I think F121 coming out on block or whiff and BF1 consistency should be added to the required list. Forcing the opponent to decide high or low at the end of that string once they're on defense (and as a by product getting the opponent to stand more often, allowing other pressure like canceling to up rocket, etc.) would do her a lot of good. I'd also vouch for a faster D2, but maybe that's just me.
Fixed/improved normals (no male/female inconsistencies in the corner either) will help her across the board in all variations, which is what I was getting at before. Right now they're not a reasonable counter-balance to her strengths and only cause an unnecessary amount of frustration for the people who play her. I've played too many fighting games to not know when a character is severely lacking, will be left in the dust in relation to the rest of the cast and even the training/lab-work isn't going to pay off. People can be fine with this, but I'll always push if there's an opportunity for improvement.
I'm tired of Kung Lao's hat basically being stronger than her as a whole character. His hat son. Come on lol.
I don't care where Jacqui ends up in tiers as long as the above stuff is fixed and more workable, so she can fight against the shenanigans from top characters better. (This has nothing to do with the stuff I'm about to post below).
Variation specific improvements: I'm not sure what I would do. I have some crazy ideas that may not fly in practice, but really I'd just want the variations to be viable, fun and unique enough that the majority of the playerbase doesn't flock to just one. A few of the "crazy" ideas:
High tech:
-EX DB+1 either doubles as a counter-attack to the opponents normals OR becomes a teleport from successfully absorbing a projectile (think Mr. Karate from KOF) and you have enough time to act before your opponent most of the time... not necessarily punish, but "get in" since this is an up-close-and-personal variation.
-EX DB+2 startup and recovery fast enough that you can continue a combo when cancelled from a ground string.
-When gauntlets are fully charged, jumping DD+4 becomes unblockable (broken?).
Shot Gun:
-DB+2 dust hitbox improved for consistency, but also the regular hitbox ground bounces an airborne opponent the first time in a combo (in case the dust misses but you still connect with the blast).
F1 I'm not sold on as an essential anymore. Firstly, it only helps FA and I want to prioritise things that benefit all variations as I genuinely think FA is weak. Beyond that, F1~up Rocket does jail, it just doesn't work well on hit (maybe I need to test more, but this seems to be the case)
Fast recovery and a hit of armor on exDB2 would be sick!
DD+4 is already unblockable during charges...but it's far from broken! I actually think it should launch allowing for a follow up (ideally F2)
Dust actually hits super consistently...but the BF2 does't launch consistently from low starters and dust pays the price :-(
I really like the idea of exHigh Shotgun wallbouncing too! Cool concept for what is generally a
I think F121 coming out on block or whiff and BF1 consistency should be added to the required list. Forcing the opponent to decide high or low at the end of that string once they're on defense (and as a by product getting the opponent to stand more often, allowing other pressure like canceling to up rocket, etc.) would do her a lot of good. I'd also vouch for a faster D2, but maybe that's just me.
Fixed/improved normals (no male/female inconsistencies in the corner either) will help her across the board in all variations, which is what I was getting at before. Right now they're not a reasonable counter-balance to her strengths and only cause an unnecessary amount of frustration for the people who play her. I've played too many fighting games to not know when a character is severely lacking, will be left in the dust in relation to the rest of the cast and even the training/lab-work isn't going to pay off. People can be fine with this, but I'll always push if there's an opportunity for improvement.
I'm tired of Kung Lao's hat basically being stronger than her as a whole character. His hat son. Come on lol.
I don't care where Jacqui ends up in tiers as long as the above stuff is fixed and more workable, so she can fight against the shenanigans from top characters better. (This has nothing to do with the stuff I'm about to post below).
Variation specific improvements: I'm not sure what I would do. I have some crazy ideas that may not fly in practice, but really I'd just want the variations to be viable, fun and unique enough that the majority of the playerbase doesn't flock to just one. A few of the "crazy" ideas:
High tech:
-EX DB+1 either doubles as a counter-attack to the opponents normals OR becomes a teleport from successfully absorbing a projectile (think Mr. Karate from KOF) and you have enough time to act before your opponent most of the time... not necessarily punish, but "get in" since this is an up-close-and-personal variation.
-EX DB+2 startup and recovery fast enough that you can continue a combo when cancelled from a ground string.
-When gauntlets are fully charged, jumping DD+4 becomes unblockable (broken?).
Shot Gun:
-DB+2 dust hitbox improved for consistency, but also the regular hitbox ground bounces an airborne opponent the first time in a combo (in case the dust misses but you still connect with the blast).
-DF+2 Wall bounces an airborne opponent the first time in a combo.
-EX DF+2 can wall bounce a grounded opponent. Knocks down if used a 2nd time in a combo.
Full Auto:
-212 is special cancellable.
F1 I'm not sold on as an essential anymore. Firstly, it only helps FA and I want to prioritise things that benefit all variations as I genuinely think FA is weak. Beyond that, F1~up Rocket does jail, it just doesn't work well on hit (maybe I need to test more, but this seems to be the case)
Fast recovery and a hit of armor on exDB2 would be sick!
DD+4 is already unblockable during charges...but it's far from broken! I actually think it should launch allowing for a follow up (ideally F2)
Dust actually hits super consistently...but the BF2 does't launch consistently from low starters and dust pays the price :-(
I really like the idea of exHigh Shotgun wallbouncing too! Cool concept for what is generally a less than useful move!