TrulyAmiracle
Loud and Klear~
A Word:
This will be a one-stop thread for everything regarding Jacqui's strats and approaching matchups. Feel free to post any info/suggestions here or by PMs. Please do not hesitate to contribute! This is a community effort not just one person's, if you have any info share it with everyone and Lets all level up together =D
This is for the time it's still mostly empty, I just wanted to post it to reserve the spot and show the format I wanna use and to get critique/thoughts on it.
I've filled in descriptions for the normals/specials and their frame data and working on the Matchups and tech parts atm.
A brief overview of what is contained in each section:
•The Basics:
General character information, a breakdown of the normals, specials, strings etc and their uses and have all the extra info about them here such as her dash and moves' frame data, along with the legend for notation that will be used throughout the guide.
Each move is listed, along with the frame data for that move as well as how to make effective use of that move in a various situations. If you are looking for strategies on how to make one of Jacqui's normals, specials, or her X-ray useful in a variety of situations, read the "Discussion" portion of that move's section.
•Strategy:
First, a general overview of what it means to play Jacqui. Then, a breakdown of general methods of approach, zoning, creating mixups, hit-confirming, meter usage, etc. is provided.
•Variation Breakdown:
Here you get the details on what each variation offers and what they can be used for. Their uses, range, what characters/styles you should use each variation for. I will try to include videos of any claims made.
•Gameplay and Combo Vidoes:
This section will basically be an archive of videos showing good Jacqui gameplay or concepts, and hopefully videos of all her Mixups and tricks. If you would like to contribute to this section, simply post the video here and I'll add it to the archive.
Legend:
1 - Front Punch (Square/ X)
2 - Back Punch ( Triangle/ Y)
3 - Front Kick (Cross/ A)
4 - Back Kick (Circle/ B)
f - forward
b - back
u - up
d - down
> - link into the next move
~ - Chain into the next move
xx - Cancel into the next move
njp - neutral jump punch (u, 1/2)
jip = jump-in punch starter (f+u, 1/2)
jik = forward jump kick (f+u, 3/4)
bjk - back jump kick (b+u, 3/4)
ff - dash
bb - back dash
AA - anti air
(Air) - Performable While Airborne
(Low) - This Move Must Be Blocked Low
(OH) - This Move Must be Blocked High (Overhead)
Normals:
Strings:
I'll list every String on its own and its follow-up hits will have their own spoiler inside the spoiler (Spoilerception?) to keep things tidy, I tried having them all with separate spoilers and it looked messy as hell so here goes
Specials:
@karaokelove has a Full Auto Guide and in it he's done a very nice breakdown of Jacqui's specials so I'll be using that for the special's discussion part
Variation Breakdown:
Full Auto Variation (The Zoning variation):
Jacqui's most popular variation, as it's her only variation that has a fullscreen zoning option as well as her best anti-air.
What she gets in this variation:
Jacqui's Zoning in Full Auto:
~~~~~~~~~~
Shotgun Variation (The Vortex Variation):
Jacqui's restand into 50/50 variation. She gets a restand tool (Low shotgun shot, dubbed "Dust" by the Jacqui community) that she can go into her b33/b2 mixup from and the opponent has to guess as they can't backdash, armor or do anything except try to block. It also loops into itself anywhere easily outside the corner (it can be done with some harder combos that take you out of the corner back to the restand tho).
What she gets:
Jacqui's Dust Vortex:
~~~~~~~~~
High Tech Variation (the pressure variation):
Jacqui's pressure oriented variation, she doesn't get the mid and far range tools like the other variations. Instead she gets Quick Burst which is a short range projectile that she can hold and run cancel for extending combos and pressure on block.
Jacqui's High-Tech QBRC pressure and combos:
TBA
Jacqui's Gauntlet spark adjusted moves:
=======================================================
General Strategy
A Word:
Jacqui is a very mixup heavy, in-your-face kinda character, she has tools from a distance (variation dependent) but she shines up-close. Her main gameplan is mainly getting you in range where she can bully you with quick normals and set up an f3/f4 for high/low mixups and get decent combo off of them..
Her damage potential is very good and she doesnt need meter to bring the pain, she can definitely use it to maximize her potential though.
Her tools so far are pretty decent and all of them -more or less- have their use so thats a good thing.
Table of Contents:
Playstyles
Approach Methods
Hit Confirmation
Once you're in
Mix-ups, Shenanigans and Setups
===
PlayStyles:
Jacqui as for now doesnt seem like she'll be diverse, playstyle wise. However i'd say Its a bit too early to judge now, so I'm leave this empty for the time being, at least till the game develops and there's enough footage of alot of different people playing and exploring the character, THEN we'll get to judge and see what style works best.
Approach Methods:
One of Jacqui's current main issues is how to approach the Opponent as she kinda has T-rex limbs, especially heavy zoners. At long range she obviously doesnt have much aside from tech shield and Hand Cannon if you're using Full Auto.
At footsies range though she has a good amount of tools to use, a lot of her moves move her forward; b1, f1, b2, f2, f3, and f4 all move you forward, a good amount of those are slow though so pick and choose when and where to use them, don't forget you also have run (!) in this game so you don't need to go in with specials and buttons. Just be wary that people usually throw out limbs/specials at that range so remember to use her godlike walkspeed, as well as dashes and BLOCK.
*Specials breakdown on how to approach with them goes here*
*VS projectiles breakdown goes here*
Experiment around and try to see patterns in your opponent and what works against what, Jacqui theoretically has an answer to everything, its just that you have be patient and know where and when to use each of those tools to get to your sweet spot- Right up in their face.
Hit Confirmation:
TBA
Once you're in:
After you get a bit closer you can start your mixup game, Jacqui's main game revolves around her b2 and b33 to open them up. Keep mixing it up you have enough tools in your arsenal that you shouldn't be predictable. Always keep them on edge as she's safe on both her b2 and b33 aside from very few moves.
Be aware that this area is also the best area for a good amount of characters as well so don't just go in mindlessly, a lot of strings and moves are negative or even punishable in this game so be patient and block and you will get your turn to wreck shit soon enough.
Again seeing and noticing patterns is very useful while playing Jacqui.
*more later*
Mix-ups, Shenanigans and Setups:
This is your go-to spot for Jacqui Tech. Setups, Mix-ups, Shenanigans, gimmicks, glitches etc
The videos are linked to the descriptions below.
*vids of tech go here*
Combos:
For more combos JustinXaveir21 has a nice thread that'll get you started
http://testyourmight.com/threads/jacqui-bae-briggs-combo-science-thread.49683/
Matchups:
This will basically have things like how to approach the matchup overall, how to avoid or punish certain moves, recommended variation, what thinks you should do (or dont do), your options with and without meter and so on.
The perspective taken is your opponent's options, and then what options you have for responding, either per-emptively or after the fact.
this is currently still in progress as I dont have the time to collect/write the info on all the MU's, so any help with that is greatly appreciated :]
if you think you have enough exp/info vs a character you're welcome to write your own and PM it to me or Post it here and ill put it in the first page. Just make sure all the info is correct so you wont mislead your fellow Jacqui users
just let me know so I'd put the MUs you're working on as "in-progress" so we wont have 3 people doing Cassie at once (no pun intended)
PM me the Write-up when you're done and I'll add it to the thread.
The Write-ups should all follow this general format:
I'm making the tabs for all the characters atm and will have more and more stuff within this next period.
Quick Links:
VS: Cassie Cage, D'vorah, Ermac, Erron Black, Ferra/Torr, Goro, Jacqui (Mirror)
VS: Jason, Jax, Johnny Cage, Kano, Kenshi, Kitana
VS: Kotal Kahn, Kung Jin, Kung Lao, Liu Kang, Mileena
VS: Predator, Quan Chi, Raiden, Reptile, Scorpion
VS: Shinnok, Sonya Blade, Sub-Zero, Takeda, Tanya, Tremor
This will be a one-stop thread for everything regarding Jacqui's strats and approaching matchups. Feel free to post any info/suggestions here or by PMs. Please do not hesitate to contribute! This is a community effort not just one person's, if you have any info share it with everyone and Lets all level up together =D
This is for the time it's still mostly empty, I just wanted to post it to reserve the spot and show the format I wanna use and to get critique/thoughts on it.
I've filled in descriptions for the normals/specials and their frame data and working on the Matchups and tech parts atm.
A brief overview of what is contained in each section:
•The Basics:
General character information, a breakdown of the normals, specials, strings etc and their uses and have all the extra info about them here such as her dash and moves' frame data, along with the legend for notation that will be used throughout the guide.
Each move is listed, along with the frame data for that move as well as how to make effective use of that move in a various situations. If you are looking for strategies on how to make one of Jacqui's normals, specials, or her X-ray useful in a variety of situations, read the "Discussion" portion of that move's section.
•Strategy:
First, a general overview of what it means to play Jacqui. Then, a breakdown of general methods of approach, zoning, creating mixups, hit-confirming, meter usage, etc. is provided.
•Variation Breakdown:
Here you get the details on what each variation offers and what they can be used for. Their uses, range, what characters/styles you should use each variation for. I will try to include videos of any claims made.
•Gameplay and Combo Vidoes:
This section will basically be an archive of videos showing good Jacqui gameplay or concepts, and hopefully videos of all her Mixups and tricks. If you would like to contribute to this section, simply post the video here and I'll add it to the archive.
Legend:
1 - Front Punch (Square/ X)
2 - Back Punch ( Triangle/ Y)
3 - Front Kick (Cross/ A)
4 - Back Kick (Circle/ B)
f - forward
b - back
u - up
d - down
> - link into the next move
~ - Chain into the next move
xx - Cancel into the next move
njp - neutral jump punch (u, 1/2)
jip = jump-in punch starter (f+u, 1/2)
jik = forward jump kick (f+u, 3/4)
bjk - back jump kick (b+u, 3/4)
ff - dash
bb - back dash
AA - anti air
(Air) - Performable While Airborne
(Low) - This Move Must Be Blocked Low
(OH) - This Move Must be Blocked High (Overhead)
Normals:
Standing 1
Standing 2
Standing 3
Standing 4
Crouching 1
Crouching 2 (Uppercut)
Crouching 3
Crouching 4
Forward 1
Forward 2
Forward 3
Forward 4
Back 1
Back 2
Back 3
Back 4
Discussion:
Standard jab, your go-to high punisher. Not a lot of range but it's 6 frames so you can use it to punish and start pressure. 0 on block and goes into 1212 and 114. Both the strings' hits are 0 on block.
Attack Data:
•Hits: 1 (High)
•Damage: 2%
•Cancelable: yes
Frame Data:
•Startup Frames: 6
•Active Frames: 2
•Recovery Frames: 10
•Cancel Frames: 17
•Frame Advantage on Hit: 11
•Frame Advantage on Block: 0
Standard jab, your go-to high punisher. Not a lot of range but it's 6 frames so you can use it to punish and start pressure. 0 on block and goes into 1212 and 114. Both the strings' hits are 0 on block.
Attack Data:
•Hits: 1 (High)
•Damage: 2%
•Cancelable: yes
Frame Data:
•Startup Frames: 6
•Active Frames: 2
•Recovery Frames: 10
•Cancel Frames: 17
•Frame Advantage on Hit: 11
•Frame Advantage on Block: 0
Standing 2
Discussion:
Standing high hook. Slow at 12 frames and has the same range as S1. Not too useful as of now aside from being a combo filler.
Attack Data:
•Hits: 1 (High)
•Damage: 3%
•Cancelable: yes
Frame Data:
•Startup Frames: 12
•Active Frames: 2
•Recovery Frames: 17
•Cancel Frames: 19
•Frame Advantage on Hit: 20
•Frame Advantage on Block: -1
Standing high hook. Slow at 12 frames and has the same range as S1. Not too useful as of now aside from being a combo filler.
Attack Data:
•Hits: 1 (High)
•Damage: 3%
•Cancelable: yes
Frame Data:
•Startup Frames: 12
•Active Frames: 2
•Recovery Frames: 17
•Cancel Frames: 19
•Frame Advantage on Hit: 20
•Frame Advantage on Block: -1
Standing 3
Discussion:
13 frame Kick, goes into 33 which starts a lot of beefy combos. Mainly used after jump-ins or as a punish.
Attack Data:
•Hits: 1 (High)
•Damage: 5%
•Cancelable: Yes
Frame Data:
•Startup Frames: 13
•Active Frames: 2
•Recovery Frames: 21
•Cancel Frames: 24
•Frame Advantage on Hit: 8
•Frame Advantage on Block: -4
13 frame Kick, goes into 33 which starts a lot of beefy combos. Mainly used after jump-ins or as a punish.
Attack Data:
•Hits: 1 (High)
•Damage: 5%
•Cancelable: Yes
Frame Data:
•Startup Frames: 13
•Active Frames: 2
•Recovery Frames: 21
•Cancel Frames: 24
•Frame Advantage on Hit: 8
•Frame Advantage on Block: -4
Standing 4
Discussion:
Jacqui's quickest Mid. Very nice combo filler to maximize damage and is a solid frametrap off of pokes. Can start pressure with High Tech's Quick burst or Full Auto's up rockets (if they don't duck).
9/1 Update:
Standing 4 is even better now. Jacqui's best button imo.
Attack Data:
•Hits: 1 (Mid)
•Damage: 5%
•Cancelable: yes
Frame Data:
•Startup Frames: 8
•Active Frames: 2
•Recovery Frames: 29
•Cancel Frames: 18
•Frame Advantage on Hit: -1
•Frame Advantage on Block: -13
Jacqui's quickest Mid. Very nice combo filler to maximize damage and is a solid frametrap off of pokes. Can start pressure with High Tech's Quick burst or Full Auto's up rockets (if they don't duck).
9/1 Update:
Standing 4 is even better now. Jacqui's best button imo.
Attack Data:
•Hits: 1 (Mid)
•Damage: 5%
•Cancelable: yes
Frame Data:
•Startup Frames: 8
•Active Frames: 2
•Recovery Frames: 29
•Cancel Frames: 18
•Frame Advantage on Hit: -1
•Frame Advantage on Block: -13
Crouching 1
Discussion:
standard d1, very short range. -4 on block after the 9/1 patch. You can use it as a "check" for when the opponent's doing unsafe or slow strings but that's about it.
Attack Data:
•Hits: 1 (Mid)
•Damage: 2%
•Cancelable: yes
Frame Data:
•Startup Frames: 7
•Active Frames: 2
•Recovery Frames: 16
•Cancel Frames: 18
•Frame Advantage on Hit: 13
•Frame Advantage on Block: -7
standard d1, very short range. -4 on block after the 9/1 patch. You can use it as a "check" for when the opponent's doing unsafe or slow strings but that's about it.
Attack Data:
•Hits: 1 (Mid)
•Damage: 2%
•Cancelable: yes
Frame Data:
•Startup Frames: 7
•Active Frames: 2
•Recovery Frames: 16
•Cancel Frames: 18
•Frame Advantage on Hit: 13
•Frame Advantage on Block: -7
Crouching 2 (Uppercut)
Discussion:
Ass. A slow uppercut with no reach as she aims diagonally upwards with her T-rex arms. Only useful as a guaranteed punish. For anti-airing use Full Auto's Up-Rockets or High Tech's Quick Burst.
9/1 Patch update:
Uppercut got buffed (kinda)! can actually anti-air some things now
Attack Data:
•Hits: 1 (High)
•Damage: 14%
•Cancelable: No
Frame Data:
•Startup Frames: 9
•Active Frames: 4
•Recovery Frames: 40
•Cancel Frames: 0
•Frame Advantage on Hit: 26
•Frame Advantage on Block: -18
Ass. A slow uppercut with no reach as she aims diagonally upwards with her T-rex arms. Only useful as a guaranteed punish. For anti-airing use Full Auto's Up-Rockets or High Tech's Quick Burst.
9/1 Patch update:
Uppercut got buffed (kinda)! can actually anti-air some things now
Attack Data:
•Hits: 1 (High)
•Damage: 14%
•Cancelable: No
Frame Data:
•Startup Frames: 9
•Active Frames: 4
•Recovery Frames: 40
•Cancel Frames: 0
•Frame Advantage on Hit: 26
•Frame Advantage on Block: -18
Crouching 3
Discussion:
Jacqui's main low poke. Nothing crazy and the reach is average. Mainly use it as a "check" and on hit you can start your offense.
Attack Data:
•Hits: 1 (Low)
•Damage: 2%
•Cancelable: Yes
Frame Data:
•Startup Frames: 7
•Active Frames: 2
•Recovery Frames: 15
•Cancel Frames: 15
•Frame Advantage on Hit: 11
•Frame Advantage on Block: -4
Jacqui's main low poke. Nothing crazy and the reach is average. Mainly use it as a "check" and on hit you can start your offense.
Attack Data:
•Hits: 1 (Low)
•Damage: 2%
•Cancelable: Yes
Frame Data:
•Startup Frames: 7
•Active Frames: 2
•Recovery Frames: 15
•Cancel Frames: 15
•Frame Advantage on Hit: 11
•Frame Advantage on Block: -4
Crouching 4
Discussion:
Jacqui's best low poke, reaches just outside of b2's range. With High Tech's Quick Burst it can start crazy pressure, Solid with Full Auto's Low Rocket and Shotgun's low shot as well.
Attack Data:
•Hits: 1 (Low)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 12
•Active Frames: 2
•Recovery Frames: 22
•Cancel Frames: 22
•Frame Advantage on Hit: 18
•Frame Advantage on Block: -6
Jacqui's best low poke, reaches just outside of b2's range. With High Tech's Quick Burst it can start crazy pressure, Solid with Full Auto's Low Rocket and Shotgun's low shot as well.
Attack Data:
•Hits: 1 (Low)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 12
•Active Frames: 2
•Recovery Frames: 22
•Cancel Frames: 22
•Frame Advantage on Hit: 18
•Frame Advantage on Block: -6
Forward 1
Discussion:
Advancing Mid, one of Jacqui's best normals. Awesome for whiff punishing and it's 0 on block so you can start your offense using it.
Attack Data:
•Hits: 1 (Mid)
•Damage: 5%
•Cancelable: 25
Frame Data:
•Startup Frames: 14
•Active Frames: 4
•Recovery Frames: 14
•Cancel Frames: 25
•Frame Advantage on Hit: 18
•Frame Advantage on Block: 0
Advancing Mid, one of Jacqui's best normals. Awesome for whiff punishing and it's 0 on block so you can start your offense using it.
Attack Data:
•Hits: 1 (Mid)
•Damage: 5%
•Cancelable: 25
Frame Data:
•Startup Frames: 14
•Active Frames: 4
•Recovery Frames: 14
•Cancel Frames: 25
•Frame Advantage on Hit: 18
•Frame Advantage on Block: 0
Forward 2
Discussion:
Advancing uppercut. Very useful to get back in your opponent's face if you're just outside of poking range. Goes into the f2u2~2+4/du4/dd4 mixup.
Attack Data:
•Hits: 1 (Mid)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 16
•Active Frames: 4
•Recovery Frames: 25
•Cancel Frames: 26
•Frame Advantage on Hit: 10
•Frame Advantage on Block: -1
Advancing uppercut. Very useful to get back in your opponent's face if you're just outside of poking range. Goes into the f2u2~2+4/du4/dd4 mixup.
Attack Data:
•Hits: 1 (Mid)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 16
•Active Frames: 4
•Recovery Frames: 25
•Cancel Frames: 26
•Frame Advantage on Hit: 10
•Frame Advantage on Block: -1
Forward 3
Discussion:
The first normal of Jacqui's "Kara" normals.
This move can be done in 3 different ways:
-f3: Mid Kick
-f3b2: Advancing overhead
-f3b4: Advancing low stomp
f3 (no Kara)
Attack Data:
•Hits: 1 (Mid)
•Damage: 9%
•Cancelable: No
Frame Data:
•Startup Frames: 23
•Active Frames: 3
•Recovery Frames: 30
•Cancel Frames: 0
•Frame Advantage on Hit: 45
•Frame Advantage on Block: -5
F3b2 (Kara b2)
Attack Data:
•Hits: 1 (overhead)
•Damage: 7%
•Cancelable: Yes
Frame Data:
•Startup Frames: 16
•Active Frames: 3
•Recovery Frames: 34
•Cancel Frames: 33
•Frame Advantage on Hit: 33
•Frame Advantage on Block: -5
f3b4 (Kara stomp)
Attack Data:
•Hits: 1 (Low)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 15
•Active Frames: 2
•Recovery Frames: 21
•Cancel Frames: 25
•Frame Advantage on Hit: 6
•Frame Advantage on Block: -2
The first normal of Jacqui's "Kara" normals.
This move can be done in 3 different ways:
-f3: Mid Kick
-f3b2: Advancing overhead
-f3b4: Advancing low stomp
f3 (no Kara)
Attack Data:
•Hits: 1 (Mid)
•Damage: 9%
•Cancelable: No
Frame Data:
•Startup Frames: 23
•Active Frames: 3
•Recovery Frames: 30
•Cancel Frames: 0
•Frame Advantage on Hit: 45
•Frame Advantage on Block: -5
F3b2 (Kara b2)
Attack Data:
•Hits: 1 (overhead)
•Damage: 7%
•Cancelable: Yes
Frame Data:
•Startup Frames: 16
•Active Frames: 3
•Recovery Frames: 34
•Cancel Frames: 33
•Frame Advantage on Hit: 33
•Frame Advantage on Block: -5
f3b4 (Kara stomp)
Attack Data:
•Hits: 1 (Low)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 15
•Active Frames: 2
•Recovery Frames: 21
•Cancel Frames: 25
•Frame Advantage on Hit: 6
•Frame Advantage on Block: -2
Forward 4
Discussion:
Similar to f3, advancing Mid kick, goes 3/4 of the screen. You also do this in 3 different ways:
-f4: advancing Mid Kick
-f4b2: overhead
-f4b4: stomp
f4 (no Kara)
Attack Data:
•Hits: 1 (Mid)
•Damage: 9%
•Cancelable: 0
Frame Data:
•Startup Frames: 32
•Active Frames: 3
•Recovery Frames: 15
•Frame Advantage on Hit: 47
•Frame Advantage on Block: 0
f4b2
Attack Data:
•Hits: 1 (overhead)
•Damage: 7%
•Cancelable: Yes
Frame Data:
•Startup Frames: 16
•Active Frames: 3
•Recovery Frames: 34
•Cancel Frames: 33
•Frame Advantage on Hit: 33
•Frame Advantage on Block: -5
f4b4
Attack Data:
•Hits: 1 (Low)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 15
•Active Frames: 2
•Recovery Frames: 21
•Cancel Frames: 25
•Frame Advantage on Hit: 6
•Frame Advantage on Block: -2
Similar to f3, advancing Mid kick, goes 3/4 of the screen. You also do this in 3 different ways:
-f4: advancing Mid Kick
-f4b2: overhead
-f4b4: stomp
f4 (no Kara)
Attack Data:
•Hits: 1 (Mid)
•Damage: 9%
•Cancelable: 0
Frame Data:
•Startup Frames: 32
•Active Frames: 3
•Recovery Frames: 15
•Frame Advantage on Hit: 47
•Frame Advantage on Block: 0
f4b2
Attack Data:
•Hits: 1 (overhead)
•Damage: 7%
•Cancelable: Yes
Frame Data:
•Startup Frames: 16
•Active Frames: 3
•Recovery Frames: 34
•Cancel Frames: 33
•Frame Advantage on Hit: 33
•Frame Advantage on Block: -5
f4b4
Attack Data:
•Hits: 1 (Low)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 15
•Active Frames: 2
•Recovery Frames: 21
•Cancel Frames: 25
•Frame Advantage on Hit: 6
•Frame Advantage on Block: -2
Back 1
Discussion:
Solid Mid attack, moves Jacqui forward. Can work as an anti-air but it's not consistent.
Attack Data:
•Hits: 1 (Mid)
•Damage: 3%
•Cancelable: 27
Frame Data:
•Startup Frames: 15
•Active Frames: 3
•Recovery Frames: 23
•Cancel Frames: 27
•Frame Advantage on Hit: 13
•Frame Advantage on Block: 0
Solid Mid attack, moves Jacqui forward. Can work as an anti-air but it's not consistent.
Attack Data:
•Hits: 1 (Mid)
•Damage: 3%
•Cancelable: 27
Frame Data:
•Startup Frames: 15
•Active Frames: 3
•Recovery Frames: 23
•Cancel Frames: 27
•Frame Advantage on Hit: 13
•Frame Advantage on Block: 0
Back 2
Discussion:
Jacqui's overhead. Really nice range on it. Grounbounces on hit for follow-ups. You'll be using this a lot.
Attack Data:
•Hits: 1 (Overhead)
•Damage: 7%
•Cancelable: Yes
Frame Data:
•Startup Frames: 16
•Active Frames: 3
•Recovery Frames: 34
•Frame Advantage on Hit: 33
•Frame Advantage on Block: -5
Jacqui's overhead. Really nice range on it. Grounbounces on hit for follow-ups. You'll be using this a lot.
Attack Data:
•Hits: 1 (Overhead)
•Damage: 7%
•Cancelable: Yes
Frame Data:
•Startup Frames: 16
•Active Frames: 3
•Recovery Frames: 34
•Frame Advantage on Hit: 33
•Frame Advantage on Block: -5
Back 3
Discussion:
Jacqui's low starter outside of Kara f3/f4~b4. The range leaves much to be desired but it gets the job done.
Attack Data:
•Hits: 1 (Low)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 15
•Active Frames: 2
•Recovery Frames: 21
•Frame Advantage on Hit: 6
•Frame Advantage on Block: -2
Jacqui's low starter outside of Kara f3/f4~b4. The range leaves much to be desired but it gets the job done.
Attack Data:
•Hits: 1 (Low)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 15
•Active Frames: 2
•Recovery Frames: 21
•Frame Advantage on Hit: 6
•Frame Advantage on Block: -2
Back 4
Discussion:
Jacqui's sweep. Nothing special. Very similar to d4 but with a bit less range and it knocks down.
Attack Data:
•Hits: 1 (Low)
•Damage: 7%
•Cancelable: No
Frame Data:
•Startup Frames: 16
•Active Frames: 2
•Recovery Frames: 27
•Cancel Frames: 0
•Frame Advantage on Hit: 22
•Frame Advantage on Block: -10
Jacqui's sweep. Nothing special. Very similar to d4 but with a bit less range and it knocks down.
Attack Data:
•Hits: 1 (Low)
•Damage: 7%
•Cancelable: No
Frame Data:
•Startup Frames: 16
•Active Frames: 2
•Recovery Frames: 27
•Cancel Frames: 0
•Frame Advantage on Hit: 22
•Frame Advantage on Block: -10
Strings:
I'll list every String on its own and its follow-up hits will have their own spoiler inside the spoiler (Spoilerception?) to keep things tidy, I tried having them all with separate spoilers and it looked messy as hell so here goes
1,1,4
1,2,1,2
b1,2
b1,4,2
f1,2,1
2,1,2
2,3,3,4
f2,u2,2+4
3,3
b3,3
1,1:
Discussion:
follow up to 1, useful for pressure into tick throws as it's 0 on block.
Attack Data:
•Hits: 1 (Mid)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 6
•Active Frames: 1
•Recovery Frames: 14
•Cancel Frames: 17
•Frame Advantage on Hit: 25
•Frame Advantage on Block: 0
======
1,1,4
Discussion:
follow up to 1, useful for pressure into tick throws as it's 0 on block.
Attack Data:
•Hits: 1 (Mid)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 6
•Active Frames: 1
•Recovery Frames: 14
•Cancel Frames: 17
•Frame Advantage on Hit: 25
•Frame Advantage on Block: 0
======
1,1,4
Discussion:
kick ender to the 11 string. In Shotgun you can cancel into Low Shotgun for a restand, and with Full Auto you can cancel to up-rockets in the corner for a combo. Also 0 on block.
Attack Data:
•Hits: 1 (Mid)
•Damage: 5%
•Cancelable: Yes
Frame Data:
•Startup Frames: 9
•Active Frames: 4
•Recovery Frames: 24
•Cancel Frames: 24
•Frame Advantage on Hit: 45
•Frame Advantage on Block: 0
kick ender to the 11 string. In Shotgun you can cancel into Low Shotgun for a restand, and with Full Auto you can cancel to up-rockets in the corner for a combo. Also 0 on block.
Attack Data:
•Hits: 1 (Mid)
•Damage: 5%
•Cancelable: Yes
Frame Data:
•Startup Frames: 9
•Active Frames: 4
•Recovery Frames: 24
•Cancel Frames: 24
•Frame Advantage on Hit: 45
•Frame Advantage on Block: 0
1,2,1,2
1,2
Discussion:
Mainly used as a combo ender (1,2 xx bf4), can be used to start pressure as it's +2 on block, as are all the string's followups.
Attack Data:
•Hits: 1 (Mid)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 8
•Active Frames: 4
•Recovery Frames: 15
•Cancel Frames: 17
•Frame Advantage on Hit: 21
•Frame Advantage on Block: +2
======
1,2,1
======
1,2,1,2
Discussion:
Mainly used as a combo ender (1,2 xx bf4), can be used to start pressure as it's +2 on block, as are all the string's followups.
Attack Data:
•Hits: 1 (Mid)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 8
•Active Frames: 4
•Recovery Frames: 15
•Cancel Frames: 17
•Frame Advantage on Hit: 21
•Frame Advantage on Block: +2
======
1,2,1
Discussion:
3rd hit of the string, helpful for hitconfirming as you can dial in the 1,2,1 string and cancel to bf4 when you see it connect. +2 on block
Attack Data:
•Hits: 1 (Mid)
•Damage: 2%
•Cancelable: Yes
Frame Data:
•Startup Frames: 14
•Active Frames: 3
•Recovery Frames: 24
•Cancel Frames: 25
•Frame Advantage on Hit: 22
•Frame Advantage on Block: +2
3rd hit of the string, helpful for hitconfirming as you can dial in the 1,2,1 string and cancel to bf4 when you see it connect. +2 on block
Attack Data:
•Hits: 1 (Mid)
•Damage: 2%
•Cancelable: Yes
Frame Data:
•Startup Frames: 14
•Active Frames: 3
•Recovery Frames: 24
•Cancel Frames: 25
•Frame Advantage on Hit: 22
•Frame Advantage on Block: +2
1,2,1,2
Discussion:
Ender for the string, personally once I start the 1,2 I always do the full 1212 string then visually confirm and cancel into High Tech's Quick Burst or bf4. Can frametrap into standing 4 as you're +2 after.
Attack Data:
•Hits: 1 (Mid)
•Damage: 5%
•Cancelable: Yes
Frame Data:
•Startup Frames: 15
•Active Frames: 2
•Recovery Frames: 22
•Cancel Frames: 28
•Frame Advantage on Hit: 9
•Frame Advantage on Block: +2
Ender for the string, personally once I start the 1,2 I always do the full 1212 string then visually confirm and cancel into High Tech's Quick Burst or bf4. Can frametrap into standing 4 as you're +2 after.
Attack Data:
•Hits: 1 (Mid)
•Damage: 5%
•Cancelable: Yes
Frame Data:
•Startup Frames: 15
•Active Frames: 2
•Recovery Frames: 22
•Cancel Frames: 28
•Frame Advantage on Hit: 9
•Frame Advantage on Block: +2
b1,2
Discussion:
Second punch that activates a knockdown blast on hit. Looks different depending on the variation. Haven't found much use to this so far.. but it's safe after the 9/1 patch.
Attack Data:
•Hits: 1 (Mid), 2 on hit +Knockdown
•Damage: 9% in High Tech, 10% in Full Auto and Shotgun
•Cancelable: No
Frame Data:
•Startup Frames: 15
•Active Frames: 1
•Recovery Frames: 35
•Cancel Frames: 0
•Frame Advantage on Hit: 23
•Frame Advantage on Block: -3
Second punch that activates a knockdown blast on hit. Looks different depending on the variation. Haven't found much use to this so far.. but it's safe after the 9/1 patch.
Attack Data:
•Hits: 1 (Mid), 2 on hit +Knockdown
•Damage: 9% in High Tech, 10% in Full Auto and Shotgun
•Cancelable: No
Frame Data:
•Startup Frames: 15
•Active Frames: 1
•Recovery Frames: 35
•Cancel Frames: 0
•Frame Advantage on Hit: 23
•Frame Advantage on Block: -3
b1,4,2
b1,4
Discussion:
Decent Low after b1's forward movement, can go to any combos that work off of 33/b33.
Attack Data:
•Hits:1 (Low)
•Damage: 2%
•Cancelable: Yes
Frame Data:
•Startup Frames: 16
•Active Frames: 2
•Recovery Frames: 21
•Cancel Frames: 22
•Frame Advantage on Hit: 16
•Frame Advantage on Block: 0
======
b1,4,2
Discussion:
Decent Low after b1's forward movement, can go to any combos that work off of 33/b33.
Attack Data:
•Hits:1 (Low)
•Damage: 2%
•Cancelable: Yes
Frame Data:
•Startup Frames: 16
•Active Frames: 2
•Recovery Frames: 21
•Cancel Frames: 22
•Frame Advantage on Hit: 16
•Frame Advantage on Block: 0
======
b1,4,2
Discussion:
Ender if you decide to not cancel the b14. Knocks down on hit.
Attack Data:
•Hits: 1 (Mid)
•Damage: 7%
•Cancelable: 0
Frame Data:
•Startup Frames: 23
•Active Frames: 2
•Recovery Frames: 33
•Cancel Frames: 0
•Frame Advantage on Hit: 17
•Frame Advantage on Block: -7
Ender if you decide to not cancel the b14. Knocks down on hit.
Attack Data:
•Hits: 1 (Mid)
•Damage: 7%
•Cancelable: 0
Frame Data:
•Startup Frames: 23
•Active Frames: 2
•Recovery Frames: 33
•Cancel Frames: 0
•Frame Advantage on Hit: 17
•Frame Advantage on Block: -7
f1,2,1
f1,2
Discussion:
Mid Shoulder follow, useful for combos and keeping on pressure as it's cancellable and +2.
Attack Data:
•Hits: 1 (Mid)
•Damage: 3
•Cancelable: Yes
Frame Data:
•Startup Frames: 19
•Active Frames: 1
•Recovery Frames: 17
•Cancel Frames: 27
•Frame Advantage on Hit: 33
•Frame Advantage on Block: +2
======
f1,2,1
Discussion:
Mid Shoulder follow, useful for combos and keeping on pressure as it's cancellable and +2.
Attack Data:
•Hits: 1 (Mid)
•Damage: 3
•Cancelable: Yes
Frame Data:
•Startup Frames: 19
•Active Frames: 1
•Recovery Frames: 17
•Cancel Frames: 27
•Frame Advantage on Hit: 33
•Frame Advantage on Block: +2
======
f1,2,1
Discussion:
Mid ender with a soft knockdown. Doesn't come out if f12 is blocked. You're better off stopping at f12 or cancelling it instead of going for this ender as it doesn't give you much.
Attack Data:
•Hits: 1 (mid)
•Damage: 5%
•Cancelable: No
Frame Data:
•Startup Frames: 17
•Active Frames: 2
•Recovery Frames: 20
•Cancel Frames: 0
•Frame Advantage on Hit: 6
•Frame Advantage on Block: 0
Mid ender with a soft knockdown. Doesn't come out if f12 is blocked. You're better off stopping at f12 or cancelling it instead of going for this ender as it doesn't give you much.
Attack Data:
•Hits: 1 (mid)
•Damage: 5%
•Cancelable: No
Frame Data:
•Startup Frames: 17
•Active Frames: 2
•Recovery Frames: 20
•Cancel Frames: 0
•Frame Advantage on Hit: 6
•Frame Advantage on Block: 0
2,1,2
2,1
Discussion:
Second hook. cancellable and can be used in combos. Moves Jacqui slightly forward. .
Attack Data:
•Hits: 1 (Mid)
•Damage: 2%
•Cancelable: Yes
Frame Data:
•Startup Frames: 13
•Active Frames: 1
•Recovery Frames: 12
•Cancel Frames: 21
•Frame Advantage on Hit: 22
•Frame Advantage on Block: 0
======
2,1,2
Discussion:
Second hook. cancellable and can be used in combos. Moves Jacqui slightly forward. .
Attack Data:
•Hits: 1 (Mid)
•Damage: 2%
•Cancelable: Yes
Frame Data:
•Startup Frames: 13
•Active Frames: 1
•Recovery Frames: 12
•Cancel Frames: 21
•Frame Advantage on Hit: 22
•Frame Advantage on Block: 0
======
2,1,2
Discussion:
Ender, knockdown with enough time for you to run in or set up your corner game. Sliding knockdown that can set up High-Tech Gauntlet Charge or Full-Auto EX low rocket setups
Attack Data:
•Hits: 1 (Mid)
•Damage: 7%
•Cancelable: No
Frame Data:
•Startup Frames: 19
•Active Frames: 2
•Recovery Frames: 23
•Cancel Frames: 0
•Frame Advantage on Hit: 38
•Frame Advantage on Block: -7
Ender, knockdown with enough time for you to run in or set up your corner game. Sliding knockdown that can set up High-Tech Gauntlet Charge or Full-Auto EX low rocket setups
Attack Data:
•Hits: 1 (Mid)
•Damage: 7%
•Cancelable: No
Frame Data:
•Startup Frames: 19
•Active Frames: 2
•Recovery Frames: 23
•Cancel Frames: 0
•Frame Advantage on Hit: 38
•Frame Advantage on Block: -7
2,3,3,4
2,3
Another Mid follow up string from 2. Does a shin kick that hit's mid (?).
Attack Data:
•Hits: 1 (Mid)
•Damage: 2%
•Cancelable: Yes
Frame Data:
•Startup Frames: 11
•Active Frames: 2
•Recovery Frames: 30
•Cancel Frames: 19
•Frame Advantage on Hit: 0
•Frame Advantage on Block: -5
======
2,3,3
======
2,3,3,4
Another Mid follow up string from 2. Does a shin kick that hit's mid (?).
Attack Data:
•Hits: 1 (Mid)
•Damage: 2%
•Cancelable: Yes
Frame Data:
•Startup Frames: 11
•Active Frames: 2
•Recovery Frames: 30
•Cancel Frames: 19
•Frame Advantage on Hit: 0
•Frame Advantage on Block: -5
======
2,3,3
Discussion:
Second Kick, Also cancellable.
Attack Data:
•Hits: 1 (Mid)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 14
•Active Frames: 2
•Recovery Frames: 30
•Cancel Frames: 24
•Frame Advantage on Hit: 8
•Frame Advantage on Block: -9
Second Kick, Also cancellable.
Attack Data:
•Hits: 1 (Mid)
•Damage: 3%
•Cancelable: Yes
Frame Data:
•Startup Frames: 14
•Active Frames: 2
•Recovery Frames: 30
•Cancel Frames: 24
•Frame Advantage on Hit: 8
•Frame Advantage on Block: -9
2,3,3,4
Discussion:
Jump kick ender, big gap before 233 and the 4 connects. Opponent can d1 or do a quick special before your 4 connects. You can use it in some combos but there's almost always a more damaging/better option. I'm trying to find uses for this string in general.
Attack Data:
•Hits: 1 (Mid)
•Damage: 7%
•Cancelable: No
Frame Data:
•Startup Frames: 23
•Active Frames: 2
•Recovery Frames: 19
•Cancel Frames: 0
•Frame Advantage on Hit: 51
•Frame Advantage on Block: 0
Jump kick ender, big gap before 233 and the 4 connects. Opponent can d1 or do a quick special before your 4 connects. You can use it in some combos but there's almost always a more damaging/better option. I'm trying to find uses for this string in general.
Attack Data:
•Hits: 1 (Mid)
•Damage: 7%
•Cancelable: No
Frame Data:
•Startup Frames: 23
•Active Frames: 2
•Recovery Frames: 19
•Cancel Frames: 0
•Frame Advantage on Hit: 51
•Frame Advantage on Block: 0
f2,u2,2+4
f2,u2
Discussion:
Second uppercut that launches, now cancellable on block (and on whiff!) as you're not stuck being air-borne.
Attack Data:
•Hits: 1 (Mid)
•Damage: 5%
•Cancelable: Yes
Frame Data:
•Startup Frames: 15
•Active Frames: 6
•Recovery Frames: 31
•Cancel Frames: 0
•Frame Advantage on Hit: 41
•Frame Advantage on Block: -9
======
f2,u2,2+4
Discussion:
Second uppercut that launches, now cancellable on block (and on whiff!) as you're not stuck being air-borne.
Attack Data:
•Hits: 1 (Mid)
•Damage: 5%
•Cancelable: Yes
Frame Data:
•Startup Frames: 15
•Active Frames: 6
•Recovery Frames: 31
•Cancel Frames: 0
•Frame Advantage on Hit: 41
•Frame Advantage on Block: -9
======
f2,u2,2+4
Discussion:
This final blast which used to only come out if the f2u2 hits, works differently with each Variation.
-Shotgun: 6% and knockdown.
-Full Auto: 6% and a small pop up
-High Tech: Depending on your gauntlet charge. No charge gets you 5% and Shotgun's knockdown, 1 Charge gets you 6% and Full Auto's pop up, and 2 charges gets 7% and a big groundbounce that you can do a full combo after.
Attack Data:
•Hits: 1 (Overhead)
•Damage: 5% to 7% (Variation and Gauntlet Charge dependent.
•Cancelable: No
Frame Data:
•Startup Frames: 21
•Active Frames: 1
•Recovery Frames: 28
•Cancel Frames: 0
•Frame Advantage on Hit: 35
•Frame Advantage on Block: 0
This final blast which used to only come out if the f2u2 hits, works differently with each Variation.
-Shotgun: 6% and knockdown.
-Full Auto: 6% and a small pop up
-High Tech: Depending on your gauntlet charge. No charge gets you 5% and Shotgun's knockdown, 1 Charge gets you 6% and Full Auto's pop up, and 2 charges gets 7% and a big groundbounce that you can do a full combo after.
Attack Data:
•Hits: 1 (Overhead)
•Damage: 5% to 7% (Variation and Gauntlet Charge dependent.
•Cancelable: No
Frame Data:
•Startup Frames: 21
•Active Frames: 1
•Recovery Frames: 28
•Cancel Frames: 0
•Frame Advantage on Hit: 35
•Frame Advantage on Block: 0
3,3
Damage filler, use this for big punishes to get max damage.
Attack Data:
•Hits: 1 (Mid)
•Damage: 7%
•Cancelable: Yes
Frame Data:
•Startup Frames: 21
•Active Frames: 3
•Recovery Frames: 36
•Cancel Frames: 31
•Frame Advantage on Hit: 0
•Frame Advantage on Block: -11
Attack Data:
•Hits: 1 (Mid)
•Damage: 7%
•Cancelable: Yes
Frame Data:
•Startup Frames: 21
•Active Frames: 3
•Recovery Frames: 36
•Cancel Frames: 31
•Frame Advantage on Hit: 0
•Frame Advantage on Block: -11
b3,3
Discussion:
Your main low starter. Used to not cancel on block so you can input your special anyway and it'll only come out if b33 hits. Now you need to hit-confirm before using your special if you don't wanna eat a punish.
Attack Data:
•Hits: 1 (Low)
•Damage: 7%
•Cancelable: Yes
Frame Data:
•Startup Frames: 17
•Active Frames: 2
•Recovery Frames: 18
•Cancel Frames: 21
•Frame Advantage on Hit: 19
•Frame Advantage on Block: -7
Your main low starter. Used to not cancel on block so you can input your special anyway and it'll only come out if b33 hits. Now you need to hit-confirm before using your special if you don't wanna eat a punish.
Attack Data:
•Hits: 1 (Low)
•Damage: 7%
•Cancelable: Yes
Frame Data:
•Startup Frames: 17
•Active Frames: 2
•Recovery Frames: 18
•Cancel Frames: 21
•Frame Advantage on Hit: 19
•Frame Advantage on Block: -7
Specials:
@karaokelove has a Full Auto Guide and in it he's done a very nice breakdown of Jacqui's specials so I'll be using that for the special's discussion part
Force Rush (bf1)
•Hits: 1 (High), 2 on Hit
•Damage: 9%-11% Variation dependent
•Cancelable: No
Frame Data:
•Startup Frames: 11
•Active Frames: 6
•Recovery Frames: 42
•Frame Advantage on Hit: 21
•Frame Advantage on Block: -27
EX:
Discussion:
This is used almost identically to Gauntlet Flurry (bf4+block), only it covers about twice as much space and side-switches, and starts up almost twice as fast at 11 frames. You can use this as any easy, fast, armored way to break through your opponent's defenses, but remember that it's full combo-punishable on block, and it's a high so if they're doing a crouching poke you'll go over their head and they can punish you.
•Hits: 1 (High), 2 on hit
•Damage: 12%
•Cancelable: No
Frame Data:
•Startup Frames: 11
•Active Frames: 6
•Recovery Frames: 42
•Frame Advantage on Hit: 21
•Frame Advantage on Block: -27
Bionic Dash (bf2)
Gauntlet Strike (bf4)
Tech Shield (db1)
•Hits: 0
•Damage: 0
•Cancelable: No
Frame Data:
•Startup Frames: 10
•Active Frames: 28
•Recovery Frames: 3
•Frame Advantage on Hit: -41
•Frame Advantage on Block: -41
EX:
Discussion:
•Damage: 0
•Cancelable: No
Frame Data:
•Startup Frames: 10
•Active Frames: 28
•Recovery Frames: 3
•Frame Advantage on Hit: -44
•Frame Advantage on Block: -41
Air Ground Smash (Air dd4)
Air Fake Out (du4)
X-Ray:
- This move is really cool, and can catch a lot of players off guard. It's decently fast at 11 frames and covers quite a bit of distance. It also swaps places with your opponent, even on block, so it can be an effective way to get out of the corner. However, it's an airborne high-hitting attack, so its hitbox is a little wonky and it will whiff inconsistently in a lot of situations. It's also full-combo punishable on block, so be careful!
- On hit this will send your opponent full-screen and leave you at +21, allowing for a free Hand Cannon or run+b2.
- This is an easy move to confirm into when you successfully trade air-to-air. I recommend practicing her more optimized options, but it you're ever flustered or just don't want to think, bf1 can combo off of pretty much any launcher or anti-air.
- This can also replace bf4 at the end of any combo. It's much easier to combo into, though it will typically deal about 4%-6% less damage. If you want to side-switch with your opponent, or you don't think you'll be able to connect the bf4 ender, go ahead and use this move.
•Hits: 1 (High), 2 on Hit
•Damage: 9%-11% Variation dependent
•Cancelable: No
Frame Data:
•Startup Frames: 11
•Active Frames: 6
•Recovery Frames: 42
•Frame Advantage on Hit: 21
•Frame Advantage on Block: -27
EX:
Discussion:
This is used almost identically to Gauntlet Flurry (bf4+block), only it covers about twice as much space and side-switches, and starts up almost twice as fast at 11 frames. You can use this as any easy, fast, armored way to break through your opponent's defenses, but remember that it's full combo-punishable on block, and it's a high so if they're doing a crouching poke you'll go over their head and they can punish you.
•Hits: 1 (High), 2 on hit
•Damage: 12%
•Cancelable: No
Frame Data:
•Startup Frames: 11
•Active Frames: 6
•Recovery Frames: 42
•Frame Advantage on Hit: 21
•Frame Advantage on Block: -27
Bionic Dash (bf2)
Discussion:
This is pretty much used exclusively as a combo extender. It deals almost no damage and can be very difficult to combo mid-screen, but it's Jacqui's main tool to pop up for combos.
•Hits: 1 (Mid)
•Damage: 6%
•Cancelable: No
Frame Data:
•Startup Frames: 24
•Active Frames: 4
•Recovery Frames: 33
•Frame Advantage on Hit: 41
•Frame Advantage on Block: -19
EX:
Discussion:
Other than doing a cool brutality (end a match with this move and press fff during the final hit) This move serves no purpose. If you ever use this move, you're either trolling or you got an execution error and will rage that you actually wasted meter on this move. Got buffed damage-wise but still lower than EX bf4..
Hard knockdown.
•Hits: 1 (Mid), 3 on hit
•Damage: 14%
•Cancelable: No
Frame Data:
•Startup Frames: 22
•Active Frames: 2
•Recovery Frames: 37
•Frame Advantage on Hit: 20
•Frame Advantage on Block: -21
This is pretty much used exclusively as a combo extender. It deals almost no damage and can be very difficult to combo mid-screen, but it's Jacqui's main tool to pop up for combos.
•Hits: 1 (Mid)
•Damage: 6%
•Cancelable: No
Frame Data:
•Startup Frames: 24
•Active Frames: 4
•Recovery Frames: 33
•Frame Advantage on Hit: 41
•Frame Advantage on Block: -19
EX:
Discussion:
Other than doing a cool brutality (end a match with this move and press fff during the final hit) This move serves no purpose. If you ever use this move, you're either trolling or you got an execution error and will rage that you actually wasted meter on this move. Got buffed damage-wise but still lower than EX bf4..
Hard knockdown.
•Hits: 1 (Mid), 3 on hit
•Damage: 14%
•Cancelable: No
Frame Data:
•Startup Frames: 22
•Active Frames: 2
•Recovery Frames: 37
•Frame Advantage on Hit: 20
•Frame Advantage on Block: -21
Gauntlet Strike (bf4)
Discussion:
Attack Data:
•Hits: 1 (Mid), 5 on hit
•Damage: 15%
•Cancelable: No
Frame Data:
•Startup Frames: 20
•Active Frames: 1
•Recovery Frames: 47
•Frame Advantage on Hit: 10
•Frame Advantage on Block: -30
EX:
The only reason to ever use this move is for its armor, and even then bf1 is a safer option unless it will put you in the corner. However, it can be used to punish excessive jump-over pressure. If someone is trying to jump-over punch or kick, just wait until they make it past their jump arc and use this to armor through their attack, punish them for 17% damage, and put them in a hard knockdown within your 35%+ mix-up range.
•Hits: 1 (Mid), 5 on hit
•Damage: 17%
•Cancelable: No
Frame Data:
•Startup Frames: 20
•Active Frames: 1
•Recovery Frames: 47
•Frame Advantage on Hit: -2
•Frame Advantage on Block: -30
- leads to a hard-knockdown.
- As far as raw damage goes, this is your primary combo ender. This move is highly punishable on block so don't just throw it out.
- Landing this will usually leave your opponent at the tip of your b2 and f3b4 range, depending on how you combo'd into it. The frame data has it listed as 10 hit advantage. I'm not sure if that's accurate, but you are definitely at enough advantage to force them to block a b2.
Attack Data:
•Hits: 1 (Mid), 5 on hit
•Damage: 15%
•Cancelable: No
Frame Data:
•Startup Frames: 20
•Active Frames: 1
•Recovery Frames: 47
•Frame Advantage on Hit: 10
•Frame Advantage on Block: -30
EX:
The only reason to ever use this move is for its armor, and even then bf1 is a safer option unless it will put you in the corner. However, it can be used to punish excessive jump-over pressure. If someone is trying to jump-over punch or kick, just wait until they make it past their jump arc and use this to armor through their attack, punish them for 17% damage, and put them in a hard knockdown within your 35%+ mix-up range.
•Hits: 1 (Mid), 5 on hit
•Damage: 17%
•Cancelable: No
Frame Data:
•Startup Frames: 20
•Active Frames: 1
•Recovery Frames: 47
•Frame Advantage on Hit: -2
•Frame Advantage on Block: -30
Tech Shield (db1)
- This move should be really good. It absorbs projectiles and has 28 active frames, making it really good at doing what it was designed to do. However, the slow start-up time makes it almost impossible to do on reaction, and you don't really gain any momentum from a successful absorption; you just gain a bit of meter.
- Against characters with slower projectiles, it can be useful to help turtle full-screen when you have a life-lead. However, against faster projectiles like Cybernetic Kano's knives and Kitana's Fans, it can be difficult to keep up and to time correctly. If your opponent is mixing up their timing and not just mindlessly chucking projectiles, then eventually you are going to mistime an absorb. Luckily you can almost always block after a mistime, but you still eat the chip of the next attack.
- If you are ever hit by a projectile, you must block the next projectile; the start-up of Tech Shield is too slow to overcome your hitstun.
- TLDR: This move is somewhat decent in matches where the opponent's projectile game isn't all that great. In the matches where you would really want a good anti-zoning move, Tech Shield falls totally flat.
•Hits: 0
•Damage: 0
•Cancelable: No
Frame Data:
•Startup Frames: 10
•Active Frames: 28
•Recovery Frames: 3
•Frame Advantage on Hit: -41
•Frame Advantage on Block: -41
EX:
Discussion:
- If you really want to waste a bar of meter sending a single projectile back at your opponent, go for it.
- Interestingly, you can absorb a thrown Ice Clone with the normal version of this move, but the MB version will do nothing.
- The better your opponent's projectile, the better this move becomes. Slow projectiles, like Reptile's Force Balls, are the best, as they allow you a decent follow-up.
- This does work on...
- Any projectile that travels straight across the screen, where it be a special move or part of a string, such as Erron Black's gun normals.
- This will work against "boomerang" projectiles, such as Lao's MB Hat. However, the first hit must be blocked, at which point you can use the normal or MB version of this move to deal with the returning projectile. It actually looks pretty funny when you reflect a returning projectile!
- Reptile Force Balls
- Erron Black Sand Grenade
- D'Vorah's Krawler
- Lao's Hats
- This does not work on...
- Any move that spawn on screen, such as Kenshi's specials, Ermac's specials, and D'Vorah's spawning puddle.
- Any moves that use a separate character, such as Quan Chi's Demon Spawn and Torr's moves where he throws Ferra.
- Any move that uses more than 1 projectile. This will reflect 1 projectile, but then hit by the others.
- Takeda's Kunai
- Kano's MB Knife. This will reflect 1 knife and you will get hit by the other two. The standard Tech Shield will still absorb all 3 knives.
- Johnny Cage's Stunt Double moves.
- Lao's "Hat Trick" specials.
- Kung Jin's MB Chakrum (normal or low).
- Any move reflected will keep its qualities, including hit level and trajectory. So low projectiles remain low, and Johnny Cage's arcing Forceballs will bounce back towards Johnny along the same trajectory.
•Damage: 0
•Cancelable: No
Frame Data:
•Startup Frames: 10
•Active Frames: 28
•Recovery Frames: 3
•Frame Advantage on Hit: -44
•Frame Advantage on Block: -41
Air Ground Smash (Air dd4)
Discussion:
Jacqui drops straight down to do a low ground pound. It becomes unblockable in High Tech if you have a Gauntlet charge.
Attack Data:
•Hits: 1 (Low)
•Damage: 9%
•Cancelable: No
Frame Data:
•Startup Frames: 32
•Active Frames: 3
•Recovery Frames: 34
•Frame Advantage on Hit: 14
•Frame Advantage on Block: 1
EX:
Discussion:
only deals 3% more damage than Air Ground Smash. Right now it just seems like a great way to waste a bar or meter.
9/1 update:
EX now pops up for huge damage, so yay for finally have a use!
•Hits: 1 (Low)
•Damage: 12%
•Cancelable: No
Frame Data:
•Startup Frames: 32
•Active Frames: 3
•Recovery Frames: 34
•Frame Advantage on Hit: 14
•Frame Advantage on Block: 1
Jacqui drops straight down to do a low ground pound. It becomes unblockable in High Tech if you have a Gauntlet charge.
Attack Data:
•Hits: 1 (Low)
•Damage: 9%
•Cancelable: No
Frame Data:
•Startup Frames: 32
•Active Frames: 3
•Recovery Frames: 34
•Frame Advantage on Hit: 14
•Frame Advantage on Block: 1
EX:
Discussion:
only deals 3% more damage than Air Ground Smash. Right now it just seems like a great way to waste a bar or meter.
9/1 update:
EX now pops up for huge damage, so yay for finally have a use!
•Hits: 1 (Low)
•Damage: 12%
•Cancelable: No
Frame Data:
•Startup Frames: 32
•Active Frames: 3
•Recovery Frames: 34
•Frame Advantage on Hit: 14
•Frame Advantage on Block: 1
Air Fake Out (du4)
Kills your air momentum and you drop straight down. Outside of gimmicks this move doesn't seem all that useful at the moment.
9/1 update:
Fake out is now quicker and gains meter, you can use it after f2u2 to stay safe, extend combos off of the string and to gain meter from far away.
Attack Data:
•Hits: N/A
•Area: N/A
•Damage: N/A
•Cancelable: No
Frame Data:
•Startup Frames: 0
•Active Frames: 0
•Recovery Frames: 28
•Frame Advantage on Hit: -28
•Frame Advantage on Block: -28
Discussion:
9/1 update:
Fake out is now quicker and gains meter, you can use it after f2u2 to stay safe, extend combos off of the string and to gain meter from far away.
Attack Data:
•Hits: N/A
•Area: N/A
•Damage: N/A
•Cancelable: No
Frame Data:
•Startup Frames: 0
•Active Frames: 0
•Recovery Frames: 28
•Frame Advantage on Hit: -28
•Frame Advantage on Block: -28
Discussion:
X-Ray:
Discussion:
Jacqui dashes forward around 3/4's of the screen does an uppercut. Hits Mid. Useful to punish projectiles and pretty easy to combo into if you want to end the match with unbreakable damage. Hold down if you kill with it (2nd hit needs to kill) to get a secret brutality.
Attack Data:
•Hits: 1, Animation on hit
•Damage: 33%
•Cancelable: No
Frame Data:
•Startup Frames: 21
•Active Frames: 2
•Recovery Frames: 27
•Frame Advantage on Hit: 0
•Frame Advantage on Block: 7
Jacqui dashes forward around 3/4's of the screen does an uppercut. Hits Mid. Useful to punish projectiles and pretty easy to combo into if you want to end the match with unbreakable damage. Hold down if you kill with it (2nd hit needs to kill) to get a secret brutality.
Attack Data:
•Hits: 1, Animation on hit
•Damage: 33%
•Cancelable: No
Frame Data:
•Startup Frames: 21
•Active Frames: 2
•Recovery Frames: 27
•Frame Advantage on Hit: 0
•Frame Advantage on Block: 7
Variation Breakdown:
Full Auto Variation (The Zoning variation):
Jacqui's most popular variation, as it's her only variation that has a fullscreen zoning option as well as her best anti-air.
What she gets in this variation:
Hand Cannon (df2)
Up Rocket (db2)
Low Rocket (db3)
Attack Data:
•Hits: 4 (High)
•Damage: 7% (5% on block)
•Cancelable: No
Frame Data:
•Startup Frames: 14
•Active Frames: 224
•Recovery Frames: -172
•Frame Advantage on Hit: 8
•Frame Advantage on Block: -10
EX:
•Hits: 1 (Mid)
•Damage: 7%
•Cancelable: No
Frame Data:
•Startup Frames: 9
•Active Frames: 200
•Recovery Frames: -149
•Frame Advantage on Hit: 22
•Frame Advantage on Block: -15
Discussion:
The infamous pew pew machinegun that caused a lot of buzz and got Jacqui into the spotlight, kinda lol.
A fast fullscreen 4 bullet hit-hitting projectile that's pretty hard to avoid outside of neutral ducking. Pretty good at making your opponent slow their pace down and makes running in at Jacqui pretty tough. Punishable by a lot of the cast midscreen if neutral ducked, and a few can even punish fullscreen.
the EX shoots a mid-hitting rocket after which knocks the opponent back fullscreen which lets Jacqui go back to her zoning and the opponent has to get in again.
•Hits: 4 (High)
•Damage: 7% (5% on block)
•Cancelable: No
Frame Data:
•Startup Frames: 14
•Active Frames: 224
•Recovery Frames: -172
•Frame Advantage on Hit: 8
•Frame Advantage on Block: -10
EX:
•Hits: 1 (Mid)
•Damage: 7%
•Cancelable: No
Frame Data:
•Startup Frames: 9
•Active Frames: 200
•Recovery Frames: -149
•Frame Advantage on Hit: 22
•Frame Advantage on Block: -15
Discussion:
The infamous pew pew machinegun that caused a lot of buzz and got Jacqui into the spotlight, kinda lol.
A fast fullscreen 4 bullet hit-hitting projectile that's pretty hard to avoid outside of neutral ducking. Pretty good at making your opponent slow their pace down and makes running in at Jacqui pretty tough. Punishable by a lot of the cast midscreen if neutral ducked, and a few can even punish fullscreen.
the EX shoots a mid-hitting rocket after which knocks the opponent back fullscreen which lets Jacqui go back to her zoning and the opponent has to get in again.
Up Rocket (db2)
Attack Data:
•Hits: 1
•Damage: 8%
•Cancelable: No
Frame Data:
•Startup Frames: 12
•Active Frames: 200
•Recovery Frames: -174
•Frame Advantage on Hit: 44
•Frame Advantage on Block: +5
EX:
•Hits: 2
•Damage: 12%
•Cancelable: No
Frame Data:
•Startup Frames: 23
•Active Frames: 15
•Recovery Frames: -1
•Frame Advantage on Hit: 81
•Frame Advantage on Block: 34
Discussion:
Jacqui's only consistent anti-air, pretty quick diagonal upward projectile that recovers super quick (the game data lies lol) and you can combo off of if it hits on the ground or in the air. On block it's +5 however it can be ducked so be careful when using it in blockstrings. Her main combo extender in this variation.
EX version does crazy damage and does 2 explosions filling the screen, super + on block. Her biggest combos usually have EX up rockets in them.
•Hits: 1
•Damage: 8%
•Cancelable: No
Frame Data:
•Startup Frames: 12
•Active Frames: 200
•Recovery Frames: -174
•Frame Advantage on Hit: 44
•Frame Advantage on Block: +5
EX:
•Hits: 2
•Damage: 12%
•Cancelable: No
Frame Data:
•Startup Frames: 23
•Active Frames: 15
•Recovery Frames: -1
•Frame Advantage on Hit: 81
•Frame Advantage on Block: 34
Discussion:
Jacqui's only consistent anti-air, pretty quick diagonal upward projectile that recovers super quick (the game data lies lol) and you can combo off of if it hits on the ground or in the air. On block it's +5 however it can be ducked so be careful when using it in blockstrings. Her main combo extender in this variation.
EX version does crazy damage and does 2 explosions filling the screen, super + on block. Her biggest combos usually have EX up rockets in them.
Low Rocket (db3)
Attack Data:
•Hits: 1 (Low)
•Damage: 8%
•Cancelable: No
Frame Data:
•Startup Frames: 31
•Active Frames: 4
•Recovery Frames: 15
•Frame Advantage on Hit: 57
•Frame Advantage on Block: -1
EX:
•Hits: 1 (Low), Delayable by Holding 3
•Damage: 12%
•Cancelable: No
Frame Data:
•Startup Frames: 31
•Active Frames: 4
•Recovery Frames: 15
•Frame Advantage on Hit: 57
•Frame Advantage on Block: 1
Discussion:
Low hitting rocket that's pretty slow compared to her other 2 full auto specials. pops up for a combo on hit and safe on block but can usually be interrupted off of most strings . Her damage corner combo extender leading to easy 40%+ meterless combos.
EX version can be held with 3 and can be used in specific setups to create hard to blockable mixups combined with b2.
•Hits: 1 (Low)
•Damage: 8%
•Cancelable: No
Frame Data:
•Startup Frames: 31
•Active Frames: 4
•Recovery Frames: 15
•Frame Advantage on Hit: 57
•Frame Advantage on Block: -1
EX:
•Hits: 1 (Low), Delayable by Holding 3
•Damage: 12%
•Cancelable: No
Frame Data:
•Startup Frames: 31
•Active Frames: 4
•Recovery Frames: 15
•Frame Advantage on Hit: 57
•Frame Advantage on Block: 1
Discussion:
Low hitting rocket that's pretty slow compared to her other 2 full auto specials. pops up for a combo on hit and safe on block but can usually be interrupted off of most strings . Her damage corner combo extender leading to easy 40%+ meterless combos.
EX version can be held with 3 and can be used in specific setups to create hard to blockable mixups combined with b2.
Jacqui's Zoning in Full Auto:
with her 3 full auto specials Jacqui can keep out people pretty well as her specials cover most -if not all- angles the opponent can approach from.
Hand cannon is really quick in start-up and recovery making a lot of projectile trades hard to do against her and usually forcing the opponent to approach by ducking and dashing in between the hand cannon attempts. However they need to be crouch ducking otherwise the bullets will connect keeping them at bay as well as building crazy meter.
The hand cannon hitting multiple times is great as they can't really armor their way in as it kills almost all armor moves before they even reach you.
The EX hand cannon is something they need to be looking out for in their neutral ducking approach as it hits mid and it'll pop them back to fullscreen if they don't block it so throw it every now and then when you're doing your hand cannon zoning.
Up-rockets are also really quick in start-up and recovery and against a fair amount of characters you can literally throw them out to build meter and keep the opponent from trying to jump over the hand cannon bullets.
If they hit you can combo into run~ 1 into whatever or into hand cannon pushing them fullscreen again.
With the opponent not being able to jump thanks to up rockets they'll mainly approach from the ground and neutral ducking which is where low rocket comes into play.
Low rocket will stop running in and it'll hit unaware opponents that are expecting hand cannon and neutral ducking (means not blocking!) popping them which you can combo into hand cannon and they're back to fullscreen again!
In the range where low rocket would hit is where you can also do f4b2 or f4b4 to get a high/low mixup going if they're blocking the low rockets.
Another thing you can do is EX the low rocket and hold it and start shooting uprockets building back the bar you spent and release the low rocket if they try to run in or you can run in yourself if they're close enough for the held low rocket to be a threat.
That's a quick summary of her zoning, simplistic really but can be effective. However keep in mind that against good players they will most likely get in eventually so don't forget Jacqui's up-close game which is also pretty good
Few things to keep in mind while you're running your zoning game:
-teleports make her zoning really tough and in some cases non-existent, there's no safe teleports though so it's up to you to bait the teleports and punish
- Don't forget you have tech shield as most characters have a projectile that they'll try to use to help them get in so absorb a few of those or stuff them with hand cannon if you read them early enough.
- There's some moves that'll completely avoid your hand cannon (eg: Sub-zero Slide, Mileena's Roll) and if it's a projectile (Liu Kang low fireball, Kung Jin's low chakram) the trade is generally not in your favor so don't go too ham pewpewing against characters with those kinda tools.
- A good amount of the cast can punish hand cannon if they duck it around the midscreen range (Reptile Slide, Johnny Cage charge kick), and some can even punish full-screen (Quan Chi Rune, Kenshi Teleflurry) so be wary of the opponent's tools so you know how crazy you can get with the hand cannon.
Hand cannon is really quick in start-up and recovery making a lot of projectile trades hard to do against her and usually forcing the opponent to approach by ducking and dashing in between the hand cannon attempts. However they need to be crouch ducking otherwise the bullets will connect keeping them at bay as well as building crazy meter.
The hand cannon hitting multiple times is great as they can't really armor their way in as it kills almost all armor moves before they even reach you.
The EX hand cannon is something they need to be looking out for in their neutral ducking approach as it hits mid and it'll pop them back to fullscreen if they don't block it so throw it every now and then when you're doing your hand cannon zoning.
Up-rockets are also really quick in start-up and recovery and against a fair amount of characters you can literally throw them out to build meter and keep the opponent from trying to jump over the hand cannon bullets.
If they hit you can combo into run~ 1 into whatever or into hand cannon pushing them fullscreen again.
With the opponent not being able to jump thanks to up rockets they'll mainly approach from the ground and neutral ducking which is where low rocket comes into play.
Low rocket will stop running in and it'll hit unaware opponents that are expecting hand cannon and neutral ducking (means not blocking!) popping them which you can combo into hand cannon and they're back to fullscreen again!
In the range where low rocket would hit is where you can also do f4b2 or f4b4 to get a high/low mixup going if they're blocking the low rockets.
Another thing you can do is EX the low rocket and hold it and start shooting uprockets building back the bar you spent and release the low rocket if they try to run in or you can run in yourself if they're close enough for the held low rocket to be a threat.
That's a quick summary of her zoning, simplistic really but can be effective. However keep in mind that against good players they will most likely get in eventually so don't forget Jacqui's up-close game which is also pretty good
Few things to keep in mind while you're running your zoning game:
-teleports make her zoning really tough and in some cases non-existent, there's no safe teleports though so it's up to you to bait the teleports and punish
- Don't forget you have tech shield as most characters have a projectile that they'll try to use to help them get in so absorb a few of those or stuff them with hand cannon if you read them early enough.
- There's some moves that'll completely avoid your hand cannon (eg: Sub-zero Slide, Mileena's Roll) and if it's a projectile (Liu Kang low fireball, Kung Jin's low chakram) the trade is generally not in your favor so don't go too ham pewpewing against characters with those kinda tools.
- A good amount of the cast can punish hand cannon if they duck it around the midscreen range (Reptile Slide, Johnny Cage charge kick), and some can even punish full-screen (Quan Chi Rune, Kenshi Teleflurry) so be wary of the opponent's tools so you know how crazy you can get with the hand cannon.
~~~~~~~~~~
Shotgun Variation (The Vortex Variation):
Jacqui's restand into 50/50 variation. She gets a restand tool (Low shotgun shot, dubbed "Dust" by the Jacqui community) that she can go into her b33/b2 mixup from and the opponent has to guess as they can't backdash, armor or do anything except try to block. It also loops into itself anywhere easily outside the corner (it can be done with some harder combos that take you out of the corner back to the restand tho).
What she gets:
Low Blow (db2)
Single Barrel (df2)
f1,2,2+4 string ender
Attack Data:
•Hits: 1, Low and Knockdown up-close, Mid and Stun/re-stand from max range
•Damage: 5% upclose, 1% far
•Cancelable: No
Frame Data:
•Startup Frames: 18
•Active Frames: 6
•Recovery Frames: 28
•Frame Advantage on Hit: 17
•Frame Advantage on Block: -6
EX:
•Hits: 1, Low and Knockdown up-close, Mid and Stun/re-stand from max range
•Damage: 9% upclose, 1% far
•Cancelable: No
Frame Data:
•Startup Frames: 13
•Active Frames: 6
•Recovery Frames: 28
•Frame Advantage on Hit: 17
•Frame Advantage on Block: -6
Discussion:
Her main Shotgun variation tool. Mid range move that hits low and knocks down up-close, but hits mid and stuns them from far/max range. In juggles it restands them and you can run in and combo after, doing a second low shotgun in a combo restands but the follow-up won't combo making it a reset that they have to block.
EX is slightly faster, always restands and stuns them for a follow-up. One of the best moves in the game.
•Hits: 1, Low and Knockdown up-close, Mid and Stun/re-stand from max range
•Damage: 5% upclose, 1% far
•Cancelable: No
Frame Data:
•Startup Frames: 18
•Active Frames: 6
•Recovery Frames: 28
•Frame Advantage on Hit: 17
•Frame Advantage on Block: -6
EX:
•Hits: 1, Low and Knockdown up-close, Mid and Stun/re-stand from max range
•Damage: 9% upclose, 1% far
•Cancelable: No
Frame Data:
•Startup Frames: 13
•Active Frames: 6
•Recovery Frames: 28
•Frame Advantage on Hit: 17
•Frame Advantage on Block: -6
Discussion:
Her main Shotgun variation tool. Mid range move that hits low and knocks down up-close, but hits mid and stuns them from far/max range. In juggles it restands them and you can run in and combo after, doing a second low shotgun in a combo restands but the follow-up won't combo making it a reset that they have to block.
EX is slightly faster, always restands and stuns them for a follow-up. One of the best moves in the game.
Single Barrel (df2)
Attack Data:
•Hits: 1 (High)
•Damage: 9%
•Cancelable: No
Frame Data:
•Startup Frames: 12
•Active Frames: 4
•Recovery Frames: 25
•Frame Advantage on Hit: 1
•Frame Advantage on Block: -1
EX:
•Hits: 2 (1st High and 2nd Mid)
•Damage: 15%
•Cancelable: No
Frame Data:
•Startup Frames: 12
•Active Frames: 21
•Recovery Frames: 29
•Frame Advantage on Hit: 39
•Frame Advantage on Block: -5
Discussion:
High hitting straight shotgun blast, doesn't go too far. Safe on block so you can use it to end your pressure, does decent chip and leaves them standing on hit. It hits high though so keep in mind that they can duck and punish if they see it coming.
Nothing special really, you can use it in some corner combos and it does decent chip but that's about it.
The EX does a second shotgun blast for damage and goes a bit further. Knockdowns on hit. Don't know if it has a good use atm.
•Hits: 1 (High)
•Damage: 9%
•Cancelable: No
Frame Data:
•Startup Frames: 12
•Active Frames: 4
•Recovery Frames: 25
•Frame Advantage on Hit: 1
•Frame Advantage on Block: -1
EX:
•Hits: 2 (1st High and 2nd Mid)
•Damage: 15%
•Cancelable: No
Frame Data:
•Startup Frames: 12
•Active Frames: 21
•Recovery Frames: 29
•Frame Advantage on Hit: 39
•Frame Advantage on Block: -5
Discussion:
High hitting straight shotgun blast, doesn't go too far. Safe on block so you can use it to end your pressure, does decent chip and leaves them standing on hit. It hits high though so keep in mind that they can duck and punish if they see it coming.
Nothing special really, you can use it in some corner combos and it does decent chip but that's about it.
The EX does a second shotgun blast for damage and goes a bit further. Knockdowns on hit. Don't know if it has a good use atm.
f1,2,2+4 string ender
Attack Data:
•Hits: (High)
•Damage: 5%
•Cancelable: No
Frame Data:
•Startup Frames: 11
•Active Frames: 1
•Recovery Frames: 18
•Frame Advantage on Hit: 55
•Frame Advantage on Block: -5
Discussion:
Jacqui gets a new string ender in Shotgun, the 3rd hit gives a huge pop up which she can combo into nj2 from or whatever really. It's an add-on to one of her best strings too (f1,2) which is awesome as you can buffer the 2+4 and it'll go happen on hit or you stay +2 on block.
You can use it to whiff punish for big damage and/or go into her dust vortex.
•Hits: (High)
•Damage: 5%
•Cancelable: No
Frame Data:
•Startup Frames: 11
•Active Frames: 1
•Recovery Frames: 18
•Frame Advantage on Hit: 55
•Frame Advantage on Block: -5
Discussion:
Jacqui gets a new string ender in Shotgun, the 3rd hit gives a huge pop up which she can combo into nj2 from or whatever really. It's an add-on to one of her best strings too (f1,2) which is awesome as you can buffer the 2+4 and it'll go happen on hit or you stay +2 on block.
You can use it to whiff punish for big damage and/or go into her dust vortex.
Jacqui's Dust Vortex:
In shotgun variation Jacqui gets a vortex, which is basically a 50/50 mixup that can loop into itself till the opponent guesses right.
How it works:
After certain starters Jacqui can combo into far low blow (dubbed "Dust" by the Jacqui community), the first time Dust restands and you can run in to get a combo after. If you use Dust again in the same combo it will restand again and they go into the same stunned animation.. HOWEVER, any follow-up you try after won't combo and they can block it.
The second Dust is where you get your mix-up as they're in the stunned animation meaning they can't backdash, jump, armor or do anything except for block.
So basically it's:
[starter] > Dust ~ run into combo > second Dust > [b2 (overhead) or b33 (low) starter] > combo > Dust ~ run into combo ~ second Dust.........
You get the point, you can keep doing the same cycle once you start till they guess correctly on b33 or b2 after the second Dust.
Here's a video from Tom Brady explaining how it works if you want a visual breakdown:
Few things to keep in mind with her Dust Vortex:
-Against some characters you'll need to use EX Dust as regular dust won't hit.
-In the corner you need to do a different combo that switches sides if you wanna keep it going.
-it sometimes derps out and drops for no reason really which hopefully will get fixed in the future..
How it works:
After certain starters Jacqui can combo into far low blow (dubbed "Dust" by the Jacqui community), the first time Dust restands and you can run in to get a combo after. If you use Dust again in the same combo it will restand again and they go into the same stunned animation.. HOWEVER, any follow-up you try after won't combo and they can block it.
The second Dust is where you get your mix-up as they're in the stunned animation meaning they can't backdash, jump, armor or do anything except for block.
So basically it's:
[starter] > Dust ~ run into combo > second Dust > [b2 (overhead) or b33 (low) starter] > combo > Dust ~ run into combo ~ second Dust.........
You get the point, you can keep doing the same cycle once you start till they guess correctly on b33 or b2 after the second Dust.
Here's a video from Tom Brady explaining how it works if you want a visual breakdown:
Few things to keep in mind with her Dust Vortex:
-Against some characters you'll need to use EX Dust as regular dust won't hit.
-In the corner you need to do a different combo that switches sides if you wanna keep it going.
-it sometimes derps out and drops for no reason really which hopefully will get fixed in the future..
~~~~~~~~~
High Tech Variation (the pressure variation):
Jacqui's pressure oriented variation, she doesn't get the mid and far range tools like the other variations. Instead she gets Quick Burst which is a short range projectile that she can hold and run cancel for extending combos and pressure on block.
Gauntlet Spark (db2)
Quick Burst (df2)
Attack Data:
•Hits: N/A
•Damage: N/A
•Cancelable: No
Frame Data:
•Startup Frames: 1
•Active Frames: 0
•Recovery Frames: 60
•Frame Advantage on Hit: N/A
•Frame Advantage on Block: N/A
EX:
•Hits: 1
•Damage: N/A
•Cancelable: No
Frame Data:
•Startup Frames: 1
•Active Frames: 0
•Recovery Frames: 60
•Frame Advantage on Hit: N/A
•Frame Advantage on Block: N/A
Discussion:
Jacqui's buff up special. She does more damage and chip when she has it on and some of her moves have different properties with it on.
She has can stack 2 to get even better buffs, EX goes straight into level 2.
It has a lot of recovery so don't just throw it out. Setups to safely get Gauntlet spark buffs are listed in the section below
•Hits: N/A
•Damage: N/A
•Cancelable: No
Frame Data:
•Startup Frames: 1
•Active Frames: 0
•Recovery Frames: 60
•Frame Advantage on Hit: N/A
•Frame Advantage on Block: N/A
EX:
•Hits: 1
•Damage: N/A
•Cancelable: No
Frame Data:
•Startup Frames: 1
•Active Frames: 0
•Recovery Frames: 60
•Frame Advantage on Hit: N/A
•Frame Advantage on Block: N/A
Discussion:
Jacqui's buff up special. She does more damage and chip when she has it on and some of her moves have different properties with it on.
She has can stack 2 to get even better buffs, EX goes straight into level 2.
It has a lot of recovery so don't just throw it out. Setups to safely get Gauntlet spark buffs are listed in the section below
Quick Burst (df2)
Attack Data:
•Hits: 1 (Mid)
•Damage: 10%, 12% at Level 1, 14% at Level 2
•Cancelable: Holdable with 2, Dash and run cancellable
Frame Data:
•Startup Frames: 15
•Active Frames: 7
•Recovery Frames: 19
•Frame Advantage on Hit: 14
•Frame Advantage on Block: 2
EX:
•Hits: 2
•Damage: 14%
•Cancelable: No
Frame Data:
•Startup Frames: 16
•Active Frames: 27
•Recovery Frames: 27
•Frame Advantage on Hit: 31
•Frame Advantage on Block: -41
Discussion:
Jacqui's main move in High-tech. Short range mid-hitting projectile that's +3 on block. Can be held up to 3 levels to do more damage, chip and pushback. Charged up ones can be combo'd after in the corner.
Can anti-air and gets a better hitbox with Gauntlet spark levels.
You can also run cancel it to bait stuff, cancel it from strings to get pressure on block or extended combos off of hits.
EX is balls, don't use it. You can combo after it for crazy damage in the corner though.
•Hits: 1 (Mid)
•Damage: 10%, 12% at Level 1, 14% at Level 2
•Cancelable: Holdable with 2, Dash and run cancellable
Frame Data:
•Startup Frames: 15
•Active Frames: 7
•Recovery Frames: 19
•Frame Advantage on Hit: 14
•Frame Advantage on Block: 2
EX:
•Hits: 2
•Damage: 14%
•Cancelable: No
Frame Data:
•Startup Frames: 16
•Active Frames: 27
•Recovery Frames: 27
•Frame Advantage on Hit: 31
•Frame Advantage on Block: -41
Discussion:
Jacqui's main move in High-tech. Short range mid-hitting projectile that's +3 on block. Can be held up to 3 levels to do more damage, chip and pushback. Charged up ones can be combo'd after in the corner.
Can anti-air and gets a better hitbox with Gauntlet spark levels.
You can also run cancel it to bait stuff, cancel it from strings to get pressure on block or extended combos off of hits.
EX is balls, don't use it. You can combo after it for crazy damage in the corner though.
Jacqui's High-Tech QBRC pressure and combos:
TBA
Jacqui's Gauntlet spark adjusted moves:
In High-tech some of Jacqui's moves gain extra properties when she has Gauntlet spark buffs on:
- Air Ground Pound:
at lvl1 or higher Jacqui's air ground pound becomes an unblockable instead of a low.
It gets a slightly smaller hitbox but you can add it at the end of some combos to get guaranteed damage making High-tech her most damaging variation with lvl2 Guantlet Spark buffs.
- f2u2 2+4 String:
This string in high-tech gets a bigger pop-up the higher your level is.
At level 1 it bounces slightly at the same height as full-auto. You can get a d1 or standing 1 into combo but it's a tight window.
At level 2 it bounces as high as her shotgun f12 2+4 string where you can combo into nj2 or loop the same string again, her crazy damage comes from this string at level 2 where she can upper 50% and more meterless.
- Air Ground Pound:
at lvl1 or higher Jacqui's air ground pound becomes an unblockable instead of a low.
It gets a slightly smaller hitbox but you can add it at the end of some combos to get guaranteed damage making High-tech her most damaging variation with lvl2 Guantlet Spark buffs.
- f2u2 2+4 String:
This string in high-tech gets a bigger pop-up the higher your level is.
At level 1 it bounces slightly at the same height as full-auto. You can get a d1 or standing 1 into combo but it's a tight window.
At level 2 it bounces as high as her shotgun f12 2+4 string where you can combo into nj2 or loop the same string again, her crazy damage comes from this string at level 2 where she can upper 50% and more meterless.
=======================================================
General Strategy
A Word:
Jacqui is a very mixup heavy, in-your-face kinda character, she has tools from a distance (variation dependent) but she shines up-close. Her main gameplan is mainly getting you in range where she can bully you with quick normals and set up an f3/f4 for high/low mixups and get decent combo off of them..
Her damage potential is very good and she doesnt need meter to bring the pain, she can definitely use it to maximize her potential though.
Her tools so far are pretty decent and all of them -more or less- have their use so thats a good thing.
Table of Contents:
Playstyles
Approach Methods
Hit Confirmation
Once you're in
Mix-ups, Shenanigans and Setups
===
PlayStyles:
Jacqui as for now doesnt seem like she'll be diverse, playstyle wise. However i'd say Its a bit too early to judge now, so I'm leave this empty for the time being, at least till the game develops and there's enough footage of alot of different people playing and exploring the character, THEN we'll get to judge and see what style works best.
Approach Methods:
One of Jacqui's current main issues is how to approach the Opponent as she kinda has T-rex limbs, especially heavy zoners. At long range she obviously doesnt have much aside from tech shield and Hand Cannon if you're using Full Auto.
At footsies range though she has a good amount of tools to use, a lot of her moves move her forward; b1, f1, b2, f2, f3, and f4 all move you forward, a good amount of those are slow though so pick and choose when and where to use them, don't forget you also have run (!) in this game so you don't need to go in with specials and buttons. Just be wary that people usually throw out limbs/specials at that range so remember to use her godlike walkspeed, as well as dashes and BLOCK.
*Specials breakdown on how to approach with them goes here*
*VS projectiles breakdown goes here*
Experiment around and try to see patterns in your opponent and what works against what, Jacqui theoretically has an answer to everything, its just that you have be patient and know where and when to use each of those tools to get to your sweet spot- Right up in their face.
Hit Confirmation:
TBA
Once you're in:
After you get a bit closer you can start your mixup game, Jacqui's main game revolves around her b2 and b33 to open them up. Keep mixing it up you have enough tools in your arsenal that you shouldn't be predictable. Always keep them on edge as she's safe on both her b2 and b33 aside from very few moves.
Be aware that this area is also the best area for a good amount of characters as well so don't just go in mindlessly, a lot of strings and moves are negative or even punishable in this game so be patient and block and you will get your turn to wreck shit soon enough.
Again seeing and noticing patterns is very useful while playing Jacqui.
*more later*
Mix-ups, Shenanigans and Setups:
This is your go-to spot for Jacqui Tech. Setups, Mix-ups, Shenanigans, gimmicks, glitches etc
The videos are linked to the descriptions below.
*vids of tech go here*
Combos:
For more combos JustinXaveir21 has a nice thread that'll get you started
http://testyourmight.com/threads/jacqui-bae-briggs-combo-science-thread.49683/
Matchups:
This will basically have things like how to approach the matchup overall, how to avoid or punish certain moves, recommended variation, what thinks you should do (or dont do), your options with and without meter and so on.
The perspective taken is your opponent's options, and then what options you have for responding, either per-emptively or after the fact.
this is currently still in progress as I dont have the time to collect/write the info on all the MU's, so any help with that is greatly appreciated :]
if you think you have enough exp/info vs a character you're welcome to write your own and PM it to me or Post it here and ill put it in the first page. Just make sure all the info is correct so you wont mislead your fellow Jacqui users
just let me know so I'd put the MUs you're working on as "in-progress" so we wont have 3 people doing Cassie at once (no pun intended)
PM me the Write-up when you're done and I'll add it to the thread.
The Write-ups should all follow this general format:
?-? is the matchup in Jacqui's favor or not
-Recommended Variation: List the variation you think will be most useful against the character and why.
-general info about how the MU goes-
-Countering certain stuff-
-how the MU should be approached-
-final notes/pieces of advice-
Most Useful Tools:
eg: Vs Ermac bf1 can whiff punish Force push from just outside it's range.
Tools to stay away from:
eg: Vs Kenshi, you can't tech shield his spirit moves as they don't count as projectiles.
-Recommended Variation: List the variation you think will be most useful against the character and why.
-general info about how the MU goes-
-Countering certain stuff-
-how the MU should be approached-
-final notes/pieces of advice-
Most Useful Tools:
eg: Vs Ermac bf1 can whiff punish Force push from just outside it's range.
Tools to stay away from:
eg: Vs Kenshi, you can't tech shield his spirit moves as they don't count as projectiles.
I'm making the tabs for all the characters atm and will have more and more stuff within this next period.
Quick Links:
VS: Cassie Cage, D'vorah, Ermac, Erron Black, Ferra/Torr, Goro, Jacqui (Mirror)
VS: Jason, Jax, Johnny Cage, Kano, Kenshi, Kitana
VS: Kotal Kahn, Kung Jin, Kung Lao, Liu Kang, Mileena
VS: Predator, Quan Chi, Raiden, Reptile, Scorpion
VS: Shinnok, Sonya Blade, Sub-Zero, Takeda, Tanya, Tremor
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