What's new

Jade General Discussion Thread

TakeAChance

TYM White Knight
Just compared all of her frame data pre patch (pc) and post patch (xbox one).

Aside from universal changes, nothing has changed. Her Kustoms are all the same. Her pokes were modified like the rest of the cast (more + on hit, More negative on block) and a few moves have had their hit advantage adjusted due to the new wakeup system.

She's essentially untouched.
 

Shale101

Mortal
Just compared all of her frame data pre patch (pc) and post patch (xbox one).

Aside from universal changes, nothing has changed. Her Kustoms are all the same. Her pokes were modified like the rest of the cast (more + on hit, More negative on block) and a few moves have had their hit advantage adjusted due to the new wakeup system.

She's essentially untouched.
you have to be kidding me......
 

Espio

Kokomo
Nerfed overall throw damage. Smh

Hum.... why ? Just why (the kb does less damage than before)
If you compare the two from before the core issue and why the damage drop off is so significant is that The throw KB pre-patch did 19% and then you could go into your combo, but now it only pops up at 13% plus the throw damage nerf so that's why we lose 5% damage, which is comical given how little Jade does in the way of damage as is.


Other people still break 30% with ZERO meter on their throw KB's are unbreakable so the comebacks are legit and there's no mind game after they fail to tech the next throw. They could have easily just made Jade's throw KB do a flat 30% , drop down and normalized it especially since her throw KB is only on forward through. It's unfortunate that a character who does no damage needs even less damage seemingly, it's nonsensical.



so far from what i've seen on this forum.....soooo....throw KB nerphed like the rest of the cast? then uppercut is more punishable???? No buffs? REALLY? wow
Uppercut is -9 with pushback still, I don't understand what is "more punishable" about it than it previously was?
 

Afumba

Kombatant
Jades uppercut was -9 with pushback before and it still is...

So i am confused... ppl claiming its more punishable care to explain?

Dont see anything myself that indicates it being more unsafe.
 

Espio

Kokomo
So I've been thinking pretty hard about Jade and I wasn't sure how to feel about some of the changes because I think Jade got the short end of the stick on her grab KB in comparison to the rest of the cast, but I kind of wanna talk about my opinion on the way forward in a positive light.


The best thing about this patch being that NRS finally gave Jade the ability to play like a long ranged staff character instead of just kicks primarily, I've tried a couple builds and obviously other options could be good and viable too but mine will probably be for the foreseeable future: Delia's Dance, Air glaive and the additional strings (primarily because of sweep and 22% unbreakable whiff punish).

I wanna focus on the good:
Jade's rushdown has been buffed because of Delia's dance because it gives her more opportunities to safely chip an stagger the opponent plus more opportunities to get her +5 because trying to flawless block that gap punishes the opponent and leaves them standing in the blender.

down 1 properly jailing Jade's 1,2,4 means she has jab string stagger pressure finally. +1 jab -7 1,2 stagger and guessing games into more pressure can be created more consistently for her finally.

Her sweep via string extensions is a godlike spacing and check. I use this currently and go under wake up buttons or to whiff punish wake ups at certain angles. The other good thing about how good this is is that it encourages the opponent to jump and you all know what that means. The potentially eat down 2, into down 1, shadow kick combos or other options. This is 17 frames which is one frame slower than her low string with way more range so for me it makes her Forward 1 string as well as her back 1 much less appealing since it does the same damage, is safe on block with more pushback and comparable chip damage.

Air glaive to me has always been as much of an offensive as a defensive tool especially in the corner so she comes off as very well rounded. +9 or +10 in the corner into mid staggers that are safe or after conditioned: throws or 1,2,4 and so forth.


The players that want a more nuanced Jade I feel like won this patch because she technically can have the best of both worlds, better/real rushdown and staggers, zoning presence, safety and a damage buff of sorts on her whiff punishes.

I'm gonna complete my Jade Guide with the new customs because I really like new Jade and I'm glad I held off till after the patch.


Also this skin and mask combination is absolutely ghastly in the best way possible. She looks like a Death Eater or something.
17809


17810


17811
 

Arqwart

D'Vorah for KP2 copium
@Espio I feel overall Jade is one of the characters that has profited from the customs a LOT because she has multiple amazing moves that she can now put together instead of having 2 variations each focused solely on one aspect while sacrificing the other. The combinations available through Vault, Vault Cancel, Air Rang, Delia's Dance, and Strings are all pretty great and allow for Jade to feel like a much more complete character overall. Also, the poke advantage buffs have made her stagger / pressure options so much better. Shame nothing jails into F3, but whatever. I'll take what I can get. S3 is now a viable pressure option (especially with the bonus strings) as all 3 of her pokes now guarantee a jail into it.

Shame Divine Forces, Edenian Spark, Vanishing Winds, the other Deadly Assassin strings, Amplify Blazing Nitro Kick (solo), and Upward Rang got nothing. We'll see them in another patch I hope.
 

Afumba

Kombatant
So I've been thinking pretty hard about Jade and I wasn't sure how to feel about some of the changes because I think Jade got the short end of the stick on her grab KB in comparison to the rest of the cast, but I kind of wanna talk about my opinion on the way forward in a positive light.


The best thing about this patch being that NRS finally gave Jade the ability to play like a long ranged staff character instead of just kicks primarily, I've tried a couple builds and obviously other options could be good and viable too but mine will probably be for the foreseeable future: Delia's Dance, Air glaive and the additional strings (primarily because of sweep and 22% unbreakable whiff punish).

I wanna focus on the good:
Jade's rushdown has been buffed because of Delia's dance because it gives her more opportunities to safely chip an stagger the opponent plus more opportunities to get her +5 because trying to flawless block that gap punishes the opponent and leaves them standing in the blender.

down 1 properly jailing Jade's 1,2,4 means she has jab string stagger pressure finally. +1 jab -7 1,2 stagger and guessing games into more pressure can be created more consistently for her finally.

Her sweep via string extensions is a godlike spacing and check. I use this currently and go under wake up buttons or to whiff punish wake ups at certain angles. The other good thing about how good this is is that it encourages the opponent to jump and you all know what that means. The potentially eat down 2, into down 1, shadow kick combos or other options. This is 17 frames which is one frame slower than her low string with way more range so for me it makes her Forward 1 string as well as her back 1 much less appealing since it does the same damage, is safe on block with more pushback and comparable chip damage.

Air glaive to me has always been as much of an offensive as a defensive tool especially in the corner so she comes off as very well rounded. +9 or +10 in the corner into mid staggers that are safe or after conditioned: throws or 1,2,4 and so forth.


The players that want a more nuanced Jade I feel like won this patch because she technically can have the best of both worlds, better/real rushdown and staggers, zoning presence, safety and a damage buff of sorts on her whiff punishes.

I'm gonna complete my Jade Guide with the new customs because I really like new Jade and I'm glad I held off till after the patch.


Also this skin and mask combination is absolutely ghastly in the best way possible. She looks like a Death Eater or something.
View attachment 17809


View attachment 17810


View attachment 17811
I have to say that i havent spent as much time with Jade as i planed to since the patch dropped. For one Mileena is here so i fiddled around with her quiet a bit but mainly cuz i was a bit disappointed with the patch in regards to Jade.

I am a more defensive player but for me Airrang & Delia are basically mandatory. Both offer so much in offense and defense. Other abilities are not on the same level in my eyes. Losing Butterfly hurts a bit but its still a good trade.

Setups i used so far are Delias Dance + Airrang and as third i tested with pole vault, nitro kick and edenian spark. But i already ditched the Vault and NK variations and only kept the one with Spark for lack of options.

Nitrokick wasnt vibing with me; i prefer the regular one so i ditched it pretty quickly.

Pole Vault annoyed the hell out of me. Amp Vault is still too wonky for my taste and regular Vault bothers me to no end. Getting d2 out of it almost all the time is rage inducing. Its a fun move but at the state it is now its not worth it for me.

Edenian Spark doesnt really do much. Sure its a low projectile but its not a really good one. Its slow, has no AMP and is highly punishable when used in strings. I see lots of people using it after b1/f2/b2 or even f4 (i do it myself at times) but its honestly not worth it unless you are sure its gonna hit. Risk is way to high for the poor damage you get if it hits. Even max b1/b2/f2 range its like -20++ (dont know the exact number but sub can punish it with the overhead for example...). So its only ok-ish use is from half screen and further, so not much for the slot it uses.

As said at the end i decided for the lesser evil with Delia, Airrang and Spark.

After reading your post i will give your variation a try and replace Spark for the extra string. Havent played with those in awhile. Loved them when the game came out, mostly cuz they looked swaggy. :)

Her other abilities are already in my mental trash bin. Not paying 2 slots for cancels and i dislike vanishing winds and airrang.

Overall i am happy with the patch as long as its a first step. Still needs more hitbox fixes as well as character/ability tuning. When it comes to Jade... as you said being able to properly jail is great, so is being able to use Delia but she still needs some love in my oppinion.

P.S. buff parry
 
Last edited:

Espio

Kokomo
I literally ONLY played ED since beta.. What loadout do u think is optimal for Jade?
Delia's Dance, Air glaive, and her extended strings (namely because of SWEEP and her back 2 string for whiff punishment that does 22% unbreakable damage). I explained my reasoning in a post on this page already so refer to that.







@Espio I feel overall Jade is one of the characters that has profited from the customs a LOT because she has multiple amazing moves that she can now put together instead of having 2 variations each focused solely on one aspect while sacrificing the other. The combinations available through Vault, Vault Cancel, Air Rang, Delia's Dance, and Strings are all pretty great and allow for Jade to feel like a much more complete character overall. Also, the poke advantage buffs have made her stagger / pressure options so much better. Shame nothing jails into F3, but whatever. I'll take what I can get. S3 is now a viable pressure option (especially with the bonus strings) as all 3 of her pokes now guarantee a jail into it.

Shame Divine Forces, Edenian Spark, Vanishing Winds, the other Deadly Assassin strings, Amplify Blazing Nitro Kick (solo), and Upward Rang got nothing. We'll see them in another patch I hope.

Forward 3 being 16 frames and sweep being 17 frames.....ever since the patch dropped I legit just utilize sweep over it because the staggers are "okay", but I'd rather create stronger neutral guessing games on block than what is provided by her no range low and I feel like you get more overhead opportunities with sweep being so good.

Edenian spark sometimes feels like such a liability because of the recovery on it and it encourages unsafe mix ups up close and I think Delia's dance covers that base in every way too and gapless.

Her anti-air rang I think is good for combos, but it's far more situational than I'd like it to be honestly like I don't think it's terrible, it just feels like it isn't as applicable as one would like.

Amp shadow kick taking a single slot is the most wasteful thing I've ever seen, a whole slot just to not side switch and to make it worthwhile you have to have pole vault too. I feel like if you don't wanna side switch you just end the combo in regular shadow kick.

It's unfortunate but I was never a believer in those Untameable abilities (other than the addition of godlike sweep and normals).







I have to say that i havent spent as much time with Jade as i planed to since the patch dropped. For one Mileena is here so i fiddled around with her quiet a bit but mainly cuz i was a bit disappointed with the patch in regards to Jade.

I am a more defensive player but for me Airrang & Delia are basically mandatory. Both offer so much in offense and defense. Other abilities are not on the same level in my eyes. Losing Butterfly hurts a bit but its still a good trade.

Setups i used so far are Delias Dance + Airrang and as third i tested with pole vault, nitro kick and edenian spark. But i already ditched the Vault and NK variations and only kept the one with Spark for lack of options.

Nitrokick wasnt vibing with me; i prefer the regular one so i ditched it pretty quickly.

Pole Vault annoyed the hell out of me. Amp Vault is still too wonky for my taste and regular Vault bothers me to no end. Getting d2 out of it almost all the time is rage inducing. Its a fun move but at the state it is now its not worth it for me.

Edenian Spark doesnt really do much. Sure its a low projectile but its not a really good one. Its slow, has no AMP and is highly punishable when used in strings. I see lots of people using it after b1/f2/b2 or even f4 (i do it myself at times) but its honestly not worth it unless you are sure its gonna hit. Risk is way to high for the poor damage you get if it hits. Even max b1/b2/f2 range its like -20++ (dont know the exact number but sub can punish it with the overhead for example...). So its only ok-ish use is from half screen and further, so not much for the slot it uses.

As said at the end i decided for the lesser evil with Delia, Airrang and Spark.

After reading your post i will give your variation a try and replace Spark for the extra string. Havent played with those in awhile. Loved them when the game came out, mostly cuz they looked swaggy. :)

Her other abilities are already in my mental trash bin. Not paying 2 slots for cancels and i dislike vanishing winds and airrang.

Overall i am happy with the patch as long as its a first step. Still needs more hitbox fixes as well as character/ability tuning. When it comes to Jade... as you said being able to properly jail is great, so is being able to use Delia but she still needs some love in my oppinion.

P.S. buff parry
Losing butterfly is less of a loss because the down 1 changes seem to make timing harder for combos and I still for the life of me don't know why this ever changed from the beta and it has just gotten weirder.

I agree on shadow kick, it's really not worth the slot currently, just don't amp if you wanna keep them in the corner I feel. Pole vault has way too many gaps in it. This is part of why Delia's dance is the most optimal blockstring special, nobody got time to be flawless blocked like that. People who know the match up can flawless block every single time so you have to hit confirm it or get punished. Jade needs gaps closed, not more added so I definitely feel your pain lol.

Edenian Spark for mix ups has always been too risky, but with Delia's dance there's no reason for it now since that's a gapless low that can be made safe and is quicker. I used to do air glaive, spark and Delia's but I don't feel like it has the synergy like I used to think. It's kind of a distraction and it encourages risky gimmicks in my opinion.

Anti-air glaive is good for combos and some conversions but it's really not worth taking primacy over most things, but in defense of the anti-air glaive, it works good against annoying jump back Cetrions and others doing annoying jump back antics, but it's not a super common issue for Jade.

Vanishing winds just gives you more punishable gaps to worry about lol so it's definitely to the trash bin lol and the teleport isn't hard to counter either and leads to no damage for a bar.


I think she's actually fun now, which while I had fun with her pre-patch, she actually feels like she has mind games that matter and legit strategies that don't rely on you putting your health bar on the line just to stop people from flawless blocking your plus string that leads to no damage.


I'd expect future changes after the custom meta has settled I suspect.
 

Arqwart

D'Vorah for KP2 copium
Amp shadow kick taking a single slot is the most wasteful thing I've ever seen, a whole slot just to not side switch and to make it worthwhile you have to have pole vault too. I feel like if you don't wanna side switch you just end the combo in regular shadow kick.
I feel like a good way to take this move, and many many others across the cast, better moving forward is to introduce additional synergies with other variation options. Now that moves aren't locked to 1-2 companion moves via presets, the door is wide open for NRS to create weird combination bonuses and KBs.
 

Shale101

Mortal
Amp Shadow kick taking up it's slot isn't so bizarre to me anymore since its required to give her extra meter burn shadow kick during her pole vault for plus frames. What baffles me is that with a full rush down variation of Jaded you NEED all three abilities. The Pole vault is required or the cancel is useless and so is the running shadow kick. The cancel should just be another option with the pole vault and not take up a whole slot(like mileena has with her run). Jaded without the amp nitro kick makes it so now you have no running kick which is how she was before they patched jaded......where she had no real pressure......just bad. You can play without the cancel I guess but if they are actually good they know to just always neutral duck.......
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
So I've been thinking pretty hard about Jade and I wasn't sure how to feel about some of the changes because I think Jade got the short end of the stick on her grab KB in comparison to the rest of the cast, but I kind of wanna talk about my opinion on the way forward in a positive light.


The best thing about this patch being that NRS finally gave Jade the ability to play like a long ranged staff character instead of just kicks primarily, I've tried a couple builds and obviously other options could be good and viable too but mine will probably be for the foreseeable future: Delia's Dance, Air glaive and the additional strings (primarily because of sweep and 22% unbreakable whiff punish).

I wanna focus on the good:
Jade's rushdown has been buffed because of Delia's dance because it gives her more opportunities to safely chip an stagger the opponent plus more opportunities to get her +5 because trying to flawless block that gap punishes the opponent and leaves them standing in the blender.

down 1 properly jailing Jade's 1,2,4 means she has jab string stagger pressure finally. +1 jab -7 1,2 stagger and guessing games into more pressure can be created more consistently for her finally.

Her sweep via string extensions is a godlike spacing and check. I use this currently and go under wake up buttons or to whiff punish wake ups at certain angles. The other good thing about how good this is is that it encourages the opponent to jump and you all know what that means. The potentially eat down 2, into down 1, shadow kick combos or other options. This is 17 frames which is one frame slower than her low string with way more range so for me it makes her Forward 1 string as well as her back 1 much less appealing since it does the same damage, is safe on block with more pushback and comparable chip damage.

Air glaive to me has always been as much of an offensive as a defensive tool especially in the corner so she comes off as very well rounded. +9 or +10 in the corner into mid staggers that are safe or after conditioned: throws or 1,2,4 and so forth.


The players that want a more nuanced Jade I feel like won this patch because she technically can have the best of both worlds, better/real rushdown and staggers, zoning presence, safety and a damage buff of sorts on her whiff punishes.

I'm gonna complete my Jade Guide with the new customs because I really like new Jade and I'm glad I held off till after the patch.


Also this skin and mask combination is absolutely ghastly in the best way possible. She looks like a Death Eater or something.
View attachment 17809


View attachment 17810


View attachment 17811
Yeah, DD being accessible now reeeeeeally helps Jade. Losing butterfly for DD is 100% okay.
 

Espio

Kokomo
So just popping back in after seeing Kolosiuem and 2v2 Freakshow tournament this week we've gotten to see SonicFox, Dark Elite, and Pure utilize Jade to various degrees for different match ups and circumstances. The one commonality I noted was the loadouts tended to be Delia's Dance, the strings + new sweep and air glaive with various levels of success.

I think it's awesome we are seeing more Jade usage and exposure, she really feels like a complete, neutral character in Ultimate finally and a lot of people are buzzing about her right now and while I'm not with the hyperbole that has been a topic about her being "broken" now, I think Delia's Dance did the same thing for her that Noob's shadow slide did for him in the sense that it made a character with good range, but very unsafe into a potent neutral character up close and at mid range.

I definitely feel pretty high on Jade in the sense that she's in the conversation a lot more. Time will tell if she ends up being more or less than people are hyping her up as, but for now she feels fun and complete. Her design finally makes sense to me.


Yeah, DD being accessible now reeeeeeally helps Jade. Losing butterfly for DD is 100% okay.
Yeah I'd never give up DD again because it makes her back 3,4,3,4 string strong in the vain of others with great 11 frame mids, there's constant mind games off pokes, staggers and so forth, it complete her. It also makes her a really crazy up close rushdown character since every time she's right she gets 15% meterless damage and the situation can loop back into itself.

Getting some additional situational corner combos can't even come close to that because butterfly is just another high risk, low reward unsafe option to close her gaps. I think the only thing I like better about Butterfly is the visuals compared to it, spinning the staff like Nightwing > street sweeping these hoes.
 

Afumba

Kombatant
So just popping back in after seeing Kolosiuem and 2v2 Freakshow tournament this week we've gotten to see SonicFox, Dark Elite, and Pure utilize Jade to various degrees for different match ups and circumstances. The one commonality I noted was the loadouts tended to be Delia's Dance, the strings + new sweep and air glaive with various levels of success.

I think it's awesome we are seeing more Jade usage and exposure, she really feels like a complete, neutral character in Ultimate finally and a lot of people are buzzing about her right now and while I'm not with the hyperbole that has been a topic about her being "broken" now, I think Delia's Dance did the same thing for her that Noob's shadow slide did for him in the sense that it made a character with good range, but very unsafe into a potent neutral character up close and at mid range.

I definitely feel pretty high on Jade in the sense that she's in the conversation a lot more. Time will tell if she ends up being more or less than people are hyping her up as, but for now she feels fun and complete. Her design finally makes sense to me.




Yeah I'd never give up DD again because it makes her back 3,4,3,4 string strong in the vain of others with great 11 frame mids, there's constant mind games off pokes, staggers and so forth, it complete her. It also makes her a really crazy up close rushdown character since every time she's right she gets 15% meterless damage and the situation can loop back into itself.

Getting some additional situational corner combos can't even come close to that because butterfly is just another high risk, low reward unsafe option to close her gaps. I think the only thing I like better about Butterfly is the visuals compared to it, spinning the staff like Nightwing > street sweeping these hoes.
I agree that she feels more like a real character now that she has DD. I am using the same setup you mentioned atm. Tested it after you wrote about it the last time and cant imagine switching to something else any time soon, which is a bit of a shame. Would have loved to have more variety with her, but sadly we have only the skills that we have. Also still wish her low string would have more range.

People calling her "broke" make me laugh honestly. Sry but there are so many character that have to be considered broke before she does.
 

Arqwart

D'Vorah for KP2 copium
So just popping back in after seeing Kolosiuem and 2v2 Freakshow tournament this week we've gotten to see SonicFox, Dark Elite, and Pure utilize Jade to various degrees for different match ups and circumstances. The one commonality I noted was the loadouts tended to be Delia's Dance, the strings + new sweep and air glaive with various levels of success
Coming in here to back Espio's comment with a link to Sonic winning the 2v2 grand finals with Jade against DJT's Spawn. There is basically only ONE round where it's close. Every round aside from that is Sonic basically playing with their food.

Main analysis of Sonic's style, though I know it's specifically tailored to the Spawn matchup, is that Sonic regularly backs in and out of close range. All close range pressure is based on B3434 / B343 / B343xxDelia's, D4, and grabs while Sonic sometimes backs out to do instant-air razor-rangs for plus frames. Those rang plus frames are followed by either moving in to pressure, backing up to bait for B2 punishes, or chaining additional razor-rangs. The combination of these items is done flawlessly by Sonic as DJT is basically frozen for a vast majority of the time. Another key thing is that Sonic conditions DJT to never ever flawless block B3434 (due to Delia's) which leaves Sonic open to do whatever they want after, including additional B343s, air-rangs, D4s, B2s, etc. Sonic attempts F2 only twice which results in it whiffing the first and being blocked the other. At no other point do they bother with it. B12 / B1xxDelia's also shows up all of 2 or 3 times. F3 shows up I believe only once. Regular razor-rangs are few and far between, only air rangs.

In conclusion: Sonic goes with only the most fundamentally potent moves. Despite Sonic's history of sometimes pulling out the randomest shit at times, they kept it as routine and safe as possible in all these matches as Jade.
 

Shale101

Mortal
Coming in here to back Espio's comment with a link to Sonic winning the 2v2 grand finals with Jade against DJT's Spawn. There is basically only ONE round where it's close. Every round aside from that is Sonic basically playing with their food.

Main analysis of Sonic's style, though I know it's specifically tailored to the Spawn matchup, is that Sonic regularly backs in and out of close range. All close range pressure is based on B3434 / B343 / B343xxDelia's, D4, and grabs while Sonic sometimes backs out to do instant-air razor-rangs for plus frames. Those rang plus frames are followed by either moving in to pressure, backing up to bait for B2 punishes, or chaining additional razor-rangs. The combination of these items is done flawlessly by Sonic as DJT is basically frozen for a vast majority of the time. Another key thing is that Sonic conditions DJT to never ever flawless block B3434 (due to Delia's) which leaves Sonic open to do whatever they want after, including additional B343s, air-rangs, D4s, B2s, etc. Sonic attempts F2 only twice which results in it whiffing the first and being blocked the other. At no other point do they bother with it. B12 / B1xxDelia's also shows up all of 2 or 3 times. F3 shows up I believe only once. Regular razor-rangs are few and far between, only air rangs.

In conclusion: Sonic goes with only the most fundamentally potent moves. Despite Sonic's history of sometimes pulling out the randomest shit at times, they kept it as routine and safe as possible in all these matches as Jade.
Just watched the sonic Jade video.....and this is why I get constant messages on xbox " NOT ONE COMBO!"....."SPAMMER"......."TRASH"...........Lol it's just the way she is meant to be played......I wish she had combos like other characters but she just doesn't. It makes me sad that even when played at the highest level most people think of her as a trash/boring character. Oh well
 

Espio

Kokomo
I agree that she feels more like a real character now that she has DD. I am using the same setup you mentioned atm. Tested it after you wrote about it the last time and cant imagine switching to something else any time soon, which is a bit of a shame. Would have loved to have more variety with her, but sadly we have only the skills that we have. Also still wish her low string would have more range.

People calling her "broke" make me laugh honestly. Sry but there are so many character that have to be considered broke before she does.
I'm happy to hear you like the build, I'm just trying different things. I think anti-air glaive might be helpful against Cetrion for a match up like that because a lot of Cetrions like to jump back on Jade and it can be tricky to keep her honest.

I feel like forward 3,4,3 is kind of obsolete now that Jade has actual staggers off other options that are more ranged and safer.

Well based on the tier lists people are releasing albeit early appear to have the top players taking a very candid approach to Jade overall putting her mid tier to lower mid tier so I think the narrative some are trying to push is failing. Obviously as good as Delia's Dance is it's not as wild as people make it out to be when Noob has a low special like it that is safe on amp, a projectile and does more damage (Noob in general has absurd damage) with comparable pokes.


QUOTE="Shale101, post: 2663093, member: 61997"]
Just watched the sonic Jade video.....and this is why I get constant messages on xbox " NOT ONE COMBO!"....."SPAMMER"......."TRASH"...........Lol it's just the way she is meant to be played......I wish she had combos like other characters but she just doesn't. It makes me sad that even when played at the highest level most people think of her as a trash/boring character. Oh well
[/QUOTE]

No matter what character you use, someone is going to cry. Jacqui had no projectiles in Upgraded and is a high octane rushdown character pre-patch and people bitched. Kotal has command grabs and totem set ups, people complain. They make characters for everyone which I like.

People even complain about Jade with all rushdown moves like pole vault, amp shadow kick, and the vault cancel.
 

Afumba

Kombatant
I'm happy to hear you like the build, I'm just trying different things. I think anti-air glaive might be helpful against Cetrion for a match up like that because a lot of Cetrions like to jump back on Jade and it can be tricky to keep her honest.

I feel like forward 3,4,3 is kind of obsolete now that Jade has actual staggers off other options that are more ranged and safer.

Well based on the tier lists people are releasing albeit early appear to have the top players taking a very candid approach to Jade overall putting her mid tier to lower mid tier so I think the narrative some are trying to push is failing. Obviously as good as Delia's Dance is it's not as wild as people make it out to be when Noob has a low special like it that is safe on amp, a projectile and does more damage (Noob in general has absurd damage) with comparable pokes.


QUOTE="Shale101, post: 2663093, member: 61997"]
Just watched the sonic Jade video.....and this is why I get constant messages on xbox " NOT ONE COMBO!"....."SPAMMER"......."TRASH"...........Lol it's just the way she is meant to be played......I wish she had combos like other characters but she just doesn't. It makes me sad that even when played at the highest level most people think of her as a trash/boring character. Oh well
Was to be expected, people madly exaggerated on how broken Jade got cuz DD. Especially comments like "dat chip damage" or "she can always cancel to be safe" were totally silly. I mean she has to work like 10-15 sec to do what everyone can do of off 1 hitconfirm/punish combo. And safety for a bar is more than fair, as you said noob can do it and he does way more damage.

I use f343 extremly rarely, mostly in the corner. If i need a low i take d4 or DD. If it wouldnt require Jade to make out with her opponent i might use it more often.

Will keep the anti air glaive against Cetrion in mind, but cant see how it might help. Shadowkick/dash uppercut would probably be better options in the same situation...
 

Shale101

Mortal
Can someone explain to me why Jaded doesn't just get the run cancel for free with the pole vault. Why does it take a slot for just the cancel? Mileena gets the cancel for free and so does terminator with their running attacks. Mileena is really good up close range and can 50/50 you non stop. Her dash is a low with very good range. Terminator for free gets several options out of the run(including a cancel). You also have to have the blazing nitro kick equipped to get the running shadow kick. It's so annoying to me.....at least give her the run cancel with the pole vault for free!!
 

Temptress

Edenian Empress
Can someone explain to me why Jaded doesn't just get the run cancel for free with the pole vault. Why does it take a slot for just the cancel? Mileena gets the cancel for free and so does terminator with their running attacks. Mileena is really good up close range and can 50/50 you non stop. Her dash is a low with very good range. Terminator for free gets several options out of the run(including a cancel). You also have to have the blazing nitro kick equipped to get the running shadow kick. It's so annoying to me.....at least give her the run cancel with the pole vault for free!!
Mileena’s cancel isn’t free.
Mileena’s dash is full-combo punishable on block, as opposed to Jade being either -3 or +3.
Mileena doesn’t have Jade’s range or superior zoning, amongst other things.

I could continue, but I don’t want to embarrass you any further. Go visit the lab.