What is it on block, though?We’re still +16 in the corner off of db3. Jade has all day to continue pressure.
-4What is it on block, though?
This is why we can't have any good things-4
Generally isn't gapless when canceled into, though. It's -14 when flawless blocked.
This is a game of advancing mids that low crush and catch jump both, it's not really something you can reliably do. iAGs are fine in moderation but it's the same as doing mb glaive on block, it gets you d2'd , jumped on etc depending what you do.Ay does jade have any good staggers? If she do, a stagger into instant air glaive amp could be good as it's plus 13, 9 ish midscreen depending on how quick you are with it up close, and +7- +9 in the corner. idk if she has anywau to take advantage of these plus frames but ay could be useful every now and then
In terms of pressure, it's only really notable in the corner because less space is created so when she's plus. Generally speaking she can be plus 7 or 8 which allows Back 3,4,3 on block. I got an extremely low activation of +13, but that was extremely low and easy to anti-air.Ay does jade have any good staggers? If she do, a stagger into instant air glaive amp could be good as it's plus 13, 9 ish midscreen depending on how quick you are with it up close, and +7- +9 in the corner. idk if she has anywau to take advantage of these plus frames but ay could be useful every now and then
This is some day1 stuff, but it's nice that someone made a video for new players.
This is a good video with some interesting tech. My personal favorite is the fact that Kotal’s cat pounce can be parried.
Gtfo with that day1 stuff, not like you are showing any tech other then how to downplay my character everyday techThis is some day1 stuff, but it's nice that someone made a video for new players.
The thing about parrying Liu is he has so many options that it's pretty high risk low reward, as usual
MBing the reflect allows for another reflect. I've sent back MB fans, MB daggers, MB rings etc. Cassie's 2-hitting non-amped shots still gets ya, but for the most part, you can trade bar for barv3 Jade can reflect one hit at a time, so if a character can amp their projectile to fire twice, the second hit will catch Jade. BUT, since the first input of reflect is down, Jade can use the motion of the reflect input to duck the first projectile and reflect the second.
I find this works best if you duck by holding down-forward, and then roll backwards and press 2 when the first projectile is above Jade's head.
Duck and reflect works against the following characters amp-double projectiles:
Baraka
D'Vorah
Jade (lol)
Johnny (but not Outtake)
Kitana (super tight timing, as the fan hitbox is massive)
Sonya (risky. If you mess up the timing you're going to eat a KB)
For Kabal's double low, you can short hop the first one and reflect the second.
For some characters, reflecting the first hit means the second never comes out. So just reflect the first hit against Raiden, Terminator, and Jax.
Final note about Kitana - highborn Kitanas like to amp after a blocked teleport to throw a fan. Jade has time after blocking the teleport to reflect this fan and knock Kitana out of the air. It's basically hilarious.
So, I was just messing around with stuff and trying to practice some corner pressure with the above quote in mind and got to wondering what would happen if i went for a high and the opponent decided to neutral duck after getting hit. I found out that if the opponent is blocking and gets hit by it, you can follow up with b2 and all they can do is get hit or block it. If they get hit by the string first, while standing or ducking, and then you cancel into db3, they can neutral duck the b2. Weirdly enough it seems like the exact opposite applies if you want to go for the 322 string. Not surprisingly, standing 4 always whiffed no matter what happened.In the corner ending a string in db3 leaves Jade at +16. After that you can continue pressure with f34 bf3, b343 bf3, walk back b2124 bf3 (cancel after the third hit). Or you can cash out some damage with a 43 bf12 amp combo. Another good option is to condition the opponent to block low with the f34 string, and then do a short hop u2 or u3. These also jail.
I also got curious both of these scenarios too with the neutral ducking and this seems to only work when they are standing. If they are blocking high or already crouched, they can neutral duck it. Again, I only tried this with SubZ.Midscreen, after a d4 hit you can microdash and b2124 jails. Also, after a db3 you can microdash and b2124 jails.
b2124 is safe but has huge gaps. When the opponent starts poking out you can start cancelling into staff-spin or parry. This continues the Jade meta of high-risk / low reward but that's not new. Once the opponent lets the whole string rock, you can start cancelling before the last hits (the overheads) into a db3. Both options are safe.
No, Jade is perfect, she's fine, she's top tier. #SonicFoxSaidSoi might be late to the party here, but has anyone else noticed how inconsistent the frames to b1 are? Menu says +7 on hit. in game calculator agrees with this on standing females. Crouching females it says b1 is -2 on hit. But on a standing male the calculator reads +9 on hit standing and -2 on hit crouching
Thinking that maybe because it causes them to do that little hop on hit crouching causes a different reaction statei might be late to the party here, but has anyone else noticed how inconsistent the frames to b1 are? Menu says +7 on hit. in game calculator agrees with this on standing females. Crouching females it says b1 is -2 on hit. But on a standing male the calculator reads +9 on hit standing and -2 on hit crouching
Either way, -2 on hit for a 15f mid is pretty nonsensical. I should have done a jump test to see if these numbers were trueThinking that maybe because it causes them to do that little hop on hit crouching causes a different reaction state
It’s pretty rare I’m just doing B1 cuz I mainly use it in Jaded cuz it jails into Nitro Kick but yeah it may be something to check. I would right now but I’m needed for Gundam Battle Operation Clan stuff.Either way, -2 on hit for a 15f mid is pretty nonsensical. I should have done a jump test to see if these numbers were true
I rarely used it when I played jaded. But in untenable you can do some silly stuff with b1. That’s the only reason I even started looking into the frames. I mostly just avoided it until v3It’s pretty rare I’m just doing B1 cuz I mainly use it in Jaded cuz it jails into Nitro Kick but yeah it may be something to check. I would right now but I’m needed for Gundam Battle Operation Clan stuff.
To be fair, it being 15f with minimal range, no safety, turn loss, and leading to no damage is pretty nonsensical already. Why NOT also be -2 on hit too? Fuck it!Either way, -2 on hit for a 15f mid is pretty nonsensical. I should have done a jump test to see if these numbers were true
So, I was just messing around with stuff and trying to practice some corner pressure with the above quote in mind and got to wondering what would happen if i went for a high and the opponent decided to neutral duck after getting hit. I found out that if the opponent is blocking and gets hit by it, you can follow up with b2 and all they can do is get hit or block it. If they get hit by the string first, while standing or ducking, and then you cancel into db3, they can neutral duck the b2. Weirdly enough it seems like the exact opposite applies if you want to go for the 322 string. Not surprisingly, standing 4 always whiffed no matter what happened.