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General/Other - Jacqui Briggs Jacqui Briggs General Discussion

scarsunseen

Miley Cyrax®
I'm not sure if I prefer Shotgun or Full Auto. I have trouble with Jacqui's footsie game, so if anyone has any advice, please share. I really like her Shotgun re-stand and 50/50 mindgames, but FA is just really good damage and range.

Anyway, here's some Shotgun shenanigans I've been using. I have a really hard time using Shotgun against zoners.

 
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tjcombowins

Mortal
I'm not sure if I prefer Shotgun or Full Auto. I have trouble with Jacqui's footsie game, so if anyone has any advice, please share. I really like her Shotgun re-stand and 50/50 mindgames, but FA is just really good damage and range.

Anyway, here's some Shotgun shenanigans I've been using. I have a really hard time using Shotgun against zoners.
I have been saying with shotgun it's hard to play footsie , I think Jacqui is at her best in full auto, could be wrong.
 

scarsunseen

Miley Cyrax®
Her D3 is a good poke when it hits, but her leg is so short and I just get out-poked. D4-shotgun might be better. I dunno.
 

StormGoddess

Your mind tricks won't harm me!!!
I found that one of the main keys to SHotgun is Having Jacqui ALWAYS at the distance of her shotgun blast. Once there, they move froward you move backwards that same distance. Her anti-airs are slow so dont rely on those. Spam her low shotgun blast, think of it as her LONGest limb that can stun if it hits. have you combos down and you must learn how to do run combos.
 

scarsunseen

Miley Cyrax®
I found that one of the main keys to SHotgun is Having Jacqui ALWAYS at the distance of her shotgun blast. Once there, they move froward you move backwards that same distance. Her anti-airs are slow so dont rely on those. Spam her low shotgun blast, think of it as her LONGest limb that can stun if it hits. have you combos down and you must learn how to do run combos.
I just feel like her footsies really suck, unless I'm missing something. I try spamming low shotgun, but they just jump over it and are in for a free combo. Maybe alternating between low shotgun and NJP would be tactically better. Once I hit then with a dust, then I'm in control.
 

tjcombowins

Mortal
I just feel like her footsies really suck, unless I'm missing something. I try spamming low shotgun, but they just jump over it and are in for a free combo. Maybe alternating between low shotgun and NJP would be tactically better. Once I hit then with a dust, then I'm in control.
I agree.
 

tjcombowins

Mortal
I found that one of the main keys to SHotgun is Having Jacqui ALWAYS at the distance of her shotgun blast. Once there, they move froward you move backwards that same distance. Her anti-airs are slow so dont rely on those. Spam her low shotgun blast, think of it as her LONGest limb that can stun if it hits. have you combos down and you must learn how to do run combos.
Jacqui's anti-airs are so bad, that it's hard to play footies. I'm just happy she have Full auto so i can win and not get jumped in on all day for free.
 

SaltShaker

In Zoning We Trust
In all seriousness, if I was to call for a warranted buff it would be faster normals. She already has short reach, and for her game to be centered around the neutral as well as quick reactions and run, her normals and low shotgun need to be a bit quicker.

Jacqui's strengths outweigh her weaknesses, but I don't feel she should be a character that can be out poked at point blank range, which seems to happen more often than it should.
 
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Deleted member 5032

Guest
Just played a bunch of matches against my friend's Kung Jin, and I decided not to use Machine Gun at all, just footsies. F12 is amazing, but so is that b2. Most of her combos leave the opponent right at the edge of that b2 range, and you can option-select into a bf4. If they block it, the bf4 doesn't come out and you're left at -5. If they don't block it, you get a nice 21% and reset the situation. On wakeup, I kept mixing it up between b2-bf4, f1 throw, f12 throw, f12-upmissile, and jump-in punch. It seemed to work really well, especially in the corner. Once you punish all of KJ's blocked specials for 30% meterless, they stop using armor for every wakeup and pressuring gets a lot easier.

@Name v.5.0
 

tjcombowins

Mortal
In all seriousness, if I was to call for a warranted buff it would be faster normals. She already has short reach, and for her game to be centered around the neutral as well as quick reactions and run, her normals and low shotgun need to be a bit quicker.

Jacqui's strengths outweigh her weaknesses, but I don't feel she should be a character that can be out poked at point blank range, which seems to happen more often than it should.
I agree with this.
 

Name v.5.0

Iowa's Finest.
Just played a bunch of matches against my friend's Kung Jin, and I decided not to use Machine Gun at all, just footsies. F12 is amazing, but so is that b2. Most of her combos leave the opponent right at the edge of that b2 range, and you can option-select into a bf4. If they block it, the bf4 doesn't come out and you're left at -5. If they don't block it, you get a nice 21% and reset the situation. On wakeup, I kept mixing it up between b2-bf4, f1 throw, f12 throw, f12-upmissile, and jump-in punch. It seemed to work really well, especially in the corner. Once you punish all of KJ's blocked specials for 30% meterless, they stop using armor for every wakeup and pressuring gets a lot easier.

@Name v.5.0
Her footsies are extremely deceiving. I'll be taking her to the lab for better understanding
 

tjcombowins

Mortal
Full auto has greater damage output, better combo starters, best zoning and a great anti air. I love full auto so much. I just wish she had more damage in Shotgun and High-tech, a great anti air in Shotgun and High-tech would make them work much better too.
 

Briggs8417

Salt Proprietor of TYM
Full auto has greater damage output, better combo starters, best zoning and a great anti air. I love full auto so much. I just wish she had more damage in Shotgun and High-tech, a great anti air in Shotgun and High-tech would make them work much better too.
K, so have fun playing FA.
 

SaltShaker

In Zoning We Trust
How are you guys dealing with characters that have quick ranged safe normals in footsie range like Kung Jin?

Seems like blocking his F24 for example still leaves you out of range to do anything while he can decide what he wants to do next. He hits you out of pokes. Etc.

Any tips on this MU when in footsie range? FA and SG I'm just picking up as well.

Just realized we need a match up thread. If no one makes one I'll make it when I get home.
 
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Deleted member 5032

Guest
How are you guys dealing with characters that have quick ranged safe normals in footsie range like Kung Jin?

Seems like blocking his F24 for example still leaves you out of range to do anything while he can decide what he wants to do next. He hits you out of pokes. Etc..
Yeah, you can back-dash or just walk backwards. You can't d3, and I don't think you can d4. You can also try jump-in punch, but he can d2 is you get too predictable.

You can actually hover around the tip of KJ's poke range and punish any of his whiffed moves with f12~db2-RC-11~bf4.
 
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SaltShaker

In Zoning We Trust
Yeah, you can back-dash or just walk backwards. You can't d3, and I don't think you can d4. You can also try jump-in punch, but he can d2 is you get too predictable.

You can actually hover around the tip of KJ's poke range and punish any of his whiffed moves with f12~db2-RC-11~bf4.
That whiff punish is good to know. I had been shooting bullets because I'm not as familiar with her yet lol.

On block you can only back away in some form? That kinda sucks lol. What I did at times that worked was when he got too aggressive and I was able to D3/D4, I would instantly run cancel into a 50/50 or F4 cancel into a 50/50. It was about my only solution in footsie range.

Block, block closer within poke range, counter with poke, setup 50/50. At least I can get some good damage and a free 2nd combo or 50/50 if he doesn't armor. But that's all I got strat-wise in this MU lol.

I got the feeling maybe Shotgun might be better for this MU.
 
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Deleted member 5032

Guest
That whiff punish is good to know. I had been shooting bullets because I'm not as familiar with her yet lol.

On block you can only back away in some form? That kinda sucks lol. What I did at times that worked was when he got too aggressive and I was able to D3/D4, I would instantly run cancel into a 50/50 or F4 cancel into a 50/50. It was about my only solution in footsie range.

Block, block closer within poke range, counter with poke, setup 50/50. At least I can get some good damage and a free 2nd combo or 50/50 if he doesn't armor. But that's all I got strat-wise in this MU lol.

I got the feeling maybe Shotgun might be better for this MU.
I really think Full Auto might be a bad matchup for KJ, at least in Bojutsu. You can easily punish all of his blocked specials for 30% meterless midscreen damage, and you don't really need to use meter, so you should also have a breaker for when you eventually guess wrong on his mixups. However, he has no way to get past Jacqui's zoning other than walk/crouch, so as long as you don't get too predictable and eat a mid-range Dive Kick, KJ has to play patiently. Mix in some MB Full-Auto and up missiles and he's toast.

His wakeups get blown up by machine gun and are all full-combo punishable by f12, so you can actually bully him pretty heavily on knockdown. Just block his wakeups or blow them up with machine gun until he starts respecting you, then go ham with b2, b33, and f12 pressure. He also can't deal with jump-over pressure on wakeup.
 

SaltShaker

In Zoning We Trust
I really think Full Auto might be a bad matchup for KJ, at least in Bojutsu. You can easily punish all of his blocked specials for 30% meterless midscreen damage, and you don't really need to use meter, so you should also have a breaker for when you eventually guess wrong on his mixups. However, he has no way to get past Jacqui's zoning other than walk/crouch, so as long as you don't get too predictable and eat a mid-range Dive Kick, KJ has to play patiently. Mix in some MB Full-Auto and up missiles and he's toast.

His wakeups get blown up by machine gun and are all full-combo punishable by f12, so you can actually bully him pretty heavily on knockdown. Just block his wakeups or blow them up with machine gun until he starts respecting you, then go ham with b2, b33, and f12 pressure. He also can't deal with jump-over pressure on wakeup.
This info was massively helpful. I'm going to drill this in my head the next day or two and get revenge.
 
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Deleted member 5032

Guest
Wow, after a long set with @m2dave, I've gotta say that Cybernetic Kano matchup is not looking great. I'll be the first to admit that Dave is a much better player than myself, but Kano's d4, b2, and backdash completely shut down Jacqui's footsie options. She can't f12, she can't b2, she can't d3, she can't f4; really the only move I was having much luck with was her bf1, which deals a measly 9% but is full-combo punishable on block. She loses the zoning war pretty hard, though she can absorb MB knives, which is pretty cool, but not something she'll be able to do on reaction.

I need to go into the lab and look at Kano's frame data, because I was getting caught in some pretty nasty frame traps, especially in the corner.

I was able to do ok against Commando Kano because Jacqui can duck the high knives and retaliate, and it can be hard to get in on her. But against Cybernetic, where the impetus is on her to get in, I'm simply at a loss.
 

IKizzLE

BloodHound
Wow, after a long set with @m2dave, I've gotta say that Cybernetic Kano matchup is not looking great. I'll be the first to admit that Dave is a much better player than myself, but Kano's d4, b2, and backdash completely shut down Jacqui's footsie options. She can't f12, she can't b2, she can't d3, she can't f4; really the only move I was having much luck with was her bf1, which deals a measly 9% but is full-combo punishable on block. She loses the zoning war pretty hard, though she can absorb MB knives, which is pretty cool, but not something she'll be able to do on reaction.

I need to go into the lab and look at Kano's frame data, because I was getting caught in some pretty nasty frame traps, especially in the corner.

I was able to do ok against Commando Kano because Jacqui can duck the high knives and retaliate, and it can be hard to get in on her. But against Cybernetic, where the impetus is on her to get in, I'm simply at a loss.
Her pokes don't have the range that Kano, Sub Zero, and Reptile have. I have played M2Dave and Gametime's kano, THTB and Jokers Reptile and about a million subzero's on and offline from Nubcakes to Theo. All these characters have low pokes and normals that are faster, safer and reach farther than all of Jacqui's pokes. Not to mention, if your not using full auto, each of these characters can outzone you.

But all three of those characters happen to be some of the best characters in the game so it was going to be tough to begin with. It doesn't help that all of jacqui's advancing special moves are death on block and when you meter burn them, none lead to combos and are still death on block.

But sidenote, the zoning is much harder to get around online and cybernetic kano pretty much zones out any character that doesn't have a teleport. General strategy? Patience. Creep your way in and once your in jump range, bait him to come towards you, walk back, make him whiff and punish. Rinse and repeat. Absorb will build a lot of meter and you could literally x-ray him twice in one match if he's throwing knives non stop.
 

tjcombowins

Mortal
Wow, after a long set with @m2dave, I've gotta say that Cybernetic Kano matchup is not looking great. I'll be the first to admit that Dave is a much better player than myself, but Kano's d4, b2, and backdash completely shut down Jacqui's footsie options. She can't f12, she can't b2, she can't d3, she can't f4; really the only move I was having much luck with was her bf1, which deals a measly 9% but is full-combo punishable on block. She loses the zoning war pretty hard, though she can absorb MB knives, which is pretty cool, but not something she'll be able to do on reaction.

I need to go into the lab and look at Kano's frame data, because I was getting caught in some pretty nasty frame traps, especially in the corner.

I was able to do ok against Commando Kano because Jacqui can duck the high knives and retaliate, and it can be hard to get in on her. But against Cybernetic, where the impetus is on her to get in, I'm simply at a loss.
Jacqui's footsie get beat by most of the cast.She gets zoned out too easy and her armor moves are all unsafe on block. That's why i feel without Full auto she's useless.
 

SaltShaker

In Zoning We Trust
Wow, after a long set with @m2dave, I've gotta say that Cybernetic Kano matchup is not looking great. I'll be the first to admit that Dave is a much better player than myself, but Kano's d4, b2, and backdash completely shut down Jacqui's footsie options. She can't f12, she can't b2, she can't d3, she can't f4; really the only move I was having much luck with was her bf1, which deals a measly 9% but is full-combo punishable on block. She loses the zoning war pretty hard, though she can absorb MB knives, which is pretty cool, but not something she'll be able to do on reaction.

I need to go into the lab and look at Kano's frame data, because I was getting caught in some pretty nasty frame traps, especially in the corner.

I was able to do ok against Commando Kano because Jacqui can duck the high knives and retaliate, and it can be hard to get in on her. But against Cybernetic, where the impetus is on her to get in, I'm simply at a loss.
We should play some Kano vs Jacqui and Jacqui vs Kano matches when I get Jacqui down a little better. Probably would help us both since we play the same characters lol.