Tony at Home
Master
When Jacqui got engaged to Takeda he shared with her the ancient technique of "plus on whiff"Hey guys, these cancels not costing any meter is fucking dumb as all hell.
When Jacqui got engaged to Takeda he shared with her the ancient technique of "plus on whiff"Hey guys, these cancels not costing any meter is fucking dumb as all hell.
What does JF stand for?Despite the way it sounds it's just a double tap. You JF the second 2. Muay Thai Shoruken.
It's a just frame. Meaning the second input must be completed during a precise window of the first's animation. I dont have the tools to tell you what the frame window is on f2,2 but it's pretty quick. If you're on a stick or box you could try double tapping the input, if you're on a pad I dunno. Theres really no way I can help you without being there in person and teaching you how to do it.What does JF stand for?
I have a very hard time getting that move out consistently and are actually thinking about dropping Jacqui because of that, she needs that move and without it I disadvantage myself
Any help is very appreciated
No probs, thanks for replyingIt's a just frame. Meaning the second input must be completed during a precise window of the first's animation. I dont have the tools to tell you what the frame window is on f2,2 but it's pretty quick. If you're on a stick or box you could try double tapping the input, if you're on a pad I dunno. Theres really no way I can help you without being there in person and teaching you how to do it.
I can do it pretty well but I have the same problem my thumb is not fast enough consistently, I am old balls though.No probs, thanks for replying
I‘m on pad and my thumb is not fast enough lol. If I hold the pad different and use another finger no problem. Maybe I‘m too old for it hahahaha
All to do with timing. If you hit the first knee the moment Jacqui finishes her hold animation, and then time each knee the moment her leg touches the ground (a bit of a rhythm to it) you can get 3 knees into the enderYou guys, wanted to ask, how do you hit 3 knees before a follow up in the 1r ko variation? I saw that Sonic did it couple of times in this match below, but I cannot replicate it. The opponent gets off after the 3rd knee and cannot do any other follow up. You can see it in the video between 0:25-0:30 second. He is doing 444 2
Can confirm that double tapping on stick is pretty easy once you got the rhythm down.If you're on a stick or box you could try double tapping the input
Pretty much yeah@TheGabStandard so you cannot just mash as quickly as you can, you have to do it like a Just Frame?
Idk about that, mashing also works in my experience.@TheGabStandard so you cannot just mash as quickly as you can, you have to do it like a Just Frame?
I'm coming to this conclusion too. Her whole thing is this supposedly amazing pressure game, but she has nearly no way to apply it, and even when she gets it going the options to escape it are many. Example: Her pressure is not THAT MUCH better than say Liu Kang, but he also has high, low, and air fireball, full screen flying kick, extendable bicycle kick, and over ease of play. Jacqui feels outclassed to me by a lot of things and I think I am on to greener pastures. I'm sad, but she can't hang with certain match ups if the opponent is smart.Today was the first day I started to have any legit doubts about this character. It could've just been a bad day for me playing. I'll keep pushing forward with her though because I feel like it's still me not being as knowledgeable and she's hard enough to play already without getting gimmicked so to speak. Back to the lab i guess.
The range on dash punch is surprisingly far, so my strategy with stuff like Kabal’s air saw is to try to move forward just before he does it, and bait him into that range where I can dash punch after.So what are some general gameplay things that other Jacqui players are struggling with? Maybe others in here already have the answer and we can help each other overcome what seem to be some hurdles with this character.
For me the main things I struggle with are characters who command neutral against her not even with zoning because I can deal with that, but those who have yolo moves in addition to disjointed hitboxes on their normals. I've tried whiff punishing the disjoints with dash punch to some success but still get bopped time to time.
Angled down air projectiles like Kabal air saw, Jade air glaive, and Sub ice axe. These take up a good space on the screen and she just kind of has to hold them. This leads into my next thing which is her anti airs. Characters like Kabal and Sub who have these air options also have good jump normals like Kabal J2/J3 and Sub J3. I've been anti airing jump ins in general more with S1 to some success but it still loses to jump kicks in situations where you're actually reacting to a jump. I think her F2,2 is her best anti air by far but it's 12F startup and doing a just frame input on actual reaction leaves me getting stuffed from it. Great when using it against obvious jumps though. Her D2 leaves a lot to be desired. The range upward and horizontally isn't that great. Cross ups have also been problematic, but I saw a tweet about quickly neutral ducking on cross ups to turn your character model quicker and S1/D1 so I'll be labbing that later. What about you guys?