WidowPuppy
Attack pekingese
Beginner friendly guide on Resets in the Shotgun variation for Jacqui Briggs.
This is meant to help anyone picking up Shotgun Jacqui understand the Reset benefits of this character and how to use them. Nothing revolutionary here. This will be mostly for newcomers to SG Jacqui.
Forward dashes and jump ins mid combo when possible and used accordingly along with Kara cancels are extremely important to use in this specific variation, in order to preserve Stamina for follow up potential combos after Resets. Also tick throws as well to replenish your stamina bar when needed. Pay close attention to your Stamina along with stage positioning and... Have your next combo/set up in mind in advance. Don't want to reset someone, then realize you do not have enough Stamina to follow up with the next combo.
http://testyourmight.com/threads/f4-kara-canceling-method.54020/
Will clean this up later, as for now I'm just gonna upload Part 1 [Different options to Restand/Dust] and Part 3 [Just some examples]. Part 2 [Frame advantages on strings into Resets] will be uploaded when I have the time to put it together. Not being able to record the VO audio as I'm doing it is gonna make it take longer than it has to.
Currently using Xbox Upload Studio and adding the voice after the clips are done. Makes for some awkward rushed commentary in certain previously recorded clips.
I will however, go over some key things in text for Part 2 to get you guys started.
If @JustinXavier21 or @Youphemism or any other Shotgun Jacqui mains I might not of been aware of or overlooked would like to add to this, please do kind sirs.
Part 1 [Different options to Restand/Dust]
Part 2 [Frame advantages on strings into Resets] Will upload vid when I have the time [see above] but for now, some key pointers.
Will probably make an on hit and on block vid for part 2, two parts...
Some combos will leave your opponent Dusted at a range where they can block the next attack, but have no time to backdash, jump, armor or poke out. At this range in this scenario, your main three options are going to be Kara cancel 4B, Kara cancel 2B for an uninterruptible 50/50 and F4 leaving you +2 on block using the forward 4 as a tick throw. Throws can be low crushed in which case we would use the +2 to back walk baiting out a poke or D2 and punishing with a F12~2+4 opener.
For combos or mid combos that leave you toe to toe with your opponent with a guaranteed combo ender or hit, this is where the following strings come into play...
On hit... 121, 21, 11, and 12 all grant an uninterruptible B2. 12 however, grants a 50/50 option between B2 and B33, being the only string with enough advantage on hit while still leaving you at range for B33.
21 leaves you at 22 frames of hit advantage.
121 leaves you at 22 frames of hit advantage.
12 leaves you at 21 frames of hit advantage, but leaves you the closest to your opponent making a perfectly timed B33 uninterruptible. After 12 on hit, your opponent cannot press any button or neutral duck immediately. This makes them have to respect 114, easily hit confirmable into Dust or just ending the 114 at +2 if blocked. S1 as a tick throw after 12 on hit is good because if done just 2 frames after recovery, it will grab on hit or block. Other strings will make the immediate grab attempt whiff on hit.
11 leaves you at 25 frames of hit advantage. This gives you the best amount of time to go for Kara cancel 4B.
The Kara cancel 4B can be backdashed. If it is, you are still at advantage after whiffing the Kara cancel 4B.
When done frame perfect it cannot be jumped but, you will hit them airborne changing the properties for your follow up.
It is not in your opponents best interest to try to Backdash or Jump however, if they like to try to, Both of those options will make B2 free all day.
You do want to apply the B33 low after 12 on hit, and the Kara 4B after 11 on hit occasionally to give them a reason to duck, opening up B2 as your best option.
Part 3 [Examples]
Will possibly add more to this in the future if we happen to see some possible upcoming changes to this variation.
This is meant to help anyone picking up Shotgun Jacqui understand the Reset benefits of this character and how to use them. Nothing revolutionary here. This will be mostly for newcomers to SG Jacqui.
Forward dashes and jump ins mid combo when possible and used accordingly along with Kara cancels are extremely important to use in this specific variation, in order to preserve Stamina for follow up potential combos after Resets. Also tick throws as well to replenish your stamina bar when needed. Pay close attention to your Stamina along with stage positioning and... Have your next combo/set up in mind in advance. Don't want to reset someone, then realize you do not have enough Stamina to follow up with the next combo.
http://testyourmight.com/threads/f4-kara-canceling-method.54020/
Will clean this up later, as for now I'm just gonna upload Part 1 [Different options to Restand/Dust] and Part 3 [Just some examples]. Part 2 [Frame advantages on strings into Resets] will be uploaded when I have the time to put it together. Not being able to record the VO audio as I'm doing it is gonna make it take longer than it has to.
Currently using Xbox Upload Studio and adding the voice after the clips are done. Makes for some awkward rushed commentary in certain previously recorded clips.
I will however, go over some key things in text for Part 2 to get you guys started.
If @JustinXavier21 or @Youphemism or any other Shotgun Jacqui mains I might not of been aware of or overlooked would like to add to this, please do kind sirs.
Part 1 [Different options to Restand/Dust]
Part 2 [Frame advantages on strings into Resets] Will upload vid when I have the time [see above] but for now, some key pointers.
Will probably make an on hit and on block vid for part 2, two parts...
Some combos will leave your opponent Dusted at a range where they can block the next attack, but have no time to backdash, jump, armor or poke out. At this range in this scenario, your main three options are going to be Kara cancel 4B, Kara cancel 2B for an uninterruptible 50/50 and F4 leaving you +2 on block using the forward 4 as a tick throw. Throws can be low crushed in which case we would use the +2 to back walk baiting out a poke or D2 and punishing with a F12~2+4 opener.
For combos or mid combos that leave you toe to toe with your opponent with a guaranteed combo ender or hit, this is where the following strings come into play...
On hit... 121, 21, 11, and 12 all grant an uninterruptible B2. 12 however, grants a 50/50 option between B2 and B33, being the only string with enough advantage on hit while still leaving you at range for B33.
21 leaves you at 22 frames of hit advantage.
121 leaves you at 22 frames of hit advantage.
12 leaves you at 21 frames of hit advantage, but leaves you the closest to your opponent making a perfectly timed B33 uninterruptible. After 12 on hit, your opponent cannot press any button or neutral duck immediately. This makes them have to respect 114, easily hit confirmable into Dust or just ending the 114 at +2 if blocked. S1 as a tick throw after 12 on hit is good because if done just 2 frames after recovery, it will grab on hit or block. Other strings will make the immediate grab attempt whiff on hit.
11 leaves you at 25 frames of hit advantage. This gives you the best amount of time to go for Kara cancel 4B.
The Kara cancel 4B can be backdashed. If it is, you are still at advantage after whiffing the Kara cancel 4B.
When done frame perfect it cannot be jumped but, you will hit them airborne changing the properties for your follow up.
It is not in your opponents best interest to try to Backdash or Jump however, if they like to try to, Both of those options will make B2 free all day.
You do want to apply the B33 low after 12 on hit, and the Kara 4B after 11 on hit occasionally to give them a reason to duck, opening up B2 as your best option.
Part 3 [Examples]
Will possibly add more to this in the future if we happen to see some possible upcoming changes to this variation.
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