouldn't really use it some of the examples given here like: 5HP (punish) > 5HP xx special 6MK (punish) > 5HP xx special 6HK (counter) > 5HP xx special I feel like the niche scenarios it's ever so slightly better such as 5MP > 5HP xx MP Rekka (lvl 0 only) are fine, but the Punish stuff idk. I get that it's a beginner's guide, but those 5HP examples given lose their value immediately after lvl 1 is gained since the lvl 1 TC is just better in every way in those scenarios. I feel like it would've been better to try to guide players more on the best ways to get the his drink levels up asap, like showing the AA conversions into sweep + drink enders, etc. But I think I'm just nitpicking.
If you really want to end in a level 1, you can drive rush into the launcher kick into jump hk into level 1. Only works in the corner from what I can tell
Next time you get a chance to experiment, I’ve been using Down + 2 Kicks as an anti-air since you can combo into level 1 super or more importantly the Crouching HK chain that ends with a drink. It seems like a good option, but I’m curious if you can find better applications for the move since it has a few more options. Also, appreciate the content 👍
Damage seems kind of low without heavy starters or having a few drinks in him. And he's got to sacrifice oki to get those drinks. Maybe there's something I'm missing that makes Jamie scary without having that many drinks but he looks kind of underpowered compared to everybody else. He has to give up so much for a reward he immediately loses next round anyway. Meanwhile Manon naturally builds her resource just by hitting you and gets to have that nearly 40% command grab in her pocket throughout the entire match.
@@alexmaganda5827 It's to make up for how good his damage is at max drinks. The damage Jaime gets off palm alone is pretty nuts. I don't necessarily think he needs four drinks though. Three looks like enough for him to get going but that's still three turns he's giving up or opportunities the opponent needs to give him unless he wants to spend 2 bars.
the way Jamie's power up works is that he gets to dictate the pace of the match, as you have to constantly be on him to stop him from drinking. Ryu/Honda type power up, only the next of a certain move is buffed and it's one use, so they don't force you to come at them. Manon's power up she only gets after she scores one of the throws, so again, you can still fight her at your pace. I think there lies a lot of control/power with Jamie in this respect.
@@Windraesa It's difficult to control the pace when you have stubby and unsafe normals at the start of every round, plus it is easy to punish him attempting to drink outside of his confirms. He is pretty weak and has bad neutral and so someone can simply steam roll you into the corner as a result. He's cool but a lot of his options, even his defensive counter is locked to drinks that reset every round
How on earth are you going from standing medium punch to crouching fierce? This does not link for me at all. I also don't understand how you're getting rekka from medium punch.
You get extra hitstun if you do a normal from a drive rush. St MP to cr HP only works on punish counter or after a drive rush. As for rekka from medium punch IDK why you're not getting it. Maybe you're using heavy rekka when you should be using medium?
Rekka is the general name for a repeatable QCF+P special that hits 3 times. It's a reference to rekkaken, the name of one of Fei Long's special moves. Jamie's QCF+P special is a reference to it, gameplay wise.
The first person to have a certain type of move usually get the name of their move applied to everyone who has a move like this with the same application/utility. DP (dragon punch) would be the most famous example.
it looks like it glitched out at 7:10, did we miss anything?
No I had to cut it awkwardly cuz the footage glitched and I didn't notice til editing. It just cut off that I said you can do drive rush to d+KK
3 videos from Baf and an open beta for sf6. You know it’s going to be a good day.
The frame advantage of Jamie’s standing jab changes as soon as he hits lv1 drink. You can link out of it fine in level 0 into other lights but once you are in level 1 drink or more you can only do tc. Which is generally better besides some weird niche times.
Good catch. His cr. jab is still +5 on hit after drinking, so it can link into hp. But I think it's always more optimal to link into lp target combo instead.
Just found you, and I appreciate both your concise tutorials and your appreciation for Maractus. Definitely coming back to this channel often!
you are the only youtuber I felt it was a necessity to hit the damn notification bell that everyone is trying to shove down my throat, and you never mention it once. Thank you bro, you are a legend to me
I learned a lot from this thanks
you can double juggle with tensei kick. drive rush > tensei kick > tensei kick > arrow kick
Acually if you do drive rush you can go sMP into down KK and then jump and go for jMP into dive kick, OD dive kick also goes into either DP or light Swagger palm and it works even after ex command grab. Dunno if it's optimal but looks cool as hell.
I appreciate how comprehensive your guides are, nice work
As someone who hasn’t played SF since SF Alpha…… I have to say MAN you really have to be invested in SF!
Only having certain combos work in specific situations is something I have to get use to!
bro your video helped me a lot, was having trouble finding what links into what and your video explains everything perfectly, its currently the 3rd day of the game since release were im from and everything still works, plus some buffs he got! Super usefull video and will check out other characters vids and future vids you might release, really great vid man, major props to you and thank you so much!
level 2 seems most useful to me as a cancel on EX palm as a yolo option to get in and get offense started. on hit you can link level 1, on block you get your turn. if it punish counters you can drive rush sweep TC as an ender midscreen, and in the corner you get a wall splat and have a variety of options from it. you can also fit it level 2 into blockstrings when you're at 4 drinks already as a way of extending your sequence to force a burnout on your opponent. you get an extra turn to press offense both from the cancel itself and from the additional drive rush it gives you. it's the most direct way any character has of exchanging one resource fur another, which i think is very interesting.
well, a jamie player just did this to me like 3 times in one match, so meow i know you can get drive rush 2KK from the cancel lol
YOUR SILVER MAX TYPING LIKE THIS LMFAOOO
@@lucrative8398 if you're talking this kind of shit you'd better be ready to throw down in the last half hour of this beta. i will beat your ass so hard you will nefur want to play a fighting game again
@@lucrative8398 they're platinum but okay scrub
Thanks for the in depth videos on Guile and Jamie. I haven’t really played anyone else but I love these dudes
Jamie and Kimberly are the funnest characters in the beta. Jamie seems a bit weak at the moment, but I think once we understand SF6 more and people learn how to effectively prioritize his drink levels and use all of his tools, he'll be much more viable. One example is that his palms can be made safe if spaced correctly, and I have a feeling it's going to end up being used kind of like Balrog's dash straight punch. It's also easy to confirm the double palm once unlocked, and that hits like a truck.
This is a fantastic collection of tips
Holy shit I love you man. I was looking for a Jamie Combo Guide since I wanna give him a legit shot. Thank you
Sweep TC is incredibly strong as a combo ender in the corner and has high juggle potential.
It is the only attack with drink attached that's plus on hit, and does great damage.
After EX Palm in the corner, going straight into sweep TC is highly recommended.
If EX Palm connected grounded, you can spend one extra bar for:
EX Palm, DR 5LK, 5HP, 2HK > HK > P, which also brings the advantage up to +4 from +1
Aren't all drink enders -1 in the corner?
@@TheLegginator they are, except for sweep TC
This is more for beginners like me but if the first hit of sweep hits at any range you can hit sweep again into any strength punch for a drink. If you care more about drink than damage it’s a good easy option when rekka falls out.
His 5HP isn't really designed to be used in the way you're using it a lot here, that is; linking into it on the ground and canceling it. It doesn't really serve that purpose.
It does however have a ton of uses, such as:
3-hit button that destroys DI up close
Great footsie tool with pretty good range and combos into TC / lights on Punish. (I recommend buffering 5HP/5MK/2HK option select when doing block+parry attempts against projectile in mid-range).
General bully tool in the mid-range since it's as safe as jabs are on block, moves him forward, and leaves him up close for continues pressure on hit/CH.
Has inherent juggle values (without DR) which makes it very strong and extremely flexible in a ton of his juggle scenarios.
It's probably the most versatile normal in the game, and it's super fun to explore all the things you can do with it. It's my favorite move in the game so far, and my Twitter posts are just one big highlight for 5HP stuff.
I think it's good for the situations you described but I don't see how that makes it bad for the situations I described lol. I showed it where it's better than other stuff from the same starters (e.g. st MP to st HP drive rush has better conversions than st MP, light normal to drive rush)
@Bafael Sure, but I wouldn't really use it some of the examples given here like:
5HP (punish) > 5HP xx special
6MK (punish) > 5HP xx special
6HK (counter) > 5HP xx special
I feel like the niche scenarios it's ever so slightly better such as 5MP > 5HP xx MP Rekka (lvl 0 only) are fine, but the Punish stuff idk. I get that it's a beginner's guide, but those 5HP examples given lose their value immediately after lvl 1 is gained since the lvl 1 TC is just better in every way in those scenarios. I feel like it would've been better to try to guide players more on the best ways to get the his drink levels up asap, like showing the AA conversions into sweep + drink enders, etc.
But I think I'm just nitpicking.
After EX palm in the corner, you can do Sweep TC for a drink and be +3 at any drink level
Excellent detailed guide.
If you really want to end in a level 1, you can drive rush into the launcher kick into jump hk into level 1. Only works in the corner from what I can tell
Thank you so much for this. Saves so much valuable beta time
after command grab> TC>break dance/DP you can actually safe jump with jHP
Next time you get a chance to experiment, I’ve been using Down + 2 Kicks as an anti-air since you can combo into level 1 super or more importantly the Crouching HK chain that ends with a drink. It seems like a good option, but I’m curious if you can find better applications for the move since it has a few more options. Also, appreciate the content 👍
That's his main anti air ye, I did that all throughout the beta 1
Off of OD Palm you can also get his sweep into drink
Off of ex hands if you do one you can HP in the corner and it picks it up, from what I see hp will pick up in the air letting you combo after as well.
Nice guide. You can combo level 1 super after ex dive kick. It pops them up slightly
Bafael Very helpful bro, Please make a combo guide for Honda when full game drops!
ok
Jamie feels weak 🥲
Damage seems kind of low without heavy starters or having a few drinks in him. And he's got to sacrifice oki to get those drinks. Maybe there's something I'm missing that makes Jamie scary without having that many drinks but he looks kind of underpowered compared to everybody else. He has to give up so much for a reward he immediately loses next round anyway.
Meanwhile Manon naturally builds her resource just by hitting you and gets to have that nearly 40% command grab in her pocket throughout the entire match.
His dmg does feel low
@@alexmaganda5827 It's to make up for how good his damage is at max drinks. The damage Jaime gets off palm alone is pretty nuts. I don't necessarily think he needs four drinks though. Three looks like enough for him to get going but that's still three turns he's giving up or opportunities the opponent needs to give him unless he wants to spend 2 bars.
the way Jamie's power up works is that he gets to dictate the pace of the match, as you have to constantly be on him to stop him from drinking. Ryu/Honda type power up, only the next of a certain move is buffed and it's one use, so they don't force you to come at them. Manon's power up she only gets after she scores one of the throws, so again, you can still fight her at your pace. I think there lies a lot of control/power with Jamie in this respect.
@@Windraesa not if they have a fireball
@@Windraesa It's difficult to control the pace when you have stubby and unsafe normals at the start of every round, plus it is easy to punish him attempting to drink outside of his confirms. He is pretty weak and has bad neutral and so someone can simply steam roll you into the corner as a result.
He's cool but a lot of his options, even his defensive counter is locked to drinks that reset every round
Already a science. I’m getting too old man.
With all the light links, he might be tough to play for me
guile so broken he can hit jamie with his level 1 from recover in place when he drinks 0:49
as an AA, ive been doing 2PP into super 1. very easy to pull of consistently and makes them quit jumping real quick
What is 2pp on controller?
@@linkpg13 down and two punches but i think i messed up. i think its two kicks. haha
@@mattgoo oh thanks
can you edit notations in
why my attacks doesn't link?
Bafael can you finish the next video with a sloth picture saying "that's all" for half a second? Love your videos.
tfw I can't link anything in training mode, but I can link in fights. Feels inefficient, man.
Can you do one for Modern Controls?
Maybe eventually.
How on earth are you going from standing medium punch to crouching fierce? This does not link for me at all. I also don't understand how you're getting rekka from medium punch.
You get extra hitstun if you do a normal from a drive rush. St MP to cr HP only works on punish counter or after a drive rush. As for rekka from medium punch IDK why you're not getting it. Maybe you're using heavy rekka when you should be using medium?
is it hard punch or heavy punch??? I've been using both but I gotta know which one is correct
Officially it's heavy iirc but both are in common usage among players.
Neither, call it fierce
7:11 Editing error?
What jamie rekka are you talking about?
i cant see anything on the movelist about a rekka
Rekka is the general name for a repeatable QCF+P special that hits 3 times. It's a reference to rekkaken, the name of one of Fei Long's special moves. Jamie's QCF+P special is a reference to it, gameplay wise.
The first person to have a certain type of move usually get the name of their move applied to everyone who has a move like this with the same application/utility. DP (dragon punch) would be the most famous example.
@@Bafael i knew about this im just dumb and completely forgot he has a rekka
i appreciate the help regardless, though
Is honda not playable
Nope, gotta wait for release
Whos your main?
Ken so far
Is it just me or does Jamie feel weak
I think he's one of the strongest chars.
Jaime is not that good lol, he might be the lowest tier character
i want to main this char and i agree that. Jamie don't have combo+ no damage+ no defence alala
Just curious why do you think that? His footsies is really strong and he's the best rushdown character in the game so far when at Lvl 4
Game isn’t even out yet 😂
@@TheGonzaGaming Try to 1v1 a strong guile or a strong ken
@@TheGonzaGaminghe's definitely not rushdown. He gets no oki
Jumping hp, Crouching HP/lp.lp.lp level 1 drink combo, Tensei kick, jumping OD dive kick, Level 3 super. Do with that what you will
Lmao at people already naming Jamie low tier in a beta…🥱
Anyway, day 1 Jamie main let’s goooo 👌🏽