I'm going to try to respond to lots of comments/questions above, I hope this helps.
- Kabal's air fb amplified makes him recovery quickly, use this when opp is trying to jump over them, recover quickly and do a d2 or combo off of a 4 or upward hook grab amplified
- Low spinner seems very weak, probably the worst equippable option, it would be nice if the fucker actually started with a low
- I think equipping a low move is mandatory. Pick low gear, or low hook because there are 3 overheads but no lows in his strings, so the opp. is just going to block high all day. Both low options are unsafe, amplified low gear is safe though.
- When playing against zoners, abuse air diagonal projectile, do it from a jump back, up, forward, do it early or late, jump and dont do it at all, mix in a quick hop to fake a jump, whiff a jump 2 then do the projectile, yes you can still do the move after a whiffed jump attack. If you get creative you can get a ton of mileage off of that one move. If they start trying to time a jump over it, then amplify as mentioned above.
- If jade glows alot to avoid all the shenanigans mentioned above, keep semi close and start jumping in more. The glow activation lasts forever, you will find full jump in combos, if she starts d2'ing you, go back to jump forward air projectile.
- Another thing about jade, her pokes have a ton of range, but her recovery isnt as good as Skarlet's, so try to whiff punish. Whiff punishing with a string isnt going to work because you're so far, but a b1 buffered into nomad is gona get you some good damage.
- Yet another thing about the Jade MU... since her pokes are long range, you have to remain far. During footsies people rarely crouch, so do a f3 which moves him quite far forward. Note that it is a high and kinda slow, but it gets you in and its +6 on block.
I hope some of this helps. Keep on....... Kaballin'