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Hatson Profile
Hatson

@HatsonFGC

Followers
3,294
Following
238
Media
923
Statuses
11,801

I post about SF6 tech, framedata and hitboxes. I work on Frame Assistant Tool (FAT) for SF6 and SFV. | |

Iceland
Joined June 2010
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@HatsonFGC
Hatson
2 years
I sincerely hope this becomes the tradition of all Jamie players in the mirror match: Back Taunt at the start of the match. The devs made it line up perfectly with his own theme. It's the SF4 El Fuerte mirrors all over again. #SF6 #SF6_Jamie #SF6beta
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@HatsonFGC
Hatson
1 month
You're crazy if you won't play Terry on the Japanese voice. That Engrish is too good. #SF6_Terry
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@HatsonFGC
Hatson
12 days
Not sure what Capcom was smoking with Terry's Crack Shoot frames, this is probably the easiest 30%+ chip sequence I've ever seen, they just have to block your jab to get it started. You either have a frame 1 air invincible reversal or you die. #SF6_Terry
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@HatsonFGC
Hatson
1 year
The Jamie playerbase is evolving. #SF6 #SF6_Jamie
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@HatsonFGC
Hatson
9 months
@norafawn
nora 🌱
9 months
how do you open?
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@HatsonFGC
Hatson
1 year
Marisa player at my locals kept dropping his corner combo which then turned into a counter-hit scramble. I thought he was doing a setup, but he admitted he just kept dropping it. So I decided to see why the players kept getting CH by it. ... Oh. It's +4 on whiff. 💀 #sf6_marisa
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@HatsonFGC
Hatson
3 months
Ah, yes. Classic Bipson gameplay. = Still unreactable with decent range = Can still easily be spaced to be safe on block = Still low crushes + Now without any charge requirement + Now gives a full combo on Punish Hope you all enjoy ranked these days. #SF6_MBison #NotQuiteTuesday
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@HatsonFGC
Hatson
10 months
Sorry, I have to call out @AutoMattock here a bit. Quote: "I don't need Jamie's divekicks to have a better hurtbox." Please, Capcom. Send help. 😂 #SF6_Jamie #CapcomPleaseHelp
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@HatsonFGC
Hatson
1 month
Terry frames 5LP: 4F 5MP: 7 5HP: 9 5LK: 5 5MK: 9 5HK: 12 2LP: 4 2MP: 6 2HP: 8 2LK: 5 2MK: 8 2HK: 11 8LP: 4 8MP: 7 8HP: 9 8MK: 7 8HK: 10 6HP: 22 236LP: 14 236MP: 16 236HP: 29 236PP: 15 214LP/OD: 10 214MP: 14 214HP: 23 214PP: 19 623P: 5/6/7/6 236K: 14/20/25/19 SA1: 7 SA2: 13 SA3: 8
@lllmokelll
もけ(moke)
1 month
やーい!テリーの中足8Fー!
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@HatsonFGC
Hatson
1 year
In SF6 you can't cancel the landing recovery frames after an empty jump, as you could in the past SF titles. You have to play out 1F of landing recovery (can still block) before you can do a move. This means that meaty cmd grabs on landing are now unavoidable Careful out there :)
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@HatsonFGC
Hatson
9 days
Terry's Power Dunk doesn't combo naturally on hit, but if you space your combo so that 5MP hits on the second active frame, it works just fine. Here's some routes VS crouching. At mid-screen any DR into 5HP(1) xx Round Wave works. Now go find me some standing routes. #SF6_Terry
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@HatsonFGC
Hatson
1 year
Adding onto this: Here's a SA3 conversion example after 2KK anti-air #SF6_Jamie #antiairsarecool #somecrazyDnBshitinthebackgroundidk #SF3arrangedOST
@ZuperKim
Kim
1 year
#SF6_Jamie 2KK anti-air combos
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@HatsonFGC
Hatson
7 months
I've mastered the online Ed strategy. 5LK has incredible range and great framedata. The TC is easily confirmable and safe on block. LK > LK is +3 -> LK > LK beats mashers and MP trades for LK TC again or 2MK combos. LK > LK > LK is +1 -> LP beats mashers into LK TC again #SF6_Ed
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@HatsonFGC
Hatson
9 months
I think it's crazy that we still can't watch CPT tournaments inside the Battle Hubs themselves on the big-screen where everyone can sit. I thought that was the whole point of having a big screen and the sitting option there. For players to meet up in-game and watch SF together.
@StreetFighter
Street Fighter
9 months
Capcom Cup X is around the corner! 🏆 Get ready with the Capcom Cup Supporter Fighting Pass starting on 1/5. We'll also be running special in-game events to celebrate the upcoming culmination of this year's Capcom Pro Tour.
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@HatsonFGC
Hatson
1 year
SF6 Jamie discord in a nutshell
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@HatsonFGC
Hatson
5 months
According to this combo, Akuma's Raging Demon does 2350 dmg at 50% scaling, so that's 4700 dmg normally. That's 200 DMG over a regular CA (4500). For comparison, Zangief CA is 5300 and Lily is 5000.
@tormentor_uae
RDC | Tormentor
5 months
#akuma can can connect Raging Demon in a combo 😅 @Abood__bboy @tokidoki77 @HiFightTH And the damage is nice 60% #SF6 #streetfighter6 #SF6_S2
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@HatsonFGC
Hatson
1 year
DJ's oki in the corner is loops galore! LK Sobat Feint can be used as a framekill for all these knockdowns to keep the opponent guessing between a throw / perfect meaties with lots of + frames / shimmy. Keep up the rhythm in your setplay pressure! #SF6_Deejay #datguitarsolotho
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@HatsonFGC
Hatson
8 days
Hurray for 5x Power Charge meme combos from a whiff punish. #SF6_Terry
@broskiFGC
Broski
8 days
u can get some neat power charge loops on whiff punish
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@HatsonFGC
Hatson
11 months
Random Jamie Post #32 Babe wake up, it's new max damage SA3 routes for Jamie. This only works in very specific Punish juggle scenarios, like after crouch blocking Luke / Ken OD DPs. I whiff 2LP first to get proper juggle timing. Credit to @iMeteox for finding this #SF6 #SF6_Jamie
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@HatsonFGC
Hatson
3 years
Alex players tomorrow.
@kod1994
せす
5 years
アレックスタンプ #PS4share
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@HatsonFGC
Hatson
2 months
I have to agree with @jchensor that this might be one of the best animated moves in SF6 so far. In before this Target Combo is largely useless, and you'll rarely ever see this animation in an actual match.
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@HatsonFGC
Hatson
6 years
Sagat has no hurtbox extensions at all during any of his fireballs. And once they go active, the extended hurtboxes have tons of projectile invincibility. especially on his Low Tiger Shots, and remains projectile invincible for half of recovery. Really strong against projectiles!
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@HatsonFGC
Hatson
1 year
Random Jamie post #10 I think I forgot to post this one before. Here's an example of how going into Burnout willingly as Drink Level 4 Jamie can have some very fun results. Since you can instantly get full drive gauge back in the same combo, while also maintaining oki. #SF6_Jamie
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@HatsonFGC
Hatson
1 year
Abusing the fact that all the AAs in SF6 are flagged so they can't hit cross-up (behind the character). Every character by design has cross-up dead zones.
@koichinko
GZL|コイチ
1 year
空中弱百裂、よくないですねぇ…  #sf6_chunli
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@HatsonFGC
Hatson
2 years
My SF6 random tech thread I'm writing down while labbing for FAT. #SF6 #SF6beta #SF6_tech #SF6_Framedata Let's start with Drive Rush: Whatever normal you perform after Drive Rush gains +4 hitstun and blockstun. Example: Kimberly's stHP is normally +3/-2 After DR: +7/+2
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@HatsonFGC
Hatson
11 months
Random Jamie Post #31 Most SF6 players already know: Never wake-up OD reversal against an opponent with SA3 ready, when you don't have your own reversal Super ready. Here's a reminder in case you forgot that rule. DL2 Jamie. SA3 ready. One sweep. 100% -> 0% GG 🤝 #SF6 #SF6_Jamie
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@HatsonFGC
Hatson
3 years
If you're thinking about waking up with a jab against Old Zeku in the corner... Don't do it. 🙂
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@HatsonFGC
Hatson
1 year
There's a handful of other higher damage options. Here's one example; Use HK breakdance to regain more meter during the combo. The trick to optimizing Jamie continues to just be squeezing in 5HP wherever you can, which I'm happy with since it's my favorite move in the whole game.
@NassimClaw
NassimClaw
1 year
Jamie's max damage lvl 3 ?
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@HatsonFGC
Hatson
1 year
Jamie can do a lot more with this since he has a 5F normal that maintains float state so he doesn't even need to do the initial Drive Rush. Instead he can just do whatever he wants after the 5HP.
@WolfgangXO
Wolfy. 💸
1 year
TECH BREAK: D.I.S.S. COMBOS A DISS Combo (Drive Impact Side Switch Combo) allows you to trade positions with the opponent after a successful Punish Counter Drive Impact, while also optimizing in damage and/or oki. It's time to get creative. #SF6 #StreetFighter6
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@HatsonFGC
Hatson
10 days
"While you were grinding MR on Terry, I studied the last active frame spaced out HP Round Wave into meaty LK Power Charge for absolutely terrible damage output." Statements dreamed up by the utterly deranged. Anyway, here's a dumb Terry post stun combo. Don't do this. #SF6_Terry
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@HatsonFGC
Hatson
5 months
Random Jamie Post #42 Jamie's new max damage route is kinda boring to execute but hey, it's a buff. #SF6 #SF6_Jamie
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@HatsonFGC
Hatson
5 months
Now here's the big +10 on block Overhead chopper... But why though? And his 2LK is +3/-3 so on DR it's +7/+1 so it combos into 5MK which forces stand and why does 5MK do 700 damage? Not to mention his mega buffed shoto 5HP. Help. #SF6_Akuma
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@HatsonFGC
Hatson
11 months
Random Jamie Post #30 PoV: You go into Burnout by Jamie's sweep in the corner and have 93% HP left but no Super: 4F jab or die. Does ~88% with SA3 instead of CA ~84% if starting at Drink 0 If you're near burnout you're probably below 80% anyway. GGs shake my hand #SF6 #SF6_Jamie
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@HatsonFGC
Hatson
2 years
Thanks to the new SF6 footage. I wish I could've been testing it myself. I would've gone much deeper! Well, here's a thread of more SF6 framedata. Drive Parry (tap): 1F startu-up 13F active (first 3F active are perfect parry) 27F Recovery 40F Total on whiff
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@HatsonFGC
Hatson
1 year
Random Jamie Post #26 I see your 5HP 5HP 5HP 5HP 5HP combo and I raise you a 5HP 5HP 5HP 5HP 5HP 5HP 5HP 5HP 5HP combo. Only the most optimal Jamie gameplay on my Twitter. Look at those pristine inputs. #SF6_Jamie #WhenInDoubt5HP
@HatsonFGC
Hatson
1 year
The Jamie playerbase is evolving. #SF6 #SF6_Jamie
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@HatsonFGC
Hatson
5 months
@zDamascus Not everyone speaks English, however numbers are universal. Numpad notations are also 3 number acronyms. You do 426 / 624 / 360 / 720 / 236 / 214 / 623 / 421, 5LP, 2MK, 6HK, etc
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@HatsonFGC
Hatson
2 years
In SF6, Light chains have gaps on block, usually 1-4F. This means you can challenge them with things like Parry / Drive Impact / Reversals / Supers / your own 4F. Chain start-up displays as recovery on the frame counter is because you get Punish Counter for punishing/trading them
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@HatsonFGC
Hatson
1 year
Random Jamie post #4 : My SA3 routes at drink lvl 0 #1 : 3 bars | Optimal dmg #2 : 1 bar | Optimal dmg for 1 bar #3 : 1 bar | +41 KD safe-jump #4 : 4 bars | +42 KD safe-jump #5 : 1 bar | +1 drink with +12 mix #6 : 1 bar | +1 drink with +9 mix #7 : 1 bar | +1 drink with +4 mix #SF6_Jamie
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@HatsonFGC
Hatson
10 days
Terry's MK Power Charge has as a unique cancel window on HIT only, specifically just for SA2 Power Geyser. This early cancel is mandatory for some juggle routes to work. Look at the Frame Meter here, normally MK Charge has 23F recovery, but I can cancel after just 19F. #SF6_Terry
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@HatsonFGC
Hatson
1 year
Random Jamie post #9 : Some post SA3 routes for when you start cornered and not Drink Level 4 yet. The key to all of these is meaty 2MP juggles. This is actually very easy and consistent to do. Recommendable. First one is optimal dmg if you did a lot of hits pre-SA3. #SF6_Jamie
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@HatsonFGC
Hatson
5 years
Seth stand HK hitboxes
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@HatsonFGC
Hatson
5 months
I have become big stepper, destroyer of lows. #SF6 #SF6_EHONDA #NoLowsAllowed
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@HatsonFGC
Hatson
4 years
Capcom has done a lot of mistakes in SFV scripting, which leads to bugs and unintended results. Some of them who are still not fixed to this day. As someone who's been working on FAT since Season 1, I've seen a lot of them. However, I may have just discovered the silliest one yet
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@HatsonFGC
Hatson
7 months
Random Jamie Post #39 To celebrate 3000 followers, here's a short Jamie CMV showing some fancy combos and funny setups after airborne DI punish. Any Jamie players out there crazy enough to try to bait someone with this reverse DR 6HK setup? I'd love to see someone try. #SF6_Jamie
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@HatsonFGC
Hatson
5 months
Random Jamie Post #41 New Season. New Sauce.🧑‍🍳 A lot of new Jamie stuff to lab, lots of new combo routes to discover, and for them to later be named the "Momochi combo". But, I have a lot FAT work to do first, so much to update. 💀 Here's something fun meanwhile. #SF6 #SF6_Jamie
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@HatsonFGC
Hatson
2 years
Both the regular and perfect (just-frame) booms are 10F start-up. I'm guessing the perfect boom has better damage / frame advantage to incentivize using Classic Controls. First boom was after 4F walking fwd. Perfect boom was after 1F walking fwd. So the JF is at least 2F timing.
@StreetFighter
Street Fighter
2 years
Guile's legendary Sonic Boom has additional properties in #StreetFighter6 . There are now two kinds of them! When inputted with perfect timing, Guile's signature move becomes even more BOOM-tastic!
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@HatsonFGC
Hatson
1 year
Remember to always OS your punishes in case you get PP timing. You can OS with anything you want, it will only come out on PP.
@Alioune85
Alioune
1 year
#PS5Share , #StreetFighter6OpenBeta So ppl, what's the risk of playing at this range vs Guile?
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@HatsonFGC
Hatson
1 year
Random Jamie Post #18 Here's a list of moves that can use to punish Jamie's 2HK sweep on block at max range. Good luck! 🙃 Yeah, this move is definitely getting nerfed next season, so abuse it while ya can Jamie players. #SF6_Jamie
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@HatsonFGC
Hatson
7 months
Just wanted to show the other options you have of LK > LK +3 on hit: Throw and 5MP trade combos. #SF6_ED #onetwothree #accidentalmusictiming
@HatsonFGC
Hatson
7 months
I've mastered the online Ed strategy. 5LK has incredible range and great framedata. The TC is easily confirmable and safe on block. LK > LK is +3 -> LK > LK beats mashers and MP trades for LK TC again or 2MK combos. LK > LK > LK is +1 -> LP beats mashers into LK TC again #SF6_Ed
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@HatsonFGC
Hatson
15 days
This cheat is scripted to press 5HP on the 8th frame of the opponents 2MP. Every time, frame perfect. It boggles the mind that Capcom will make the game unplayable online with basic mods like giving Ryu a shave, but at the same time cheaters are playing in official competitions.
@ChrisWong1028
FNC Chris Wong
15 days
World Warrior - Asia East @CapcomFighters
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@HatsonFGC
Hatson
5 months
Random Jamie Post #40 Some 2 touch kill routes with Jamie when starting at Drink Level 3 (no CA) as per Jav1ts rules. #NotTop3Challenge #SF6_Jamie
@jav1ts
Javits Arias
5 months
This will make for a fun challenge! Try to do it with your character! First hit cannot be a counter hit or punish counter. 2nd hit has to be a backdash punish. You can start with full meter and full drive just like in this clip. Who else can do this? The #NotTop3Challenge !
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@HatsonFGC
Hatson
2 years
#SF6 tech thread, this time about #SF6_Jamie Jamie's 5LK has a lot of unique properties, like chaining into itself forever for a little jig. However, chaining 5LK into other lights shifts his positioning forward, opening up interesting options for him. See thread for examples ↓
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@HatsonFGC
Hatson
9 months
Random Jamie Post #35 More of the Steely Dan labbing from tonight. Showcasing the massive range Jamie's OD Rekka has at Drink Level 4. As well as the pushback on block and what you can make of it. That being said, I still hope they buff his lvl 0-3 Rekkas a bit. #SF6 #SF6_Jamie
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@HatsonFGC
Hatson
5 months
I have mastered the Akuma neutral. #SF6_Akuma
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@HatsonFGC
Hatson
1 year
Reminder that there is a priority system for projectiles in SF6. Supers > OD > non-OD Same strength projectiles trade hits. Higher priority projectiles go thru lower priority ones without losing any hits.
@lllmokelll
もけ(moke)
1 year
春麗のOD気功がダウンしないの、、ナイス!!!
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@HatsonFGC
Hatson
6 years
Kage has some cute anime air juggles going on
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@HatsonFGC
Hatson
12 days
Terry is very blessed in the jump-in hitboxes department. His 2MP is also very very strong being 4F active with that range and +5/-1 His 5MK lifts up his front leg hurtbox on frames 3-20 to counter-poke low attacks. #SF6_Terry
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@HatsonFGC
Hatson
1 year
Adding onto this: Here's Jamie's 4x light confirms utilizing the unique properties of his 5LK: against crouch: 2LP xx 5LK xx 2LP xx 5LK xx special against stand: 2LP xx 5LK xx 2LP > 5LPLKMP xx special
@HatsonFGC
Hatson
2 years
#SF6 tech thread, this time about #SF6_Jamie Jamie's 5LK has a lot of unique properties, like chaining into itself forever for a little jig. However, chaining 5LK into other lights shifts his positioning forward, opening up interesting options for him. See thread for examples ↓
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@HatsonFGC
Hatson
9 months
One of DJ's main weakness since day 1 has always been the fact that his special cancelable options really suck range wise. Guile has the same weakness. Both are weak to DI on a lot of their moves in neutral. However, that doesn't mean their moves are weak. They're still top tier.
@801_Gustavo
Gustavo Romero
9 months
Oh
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@HatsonFGC
Hatson
4 months
"Oh God, you are allergic to that Crouching Fierce my man. You gotta get a poster of Croucing Fierce from Lily. Put it on your wall and think about it." Thank you @IFCYipeS Congratulations to @ElChakotay
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@HatsonFGC
Hatson
1 year
Random Jamie Post #14 When your opponent wants to get out of the corner, simply send them to the other corner instead. Maybe they'll like it better there and accept the +2 on block meaty divekick. Can also just jump back 8HK and juggle them back into the same corner. #SF6_Jamie
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@HatsonFGC
Hatson
1 year
Reminder that in SF6 strikes take priority over throws / command grabs, unlike previous SF entries. So setups like this where he can meaty 5LP for +1 on block > throw lose to a 4F jab from the opponent.
@OlivoFGC
RR l Christian Olivo
1 year
Ryu's Throw Loop and counter for each escape option #sf6RYU
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@HatsonFGC
Hatson
1 year
Random Jamie post #11 : KD +33 is the magic number for meaty Divekicks (+2 on block) 5HP xx MK/HK Breakdance juggles are +33 5HP xx MK DP juggles are +33 if done close to the ground 2HK is +33 Hit confirm the meaty divekicks into 2HK + drink, or 5HP xx MK DP to loop it #SF6_Jamie
@sakuyo13
SKGC | さくよ / sakuyo
1 year
@sousuke_81 強爆廻くんに役割取られちゃった… #SF6_Jamie
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@HatsonFGC
Hatson
1 year
Please fix the online matchmaking. It's still completely non-functional in my country of Iceland. I imagine it's non-functional in many other countries too. I've forward all ports and enabled UPNP, nothing works, I can't get any matches. Please fix it, I want to play your game.
@StreetFighter
Street Fighter
1 year
We're proud to announce that #StreetFighter6 has sold over 2 million copies! 🤩 All players will receive a small token of our appreciation in game. Thank you for all your continued support!
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@HatsonFGC
Hatson
1 year
Random Jamie Post #17 Delaying 8HK after 2KK opens up way more combo routes. Here's some examples, nothing optimal, just for fun Sweep Drink there is +6 after OD Divekick for a meaty 50/50 strike/cmd grab Some LK DP safe jumps Check out those DR 2MP routes near the end #SF6_Jamie
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@HatsonFGC
Hatson
2 months
A lot of players are also not aware that when players jump out of the corner like this, that command grabs are guaranteed punish on their landing frames, even if they empty jump. Grapplers don't have to OS this with anti-airs, you can go for the big cash out SPD on their landing.
@Rynge_
Rynge
2 months
This is one of my favorite breakdowns so far. Bypassing a guaranteed punish for a favorable chance to obtain a stronger win condition is on the highest level of decision making. thanks for always making fighting games fun to talk about @PunkDaGod
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@HatsonFGC
Hatson
1 year
It's a cool route, JP does 4,5 bars of Drive Gauge dmg with this. Other chars can do similar things, here's Jamie doing 4 bars for example. Same scenario with opponent doing wake-up OD reversal. #SF6_Jamie
@FGC_Orochi
V STAR | Orochi
1 year
OH LES GARS ALLEZ VOIR LE STREAM DE @latif_7 JP C'EST UNE DINGUERIE #SF6 Link below 👇
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@HatsonFGC
Hatson
5 years
Okay, people seem like seeing hitboxes. So here's a thread for Seth. Let's start with the normals. P.S. Random FG music in background while recording these, pay it no mind. Punches:
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@HatsonFGC
Hatson
5 years
Capcom's data doesn't mention this at all, but Gill's VT1 special (Burn Storm) is invincible to airborne strikes on frames 5-16. And his extended arm / leg hurtboxes are also projectile invincible during startup and active frames (frames 10-25). See hitbox tests below.
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@HatsonFGC
Hatson
5 years
Looking at it frame-by-frame (TY for 60 FPS Capcom) - Gill can cancel his successful parries instantly into whatever he wants it seems. Parries in V usually have 5F recovery on success if u want to followup with a jab / throw / special and such. But Gill ignores that limitation.
@StreetFighter
Street Fighter
5 years
Gill’s new V-Skill II in #SFVCE is Blocking, which will deflect any strike and leave the opponent vulnerable.
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@HatsonFGC
Hatson
2 years
My preferred post lvl 3 Super routes using the same starter as RT #1 : 1 bar + drink level (0 bars at lvl 4) #2 : 1 bar damage option #3 : 4 bar + drink level (3 bars at lvl 4) #4 : 3 bar damage option #5 : 4 bar damage option What's your favorite route? #SF6beta #SF6_Jamie #5HPiscool
@DBGen13
LAGr | DBGen13 - Rebooting...
2 years
imagine trying take your turn back after blocking Jamie's lv4 fHK and losing 60% for it lol #SF6_Jamie #SF6
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@HatsonFGC
Hatson
1 year
Random Jamie post #1 : Final Round vs Jamie players PSA: DON'T walk forward or press anything, unless you enjoy corner mixups. Just some flowchart Jamie oki. All of these KDs are a mixup between strike/throw/cmd grab/shimmy/high/low. #fuckitwepalm #SF6_Jamie
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@HatsonFGC
Hatson
5 years
Fighting game patch notes aren't always the most self explanatory. In SFV's big new update, a lot of moves had this note added to them. I'm going to go into detail in this thread what this change means exactly. Big thanks to @WydD 's DIFF site for actually showing us the details.
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@HatsonFGC
Hatson
10 months
A lot of SF6 characters would kill to have JP's juggle values.
@Makoto4210
CGSgaming 誠
10 months
@jav1ts @Bri4nF How about this?
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@HatsonFGC
Hatson
1 year
DJ's OD Air Slasher turns into a launcher on the 2-hit version when used out of close proximity. So be ready to convert it into combos in case the opponent gets hit! #SF6_Deejay #notoptimalbutfun #TheSuperiorDJtheme
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@HatsonFGC
Hatson
4 months
Might as well start posting my SF6 bug reports for Capcom onto Twitter. SF6 Bug Report #2 : AKI's LP Serpent Lash has a projectile collision box that reaches far behind herself, for some odd reason. This can cause some likely unintended interactions like this to occur. #SF6_AKI
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@HatsonFGC
Hatson
1 year
Random Jamie post #15 Be careful when trying to challenge or chase Jamie's 6HK target combo at drink level 4. The headbutt is a tight frametrap after Drive Rush on block, and the spins are only 4F start-up, 3 hits, 1320 damage and fully cancelable. Don't get hit! #SF6_Jamie #SF6
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@HatsonFGC
Hatson
2 years
@GodHunta I raise you a grappler with 5LK that's +8 on block, 5F active and has NO RECOVERY FRAMES.
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@HatsonFGC
Hatson
1 year
How it feels reading the Jamie nerfs from early release players.
@X_AZEEZ3
X-Azeez
1 year
They changed Jamie's Level 3 animation
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@HatsonFGC
Hatson
9 months
Random Jamie Post #34 SF6 Lab night + Steely Dan Here's some 4HP blockstrings at lvl 3+ and what options you have after they block 4HP and try to check you: 1) Crouch Block 2) Walk back 3) 4HP again 4) 5MK Note the 5MK low crushing Also some DR 5HP > 2LP scenarios #SF6 #SF6_Jamie
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@HatsonFGC
Hatson
5 months
Since Capcom is playing coy and refusing to give us the patch notes, I figured I'd just do it myself and give you some previews of the upcoming Jamie changes. Focusing on the confirmed 2MP and 6HK Headbutt buffs here. Very ery easy to hit confirm the Headbutt too. #SF6 #SF6_Jamie
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@HatsonFGC
Hatson
5 years
"Fourteen" 🤫 @Arlieth @OlafRedland @jav1ts @AutoMattock The magic KDA number is +38 Achieve that and then do HK Knee Drop.
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@HatsonFGC
Hatson
2 years
I think I've managed to demystify most of the mechanics and nuances behind the Drive Gauge stuff. This should answer most questions you have about them. Please excuse the WALL of text, I cba writing this all down into 20 Twitter posts. Drive Parry is a doozy. Send help 🙃
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@HatsonFGC
Hatson
1 year
Yes, counterpoking is very effective against extended hurtboxes. Especially in a game like SF6 with a universal mechanic where all light buttons extend huge hurtboxes 2F before active, making light checks extremely risky to throw out compared to previous SF games. Example:
@BR_Eureka
Eureka 🥷🏾⭐ 🇺🇲🇩🇴🇵🇷
1 year
@HatsonFGC So I should try and hit the startup of these moves? 🥲
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@HatsonFGC
Hatson
11 months
Here is a more optimal SA3 damage route at Drink Level 2, in case you land jump back 8HK on Counter-Hit. #SF6 #SF6_Jamie
@sakuyo13
SKGC | さくよ / sakuyo
11 months
端脱出を咎めるバックジャンプからのJHK 地味に多い場面なのでコンボ整理した 対空位置によってはDR>2MP入ったりもするけど基本は5LK or 2LP SAある時にDR>5LKからノーキャンで拾えるのはコンボ判断の猶予長くて助かる #SF6_Jamie
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@HatsonFGC
Hatson
6 years
2018: "LOL FALKE HAS HURTBOX ON HER NORMALS SHE'S TRASH TIER" 2017: "WTF MENAT HAS NO HURTBOXES ON HER NORMALS SHE'S BROKEN" pre-SFV: "YO HE JUST WHIFF PUNISHED HIS LIMB FROM FULL-SCREEN; HYPE!" FGC; Never fucking change. I love how inconsistently hypocritical ya'll are.
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@HatsonFGC
Hatson
7 months
I think some people might have misunderstood what I was trying to say here. So here's a video instead showing the differences between some 5HP hitboxes. Please, look at the hitboxes and test it yourself before you make assumptions! Shoutouts to @GGHalibel for the initial post.
@HatsonFGC
Hatson
7 months
@GGHalibel @PunkDaGod I don't know what it's with SF players and not using the frame meter or hitboxes to actually lab and prove things. I get that some play on consoles and can't install the hitbox viewer, but in that case you can just look them up online, you can confirm this all instantly in 1 min.
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@HatsonFGC
Hatson
1 year
Random Jamie Post #25 ft. Will it Kill? Jamie builds super meter better than any other character. Keep that in mind when playing, and try to optimize around it for your punishes. Just because you don't have SA3 doesn't mean you can't combo your way into it #SF6_Jamie #GimmickOST
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@HatsonFGC
Hatson
1 year
Random Jamie Post #23 Just a small clip showing Jamie's huge drive gauge damage potential. I advise you to never "just block" against a Jamie at Drink Level 4. Use the Drive Parry / Reversal before it's too late. #SF6_Jamie #StopBlockinginSF6 #RememberToParry
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@HatsonFGC
Hatson
9 months
Random Jamie Post #37 Nice idea! But, it can be better to keep the combo simple for damage, for example you could've actually killed Ken in this scenario if you land that meaty DR 6MK. Here's some other oki routes and scenarios after a +33 KD mid-screen HK Bakkai. #SF6 #SF6_Jamie
@AzulClaro20
Azul Claro
9 months
t @AutoMattock @theKaution @Boltstrike_ from @HatsonFGC idea of building meter total of 8927 dmg
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@HatsonFGC
Hatson
7 days
Oh, by the way. Terry's Lane Hop TC (MP > MK > MP/MK) beats everything in the game except for Lily's SA2. I'll let you figure that one out for yourselves. It's actually a very valid mixup / reset / sideswap tool. #SF6_Terry
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@HatsonFGC
Hatson
5 months
Jamie got a ton of good buffs, but most importantly Divekick hurtbox is much much better now. Shoutouts to all the players that didn't want them to buff his divekick. Sorry.
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@HatsonFGC
Hatson
1 year
PoV: You jump against Ken when cornered. Here's a ghetto Twitter quality CMV with zero editing dedicated to Ken's air tatsu conversions. Combo Bounty: First person to land the final double air tatsu > HP DP xx SA3 combo shown in a REAL match, I'll paypal you 100 dollars. #SF6_Ken
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@HatsonFGC
Hatson
2 years
#SF6 #SF6_Marisa Thread I've gone through all the SF6 Marisa footage frame-by-frame, so I'm creating a thread going over some of her punch moves, since there's a lot of them and they're all pretty similar. Starting with this mystery move that's only had its start-up shown briefly
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@HatsonFGC
Hatson
8 months
OD Flicker is 25F start-up and pulls them in for a full combo on hit and + frames on block (seems to be +4 on block here). SFV Poison's very hated EX Mid Whip was 19F start-up and +2 on block, then subsequently nerfed to +1 oB. Take that as you will. Ed Seems pretty cool though.
@StreetFighter
Street Fighter
8 months
Warm up for a masterclass in boxing. 🥊 Ed's gameplan revolves around his quick flickers and long reach to keep opponents on the defensive. Watch Ed's Character Guide in higher-res on YouTube 👇
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@HatsonFGC
Hatson
1 year
@TinfoilDurag Ok you got me. This is like the only AA normal that doesn't have the "can't hit back" flag on all of its hitboxes. Who could forget "bottom tier" Lily
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@HatsonFGC
Hatson
11 months
I see AKI joins Jamie's meter-build club of "I'm a whole super bar from SA3, so let me just build enough meter in this combo." Here's a similar sequence from 87% for DL3 Jamie + CA. Deals ~80% total without CA. Jamie can also build 2.25 super meters in one combo utilizing his SA2
@broskiFGC
Broski
11 months
literal 80% checkmate from a yolo DI pretty nutty that she can do level 1 for burnout and still build back level 3 in the next combo
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@HatsonFGC
Hatson
6 years
Sagat's fireballs framedata wise and hurtbox properties (projectile invincible for a looong time on arms / legs / head) are looking way better than in SFIV.
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@HatsonFGC
Hatson
1 year
@jav1ts Unironically walk fwd, get hit, then challenge with 4F and CH her. Otherwise, no. You need Super.
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@HatsonFGC
Hatson
7 months
For those curious what this note note of mine of Ed's 6HP is referring to. I didn't know what else to call these 6HP juggles back during my FAT labbing on Ed's release. 🤫🏀🗑️ Largely useless juggle btw.
@noonches
Luke :/
7 months
@HatsonFGC any insight as to what you are cooking here with the Ed 6hp “Secret Dribble Combos™️”
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