GLoRToR
Positive Poster!
Community Effort.
Jade's most glaring issues as posted in various threads, compiled in one thread after the August patch.
TOP PRIORITY
Her u3 and u2 on wakeup / flawless block don't work as intended.
u2 doesn't reach the opponent a lot of the time and it fails to anti-air crossups
u3 gets lowprofiled
TOP TIER CHANGES
1. BF1 Meterburn to jail into the second Glaive within a certain range so that the pressure is legitimate.
This change was widely requested and agreed upon by the Jade community because currently Meterburn Glaive is dead as a pressure tool and it gets blown up on reaction.
2. Pole Vault's overall usability (further) increased.
A step in the right direction was made in the recent patch but Vault still gets low profiled and otherwise made useless by a large portion of the cast.
For a special move that an entire variation is centered around, a +3 meterburn high is not enough of a reason to play this variation over Emerald Defender.
It's just bad.
3. Her Suicide Strings adjusted to be less Suicide.
F4,1 - This string has little use because of its slow 18f startup and -14 block unsafety. F4 itself can technically "highprofile" pokes but due to its speed (the lack thereof) it's currently mostly useless because of how pokes come out over half as fast and there is literally no way you can use F4 to jump over them.
The widely agreed upon solution would be a longer blockstun on the last hit and a faster startup on the F4 that would place it in line with other F4s in the game.
B1,2 - This string is widely considered her worst or second worst button and is literal suicide to use.
B1 being a 15f mid and -15 on block, with b1,2 ending in -19 and little to no reason to use, this string could use some attention seeing as several moves with similar reach and properties lead to gigantic damage and start up faster.
F2 is just trash. 28f, suicide on block, suicide on flawless block, her only launcher, doesn't even lead to much damage even on hit compared to what the rest of the cast can do, nobody's gonna get hit with that.
B2 should either be + or a mid.
4. Her Projectile Immunity made immune to projectiles or non-suicidal.
12f to startup and 44f before she can move afterwards, Glow is one of the worst offenders of horrible frame data in the game currently at an inertia state of 56f, literally rendering her helpless if activated outside of very specific situations. At the moment, it's more reasonable to block projectiles rather than to risk getting full combo punished for using Glow currently, especially in matchups where she'd desperately need Glow to stand a chance such as Cetrion.
The suggestion would be 12f startup and 18f before she can move. This would make Glow a viable option even in matchups like Shang Tsung or Cetrion where she has to contend with Zoning that Glow doesn't even work against.
Alternatively it could just work against zoning, period, so that there would be no zoning moves / projectiles etc it does not work against but still full combo punishable for teleporters like Cetrion.
5. F3 adjusted to roster standards
With a range comparable to a D1 and a 16f startup, this is objectively the worst low in the game that leads to no impressive combo damage to begin with.
Making it 8-9f would be perfectly reasonable as there is little reason to block high against Jade to begin with but at least she'd have a close range move that she can rely on when all else fails. Due to the diminutive damage it leads to, there is no reason not to have this move very fast.
UTILITY CHANGES
1. Issues with B3, the uselessness of n3
Standing 3 is a high that otherwise shares its frame data with B3.
My suggestion would be to replace 3 with B3 and remove B3 entirely, thus turning her pressure string B3434 into simply 3434.
This would solve issues where after a poke such as D1 or D4 we get a B4 / sweep instead of the actual B3.
2. D1's hit advantage adjusted to roster standards.
Currently, Jade has no poke that starts her turn effectively, especially online.
Even Offline it's fairly easy to lose your turn after a d1 on hit. Increasing its hit advantage by 2 frames would be enough.
Jade's most glaring issues as posted in various threads, compiled in one thread after the August patch.
TOP PRIORITY
Her u3 and u2 on wakeup / flawless block don't work as intended.
u2 doesn't reach the opponent a lot of the time and it fails to anti-air crossups
u3 gets lowprofiled
TOP TIER CHANGES
1. BF1 Meterburn to jail into the second Glaive within a certain range so that the pressure is legitimate.
This change was widely requested and agreed upon by the Jade community because currently Meterburn Glaive is dead as a pressure tool and it gets blown up on reaction.
2. Pole Vault's overall usability (further) increased.
A step in the right direction was made in the recent patch but Vault still gets low profiled and otherwise made useless by a large portion of the cast.
For a special move that an entire variation is centered around, a +3 meterburn high is not enough of a reason to play this variation over Emerald Defender.
It's just bad.
3. Her Suicide Strings adjusted to be less Suicide.
F4,1 - This string has little use because of its slow 18f startup and -14 block unsafety. F4 itself can technically "highprofile" pokes but due to its speed (the lack thereof) it's currently mostly useless because of how pokes come out over half as fast and there is literally no way you can use F4 to jump over them.
The widely agreed upon solution would be a longer blockstun on the last hit and a faster startup on the F4 that would place it in line with other F4s in the game.
B1,2 - This string is widely considered her worst or second worst button and is literal suicide to use.
B1 being a 15f mid and -15 on block, with b1,2 ending in -19 and little to no reason to use, this string could use some attention seeing as several moves with similar reach and properties lead to gigantic damage and start up faster.
F2 is just trash. 28f, suicide on block, suicide on flawless block, her only launcher, doesn't even lead to much damage even on hit compared to what the rest of the cast can do, nobody's gonna get hit with that.
B2 should either be + or a mid.
4. Her Projectile Immunity made immune to projectiles or non-suicidal.
12f to startup and 44f before she can move afterwards, Glow is one of the worst offenders of horrible frame data in the game currently at an inertia state of 56f, literally rendering her helpless if activated outside of very specific situations. At the moment, it's more reasonable to block projectiles rather than to risk getting full combo punished for using Glow currently, especially in matchups where she'd desperately need Glow to stand a chance such as Cetrion.
The suggestion would be 12f startup and 18f before she can move. This would make Glow a viable option even in matchups like Shang Tsung or Cetrion where she has to contend with Zoning that Glow doesn't even work against.
Alternatively it could just work against zoning, period, so that there would be no zoning moves / projectiles etc it does not work against but still full combo punishable for teleporters like Cetrion.
5. F3 adjusted to roster standards
With a range comparable to a D1 and a 16f startup, this is objectively the worst low in the game that leads to no impressive combo damage to begin with.
Making it 8-9f would be perfectly reasonable as there is little reason to block high against Jade to begin with but at least she'd have a close range move that she can rely on when all else fails. Due to the diminutive damage it leads to, there is no reason not to have this move very fast.
UTILITY CHANGES
1. Issues with B3, the uselessness of n3
Standing 3 is a high that otherwise shares its frame data with B3.
My suggestion would be to replace 3 with B3 and remove B3 entirely, thus turning her pressure string B3434 into simply 3434.
This would solve issues where after a poke such as D1 or D4 we get a B4 / sweep instead of the actual B3.
2. D1's hit advantage adjusted to roster standards.
Currently, Jade has no poke that starts her turn effectively, especially online.
Even Offline it's fairly easy to lose your turn after a d1 on hit. Increasing its hit advantage by 2 frames would be enough.
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