Street Fighter™ 6

Street Fighter™ 6

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Graven Nov 23, 2024 @ 4:10pm
Buff Jamie.
Buff Jamie and nerf Bison, Honda, Zangief, Terry, Blanka, Marisa, Lilly, JP, Luke and Manon. Thx
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Showing 1-15 of 18 comments
Doc Holiday Nov 23, 2024 @ 4:33pm 
Originally posted by Graven:
Buff Jamie and nerf Bison, Honda, Zangief, Terry, Blanka, Marisa, Lilly, JP, Luke and Manon. Thx
So you are saying, "buff my character and Nerf all the others "😂.
Teddy Roosevelt Nov 23, 2024 @ 5:56pm 
Bison? Sure, Blanka? Ok. JP and Luke? Nerf away. But Honda? Lilly?? Marisa and manon? What? At least fix zangiefs kit before nerfing him back to ♥♥♥♥ tier where he was. Now he barely passes for viable in a "my kit doesnt work so i have to cheese you out" type of way.
🌎Earth Nov 23, 2024 @ 8:17pm 
Buff Elena. She doesn't have a single win according to CFN and I NEVER see her. Clearly needs buffs
kuaikukia Nov 23, 2024 @ 9:05pm 
Ironicly Jamie has all the tool he needs to be top tier character but it just all his kit locked at his drink lvl. If only they get rid his drink, he probably as good as SF4 Yung
Purple Monkey Nov 24, 2024 @ 12:32am 
NERF Honda, Marisa, Lily and Manon? They're already at the bottom of the barrel.
OP is still struggling in Bronze.
Originally posted by kuaikukia:
Ironicly Jamie has all the tool he needs to be top tier character but it just all his kit locked at his drink lvl. If only they get rid his drink, he probably as good as SF4 Yung
Here's how we fix him: let him have his drinks BEFORE the fight. Because you know, drinking is just a more pleasant and sensible thing to do when you're not fighting for your life AT THE EXACT SAME TIME? I mean, there's a reason bar fights break out AFTER people have had a few.

It's just got to be such a sorry and miserable night on the town when you get into fights before you've even had a chance to sip your first drink. Might as well stay home and sober.
Last edited by Legendary Mr. Tiddles; Nov 24, 2024 @ 6:31pm
Castyles Nov 24, 2024 @ 7:17pm 
Originally posted by kuaikukia:
Ironicly Jamie has all the tool he needs to be top tier character but it just all his kit locked at his drink lvl. If only they get rid his drink, he probably as good as SF4 Yung
If Jamie's drink levels get removed, thus making him start the match at level 3, he's gonna jump from Jamie tier to S+++++ tier. What a nightmare.
🌎Earth Nov 24, 2024 @ 8:27pm 
Jamie does seem like a dangerous character to tweak and I'm sure Capcom knows this. I bet they'll probably turn his drink into a denjin/sumo spirit/windstock type of deal in SF7, if not a lvl 2 or even straight up removed and redone as a character.
Nomad Nov 25, 2024 @ 6:09pm 
Originally posted by Castyles:
Originally posted by kuaikukia:
Ironicly Jamie has all the tool he needs to be top tier character but it just all his kit locked at his drink lvl. If only they get rid his drink, he probably as good as SF4 Yung
If Jamie's drink levels get removed, thus making him start the match at level 3, he's gonna jump from Jamie tier to S+++++ tier. What a nightmare.
Not really. All of Jamie's tools exist as better versions on someone else's roster. Palm? Burn Knuckle beats it. Dive Kick? Canon Strike beats it. Command Grab? Doesn't even change the strike throw game because its range is the same as a neutral grab and its slower so it loses to techs + everything else neutral grabs lose to. Forward heavy kick? Worse than Ryu's forward heavy punch with no forward moving hitbox and its minus. Bakkai? Worse than Spin Knuckle even if it is a nice combo finisher. Dp? Worst on the roster. That's all on top of stubby normals with tons of extended hurtboxes all over the place. shp? Great behind a drive rush but you put yourself in a strike throw every time its blocked otherwise.

What about Jamie makes you scared?
Last edited by Nomad; Nov 25, 2024 @ 6:10pm
FAT WANZER Nov 26, 2024 @ 7:08am 
Originally posted by Nomad:
Originally posted by Castyles:
If Jamie's drink levels get removed, thus making him start the match at level 3, he's gonna jump from Jamie tier to S+++++ tier. What a nightmare.
Not really. All of Jamie's tools exist as better versions on someone else's roster. Palm? Burn Knuckle beats it. Dive Kick? Canon Strike beats it. Command Grab? Doesn't even change the strike throw game because its range is the same as a neutral grab and its slower so it loses to techs + everything else neutral grabs lose to. Forward heavy kick? Worse than Ryu's forward heavy punch with no forward moving hitbox and its minus. Bakkai? Worse than Spin Knuckle even if it is a nice combo finisher. Dp? Worst on the roster. That's all on top of stubby normals with tons of extended hurtboxes all over the place. shp? Great behind a drive rush but you put yourself in a strike throw every time its blocked otherwise.

What about Jamie makes you scared?
How would u even buff him? his drink is designed in such a way he is in Akuma tier on 4th drink but suck ass below it. Most of the other character that buff move based on resources are designed that way(Lily,Manon),unless u want him to be a Jury 2.0 which can just fast charge but which gonna be sacrificed if he can charge fast? health? dr?his 5HP?
Last edited by FAT WANZER; Nov 26, 2024 @ 7:10am
Wormerine Nov 26, 2024 @ 10:51am 
Originally posted by Graven:
Buff Jamie and nerf Bison, Honda, Zangief, Terry, Blanka, Marisa, Lilly, JP, Luke and Manon. Thx
Nerf Manon?! Howww

Jamie could use buff but it's tricky to do. His kit is good, but requires drinks to access. Remove need for drink and you remove his idenitity gimmick.
Nomad Nov 26, 2024 @ 10:54am 
Originally posted by FAT WANZER:

How would u even buff him? his drink is designed in such a way he is in Akuma tier on 4th drink but suck ass below it. Most of the other character that buff move based on resources are designed that way(Lily,Manon),unless u want him to be a Jury 2.0 which can just fast charge but which gonna be sacrificed if he can charge fast? health? dr?his 5HP?

In a game as momentum heavy as SF6 where like half the cast has one touch corner carries? It really comes down to 3 things:
-Improvements to normals and specials, particularly drink-locked normals and specials
-Fix the drink mechanic by condensing the 4 levels down to 3 OR make drinking from neutral less risky (30 frames max down from 48) OR letting him keep drinks between rounds
-Make his super/drive dumping extended combo potential matter damage-wise as much as Power Geyser x3. Scaling eats into those 20+ hit combos so much, they're basically never worth it.

Right now, its hard because to get to drink level 4 you have to win neutral 4 times with not great options and then give up your pressure which can be a death sentence because losing once at any place can easily put you in the corner OR your opponent is respecting you way more than he should be. If you could reliably score a drink just out of neutral range whenever the opponent neutral jumps trying to land on a palm or something, that would make a huge difference for example. 48 frames in a game with drive rush is a complete joke. Either that or Jamie was the absolute first thing designed in SF6 and was never touched again before release.
Last edited by Nomad; Nov 26, 2024 @ 10:56am
Everchosen Nov 26, 2024 @ 12:47pm 
I think drink consolidation is an option, either that or let his drinks carry over with the caveat that if he gets punish countered, or knocked down he loses a drink or something like that.

Last edited by Everchosen; Nov 26, 2024 @ 12:48pm
Peddie Nov 26, 2024 @ 12:57pm 
They could maybe keep four levels but like, start him off with higher damage and give each level a smaller buff so he still does the same damage at level 4 as he does now (also up Kimberly's starting damage while they're at it). Faster sippies would also help.
something that always bugged me is they already got the level up gimmick right with G in SFV. He had his full kit to work with and his levels buffed the properties of his specials, at the risk of losing a level on knockdown. He also had less levels to worry about than Jamie which helped too. It’s probably too late to completely redesign Jamie to make his drinks resemble G’s levels. But they already had the groundwork for a momentum-heavy character that depended on a level up mechanic without feeling weak at base level
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Date Posted: Nov 23, 2024 @ 4:10pm
Posts: 18