Biologic
Noob
The Goal of this thread is the creation of a clean, complete overview of jacqui's tools and their application to real matches, a community effort to find the most efficient way of approaching the challenges Jacqui's faced with, and overcoming them.
This is not a guide, this is theory fighting & discussion 101
TOOLS
Chip Strings
Given Jacquis plethora of +strings/stagger strings, QB Cancels, and the +on bock QB's themselves acting as a pseudo mixup on chip strings, Jacqui has a surprisingly large tool set, while numerous strings are + on block we're going to narrow this down to the 3 strings, I believe are the most important for chip
1,2,1,2
3 of the 4 hits of 1,2,1,2 are +2 on block, the other (the second 1) is +1, every hit of this string is stagger-able, cancel-able, easily hit confirm-able & the string itself is 3% chip on block, it's only weakness is the initial 1, being a High, opening you up to frequent pokes, this string is essentially the bread and butter of your chip/pressure
1,1,4
Again, all 3 hits of this string are +2 on block & cancel-able, while this string is not easily combo'd out of, it's easy to confirm a safe gauntlet cancel on hit, 2.50% chip
F2,U1,2+4
This string is a little more controversial as far as chip or pressure goes, F2,U1 makes for a decent (Mediocre) footsy tool, the end of the string, 2+4 is +2 on block, and the string itself nets you 3.75% chip, the strength of this string comes in the form of it's 30/30/30 mix up, which we'll get into more later, the string is also quite easily hit confirm-able
Additional notes on chip:
I would like to think Chipping out your opponent and maintain pressure would be the corner stone of this character, that the approach of every match would be getting on pressure and staying there, but this character has a lot of small things keeping her from really being excellent in this field, namely her lack of solid mids/lows, many of her strings feature varying amounts of push back, this is troublesome considering Jacquis tools for jailing or checking opponents is already slim (S1-High-6F, S4-Mid-8F, D1-Mid-7F, D3-Low-8F), and with the push back, near none existent, as all of her fastest normal suffer from very short reach
Mix ups strings
B1,4
16 Frame advancing normal that hits low on the second hit and is +2 on block, actually one of her better strings if you can get your opponent to respect you enough to stop trying to poke out at first sign of escape, 1.25% chip
B2
The only Overhead Combo starter, 17 frame start, okay range, 1.75% chip
B3,3
Double lows, zero range, you must be standing on top of your opponent or your initial B3 will not land, this string isn't great on block, but can be canceled into QB like nearly every other string, making it as much a pressure string as every other 2.50% chip
F2,U1
As previously stated F2,U1 makes for a decent (Mediocre) footsy tool, the end of the string, 2+4 is a +2 on block overhead, and the string itself nets you 3.75% chip, the strength of this string comes in the form of it's 30/30/30 mix up, after the U1 you can opt for a DD4-a low mix up that leaves you very + on block, or a DU4, which is used to bait out armor or stagger your pressure
Footsy Strings
F1,2
Your fastest, furthest reaching footsy tool, +2 on block, Gauntlet charge on hit confirm, this is your best footsy tool, unfortunately it's alright at best
F2,U1
(Copy/Pasted from earlier explanation) As previously stated F2,U1 makes for a decent (Mediocre) footsy tool, the end of the string, 2+4 is a +2 on block overhead, and the string itself nets you 3.75% chip, the strength of this string comes in the form of it's 30/30/30 mix up, after the U1 you can opt for a DD4-a low mix up that leaves you very + on block, or a DU4, which is used to bait out armor or stagger your pressure
B1,4
(Copy/Pasted from earlier explanation)16 Frame advancing normal that hits low on the second hit and is +2 on block, actually one of her better strings if you can get your opponent to respect you enough to stop trying to poke out at first sign of escape, 1.25% chip
F3/F4
These normals are different from anything else in the game, both can be canceled into a low or overhead once you're near the opponent, and both will increase the range of said mix up, using F4 will send Jaqui into a run across the stage that doesn't use stamina, the attack wont come out until she's near the opponent, meaning you're just open until you reach your opponent, and this is rather easy to react to at such a range-this move is instead better used mid screen just outside of your normal footsy range, as it can extent the reach of your B2 significantly, however slow
Additional Notes on Footsy Strings:
Jacquis footsy moves wouldn't actually be that bad if we had some sort of air presence/anti air, or a decent projectile, we don't though, and as such our greatest strengths are in our tech shield (which unfortunately is average), and our Air stomps, these moves wont give us air control, but they give us defensive options and pacing options, it is my current theory that we'll want to use our strong walk speed for spacing, and our air stomp as our greatest mid screen threat, as such we may want to look into additional jump in opportunities or ways to establish an offensive first, and we'll very likely want to get insta-air ground stomps/cancels down, as they could negate many of the opponents options, from jump ins, to mid screen
Most Important Specials
BF1
12 frame, decent range, advancing mid, that switches sides on hit, super punishable
Tech Shields
The seemingly average at best Tech shield is a relatively under utilized tool that I believe we're still uncovering tech for, it's currently held back by it's slow start up speed, I believe proper use of this move can be the difference in some matchups
Air Stomps
What I currently believe to be one of Jacquis most important tools if not the most important, the standard air stomp is a low, EX version nets a full combo, both EX and normal version are so plus they jail on block into S1, the move becomes unblockable once powered up using the gauntlet charge, and with the second charge it OTGs for 13% meterless, opening up numerous opportunities for us to gain additional damage through hardknock downs, and of course air stomps can be canceled using DU4, for staggers/armor punishers, it is my current theory that we'll want to use our strong walk speed for spacing, and our air stomp as our greatest mid screen threat, as such we may want to look into additional jump in opportunities or ways to establish an offensive first, and we'll very likely want to get insta-air ground stomps/cancels down, as they could negate many of the opponents options, from jump ins, to mid screen
Keys to Success?
I believe the most important part of Jaqui's game right now revolves around creating a strong presence anywhere on the screen, mid screen using our strong walk speed, tech shield, and our air stomp (EX airstomp for midscreen wiff punishes or anti air punishes against normals), best use for her midscreen normals is still a mystery to me as of now. Upclose we'll want to do our utmost to use a variety of strings and mixups, we should do our utmost to remain unpredictable, at the same time though we'll need to condition our opponent with our more mid focused strings to make them second guess their pokes, even if our mids are pretty slow.
Almost as important is going to be the use of offensive setups,
1,2,1,2 QBRC 1,2,1 QB(or 1,2,1,2 against some opponents) leaves you +14 on hit, and you can actually jail your opponent into another block string using S1. 1,2,1,2 QBRC 1,1,4 Gauntlet Charge nets you a safe charge, both of these 2 combos are best used when you're a tad short on stamina and wont be able to perform your full 30% BnB's
although I haven't done a lot of searching for them, I feel the use of our ground stomps in setups could be game changing-many of our combos could end up in jump in setups allowing up to mix up our opponents or confuse their wake ups, letting us keep pressure, remember anytime we land a block DD4 we can jail our opponent into a S1, and once we're buffed up to Level 2 Gauntlets we'll be able to focus on more Hardknock down setups, ensuring a free 13%
I ask all of you
For your thoughts, what tools you deem most important, what mindset you bring into the match, what is your gameplan? Do you use her defensive tools and try to bait your opponent in? Do you force the pressure using her fast run speed? Do you play the midscreen? What are you seeing success with, what setups are you using?
This is not a guide, this is theory fighting & discussion 101
TOOLS
Chip Strings
Given Jacquis plethora of +strings/stagger strings, QB Cancels, and the +on bock QB's themselves acting as a pseudo mixup on chip strings, Jacqui has a surprisingly large tool set, while numerous strings are + on block we're going to narrow this down to the 3 strings, I believe are the most important for chip
1,2,1,2
3 of the 4 hits of 1,2,1,2 are +2 on block, the other (the second 1) is +1, every hit of this string is stagger-able, cancel-able, easily hit confirm-able & the string itself is 3% chip on block, it's only weakness is the initial 1, being a High, opening you up to frequent pokes, this string is essentially the bread and butter of your chip/pressure
1,1,4
Again, all 3 hits of this string are +2 on block & cancel-able, while this string is not easily combo'd out of, it's easy to confirm a safe gauntlet cancel on hit, 2.50% chip
F2,U1,2+4
This string is a little more controversial as far as chip or pressure goes, F2,U1 makes for a decent (Mediocre) footsy tool, the end of the string, 2+4 is +2 on block, and the string itself nets you 3.75% chip, the strength of this string comes in the form of it's 30/30/30 mix up, which we'll get into more later, the string is also quite easily hit confirm-able
Additional notes on chip:
I would like to think Chipping out your opponent and maintain pressure would be the corner stone of this character, that the approach of every match would be getting on pressure and staying there, but this character has a lot of small things keeping her from really being excellent in this field, namely her lack of solid mids/lows, many of her strings feature varying amounts of push back, this is troublesome considering Jacquis tools for jailing or checking opponents is already slim (S1-High-6F, S4-Mid-8F, D1-Mid-7F, D3-Low-8F), and with the push back, near none existent, as all of her fastest normal suffer from very short reach
Mix ups strings
B1,4
16 Frame advancing normal that hits low on the second hit and is +2 on block, actually one of her better strings if you can get your opponent to respect you enough to stop trying to poke out at first sign of escape, 1.25% chip
B2
The only Overhead Combo starter, 17 frame start, okay range, 1.75% chip
B3,3
Double lows, zero range, you must be standing on top of your opponent or your initial B3 will not land, this string isn't great on block, but can be canceled into QB like nearly every other string, making it as much a pressure string as every other 2.50% chip
F2,U1
As previously stated F2,U1 makes for a decent (Mediocre) footsy tool, the end of the string, 2+4 is a +2 on block overhead, and the string itself nets you 3.75% chip, the strength of this string comes in the form of it's 30/30/30 mix up, after the U1 you can opt for a DD4-a low mix up that leaves you very + on block, or a DU4, which is used to bait out armor or stagger your pressure
Footsy Strings
F1,2
Your fastest, furthest reaching footsy tool, +2 on block, Gauntlet charge on hit confirm, this is your best footsy tool, unfortunately it's alright at best
F2,U1
(Copy/Pasted from earlier explanation) As previously stated F2,U1 makes for a decent (Mediocre) footsy tool, the end of the string, 2+4 is a +2 on block overhead, and the string itself nets you 3.75% chip, the strength of this string comes in the form of it's 30/30/30 mix up, after the U1 you can opt for a DD4-a low mix up that leaves you very + on block, or a DU4, which is used to bait out armor or stagger your pressure
B1,4
(Copy/Pasted from earlier explanation)16 Frame advancing normal that hits low on the second hit and is +2 on block, actually one of her better strings if you can get your opponent to respect you enough to stop trying to poke out at first sign of escape, 1.25% chip
F3/F4
These normals are different from anything else in the game, both can be canceled into a low or overhead once you're near the opponent, and both will increase the range of said mix up, using F4 will send Jaqui into a run across the stage that doesn't use stamina, the attack wont come out until she's near the opponent, meaning you're just open until you reach your opponent, and this is rather easy to react to at such a range-this move is instead better used mid screen just outside of your normal footsy range, as it can extent the reach of your B2 significantly, however slow
Additional Notes on Footsy Strings:
Jacquis footsy moves wouldn't actually be that bad if we had some sort of air presence/anti air, or a decent projectile, we don't though, and as such our greatest strengths are in our tech shield (which unfortunately is average), and our Air stomps, these moves wont give us air control, but they give us defensive options and pacing options, it is my current theory that we'll want to use our strong walk speed for spacing, and our air stomp as our greatest mid screen threat, as such we may want to look into additional jump in opportunities or ways to establish an offensive first, and we'll very likely want to get insta-air ground stomps/cancels down, as they could negate many of the opponents options, from jump ins, to mid screen
Most Important Specials
BF1
12 frame, decent range, advancing mid, that switches sides on hit, super punishable
Tech Shields
The seemingly average at best Tech shield is a relatively under utilized tool that I believe we're still uncovering tech for, it's currently held back by it's slow start up speed, I believe proper use of this move can be the difference in some matchups
Air Stomps
What I currently believe to be one of Jacquis most important tools if not the most important, the standard air stomp is a low, EX version nets a full combo, both EX and normal version are so plus they jail on block into S1, the move becomes unblockable once powered up using the gauntlet charge, and with the second charge it OTGs for 13% meterless, opening up numerous opportunities for us to gain additional damage through hardknock downs, and of course air stomps can be canceled using DU4, for staggers/armor punishers, it is my current theory that we'll want to use our strong walk speed for spacing, and our air stomp as our greatest mid screen threat, as such we may want to look into additional jump in opportunities or ways to establish an offensive first, and we'll very likely want to get insta-air ground stomps/cancels down, as they could negate many of the opponents options, from jump ins, to mid screen
Keys to Success?
I believe the most important part of Jaqui's game right now revolves around creating a strong presence anywhere on the screen, mid screen using our strong walk speed, tech shield, and our air stomp (EX airstomp for midscreen wiff punishes or anti air punishes against normals), best use for her midscreen normals is still a mystery to me as of now. Upclose we'll want to do our utmost to use a variety of strings and mixups, we should do our utmost to remain unpredictable, at the same time though we'll need to condition our opponent with our more mid focused strings to make them second guess their pokes, even if our mids are pretty slow.
Almost as important is going to be the use of offensive setups,
1,2,1,2 QBRC 1,2,1 QB(or 1,2,1,2 against some opponents) leaves you +14 on hit, and you can actually jail your opponent into another block string using S1. 1,2,1,2 QBRC 1,1,4 Gauntlet Charge nets you a safe charge, both of these 2 combos are best used when you're a tad short on stamina and wont be able to perform your full 30% BnB's
although I haven't done a lot of searching for them, I feel the use of our ground stomps in setups could be game changing-many of our combos could end up in jump in setups allowing up to mix up our opponents or confuse their wake ups, letting us keep pressure, remember anytime we land a block DD4 we can jail our opponent into a S1, and once we're buffed up to Level 2 Gauntlets we'll be able to focus on more Hardknock down setups, ensuring a free 13%
I ask all of you
For your thoughts, what tools you deem most important, what mindset you bring into the match, what is your gameplan? Do you use her defensive tools and try to bait your opponent in? Do you force the pressure using her fast run speed? Do you play the midscreen? What are you seeing success with, what setups are you using?