Jacqui Briggs
Table of Kontents

Move List
INPUT COMMANDS |
Quick Jab
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Leaping Bow
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Gut Buster
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Straight Jab
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Cyber Hook
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Spec Hop
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Gauntlet Slam
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Rising Gauntlet
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Side Kick
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Toe Jam
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Step Kick
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Side Strike
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Heel Strike
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Mix Up
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Roundhouse
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Sliding Heel
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JUMPING ATTACKS
|
Elbow Drop
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Dirty Jab
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Spinng Heel
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HOP ATTACKS
|
Gauntlet Punch
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Brutal Heel
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GETUP ATTACKS
|
Cyber Heel
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Quick Reflex
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FLAWLESS BLOCK ATTACKS
|
Cyber Heel
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Quick Reflex
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THROWS
|
Toward Throw
Throw+
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Back Throw
Throwor
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ROLL ESCAPES
|
Forward Getup Roll
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Backward Getup Roll
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AIR ESCAPE
|
(Air) Breakaway
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MOVE DATA |
DAMAGE | BLOCK DAMAGE | F/BLOCK DAMAGE | ||
N/A | N/A | N/A | ||
MOVE TYPE | ||||
N/A | ||||
PROPERTIES | ||||
|
||||
DESCRIPTION | ||||
N/A |
FRAME DATA |
START-UP | ACTIVE | RECOVERY |
N/A | N/A | N/A |
CANCEL | ||
N/A | ||
HIT ADVANTAGE | BLOCK ADVANTAGE | F/BLOCK ADVANTAGE |
N/A | N/A | N/A |
Last Updated: December 18, 2020
Strategy

Jacqui is a rushdown-heavy character with incredibly strong pressure options. She has some of the fastest normals in the game, with her strongest attack hitting in 9 frames. Jacqui also has amazing staggers and frametraps that can keep opponents locked down and allow her to stay on the offensive.
Strengths | Weaknesses |
---|---|
|
|
Key Moves
Name | Input | Description |
---|---|---|
Ground Recon | ![]() ![]() ![]() |
High, hit confirmable |
United We Fall | ![]() ![]() ![]() |
Fast 11 frame mid, hit confirmable, staggerable |
Trained to Kill | ![]() ![]() ![]() |
Advancing mid, great range |
Danger Zone | ![]() ![]() |
High, triggers a Krushing Blow if it is a Kounter or Punish |
Hawkeye | ![]() ![]() ![]() |
Low, hit confirmable |
Total Overload | ![]() ![]() ![]() |
Low, +4 on block, can be Flawless Blocked on 2nd hit |
Going Ballistic | ![]() ![]() ![]() |
Fast 9 frame mid, hit confirmable, -2 on block |
Bionic Dash | ![]() ![]() ![]() |
Advancing high, great range, triggers a Krushing Blow if it hits at maximum range |
Grease Kick | ![]() ![]() ![]() |
Combo starter |
Combo Starters
- Grease Kick
- Up Shrapnel Blast
- Bionic Bounce
Jacqui’s combos are started by using any move and linking it into Grease Kick (). Amplifying Grease Kick will launch the opponent up for a combo. In the corner, Jacqui can combo off of her
,
,
and
+
,
by using Up Shrapnel Blast (
) afterwards for meterless damage. With the Bionic Bounce (
) ability equipped, Jacqui can leap into the air after certain attacks and follow up with an aerial Shrapnel Blast (
). Equipping the Enhanced Air Blast ability will allow Jacqui to Amplify the aerial Shrapnel Blast and combo into a jump attack.
Combo Enders
- Bionic Dash
- Lethal Clinch
All of Jacqui’s combos can be ended with Bionic Dash () for maximum damage while carrying the opponent to the corner. Combos can also be ended with the Lethal Clinch (
) ability, which can lead to several different combo enders. Ending in Spear Elbow Drop (
) will knock the opponent down and keep the opponent close. Spear Elbow Drop will also trigger a Krushing Blow if all other Lethal Clinch attacks have been performed in the match. Belly to Back Suplex (
) will switch positions with the opponent. Spear Knee (
) will send the opponent away while dealing maximum damage. Double Spear Knee (
) will allow Jacqui to hit the opponent while keeping them in the Lethal Clinch. It’s best to use each Lethal Clinch attack at least once in order to fulfill the Krushing Blow requirements for Spear Elbow Drop.
Going Ballistic
One of Jacqui’s strongest attacks is her Going Ballistic (+
,
) string.
+
,
is a 9 frame mid attack that is mainly used up-close and can be safely hit confirmed into a combo. Jacqui also has the option to complete the string by using
+
,
,
,
+
which can counter opponents trying to attack after
+
,
. If the string is blocked, Jacqui will be safe at -6.
+
,
leaves Jacqui merely at -2 on block. Due to the low amount of disadvantage on block, Jacqui has several ways to prevent the opponent from attacking afterwards.
Poke
Using a +
after this string will beat any attack that is slower than 9 frames. This is a very safe option as the opponent must use their own poke in order to counter this, which does not deal much damage.
Backdash
Another option is to backdash after +
,
. Backdashing will avoid any short-ranged attack such as a poke and will allow Jacqui to whiff punish the opponent by using
+
,
again.
Attack
Because of the quick start-up frames on +
,
, Jacqui is able to attack again with
+
,
after it’s blocked. This will beat any attack that is slower than 11 frames.
United We Fall
Jacqui’s United We Fall (+
,
) string is an 11 frame advancing mid attack.
+
can be used as a stagger as it is only -2 on block. Staggering with
+
can be very difficult for opponents to react to due to it’s quick start-up and low blockstun making it a great way to pressure opponents up-close.
Kranked
Up-close, Jacqui is able to use her Kranked (,
) string for pressure.
,
leaves Jacqui at +2 on block, creating a frametrap in which Jacqui can guarantee a
+
afterwards. Another option is to use
+
,
after
,
. The
+
,
will either trade with 7 frame attacks, or combo if the opponent is late to attack. Once the opponent is conditioned to block after
,
, they can then be thrown.
Ground Recon
Jacqui’s Ground Recon (,
,
) string is a multi-hitting jab attack that is used at close range.
,
,
consists of four hits, making it extremely easy to hit confirm. This string can be hit confirmed into Grease Kick after the 3rd hit for a combo. If without meter, it can be hit confirmed into Bionic Dash after the 4th hit. Due to how quick each hit is, this string is very strong when mixed with throws. It can be incredibly difficult for opponents to defend against this string as well as being thrown. If
,
,
is blocked, it will leave Jacqui at -4 while creating a decent amount of pushback. Depending on the opponent’s attack, Jacqui can either interrupt or avoid their attack due to the pushback.
Trained to Kill
At longer distances, Jacqui is able to attack with her Trained to Kill (+
,
) string.
+
,
is an advancing mid attack and compliments Jacqui’s short-ranged normal attacks.
+
,
is a great way to counter moving opponents or opponents attempting to duck underneath her Bionic Dash (
). It is also very difficult to whiff punish because of the blast from the 2nd hit. On block,
+
,
is safe leaving Jacqui at -7. If
+
,
hits, it can be hit confirmed into Bionic Dash, or Up Shrapnel Blast (
) for a combo in the corner.
Hawkeye
Hawkeye (+
,
) is a low attack that is used up-close and leaves Jacqui safe at -3 on block. Using a
+
afterwards will beat any attack that is slower than 10 frames. Jacqui also has the option to complete the string by using
+
,
,
, which ends in an overhead attack. This can be useful for hitting opponents attempting to attack after
+
,
. If blocked,
+
,
,
leaves Jacqui at -12. However due to pushback, only certain characters will be able to punish this string.
Once the opponent is conditioned to block after +
, Jacqui can then use
+
,
for pressure.
+
,
leaves Jacqui at +4 on block. This will create a frametrap and guarantee a
+
,
. Be careful when using this string as the 2nd hit can be interrupted.
Danger Zone
Jacqui’s Danger Zone (,
) string is high attack that triggers a Krushing Blow if it hits as a Kounter or Punish. After the Krushing Blow, the opponent will be launched up for a combo. Since this string has very short range and has high recovery, it’s mainly used to punish unsafe moves for large damage while switching positions with the opponent.
Shrapnel Blast
Shrapnel Blast () is a 10 frame projectile attack in which Jacqui fires at the ground in front of her. Because it is a projectile, Shrapnel Blast allows Jacqui to attack from mid-range without moving herself forward. Although it is -18 on block, it can be difficult to punish when used at maximum distance. If Amplified, Shrapnel Blast allows Jacqui to fire an additional shot which can counter opponents attempting to punish the Shrapnel Blast. Shrapnel Blast can be used in the air as well, hitting opponents directly underneath Jacqui. The aerial Shrapnel Blast can be useful to counter opponents who try to anti-air Jacqui. This is much stronger with the Enhanced Air Blast ability equipped as Jacqui will be able to Amplify her aerial Shrapnel Blast for a combo.
Bionic Dash
One of Jacqui’s strongest moves to use at far distances is her Bionic Dash (). Bionic Dash is an advancing high attack with amazing range. Bionic Dash is a great way to stop opponents from walking. When spaced correctly, Bionic Dash will trigger a Krushing Blow if it hits at maximum range. Due to the threat of the Krushing Blow, opponents must always be prepared for the Bionic Dash when in range. Although Bionic Dash is safe at -7 on block, it should be used in moderation because it can be punished if the opponent crouches while releasing block. To counter opponents attempting to duck underneath Bionic Dash, use
+
,
as it is an advancing mid attack. Once the opponent learns to respect the Bionic Dash, Jacqui will then be able to close the distance.
Abilities
Prototype Rocket
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---|
![]() Modifies Shrapnel Blast. Shots are replaced with Rockets.
|
Grenade Launcher
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![]() Modifies Shrapnel Blast. Shots are replaced with Plasma Grenades.
|
Hyper Knee
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![]() Adds Hyper Knee Special Move. Crush the opponent with a lunging knee.
|
Lethal Clinch
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![]() Adds Lethal Clinch Special Move. Grab the opponent and use grappling moves on them.
|
(Air) Dive Bomb
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![]() Adds (Air) Dive Bomb Special Move. Slam down and damage the opponent.
|
(Air) Ground Pound
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![]() Adds (Air) Ground Pound Special Move. Fall straight down and cause a quake.
|
Enhanced Air Blast
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---|
![]() Modifies (Air) Shrapnel Blast, (Air) Prototype Rocket, and (Air) Grenade Launcher. These moves can now be Amplified, causing Jacqui to hover briefly.
|
Tech-Dome
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![]() Adds Tech-Dome Special Move. Deploy a defensive barrier, reducing damage taken from Special Moves.
|
Cybernetic Override
Stance
|
![]() Modifies Basic Attack and Kombo Attacks. Gain the ability to cancel a basic attack and several kombo attacks, returning to neutral.
|
Bionic Bounce
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![]() Adds Bionic Bounce Special Move. Special Jump that covers a great distance.
|
Robo Grappler
AMP
|
![]() Modifies Throw Escape. Attacks opponent when Amplifying throw escape.
|
Grenade Launcher
The Grenade Launcher () ability replaces Jacqui’s projectiles with plasma grenades that deal damage over time. After firing a grenade, it will temporarily stay on the screen. If the opponent makes contact, they will take small amounts of damage. This is especially useful when the opponent is low on health. Jacqui’s zoning is also much stronger due to Up Grenade Launcher (
) being a mid projectile. Up Grenade Launcher is a great projectile for hitting opponents out of the air. Amplifying Jacqui’s Grenade Launcher and Up Grenade Launcher will allow her to shoot an additional projectile to prevent opponents from closing the distance.
Ground Pound Mix-ups
Ground Pound () is a low attack that is done from the air. When used with her overhead attacks, this gives Jacqui a variety of mix-ups. Ground Pound can be used as a mix-up with Jacqui’s jump attacks, hop attacks,
+
and
+
,
,
.
Anytime Jacqui jumps at the opponent, they must guess whether Jacqui will use a jump attack or Ground Pound. This is because jump attacks hit as overheads on the way down. This is especially useful when combined with Bionic Bounce as Jacqui will be able to leap at the opponent and mix them up. In order to mix up with +
, jump and immediately use Ground Pound. To mix up with
+
,
,
, use Bionic Bounce after
+
,
followed by Ground Pound. Be careful when using Ground Pound because if blocked, Jacqui will be punishable at -17, or -14 when Amplified.
Tech-Dome
The Tech-Dome () ability allows Jacqui to place a defensive barrier around herself. The Tech-Dome bubble will absorb any projectile thrown at it. This is most useful when Jacqui has the lifelead on her opponent and is being zoned because it will force the opponent into approaching Jacqui instead. While inside the Tech-Dome bubble, it’s best to use Jacqui’s Back Throw as it will trigger a Krushing Blow.
Cybernetic Override
The Cybernetic Override ability allows Jacqui to cancel out of multiple attacks for pressure. The following lists the block advantage for Jacqui’s Cybernetic Override cancels:
,
,
= -1
,
= 0
+
,
= -2
+
= -3
To cancel out of an attack, input Stance before the final hit of the attack. After cancelling, Jacqui will be anywhere from -3 to 0 on block depending on which attack is used. Due to how quick the cancel occurs, this can be extremely difficult to react to. Jacqui will then be able to attack again to continue pressure or throw the opponent after cancelling.
Bionic Bounce
Jacqui’s gains enhanced mobility with the Bionic Bounce () ability. Bionic Bounce allows Jacqui to leap off of the ground and can be directed close, mid or far. When using the close or far versions, Jacqui must spend 1 bar of Defensive Meter. Using Bionic Bounce is a great way to instantly approach opponents from the air as it can be difficult to react to if the opponent isn’t ready.
When at close range, Bionic Bounce can be used for pressure by using the close version. Close Bionic Bounce will allow Jacqui to leap over the opponent and attack from behind. This is usually done after blockstrings to sustain pressure. Using Bionic Bounce can be risky however as not only will it cost 1 bar of Defensive Meter, but Jacqui can be anti-aired on the way down. To counter the opponent for attempting to anti-air, use an aerial Shrapnel Blast which can be Amplified for a combo. Be wary as the aerial Shrapnel Blast can be punished if it is blocked.
Bionic Bounce can be used to retreat as well by using either the mid or far versions after a blockstring. While Bionic Bounce can be punished on the way down, the opponent must anticipate where Jacqui will land and punish immediately. It’s best to mix up which Bionic Bounce to use to keep the opponent guessing on how to punish.
Robo Grappler
Robo Grappler gives Jacqui the unique ability to Amplify her Throw Escape. When Amplifying, Jacqui is able to perform either an Arm Break or Leg Break. To perform an Arm Break, input AMP. To perform a Leg Break, input or
after Amplifying. The Leg Break will trigger a Krushing Blow if it has been performed after an Arm Break has been performed in the match. It’s usually always a good idea to perform an Arm Break first before attempting a Leg Break in order to meet the Krushing Blow requirements.
Both Arm Break and Leg Break can be escaped by the opponent if they react quick enough and enter in a certain input. This input will depend on whether Jacqui uses an Arm Break or Leg Break. This means that the opponent must guess whether Jacqui will use the Arm Break or Leg Break. Because of this, it’s important to mix up which Amplified Throw Escape to use.
Combos
Beginner
![]() Jacqui Briggs – 1st Round KO – Beginner CombosIncomplete |
![]() Jacqui Briggs – Next Gen – Beginner CombosIncomplete |
![]() Jacqui Briggs – Upgraded – Beginner Combos(Air) Ground Pound |
Advanced
![]() Jacqui Briggs – 1st Round KO – Advanced CombosLethal Clinch |
![]() Jacqui Briggs – Next Gen – Advanced CombosGrenade Launcher |
![]() Jacqui Briggs – Upgraded – Advanced Combos(Air) Ground Pound |
Extra Guides
![]() How to Fight Jacqui Briggs – Beginner GuideArm Break & Leg Break
In Jacqui’s 1st Round KO variation, she has the unique ability to Amplify her Throw Escape. Once Amplified, she can choose to either perform an Arm Break or Leg Break. Throwing her becomes extremely risky because of this, and if she successfully techs multiple throws, she gets a Krushing Blow.
Since Jacqui will be actively looking to tech your throws, it’s best to attack normally rather than throw her. It can also ... |
![]() ★ How to Fight Jacqui BriggsSpecial Move Punishes
Bionic Dash
Jacqui’s Bionic Dash is a quick, advancing Special Move. If you predict that she will throw this attack out, duck and let go of block to punish her. Since this attack is a high, it’s best to use a for an optimal punish.
Be wary of the range on Bionic Dash because it becomes a Krushing Blow if done at maximum distance. It’s best to stay out of its maximum range. If ... |
![]() Fuzzy Guarding Jacqui BriggsJacqui’s Cancel Pressure
In Jacqui Briggs’ 1st Round KO variation, she is able to cancel out of certain attacks. These attacks consist of:
Her most notable cancel is off of her . Jacqui’s cancel leaves her at -2, but because of how quick the cancel is, you have to guess whether she will do the cancel or not. She can either do or Grease Kick to punish you for trying to interrupt the cancel.
Fuzzy ... |
![]() Bionic Bounce Cancel GuideIn Jacqui’s Upgraded variation, she gains access to Bionic Bounce, or . This allows Jacqui to leap off of the ground and greatly enhances her mobility.
Pressure
Bionic Bounce can be used after blockstrings for pressure. This can then be cancelled mid-air into (Air) Shrapnel Blast, or . If Amplified, (Air) Shrapnel Blast will allow Jacqui to use a jump attack immediately afterwards.
There is a gap between the (Air) Shrapnel Blast and jump attack, so opponents can ... |