Street Fighter™ 6

Street Fighter™ 6

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Jamie bakkai input issue
Change bakkai input to qcb+k instead of qcf+k. As it is now, i cannot approach an opponent and do bakkai to avoid fireballs. Instead, I get dp. Cammy has her projectile invuln move on qcb and so does chun. It seems like the devs overlooked this problem for Jamie.
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Showing 1-15 of 16 comments
Lysamus Jul 12, 2023 @ 11:54pm 
You might be hitting the kick button too early. Try staggering it a little bit to get the full QCF out.
DJukor Jul 12, 2023 @ 11:58pm 
Yea some inputs need to change. But then again maybe it was intentional so Jamie isn't too good vs fireballs. But then again he is kinda low tier right now. Also i id like it if Dalsims upwards fire-breath was not a half-circle but a regular QCB. In general i never understood why dalsims fire-breath was a half-circle motion in the first-place. It just kinda makes it more awkward to do when you take in to account he has back command normal's. Meaning doing these normal's in to fire-breath is straight up Guilty Gear, Kof, Last blade super input. At lest the added hitstun of normal's in this game makes it harder to drop.
Zoid13 Jul 13, 2023 @ 12:00am 
his issue is that while hes already walking forward (a forward input) quickly going into a qcf input gives a DP because of the initial forward input from the walk. even if you do the full qcf and end on f because of the walk input youll still get dp.
delaying it or staggering the qcf isn't great as it makes reaction to the fireballs slower.

juri had this same issue in SFV so capcom changed her DP from kicks to punches to make the false input impossible.(season 2 patch from memory)
Last edited by Zoid13; Jul 13, 2023 @ 12:03am
BACKSTABUUU Jul 13, 2023 @ 12:08am 
You can guarantee you get Bakkai while walking forward by doing a half circle forward input.

Also it's garbage at dealing with fireballs so it doesn't really matter anyways.
Double Jump Jul 13, 2023 @ 1:52am 
skill issue!

also THIS is your answer:

Originally posted by BACKSTABUUU:
You can guarantee you get Bakkai while walking forward by doing a half circle forward input.

Also it's garbage at dealing with fireballs so it doesn't really matter anyways.

In addition it is enough when you start from down-back... All characters with dp and fireball motions have that "issue"

In SFV Cammy's EX spiral arrow was projectile invincible and worked the same way. Instead of complaining, hit the lab and put some effort into it!:SF6_Delta_Cat:
Neptune Jul 13, 2023 @ 2:42am 
On the topic of Jamies DP.
I suck at doing the motion, i can barely get a wakeup EX DP out, but never in neutral...

Should i practice it for anti air or stick with c.HP, as i had more success with that
BACKSTABUUU Jul 13, 2023 @ 2:48am 
Originally posted by Neptune:
On the topic of Jamies DP.
I suck at doing the motion, i can barely get a wakeup EX DP out, but never in neutral...

Should i practice it for anti air or stick with c.HP, as i had more success with that
You definitely should practice anti-airing with DP, you get a free drink if you do it with heavy DP, and all versions very consistently beat out jump ins, as well as Blanka ball, Honda headbutt, and divekicks. cr.hp is good, but it's low reward and doesn't work against crossups. It's meant to be your panic button rather than the one you default to.

You can take advantage of the DP input shortcut to make it easier. You can DP by inputting down-forward, down, down-forward (323 if you're familiar with number notation). Consistently anti-airing with DP is hard as well, so don't be discouraged if you're not amazing at it right away. It takes practice.

Also Jamie's air to airs are great too, j.mp and j.hk are fantastic. The former knocks down while the latter can combo on counter hit.
Last edited by BACKSTABUUU; Jul 13, 2023 @ 3:03am
Neptune Jul 13, 2023 @ 3:19am 
Originally posted by BACKSTABUUU:
Originally posted by Neptune:
On the topic of Jamies DP.
I suck at doing the motion, i can barely get a wakeup EX DP out, but never in neutral...

Should i practice it for anti air or stick with c.HP, as i had more success with that
You definitely should practice anti-airing with DP, you get a free drink if you do it with heavy DP, and all versions very consistently beat out jump ins, as well as Blanka ball, Honda headbutt, and divekicks. cr.hp is good, but it's low reward and doesn't work against crossups. It's meant to be your panic button rather than the one you default to.

You can take advantage of the DP input shortcut to make it easier. You can DP by inputting down-forward, down, down-forward (323 if you're familiar with number notation). Consistently anti-airing with DP is hard as well, so don't be discouraged if you're not amazing at it right away. It takes practice.

Also Jamie's air to airs are great too, j.mp and j.hk are fantastic. The former knocks down while the latter can combo on counter hit.

I'll keep at it then. Thanks for the explanation.
Have to work on the timing, the few occasions where my aa dp came out, it was always way too early
MacaroniBurger Jul 13, 2023 @ 10:47am 
Originally posted by Double Jump:
skill issue!

also THIS is your answer:

Originally posted by BACKSTABUUU:
You can guarantee you get Bakkai while walking forward by doing a half circle forward input.

Also it's garbage at dealing with fireballs so it doesn't really matter anyways.

In addition it is enough when you start from down-back... All characters with dp and fireball motions have that "issue"

In SFV Cammy's EX spiral arrow was projectile invincible and worked the same way. Instead of complaining, hit the lab and put some effort into it!:SF6_Delta_Cat:
I knew that i could do a hcf to get it to come out. If the devs wanted you to do a hcf input for bakkai they would've had it like that. Juri's dp was changed for this reason in sf5 as well.
BACKSTABUUU Jul 13, 2023 @ 11:05am 
Originally posted by MacaroniBurger:
I knew that i could do a hcf to get it to come out. If the devs wanted you to do a hcf input for bakkai they would've had it like that. Juri's dp was changed for this reason in sf5 as well.
Then I guess just keep refusing to do the thing that works and be angry that you keep misinputting when you don't need to.

I don't know what you want anyone to tell you, the solution is right there and it's not even difficult.
MacaroniBurger Jul 13, 2023 @ 11:48am 
Originally posted by BACKSTABUUU:
Originally posted by MacaroniBurger:
I knew that i could do a hcf to get it to come out. If the devs wanted you to do a hcf input for bakkai they would've had it like that. Juri's dp was changed for this reason in sf5 as well.
Then I guess just keep refusing to do the thing that works and be angry that you keep misinputting when you don't need to.

I don't know what you want anyone to tell you, the solution is right there and it's not even difficult.
I have no problem doing the input. The problem is that the input takes twice the amount of frames to do, and those frames are crucial because it is supposed to be a fireball invuln move. Imagine how much harder anti airing with dp would be if the dp input was actually a 360 input.
Double Jump Jul 13, 2023 @ 11:51pm 
Originally posted by MacaroniBurger:
Originally posted by Double Jump:
skill issue!

also THIS is your answer:



In addition it is enough when you start from down-back... All characters with dp and fireball motions have that "issue"

In SFV Cammy's EX spiral arrow was projectile invincible and worked the same way. Instead of complaining, hit the lab and put some effort into it!:SF6_Delta_Cat:
I knew that i could do a hcf to get it to come out. If the devs wanted you to do a hcf input for bakkai they would've had it like that. Juri's dp was changed for this reason in sf5 as well.
As I said, you do in fact not need to do a hcf. Juri's dp had the button changed and not the motion...

Instead of whining you should be in the lab practising!
Double Jump Jul 13, 2023 @ 11:55pm 
Originally posted by MacaroniBurger:
Originally posted by BACKSTABUUU:
Then I guess just keep refusing to do the thing that works and be angry that you keep misinputting when you don't need to.

I don't know what you want anyone to tell you, the solution is right there and it's not even difficult.
I have no problem doing the input. The problem is that the input takes twice the amount of frames to do, and those frames are crucial because it is supposed to be a fireball invuln move. Imagine how much harder anti airing with dp would be if the dp input was actually a 360 input.
down-back is ONE additional frame! I start to get the feeling you are here to troll...
Xathras Jul 14, 2023 @ 2:42am 
Originally posted by Double Jump:
Originally posted by MacaroniBurger:
I knew that i could do a hcf to get it to come out. If the devs wanted you to do a hcf input for bakkai they would've had it like that. Juri's dp was changed for this reason in sf5 as well.
As I said, you do in fact not need to do a hcf.

You do need a hcf, because down-back into qcf after walking forward gives DP not fireballs in Street FIghter 6.

https://steamcommunity.com/sharedfiles/filedetails/?id=3004053651
Last edited by Xathras; Jul 14, 2023 @ 2:42am
BACKSTABUUU Jul 14, 2023 @ 2:48am 
Originally posted by MacaroniBurger:
I have no problem doing the input. The problem is that the input takes twice the amount of frames to do, and those frames are crucial because it is supposed to be a fireball invuln move. Imagine how much harder anti airing with dp would be if the dp input was actually a 360 input.
You already have to do Bakkai predictively because it's not frame one invuln, and even if it was you have to be so close to avoid being whiff punished or blocked that you wouldn't be able to do it on reaction anyways. The extra amount of time to do the input, which is already negligible, is extra negligible because it's entirely a guess anyways.

It's an awful antiprojectile move. You are much better off trying to divekick instead. That's a guess too but at least it works from outside point blank range and doesn't screw you over if you space it well.
Last edited by BACKSTABUUU; Jul 14, 2023 @ 3:18am
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Date Posted: Jul 12, 2023 @ 11:39pm
Posts: 16