Those are reasonable changes.I play just about every character, to the point where I’ve started just using Random Select. However, Jade is my current main. I feel like this gives me decent insight into what she needs to compete with the rest of the cast. I certainly don’t think she’s as bad as a lot of the Jade community would have you believe, but it’s no secret that she’s outclassed heavily by the current top 10-15 characters.
So here is my current wishlist for the upcoming patch:
Some of those are just nice-to-haves. The big ones for me are amp rang jailing, hit box adjustments, and glow working on all projectiles. I wrote this from my phone so I kept it abbreviated, but I can elaborate tomorrow.
- Amplified razorrang should jail from normal rang, and possibly hit mid. Meaning if you block the first rang, you can’t poke while avoiding the 2nd. As it stands, there is no way to utilize amped rang’s +7 on block, since an opponent should never be hit by it. This is my biggest request.
- Assorted hitbox adjustment. As it stands, too many of her attacks whiff for no good reason, especially against aerial opponents. Combined with the slow recovery on most of her moves, it’s too easy for the opponent to just jump at her, avoiding her attack while landing a substantial punish.
- bf2 should be safer on block, possibly -7. It simply doesn’t offer enough damage or utility to warrant being full-kombo punishable, especially considering how often it whiffs. Compared to other characters’ tools, -7 seems totally fair.
- f2 should starts up in 21 frames rather than 28. That’s the same startup as Kabal’s Fatal Blow. For a move as unsafe and with such a big gap, I think 21 startup is totally reasonable.
- b12 should also be less negative on block, possibly -7. For a 2-hit 15-frame string that doesn’t kombo, there’s no reason for it to be full-kombo punishable.
- Glow should affect all ranged specials, including Blood Tentacle, Corpse Drop, and Sand Trap. Not working against those moves totally defeats the purpose of Glow.
- I think 18% is totally fair damage for her b343~bf1(amp) punish, which is unbreakable and ends with a +10 restand. However, I do think she needs the option to go for a damaging punish rather than the restand setup. Perhaps making one of her strings a launcher could help boost her damage without making her restand overpowered.
I wouldn't like her overhead to be faster tho. Just a hitbox adjustment so it doesn't go through people jumping would be fine.
They should also raise the nitro kick and amplified nitro kick dmg to give her decent punishes. 11% for a regular one and 16% for the amplified would be fine.
I'd also like her F41 string to be safe on block or have huge pushback bc it is currently useless.