ShadyHeart
Relationship with Sonya ended
I would love a custom ability to get her actual regular boomerangs back.
Yeah, I was using it raw to throw ppl off lol, thinking they've only seen Emerald Defender (which I should add also has obvious superior zoning vs Jaded). I'd like to stick w/ Jaded, will need to try the pole vault as described above.The thing about pole vault is if used on a blocked string or raw the enemy can d2 you mid animation. It's easier for some characters than others but if the enemy knows to do it then it really puts a damper on the fun :/
Depends on how good Geras is when it comes to using his geysers. If you ever fight one that can pinpoint precisely where you'll throw your air glaive, it will become nearly impossible to use it and stop his progression.Am I crazy for thinking the Geras matchup is in her favor or at least 5-5? Her air glaive is a huge pain in the ass for him, and it shuts down most of his ranged tools.
I actually only found out today in a mirror match up where the enemy Jade baited and then d2'd. Never really used the pole vault much outside the first few days.Yeah, I was using it raw to throw ppl off lol, thinking they've only seen Emerald Defender (which I should add also has obvious superior zoning vs Jaded). I'd like to stick w/ Jaded, will need to try the pole vault as described above.
You're not crazy but I think he beats her. He's in with one sand trap. If he has a life lead he doesn't need to give two shits about air glave. pre emptive jump attack will probably stuff air glaive too right? If you're sitting back looking for sand trap or jump attack, he gets to approach. He does so much damage that I feel like you need to out read Geras like at least 2:1. I know there are a lot of bad Geras players right now because he's popular but I just don't see much for him to be scared of compared to what he can do.Am I crazy for thinking the Geras matchup is in her favor or at least 5-5? Her air glaive is a huge pain in the ass for him, and it shuts down most of his ranged tools.
I just keep spamming 1+2 as soon I amplified it. Even if it is the last stab that kills the opponent, it should still work.What the heck is the timing on the pole vault brutality...can't get it for crap
I just labbed this and found that I could duck the second glaive and whiff punish for full combo, no? Is there a mixup that would prevent me from doing this as soon as I see the first glaive?Gotta say, using B343 into AMP glaive is a pretty good way to setup a throw or strike 50/50 since you're plus. If they are trying to flawless block B3434, it leaves you +5 on block too.
The mixup is if you're trying to flawless block the last hit of the string.I just labbed this and found that I could duck the second glaive and whiff punish for full combo, no? Is there a mixup that would prevent me from doing this as soon as I see the first glaive?
He’s asking if there’s a reason to amp it, because the mixup only applies to the first glaive. The amp glaive is never safe on block since it doesn’t jail. Regular glaive is also likely punishable on block so it’s a lose/lose scenario. Is regular glaive + on hit at all?The mixup is if you're trying to flawless block the last hit of the string.
Never really understood why they made it whiff anyway. Sounds so stupid ...I've been labbing PV more. Here's what I've got:
Amp PV doesn't always whiff in a combo. Some strings whiff, some connect. However if you hold 3 for a couple extra frames, you can force the whiff. For instance:
21 BF3 AMP will do 2 hits and the overhead. (Not a true blockstring, but the overhead will hit)
21 BF3(hold) AMP will do 2 hits and then the PV will whiff and you will side switch.
These strings will hit the Amp PV but you can hold 3 to whiff:
B2
21
F2
F3
The following strings always whiff:
1
B1
2
3
B3
B343
F34
4
F4
All of these moves will connect in the corner. But only B2 and F2 are true blockstrings, regardless of position.
If you do a knockdown into PV ( 12 BF3, 43 BF3 ) you can hold B and release to stuff the wakeup. Again, you can use AMP to whiff essentially do a side-switch cancel.
Still not sure what to do with an AMP move that seems to put you at such disadvantage, but starting to understand how it works.
I think it's to force that "mid-range" gameplan for Jade, as that's where you need to be for it to hit. That's just me guessing though.Never really understood why they made it whiff anyway. Sounds so stupid ...
Then again, those same guys chose the KB condition on that move, so ...
I think I got it somewhere in her character towersBy the way, guys...
Do you know if Jade's green hooded skin is a Gauntlet reward? Or is it in a random tower that has yet to pop up yet?
Did those as one of the first things with Jade. So it's not there.I think I got it somewhere in her character towers
He’s just talking about her normals. This isn’t a one or the other scenario, there’s no match vs anyone decent where you’re going to keep them fullscreen all day. It’s like the difference between a Skarlet who keeps trying blood balls and tentacles when you’re close enough to punish or jump one, and the Skarlet who knows exactly when to come in when you don’t expect her to, or at least switch to her normals like s3 and f2.Sorry but is your advice to get close, and use her 1,2 string for staggers, use her counter, while going for throws as Jade ?
Interesting.
Because I would advise the EXACT opposite : stay at range, whiff punish as much as possible (b2 and d4), throw rangs to get them to duck-walk-duck and hope you can score a f21 once you made them think they got your pattern / duck thinking the next rang is coming.
I'd never get close unless I'm forced to : that's where most of the characters shine, that's where Jade sucks (in my opinion)
If I have a choice between staying close or pushing my opponent away, I'll push away every time ... not enough reasons to stay close IMO, unlike characters that can confirm their 7f s1 or s2 into MB launchers, Jade will get very very little damage from close range ... and will die if she goes for f21 or f2+low projectile unless she uses those tools from afar (same with most of her "mixups"), her only way to score a nice chunk of damage outside KB of course.
Sure we can mix both strategies (when you got no choice, you need to be prepared for close range options), but that's more of a last resort to me, not part of my gameplan.
But interesting PoV (you might be right, I might be wrong, game is fresh), though I'd see that work with v2 a lot more (considering pole vault + cancel to fit your playstyle).
Nah, your good, I was just tryna expand on that dude’s reasoning for ya. I think you’re right about the general gameplan. I think it’s similar to how I play Skarlet is all. I notice the difference a lot with worse Skarlets. It’s almost like they’re scared to play in close with their normals, and the constant desire to retreat fucks them. They panick point blank, rather than playing calmly and re-establishing where they want to be when the chance arrives, like off a throw or combo ender.He is talking about her buttons sure, but "use her throws", kinda means "get close enough to start using throws", same with her parry stance (which is terrible imo : slow activation, low uptime, doesnt lead to anything worth putting yourself in danger, unlike Liu's parry (damage) or Skarlet's (health back))
She is not helpless point blank. Never said that : I just explained that while she has options once close to her opponent, she gains a LOT MORE in my opinion by gaining distance over going for some short range shenanigans that will reward with little damage and, most importantly, give your opponent a chance to give her hell.
Anyway, my bad if I understood that the wrong way.