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Guide - Jacqui Briggs F4 Kara canceling method

WidowPuppy

Attack pekingese
Just trowing up this quick vid I made to help out anyone who is new to using Jacqui. This is my preferred method for Kara Canceling off Jacqui's Hop Kick / F4.






F44, neutral B, for Toe Stomp [Low]

F42, neutral B, for Downward Hammer [Oh]

F44, neutral BF4, Toe Stomp into Gauntlet Strikes

F42, neutral BF4, Downward Hammer into Gauntlet Strikes

F44, neutral BDB~3 Toe Stomp into Low Rocket

F44, neutral BDB~MB2 Toe Stomp into Meter Burn Up Rocket

F42, neutral BDB~MB2 Downward Hammer into Meter Burn Up Rocket


Note: Toe stomp is 7 frame punishable.



Hope this helps out anyone struggling to do specials after Kara cancels.





Here is a video @karaokelove made, with his preferred method for F3 Kara canceling...



 
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WidowPuppy

Attack pekingese
Without the :DOGE face, it's so hard to be able to tell if you're trolling or not, hehheh. Maybe I shouldn't of used that word in the quick write up, lol.

Side note though: Even out of the best Jacqui players I've seen so far in match videos or on stream, I've never seen anyone use her Kara cancel even once. We hardly see her though, hopefully that will change soon.
 
E

Eldriken

Guest
I don't use her kara cancels hardly at all. I know them and what I can get off of them, but I just haven't incorporated them into my overall game plan. Maybe I should. >_>
 

WidowPuppy

Attack pekingese
I don't use her kara cancels hardly at all. I know them and what I can get off of them, but I just haven't incorporated them into my overall game plan. Maybe I should. >_>
People feel safe at that F4 Kara cancel range [They should not], they're usually anticipating a jump in from that distance. This helps her meta game, lets you use her mobility even more freely. Once you hit someone with these a couple times, you'll notice them playing a lot more defensive giving you more run up throw/free jump in opportunities.

Does suck to get tagged on the way in. But, that usually doesn't happen much with the overhead. When done at the right times, it's golden. Definitely start using this more, one of her best and most underused tools.
 
While kara-cancels indeed seem to be good offensive and mobility tools, I find myself hit with a stray d4 (or even something far less appropriate) almost every time I go for them. Maybe it's because their startup is really slow and during that time nothing prevents people from pressing buttons. I hope exLowRocket can be that thing.
 

cashthesehands

monster masher
People feel safe at that F4 Kara cancel range [They should not], they're usually anticipating a jump in from that distance. This helps her meta game, lets you use her mobility even more freely. Once you hit someone with these a couple times, you'll notice them playing a lot more defensive giving you more run up throw/free jump in opportunities.

Does suck to get tagged on the way in. But, that usually doesn't happen much with the overhead. When done at the right times, it's golden. Definitely start using this more, one of her best and most underused tools.
It does suck getting poked out, but training the opponent to block with either bf1 or BF2 (if you're feeling super yolo) helps tamper the poking.

I really wish they'd adjust the f3, by either decreasing the recovery, more in line with stanky leg, or letting us cancel a stanky leg from the Kara. It'd be a useful antiair, and would help me squeeze a bit more damage out of shotgun.
 

WidowPuppy

Attack pekingese
While kara-cancels indeed seem to be good offensive and mobility tools, I find myself hit with a stray d4 (or even something far less appropriate) almost every time I go for them. Maybe it's because their startup is really slow and during that time nothing prevents people from pressing buttons. I hope exLowRocket can be that thing.

Yeah, the start up frames do leave you open, any faster might be a bit too much in her favor though. I find little run cancels into Hand Cannon just outside the range where their JIP is effective to be a good way to train them to block... or duck, lol. Also wish MB Low Rockets were more of a thing. The only HKD she has is F12 which does not HKD airborne opponents, and If we hit F12, Up Rockets are definitely being fired.


It does suck getting poked out, but training the opponent to block with either bf1 or BF2 (if you're feeling super yolo) helps tamper the poking.

I really wish they'd adjust the f3, by either decreasing the recovery, more in line with stanky leg, or letting us cancel a stanky leg from the Kara. It'd be a useful antiair, and would help me squeeze a bit more damage out of shotgun.

It does suck to get beat out on what was thought to be a good opportunity to KC. Shotgun definitely needs something more. The restands are awesome but inconsistent on airborne, AAARGGGGH!
 
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cashthesehands

monster masher
It does suck to get beat out on what was thought to be a good opportunity to KC. Shotgun definitely needs something more. The restands are awesome but inconsistent on airborne, AAARGGGGH!
If they widen the range of the dust restands to more consistently hit airborne opponents, that'd be swell. Also, the standing shotgun blast needs a bit of tweaking as well. Since they've been handing out 2-in-1 cancellables lately, I'm hoping that gets one. As it stands now it's another good block string ender, still relatively safe. On hit I've had luck with 4u4 catching counters.

Would an mb option for armored karas be ridiculous? Yes. Add it to the dream list.
 

Briggs8417

Salt Proprietor of TYM
I don't use her kara cancels hardly at all. I know them and what I can get off of them, but I just haven't incorporated them into my overall game plan. Maybe I should. >_>
I've been working really hard at doing the same, when I have done it, it's payed off.
 

WidowPuppy

Attack pekingese
If they widen the range of the dust restands to more consistently hit airborne opponents, that'd be swell. Also, the standing shotgun blast needs a bit of tweaking as well. Since they've been handing out 2-in-1 cancellables lately, I'm hoping that gets one. As it stands now it's another good block string ender, still relatively safe. On hit I've had luck with 4u4 catching counters.

Would an mb option for armored karas be ridiculous? Yes. Add it to the dream list.
The inconsistency off of B33 or Kara cancel B4~BF2, Dust is insane. At least off the OH~BF2 she can run into 12~Dust. Single Barrel definitely needs to be looked into. It was way better upon release, but led to an infinite and was not patched out but hotfixed out [maybe slightly rushed at Shotgun's expense]

And yes... Armored Kara would be ridiculous, lol.

OFF TOPIC: Predator Kombat Kast HYPE! [One more reason to not pick SG or HT Jacqui]
 

cashthesehands

monster masher
The inconsistency off of B33 or Kara cancel B4~BF2, Dust is insane. At least off the OH~BF2 she can run into 12~Dust. Single Barrel definitely needs to be looked into. It was way better upon release, but led to an infinite and was not patched out but hotfixed out [maybe slightly rushed at Shotgun's expense]

And yes... Armored Kara would be ridiculous, lol.

OFF TOPIC: Predator Kombat Kast HYPE! [One more reason to not pick SG or HT Jacqui]
Her BF2 launch still has issues. Off of b2, the bf2 puts em high enough to 12 , Dust. Off of any of the low strings( Including b1, 4 unfortunately) you have to cancel directly to dust, which will still whiff sometimes. So now from lows, I do high shotgun, or wait a beat and then stanky leg., or back into b121 blocksting shenanigans. ThE variation sucks for low combo starters.
 

WidowPuppy

Attack pekingese
what are kara cancels, i've heard it a few times, but i don't know what it means.
Her F4 and F3 can both be canceled into either her B2 OH or a Low that looks like the second hit of B33. F4 will travel further distance than F3, but will also come out sooner at closer ranges. F4 is my prefererd Kara cancel.
 

Invincible Salads

Seeker of knowledge
ah ok, i've been sleeping on jacqui, so i don't know much about her, i don't want to play her, but i really want to understand how she works.
 

WidowPuppy

Attack pekingese
could i play one of you jacqui's then? :)
I myself have forfeited playing MKX's sorry excuse for a player to player experience. A game that requires you to input commands within 3 frame windows in several situations, while you're inputs are literally taking 15 frames to register after you've entered them. Pretty much the sickest joke I've ever experienced in a game since INJUSTICE and MK9, what a coincidence.
 
Just trowing up this quick vid I made to help out anyone who is new to using Jacqui. This is my preferred method for Kara Canceling off Jacqui's Hop Kick / F4.






F44, neutral B, for Toe Stomp [Low]

F42, neutral B, for Downward Hammer [Oh]

F44, neutral BF4, Toe Stomp into Gauntlet Strikes

F42, neutral BF4, Downward Hammer into Gauntlet Strikes

F44, neutral BDB~3 Toe Stomp into Low Rocket

F44, neutral BDB~MB2 Toe Stomp into Meter Burn Up Rocket

F42, neutral BDB~MB2 Downward Hammer into Meter Burn Up Rocket


Note: Toe stomp is 7 frame punishable.



Hope this helps out anyone struggling to do specials after Kara cancels.





Here is a video @karaokelove made, with his preferred method for F3 Kara canceling...



Thank YOU!
 
I myself have forfeited playing MKX's sorry excuse for a player to player experience. A game that requires you to input commands within 3 frame windows in several situations, while you're inputs are literally taking 15 frames to register after you've entered them. Pretty much the sickest joke I've ever experienced in a game since INJUSTICE and MK9, what a coincidence.
Man I thought I was trippin but I feel you. It's so frustrating trying to input commands in those small ass windows. I have so many instances where I drop combos and moves altogether. I mean I can literally hear my fingers hitting buttons but nothing happens on the screen, and that's offline. I won't even start up about online.
 

WidowPuppy

Attack pekingese
Man I thought I was trippin but I feel you. It's so frustrating trying to input commands in those small ass windows. I have so many instances where I drop combos and moves altogether. I mean I can literally hear my fingers hitting buttons but nothing happens on the screen, and that's offline. I won't even start up about online.
Yeah, a lot of that happens due to the blockstun in this game. But Online, you can literally feel your finger on Down+Block on the D-Pad for example... and get opened up by a Low like a half a fuckin second later. Certain characters with Low/Overheads or vice versa like let's say Cassie's D/F+1 string, can practically be a fucking unblockable when you have the delay that I do 90% of the time. And I'm playing on a 1 MS response time BenQ with a wired internet that's 60 Download and 30 Upload.

Damn shame, but I'm over it. No fun, for me anyway.
 

cashthesehands

monster masher
Yeah, a lot of that happens due to the blockstun in this game. But Online, you can literally feel your finger on Down+Block on the D-Pad for example... and get opened up by a Low like a half a fuckin second later. Certain characters with Low/Overheads or vice versa like let's say Cassie's D/F+1 string, can practically be a fucking unblockable when you have the delay that I do 90% of the time. And I'm playing on a 1 MS response time BenQ with a wired internet that's 60 Download and 30 Upload.

Damn shame, but I'm over it. No fun, for me anyway.
It's a totally different game. And it teaches you bad habits.
 

DOOMSDAY-15RUS-

i'LL DESTROY YOU ALL
after last patch OH and Low can be canceled to special so it's completly negative now if you presse bf4 on block >>>> a good nerf