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- Jacqui
- -------------
- FATALS
- 1 - fbf3 (mid)
- 2 - bfb4 (mid)
- ----------------------
- V1 - 1st Round KO
- df3
- - comboable mid attack
- - goes into options:
- -> 1
- - close-range KND
- -> 2
- - side switch KND
- -> 3
- - far away KND
- -> 4
- - hits once
- - use 44X, where X is 1 or 2 or 3. 1 can KB after the other 3 options have all been used at least once in the match.
- back+4
- - can be cancelled with KK
- throw break
- - In V1, Jacqui can Amp on successful throw escapes.
- - does an Arm Break for 140 dmg. The opponent can escape this by pressing 1 or 2.
- - after the Amp, press a kick to do a Leg Break for 140 dmg. The opponent can escape this by pressing 3 or 4.
- ---
- V2 - Next Gen
- db1 Amp
- - replaces generic
- - creates a DoT puddle
- - not a comboable hit
- - air OK
- - Amp: adds a 2nd puddle
- - can hit, causing DoT
- - hold Amp to delay
- df1 Amp
- - replaces generic
- - creates a DoT puddle
- - Amp: adds a 2nd mid
- - hold Amp to delay
- dd3
- - take less hit or block dmg from fireballs
- - enables a KB (B throw)
- air df3
- - risky air kano ball!
- ---
- generics
- db1 Amp
- - close-range mid
- - +5 on hit!
- - air OK
- - Amp: adds a 2nd high
- - hold Amp to delay
- df1 Amp
- - close-range "mid"
- - very high angle
- - misses many standing characters
- - Amp: adds a 2nd mid
- - hold Amp to delay
- bf2
- - Jax's old lunge punch!
- - high, fast!
- df4 Amp
- - mid attack
- - hold 4 for more hits
- - Amp: Kombo Extend
- ---------
- strings
- 11 x
- 112[1st] x
- 112[2nd] x
- f12 x
- 22 x
- 224 x
- b22 x
- f22
- 33
- b32 x
- b324
- b34
- f31 x
- f314
- f314,1+3
- 44 x
- f44 x
- V1
- 112~KK
- 22~KK
- f31~KK
- - string cancels
- lows
- - d3/d4/b4[2]
- - b3
- overheads
- - hops
- - b1
- - b32[4]
- Notable normals
- - f1 M/i11
- - f2 unsafe H launch
- - f3 M/i9
- - f4 M/i12
- - more distance then f3
- - b1 ranged overhead/-10
- - slightly safer + more range than hop attacks
- - b2 longest poke
- - b3 ranged low
- block advantage
- - 2 H/+1
- - 11 M/+2
- - b34 M/+4
- Frame Trap after d1(+10):
- highs <= i10
- - 1 i7
- - 2 i10
- - d2 i9
- - 3 i9
- mids/lows <= i15
- - f1 i11 1*
- - b3 i14 2*
- - f3 i9 3*
- - f4 i12 4*
- - d1 i7
- - d3 i9
- - d4 i10
- - b4 i10
- Frame Trap Strategy
- 1 - f12 -> -4/hitconfirm
- 2 - b32 -> -2/hitconfirm
- - b34 -> +4/gap!
- - hop punch/b1 options
- 3 - f314 -> -6/1+3 ender
- - ender doesn't come out on block
- - unduckable high (lol)
- - f31~KK options
- - -1/+13 ish?
- 4 - f44 -> -5/hitconfirm
- ---------
- Krushing Blows
- d2
- - Kounter a high
- - Punish a high
- 33
- - Kounter
- - Punish
- bf2
- - max range hit
- V1
- Amp-throw break
- - Leg Break after Arm Break
- df3~1
- - after 4 and 3 and 2 have been used (3rd clinch)
- 1st - 442 or 3
- 2nd - 442 or 3
- 3rd - 441 = KB
- V2
- B throw
- - inside Techdome (dd3)
- ---------
- Kombos
- opener 1
- - midscreen meterless
- - midscreen 1-bar
- - midscreen 2-bar
- - corner meterless
- - corner 1-bar
- - corner 2-bar
- opener 2
- - midscreen meterless
- - midscreen 1-bar
- - midscreen 2-bar
- - corner meterless
- - corner 1-bar
- - corner 2-bar
- etc.
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