Miasmata123
Noob
Do you not understand the importance of a high vs mid starter?I keep saying this, yes. I don't even understand why she has a b3 when her n3 is basically the same thing anyway. String should be 3434 instead of b3
Do you not understand the importance of a high vs mid starter?I keep saying this, yes. I don't even understand why she has a b3 when her n3 is basically the same thing anyway. String should be 3434 instead of b3
I think the real problem I have in the end is that I also play Skarlet.Hey guys really important update on Pole Vault run cancel to simply annoy a Scorpion tp and gain nothing out of it-um chain exists. Still super fun to suicide imo.
That being said maybe the answer to d2ing pole vault is pole vault cancel into parry? Just an idea. Probably not worth the risk, and like I said before I cant get the timing down for the life of me to properly test it.
Also once you parry a d1 or two the enemy is just going to switch to d3, or worse, full combo punish off a low starter. I think the parry is pretty much exclusively on read. Think a Jacqui or Liu is gonna Flying punch/kick you? Parry. But I'm shit at this game so mostly I just get hit by those instead.
Parry can also be used after b3434 in the corner, but pretty much nothing should interrupt b3434 spam in the corner except push back or flawless block.
If you're constantly staggering b3 you can probably easily bait into a parry as well. Most people would probably want to d1 it since by the time they realize it's a stagger they may not have time to get a d3 out before the next b3 begins.
You should be able to d3 him during the gap. It's a little tighter than d1 but not by much and with some practice should be easy.I keep referring to it because it's the only character so far that managed to hit me with his parry consistently. But that might be just me being bad.
If he rotates :
I tend to get caught trying to interrupt his full string with d1 during the gap, by his occasional parry.
- full string (gap but he can start all over again on block)
- cancel into low ball (no gap)
- cancel into parry
- stop early (stagger)
That's the gap (wide enough for a d1 but not enough for a d3) that makes it a great bait.
Maybe I should rely more on flawless block here. That mechanic feels so random when you play online with added delay ...
Anyway thanks for your input, you definitely helped me figuring out a few things.
So take everything you just said and reverse engineer it to Jade's strings. Here are the main differences of the B3.I keep referring to it because it's the only character so far that managed to hit me with his parry consistently. But that might be just me being bad.
If he rotates :
I tend to get caught trying to interrupt his full string with d1 during the gap, by his occasional parry.
- full string (gap but he can start all over again on block)
- cancel into low ball (no gap)
- cancel into parry
- stop early (stagger)
That's the gap (wide enough for a d1 but not enough for a d3) that makes it a great bait.
Maybe I should rely more on flawless block here. That mechanic feels so random when you play online with added delay ...
Anyway thanks for your input, you definitely helped me figuring out a few things.
So take everything you just said and reverse engineer it to Jade's strings. Here are the main differences of the B3.
Jade B3 - 11f mid starter
B3 - Ends in -2, first stagger point. Lets you do your throw, counter, d1 options etc.
B343 - Ends in -7, second stagger point. Lets you do your throw options etc. with less threat than B3.
B3434 - Ends in +5, cannot interrupt the string like LK so they have to flawless block (very important)
Liu Kang F4 - 9f mid starter
F4 - Block -7, first stagger point. Lets you do your throw, counter, d1 guess game
F43 - Block -7, second stagger point. Lets you do your throw, counter, d1 guess game
F43U3- Block +5, interrupt possible by 8f. Crushes on counter.
Biggest take away is that LK has to do his low fireball to enforce his F43U3 string to avoid pokes being mashed. It is also very punishable or he has to chance a meter to catch your timing. His starts faster which is a large plus. Both characters and scenarios have advantages/disadvantages.
If you have trouble against his staggers, then that means you can apply that versus your opponent as well of equal skill level.
Her other staggers are even scarier at times.
S1 - Block +2, great stagger if you get into a stalemate position where both players are respecting too much. If you get a s1 block you can throw them or finish the string for crushing blow. String is safe on block but puts you into their mix. If you just do 12 though, it will leave you much safer if you don't feel like taking a risk and want to back off building space. It is -7 but they have to use an advancing move right away to press you.
21 - Block -2, great stagger to do outside of d1 range etc. in that empty space where decisions have to come fast. It will interrupt if players go for an advancing mid and if they hesitate you get a -2 stagger. 212 is uninterruptible and gives you distance on block. As above they have to press with an advancing mid.
F3 - Block -4 Very underrated move. I usually reserve this after landing a d1 or similar situations. Leaves you close to throw. F34 is also safe and hit confirms to your move of choice, on block its push back returns you to neutral. They have to do a fast advancing mid to contest your d4.
F4 - Block -5 Hops over low attacks. This comes in handy with the above strings that leave you at d4 range. Easy to hit confirm to finish string etc.
So when they have to press with advancing mids you have options to counter or stuff a lot of characters with 1 or 2 or d4. This forces a lot of players to d4 instead. You can beat this with F4 at those ranges against most the cast or hop. Hop lets you wait and see which is nice but her attacks are not that good from that position. Air glaive from hop is decent though.
Sorry for the long post, but its helping me learn things too doing this. A lot of these things I have been doing on instinct, but now after breaking the frames down and recording a lot in practice. A lot of this is solid play and safe. You can make it unsafe with the parry baits, or you can just bait flawless blocks. Either way it will make them hesitate and let you stagger a lot more chip.
What are the situationals jade players can take advantage of after b3434 if b3 wont start up again? any guaranteed situations? slight dash into grab seems effective but always risk getting punished....are there any strings that will take advantage of the plus frames?I'd say the biggest difference is that Jade is kinda "done" with her pressure after b3434 if you complete it (too much pushback for b3 to reach after that), where Liu can start all over again (cant jump out, cant d1).
And of course, mashing d3 has little to no consequence for them in most scenarios here. (if only b3434 would KB on counterhit that would help so much here !)
But yeah nice post. Thanks for that. Like I said, I need to get the Skarlet out of my Jade, and everything will click better
I always thought of the pushback as a benefit, since her best normals outrange almost everyone elses. Puts you in a goodspot to stuff an approach with d4 or b2. If only f21 weren’t so easy to jump over...I'd say the biggest difference is that Jade is kinda "done" with her pressure after b3434 if you complete it (too much pushback for b3 to reach after that), where Liu can start all over again (cant jump out, cant d1).
And of course, mashing d3 has little to no consequence for them in most scenarios here. (if only b3434 would KB on counterhit that would help so much here !)
But yeah nice post. Thanks for that. Like I said, I need to get the Skarlet out of my Jade, and everything will click better
Enjoy: Erron, Kabal, Baraka, Cassie, D'Vorah, Jade mirrorWho are you guys struggling with?
I do relatively good against Geras and Erron blacks
I get bodied by Scorpions, Kung Laos, Sub Zeros, Lui Kangs and Kabals
Unless I'm wrong, Liu Kang doesn't have to work his way back in, he can repeat the same string (can't interrupt, can't jump out of it, etc).@mercureXI
The range it puts you at is where Jade wants to be. Whereas LK has to work his way back in. It is a benefit not a detriment
So far I've seen that Frost is the only one deprived of the B3434 block stagger. Everyone else has that 'pushing' and the only normal that covers the distance is d4. I with it wasn't a low because I don't want to be adding to the poke battle stigma.I'd say the biggest difference is that Jade is kinda "done" with her pressure after b3434 if you complete it (too much pushback for b3 to reach after that), where Liu can start all over again (cant jump out, cant d1).
And of course, mashing d3 has little to no consequence for them in most scenarios here. (if only b3434 would KB on counterhit that would help so much here !)
But yeah nice post. Thanks for that. Like I said, I need to get the Skarlet out of my Jade, and everything will click better
I have it, but forget how to get it. If you have her "Steadfast sister" skin already you can hit options/start button to go straight to her pink one even if you don't have it unlocked.I've promoted Jade to my main roster today. Idk she seems chill to play. She at least feels like a solid defensive character, at least when compared to the others I play.
Anyone got her cute pink outfit from Towers of Time yet? I kinda need that but it'd be nice to know how much grind I'll have to endure before I start it.
I'd start shadow kicking after your B2s instead of deadly butterfly. You left some damage on the table when you whiffed punish with B2 and your deadly butterfly was out of range. That's the only thing I saw, that was pretty good.
Thoughts and critique welcome!
I love your usage of F4. I've begun utilizing that more recently and it's so easy to use for stagger pressure because so many people think they can throw out wild shit to "punish" it.Gonna post some of my Jade matches with players from the community.
Thoughts and critique welcome!
I'll probably see if I can implement jump 2, but I feel comfortable with jump 3. I'll experiment with the properties at your suggestion. Is it faster and the range better? I use down 4 more at different points in the set, it just depends. Pushback is godlike too for sure and -3 with the space created might as well be neutral. I'll see if I can use it more though.I love your usage of F4. I've begun utilizing that more recently and it's so easy to use for stagger pressure because so many people think they can throw out wild shit to "punish" it.
1. Bruh, you gotta Glow before you try to toss projectiles at Wubalubasubdub at full screen. He can't punish Glow with slide at that distance so it's in your best interests to get that Glow going anytime you are that far away, especially if he's using Thin Ice. Also, Glow doesn't work against Frost's core bomb lobs. I believe they're duckable, though.
2. I didn't see a lot of D4 usage. That thing is an amazing neutral tool that I strongly suggest you use more of to check people who are advancing. D4 is your BEST friend against Geras because of his advancing strings, range, and stupid 6f D1.
3. If you've got the meter to burn, I strongly suggest using a more efficient combo after the rare occasions that F21 lands. F21, 4, ex Glaive, Uppercut is pretty easy to land and nets you a solid 50-60+ more damage IIRC.
Another quick note (and this goes for all the Jade players here): your best air-to-air is 2. I know it feels natural to throw out 3/4 when you see that you're both jumping towards each other; but 2 uses the staff which gives you range, weapon extension, and is just as fast.
J2 has Jade swing her staff straight out ahead of her in the air. It's piss poor for air-to-ground situations because the swing is so high up, but it is phenomenal for air-to-air.I'll probably see if I can implement jump 2, but I feel comfortable with jump 3. I'll experiment with the properties at your suggestion. Is it faster and the range better? I use down 4 more at different points in the set, it just depends. Pushback is godlike too for sure and -3 with the space created might as well be neutral. I'll see if I can use it more though.
That's actually a damn good point that I didn't consider. Carry on, good sir. I'll keep this in mind when fighting Subs moving forward.Sub-Zero has really good advancing movement and I feel like I give up way too much ground trying to glow all the time. I glow in the set, but I'm more particular about it and I feel like I win more not focusing on it. Sub-Zero's advancing movement even without slide is excellent. There's -40 frames of recovery I'm giving up and I'd rather have more control over spacing him. It's more of a personal strategy choice. If it was a different character or glow recovered more quickly I'd be more inclined to glow more frequently.