I was hoping to come into this thread and say ‘you all suck, she only needs like 2 fixes’ but when I started writing, I noticed a fair few things. I’ve listed below the issues I’ve identified (most of them are more grounded than other things I’ve seen in the thread; I don’t think we should be speeding a bunch of stuff up or messing with the frames and the anti-air issue is something universal that most characters have to deal with. That's something that us as players should be working around.
Standing 4
Issue: Fastest mid and most reliable punish button, but doesn’t combo into BF2 reliably.
Suggestion: Adjust to consistently into BF2 on hit. Expand the hitbox downwards and outwards very slightly to let it contend with low pokes when it is out first. *this should give us a fair punish for moves that recover quickly with low hurt-boxes. They're not intended to be safe, but Jacqui's tools are sometimes just too slow or require perfect frame timing. She already has the move we need, we just need it to combo properly.
F121
Issue: Broken. Last hit is an overhead…but it won’t come out if the F12 was blocked!
Suggestion: Fix it. Full string should come out on block. *generally improves her pressure game slightly by encouraging people to block.
DB1
Issue: Risky and slow with no real incentive.
Suggestion: Significantly higher meter gain (25% of a bar on each successful use seems fair). Justifies the risk entirely.
exBF2
Issue: Literally useless. All alternatives are faster/more damaging with the same risk. 9% is a joke.
Suggestion: Make it safe or ideally neutral (in Jacqui’s case, that means +2) on block. *should be easy enough for sharp players to deal with (you'd just jump over her or use a quick string on wake-up), but it gives the Jacqui a nice set of options at all levels.
Hi Tech
Issue: Nullifying projectiles is pointless as she has a better option for it. Charges are built slowly in comparison to similar characters and charge pressure can’t be sustained.
Suggestion: Successful Quick Burst on a projectile should build a single charge. BF1 should build a single charge (6% uncharged, 11% charged, 17% fully charged?) Allow Jacqui to refresh charge whilst charged [enabling her to sacrifice oki to remain charged]. *QB is ok - we don't need to break it by speeding a bunch of stuff up, but this option encourages us to balance oki and positioning with the need to stay charged.
Shotgun
Issue: Limited options to mix-up in a mix-up oriented variation.
Solution: Make DF2 +9 on hit. Initially it could be linked out of - like Kano's Eye Laser but was nerfed (instead of fixed) on day one to remove the infinite. Adjust it to knock down on a second use (like Kano). This provides us with a solid corner combo solution for SG and good mix-ups if we can land it during footsies. *Jacqui's frame advantage after landing a D1/D3/D4 aren't the best, but this would at least provide us with a decent reward once we get things started.
Issue: Dust doesn’t work consistently after B14~BF2 and Kara 4~BF2.
Solution: This is a more complex problem. I’m firmly AGAINST increasing the range on Dust, as it would unbalance her. The only method I can think of is by reducing the knockback slightly after a BF2. This would make her universal combos slightly easier but this doesn’t sound unreasonable.
Full Auto
Finished. Congratulations - don't listen to these guys, FA is pretty well designed at this point and it’s been figured out. Fixing the F121 string is sufficient.
Other:
Fatality 2: Fix the Audio Sync issue on her Second Fatality…pls
B33: consider adjustment to make it either...completely safe on block, or allow it to combo consistently after a cross up JIP. It's crazy to have it whiff on hit and connect on block.
@colt @theJacquiInitiative
Kind regards,