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I started playing Jacqui again today. It's on PC, so it's still KP1 Jacqui, but even without her safe armor, I'm still having a bit of success with her!
This game has "true" unblockable prevention in it. When you get a stagger like that it means that the overhead and the low are hitting at the exact same frame and so both hits count as mids (even if they say overhead and low in training mode). This essentially ruins the mixup since no matter which way you block; you'll block both hits.Has anyone gotten the "overhead/low stagger" effect? I'm messing with EX Low Missile setups and if I time a jp just right, the opponent will be hit by the overhead/low combination, but they won't launch, they'll kind of reel back in a stagger state.
[Edit] I recorded a video and got it my first try!
It serves a purpose in high tech. Basically all her strings can be dash cancel comboed into 4u4. Also made the links for all her run cancel combos much more lenient as well as making her jails slightly easier.Since Jacqui has more hit and cancel advantage frames in the most current build, has anyone figured out any good setups with her EX Low Missile? I can't find any midscreen and am about to start working on corner setups, but I'm on PC so I'm working with gimped Jacqui. It seems weird they would give her this tool that doesn't really serve much of a purpose.
Eh? I'm talking about Ex Low Missile setups.It serves a purpose in high tech. Basically all her strings can be dash cancel comboed into 4u4. Also made the links for all her run cancel combos much more lenient as well as making her jails slightly easier.
It honestly doesn't do much for her other variations.
Oh I thought you were talking about the cancel advantage buff on strings.Eh? I'm talking about Ex Low Missile setups.
What I was trying to ask is if her extra hit and cancel advantage have lead to any Ex Missile setups that she wasn't previously able to do.Oh I thought you were talking about the cancel advantage buff on strings.
Ex missile gives more damage and aids her zoning game.
Heygeorge had some sweet ex low rocket setups at esl season 3 finals. I'm pretty sure he was using those against st9rm and f0xy at least.Since Jacqui has more hit and cancel advantage frames in the most current build, has anyone figured out any good setups with her EX Low Missile? I can't find any midscreen and am about to start working on corner setups, but I'm on PC so I'm working with gimped Jacqui. It seems weird they would give her this tool that doesn't really serve much of a purpose.
I remember F0xy tech rolling out of them lolHeygeorge had some sweet ex low rocket setups at esl season 3 finals. I'm pretty sure he was using those against st9rm and f0xy at least.
The guys who were updating and checking MKXL frame data went AWOL after giving it half an attempt.Alright here's something odd I've been looking at lately. MKXframedata.com says Stanky Leg is 11 frames, the in-game frame data says Stanky Leg is 9 frames and from my in-game testing I can only punish -11 moves with it so I'm finding it to be 10 frames LOL. Every -10 move I've tested I just can't punish with Stanky Leg. Unless someone has evidence for it being 9 frames I think it might actually be 10 frames.
Yeah I remember seeing you say it'd just been kind of abandoned, just saying that's what it saysThe guys who were updating and checking MKXL frame data went AWOL after giving it half an attempt.
When PC version is released I'll try and find the time to go through it all but for now dont claim anything from there, test it first!
I always thought it was 11 too, it was only when someone was adamant that it was 9 because the in game frame data said so that I decided to test it and see for myself lol.I always thought it was 11. I don't think it's 9.
I could be 10. Really it's not that big of a difference to me.
Pretty sure it's not 9 because that'd mean the leg comes out 1 frame from the s4.I always thought it was 11 too, it was only when someone was adamant that it was 9 because the in game frame data said so that I decided to test it and see for myself lol.
Well, not necessarily. It could cancel into the U4 animation on the 4th frame for example instead of on the last frame. As far as I can tell the startup's 10 frames, not sure about exactly what frame the animation cancels.Pretty sure it's not 9 because that'd mean the leg comes out 1 frame from the s4.
What actually happens with 4u4 is the 4 is kara cancelled by the u4 animation. I don't think the kick animation comes out and becomes active in 1 frame.
Full auto is 6-4 Liu. High tech is 7-3 Liu. Shotgun is probably even (maybe slight advantage Liu).I don't see a MU thread, so I'll just post this here: What is Jacqui supposed to do against Liu Kang? Playing a good Kang with Jacqui feels like playing against MK9 Kabal; he's so dominant at every possible range. You can't zone him because he wins the trades and builds insane meter. You can't play footsies because he outpokes you, and one wrong guess leads to a torrent of frame traps, chip damage, and meter building. If you get cornered, you're done. He can break every single one of her armored wakeup options, and he is going to corner you. You can't even try to armor his gaps because his b1 will break it and he'll get a full combo. It feels straight-up unwinnable. Am I crazy?
It has to cancel on the last frame because the input window is the entire startup duration of s4 (ie 8 frames).Well, not necessarily. It could cancel into the U4 animation on the 4th frame for example instead of on the last frame. As far as I can tell the startup's 10 frames, not sure about exactly what frame the animation cancels.
How do you know the input window covers the entire startup? They added 5 frames to the buffer window but it might only be a 6/7 frame buffer.It has to cancel on the last frame because the input window is the entire startup duration of s4 (ie 8 frames).
Because the buffer window was originally 3 frames (at least according to NRS).How do you know the input window covers the entire startup? They added 5 frames to the buffer window but it might only be a 6/7 frame buffer.
Ah, I don't think I saw that but I'll take your word for itBecause the buffer window was originally 3 frames (at least according to NRS).