Indeed, lets try and keep on topic with this thread, we're all well aware of Jacquis issues & weakness's, lets put that aside, pretend Jacqui is good here for a second rather than immediately assuming she's garbage like we all generally do, and try and make something of this, I'm going to update the intial post with some of the information presented this coming weekend.
BF1, QB, & 1,1,4/2,1,2 alll have their place as combo enders, especially when you don't have the required full bar of stamina to pull of the 30% midscreen combos, BF1 can reverse your position, QB leaves you +14 on hit at the end of your combo allowing you to continue pressure, 1,1,4 & 2,1,2 allow you a safe gauntlet cancel (1,1,4 is character specific it seems), it's probably best to end in gauntlet cancels as you near the corner-and likely always the EX version as the character doesn't have much use for meter, EX tech sheild for reflecting projectiles may be a good idea in some matchups, such as against sub & reptile, but generally you're better off just using the normal version, EX gauntlet spark, EX ground stomp, and X-Ray are likely you're best use of meter.
I think we need more setups into groundstomps, as we can likely confuse wake ups in a variety of ways, ground stomp is very plus on block, full combo on EX, and has a large explosion radius when sparked up (large enough to catch jump outs/jumps ins), it's likely we need to use more grabs, I haven't tested it much but I don't think human opponents can wake up after grabs vs Jacqui, though I'll have to test it further (Don't test it against the computers, they wake up vs JC's grab & no human player I've ever tested it with has been able to replicate the same), so grabs in the corner could become a very important part of her game.
I think we're very much under estimating the importance of gauntlet sparks, doubling our chip damage with an already chip heavy character is quite the benefit, the problem right now is our inability to create a midscreen presence, as we don't have many tools to choose from and scare our opponent into respecting us, that's why I've suggest a heavier emphasis on movment speed and further use of ground stomps-no the ground stomps aren't amzing, but they can likely catch people trying to charge in or make an unsafe jump much safer, we have a mindgame that we're totally overlooking, we can make people afraid of the ground stomp and it's options (ground stomp, cancel, or don't stomp at all and just jump in, we should strive to make them afraid to try and anti air us or even punish us upon landing.), I could be wrong though, this is theory fighting and discussion after all.
I also think we need to play a closer footsie game than some of us are comfortable with, staying very close, perhaps well within the jump range of our opponents, where one of our greatest strengths-our walk speed cna shine, as well as better utilize ground pounds-especially insta air stomps/cancels to catch opponents coming in, stanky leg to anti-air, and BF1 could play as a fast wiff punisher or something, just throwing out ideas though
Thoughts?