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Jamie's damage off regular command grab has skyrocketed!! This is the max damage I've found midscreen, so far. A super cool microwalk combo that showcases 4 of his buffs in one combo! I love this character. 🍶🍶🍶🍶

52,849 görüntüleme • 1 yıl önce •via X (Twitter)

9 Yorum

shuckle profil fotoğrafı
shuckle1 yıl önce

Close enough, welcome back ex command grab > unscaled CA

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AndaSeat1 yıl önce

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Rudeksx profil fotoğrafı
Rudeksx1 yıl önce

I love these characther and hate dee jay

Nicky V profil fotoğrafı
Nicky V1 yıl önce

Seeing Boltstrike happy makes me want to try Jamie. But also when’s claw coming back ;-;

MundoSD (Angelo/アンジェロ) profil fotoğrafı
MundoSD (Angelo/アンジェロ)1 yıl önce

I'm not active with SF6 at all but I just felt that all the frame data adjustments made had a grand vision behind them and I appreciate you showcasing it.

Alva_VelasFGC profil fotoğrafı
Alva_VelasFGC1 yıl önce

:D

QED profil fotoğrafı
QED1 yıl önce

yayyyyy jamie buffs :O

Kongolibon profil fotoğrafı
Kongolibon1 yıl önce

Found this that does slighly more damage

Lucky_-1y alt profil fotoğrafı
Lucky_-1y alt1 yıl önce

So is James finally goated? (no downplay)

Benzer Videolar

i spent 4 dollars to make this post Akali 3H single routing structure with positioning optimizations these range from bnb territory to psychotic, but mainly putting together as an example for combo limits / optimization adjustments on the fly. You can always 2 hit walljump / do single hit jM to reduce some length and maintain the routing if combo time is a concern. For the third and fourth combos, there are 2 versions - one that optimizes for limit strike damage / combo time, and one that sends in extra air normals for 5s2 oki. Just posted both as an example, but routing like this also helps bridge the gap on 5s2 damage if you'd like to use that. Notes: 1) Corner to corner, keep in mind extra normals will increase the pushback and leave you closer to corner by the end, reducing frame adv from the tumble. 2) Nearing corner (starting about 75% of the stage away) adjustment on the ender for when the tumble has less frame adv, just cram in more air normals and save your double jump. 3) Here's where you'll start to see corner adjustments - round start position, this ends up being the starter for max damage midscreen, but if you were to reach the corner after the apex of your second jump loop arc, you can squeeze in extra minimum damage for a notable increase. Fortunately also maximizes corner carry while pushing damage. 4) In corner route. Stupid hard wrt combo time, just posting as an example of combo limits. you can probably just opt for above, but it does get an extra min damage source in. Alternatively, learn an easier combo lol. Have similarly structured stuff for 2H, will probably get to it later.

SKD

20,215 görüntüleme • 3 ay önce