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Guide - High Tech Understanding HiJac

mikosu

+ on block 50/50s
Was asked to make a thread to help people better understand High Tech.

High Tech excels at pressure and benefits players who are not afraid to make reads. However, High Tech's biggest problem is her neutral game. You will have to prepare yourself to be basically trolled in neutral and make reads to get your offense started. Her pokes are either quick with no range or mid-ranged and slow. 4u4 is the only exception being a decent speed and having ok range. But when she gets in and is buffed the struggle will have been worth it.

Pros:
+Highest possible corner damage of her variations
+Not meter-reliant
+Great meter build with blockstrings
+Among the fastest movement speeds in the cast
+50/50s that are safe or + on block and hit-confirmable
+Armored moves and xray do increased damage with the buff

Cons:
-Must be close to opponent for offense
-Lower end midscreen damage
-Must find time to activate db2 for her best pressure
-Has difficulty punishing moves with pushback
-Has difficulty counterpoking
-Stamina-reliant

High Tech specific specials
Gauntlet Spark (db2) - According to the frame data it takes 60 frames to activate. Adds extra damage to all punch attacks. Makes ground pound (air dd4) unblockable. Increases the damage and frame advantage of and adds knockdown to df2 (see additional information below). Has two levels. LV1 adds 24% damage to all fist-based attacks on hit and block and makes EX ground pound an otg. LV2 adds 48% damage to all fist-based attacks on hit and block and makes ground pound an otg. (EDIT: Chip damage from normals was universally nerfed but the damage added by the buffs has not changed.) This buff is what makes High Tech into a strong offensive force.

Quick Burst (df2) - Mid. 15-frame startup. Destroys projectiles. Can be run canceled. Main tool in her corner offense but can be low-profiled. Can be charged to two additional levels. For each level damage increases by 2 and chip increases by 0.25%. db2 buff increases this further by the same amounts for each level of the buff. All charged and all buffed df2s KND on hit. Stats at each level:
df2 - +2 -1 on block, +14 on hit. LV1 df2 +11 +8 on block with slightly increased pushback
df2(1) - +11 +8 on block with slightly increased pushback. LV1 and LV2 df2(1) - +11 +7 on block with heavily increased pushback
All df2(2)s - +11 +7 on block with heavily increased pushback on block
What this means for pressure is you want to use df2(1) and LV1 df2. LV2 is not great in neutral due to pushback but great for corner carry.

General Pressure
Jacqui has the luck of being + or low - on block on a good bit of her normals and strings and High Tech makes her mixups even better with quick burst run cancels (QBRC) and ending in df2. Here is a thread for reference of the QBRCs that have enough advantage to jail: http://testyourmight.com/threads/what-do-you-know-about-jacqui-cancels.57725/
Some of them require nearly frame-perfect timing. Only 1 QBRC can be done on hit but 2 can be done on block. EDIT: Due to the 10/4 patch changes to stamina she needs to use dash cancels (QBDC) as well now to be optimal. Combos have been updated accordingly.

Blockstring data:
121 +6, 114 +6, 33 +6, f12 +7, 12 +8, 21 +8, b14 +13, b2 +6 +14 (Have not verified b2, 121, and 114 further.)

Chip percentages:
LV 0 : 12 (1%), b14 (1%), 21 (1%), 121 (1.4%), f12 (1.6%), 114 (2%), 1212 (2.4%), air dd4 (2.13%), xray (3.5%)
LV 1: 12 (1.6%), b14 (1.36%), 21 (1.6%), 121 (2.24%), f12 (2.56%), 114 (2.6%), 1212 (3.84%), xray (4.22%)
LV 2: 12 (2.2%), b14 (1.72%), 21 (2.2%), 121 (3.08%), f12 (3.52%), 114 (3.2%), 1212 (5.28%), xray (4.94%)

Since blockstrings can take many paths this section will list a realistic (recommended) blockstring and a best blockstring for each level excluding jip starters. Meter gain does not increase with the buff.
LV 0: ji air dd4 12 QBRC 12 QBRC 1212 df2 (8.78%, ~85% of a bar) *corner only
ji air dd4 114 QBRC 114 QBRC 1212 df2 (9.58%, ~104% of a bar) *corner only

LV 1: f12 QBRC 12 QBRC 1212 df2 (10.25%, ~65% of a bar)
114 QBRC 114 QBRC 1212 df2 (11.54%, ~90% of a bar)

LV 2: f12 QBRC 12 QBRC 1212 df2 (13.75%, ~65% of a bar)
f12 QBRC 114 QBRC 1212 df2 (14.75%, ~70% of a bar) *most chip
114 QBRC 114 QBRC 1212 df2 (14.43%, ~90% of a bar) *best meter build


Note: 4u4 can end the LV1 blockstrings but is character and hurtbox-specific. *s=standing, c=crouching. Does not work on c Jax, c Sonya, sc Kitana, sc Mileena, c Cassie, c Jacqui, c Kung Jin, c Tanya, c Leatherface, c Predator, c Johnny, c Erron, c Liu, c Kotal, sc Raiden, c Quan, s Tremor, c Triborg.

Getting the buff
Unfortunately due to being so slow db2 usually causes all pressure to be lost. A high juggle ending with 212, a njp/njk knockdown, and canceled from 114 on hit midscreen are the only practical and completely safe ways to get a buff. Otherwise it is matchup-dependent. Buff up after soft knockdowns or in neutral if you think you can get away with it but be aware that it is usually risky.

Guaranteed unblockable

A jip at a low height immediately into ground pound jails. ji2 is slower but makes the timing easier.

Instant air ground pound
Helpful to all variations as regular ground pound is +6 on block and difficult to react to the lower it's done. I use my analog stick for u then press dd on the d-pad. In the video despite being done so low, High Tech currently has nothing with enough + frames on hit that leaves an opponent standing to guarantee the unblockable. (Her 11 is +25 on hit.) EDIT: +31 on hit as of 3/29 making the situation much stronger.

Meaty df2(1)/LV 1 df2
df2 has 7 active frames which makes it a great meaty special.
In the video it was timed to be at least +15. Very strong oki to bait wakeups since you can run cancel into blocking and punish accordingly.

Wide character blockstring
(1212 LV1 df2 run in) until stamina runs out. This blockstring works on most characters if they stand block. However, this only works on Goro, Ferra/Torr, Kung Lao, and Alien crouching.

As of the 3/29 patch this blockstring does 31.7%. With 4u4 at the end that's 33.5%.

Stanky leg corner hit-confirm OS
Tapping 1 after 4u4 works as a hit-confirm option select due to the long blockstun and quick recovery on hit. If it hits 1 comes out. If it's blocked nothing comes out.

f2u2 mixup situation
With the buff Jacqui gains access to a strong 3-way mixup from this string:
  • f2u22+4. The last hit is overhead and has a gap. But at tip range it does not have a gap as shown here in @Pan1cMode's video
  • f2u2 air dd4. This has a gap of about 8 frames, 7 at tip range. Cassie can flip kick out, Scorpion can TP out, and some characters can jump out (f=forward, b = backward):
    Kung Lao fb
    Jason f
    Jax b
    Sonya fb
    Kenshi b
    Takeda b
    Jacqui b
    Tanya f
Ground pound can low profile some reversals. Everyone in the cast can backdash out of this but may not want to because of:
  • f2u2 air du4. f2du2+4 is a shortcut for this. Jacqui is around -4 after this cancel. Main use is to punish backdashes and bait reversals.
Optimal combos
6-frame punish
Midscreen (LV0/1) - 121 QBRC 4u4 run 1 f2u2 du4 4 bf4 (30/32%)
(LV2) - 121 QBRC f2u22+4 run 1212 bf4 (39%)
Corner (LV0/1) - 121 QBRC 33 bf2 4 df2 11 11 11 12 bf4 (40/44%)

8-frame punish
Midscreen (LV0/1) - 4 QBRC 4u4 run 1 f2u2 du4 4 bf4 (28/29%)
(LV2) - 4 QBRC f2u22+4 run 1212 bf4 (36%)
Corner (LV0/1) - 4 QBRC 33 bf2 4u4 4u4 1 f2u2 du4 11 4 bf4 (36/37%)
(LV2) - 4 QBRC 33 bf2 4 df2 11 11 11 12 bf4 (44%)
(LV2) - 4 QBRC 33 df2(1) 1 f2u22+4 11 11 12 bf4 (52%)

9-frame punish
Midscreen - 4u4 run 1 f2u2 du4 4 bf4 (30/31/33%)
Corner (LV0/1) - 4u4 4u4 4u4 4u4 11 11 12 bf4 (37%)
(LV2) - 4u4 1 f2u22+4 11 11 12 bf4 (42%)
(LV0/1) - 4u4 4 df2 11 11 11 4 bf4 (40/44/%) *Does not work on crouching opponents
(LV2) - 4u4 4 df2 1 f2u22+4 11 4 bf4 (52%) *Does not work on crouching opponents


14-frame punish (Most damaging starter)
Midscreen (LV0/1) - 33 QBRC 4u4 run 1 f2u2 du4 4 bf4 (36/37%)
(LV2) - 33 QBRC f2u22+4 run 1212 bf4 (44%)
Corner (LV0/1) - 33 QBRC 33 bf2 4 df2 11 11 11 12 bf4 (47/50%)
(LV2) - 33 QBRC 33 df2(1) 11 1 f2u22+4 11 12 bf4 (62%)

Corner carry
[Starter that leaves the opponent standing] x QBDC f2u2 du4 1 run 1212 bf4

EX ground pound
Side switch - EX air dd4 run under 1 njp slight run 1 f2u2 du4 4 bf4 (39%)
Midscreen - EX air dd4 4u4 run 1 f2u2 du4 4 bf4 (40%)
Corner - EX air dd4 4u4 4u4 4u4 4u4 11 12 bf4 (46%)
EX air dd4 delayed 4 df2 11 11 11 4 bf4 (49%)

kara b2 overhead/b2
Midscreen - b2 QBRC 1 f2u2 du4 4 bf4 (28/31/33%)
Corner (LV0) - b2 bf2 4u4 4u4 11 11 4 bf4 (34%)
(LV1) - b2 bf2 4u4 1 f2u2 du4 11 12 bf4 (37%)
b2 bf2 4 df2 1 11 11 12 bf4 (42%)
(LV2) - b2 bf2 1 f2u22+4 11 12 bf4 (42%)

kara b4 low/b33
Midscreen (LV0/1) - kara b4 QBRC 4u4 run 1 f2u2 du4 4 bf4 (32/34%), b33 (34/35%)
(LV2) kara b4 QBDC f2u22+4 run 1212 bf4 (42%), b33 (42%)
Corner (LV0/1) - kara b4 QBRC 33 bf2 4u4 1 f1 1 f2u2 du4 11 4 bf4 (42/44%), b33 (43/45%)
(LV2) - kara b4 QBRC 33 bf2 4 df2 11 11 11 12 bf4 (50%), b33 (51%)
(kara b4 QBRC 33 df2(1) 11 1 f2u22+4 11 12 bf4 (60%), b33 (60%)
 
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Pan1cMode

AUS FGC represent!
Adding to this:

Most useful strings are f12, b14, b2 and 1212. b14, f12 and b2 all jail into s1 from a qbrc quite easily. There are other strings which do this, but these are the easiest to land. All of these can be easily hit confirmed into full combo.

Frame traps:

Whenever Jacqui is +2, the opponent has to respect your s4 unless they want to armour out. Things that are +2 include:
1212
b14
f12
df2
114

You can use this to scare the opponent into blocking and to bait out armour attempts. If you notice they keep blocking, just use 1212 for chip and to maintain your frame advantage. Repeated 4~df2 can be surprisingly good in the corner against characters without meter. They've essentially gotta hold it.


Midscreen BnBs;

121~qbrc, 4u4, RUN~1, f2u2~du4, 4~bf4
1212~qbrc, 1212~bf4
b33~qbrc, 4u4, RUN~1, f2u2~du4, 4~bf4
b14~qbrc, 4u4, RUN~1, f2u2~du4, 4~bf4
b2~qbrc, 1, f2u2~du4, 4~bf4

Harder but possible;
f12~qbrc, 1, f2u2~du4, 4~bf4
 

Micahl Dickens

OkiDoki-NrdShmN
I'll also throw in some additions:

4u4 (just got to practice mode and do it 1000 times; s'worth it, and it really won't take too long) can easily be followed up with bf1 or bf4 if you're not prepared to convert on hit. If used as an anti air, converting is pretty easy on hit. In the corner, connecting 4u4 should get you at least 20% with little to no effort. It can usually be followed up with a second stanky leg, too.

Canceling pokes into QB is incredibly effective, believe you me. A lot of my HT success stems from promoting fear of pushing buttons, but forcing the opponent to push buttons to avoid mixups. For example, once it's your turn and you've got them blocking, 121~qb, d3~qb, d+1~qbrc, b2 qb(rc) will get their fingers moving on and off of the down button while blocking. With conditioning and changing up the number of poke~qb's before the actual mixup/opening attempt, you're guaranteed a hit eventually. Once they catch on to the game, they'll either start to armor, jump, or back dash. Keep your eyes peeled for armor and KNOW WHEN TO LET YOUR TURN GO! bf1 will punish a back dash if read, and d2 is always a good anti air, though if you can manage to train stanky leg as a response, you'll be more effective.

Take the 'risk' of doing 212 after qbrc on hit. If you do, you can ex gauntlet spark. If timed correctly, this is basically safe mid screen (not so much in corner). Against characters with fast, full screen punishes (e.g ninja slides), you may get punished if they tech roll; however, this can easily work in your favor if you're expecting it as most of the moves that could punish you aren't even close to safe on block. Also, because HT is likely the least meter hungry variation in the game, there's almost no reason not to ex the gauntlet spark. You can also usually 212 after 11 in the air, eg b2~qbrc, 11, 212, ex spark, block.

Reiteration: HT is the least meter hungry variation. What that means? Use your breaker like no other character can. Once it's your turn, you're going to get at least one meter from jailing them if not more. With practice, you're going to get at least 10% every single time it's your turn, so even if you never manage to hit and convert, you can still win with a strong defense. A lot of matches are lost from the "conserve resources/mana" mentality, but meter resets after every match. Use'em if you got'em.

Stagger strings can also be incredibly useful, though the way I use them is very risk. Basically, after 121 or 1212 on hit, rather than cancelling into a special, I'll b14~qbrc (this can whiff after 1212 depending on stance/spacing on hit, so 121 is safer unless you're sure they'll still be in range of b1). If they block, both hits of b14 are plus, so it's still your turn.

A lot of these tactics are semi-high risk, but they're also highly rewarding.

Some 35-40% meterless corner combas:
Low opener - b33~qbrc, 33~bf2, njp, f2u2~du4, 11, 12~bf4/df2 (<< very risky)
Overhead - b2~qbrc, 11, njp, f2u2~du4, 11, 12~bf4/df2 (<< like will literally work maybe once or twice and you should probs just stick to bf4)

@Scott The Scot
 
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mikosu

+ on block 50/50s
Thanks for the informative posts on general pressure fellas. Updated the OP with f2u2 stuff, a quick pressure post, and ia ground pound.
 
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mikosu

+ on block 50/50s
New post for post-patch general dump: High Tech did not get any variation-specific changes however the added + frames to some of her normals and strings boosted her midscreen damage by allowing dash cancels which make the optimal 4u4 combo much easier to do. From my testing ia ground pound may jail from b33 on hit but most importantly it is much more of a threat with the added frame advantages. Also otg ground pound still gets full damage rather easily with a slight delay.
 

Syzoth

The last Saurian from Zaterra - Syzoth - Reptile
Was asked to make a thread to help people better understand High Tech.

High Tech excels at pressure and benefits players who are not afraid to make reads. However, High Tech's biggest problem is her neutral game. You will have to prepare yourself to be basically trolled in neutral and make reads to get your offense started. Her pokes are either quick with no range or mid-ranged and slow. 4u4 is the only exception being a decent speed and having good range. But when she gets in and is buffed the struggle will have been worth it.

Gauntlet Spark (db2) - According to the frame data it takes 60 frames to activate. Adds extra damage to all punch attacks. Makes ground pound (air dd4) unblockable. Increases the damage and frame advantage, and adds knockdown to df2 (see additional information below). Has two levels. LV1 adds 24% damage to all fist-based attacks on hit and block and makes EX gound pound an otg. LV2 adds 48% damage to all fist-based attacks on hit and block and makes ground pound an otg. This buff is what makes High Tech into a strong offensive force.

Quick Burst (df2) - Mid. 15-frame startup. Destroys projectiles. Can be run canceled. Main tool in her corner offense but can be low-profiled. Can be charged to two additional levels. For each level damage increases by 2 and chip increases by 0.25%. db2 buff increases this further by the same amounts for each level of the buff. All charged and all buffed df2s KND on hit. Stats at each level:
df2 - +2 on block, +14 on hit. LV1 df2 +11 on block with slightly increased pushback
df2(1) - +11 on block with slightly increased pushback. LV1 and LV2 df2(1) - +11 on block with heavily increased pushback
All df2(2)s - +11 on block with heavily increased pushback on block
What this means for pressure is you want to use df2(1) and LV1 df2. LV2 is bad in neutral due to pushback but great for corner carry.

General pressure
Jacqui has the luck of being + or low - on block on a good bit of her normals and strings and High Tech makes her mixups even better with quick burst run cancels (QBRC) and ending in df2. Will quote some information from the two posts below this. Here is @stosn's video for reference of the QBRCs that have enough advantage to jail:
Some of these require nearly frame-perfect timing. For now I personally stick to jailing with f12, b14, b2, and 12. Only 1 QBRC can be done on hit but 2 can be done on block.

Guaranteed unblockable
A jip at a low height immediately into ground pound jails. ji2 is slower but makes the timing easier.

Instant air ground pound
Helpful to all variations as regular ground pound is +6 on block and difficult to react to the lower it's done. I use my analog stick for u then press dd on the d-pad. In the video despite being done so low, High Tech currently has nothing with enough + frames on hit that leaves an opponent standing to guarantee the unblockable. (Her 11 is +25 on hit.) EDIT: +31 on hit as of 3/1 making the situation much stronger.

Meaty df2(1)/LV 1 df2
df2 has 7 active frames which allows this to work.
In the video it was timed to be at least +15. Very strong oki to bait wakeups since you can run cancel into blocking and punish accordingly.

Wide character blockstring
(1212 LV1 df2 run in) until stamina runs out. This blockstring works on every character if they stand block. However, this works on Goro and Ferra/Torr crouching.

f2u2 mixup situation
With the buff Jacqui gains access to a strong 3-way mixup from this string:
  • f2u22+4. The last hit is overhead and has a gap. But at tip range it does not have a gap as shown here in @Pan1cMode's video
  • f2u2 air dd4. This has a gap of about 8 frames, 7 at tip range. Cassie can flip kick out, Scorpion can TP out, and some characters can jump out (f=forward, b = backward):
    Kung Lao fb
    Jason f
    Jax b
    Sonya fb
    Kenshi b
    Takeda b
    Jacqui b
    Tanya f
Ground pound can low profile some reversals. Everyone in the cast can backdash out of this but may not want to because of:
  • f2u2 air du4. f2du2+4 is a shortcut for this. Jacqui is at disadvantage but completely safe after this cancel. It is used to punish backdashes and bait reversals. This is the only way that I have found to use 33 as a starter for once.
In that LV2 sequence Jason's backdash was punished for 68% meterless in the corner. Counting the 4.9% chip into the mixup that's almost 73%.

Much more to come. Just wanted to get the post started.
Is 4u4 a typo?
 

Syzoth

The last Saurian from Zaterra - Syzoth - Reptile
No. That's the input for stanky leg.
Well i couldnt get it out at the time and it wasn't under strings so i thought it was a typo from playing a different character or something. Didnt realize it's under the single hit buttons in the move list.
 

Pan1cMode

AUS FGC represent!
Well i couldnt get it out at the time and it wasn't under strings so i thought it was a typo from playing a different character or something. Didnt realize it's under the single hit buttons in the move list.
It has been since October. Just recently made is easier though.

Much better now because it gives you new max damage midscreen combos;

starter~qbrc, 4u4, RUN~1, f2u2~du4, 4~bf4
 

Pan1cMode

AUS FGC represent!
so she does have a block infinite with it then? at least as long as the charge lasts. what is it?
db2, 1212~df2, RUN~1212~df2 repeat.

She gets ~4 repeats before her stamina runs out. Doesn't work against females and quite a few characters can duck and get a chance to armour/poke out but definitely works against someone like Ferra/Torr.
 

Rip Torn

ALL I HAVE IS THE GREEN.
db2, 1212~df2, RUN~1212~df2 repeat.

She gets ~4 repeats before her stamina runs out. Doesn't work against females and quite a few characters can duck and get a chance to armour/poke out but definitely works against someone like Ferra/Torr.
I find f12~df2 to be the better 'block infinite'.