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Guide - High Tech Understanding HiJac

Solomon Gorondy

Should Goro be top 5?
Wide character blockstring
(1212 LV1 df2 run in) until stamina runs out. This blockstring works on every character if they stand block. However, this works on Goro and Ferra/Torr crouching.
Sorry Goro, if your foe has you cornered, they can do things that normally aren't possible on the rest of the cast because you're too damn fat and too damn tall. Well at least heavier characters are harder to jugg- oh wait, that's false, this is MK. Of course you take less damage than a pixie character- uh scratch that, you take the same damage as any other character. There is no benefit for being a big character in this game. I miss Grundy and Bane's trait buffs.:(
 

Rip Torn

ALL I HAVE IS THE GREEN.
All characters can backdash/armour out of that one though.
Yeah, only works if they don't have meter. Not all characters can backdash though, iirc. Especially in the corner. The 1212 one is pretty easy to mess up and like 85% of characters in the game can just mash d1 and get out of it. f12 forces them into using armor. There is no poking out.
 

Parasurama

Dragon
Adding to this:

Most useful strings are f12, b14, b2 and 1212. b14, f12 and b2 all jail into s1 from a qbrc quite easily. There are other strings which do this, but these are the easiest to land. All of these can be easily hit confirmed into full combo.

Frame traps:

Whenever Jacqui is +2, the opponent has to respect your s4 unless they want to armour out. Things that are +2 include:
1212
b14
f12
df2
114

You can use this to scare the opponent into blocking and to bait out armour attempts. If you notice they keep blocking, just use 1212 for chip and to maintain your frame advantage. Repeated 4~df2 can be surprisingly good in the corner against characters without meter. They've essentially gotta hold it.


Midscreen BnBs;

121~qbrc, 4u4, RUN~1, f2u2~du4, 4~bf4
1212~qbrc, 1212~bf4
b33~qbrc, 4u4, RUN~1, f2u2~du4, 4~bf4
b14~qbrc, 4u4, RUN~1, f2u2~du4, 4~bf4
b2~qbrc, 1, f2u2~du4, 4~bf4

Harder but possible;
f12~qbrc, 1, f2u2~du4, 4~bf4
If I can do Liu Kang fbrc then would I find this easier, is it a similar input? I was practicing with shotgun and full auto yesterday and I like the mobility, she feels so fast walking back and I like the normals that cancel into mix ups. I don't think it is possible to react to the overhead or low, is that correct?
 

Pan1cMode

AUS FGC represent!
If I can do Liu Kang fbrc then would I find this easier, is it a similar input? I was practicing with shotgun and full auto yesterday and I like the mobility, she feels so fast walking back and I like the normals that cancel into mix ups. I don't think it is possible to react to the overhead or low, is that correct?
No you can't react to her 50/50.

The input is a df2 input but certain jails are harder than others.

Properly jailing 121 into s1 is a just frame :(. f12, b2 and b14 are by far the easiest.
 

Parasurama

Dragon
Ok cool. I tried it just now and I can at least link on hit so I am sure I can improve it. The Stanky leg is what I can't do. : (
 
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Pan1cMode

AUS FGC represent!
Yes I do but I am in South Africa

I saw your Jacqui. She looked very good. I am looking for a female character since I don't have one. And was thinking about Jacqui.
Very good character but requires work.

Underrated in general and has lots of hidden dirt. Just certain matchups are doodoo.
 

Syzoth

The last Saurian from Zaterra - Syzoth - Reptile
Do you have ps4? I'm willing to share my jacqui tech with you in all her variations.
Do you have matches on youtube/twitch?

I'm getting the hang of high tech jaqui. Finally winning more than I'm losing and loving it. Still struggle with somethings ofcourse.
I can't get stanky leg online whatsoever.

Her "Kara" cancels. The roundhouse or hop kick cancelled into OH or low. I keep hearing these improve her range and I've experimented a bit but can't get it consistently and Idk that I understand the concept.

Is this correct?
You sprint into roundhouse or Hop kick then immediately input the cancel you want? Can you QBRC on block? I just need this explained a bit. Can't find too much on forums about it.
 

Madog32

PSN: ImaGiveItToUBaby
Her "Kara" cancels. The roundhouse or hop kick cancelled into OH or low. I keep hearing these improve her range and I've experimented a bit but can't get it consistently and Idk that I understand the concept.

Is this correct?
You sprint into roundhouse or Hop kick then immediately input the cancel you want? Can you QBRC on block? I just need this explained a bit. Can't find too much on forums about it.
If you're talking about consistency when using kara cancels to start a 50/50 opener, instead of trying F3~B2~BF2 (for example) you could buffer it by doing F32B, F2 if that makes sense.

While it may improve your range, you also need to learn when to do which kara because anyone who knows how to fight jacqui will know how susceptible she is to a D1 or D4. Use the wrong kara, and all the range in the world wont help you from getting poked out of it

...or maybe I completely misunderstood the question :-P
 

Syzoth

The last Saurian from Zaterra - Syzoth - Reptile
@mikosu how bad can her neutral game be with that gdlk walk speed of hers? Great guide btw.
One thing I found really quick is its easy to stand close enough for the opponent to commit and step just out of reach for a whiff punish which is ofcourse a core part of playing jaqui.
 

Syzoth

The last Saurian from Zaterra - Syzoth - Reptile
If you're talking about consistency when using kara cancels to start a 50/50 opener, instead of trying F3~B2~BF2 (for example) you could buffer it by doing F32B, F2 if that makes sense.

While it may improve your range, you also need to learn when to do which kara because anyone who knows how to fight jacqui will know how susceptible she is to a D1 or D4. Use the wrong kara, and all the range in the world wont help you from getting poked out of it

...or maybe I completely misunderstood the question :-P
You got my question right. That is what I'm wondering how to get Karas consistent. But do you have to be running? Can you do it from standing?
 
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Pan1cMode

AUS FGC represent!
You got my question right. That is what I'm wondering how to get Karas consistent. But do you have to be funning? Can you do it from standing?
You can defs do it from standing. It's a timing thing.

Really kara's (besides 4u4 which is technically a kara cancel) aren't all that useful in high tech. Their main use is in shotgun as a substitute run.

You'd be much better spending time on your jailing block strings (focusing on getting at least 2 run cancels out on block), getting 4u4 consistently (double tap 4 quickly then press up. Again it's mostly a timing thing. If you're using pad, try using your index finger to quickly double tap the 4. That's how I do it [although it looks kinda weird because I move my index finger down and quickly swap it back for my thumb]) and getting f12~df2(hold charge 1) consistently (so they can't poke out).
 

mikosu

+ on block 50/50s
@mikosu how bad can her neutral game be with that gdlk walk speed of hers? Great guide btw.
Thank you very much :) Well the walk speed helps but that's more used to bait mistakes and punish. The most common is walk back, see a counterpoke whiff, and punish with b2. You have to make reads to get your offense started due to the issues with her normals. Sometimes you can just run in and press buttons (ex. when you see a move with long recovery on whiff); other times you'll have work your way in patiently (ex. D'Vorah d3 x infinity). As crazy as this may sound I still recommend experimentation with air ground pound as a footsie tool.

You got my question right. That is what I'm wondering how to get Karas consistent. But do you have to be running? Can you do it from standing?
No timing is needed. You can hold b2 or b4 after f3/f4 and the cancels will come out. Learn the timing at which each comes out so you can followup appropriately.

I plan to add some optimal combo routes in various situations soon. Thanks for all this new activity everyone.
 

mikosu

+ on block 50/50s
Added some optimal combos for a few situations and a currently small section concerning how to get db2 off.
 

omooba

fear the moobs
quick question for you jacqui mains. how do you get out of 4xxdf2 in the corner. i remember being able to just down block and the push back made it stop hitting but now that's not working anymore i believe
 

Pan1cMode

AUS FGC represent!
quick question for you jacqui mains. how do you get out of 4xxdf2 in the corner. i remember being able to just down block and the push back made it stop hitting but now that's not working anymore i believe
Low profile, block low and get pushed back, some character can jump back. The option are different for different characters.
 

OfficialYungmonster

Run and Tell ya mama bout that
Do you have matches on youtube/twitch?

I'm getting the hang of high tech jaqui. Finally winning more than I'm losing and loving it. Still struggle with somethings ofcourse.
I can't get stanky leg online whatsoever.

Her "Kara" cancels. The roundhouse or hop kick cancelled into OH or low. I keep hearing these improve her range and I've experimented a bit but can't get it consistently and Idk that I understand the concept.

Is this correct?
You sprint into roundhouse or Hop kick then immediately input the cancel you want? Can you QBRC on block? I just need this explained a bit. Can't find too much on forums about it.
Ughh, so late lmao, but here is a good example of how I use my queen in battle.
 

OfficialYungmonster

Run and Tell ya mama bout that
quick question for you jacqui mains. how do you get out of 4xxdf2 in the corner. i remember being able to just down block and the push back made it stop hitting but now that's not working anymore i believe
All characters can backdash it, but you might get caught with a mixup, that being 114, 1212, 33, etc.