John_NX
Your circumstances are dire!
Hi everyone, this is my first ever "how to balance" character. I've been going through most changes in my mind and since i've seen the jade community being quite active and talkive about this characters tech, frame data etc, i wanted to be part of it. Of course this isnt gonna be 100% accurate of what balance is / could be achieved but playing jade since launch and against opponents of every skill level i believe i can talk about this character.
First of all, i wanna say that jade is NOT a bad character by any means. I actually think she plays the meta very well. However, i do think she could receive some kind of "buffs" in order to make her more competitive on a high (and not only) level.
Lets get started with her STRENGTHS:
Universal changes:
Questionable buffs:
First of all, i wanna say that jade is NOT a bad character by any means. I actually think she plays the meta very well. However, i do think she could receive some kind of "buffs" in order to make her more competitive on a high (and not only) level.
Lets get started with her STRENGTHS:
- Insanely good neutral control.
- Good zoning and stagers (If you combine both ED and JD).
- Great pokes with her D3 & D4.
- One of the best D2's in the game (Which makes her anti air almost everyone with ease).
- Counter zoning.
- Really annoying to go against.
- Really low damage output.
- She can be very predictable with her moves.
- Most of her specials are near death on block (However JD can bypass that with cancels and ED with correct spacing).
- Opponents are able to breakaway from most of her krushing blows (Her main source of damage) and only relies on one of them (I believe the shadow kick KB is really good and viable).
- No real comeback factor .
- Jade player has to be well aware of the MU and general knowledge to do well on a high level with her (Even though this is universal for every character).
Universal changes:
- S2 has a slightly increased hit region.
- F2 is now faster and covers the air above her, i'd probably make it between 24-26 frames and remove the blockstun. (Mainly because this is meant to punish low range pokes and wake ups, but even i am struggling to make it work as its supposed to).
- Slightly increased damage to all of her normals by 2-3% (For example, make 212 cause around 14-15% instead of 12.5%).
- 21 no longer whiffs during combos.
- Her throw KB is now 310 damage and the opponent cant break away.
- F41 is now -10 on block and make the second hit a mid (I dont see the reason for it being -14 when it literally leads to a knockdown).
- Razor rang is less minus on block if you do it raw. Maybe make it -18 or -19 on block just like kabals.
- Upward razor rang starts up now faster at 18 frames.
- I wish they would make her Upward razor rang or Edenian spark a base ability and maybe fit into this variation Delia's Dance so she has something safe to cancel her moves into.
- Make pole vault cause slightly more damage, from 12% to 14-15% (Because she doesnt rely on zoning in this variation).
- Make her amplified nitro kick +4 or +5 instead of +3 (So she can capitalize more on her plus frames and the bar spent).
Questionable buffs:
- MAYBE make her amplified razor rang jail.
- MAYBE make her 124 KB come out on a counter or a punish. If its made like that, then we can skip the "Buff her damage" statement.
- Make glow faster or make SOME projectiles not to bypass it (This has been suggested by Glortor so many times and i cant see the reason for it since its SUCH a powerful tool and shuts down entire gameplans.)
- Make deadly butterfly safe.
- Make her Nitro kick safe or a mid.
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