How long does a character need to be bottom tier before Capcom stops being afraid to buff them. I get if they are supposed to be trash, but Jamie is set up as Luke's main rival story-wise
I don’t know what you are talking about. The change to increase drive meter when drinking is huge. While he is still in the lower half of the cast he definitely got buffed more than some other characters in his level like Manon, Dhalsim and Lily
Manon, Dhalsim and Lily are in a WAY better spot than Jamie though to begin with. The drive meter drinking really helps his level 2 since you get double meter at level 4 which is nice. I wouldn't say the buff is "huge" since this character still starts at 90% damage and has moves locked away EVERY single round.
The meter drink change appies to all of moves that involves drinking. Target combos, drink grab, rekka kick ender with the majority giving half a bar. This really helps with Jamie's aggression and getting more drinks, since the way of getting drinks and continuing offensive pressure involves a lot of drive usage. At minimum, light jab -> light rekka kick ender gives him a bar and half. The air hp is a very good buff, especially for level zero jamie. At level zero, prior to the patch, he couldn't do much in air to air interactions. His best button was air mp but had nothing to cancel into until drink level 1, he had to hit the opponent high enough so he could combo into dp. Air hp required a counter hit in order for it to juggle, making his consistency worse. Now since his air hp is alway combo-able, it gives him good reward when it hits and really helps his consistency. It gives out a good amount of corner carrry when combo-ed into heavy dp, can be combo-ed in sweep tc to give him a drink and oki in the corner, and ex-palm can be used after the juggle. One more thing to note are that his air kicks are disjointed. The hitboxes both larger and more foward than his hurtboxes. It will win in air to air interactions almost all the time. The change listed in the patch for standing heavy kick is actually wrong. They removed his extended hurtbox (his hand) during the start-up of the move. Essentially, his hurtbox will only move slightly foward during start-up instead of having that and an extended hurtbox. So if an attack usually whiffs when standing or moving backwards, you can throw out the heavy kick with little risk of getting stuffed. This move got more consistent in neutral and now has better utility in spacing traps.
The problem with Jamie is if you get to round 3 you are very likely to lose. You get hit, they convert into lvl3, you lose 40% of your life. You hit them, convert into lvl3, and only do 20% (less if you want to get a drink). So every time you get to round 3 you have a 20% life deficit. If you wait to have drinks to spend the lvl3 (so it does decent damage) you are just giving them the oportunity to build even more meter, and lose the advantage to drive meter that hitting the lvl3 gives. They have to remove the drink damage scaling on supers, who tf cares if his critical art al 4 drinks is the most damaging in the game, you want the round start lvl3 to do something.
the jump heavy kick change is actually huge considering almost his entire moveset gets destroyed by neutral jumps
Yea it really helped him my friend plays him that one change has truthfully gotten him a few sets since patch
How long does a character need to be bottom tier before Capcom stops being afraid to buff them. I get if they are supposed to be trash, but Jamie is set up as Luke's main rival story-wise
I don’t know what you are talking about. The change to increase drive meter when drinking is huge. While he is still in the lower half of the cast he definitely got buffed more than some other characters in his level like Manon, Dhalsim and Lily
Manon, Dhalsim and Lily are in a WAY better spot than Jamie though to begin with. The drive meter drinking really helps his level 2 since you get double meter at level 4 which is nice. I wouldn't say the buff is "huge" since this character still starts at 90% damage and has moves locked away EVERY single round.
The meter drink change appies to all of moves that involves drinking. Target combos, drink grab, rekka kick ender with the majority giving half a bar. This really helps with Jamie's aggression and getting more drinks, since the way of getting drinks and continuing offensive pressure involves a lot of drive usage. At minimum, light jab -> light rekka kick ender gives him a bar and half.
The air hp is a very good buff, especially for level zero jamie. At level zero, prior to the patch, he couldn't do much in air to air interactions. His best button was air mp but had nothing to cancel into until drink level 1, he had to hit the opponent high enough so he could combo into dp. Air hp required a counter hit in order for it to juggle, making his consistency worse.
Now since his air hp is alway combo-able, it gives him good reward when it hits and really helps his consistency. It gives out a good amount of corner carrry when combo-ed into heavy dp, can be combo-ed in sweep tc to give him a drink and oki in the corner, and ex-palm can be used after the juggle. One more thing to note are that his air kicks are disjointed. The hitboxes both larger and more foward than his hurtboxes. It will win in air to air interactions almost all the time.
The change listed in the patch for standing heavy kick is actually wrong. They removed his extended hurtbox (his hand) during the start-up of the move. Essentially, his hurtbox will only move slightly foward during start-up instead of having that and an extended hurtbox. So if an attack usually whiffs when standing or moving backwards, you can throw out the heavy kick with little risk of getting stuffed. This move got more consistent in neutral and now has better utility in spacing traps.
I must just suck at this game because it seems like Jamie is wayyy good this season
Time for the drunken MASTER! The break dance KING!
…….. or the biggest bum in the game
Hey look at that, new season and Jamie still sucks... life goes on
The problem with Jamie is if you get to round 3 you are very likely to lose. You get hit, they convert into lvl3, you lose 40% of your life. You hit them, convert into lvl3, and only do 20% (less if you want to get a drink). So every time you get to round 3 you have a 20% life deficit. If you wait to have drinks to spend the lvl3 (so it does decent damage) you are just giving them the oportunity to build even more meter, and lose the advantage to drive meter that hitting the lvl3 gives. They have to remove the drink damage scaling on supers, who tf cares if his critical art al 4 drinks is the most damaging in the game, you want the round start lvl3 to do something.
Fuck reworking these characters 😂 they should just Bring T Hawk and Yun/Yang back instead 😂
Yun dominates every game he's in please god no
@@KaitouKaiju they'll fix Jamie by giving him Genei-Jin 😂
They should start him at level 2