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General/Other - Jacqui Briggs Jacqui Briggs General Discussion

SaltShaker

In Zoning We Trust
After watching TCW today, it made me think what a high level HT Jacqui could pull off with all her pressure options. I could never pull it off with that playstyle, but I feel HT might be better than I originally thought.
 

PandaManee

Mortal
After watching TCW today, it made me think what a high level HT Jacqui could pull off with all her pressure options. I could never pull it off with that playstyle, but I feel HT might be better than I originally thought.
Oh someone made a showing with her ¿ I'm personally going strong with her. She has some great options more so when the opponent doesn't have meter and is in the corner. All they might be able to do off some string loops are eat damage or back dash.
 

lslick

Stole this pic from Doombawkz :P
Finally updated the frame data thread. Sorry it took so long. Pc version is finally up to date with consoles =[
 

Malec

Apprentice
Built-in option select. Your cancel will only happen on hit, same thing with b33 and f3/f4 cancels.
So basically when you do those moves buffer the special you were planning to do anyway and it'll only come out if you connect.
wow I didnt know that O_O I always thought she was way to riski to play, because at least in shotgut you have to always cancel into b,f2 to get her combos
 

MEJBelloz

Mortal
How are you guys managing against a rush down cassie in full auto....... Feels like I can move or backdash coz her advancing hkd safe string. And she out pokes me coz of her range beating jacqui!!! Recently taken up jacqui as my main and love her
 

Pan1cMode

AUS FGC represent!
After watching TCW today, it made me think what a high level HT Jacqui could pull off with all her pressure options. I could never pull it off with that playstyle, but I feel HT might be better than I originally thought.
She has so much potential. If they just made quick burst slightly faster (I mean come on, it's called quick burst!) and had guantlet charge not take an entire second, she'd be extremely viable.

This would make up for the fact that she doesn't have any quick ranged normals like cassie or a projectile like almost everyone. This would also give her some way to anti-air. If ex quick burst had armour too that'd be awesome (since there's basically 0 reason to ever use ex QB and she lacks a decent wakeup).
 

StormGoddess

Your mind tricks won't harm me!!!
yes her gauntlet charges need to be sped up- i fought a Johnny Cage that did 2 fist bump charges to my 1. :mad:
 

WidowPuppy

Attack pekingese
Just reposting this here in Jacqui's General Discussion forum after realizing I for some reason posted it in her Wish List thread [The prior conversation in there inspired that, lol]. Just leaving it here so it's easy for others to find.

Jacqui's Kara cancels are too good not to use, but do run a risk of being poked out [or even getting launched] before hitting their target. Safest to use as oki on meterless opponents, or as I said once before... I feel they are great after midscreen MB throws giving you the ability to close the distance required for Ms. Briggs's 50/50 to work [The low only having so much range]. @karaokelove has posted a video explaining a shorcut for kara canceling into specials, This can be found in his complete FA guide in the Jacqui forum section.

I've been using my own method of Kara canceling into specials for quite some time. It being...

:Edited - had some coffeeless notations in here a moment ago...

F4,4 neutral BF4 or F4,2 neutral BF4

F4,4 neutral, Backwards DP~3

F4,4 neutral, MB Backwards DP~2

 

WidowPuppy

Attack pekingese
Another Full Auto spammer thread inspired me to compile a list of strings on block that make Hand Cannon unduckable. Completely safe with the exceptions of Reptile's Slippery Slide, Kung Lao's Vortex.

4, made safer from -13 to HC's -10
114, easily hit confirmable into BF4 or DB2 in the corner.
12
121, easily hit confirmable into DB3 midscreen.
1212, easily hit confirmable into BF4 or MB DB2
B14, Lao's vortex and other 7 frame punishes cannot punish Hand Cannon after this string.
F12
21
23, made safer from -12 to -10
33, made safer from -11 to -10

On hit in the corner, you're at +8 and in their face, and off strings like 114~DF2 that leave your opponent airborne, you can continue to combo with 11's into what ever.

Spam away Full Auto brethren, lol. [In their face]
 
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WidowPuppy

Attack pekingese
After some testing... Just threw in [edited above] that Cassie can't punish the above mentioned strings into HC due to pushback [Had her being able to punish in there, I've since corrected that], and Lao's Vortex or any 7 frame advancing moves cannot punish B14 Hand Cannon due to pushback.
 
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JustinXavier21

The rose that grew from concrete
Another Full Auto spammer thread inspired me to compile a list of strings on block that make Hand Cannon unduckable. Completely safe with the exceptions of Reptile's Slippery Slide, Kung Lao's Vortex.

114, easily hit confirmable into BF4
12
121
1212
B14, Lao's vortex and other 7 frame punishes cannot punish Hand Cannon after this string.
F12
21
23 Actually made safer
33 Also made safer

On hit in the corner, you're at +8 and in their face, and off strings like 114~DF2 that leave your opponent airborne, you can continue to combo with 11's into what ever.

Spam away Full Auto brethren, lol. [In their face]
Yup this is all totally legit - and I'll just add that the meter gain, annoyance and chip are sublime :D
 

Pan1cMode

AUS FGC represent!
Another Full Auto spammer thread inspired me to compile a list of strings on block that make Hand Cannon unduckable. Completely safe with the exceptions of Reptile's Slippery Slide, Kung Lao's Vortex.

114, easily hit confirmable into BF4
12
121
1212
B14, Lao's vortex and other 7 frame punishes cannot punish Hand Cannon after this string.
F12
21
23 Actually made safer
33 Also made safer

On hit in the corner, you're at +8 and in their face, and off strings like 114~DF2 that leave your opponent airborne, you can continue to combo with 11's into what ever.

Spam away Full Auto brethren, lol. [In their face]
Yup :) I've been using her block string pressure for a while.

It's especially useful after 1212 because you can stop at any point in the string and start over, and you're plus at those points. It's great because it trains people to block the entire string; then you can mix in 50/50s and grabs
 
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Malec

Apprentice
have played Jaqui Shotgun for about a week now and I am already done with her :/ this char is really fun against good players, but against scrubs who just jump around all they, I am lost, no anti air kills this char for me, I tryied everything, but nothing works. Her NJP has to be one of the shittiest in the game.
I really hope they change anything about her anti air problems, cause thats imo the only thing holding her back
 

WidowPuppy

Attack pekingese
Yup :) I've been using her block string pressure for a while.

It's especially useful after 1212 because you can stop at any point in the string and start over, and you're plus at those points. It's great because it trains people to block the entire string; then you can mix in 50/50s and grabs
Training opponents at it's finest. :)
 

WidowPuppy

Attack pekingese
have played Jaqui Shotgun for about a week now and I am already done with her :/ this char is really fun against good players, but against scrubs who just jump around all they, I am lost, no anti air kills this char for me, I tryied everything, but nothing works. Her NJP has to be one of the shittiest in the game.
I really hope they change anything about her anti air problems, cause thats imo the only thing holding her back
I honestly believe her having a 5h!t njp is a balance thing, cause she can get like 30% or more off of one. [Don't know about in HT] Won't mind if they buff it though, hehheh.
 

WidowPuppy

Attack pekingese
Quan chi can get more that her of a njp
Oh yeah, a handful of characters can. Still believe that was their thought when it came to Jacqui though... Honestly don't now why characters njp's have different hitboxes, at least the ones who aren't holding sais or a hat or have electricity around them for some examples.

They need to give Jacqui low hitting Foot Cannons that you can combo off of ;)














... Kidding.
 
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Pan1cMode

AUS FGC represent!
Oh yeah, a handful of characters can. Still believe that was their thought when it came to Jacqui though... Honestly don't now why characters njp's have different hitboxes, at least the ones who aren't holding sais or a hat or have electricity around them for some examples.

They need to give Jacqui low hitting Foot Cannons that you can combo off of ;)














... Kidding.
No their thought was she already has the worst anti-airs in the game, let's make her free to jump ins in every way possible by making all her aerial attacks shit-tastic.
 

PandaManee

Mortal
I always go with j3 or j4 but damn it ain't really that good ........ YOu gotta make strogn reads on whether they are going to try and Air to air you are go for the jump in, if they are going to air to air you have to TRY and trip gaurd
 

Pan1cMode

AUS FGC represent!
I always go with j3 or j4 but damn it ain't really that good ........ YOu gotta make strogn reads on whether they are going to try and Air to air you are go for the jump in, if they are going to air to air you have to TRY and trip gaurd
Yeah I go for j3 too, not that it doesn't lose 3/4s of the time.