Espio
Kokomo
Honestly I'm not here to argue about Jade's standing in the tier list or anything like that, but I am attempting to retool and rethink how people play Jade from a mindset perspective.
I feel like a critical analysis of ED Jade shows us a very crucial point: All of Jade's best specials, normals and strings function best at mid range and closer and yes that includes her zoning tools chiefly air glaive. This might seem obvious to some people, but generally speaking Jade players in my experience focus on maintaining a total full screen distance, but I favor especially against really competent players an aggressive/offensive zoning Jade where I stay at mid range where my best tools are effective.
For the sake of clarity, best tools being: Down 4 + Back 3,4,3 + Back 2 + Sweep + Air Glaive + Jump kick, Forward 3,4,3 and down 2.
Her full screen zoning is kind of overrated in the sense that her upward anti-air glaive is very unreliable full screen and many times whiffs on jumps and spark which is okay but is very straight forward to deal with full screen due to the lack of potency of anti-air glaive/reactionary nature of it.
The style of play of a more offensive minded zoning Jade is built around how plus air glaive can be. As most are aware, jump kicks can be plus enough to jail Jade's back 3,4,3 string for good chip and block string pressure and with air glaive being a good check to anti-air attempts while doing good on hit damage allows for more guessing scenarios post blocked jump kick. Additionally air glaive being double digit plus frames in the corner allows for sustained offense more so than Jaded's +3 frames ex special. The other reason her jump kick plus air glaive game is so good to use offensively is it does 48.5% chip which is roughly 5% chip for a bar and incredibly strong in its own right even mid screen. In short, every time Jade jumps it's a 50/50 and she can take 3.5% chip even without the jump kick while remaining plus.
Down 4 allows Jade to stay in optimal range to down 2, back 2 check movement in and continue to harass the opponent with air glaives. Sweep is also excellent for the purpose of maintaining space on block and is almost never used despite it being safe like Baraka's sweep and only a few frames slower with similar pushback. Down 2 is strong as an anti-air, anti-cross up and due to the immense pushback on block also puts Jade in an optimal space to harass opponents particularly a well spaced down 2 on block leaves the opponent two dash distances away.
Forward 3,4,3- Is her low starting string and often touted as not good, but I think people are missing the point as this is her best stagger string and once you've conditioned with back 3,4,3 it is definitely very usable and the chip is solid as well.
Supplemental info: I think Jade players should learn from Liu Kang players and not overly rely on the plus frames they get from their good mid. Reasoning being is how reliably it can be blown up. The true mind game comes from getting the opponent comfortable with back 3,4,3 that they always take their turn a this will allow Jade to begin using parry to punish aggression and completing the string will actually lead to tangible damage and space created when people are not focused on flawless blocking. Back 3,4,3 is gapless and cannot be flawless blocked or interrupted with super armor. Some tools are better as a back pocket strategy instead of building a game around dealing with flawless block. The risk/reward of playing that way is NEVER in Jade's favor as staff spin is full combo punishable and a flawless block meterlessly leaves Jade -10 and full combo punishable by a large plethora of the roster.
Throws are strong for everyone, but they definitely bring the whole show together with her mids, staggers, jump kicks and air glaives.
Glow- Speaks for itself, solid anti-zoning and allows movement while glow is active.
Stuff I didn't touch on that is worth using, but not anything that I don't feel is not being used: straight glaive, ex glave restand, 1,2,4, and 2,1,2.
You'll notice how I made no mention of her overhead. I feel that there's so much counter play to it and the risk/reward is kind of daunting at times. I wouldn't say I'm discouraging using it, but given Jade's general risk/reward I feel like a simplified safer Jade that relies primarily on plus frames, chip, staggers and throws is probably most optimal.
Straight glaive and ex straight glaive- straight glaive can allow for anti-air combo converts and on block even at closer ranges is generally +8 or +9 so if you can condition your opponent to block from time to time or condition them to neutral crouch that is extremely beneficial.
TL;DR: Jade should be played more at mid screen with a focus on high chip and air mind games and stop trying to worry about doing overhead/low mix ups. It's not her strength, her strength in this variation lies in a safe chip and abusing her mid range tools in concert with it and if she can condition with air glaive for jump ins she can abuse the jump kicks for excellent offensive pressure.
My goal is just to provide a different perspective on Jade and how I will be playing her going forward. I don't think she's top or even super strong, but I do wanna try to maximize the character as much as possible.
I feel like a critical analysis of ED Jade shows us a very crucial point: All of Jade's best specials, normals and strings function best at mid range and closer and yes that includes her zoning tools chiefly air glaive. This might seem obvious to some people, but generally speaking Jade players in my experience focus on maintaining a total full screen distance, but I favor especially against really competent players an aggressive/offensive zoning Jade where I stay at mid range where my best tools are effective.
For the sake of clarity, best tools being: Down 4 + Back 3,4,3 + Back 2 + Sweep + Air Glaive + Jump kick, Forward 3,4,3 and down 2.
Her full screen zoning is kind of overrated in the sense that her upward anti-air glaive is very unreliable full screen and many times whiffs on jumps and spark which is okay but is very straight forward to deal with full screen due to the lack of potency of anti-air glaive/reactionary nature of it.
The style of play of a more offensive minded zoning Jade is built around how plus air glaive can be. As most are aware, jump kicks can be plus enough to jail Jade's back 3,4,3 string for good chip and block string pressure and with air glaive being a good check to anti-air attempts while doing good on hit damage allows for more guessing scenarios post blocked jump kick. Additionally air glaive being double digit plus frames in the corner allows for sustained offense more so than Jaded's +3 frames ex special. The other reason her jump kick plus air glaive game is so good to use offensively is it does 48.5% chip which is roughly 5% chip for a bar and incredibly strong in its own right even mid screen. In short, every time Jade jumps it's a 50/50 and she can take 3.5% chip even without the jump kick while remaining plus.
Down 4 allows Jade to stay in optimal range to down 2, back 2 check movement in and continue to harass the opponent with air glaives. Sweep is also excellent for the purpose of maintaining space on block and is almost never used despite it being safe like Baraka's sweep and only a few frames slower with similar pushback. Down 2 is strong as an anti-air, anti-cross up and due to the immense pushback on block also puts Jade in an optimal space to harass opponents particularly a well spaced down 2 on block leaves the opponent two dash distances away.
Forward 3,4,3- Is her low starting string and often touted as not good, but I think people are missing the point as this is her best stagger string and once you've conditioned with back 3,4,3 it is definitely very usable and the chip is solid as well.
Supplemental info: I think Jade players should learn from Liu Kang players and not overly rely on the plus frames they get from their good mid. Reasoning being is how reliably it can be blown up. The true mind game comes from getting the opponent comfortable with back 3,4,3 that they always take their turn a this will allow Jade to begin using parry to punish aggression and completing the string will actually lead to tangible damage and space created when people are not focused on flawless blocking. Back 3,4,3 is gapless and cannot be flawless blocked or interrupted with super armor. Some tools are better as a back pocket strategy instead of building a game around dealing with flawless block. The risk/reward of playing that way is NEVER in Jade's favor as staff spin is full combo punishable and a flawless block meterlessly leaves Jade -10 and full combo punishable by a large plethora of the roster.
Throws are strong for everyone, but they definitely bring the whole show together with her mids, staggers, jump kicks and air glaives.
Glow- Speaks for itself, solid anti-zoning and allows movement while glow is active.
Stuff I didn't touch on that is worth using, but not anything that I don't feel is not being used: straight glaive, ex glave restand, 1,2,4, and 2,1,2.
You'll notice how I made no mention of her overhead. I feel that there's so much counter play to it and the risk/reward is kind of daunting at times. I wouldn't say I'm discouraging using it, but given Jade's general risk/reward I feel like a simplified safer Jade that relies primarily on plus frames, chip, staggers and throws is probably most optimal.
Straight glaive and ex straight glaive- straight glaive can allow for anti-air combo converts and on block even at closer ranges is generally +8 or +9 so if you can condition your opponent to block from time to time or condition them to neutral crouch that is extremely beneficial.
TL;DR: Jade should be played more at mid screen with a focus on high chip and air mind games and stop trying to worry about doing overhead/low mix ups. It's not her strength, her strength in this variation lies in a safe chip and abusing her mid range tools in concert with it and if she can condition with air glaive for jump ins she can abuse the jump kicks for excellent offensive pressure.
My goal is just to provide a different perspective on Jade and how I will be playing her going forward. I don't think she's top or even super strong, but I do wanna try to maximize the character as much as possible.
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