mikosu
+ on block 50/50s
Was asked to make a thread to help people better understand High Tech.
High Tech excels at pressure and benefits players who are not afraid to make reads. However, High Tech's biggest problem is her neutral game. You will have to prepare yourself to be basically trolled in neutral and make reads to get your offense started. Her pokes are either quick with no range or mid-ranged and slow. 4u4 is the only exception being a decent speed and having ok range. But when she gets in and is buffed the struggle will have been worth it.
Pros:
+Highest possible corner damage of her variations
+Not meter-reliant
+Great meter build with blockstrings
+Among the fastest movement speeds in the cast
+50/50s that are safe or + on block and hit-confirmable
+Armored moves and xray do increased damage with the buff
Cons:
-Must be close to opponent for offense
-Lower end midscreen damage
-Must find time to activate db2 for her best pressure
-Has difficulty punishing moves with pushback
-Has difficulty counterpoking
-Stamina-reliant
High Tech specific specials
Gauntlet Spark (db2) - According to the frame data it takes 60 frames to activate. Adds extra damage to all punch attacks. Makes ground pound (air dd4) unblockable. Increases the damage and frame advantage of and adds knockdown to df2 (see additional information below). Has two levels. LV1 adds 24% damage to all fist-based attacks on hit and block and makes EX ground pound an otg. LV2 adds 48% damage to all fist-based attacks on hit and block and makes ground pound an otg. (EDIT: Chip damage from normals was universally nerfed but the damage added by the buffs has not changed.) This buff is what makes High Tech into a strong offensive force.
Quick Burst (df2) - Mid. 15-frame startup. Destroys projectiles. Can be run canceled. Main tool in her corner offense but can be low-profiled. Can be charged to two additional levels. For each level damage increases by 2 and chip increases by 0.25%. db2 buff increases this further by the same amounts for each level of the buff. All charged and all buffed df2s KND on hit. Stats at each level:
df2 -+2 -1 on block, +14 on hit. LV1 df2 +11 +8 on block with slightly increased pushback
df2(1) -+11 +8 on block with slightly increased pushback. LV1 and LV2 df2(1) - +11 +7 on block with heavily increased pushback
All df2(2)s -+11 +7 on block with heavily increased pushback on block
What this means for pressure is you want to use df2(1) and LV1 df2. LV2 is not great in neutral due to pushback but great for corner carry.
General Pressure
Jacqui has the luck of being + or low - on block on a good bit of her normals and strings and High Tech makes her mixups even better with quick burst run cancels (QBRC) and ending in df2. Here is a thread for reference of the QBRCs that have enough advantage to jail: http://testyourmight.com/threads/what-do-you-know-about-jacqui-cancels.57725/
Some of them require nearly frame-perfect timing. Only 1 QBRC can be doneon hit but 2 can be done on block. EDIT: Due to the 10/4 patch changes to stamina she needs to use dash cancels (QBDC) as well now to be optimal. Combos have been updated accordingly.
Blockstring data:
121 +6, 114 +6, 33 +6, f12 +7, 12 +8, 21 +8, b14 +13, b2 +6+14 (Have not verified b2, 121, and 114 further.)
Chip percentages:
LV 0 : 12 (1%), b14 (1%), 21 (1%), 121 (1.4%), f12 (1.6%), 114 (2%), 1212 (2.4%), air dd4 (2.13%), xray (3.5%)
LV 1: 12 (1.6%), b14 (1.36%), 21 (1.6%), 121 (2.24%), f12 (2.56%), 114 (2.6%), 1212 (3.84%), xray (4.22%)
LV 2: 12 (2.2%), b14 (1.72%), 21 (2.2%), 121 (3.08%), f12 (3.52%), 114 (3.2%), 1212 (5.28%), xray (4.94%)
Since blockstrings can take many paths this section will list a realistic (recommended) blockstring and a best blockstring for each level excluding jip starters. Meter gain does not increase with the buff.
LV 0: ji air dd4 12 QBRC 12 QBRC 1212 df2 (8.78%, ~85% of a bar) *corner only
ji air dd4 114 QBRC 114 QBRC 1212 df2 (9.58%, ~104% of a bar) *corner only
LV 1: f12 QBRC 12 QBRC 1212 df2 (10.25%, ~65% of a bar)
114 QBRC 114 QBRC 1212 df2 (11.54%, ~90% of a bar)
LV 2: f12 QBRC 12 QBRC 1212 df2 (13.75%, ~65% of a bar)
f12 QBRC 114 QBRC 1212 df2 (14.75%, ~70% of a bar) *most chip
114 QBRC 114 QBRC 1212 df2 (14.43%, ~90% of a bar) *best meter build
Note: 4u4 can end the LV1 blockstrings but is character and hurtbox-specific. *s=standing, c=crouching. Does not work on c Jax, c Sonya, sc Kitana, sc Mileena, c Cassie, c Jacqui, c Kung Jin, c Tanya, c Leatherface, c Predator, c Johnny, c Erron, c Liu, c Kotal, sc Raiden, c Quan, s Tremor, c Triborg.
Getting the buff
Unfortunately due to being so slow db2 usually causes all pressure to be lost. A high juggle ending with 212, a njp/njk knockdown, and canceled from 114 on hit midscreen are the only practical and completely safe ways to get a buff. Otherwise it is matchup-dependent. Buff up after soft knockdowns or in neutral if you think you can get away with it but be aware that it is usually risky.
Guaranteed unblockable
A jip at a low height immediately into ground pound jails. ji2 is slower but makes the timing easier.
Instant air ground pound
Helpful to all variations as regular ground pound is +6 on block and difficult to react to the lower it's done. I use my analog stick for u then press dd on the d-pad. In the video despite being done so low, High Tech currently has nothing with enough + frames on hit that leaves an opponent standing to guarantee the unblockable. (Her 11 is +25 on hit.) EDIT: +31 on hit as of 3/29 making the situation much stronger.
Meaty df2(1)/LV 1 df2
Stanky leg corner hit-confirm OS
Tapping 1 after 4u4 works as a hit-confirm option select due to the long blockstun and quick recovery on hit. If it hits 1 comes out. If it's blocked nothing comes out.
f2u2 mixup situation
With the buff Jacqui gains access to a strong 3-way mixup from this string:
6-frame punish
Midscreen (LV0/1) - 121 QBRC 4u4 run 1 f2u2 du4 4 bf4 (30/32%)
(LV2) - 121 QBRC f2u22+4 run 1212 bf4 (39%)
Corner (LV0/1) -121 QBRC 33 bf2 4 df2 11 11 11 12 bf4 (40/44%)
8-frame punish
Midscreen (LV0/1) - 4 QBRC 4u4 run 1 f2u2 du4 4 bf4 (28/29%)
(LV2) - 4 QBRC f2u22+4 run 1212 bf4 (36%)
Corner (LV0/1) - 4 QBRC 33 bf2 4u4 4u4 1 f2u2 du4 11 4 bf4 (36/37%)
(LV2) - 4 QBRC 33 bf2 4 df2 11 11 11 12 bf4 (44%)
(LV2) - 4 QBRC 33 df2(1) 1 f2u22+4 11 11 12 bf4 (52%)
9-frame punish
Midscreen - 4u4 run 1 f2u2 du4 4 bf4 (30/31/33%)
Corner (LV0/1) - 4u4 4u4 4u4 4u4 11 11 12 bf4 (37%)
(LV2) - 4u4 1 f2u22+4 11 11 12 bf4 (42%)
(LV0/1) - 4u4 4 df2 11 11 11 4 bf4 (40/44/%) *Does not work on crouching opponents
(LV2) - 4u4 4 df2 1 f2u22+4 11 4 bf4 (52%) *Does not work on crouching opponents
14-frame punish (Most damaging starter)
Midscreen (LV0/1) - 33 QBRC 4u4 run 1 f2u2 du4 4 bf4 (36/37%)
(LV2) - 33 QBRC f2u22+4 run 1212 bf4 (44%)
Corner (LV0/1) - 33 QBRC 33 bf2 4 df2 11 11 11 12 bf4 (47/50%)
(LV2) - 33 QBRC 33 df2(1) 11 1 f2u22+4 11 12 bf4 (62%)
Corner carry
[Starter that leaves the opponent standing] x QBDC f2u2 du4 1 run 1212 bf4
EX ground pound
Side switch - EX air dd4 run under 1 njp slight run 1 f2u2 du4 4 bf4 (39%)
Midscreen - EX air dd4 4u4 run 1 f2u2 du4 4 bf4 (40%)
Corner - EX air dd4 4u4 4u4 4u4 4u4 11 12 bf4 (46%)
EX air dd4 delayed 4 df2 11 11 11 4 bf4 (49%)
kara b2 overhead/b2
Midscreen - b2 QBRC 1 f2u2 du4 4 bf4 (28/31/33%)
Corner (LV0) - b2 bf2 4u4 4u4 11 11 4 bf4 (34%)
(LV1) - b2 bf2 4u4 1 f2u2 du4 11 12 bf4 (37%)
b2 bf2 4 df2 1 11 11 12 bf4 (42%)
(LV2) - b2 bf2 1 f2u22+4 11 12 bf4 (42%)
kara b4 low/b33
Midscreen (LV0/1) - kara b4 QBRC 4u4 run 1 f2u2 du4 4 bf4 (32/34%), b33 (34/35%)
(LV2) kara b4 QBDC f2u22+4 run 1212 bf4 (42%), b33 (42%)
Corner (LV0/1) - kara b4 QBRC 33 bf2 4u4 1 f1 1 f2u2 du4 11 4 bf4 (42/44%), b33 (43/45%)
(LV2) - kara b4 QBRC 33 bf2 4 df2 11 11 11 12 bf4 (50%), b33 (51%)
(kara b4 QBRC 33 df2(1) 11 1 f2u22+4 11 12 bf4 (60%), b33 (60%)
High Tech excels at pressure and benefits players who are not afraid to make reads. However, High Tech's biggest problem is her neutral game. You will have to prepare yourself to be basically trolled in neutral and make reads to get your offense started. Her pokes are either quick with no range or mid-ranged and slow. 4u4 is the only exception being a decent speed and having ok range. But when she gets in and is buffed the struggle will have been worth it.
Pros:
+Highest possible corner damage of her variations
+Not meter-reliant
+Great meter build with blockstrings
+Among the fastest movement speeds in the cast
+50/50s that are safe or + on block and hit-confirmable
+Armored moves and xray do increased damage with the buff
Cons:
-Must be close to opponent for offense
-Lower end midscreen damage
-Must find time to activate db2 for her best pressure
-Has difficulty punishing moves with pushback
-Has difficulty counterpoking
-Stamina-reliant
High Tech specific specials
Gauntlet Spark (db2) - According to the frame data it takes 60 frames to activate. Adds extra damage to all punch attacks. Makes ground pound (air dd4) unblockable. Increases the damage and frame advantage of and adds knockdown to df2 (see additional information below). Has two levels. LV1 adds 24% damage to all fist-based attacks on hit and block and makes EX ground pound an otg. LV2 adds 48% damage to all fist-based attacks on hit and block and makes ground pound an otg. (EDIT: Chip damage from normals was universally nerfed but the damage added by the buffs has not changed.) This buff is what makes High Tech into a strong offensive force.
Quick Burst (df2) - Mid. 15-frame startup. Destroys projectiles. Can be run canceled. Main tool in her corner offense but can be low-profiled. Can be charged to two additional levels. For each level damage increases by 2 and chip increases by 0.25%. db2 buff increases this further by the same amounts for each level of the buff. All charged and all buffed df2s KND on hit. Stats at each level:
df2 -
df2(1) -
All df2(2)s -
What this means for pressure is you want to use df2(1) and LV1 df2. LV2 is not great in neutral due to pushback but great for corner carry.
General Pressure
Jacqui has the luck of being + or low - on block on a good bit of her normals and strings and High Tech makes her mixups even better with quick burst run cancels (QBRC) and ending in df2. Here is a thread for reference of the QBRCs that have enough advantage to jail: http://testyourmight.com/threads/what-do-you-know-about-jacqui-cancels.57725/
Some of them require nearly frame-perfect timing. Only 1 QBRC can be done
Blockstring data:
121 +6, 114 +6, 33 +6, f12 +7, 12 +8, 21 +8, b14 +13, b2 +6
Chip percentages:
LV 0 : 12 (1%), b14 (1%), 21 (1%), 121 (1.4%), f12 (1.6%), 114 (2%), 1212 (2.4%), air dd4 (2.13%), xray (3.5%)
LV 1: 12 (1.6%), b14 (1.36%), 21 (1.6%), 121 (2.24%), f12 (2.56%), 114 (2.6%), 1212 (3.84%), xray (4.22%)
LV 2: 12 (2.2%), b14 (1.72%), 21 (2.2%), 121 (3.08%), f12 (3.52%), 114 (3.2%), 1212 (5.28%), xray (4.94%)
LV 0: ji air dd4 12 QBRC 12 QBRC 1212 df2 (8.78%, ~85% of a bar) *corner only
ji air dd4 114 QBRC 114 QBRC 1212 df2 (9.58%, ~104% of a bar) *corner only
LV 1: f12 QBRC 12 QBRC 1212 df2 (10.25%, ~65% of a bar)
114 QBRC 114 QBRC 1212 df2 (11.54%, ~90% of a bar)
LV 2: f12 QBRC 12 QBRC 1212 df2 (13.75%, ~65% of a bar)
f12 QBRC 114 QBRC 1212 df2 (14.75%, ~70% of a bar) *most chip
114 QBRC 114 QBRC 1212 df2 (14.43%, ~90% of a bar) *best meter build
Getting the buff
Unfortunately due to being so slow db2 usually causes all pressure to be lost. A high juggle ending with 212, a njp/njk knockdown, and canceled from 114 on hit midscreen are the only practical and completely safe ways to get a buff. Otherwise it is matchup-dependent. Buff up after soft knockdowns or in neutral if you think you can get away with it but be aware that it is usually risky.
Guaranteed unblockable
A jip at a low height immediately into ground pound jails. ji2 is slower but makes the timing easier.
Instant air ground pound
Helpful to all variations as regular ground pound is +6 on block and difficult to react to the lower it's done. I use my analog stick for u then press dd on the d-pad. In the video despite being done so low, High Tech currently has nothing with enough + frames on hit that leaves an opponent standing to guarantee the unblockable. (Her 11 is +25 on hit.) EDIT: +31 on hit as of 3/29 making the situation much stronger.
Meaty df2(1)/LV 1 df2
df2 has 7 active frames which makes it a great meaty special.
In the video it was timed to be at least +15. Very strong oki to bait wakeups since you can run cancel into blocking and punish accordingly.
Wide character blockstring
(1212 LV1 df2 run in) until stamina runs out. This blockstring works on most characters if they stand block. However, this only works on Goro, Ferra/Torr, Kung Lao, and Alien crouching.
As of the 3/29 patch this blockstring does 31.7%. With 4u4 at the end that's 33.5%.
(1212 LV1 df2 run in) until stamina runs out. This blockstring works on most characters if they stand block. However, this only works on Goro, Ferra/Torr, Kung Lao, and Alien crouching.
As of the 3/29 patch this blockstring does 31.7%. With 4u4 at the end that's 33.5%.
Stanky leg corner hit-confirm OS
Tapping 1 after 4u4 works as a hit-confirm option select due to the long blockstun and quick recovery on hit. If it hits 1 comes out. If it's blocked nothing comes out.
f2u2 mixup situation
With the buff Jacqui gains access to a strong 3-way mixup from this string:
- f2u22+4. The last hit is overhead and has a gap. But at tip range it does not have a gap as shown here in @Pan1cMode's video
- f2u2 air dd4. This has a gap of about 8 frames, 7 at tip range. Cassie can flip kick out, Scorpion can TP out, and some characters can jump out (f=forward, b = backward):
Kung Lao fb
Jason f
Jax b
Sonya fb
Kenshi b
Takeda b
Jacqui b
Tanya f
- f2u2 air du4. f2du2+4 is a shortcut for this. Jacqui is around -4 after this cancel. Main use is to punish backdashes and bait reversals.
6-frame punish
Midscreen (LV0/1) - 121 QBRC 4u4 run 1 f2u2 du4 4 bf4 (30/32%)
(LV2) - 121 QBRC f2u22+4 run 1212 bf4 (39%)
Corner (LV0/1) -
8-frame punish
Midscreen (LV0/1) - 4 QBRC 4u4 run 1 f2u2 du4 4 bf4 (28/29%)
(LV2) - 4 QBRC f2u22+4 run 1212 bf4 (36%)
Corner (LV0/1) - 4 QBRC 33 bf2 4u4 4u4 1 f2u2 du4 11 4 bf4 (36/37%)
(LV2) - 4 QBRC 33 bf2 4 df2 11 11 11 12 bf4 (44%)
9-frame punish
Midscreen - 4u4 run 1 f2u2 du4 4 bf4 (30/31/33%)
Corner (LV0/1) - 4u4 4u4 4u4 4u4 11 11 12 bf4 (37%)
(LV2) - 4u4 1 f2u22+4 11 11 12 bf4 (42%)
(LV2) - 4u4 4 df2 1 f2u22+4 11 4 bf4 (52%) *Does not work on crouching opponents
14-frame punish (Most damaging starter)
Midscreen (LV0/1) - 33 QBRC 4u4 run 1 f2u2 du4 4 bf4 (36/37%)
(LV2) - 33 QBRC f2u22+4 run 1212 bf4 (44%)
Corner (LV0/1) - 33 QBRC 33 bf2 4 df2 11 11 11 12 bf4 (47/50%)
Corner carry
[Starter that leaves the opponent standing] x QBDC f2u2 du4 1 run 1212 bf4
EX ground pound
Side switch - EX air dd4 run under 1 njp slight run 1 f2u2 du4 4 bf4 (39%)
Midscreen - EX air dd4 4u4 run 1 f2u2 du4 4 bf4 (40%)
Corner - EX air dd4 4u4 4u4 4u4 4u4 11 12 bf4 (46%)
kara b2 overhead/b2
Midscreen - b2 QBRC 1 f2u2 du4 4 bf4 (28/31/33%)
Corner (LV0) - b2 bf2 4u4 4u4 11 11 4 bf4 (34%)
(LV1) - b2 bf2 4u4 1 f2u2 du4 11 12 bf4 (37%)
(LV2) - b2 bf2 1 f2u22+4 11 12 bf4 (42%)
kara b4 low/b33
Midscreen (LV0/1) - kara b4 QBRC 4u4 run 1 f2u2 du4 4 bf4 (32/34%), b33 (34/35%)
(LV2) kara b4 QBDC f2u22+4 run 1212 bf4 (42%), b33 (42%)
Corner (LV0/1) - kara b4 QBRC 33 bf2 4u4 1 f1 1 f2u2 du4 11 4 bf4 (42/44%), b33 (43/45%)
(LV2) - kara b4 QBRC 33 bf2 4 df2 11 11 11 12 bf4 (50%), b33 (51%)
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