Pan1cMode
AUS FGC represent!
This post is gonna be a write up of all I’ve found playing this variation for the past two days.
Jacqui’s third variation, Upgraded is equipped with:
du~db1 jails on block after f31, b32, 22 and 11. Although there’s a gap between f12~du~db1, it is not large enough to poke or reversal out.
She can be anti-aired inbetween loops of f12~du~db1~nj(k/p) but this can be beat out by double db1, not doing db1, or varying the timing of the first db1; it becomes a guessing game to anti air and is quite challenging.
In this variation, f12 becomes her main pressure string. This is because it stagers very well, is completely safe on block, can be easily hit confirmed and hits mid. You can still use f3, but it doesn’t stagger as well as f1 (and it leads to less damage on hit). b324 and b34 also become much more useful in this variation as she can safely use b32 and get a full combo on hit or fly away on block. This opens up the plus frames of b34 to add into your pressure.
Upon a blocked string cancelled into du, you can do dub and get a further jump in for more block pressure. This however can be anti-aired if the opponent is looking out for it.
It is important to make sure that you are canceling Jacqui’s jump ins with aerial db1 close to the ground to cancel out the end lag and make all her jumps heavy plus on block (ji1 becomes ~+10, ji2 becomes ~+20
Her strike/throw mixup in this variation is quite strong, especially when combined with her stagger pressure.
She can end all her combos with db1 (or du~db1) to remain +6 in their face for more pressure. Her unbreakable damage is really strong for the above reason as she can choose not to launch the opponent at all and still get decent damage. In the corner she can end with du~db3 for more damage and remain +8 (enough to jail a s1).
du~db3 links on hit after 11, 22, f13, f12 and b32. It’s pretty gimicky but it can be also used on block to catch people stand blocking everything. She also technically gets a mixup off b32 (b324 or b32~du~db4) but I’m pretty sure with practice this could be reacted to. In the heat of the moment though it’s kinda ok. Important to note that the gap between db3 and the ex is huge at like 20ish frames, and Jacqui is considered grounded during this time. This means it is always a punish and so the move should never be enhanced on block.
Jacqui can combo using du~db1(ex) from the same prior strings (11, f31, f12, b32, 22) but not 112 (early cancelled or otherwise).
Combo wise I’ve been using:
Midscreen
starter~du~db1(ex), nj2, f12~db1
starter~du~db1(ex), nj2, f12~du~db1(ex), nj2, f12~db1
starter~du~db1(ex), nj2, f22, f22, f22, f314grab
starter~du~db1(ex), nj2, f12~du~db1(ex), nj2, f22, f22, f22, f314grab
starter~du~db1(ex), njk, b22~bf2(KB)
starter~du~db1(ex), nj2, f12~db1(ex), njk, b22~bf2(KB)
Corner
starter~du~db1(ex), nj2, f12~du~db3
starter~du~db1(ex), nj2, f12~du~db1(ex), nj2, f12~du~db3
starter~du~db1(ex), njk, f4~df1, d1, 112~bf2
starter~du~db1(ex), nj2, f12~du~db1(ex), njk, f4~df1, d1, 112~bf2
These are definitely not optimised but they’re what I’ve been using.
Overall I think this variation is very fun to use, quite strong and will definitely see competitive play.
I’m interested to see what other people think.
Jacqui’s third variation, Upgraded is equipped with:
- Bionic Bounce
- Enhanced Air Blast
- (Air) Ground Pound
du~db1 jails on block after f31, b32, 22 and 11. Although there’s a gap between f12~du~db1, it is not large enough to poke or reversal out.
She can be anti-aired inbetween loops of f12~du~db1~nj(k/p) but this can be beat out by double db1, not doing db1, or varying the timing of the first db1; it becomes a guessing game to anti air and is quite challenging.
In this variation, f12 becomes her main pressure string. This is because it stagers very well, is completely safe on block, can be easily hit confirmed and hits mid. You can still use f3, but it doesn’t stagger as well as f1 (and it leads to less damage on hit). b324 and b34 also become much more useful in this variation as she can safely use b32 and get a full combo on hit or fly away on block. This opens up the plus frames of b34 to add into your pressure.
Upon a blocked string cancelled into du, you can do dub and get a further jump in for more block pressure. This however can be anti-aired if the opponent is looking out for it.
It is important to make sure that you are canceling Jacqui’s jump ins with aerial db1 close to the ground to cancel out the end lag and make all her jumps heavy plus on block (ji1 becomes ~+10, ji2 becomes ~+20
Her strike/throw mixup in this variation is quite strong, especially when combined with her stagger pressure.
She can end all her combos with db1 (or du~db1) to remain +6 in their face for more pressure. Her unbreakable damage is really strong for the above reason as she can choose not to launch the opponent at all and still get decent damage. In the corner she can end with du~db3 for more damage and remain +8 (enough to jail a s1).
du~db3 links on hit after 11, 22, f13, f12 and b32. It’s pretty gimicky but it can be also used on block to catch people stand blocking everything. She also technically gets a mixup off b32 (b324 or b32~du~db4) but I’m pretty sure with practice this could be reacted to. In the heat of the moment though it’s kinda ok. Important to note that the gap between db3 and the ex is huge at like 20ish frames, and Jacqui is considered grounded during this time. This means it is always a punish and so the move should never be enhanced on block.
Jacqui can combo using du~db1(ex) from the same prior strings (11, f31, f12, b32, 22) but not 112 (early cancelled or otherwise).
Combo wise I’ve been using:
Midscreen
starter~du~db1(ex), nj2, f12~db1
starter~du~db1(ex), nj2, f12~du~db1(ex), nj2, f12~db1
starter~du~db1(ex), nj2, f22, f22, f22, f314grab
starter~du~db1(ex), nj2, f12~du~db1(ex), nj2, f22, f22, f22, f314grab
starter~du~db1(ex), njk, b22~bf2(KB)
starter~du~db1(ex), nj2, f12~db1(ex), njk, b22~bf2(KB)
Corner
starter~du~db1(ex), nj2, f12~du~db3
starter~du~db1(ex), nj2, f12~du~db1(ex), nj2, f12~du~db3
starter~du~db1(ex), njk, f4~df1, d1, 112~bf2
starter~du~db1(ex), nj2, f12~du~db1(ex), njk, f4~df1, d1, 112~bf2
These are definitely not optimised but they’re what I’ve been using.
Overall I think this variation is very fun to use, quite strong and will definitely see competitive play.
I’m interested to see what other people think.
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