Hi guys, new boy here (but completely not new to the game)!
So, I got the game on Thursday and spent some time with J since then - mostly practice, but also 3 hrs of online matches with my Kabal-maining buddy. I was really having fun with Jacqui in MKX and wanted to share few thoughts on her in MK11.
First of all, she feels really fresh - not much is left from her old strings, I feel like she has fewer of them than in previous MK. I focused on 1st Round KO loadout, which comes with equipped moves: Lethal Clinch (DF3), Cybernetic Overdrive (strings cancels) & Robo Grappler (counter throw). My initial thought is she has some hard time getting close to the enemy, as there are not as many advancing moves as before, so you have to rely on these:
As for the combo potential her dmg is quite ok, being around 20% with no bar, 28-33% with 1 bar, which goes up to 38-40% when you are ready to use krushing blow DF3~44[1] and 47% with Fatal Blow. I can't say if it's much, because I have no comparison to other characters yet, but it seems decent.
All in all, she is really fun and I love her animations and style, but there is still a lot to discover. She might have hard time against zoners if we are left with playing only tournament variations competitively, but I have yet to play with the second loadout (with Grenade Launcher, Air Dive Bomb and Tech Dome).
What are your thoughts, folks? Happy to discuss!
So, I got the game on Thursday and spent some time with J since then - mostly practice, but also 3 hrs of online matches with my Kabal-maining buddy. I was really having fun with Jacqui in MKX and wanted to share few thoughts on her in MK11.
First of all, she feels really fresh - not much is left from her old strings, I feel like she has fewer of them than in previous MK. I focused on 1st Round KO loadout, which comes with equipped moves: Lethal Clinch (DF3), Cybernetic Overdrive (strings cancels) & Robo Grappler (counter throw). My initial thought is she has some hard time getting close to the enemy, as there are not as many advancing moves as before, so you have to rely on these:
- B2 is her mid-range mid and her best range normal (-10 on block, but comes with B22 which is -7 high)
- F12 - safe mid, mid (-4), but with inferior range compared to B2
- B1 - jumping overhead (-10) with suprisingly good range and hitbox
- B34 - low, mid string, with second hit having +4 on block. They can interrupt it if the first one is blocked, though. :/ But this is where B324 comes into play as it will kill counter attempts.
- BF2 (Bionic Dash) being her "Superman punch" with decent range - worth fishing with it for any whiffs and punishing mid range projectiles. Safe, but high.
- F31 - her go-to close range string, safe and cancellable
As for the combo potential her dmg is quite ok, being around 20% with no bar, 28-33% with 1 bar, which goes up to 38-40% when you are ready to use krushing blow DF3~44[1] and 47% with Fatal Blow. I can't say if it's much, because I have no comparison to other characters yet, but it seems decent.
All in all, she is really fun and I love her animations and style, but there is still a lot to discover. She might have hard time against zoners if we are left with playing only tournament variations competitively, but I have yet to play with the second loadout (with Grenade Launcher, Air Dive Bomb and Tech Dome).
What are your thoughts, folks? Happy to discuss!