Peckapowa
Noob
Zoning= utilization of space / controlling spacezoning =/= long ranged attacks.
What's the point of a long move?? The space it controls
Zoning= utilization of space / controlling spacezoning =/= long ranged attacks.
This little bird talk is full of shit, tom has no source. No one is talking to tom about anythingI heard a whisper in the wind, and if accurate kenshi will no longer be low tier in upcoming patches.
@General M2Dave
This isn't actual tier list position, is it?? Because cyber Kano just b1s quan all day and dragons fire liu just frame traps to death
If he winds up with improved walk speed, flurry from -24 to -10, his overhead in kenjutsu cross variations and shoulder buffed to 9 frames then my source is correct. If not he's a little liar and I've mislead you on false information from 13 year oldsThis little bird talk is full of shit, tom has no source. No one is talking to tom about anything
Be real here
Nope.What about jax-heavy weapons?
Maybe it's because you barely use Cage, fraudA-List Johnny Cage.
I am surprised you haven't given me props yet for playing a zoning character @General M2Dave
Care to elaborate?Nope.
His projectiles have too poo-ey recovery to play a reliable zoning game.Care to elaborate?
I know the LAW is slow, but being able to change it to an air attack at will and cancel it adds mind games.
Chuck in the gun and pound and dash punch..
I like you but this is the biggest load of horse shitIf he winds up with improved walk speed, flurry from -24 to -10, his overhead in kenjutsu cross variations and shoulder buffed to 9 frames then my source is correct. If not he's a little liar and I've mislead you on false information from 13 year olds
I like you but this is the biggest load of horse shit
MGun, is bad, but his rocket is very good and destroys for trading and does a great job making sitting ducks and antiairs. It's cancellability.His projectiles have too poo-ey recovery to play a reliable zoning game.
I think Jacqui's zoning could be as good as Kano's. Machine gun has advantages that the knife toss does not and vice versa.Playing both Kano and Jacqui, I don't know if I'd rank her on the same level as Cyber Kano. Maybe A and B or so, but definitely not the same.
Against good players I can zone more consistently with Kano, and once they close the distance Kano can create the space again a lot easier. The better players tend to get around Jacqui's zoning, which when being slowed down is still good. Just not as good as Kano's zoning and space control. Also, Jacqui's incredible amount of "random inconsistencies" with her hit confirms and BnB's make her a little less reliable.
I'm curious about how Jacqui deals well with low pokes. In my experience it is the opposite. It seems like everyone with a 5 or 6 frame low poke can stop her pressure with it. Her fastest move that hits low opponents is 7F. Even her fastest reversal is a high. Her F12 is good for footsies, but against people with decently fast low pokes she doesn't get anything if it's blocked. Also, the only thing that she has that leaves her + is the high rockets.I think Jacqui's zoning could be as good as Kano's. Machine gun has advantages that the knife toss does not and vice versa.
In general, Jacqui is a poorly understood character. At a higher level, spamming machine gun will not do anything for you until you start taking advantage of neutral-crouching opponents. Jacqui's entire game plan is based on footsies and dealing with neutral-crouching opponents who mash low pokes.
Dash punch is very punishable but reverses positions, which is a big deal for a zoning character.
Here is what I know. Keep in mind I am still learning and figuring out the system.I'm curious about how Jacqui deals well with low pokes. In my experience it is the opposite. It seems like everyone with a 5 or 6 frame low poke can stop her pressure with it. Her fastest move that hits low opponents is 7F. Even her fastest reversal is a high. Her F12 is good for footsies, but against people with decently fast low pokes she doesn't get anything if it's blocked. Also, the only thing that she has that leaves her + is the high rockets.
I'm curious on what she should do. Perhaps sometimes canceling into low rocket on blocked strings? If there is a strategy that I'm not doing that deals well with low pokes, then please let me know. I actually would like to improve my game.
That's not all there is to it though, that's my point.Zoning= utilization of space / controlling space
What's the point of a long move?? The space it controls
Just has to be zoning doesn't have to be good. It's what the super secret top tier strategy of rocket raccoon ghost rider and doom was meant for.That's not all there is to it though, that's my point.
Just because you have long reaching normals doesn't make you a good zoner, look at morrigan compared to ghost rider in mvc3 for example, which of those would you say is better at controlling space?
That is true. I have the most success when people are overthinking the MG and then mixing in her tools like run F1, low rockets, MG MB, and F3F4. I've been sticking with her as my secondary for the sole reason that I think she's underrated. She's a character that takes a little more practice and skill to use than some others so she gets dismissed outside of the "shoot 5 guns in a row" crew.I think Jacqui's zoning could be as good as Kano's. Machine gun has advantages that the knife toss does not and vice versa.
In general, Jacqui is a poorly understood character. At a higher level, spamming machine gun will not do anything for you until you start taking advantage of neutral-crouching opponents. Jacqui's entire game plan is based on footsies and dealing with neutral-crouching opponents who mash low pokes.
Dash punch is very punishable but reverses positions, which is a big deal for a zoning character.