What's new

Upgraded - Jacqui’s 3rd variation

Nihil

Noob
If anyone is interested.

Part 1

Part 2

Jump loop corner combo

Another corner combo

Another corner combo

Everything is pretty accurate in these vids. I wanted to speak about everything he said in it. Good job.

Biggest problem for jacqui is the fact you can easily punish her for her jump dash if your opponent has guarded previous strings.
I really think you need to almost always do D,F+U and cancel it asap in order to be less higer than normal jump with DU. Otherwise you will be easily punished by d2 or even AA. Other things after "air gun cancel", if your opponent try to punish you but he is not so accurate, you have to use kick and not punch. You won't be able to combo a lot and to reset in the end with db1 but you can follow air kick with f12 bf1 easily.

You can be desperate when facing a good opponent who will punish your dash jump, but sometimes, you can trick them doing only DU(never do F in this case). His punish won't connect you, and if he tried too lately to punish you. You can make B22 to punish him. In fact B22 is not a good punish. You should make D22(cancel after the first 2) DU and combo...

what is really good with jump dash is you can cancel almost anything and if opponent is guarding you can make DF+U in order to gain distance and come back quickly if you need.

One of her best tool should be B3.
B34 is a huge tool but the gap within won't really work against good players. But Cancelling B34 after B3 with Jump dash then air gun cancel, you should avoid the punish and you should connect the air gun, forcing the opponnent to respect b34 unless he wants to guess. Of course you can try to combo with b32, but if your opponent don't want to to beat the gap, I don't think you should do that(ok maybe sometimes to make small variation in your gameplan). Because you will fall with the same problem we have spoken before. After B32, your opponent won't let his guard, so he will take 4 and will have the initiative or he will wait for you jump dash and will punish it unless you faint him with DU without air gun. If you have the opportunity to make combo after b3 always tries directly jump dash unless your opponent never low guard :) the only good thing about comboing after B32, it's easily hit confirmable if b3 hit. Anyway, I think B34 or B3jump dash are way more important to use.

It would be a dream if we had a 1 perfect frame cancel ater D+FU to jail opponent. It will be surely too strong but a just frame isn't so easy to hit.
 
Thanks for taking the time to watch my vids! I do agree that 4 should be used more on block after airblast. In my vids i dont explain that enough. And the importance of b3 is highly reguarded with me, same goes for d4. One of my hard knockdown setups is b2 to close the distance then b3/d4 Du airblast. Works well cause if they quick rise b2 is meaty, if they delay wake up b2 whiffs but the follow up of b3/d4 is on point. If they wake up reversal you got to hold that unfortunatley. Forward roll is still in your favor and back roll you can bf2 after b2 ends(from memory). I do like abusing short hop in the corner, short hop 2, short hop ground pound, short hop airblast amp. I also like using jumping combos near the corner because its different and people dont break it right away cause they are mostly expect a grounded follow up not a jump loop combo which they can be really fast and sometimes the dmg is done and they breakaway anyways XD.

So i released a 10 min video for someone asked about fighting airblast gimmicks. So its up and it demonstrates the weaknesses on all my goto stuff. But by now there is enough how to fight Jacqui vids, but that's not a bad thing overall. If people learn to fight her it only means that we have to improve our game and tech. If your opponent doesn't improve niether do you.

I'm working on another video. Got the idea in mind. It'll be setups and actual gameplay so you can see it in action. Also working on abusing airblast and ground pounds on break aways, its been an idea ive really wanted to test.

Cheers fellas.
 

Noserfatu

My eyes! The goggles do nothing!
I always end my combos with 112 db1. Leaves me +5 right in their face and then I can check them with f3. Why shouldn't I do this?
 

Dreamcatcher

EFL Founder
Royal Contributor
I always end my combos with 112 db1. Leaves me +5 right in their face and then I can check them with f3. Why shouldn't I do this?
This is pretty much what I do most of the time, unless I want to cash out the KB for 400+. Honestly just S1 reset is extremely fast and you can catch people in a mental smokebreak sometimes to loop your pressure as well. You can also do 22 df1 for a +13 restand instead on all male characters. (also works on females on the corner)

The main reason you shouldn't do a restand with her is if you do it too much, you could be missing critical damage that adds up and might have killed by then.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
This is pretty much what I do most of the time, unless I want to cash out the KB for 400+. Honestly just S1 reset is extremely fast and you can catch people in a mental smokebreak sometimes to loop your pressure as well. You can also do 22 df1 for a +13 restand instead on all male characters. (also works on females on the corner)

The main reason you shouldn't do a restand with her is if you do it too much, you could be missing critical damage that adds up and might have killed by then.
I was watching Jueks last night and he frequently ends with Bionic Bounce into more airborne pressure, which I like.

I need to lab it and sort out the frames and the options against it, but I think it’s nice to have a couple of different tools and not use the same ender each time.

Also the following should be considered: corner carry, damage, side switch, etc.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Here are a couple of examples:


Obviously you won't want to use setups every time, as the opponent will catch on, and sometimes you'll just want to cash out.

But you still have some options to vary it if you have the bar for AMP Air Blast vs. raw Bionic Bounce, or to possibly switch it up with a different Bounce distance.. So your opponent is still going to have to be careful just mashing out an AA on wakeup when they see the bounce coming.
 
Last edited:

Saltea Moonspell

"I'm a zoner, with ma boner"
Premium Supporter
Hey fellas!

I am pretty new to Jacqui in general. I decided to pick her up, as she seems closest to what MKX had to offer, in terms of depth of character.

A lot of good information here to learn, help a lot. One thing I would like to point out, as I have not seen it mentioned in the guide. While I was labbing, and looking for stuff on my own, I came across something delightful.

In case of some characters - I have not tested all, as I am too lazy. There is a better ender, then string into db1.

22 -> df1 : leaves you at +13!

I've tested against the most loved characters, such as Geeras, LK, Noob, Jax,

Also, I would like to add:

Her F4 is longest mid, and its pretty fast. Can be linked into d/u - that I have not seen mentioned.

B2 -> d/u follow up works well, and imo should be used more often.
 
Last edited:

Saltea Moonspell

"I'm a zoner, with ma boner"
Premium Supporter

Its not the first time, that someone posts something, that has already been known. Good for you, that you have found that as well.
I've shared, what I came across, and did not see it mentioned in the sticked guides, or I might have missed it.

I've notice a massive hate coming towards this variation, which I did not in January.

What do you think of the current Uppgraded status?
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Its not the first time, that someone posts something, that has already been known. Good for you, that you have found that as well.
I've shared, what I came across, and did not see it mentioned in the sticked guides, or I might have missed it.

I've notice a massive hate coming towards this variation, which I did not in January.

What do you think of the current Uppgraded status?
I've always felt that in fighting games, people are allowed to complain once they are playing a MU at something approaching a high level. Not the absolute highest level, as that only comes when you specialize in a MU, grind tons and tons of sets, and really dig deep..

But when you see people who don't even know the basics of a MU complaining about why something is supposedly broke, that has 0 credibility imo.

This even applies to characters like Kabal in MK9, who was incredibly broken -- if you don't know anything about NDC pressure or how to get through zoning, etc., you haven't really earned the right to complain about how oppresive Kabal was.

My thoughts on Jacqui are that she is very good, but for an objective analysis we need to see more people playing the MU who actually know it, and will take advantage of the specials/cancel being unsafe. When I turn on a stream and see somebody who is mashing every time after Bionic Bounce and getting hit by Air Burst Cancel 4/5 times, it's frustrating.

Recently Biohazard showed what's possible when you actually learn the MU first instead of just complaining about how 'cheap' Upgraded supposedly is, so I'd like to see lots more sets against players like that.

In the interest of fairness, though -- if there's anything that looks suspect to me, it's the damage. I've seen cases where she hits extremely hard off a seemingly normal conversion. So if anything ends up going, it'd be that.
 

Dreamcatcher

EFL Founder
Royal Contributor
Its not the first time, that someone posts something, that has already been known. Good for you, that you have found that as well.
I've shared, what I came across, and did not see it mentioned in the sticked guides, or I might have missed it.

I've notice a massive hate coming towards this variation, which I did not in January.

What do you think of the current Uppgraded status?
No worries, I was just letting you know who that restand works on for the cast.

She’s very good but I think she’s being upplayed a little bit. Like CS said, learning the MU and how to punish or react is what a lot of player’s “claim” they’re doing but probably aren’t. All the hate is primarily directed at the simple fact that she has a **** neutral move that no one has in the same fashion. We saw it before Scorp’s tele was nerfed and we will we it again I’m sure.
 

Saltea Moonspell

"I'm a zoner, with ma boner"
Premium Supporter
She’s very good but I think she’s being upplayed a little bit. Like CS said, learning the MU and how to punish or react is what a lot of player’s “claim” they’re doing but probably aren’t. All the hate is primarily directed at the simple fact that she has a **** neutral move that no one has in the same fashion. We saw it before Scorp’s tele was nerfed and we will we it again I’m sure.
Its what've been telling my folks. By learning her, I see how she has a week spot, to every attempt she takes on heavy offense.
Her neutral is good but alone is not as good, as the offense of Top tier variations. In order to take damage, she has to go with metter, which Simultaneously takes away her defensive options, which obviously nobody is taking into account.

I swear to God, that before I jumped on to Upgraded, this game was dead to me, due to the disability of cast, in terms of depth, if you know what I mean...