Pan1cMode
AUS FGC represent!
She does have strong options when Takeda is meterless, but she still has to get in.I feel like all three variations of Takeda are tough for Jacqui.
I don't play HT (who apparently has some very strong options vs takeda when takeda is meterless), but for what it's worth i think that FA is the best way to go in the MU. Shotgun will always have that one touch into vortex factor, so I don't count it out of any MU.
Figure out what you can do and in what situations you can do it. Jacqui has some weird stuff where her d4 will sometimes low profile a f1. The change to her exbf2 will to get out of stuff that previously use to be a very shoity armour read. It's important to learn the punish on EX teleport. I use s4 to punish it, because unless you're in the corner s1 whiffs. Other than that learn your options to get out of the hard to blockable set ups, use her walk speed to walk out of stuff and whiff punish, and from full screen try and zone and bait teleports and make takeda come running into you.
Essentially you'll be using lots of ex bf2 to close gaps. All it takes is landing a hit on block and she can begin her pressure game.
Ronin is much much harder to deal with however. That stupid far ranging plus string forces her to take incredible risks, and Takeda's serviceable armour skews her pressure slightly less in her favour.
Shotgun I haven't played this match up much but again, 1 hit into 50/50 town means you can count her out.
Some things to note:
- Jacqui can punish whiffed strings from literally full screen Takeda has that much whiff recovery.
- 114 breaks ex punches but not Tele because it low profiles. s4~df2 breaks both (iirc)
- all of Takeda's mixups in his strings are reactable. You should not be getting hit by them.
Honestly the matchup isn't great but there's certainly other characters who give her more trouble (e.g. Mileena, Liu, Johnny, D'Vorah).
EDIT: Dealing with Shirai Ryu's wake ups
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