Jade Thread - "Good Boy!"

Just wanted to thank you for this amazing thread (Jade is my all time fav). I went from mastering nothing but what was on the move list to pulling out these 10+hits in one evening, thanks to you. Juggling Shao Kahn was a blast. I'd love to join you and others online with a real community. I believe my PSN ID is J Trainx. will fix if not.
 
Without meter Jade just plain sucks, there's no way around it. I still struggle with wake-ups in this game, I just can't seem to do them when I need them most which is a shame since Shadow Glow and b3 is really sweet. Now that I mention it, what are some really nice combos after b3? The only one I use is b3, DC 12, b32, df4, df4. Very hard for me to pull off but the damage is pretty sweet.

Do you mean b2? That's the same combo I use after b2, but instead of Shadow Kick (df4), I prefer to go for EX boomerang mixups if I have the meter. It's hard to land the combo all the time though because the timing for 12 is different if you pop the enemy out of the air instead of the ground. Also if you use b2 at the furthest range, i've noticed that you can't follow it up with 12 even after a dash, so you'd probably have to find a different string to follow up with.

And I agree that Jade needs meter in order to be a serious threat. Sadly, this means that Jade may not have the opportunity to use breakers as much as others. But personally, IMO Shadow Glow more than makes up for that and gives Jade a lot of really good defensive options. It's great not just as a wake-up but it might even work as an anti-wakeup against bad matchups like Ermac. A lot of Ermacs like to use TK Push on wakeup since it comes out pretty much instantly, and stuffs any jump-ins and other rushdown attempts. But if you activate Glow just before he gets up, Jade can absorb the hit and move in for a combo without having to worry about being stuffed. The same can probably apply for Lao's spin and other wake-up moves in the game.

Without meter, Jade's goal is to pretty much apply a lot of Shadow Kick pressure, and bait punishable moves from the opponent by out-zoning them with Shadow Flash + Boomerangs and then block and punish if they try to teleport or slide or whatever. I find this tactic builds meter very quickly for Jade as well.
 
Do you mean b2? That's the same combo I use after b2, but instead of Shadow Kick (df4), I prefer to go for EX boomerang mixups if I have the meter. It's hard to land the combo all the time though because the timing for 12 is different if you pop the enemy out of the air instead of the ground. Also if you use b2 at the furthest range, i've noticed that you can't follow it up with 12 even after a dash, so you'd probably have to find a different string to follow up with.
Yeah I meant to say b2, my mistake on that. I sometimes like to do the EX boomerang as well depending if I actually land the 12 like you said for the mixups. If I land b2 from far distance I just do double shadow kick since there's no way to get close to do any good strings.

And I agree that Jade needs meter in order to be a serious threat. Sadly, this means that Jade may not have the opportunity to use breakers as much as others. But personally, IMO Shadow Glow more than makes up for that and gives Jade a lot of really good defensive options. It's great not just as a wake-up but it might even work as an anti-wakeup against bad matchups like Ermac. A lot of Ermacs like to use TK Push on wakeup since it comes out pretty much instantly, and stuffs any jump-ins and other rushdown attempts. But if you activate Glow just before he gets up, Jade can absorb the hit and move in for a combo without having to worry about being stuffed. The same can probably apply for Lao's spin and other wake-up moves in the game.
I 100% agree with you there. I find Shadow Glow to be most effective on three occasisons 1. on wake-up to counter whatever you opponent throws at you 2. during your opponents wake-up attack so you can easily counter attack like you said 3. after they block one of your special moves and they try to counter attack. I find that good players can block db2 easily since it's so slow and it's Jades only attack that can hit people who block low a lot. So after they block the move I activate Shadow Glow and counter with 3, db2. Works every single time and it's the best thing Jade has to offer.

Without meter, Jade's goal is to pretty much apply a lot of Shadow Kick pressure, and bait punishable moves from the opponent by out-zoning them with Shadow Flash + Boomerangs and then block and punish if they try to teleport or slide or whatever. I find this tactic builds meter very quickly for Jade as well.
Yeah sadly I'm still struggling on building her meter quickly. Zoning works great with her until they close the gap and then it's a pain to get away. Characters like Kung Lao and Raiden are such a pain to get away from and since her boomerang is so slow people can just jump over them and get close quickly. However the block strings that were listed here are pretty good and you can really make your opponent hesistate to attack if you at least have 1 meter filled as you add pressure.
 
Jade doesn't need a breaker as much as everyone else... if she can open up more combo opportunities than most other people. your opponents would end up having to use their breakers every time you use only 1 enhanced move (enhanced shadow glow) and get your 30%+ damage combo started. I would also advise never really enhancing moves that just increase damage like jades staff throw looking move, unless that extra % will win the match.

The trick is to use shadow glow(enhanced), mostly when your above 80%ish sure that you're going to get hit then you counter attack with your combo starter. If they call your enhanced shadow glow, and start blocking to try and make you waste it, then you can keep a string on them to build your own meter back up or try to poke them. You are almost ALWAYS in a advantageous situation when you use the enhanced shadow glow. IMO It's almost like Jade has Johnny Cages X-ray except only one 1 bar, and she takes justa tiny bit of damage to counter.
 
Not sure if this is new, but her U+3 can combo into her X-Ray from midscreen, but the window is small, plus the X-Ray must be done as soon as Jade lands.

In the corner, her U+3 has surprisingly a LOT of combos going for it (in the corner, she isn't pushed back as much, or rather, the enemy isn't pushed back...)
My fav combo from it is just dashing towards them and probably using about... 3-4 12's on them... (after the U+3)
 
First time post! Hi everyone!

This thread is so good and has really elevated my Jade game. Jade is <3

IMO, b32 is her best blockstring. From what I've played, it seems to be safe on block and creates good distance. It's amazing for midscreen juggles because it's so easy and consistent to land. And on hit it sets up a perfect EX boomerang reset.

I hope, with the upcoming patch, they make her EX boomerang up's second hit an overhead. I can already imagine the mix-up potential!
 
Re: "Good Boy!" ~ The Jade Thread

i discovered you can combo staff overhead after 2 so three ways to combo into it now. Using 2 seems beneficial in that its quick and fast but short range. If you're being pressured and have a small opening i think using 2 to staff overhead can start a juggle
 
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

can someone explain into detail exactly what this means such as the "first 2 in chain" thing. Is the 1st line just a list of moves that can be DC or JC. If so then what is the 3,2?

really want to know every aspect to jade so i can master her
 
Critical-Limit makes a good point. Jade can open up more combo opportunities due to how her playstyle is based on countering the opponent's offense.

Does anyone know if her 12 string works as an anti-air? I usually use b2 as an anti-air, but if they're too close, it's often too slow to come out, so it works much better from mid-range. I've had some decent success with using 12 even against cross-ups since it doesn't require any directional input, but i'll have to do further testing.

Also, when do you guys use db2? Whether I use it at mid-range or close-range, it keeps getting blocked by the good players. Even when I condition them to blocking low, by throwing out a bunch of crouching attacks and sweeps, they can still just stand up in reaction to db2 before it's able to connect. For this reason, i've been having a bit of a hard time lately opening up opponents who like to block low a lot whenever i'm on the ground. So I usually just end up staying at mid-range and waiting for the opponent to attack, and anti-air them with b2 or 12 if they try to jump towards me. I've also been landing a lot more throws lately, because I noticed alot of the opponents like to block a lot against Jade (which isn't a bad approach when facing her).
 
Critical-Limit makes a good point. Jade can open up more combo opportunities due to how her playstyle is based on countering the opponent's offense.

Does anyone know if her 12 string works as an anti-air? I usually use b2 as an anti-air, but if they're too close, it's often too slow to come out, so it works much better from mid-range. I've had some decent success with using 12 even against cross-ups since it doesn't require any directional input, but i'll have to do further testing.

Also, when do you guys use db2? Whether I use it at mid-range or close-range, it keeps getting blocked by the good players. Even when I condition them to blocking low, by throwing out a bunch of crouching attacks and sweeps, they can still just stand up in reaction to db2 before it's able to connect. For this reason, i've been having a bit of a hard time lately opening up opponents who like to block low a lot whenever i'm on the ground. So I usually just end up staying at mid-range and waiting for the opponent to attack, and anti-air them with b2 or 12 if they try to jump towards me. I've also been landing a lot more throws lately, because I noticed alot of the opponents like to block a lot against Jade (which isn't a bad approach when facing her).

I've had similar success with 1,2 as an anti-air. although I think it works well for when they jump over you. I have to test it but If they are jumping AT you, they will outprioritize you I want to guess.
 
I've had similar success with 1,2 as an anti-air. although I think it works well for when they jump over you. I have to test it but If they are jumping AT you, they will outprioritize you I want to guess.

I think 1,2 anti-airs if they try to jp you from a distance, but since the jump kick has a larger hitbox it might outprioritize 1,2 as you said. Anyway, I think the situations where 1,2 gets outprioritized, b2 might be a better option for an anti-air anyway lol.
 
yeah I agree. you can react with B2 if they are jumping at you easily enough. I was just pointing that out incase someone was reading our chat and would come in and be like "YOU GUYS ARE IDIOTS, THEY CAN KICK YOU OUT OF 1,2 DUMMIES"

Sorry I missed your question about the DB2. No... the that move is slow enough that you can just stand block it on reaction, even if you condition them. That's why I was mentioning the enhanced shadow glow. You're better off grabbing crouch blockers, see as how jade's only over heads are her aerials/Overhead staff/Grabs lol.

your best way to use DB2, is at a safe distance and try to hit them OUT of a move. not as a way to break their defense. like dash away, into DB2 can catch them trying to do a string on you but they whiff and run into your ranged(DB2). I guess in short I'm just saying instead of thinking about trying to "abuse" it's overhead properties, abuse it's RANGE.

DB2 is also good against sweeping distance Sweep attacks. You go airborn during DB2 and avoid the sweep, then you come down on them with the counter hit pop up.
 
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yeah I agree. you can react with B2 if they are jumping at you easily enough. I was just pointing that out incase someone was reading our chat and would come in and be like "YOU GUYS ARE IDIOTS, THEY CAN KICK YOU OUT OF 1,2 DUMMIES"

Sorry I missed your question about the DB2. No... the that move is slow enough that you can just stand block it on reaction, even if you condition them. That's why I was mentioning the enhanced shadow glow. You're better off grabbing crouch blockers, see as how jade's only over heads are her aerials/Overhead staff/Grabs lol.

your best way to use DB2, is at a safe distance and try to hit them OUT of a move. not as a way to break their defense. like dash away, into DB2 can catch them trying to do a string on you but they whiff and run into your ranged(DB2). I guess in short I'm just saying instead of thinking about trying to "abuse" it's overhead properties, abuse it's RANGE.

DB2 is also good against sweeping distance Sweep attacks. You go airborn during DB2 and avoid the sweep, then you come down on them with the counter hit pop up.

Yeah, I pretty much gave up on using DB2 as an 'instant overhead' lol, since it is way too slow to be used as a mixup. I started using grabs a lot more instead. I try to abuse the range of DB2 but I find that I often miss the hit by just an inch, so I probably need to practice working on getting in the right range.

Back on Jade's strings, i've been experimenting with f4,3 and it seems to have a fairly quick startup. A nice block string I came up with was after b3,2 you can dash forward and quickly cancel the dash into f4,3. Mind you i've only tried this in training mode so it might be useless when playing against humans, but maybe the quick startup can be used as a way to get pressure off Jade against opponents that are close to her. I wish we had some frame data on Jade. =(
 
Yeah, I pretty much gave up on using DB2 as an 'instant overhead' lol, since it is way too slow to be used as a mixup. I started using grabs a lot more instead. I try to abuse the range of DB2 but I find that I often miss the hit by just an inch, so I probably need to practice working on getting in the right range.

Back on Jade's strings, i've been experimenting with f4,3 and it seems to have a fairly quick startup. A nice block string I came up with was after b3,2 you can dash forward and quickly cancel the dash into f4,3. Mind you i've only tried this in training mode so it might be useless when playing against humans, but maybe the quick startup can be used as a way to get pressure off Jade against opponents that are close to her. I wish we had some frame data on Jade. =(

I was also experimenting with her 2 hit combo strings. Also experimenting with her UP3(that thing comes out so fast and has decent range and hits pretty high that it catches people off guard when i throw it out sometimes, I need to experiment more. sadly I can't do any worth while combo's off this move unless they are in a corner, you can catch them with the enhanced kick but... that's a waste, someone mentioned earlier about Xray that's also a waste unless it's last round low %.

The stripper spin 2hit combo I forget the inputs, that tends to push them back pretty far when they are blocking.

I think a cool depth feature they could add into this game is for the defender. If they hold toward you while blocking they move back not as far as normal and if they hold back while blocking they move back a little farther than normal. This would be great for more indepth mix ups... but it will probably never happen lol. (sorry this is just me wishing games had SSBM mechanics.)
 
I was also experimenting with her 2 hit combo strings. Also experimenting with her UP3(that thing comes out so fast and has decent range and hits pretty high that it catches people off guard when i throw it out sometimes, I need to experiment more. sadly I can't do any worth while combo's off this move unless they are in a corner, you can catch them with the enhanced kick but... that's a waste, someone mentioned earlier about Xray that's also a waste unless it's last round low %.

The stripper spin 2hit combo I forget the inputs, that tends to push them back pretty far when they are blocking.

I think a cool depth feature they could add into this game is for the defender. If they hold toward you while blocking they move back not as far as normal and if they hold back while blocking they move back a little farther than normal. This would be great for more indepth mix ups... but it will probably never happen lol. (sorry this is just me wishing games had SSBM mechanics.)

The stripper combo (nice name lol) is also safe on block unlike 1,2,2. The first hit also has a deceptively good range, I think it connects from anywhere within sweep range. As for the defensive mechanics of this game, I feel this game rewards block strings too much. Maybe it's because I come from a SF background so i'm not used to all the chip damage this game rewards for each blocked hit plus the frame advantage so many strings have on block. Once you do open up the opponent, they can break out of it and get pressure off immediately (although it does cost a lot of meter). I agree that they should add some sort of defensive mechanism when blocking against attacks, your idea sort of reminded me of MvC3's advancing guard/pushblock which I think this game could benefit from with small tweaks.
 
The stripper combo (nice name lol) is also safe on block unlike 1,2,2. The first hit also has a deceptively good range, I think it connects from anywhere within sweep range. As for the defensive mechanics of this game, I feel this game rewards block strings too much. Maybe it's because I come from a SF background so i'm not used to all the chip damage this game rewards for each blocked hit plus the frame advantage so many strings have on block. Once you do open up the opponent, they can break out of it and get pressure off immediately (although it does cost a lot of meter). I agree that they should add some sort of defensive mechanism when blocking against attacks, your idea sort of reminded me of MvC3's advancing guard/pushblock which I think this game could benefit from with small tweaks.

In super smash brothers melee if you aim ur shield while it's in hit lag(being pressured/attacked) you could Directionally influence (Smash DI) Wherever you wanted while your shield was attacked you could move in... to get closer to punish, or you could move away to get out of pressure. It was a cool mechanic one that this game could benefit from.
 
In super smash brothers melee if you aim ur shield while it's in hit lag(being pressured/attacked) you could Directionally influence (Smash DI) Wherever you wanted while your shield was attacked you could move in... to get closer to punish, or you could move away to get out of pressure. It was a cool mechanic one that this game could benefit from.

Aw, if they did that then my Jade's B2 and B3,2 string would be punishable on block lol. =P I never got into SSBM that much, but I like the sound of having a mechanic to move away from a block string to get away from pressure or to somehow push your opponent away if you're stuck blocking in the corner. It'd be a lot better than just giving a teleport attack to a good majority of the characters.
 
Aw, if they did that then my Jade's B2 and B3,2 string would be punishable on block lol. =P I never got into SSBM that much, but I like the sound of having a mechanic to move away from a block string to get away from pressure or to somehow push your opponent away if you're stuck blocking in the corner. It'd be a lot better than just giving a teleport attack to a good majority of the characters.

The answer to having that mechanic so you don't get punished everytime as jade would be... giver her a longer staff :D
 
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