pod_Cagava
Noob
Hi all - occasional poster here
I want to share some thoughts on Jade's Untameable variation, and ideas on some tweaks after ~a month in play. Feedback is welcomed!
Jade has clear purpose in 2 previous variations (fireball everywhere; rush down Pole Vault being more nuanced).
The Untameable variation showcases staff moves that have multiple purposes, all requiring patient reads.
Her KBs all put mind games in:
With the ideas above, here are some tweaks to moves in this variation:
Vanishing Wind
Thank you for the long read!
I want to share some thoughts on Jade's Untameable variation, and ideas on some tweaks after ~a month in play. Feedback is welcomed!
Jade has clear purpose in 2 previous variations (fireball everywhere; rush down Pole Vault being more nuanced).
The Untameable variation showcases staff moves that have multiple purposes, all requiring patient reads.
- Deadly Assassin extends combos for punishes;
- Vanishing Wind checks low at (short) range that’s non-reflect-able, non-parry-able, and amp to switch position to avoid zoning and corners;
- Divine Forces reflects 1-2 projectiles, while anti air-projectiles and jump-in (with amp) to juggle into the extended combos (though almost impossible to set up)
- Temptation (counters pressure and mind games)
- Razor-rang (delayed projectile that hits behind - then flies off with speed)
- great for countering teleports as Rang hit is +7, and we can amp it if we feel we may mis-time it to be safe on block
- Deadly Butterfly (moves Jade forward while carrying opponent)
- Dodging Shadows (allows Jade regular movement to close in on a zoner)
- Nitro Kick (moves Jade forward while creating space)
- D2 (it controls her air space)
Her KBs all put mind games in:
- bait throw escape (put fear on using throw escape);
- starting combos from afar (is that a 124?);
- amp parry d1s three times (and neutral becomes harder);
- bait ducking a Nitro Kick from a Pole Vault run;
- a great d2 that easily punishes opponent...
With the ideas above, here are some tweaks to moves in this variation:
Vanishing Wind
- It’s not a projectile, but serves a similar function as ED’s Edenian Spark (ranged low projectile)
- Tweaks:
- a longer range (just outside d4), with less pushback the further away (so slow startup won't be easily punished)
- make it 2 frames faster so it can combo from strings more reliably (but won't compete with D3 and D4)
- make it hit juggled opponents (vertical hit box too)
- This range allows Jade to check at mid range with a low (her core space control game) that leads into pressure / combo as it doesn't knock down
- It’s still won't make it a 50/50 (I understand 50/50 can drive people mad)
- This adjustment allows combo with B2 at a longer range; adding consistency to jail into B2; or cancel after B2 for a low that baits gap punish on B2124 - with push back that resets the range to Jade’s favour, hit or blocked
- If Jade is designed to control mid-range space, then let her have identifiable strings/attacks that jail a blocking opponent back into that range - and the turn is open again for both players
- This range and B2 makes Deadly Assassin b2124 works at mid range, once opponent is afraid to interrupt B2 into specials (Can be argued that even at current range, Vanishing Wind already trains opponent to respect B2, 3, or 4 cancels)
- Divine Force is a Dodging Shadow with additional offensive use
- Tweaks
- let amp version be triggered anytime during the animation. This will make it a solid anti-air juggle starter that can’t be overused
- it adds more air control as it reflects Jumping projectiles - and if we can amp it anytime, the jump-kick-into-projectile attacks can be dealt with by amping twice (can't be abused, but opponent has to respect that option)
- Side notes:
- Against long range projectile - wait for opponent to commit:
- single / double = Divine Force;
- seeing amp (Frost, Shang Tsung, etc) = switch to Vanishing Wind (db press 3 instead of 2) amped;
- opponents jump in after we fell for a projectile and committed to DF = timed amp to pop them up
- If we expect projectile at mid range - check with B2 (high) or B4 (low). This is Jade’s space
- Mix with Deadly Butterfly (similar start-up animation) to confuse opponent with full-screen move who can also throw projectile (Jacqui, etc). Have them pop up by Deadly Butterfly for combo
- Against long range projectile - wait for opponent to commit:
- Tweak:
- Add Delia’s Dance as the last hit of 3,2,2, d1. Allow it to amp
- This fuse makes the string a good punisher, and it can amp to make opponent stand up for more mind games
- 3,2,2 cancel into Vanishing Wind to be safe and/or reset to mid range
- 3,2,2 stagger into throw for pressure
- This fuse keeps Delia’s Dance in a narrow application, so the variation isn’t overpowered; and we get to use DD!
- instead of enhancing 4,3 with a 2:
- enhance f4,1 so f4 hits twice in rapid sequence as mid-overhead, and 1 has the same pushback as the 2 in 4,3,2 (can even have the same animation!)
- the f4.1 string now does essentially the same function as 4,3,2: a decent damage change-up string, with the bonus of being an advancing string that hops over lows - more assassin-like movement
- the overhead gives Jade a tool to open up turtles (where throws are risky on neutral duck) without giving her a 50/50 or a low starter
- it removes the predictability of a low 2nd hit in her strings (1,2,4; 4,3,2)
- f4 can be canceled into a Vanishing Wind low with no gap (toying with predictable low mind games) or finish as a pushback mid - at different frames to hit, so hard to react with flawless blocks
- this give f4,1 a reason to exist as a trio of strings (B2124 as a range check into hit string; 3,2,2,d1 as punisher; f4,1 as mind games and range reset)
- 4,3's high-low change-up is covered by 1,2 (also cancelable); its damage covered by f4,1
- enhance f4,1 so f4 hits twice in rapid sequence as mid-overhead, and 1 has the same pushback as the 2 in 4,3,2 (can even have the same animation!)
Thank you for the long read!
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