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Strategy Jade's unbreakable damage

Prinz

watch?v=a8PEVV6tt14
It's not much, but when needed is good.

In bold letters are the ones that are easy to do, do decent damage and are more likely to happen during a match.

Miscreen:
  • njp - any boomerang - 12%; high reboomerang - 16%; stright/low reboomerang - 15%
  • 2 - any boomerang - 10%; high/low reboomerang - 15%; straight reboomerang - 14% (12% dmg + 2% chip)
  • 3 - any boomerang - 12%; any reboomerang - 17%
  • F2 - any boomerang - 12%; high/low reboomerang - 17%; straight reboomerang - 15% (13% dmg + 2% chip)
  • SO - any boomerang - 15%; high reboomerang - 19%; stright/low reboomerang - 18%; high reboomerang - low boomerang - 24% (from close to mid-range)
Midscreen anti-air:
  • 1 - any boomerang - 10%; high reboomerang - 14%; stright/low reboomerang - 13%
  • 2 - any boomerang - 10%; high reboomerang - 14%; stright/low reboomerang - 13%
  • 3 - any boomerang - 11%; any reboomerang - 14%; high reboomerang - straight/low boomerang - 20%; high reboomerang - straight/low reboomerang - 22%
  • 4 - any boomerang - 11%; any reboomerang - 14%
  • D1 - any boomerang - 9%; high reboomerang - 13%; stright/low reboomerang - 12%
  • D4 - any boomerang - 10%; high reboomerang - 14%; stright/low reboomerang - 13%
  • F2 - any boomerang - 12%; high reboomerang - 16%; stright/low reboomerang - 15%; high reboomerang - low boomerang - 21%; high reboomerang - low reboomerang - 24%
  • B3 - any boomerang - 11%; any reboomerang - 14%; B3 - high reboomerang - low boomerang - 20%
  • B2 - any boomerang - 14%; high reboomerang - 18%; stright/low reboomerang - 17%; high reboomerang - low boomerang - 23%; high reboomerang - low reboomerang - 26%
  • AAnjp - any boomerang - 12%; high reboomerang - 16%; stright/low reboomerang - 15%; high reboomerang - straight/low boomerang - 21%; high reboomerang - low reboomerang 24%
  • SO (especially en-SO with armor as anti-air) - any boomerang - 15%; high reboomerang - 19%; stright/low reboomerang - 18%; high reboomerang - low boomerang - 24% (from close to mid-range)
Corner:
  • njp - any boomerang - 12%; high reboomerang - 16%; high reboomerang - any boomerang - 21%;
  • 2 - any boomerang - 10%; high reboomerang - 13% (11% dmg + 2% chip); straight/low reboomerang - 11% (9% dmg + 2% chip)
  • 3/F2 - any boomerang - 12%; high reboomerang - 15% (13% dmg + 2% chip); straight/low reboomerang - 13% (11% dmg + 2% chip)
  • SO - any boomerang - 15%; high reboomerang - 19%; high reboomerang - low boomerang - 24%; high reboomerang - low reboomerang - 27% (from mid-range)
Corner anti-air:
  • 1 - any boomerang - 10%; high reboomerang - 14%; low reboomerang - 13%; high reboomerang - low boomerang - 19%
  • 2 - any boomerang - 10%; high reboomerang - 14%; low reboomerang - 13%; high reboomerang - low boomerang - 19%
  • 3 - any boomerang - 11%; high/low reboomerang - 14%; high reboomerang - straight/low boomerang - 20%
  • 4 - any boomerang - 11%; high reboomerang - 14%; high reboomerang - straight/low boomerang - 20%
  • D1 - any boomerang - 9%; high reboomerang - 13%; low reboomerang - 12%; high reboomerang - low boomerang - 18%
  • D4 - any boomerang - 10%; high reboomerang - 14%; low reboomerang - 13%; high reboomerang - low boomerang 19%
  • F2 - any boomerang - 12%; high reboomerang - 16%; high reboomerang - low boomerang - 21%; high reboomerang - low reboomerang - 24%
  • B3 - any boomerang - 11%; high reboomerang - 14%; high reboomerang - low boomerang - 20%
  • B2 - any boomerang - 14%; high reboomerang - 18%; low reboomerang - 17%; high reboomerang - low boomerang - 23%
  • AAnjp - any boomerang - 12%; high reboomerang - 16%; reboomerang - 15%; high reboomerang - straight/low boomerang - 21%; high reboomerang - low reboomerang 24%
  • SO (especially en-SO with armor as anti-air) - any boomerang - 15%; high reboomerang - 19%; low reboomerang - 18%; high reboomerang, low boomerang - 24%; high reboomerang - low reboomerang - 27%
  • U3 (this move is breakable because it has 2 hits, but if it hits you can do unbreakable damage) - any boomerang - 17%; low reboomerang - 21%; high reboomerang - low boomerang - 27%
Also, what I noticed when doing this, is that you can not have 2 en-rangs of the same type on the screen at once and there is a pretty long cooldown before throwing another en-rang of the same type after the previous one has left the screen. But there can be 2 of different types on screen at once (example: en-low - en-straight).
 

Espio

Kokomo
I really approve of this Prinz, I was tinkering with unbreakable damage with Stryker the other day too and I love how complex this list is, will tinker around with some of this immediately, I'm a big fan of unbreakable damage, sometimes it has been so crucial in taking a round with Stryker and Kitana.

Denial of breaker even if the damage isn't massive is scary, it can be the difference between victory and defeat.

It's a pity I never think to do this in matches though:(.