This is the best guide I have seen by far. I feel like I need to learn a lot of things to do with Jamie knowing he has a lot of tools that I don't use cause I forgot they exist Thank you so much!!
JB THE BEAST!!! Gotta recommend the Bo Haan channel with Jamie stuff, he did some videos on overhead with spacing traps and hermits elbow stuff too. He loaded up too, man, you know Spread positivity
Hi @TryhardJB, at the minute mark 37:09 you said: I 'dont know why this happen. I believe the reason why it happens is beacuse the walking back animation of Jamie is extending his hurtbox a bit forward on the very first frames. His walback animation has some kind of a dancing style on his feets.
So I have been repeating this video on 25% on the "right timings" and the "bad timings" and can not figure out the difference in camera. When I did multiple save states after the midair heavy kick and trained the perfect heavy punch I had 4 outcomes constantly: - too early = opponent gets hit but kind of stays in place - just right - a little too late = both punches, but I barely don't reach with the sweep (worst, because no drink) - way too late = only 1 punch If anyone has some pointers, that would be highly appreciated.
At 35:30 when you talk about why Capcom doesn’t give Jamie space after blockstring, I believe it’s because his back heavy punch can be used at the space provided to still end the block string plus or hit with punish/counter
Wish I had seen the last Gief match up guide earlier... Had this happen to me and I thought that I have to respect Gief's level 3 more now. Glad there's a counter to it
Something I labbed, if you get DI in impact, doing crhp xx lk bakkai but not the other strengths will still lead into a safe jump, 42 frames, same thing with cr hp xx light palm. You can also do the stand fierce into drink at different areas of combos against juggled opponents and cancel it into a drink, you look unsafe but are +12 which allows for an attempt at a lot of stuff, including a meaty sthk
Also, as far as space traps 2LK>2LP>2LK is a good light string to create space. Obviously you can't combo from the last 2LK but it creates a lot of space where many characters 2MKs will whiff
Jamie also has a reset mid screen off lvl 3 Dr launch crouching heavy Dr light punch side swaps if you delay lp you side swap if you do lp immediately you stay on the dame side
That thing about walking back and getting Hit, that has been happening to me with every fucking Ken player lol do you know if it's the same interaction with other characters?
I gotta ask, why would you recommend not drinking againt characters with fireball when the breakdance spin move goes under projectiles? Sure, maybe don't prioritize 4 drinks, but you need at least 2 to unlock that ability and its CRAZY useful