Espio
Kokomo
I wasn't expecting such an indepth breakdown, I feel like I did fairly bad with this analysis, but I do appreciate it of course. I agree on the down 3's especially, it's not my intention to overuse the pokes. I feel like I'm just scratching the surface with many of my characters, but the more I play her, the more I feel ignorant of how to approach matches, I've been trying to work on mixing up my post flash set ups as you suggested with getting in and such.Not at all. Here's a few points.
1. If you go fullscreen against a rushdowner and do want to go in, dare to flash and dash.
1.a. It will put you in jump-in range but that's when you can:
-u3 (if they moved backwards when you moved forwards) or
-b2 (if they stayed put).
1.b. If they do not jump in you can
- b32 d1 into special.
- f21 into special.
The 3/3/3 ending is db2, df4 and df2. You can 25 it with boomerangs but I advise against it from that range unless you trained them that they cannot jump on you and are cowering.
- jip for combo and/or pressure.
2. Do not use b2 as pressure. It will never work if your opponent knows your options. Train them that they can jump and then deny them. Once they are confused whether they can jump or not, start to force them with low boomerangs. They will either start to block low - in which case you can en-low into special pressure and d3, 12, d3, 4, n3 pressure - or they will risk the jump and eat the b2, u3 or 1, 12, 23f2SPEC aa.
3. For defense, d3 d3 d3 is just asking to get jumped on. It's like a panic button for a lot of jade players. Do NOT spam d3. You can d3 dash n3 dash etc, but always stand up with a n4 into special or 12.
Round two in the Ermac stage: The en-rang was a waste of meter. The blockstring was amazing though, you should have stuck to that and then read if you can d3 or should njp instead so you build enough meter and POSSIBLY if you read her breakout properly, could shut her down for another set of blockstrings and another read. I turned matches before from that condition with two good reads but it's a gamble. When you have that little life left, you should only use meter if you know that the rang will get you the round.
And again, db2 and b2 are NOT moves to throw out and hope they walk into. You can do it to scrubs and you can sell it to skilled players once in a lifetime, turn a match with it and then get blown up for match next time you try it. Do NOT whiff those and b1, ever.
CybZero matchup. Okay.
He's free to air at especially if you are farther than sweep and he's jumping up. His divekick is not dangerous if you are in the same height and your punch connects sooner. Just a2a him with a punch and then en-low him into a snared blockstring. Do NOT try to downpoke against him if he's on the offense, his mids are stupid safe, instead jump back out, flash, and read. If he jumps up, a2a him again, you win those most of the time against him. If he stays put, do NOT jump on him but d3 n4 into pressure. This matchup is about denying him his options and dealing chip, parry and en-freeze shut down your jip combos unless you teach him to block.
I don't always(rarely if ever) throw out back 1 or back 2 like that. I'm not going to lie, I was a bit antsy, especially given how good Blake's Sonya is and I always try to be one step ahead online because I find it difficult to punish on reaction. I'm not making excuses for doing so, merely that those were my reasons for doing it.
Also, thank you for the info, I don't get much match up experience against CSZ, nobody plays him that I play except for GuamoKun and Blake.
Gotta hit the lab and work harder, thank you CJ

Well that makes sense, might as well test the waters, I don't mean to never do it of course. I understand where you're coming from though.the only reason I did b1 - overstaff is to test if they respect it. If they do its spam galore time :3. If they punish me I "usually" mix up even though nowhere in the videos it did happen. I like to b1 -- shadow kick to see if they try to punish to staff.
the "hollywood combo" only works when you are mid screen and know the f21 xx shadow kick will put the opponent in the corner:
jip, b1, db2, b2, f21 xx shadow kick, 12, 123 (40%) meterless <3
I'm finding more and more stuff so expects an update from me every week or so
ps: from what I saw last night, Jade vs Kenshi is at least 5-5 in Jade's favor. Take this with a grain of salt, I didnt explore everything jade has to offer and I didnt face the best Kenshi player yet.
I love that combo, I'll try it out tonight in practice mode, anything to help her damage output is fabulous.
Looking forward to future updates, I'll be experimenting more myself maybe I'll come up with something worthwhile for Jade
As for Kenshi v.s. Jade, the opinions seem to be varied from 8-2 Kenshi; 7-3 Kenshi to 6-4 Kenshi, it's nice to hear such optimism about the match up though

I'm of the opinion of it being 6-4 in Kenshi's favor, but that's just my opinion, I think he's her hardest match up, but totally winnable with the proper dedication. I've played Pig before and I remain optimistic despite him blowing me up, it wasn't hopeless, which is all I was hoping for to be honest.
I think Kenshi's a great character, but he has holes and weaknesses to exploit as I saw you use a nice ex overhead to get through his zoning for full combo punish with Jade, that's what I like to do as well, seems effective when used sparingly.