General Strategy
All info can also be found in the following video:
Oki
So let's go ahead and get this out of the way: you are going to be shooting your opponent
a lot. Like,
a lot a lot. Jacqui's Hand Cannon is one of the best zoning tools in the game, and is a key component in every aspect of her strategy. However, against seasoned opponents you are not going to win by spamming Hand Cannon; it's a tool and it needs to be used properly. So what does that mean?
If I'm playing online randoms (which I try not to do because you'll develop bad habits), it's anything goes. I'm not going to learn anything and they're not going to adapt; I'm basically just going to try to beat my opponent. However, when I'm playing a solid opponent who actually knows how to adapt, I'm going to spend a bit of time training them to adapt how I want them to. The Hand Cannon is a key component of this.
During these fights I like to go from safe but low reward to somewhat less safe with high reward. This means starting off with Hand Cannon. Sure it only deals 7% and gets a soft knockdown, but because it shoots 3 bullets, it blows up most wakeups before they have a chance to reach Jacqui.
So step 1 is training your opponent to not waste their meter on armored wakeups. Just keep blasting them on wakeup until you notice they stop spending meter on armor. If they don't waste the meter, they're still totally locked down and cannot punish you.
Once you've got your opponent trained not to waste meter on wakeups,
step 2 is to start mixing them up with b2 and f3b4 (which you can always do if they don't have meter). Be wary against cornered opponents, who will a lot of times still rely on armored wakeups out of desperation. You'll usually have to train them separately in the corner. Since you'll always be ending your combos in bf4, your opponent will always land in a hard knockdown within your b2 and f3b4 range; all you need to watch out for are delayed wakeups. This could
almost be considered a vortex...
You'll need to learn your opponents' wakeup options in order to properly asses the risk/reward. If I'm fighting another Jacqui, I know the best she can get off an armored wakeup is MB.bf4, which is 17% on hit. That means I don't need to worry quite as much if I guess wrong and eat the wakeup. However, Kung Jin gets some serious damage off his armored wakeups, so I would be more inclined to play it safe and not risk eating a major combo.
Neutral Game
The Hand Cannon plays as big of a role here as it does in Oki. By the end of your first match, your opponent should be spending 90% of their time neutral crouching from mid-screen or further. Time your shots and add in large gaps where you don't shoot. Remember, a good player will
want you to shoot, as long as they are anticipating it, so throw them off by chilling out. The impetus is on them to get to you, so never feel pressured to keep shooting. If your opponent jumps, shoot them out of the air on reaction (or Up Missile into RC-33~bf4 for a 31% punish).
Once you've got your opponent respecting your zoning, it's time to start mixing in Jacqui's Run mixups. When Jacqui runs at you, she has several options:
- Hand Cannon: In this option, you cancel your run almost immediately into her Hand Cannon. This is a good safe way to test your opponent's reactions and to blow up potential armored reversals.
- b2: This is your safe overhead. This will be blocked or d4'd more often than not, but it still has it's uses.
- f3b4: This move is already tough to do, especially after a Run, but the payoff can be enormous, so practice it.
- db3: If you notice your opponent attempting to punish your Run with pokes or blocking your b2, an early db3 Low Missile will launch for an easy Hand Cannon followup for 14%.
- Throw: If you notice your opponent is overly defensive and isn't poking in reaction to your Run shenanigans, then Run Throw can be a very effective strategy.
- db2: If you notice your opponent is jumping in reaction to your Run shenanigans (typically after eating a few Low Missiles), then you can start Run Canceling into Up Missile. This is typically a very safe option, and if they do jump, you can RC into 33-bf4 for a nice 31% punish that makes you look like a badass.
- j3: You'll want to input the 3 just before you hit your jump arc; this way it will anti-air if they try to jump, and it will hang out long enough to connect, even if they are crouching.
- f12: Jacqui's f12 string already has amazing range, so RCing into it makes it even more ridiculous. This is a great way to start her f1 shenanigans (covered below), though d4-happy opponents can typically beat her out.
Just remember that all of Jacqui's big damage combos require Run Cancels. This means you should never start her Run Cancel shenanigans unless you have a full bar of Stamina at your disposal, unless you're using the RC-df2, RC-db3, or RC-Throw.
F12: Her Bread and Butter
F1 is a 15-frame mid-hitting lunging attack. It makes for an amazing footsie tool, and is definitely her best whiff punisher. F12 can be easily confirmed into db2-RC-11~bf4 for an easy 30% midscreen/corner meterless combo. On block, the db2 is +11, unless they crouch. And when they start crouching, you can start mixing in overheads.
See, f1 is neutral on block. As is f12. This means you can interrupt either of these attacks and follow up with a fast normal to maintain your pressure. Once you train your opponent to start crouch-blocking after f1, you can start doing...
- f1-throw: I have yet to see this not work, even on high-level opponents, once properly trained.
- f1-b2: This is a little riskier than f1-throw, but the payoff is much bigger, since you get to unleash your best b2 meterless or 1-meter combo.
- f1-1...: As long as you aren't at the absolute tip of your f1 range, a 1 followup will still connect with a blocking opponent. The reason I use the "1..." notation, is because 1, 12, 121, and 1212 are all neutral on block, leading to a similar set of shenanigans, which I'll cover shortly.
- f12-throw
- f12-b2
- f12-1...
- f12-d3: Some opponents will start low-poking automatically after the f12 string, since that will avoid the missile and reverse the pressure. This will catch a lot of such pokes.
- f12-backdash: This will avoid most retaliation against your f12, and can lead to some very nice whiff punishes.
1212: Mixups Galore!
Let's say that you block Jax's Dash Punch, leaving him at -7. If you time it right, you can make him block a f12, but he's been low-poking the Up Missiles and blocking the b1 Overhead. A throw could work, but you'd really like to get something started. That's where 1212 comes in.
Jacqui's 1 is a 7-frame high, which means it can be used after pretty much any blocked string or special that doesn't leave her outside its range. In a lot of instances you can do the same with f12, but that only has a few viable options against a savvy opponent. 1212, on the other hand, has dozens.
1 is neutral on block. 12 is neutral on block. 121 is neutral on block. And 1212 is neutral on block. She also has 11 and 114, which are both neutral on block. Since 1 is a 7-frame high, each time you interrupt (or even finish!) any of those strings, your opponent only has a split second to try to counter-poke before they are locked back into your next block-string. Even if they are crouching, the 2nd hit of 1212 is a mid that comes out on the 16th frame, meaning the fastest low pokes in the game only have a window of 7-9 frames to try to poke you out.
Every single one of those strings can use any of the enders mentions in the f12 section. So 1-throw, 12-throw, 121, throw, 1212-throw, etc, are all viable. Are they crouching blocking? 12-b2. Are the poking after 1212? 1212-backdash. There are literally dozens of options, and you should choose a few patterns to practice, such as 12-1-1212-d3-1212-bf4.
Your goal is to confirm into a 1212-MB.db2-RC-33~bf4 for 38%, or 1212-bf4 for 23%, both of which end in a hard knockdown within your b2 and f3b4 range.
If you end up hitting, but don't confirm into anything, 12, 121, 11, and 112 are all over +20 on hit, allowing you a free f1 to continue your pressure. 1212 is only +9, but that still leaves enough time for a mostly-safe f1, or a totally-safe Hand Cannon.
The only big thing to watch out for when using the f12 and 1212 shenanigans is armored moves. If you get too predictable, you can end up getting punished by such moves.
***Note on Option Selects: There is currently an option-select where you can hold Block and mash out a poke (such as d4), and as soon as there is a gap, the poke will come out. There is a rumor this is being patched out, but currently this can mess with Jacqui's block string pressure a bit. Luckily, she has a trick. If you're opponent is abusing this option select, you can use 121-bf4 or 1212-bf4. There is a
tiny gap which will cause their poke to come out, but not before they get hit by the bf2. Be careful because bf2 is full-combo punishable on block, but it can be a good way to get them to stop trying to option-select you.