B33 bf2 4 bf2 4 db2 12 bf4, 36% and looks fly as shit.Not sure if this was posted elsewhere, but I think I've found a good low-starting combo against cornered female characters with Full Auto:
b33~bf2-4~db2-4~bf4: 35% meterless.
Just for you. i havn't really dabbled with max damage. i actually only play full auto haha but ht is fun so farWould someone mind posting a video of the QBRC stuff? I'm not sure I completely understand. I haven't had time to explore the HT variation much yet.
Just for you. i havn't really dabbled with max damage. i actually only play full auto haha but ht is fun so far
I just made it for the guy who needed a visual reference. im sure the high tech monsters have much more going on. ill be looking more into this variation though.Whoa. That's pretty awesome. Thanks for the video!
Ah I got it. Perhaps I didn't read clearly from the earlier descriptions, but I completely forgot you can hold Quick Burst and that you are run canceling off that. Jax has a command to cancel his rocket launcher, I wonder why the command to cancel QB isn't here.Just for you. i havn't really dabbled with max damage. i actually only play full auto haha but ht is fun so far
Looks like 33 xx BF2 F2U2 2+4, 1212 xx DF2^ inputs please
@scarsunseen
Awesome, I've been looking for a long enough knockdown to actually get some setups. I think this character is starting to look really good now.You can land the level 2 OTG ground smash after 212 hard knockdown from a juggle.
So I do whatever xx bf2 f2u22+4 212 jdd4. Can get over 50%, depending on starter.
I also use the same string to get guaranteed level 2 charge in corner. grounded string xx bf2 4 bf2 212 ex db2. From overhead b2, just do one bf2. Safe from all wakeups. This only works from juggles I notice, the knockdown from 212 seems to not last as long if performed on a standing opponent.
The number one weakness to SG footsies is jumpers...which would be amazing if Jacqui had solid anti-airs, but anti-airing with her is one of the most difficult concepts I've ever had to get to grips with. The issue is that several characters can beat her B1/F2/D2 at most ranges with a single normal (Sub Zero's JI2 is a good example).How do you get punished when they are safe on block?
SG is phenomenal for footsies. You're wrong, point blank.
Yup - in certain matchups you can use it for HT to get one level free of any harassment. Mileena is one since you knock her full screen and have enough time to do DB2 to charge, then low profile her telekick or forward jump low sai if versus PI Mileena (neutral jump actually has the sai hit you, which makes zero sense).Loving the ability to deal with so much across her variations! Also, BF1 has some amazing uses for going through armor and landing safely on the other side with no or minimal damage - anyone else using it?
My only problem with HT is that everything must be done at range zero. Like not a single projectile and all her far reaching specials are death on block. It's cool to have kabal pressure strings but without an ex dash or a projectile, HT is just way to one dimensional for me. SG is a great middle ground.The number one weakness to SG footsies is jumpers...which would be amazing if Jacqui had solid anti-airs, but anti-airing with her is one of the most difficult concepts I've ever had to get to grips with. The issue is that several characters can beat her B1/F2/D2 at most ranges with a single normal (Sub Zero's JI2 is a good example).
On CONVERSIONS, she is incredible and has an array of high damage punishes, and it can't be jumped on reaction so it needs to be respected sometimes, but...she literally has nothing suitable for beating out a number of things and blocking a lot of jump-ins in this game can get you killed quite quickly.
Instead of having a go-to 2/3 options, I find myself using 1, D1, exBF1, Run, D2, Backdash, B1, exBF4 and all sorts of stuff, none of it consistent.
I love footsies so I'm currently still maining SG, but I end up mixing in exDB2 a lot now to keep people honest. How are you anti-airing right now??
HT train seems to have officially started! My apologies for not updating the OP with certain notations lol I wasn't sure people would be happy with QBRC or Dust! Will get them sorted today.
I'm currently following up QB on blockers with a combination of 4~QB and D3~QB which work wonders. On hit, you get a free high low, but I'm using a lot of throws to set up ji1/2/3/4 DD4 - not always legit, but always dangerous! 4 knocks up slightly so it'll knockdown if you cancel quickly, or you can hold the charge instead. Also, QBRC instant block is totally legit against mashers.
Loving the ability to deal with so much across her variations! Also, BF1 has some amazing uses for going through armor and landing safely on the other side with no or minimal damage - anyone else using it?
My issue with SG is that there isn't enough pressure potential ....HT has some issues too do to b33 and b2 only being cancelable on hit wish they would change that at least for the QB :3My only problem with HT is that everything must be done at range zero. Like not a single projectile and all her far reaching specials are death on block. It's cool to have kabal pressure strings but without an ex dash or a projectile, HT is just way to one dimensional for me. SG is a great middle ground.
I like running in from a far distance and then doing bf1. Many people don't expect it.Loving the ability to deal with so much across her variations! Also, BF1 has some amazing uses for going through armor and landing safely on the other side with no or minimal damage - anyone else using it?
Now that's how much damage High tech should give when we work hard with heavy rush down to get them in the corner with a level 2.Found this on youtube. Not taking credit for it. Just found it.
60% METERLESS corner combo with High Tech
Ya I've been messing with 233 lately. BTW, if you do 2334 in the corner, you have enough time to throw in d1 and cancel into df2.Good news for Shotgun variation:
It was posted earlier in the thread that 4~DF2 and 3~DF2 both force the opponent to stand and block the df2, making it a true blockstring and completely safe.
Well, guess what else works?
F1~DF2
F12~DF2
B1~DF2
B14~DF2
12~DF2
233~DF2
B3~DF2
21~DF2
While this might not extend her pressure, it does give her safe footsie tools that can't be punished or armored through.
F12~DF2 and B14~DF2 are really good in footsie range. You can mix up F122+4 with F12~DF2.
Each shotgun blast does 2% on block. EX shotty does 4.25%. Good for chipping out their life bar.