Utilizing b14 and f12 and knowing their range is what I'm finding to be the best thing in HT, doing QBRC off of those gives you crazy advantage and you can combo off of them if they hit.
The main threat in HT is holding QB though, it knocks back quite a bit you have it's threat by holding it and staggering it with your strings to make the opponent hit less buttons, mixing in QBRC into throws and b2/b33 stuff is really good. So far my only issue is baiting armored stuff, especially ones that lead to beefy combos coz it's just so risky that I end up doing normal QBs instead of run cancelling to holding it for frametraps coz I don't want eat a combo >__>
unblockable ground pounds are also very useful as they force your opponent to do something if they see it, which is where the feint comes into play, the fient has a spark animation just like the actual ground pound so it's really hard to tell them apart. Once they expect them you can do stuff like say ji1 xx feint then nj2 to catch their jump out attempt into combo.
There's guaranteed combos and setups for it too for free damage just like ground ground slam nonsemse in Kuatan warrior or whatever that variation with the ugly helmet is called lol.
Also don't forget QB eats projectiles and it's way quicker and better than tech shield, and it beats stuff that tech shield can't like Quan's bat and Kotal's sword toss. You can go ham with it against some characters to build meter, mixing it QBRCs (which also build meter).
It's a weird variation, and this early in the game where people can just derp with KJ and Raiden which are simple but very effective HT Jacqui seems lackluster but once the meta evolves where you'll need more than a simple 50/50 starter to win matches it'll show it's worth.