@MrBoomBastic5788 what is the point. Youre at a complete disadvantage until you play the mini game. Where Manon retains stacks for just going all in and getting grabs for the final round?
Either let him start of at 100% dmg with each drink gives smaller dmg buff. Or give him his core moves like dive kick, break dance and lp lk mp from the start.
I'm glad the comments are expressing my sentiment that Jamie needs help. Either making his moves more reliable like the dive kick and his overhead are able to be beaten by everything. And outside lvl 4 his damage is too low
I think they should reduce how long it takes him to drink as he gets farther from the opponent. Then, although he still won't have a special way to deal with fireballs, he can at least back up a bit and get lvl 4 drunk
That might be a bit much. Four stack Jamie is so good that it would be worth throwing a round if it means you get two at four drinks. Maybe letting him lose 2 per round would be better, but some sort if buff to his drinking is needed.
I think Jamie should at least keep 1 drink through matches if he drank in round 1, it makes him still need to drink but you at least have access to your main kit right away in subsequent rounds. It also makes more sense since he doesn't un-drink after a fight lol.
One thing I've noticed about many people who play Jamie is that outside combo safe drink most of them don't tend to drink and even after a none safe drink combo when they have an opportunity to drink they prefer to go for pressure if you are far away from the opponent don't be scare to drink Jamie's game is about leveling up as fast as possible because his damage are relatively low outside level 3 and 4
I think mid screen, drink instead of pressure. Once you get close to corner, it's time to pressure with whatever level you're at cause the corners too good to pass up for levels, start racking damage
Idk if it’s just the nature of having pressure options makes people wanna use em constantly, but I’m stacking 2-3 drinks before pressure. Preferably 3, because I’ve found some nasty resets off super, and set ups for command grab.
I was a similar way in the beta before i went to training mode and found out each drink buffs your damage across the board by 25 per drink. Pressure is gios, but getting litty comes first.
depends on the match up as well. manon can stand in a perfect mid range that you cant just drink at mid range. Backing up to drink at full screen you are doing a dash + 50frame drink animation, it gives them a lot of time to take space. So sometimes you dont have a choice but to land clean hits to get drinks without getting blown up
Jamie needs buffs ASAP! Only a few players are playing Jamie and u almost can't see any pro player playing him currently. His probably the worst character in the game at this moment. His DPs has to be perfectly timed, H.dp has 10 frames of start and all of them hardly auto correct, his cr.HP is the worst in the game, a 10f start command grab, his super arts cannot be used as anti airs if not perfectly spaced... Etc etc. I can go on for more you want to. His definitely fun to play, but really weak in comparison with the others. I'm a Diamond Jamie and a previous Grand Master in SFV, so I'm pretty sure that I understand enough of Jamie and this game to say that.
Jamie is too flawed. Online matches and uploads froms various YT channels confirm it. No one is playing him and if they are their win rate in abysmal. Why does the cool new "Rushdown" character have one normal for pressue, no get in tools, a combo fodder divekick and lower damage due to a mechanic that doesn't stay leveled round to round?
I think Jamie should keep all his moves even without drinks, and drinks are purely for damage buff. Keep checking you drinks for available moves is hurting my brain.
i dont know if im really gonna play Manon. Yet I still unlocked that costume from the story mode. cause why would i want to play as just some tall girl in a Gi vs a Super modal ballerina Judo master?
Jamies damage absolutely blows outside lvl 3-4. Its actually a travesty cause i like everything about the character
I feel like if he had some stun to make up for the damage at zero drinks he'd be just fine
Then you missed the entire point of the character
@MrBoomBastic5788 what is the point. Youre at a complete disadvantage until you play the mini game. Where Manon retains stacks for just going all in and getting grabs for the final round?
His damage is bad and even potentially worse since you are drinking instead of doing even more damage.
Either let him start of at 100% dmg with each drink gives smaller dmg buff. Or give him his core moves like dive kick, break dance and lp lk mp from the start.
Jamie having to choose between unlocking his toolkit and oki really hurts him imo
I'm glad the comments are expressing my sentiment that Jamie needs help. Either making his moves more reliable like the dive kick and his overhead are able to be beaten by everything. And outside lvl 4 his damage is too low
I think they should reduce how long it takes him to drink as he gets farther from the opponent. Then, although he still won't have a special way to deal with fireballs, he can at least back up a bit and get lvl 4 drunk
What a great fight and the ending to boot
Let Jamie keep his stacks like Manon.
That might be a bit much. Four stack Jamie is so good that it would be worth throwing a round if it means you get two at four drinks. Maybe letting him lose 2 per round would be better, but some sort if buff to his drinking is needed.
@@juice6521 you aren’t wrong, but Manon stacks do so much damage if you are headed into final round with 5 stacks…. It’s just 2-3 reads and it’s over.
I think Jamie should at least keep 1 drink through matches if he drank in round 1, it makes him still need to drink but you at least have access to your main kit right away in subsequent rounds. It also makes more sense since he doesn't un-drink after a fight lol.
It's Hakan all over again lol
He should gain a bar of Drive gauge back for each drink. It's an energy drink
I LOVE that Gaga skin
One thing I've noticed about many people who play Jamie is that outside combo safe drink most of them don't tend to drink and even after a none safe drink combo when they have an opportunity to drink they prefer to go for pressure if you are far away from the opponent don't be scare to drink Jamie's game is about leveling up as fast as possible because his damage are relatively low outside level 3 and 4
I think mid screen, drink instead of pressure. Once you get close to corner, it's time to pressure with whatever level you're at cause the corners too good to pass up for levels, start racking damage
Idk if it’s just the nature of having pressure options makes people wanna use em constantly, but I’m stacking 2-3 drinks before pressure.
Preferably 3, because I’ve found some nasty resets off super, and set ups for command grab.
I was a similar way in the beta before i went to training mode and found out each drink buffs your damage across the board by 25 per drink. Pressure is gios, but getting litty comes first.
depends on the match up as well. manon can stand in a perfect mid range that you cant just drink at mid range. Backing up to drink at full screen you are doing a dash + 50frame drink animation, it gives them a lot of time to take space. So sometimes you dont have a choice but to land clean hits to get drinks without getting blown up
Gotta reach for them drinks at every opportunity bruh.
Jamie feels a bit weak
It’s only without drinks
4:00 - 4:11 was so clean!
5:17 When your music theme comes in
Jamie needs buffs ASAP!
Only a few players are playing Jamie and u almost can't see any pro player playing him currently. His probably the worst character in the game at this moment. His DPs has to be perfectly timed, H.dp has 10 frames of start and all of them hardly auto correct, his cr.HP is the worst in the game, a 10f start command grab, his super arts cannot be used as anti airs if not perfectly spaced... Etc etc. I can go on for more you want to.
His definitely fun to play, but really weak in comparison with the others.
I'm a Diamond Jamie and a previous Grand Master in SFV, so I'm pretty sure that I understand enough of Jamie and this game to say that.
good Jamie play. but how come no rekka pressure? not safe?
second and third is punishable.
first one is save when spaced (not vs all chars)
You can stagger it to make it harder to punish, but yeah it’s not safe. Certain ranges first hit is safe I think.
I love how Idom is not spamming, or abusing her throws. Nice to see her aerials getting to work.
Breakdancer vs Ballet dancer
Notice the fact that this fight is also know to be breakdancer vs ballet dancer
Manon damage is a bit too much imo. Jamie damage on the other hand, suck ass outside lv4
Ride the wave man. Hopefully that’ll get changed, and Jamie mains gonna have a hay day.
Taking a drink should refill his Drive gauge
It does 💀 Jamie is annoying bro and it seems a lot of people don’t realize just what he can really do
Jamie is too flawed. Online matches and uploads froms various YT channels confirm it. No one is playing him and if they are their win rate in abysmal. Why does the cool new "Rushdown" character have one normal for pressue, no get in tools, a combo fodder divekick and lower damage due to a mechanic that doesn't stay leveled round to round?
I think Jamie should keep all his moves even without drinks, and drinks are purely for damage buff. Keep checking you drinks for available moves is hurting my brain.
Manon need to reset the stack
Is not balanced if a character have a buff, new round is new round all player cant have benefit!
Yeah, kinda unfair to Jamie, while Manon can get a 3700 damage command grab with all 5 medal stacks and bring it to every subsequent round.
i dont know if im really gonna play Manon. Yet I still unlocked that costume from the story mode. cause why would i want to play as just some tall girl in a Gi vs a Super modal ballerina Judo master?
A player by the name of “word” plays Jamie better.