okay, here's my take on jade. it's a small intro and very deep per the first three characters against and vs jade. no ratings on usefulness or difficulty yet because im not sure about your standards. (+, -, etc.) if requested i could just upload the thing in pieces instead of putting up huge walls of text. either way, i hope you enjoy. im puttin my heart into this.
Jade is possibly the most generally unused and hated character online for any console/setup. For this reason alone, it makes her dangerously underestimated in the fact that many average players don't encounter a skilled Jade player enough, and thus lack some countering techniques against her that prove vital. She has at her disposal very underrated and somewhat broken specials and a decent otg combo with great run-jab potential. In the corner, she's able to do surprisingly high counter damage that is VERY difficult to setup, yet still a big plus for the competitive player.
Kitana
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AGAINST: The first thing you need to get into your head is the PP (projectile protection special) can NOT protect against the fan lift. If you are too aggresive in rushing down countering fans, your opponent will be able to play cat and mouse with you for the duration of the match. Patience and boomerangs will provide your win. Keep your distance and allow the player to throw their midair fans, and obviously anticipate this with PP immediately followed by a returning boomerang. The only options a distant Kitana has to counter this strategy is to rush you down or play dead/keep throwing fans. In the case of them rushing down, a smart player will be able to bait the dash kick out of you. Don't let that happen, as a blocked or ducked dash kick can lead to her fan lift and quick juggle damage. If you decide to turn the tables and surprise them with PP rush downs after fans, ONLY use the four hit auto. (hp, hp, d+lp, d+hp) Follow this with a sweep, but beware the wake up fan lift instead of going into run-jabs when they get up. You can bait their wake up by running in after the auto or sweep and blocking within a step of them. 9 times out of 10, the average player will put out the lift ill advised. And when they do, punish them for it.
VS JADE: You can count on an aggresive player to PP and rush you every time you throw a fan, and be able to capitilize on sweeping their anticipated autocombos/dash kicks. You must dictate the entire match with the fan lifts psychological advantage with an aggresive player. A lot of people underestimate Kitana's wake up ability and pay in the long run with incorrect run-jab and rushing strategies. If you fall to Jade's four hit auto w/sweep, give the fan lift a shot if they run in for jabs. If done quick enough and they don't block it, free juggle. If done too slow, they'll either block it or give the jab on you first and you won't be thrown, but will be in the ugly run-jab defense you'll want to get out of immediately against Jade. Being that close is dangerous, as the dash kick in the right hands (a lot like Kabal's spin) can be unstoppable. It's basically instantaneous and near impossible to bait on purpose. In conclusion, keep your distance with Kitana, and play dead on the boomerangs. Stay far enough away so a low boomer won't hit you, throw a fan, use the fan lift any chance it's open.
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Reptile
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AGAINST: Rep possesses the uncanny ability to blow a scrub's mind with forceballs. Luckily, Jade's PP can blow that offensive strategy right out of the water. An average player that depends on forceballs at a distance will pay by eating Jade's rush down four hitter. A smart player, however, will almost fake the forceballs by backing up. (like a Robot Smoke spear) This technique can bait out Jade's rush down for them to popup into a juggle, so don't be so eager in the full screen. The boomerang isn't a whole lot faster than a slow forceball and definitely sluggish compared to a fast ball. Since recovering from a boomerang hit doesn't take any more than a second. Mix up the PP returning boomerang with the PP rushdown to dash kick. Confusing a Rep player on any level takes one or two mixed counters of these, then they'll fall apart trying to read you. After that, it's just a lucky popup or forceball to a juggle. Psyche. Them. Out. They attempt the auto after a ducked dash, uppercut as fast as you can. The auto won't usually have the upper hand after a failed popup from a countered dash kick. The reason for this is because they'll keep tapping hp to start the combo. So, uppercut to prevent the popup or throw.
VS JADE: Repeat after me, ONLY USE A FORCEBALL RIGHT WHEN JADE'S PP wears off. To use an open slow or forceball mid to full screen against Jade is plain idiotic. Not only can the player just jump over it into her otg, but she has a special that allows her to run through it and go insane on you. You can't predict exactly when the dash kick comes in rush down, but when it does, go into runjabs. When/if you land a throw on Jade, see if they jump towards you before deciding your next move. If they don't jump, a slow forceball is actually advised. A lot of times, a player will mess up the PP button input getting up from a throw. Then when you put out the forceball, they'll jump over it instead. Roundhouse them onto the forceball if possible to set up a aaHP, aaHP, fast forceball, into a juggle. Don't necessarily abuse the slide, but use with caution against the midscreen Jade. If you keep the aggresive player mid to full screen, they likely become impatient and throw a return boomer. Sliding with good timing helps make the player even more impatient and they'll fall into "Sleep Over" dash punches or jump into otherwise foolish forceball situations you need to capitilize on in order to win. Don't use the dash punch for anything except juggles or if you can't create an anti-air juggle setup. Fake the forceballs, force mistakes.
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Sonya
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AGAINST: The leg grab sucks to defend when almost abused playing with any character. Take this into account when you use the dash kick, you will probably get a leg grab on you. So be cautious with the kick, just as if you were playing a character with containment. The majority of skilled Sonya players will play dead and stand full screen shooting rings at you, waiting for you to make your mistake. PP is useful against this strategy if close enough to capitilize with an otg combo. If you're too far away, play their card and cause them to make the mistake of impatient rushdowns/leg grabs. Stay away when they shoot the rings and play with PP and return boomerangs. If they abandon the full screen going into rush down, throw a return every time. Sonya is one of the characters that are almost just two-dimensional. Other than the rings, all her damage is very close melee related. If they run through the return they'll start the auto, but be interrupted by the boomer coming back. If they jump over it, step back and sweep followed by runjabs and mixed otg/knee starters. Never, NEVER finish a knee combo that's blocked. Like many other autos when blocked, the last hit pushes the opponent too far back to return to a runjab strategy. Keep Sonya close when you can with runjabs, mix it with ducked blocks as the leg grab can break this strat very quickly. In the end, if you don't fall into any traps and rarely jump, Sonya is almost useless against Jade in competition.
VS JADE: You're essentially screwed beyond belief if you think you're going to win by playing dead. The only way Sonya is going to land an anti air hit on Jade is against poor ring counters when they should have just used PP. Don't even try to use the auto with Sonya to counter a ducked dash kick, the leg grab is the way to go. The best chance you have to win against a smart Jade player is to take the dash kick and boomerangs out of the game by fake ducking most of the time. Any idiot knows how quickly the leg grab can come while the player is ducking and they'll keep their distance. The downside to this strategy is that your offense is obviously killed outside sweep distance and Jade can throw a low boomer to catch you off guard. Block a low boomer when you spot it, rush in a bit more and fake duck if you can't get close enough to auto/leg grab. Get too close and the dash kick will often come, leg grab, run in for runjabs. If you're brave, you can try the wave punch after a sluggish boomerang at about mid screen. This way when you land, you're not too close to be uppercutted after recovery and not to far that it did you know good. Done correctly will put you at about sweep distance and leg grab capable. Abuse the grab as much as you can, it's the only special you can rely on. But don't forget that it's one of the easiest moves to punish when blocked.
EDIT: Feedback is very helpful.