Here's a little dump of my Jason stuff that I've labbed and haven't seen discussed.
I realised that I was focusing on how good Jasons B1 as a footsie tool is, and how far B122 can take you. But I didn't think of other ways to play Jason at longer ranges, just outside of B1. I know this is an unrealistic situation but, say Kitana whiffs a F2 just around half screen. Jason can whiff punish that. His grab goes further than you'd guess at first glance, especially when the opponents hurtbox extends forward when they do a move. The two hit/hurt boxes just have to merely graze for Jason to get that beautiful grab. Check it out:
DON'T WHIFF AGAINST JASON
Of course, ranges are character and move specific but if somebody whiffs a string outside of B1 range and a run cancel just won't do it or allow you to startup fast enough, then don't be affraid to use that grab to whiff punish - it's actually decent!
With discovering how good Jasons grab can be, I decided "Hey what if I use the armour to go through a projectile and just catch the opponents hurtbox as they're recovering from that!?". So I tried it. And wow, I was surprised. ANOTHER option against zoners:
DON'T THROW THINGS AT JASON
Typically I'd just use EX Teleport to armour the projectile or leave as they were throwing it so that I could appear behind them and whiff punish them or if they have a fast recovering projectile start some pressure and tick throw and just play the game I guess. At least this is another option if he's getting zoned or having a hard time punishing. With Kitana, Jason gets a free dash after every ducked fan, so from full screen he can duck a fan, dash in, then after a couple of
steps Kitana has to be scared about throwing fans incase Jason does an Ex Grab or just ducks it then starts pressure or does whatever.
Unrelated to that:
Did you all know that BF3 and 2,3 allow a safe jump? BUUUUUUuuuut only if they don't tech roll, so this part is a bill and you can stop reading lol. After 2,3 you can do a run cancel jump and land right in front of Lao or Cassie and block before there wakeup. Excellent for baiting. Near the corner a raw 2,3 even when tech rolled is a safe jump, not sure why you'd use it though. Could be trying to mix it up a little since the string is an overhead and +2 on block.
Haven't see any people us this sort of stuff. Any thoughts or comments fellow Jason players?
@YOMI REO @BiPolarExxpress @Eldriken @FOREVER KING JR @WhoeverElseIDon'tKnow