~ Good Boy! ~
Jade specializes in flexible mixup games. However, most of her damage comes from her overhead combos and jump-in combos. Having a solid mixup game is key for her as well as proper spacing on her ranged attack strings. Properly spacing her ranged attacks leads to knockdowns to start mixup game on their wakeup.
Notes on Xray: Base damage: 35%. It has a few startup frames but it's very fast and covers full screen. Also can be used in juggles if opponent is not too low or high from the ground. It's also a great punish while playing defensively for some quick damage.
Shadow Kick - Very fast and safe on block. Your slightly spaced so you could go for a sweep or a J.x after it. When used as a wakeup attack it seems it has some invulnerability frames however xrays seem to have higher priority over it. (More testing still needs to be done)
Shadow Flash - Useful special buff for rushing down zoners and projectile spam. It only lasts for about a second or so. So be hasteful when using it but still be careful as you can be hit by normal attacks. So far it appears to be invulnerable towards all projectiles. NOTE: She can even go through Ice Clone.
Staff Overhead - Very useful for mixups and combos. Can combo into it off of 3 (timing is tight) & B+1. Still looking for other possible links for it tho. The EX version of this move does the same damage sadly but it is a faster version which could prove to be very useful for mixups. NOTE: Can follow up with a combo off of a double Staff Overhead which ONLY works on crouchers.
Boomerang - Pretty slow startup and recovery. Even with the EX version... It's not something you just want to randomly throw out.... EX version causes the boomerang to come back to you on hit/whiff. Note: Using the ex verison combos you can extend the combo, however, make sure your netting decent damage I'd say 40% if the combo starter is a J.P.
1 = Front Punch
2 = Back Punch
3 = Front Kick
4 = Back Kick
DC = Dash Cancel
EX. = Enhanced Version
J. = Jump/While in the Air
NJ. = Neutral Jump - Jump up
-x? = Do Attack ? number of times
Boomerang Up: D,B+1
Boomerang Down: D,F+3
Shadow Flash: B,F+3
Shadow Kick: D,F+4
Staff Overhead: D,B+2
Staff Grab: D,F+2
VS Spammers, Zoners, and Keepaways: Anti Projectile Buff allows you to move freely for a second to get in close. Wavedashing (dash and use block to cancel out the dash) will help as well when it wears off. Jade's shadow kick is pretty fast and you could even use her ex version to cover even more ground quicker as it's full screen.
VS Teleports: STAND block them and punish with a combo. It's as simple as that.
Anti Air: Jade's B+2 is very good for anti airs so long as the opponent isn't in too close. It works just like a DP (Dragon Punch) and can combo off of it for decent damage.
Her U+3 is a good one as well and the range is good to however there's not any flexibility in combo'ing from it. You can Ex.Shadow Kick Shadow Kick but the timing is sorta tight.
Still testing out using Wakeup Attacks so this is a W.I.P. I'll have better data once PSN is back up so I can test on human players... All wake up attacks have 8 frames of invincibility (EVERY character has these properties). Most of the time it's safer to just bait their get up attack with block and combo again. Once you condition them to stop doing wakeup attacks then that's when you can really start mind gaming them.
Uppercuts: If your opponent has a habit of going for J.P's you can go for an uppercut punish for around 10% damage or so. Be sure that you time it properly otherwise you will be punished. J.K's will beat out uppercuts if timed just right because of their longer ranged hitboxes.
Shadow Glow: It's a good wakeup attack to use sparingly and if you have the meter to burn. This is the EX version of Shadow Flash. Not only does it makes you invincible to projectiles but also adds super armor for a short period of time (pretty much the same amount of time as Shadow Flash). You can use this to counter an opponent's mixup game on your wakeup. Remeber it costs 1 bar to use it and it doesn't last very long so be sure to make good use of it.
Staff Overhead: If your opponent is going for sweeps you can use this to counter him with it. Remember her core dmg relies on Staff Overhead being in a combo to allow you to juggle more so than other attacks.
With Jade having an overhead that is a special move you have quite a bit of options for mixups. Because overheads are generally slower you'll want to space her's so that it still hits the opponent yet gives the opponent a hard time to counter it if he expects it. She has attack strings to where you can cancel into it after the 2nd or even the 3rd attack giving you options for mixing it up.
Sweeps are always good to throw in for lows incase their expecting overheads. A gimmick you could use after ending a blockstring with her shadow kick is to sweep the opponent. Also her 3,4 is good for low mixup. Which you can throw in an overhead after the 4 so if they block the low they could possibly get hit by the overhead.
Jump/Dash Cancellable Attacks:
These type of attacks you can cancel out the recovery frames of them allowing you to be more flexible with your pressure. Mix it up by ending blockstrings occasionally early with using one of these and go for baits, crossups, adding another blockstring in if they are still on guard, etc. Using these attacks to your advantage will help you add more pressure to your mixup game.
Staff Overhead, Shadow Kick(1), 3, 2
First 2 in chain (Pole Check): 1,2,2
2 in chain (Edenian Rush): F+2,1,2
4 in chain (Betrayal): 3,4,2
Blockstrings & Combos:
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Videos For Learning:
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