Jacqui Briggs

Move List


INPUT COMMANDS
Quick Jab
1
Leaping Bow
Back+1
Gut Buster
Forward+1
Straight Jab
Down+1
Cyber Hook
2
Spec Hop
Back+2
Gauntlet Slam
Forward+2
Rising Gauntlet
Down+2
Side Kick
3
Toe Jam
Back+3
Step Kick
Forward+3
Side Strike
Down+3
Heel Strike
4
Mix Up
Back+4
Cancel
   Stance Switch
Roundhouse
Forward+4
Sliding Heel
Down+4
JUMPING ATTACKS
Elbow Drop
1
Dirty Jab
2
Spinng Heel
3or4
HOP ATTACKS
Gauntlet Punch
Up,1orUp,2
Brutal Heel
Up,3orUp,4
GETUP ATTACKS
Cyber Heel
Up+2
Quick Reflex
Up+3
FLAWLESS BLOCK ATTACKS
Cyber Heel
Up+2
Quick Reflex
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Arm Break
Amplify
Leg Break
3+Amplifyor4+Amplify
Back Throw
1+3or1+3
Arm Break
Amplify
Leg Break
3+Amplifyor4+Amplify
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Version 1.19
Last Updated: June 12, 2020

Strategy


Jacqui is a rushdown character with short but swift attacks at close range. In her 1st Round KO variation, she is able to cancel out of her attacks for constant pressure while having the ability to counterattack opponents attempting to throw her. In her Next Gen variation, she gains plasma grenades that deal damage over time and can be used to keep opponents away. Jacqui’s Upgraded variation gives her enhanced mobility and a variety of mix-up options in the air.

Strengths Weaknesses
  • Fast normals
  • Great pressure
  • Short-ranged normals

Key Moves

Name Input Description
Ground Recon 1,1,2 High, hit confirmable
United We Fall Forward+1,2 Fast 11 frame mid, hit confirmable, staggerable
Trained to Kill Back+2,2 Advancing mid, great range
Danger Zone 3,3 High, triggers a Krushing Blow if it is a Kounter or Punish
Hawkeye Back+3,2 Low, hit confirmable
Total Overload Back+3,4 Low, +4 on block, can be Flawless Blocked on 2nd hit
Going Ballistic Forward+3,1 Fast 9 frame mid, hit confirmable, -2 on block
Bionic Dash BackForward2 Advancing high, great range, triggers a Krushing Blow if it hits at maximum range
Grease Kick DownBack4 Combo starter

Combo Starters

Jacqui’s combos are started by using any move and linking it into Grease Kick (DownBack4). Amplifying Grease Kick will launch the opponent up for a combo. In her Upgraded variation, combos can be started by using Bionic Bounce (DownUp) followed by (Air) Shrapnel Blast (DownBack1). Amplifying (Air) Shrapnel Blast will allow Jacqui to combo into a jump attack.

Combo Enders

All of Jacqui’s combos can be ended with Bionic Dash (BackForward2) for maximum damage while carrying the opponent to the corner. In her 1st Round KO variation, Lethal Clinch (DownForward3) is used in combos, which can lead to several different combo enders. Ending in Spear Elbow Drop (1) 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 (2) will switch positions with the opponent. Spear Knee (3) will send the opponent away while dealing maximum damage. Double Spear Knee (4) 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 (Forward+3,1) string. Forward+3,1 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 Forward+3,1,4,1+3 which can counter opponents trying to attack after Forward+3,1. If the string is blocked, Jacqui will be safe at -6.

Forward+3,1 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 Down+1 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 Forward+3,1. Backdashing will avoid any short-ranged attack such as a poke and will allow Jacqui to whiff punish the opponent by using Forward+3,1 again.

Attack

Because of the quick start-up frames on Forward+3,1, Jacqui is able to attack again with Forward+3,1 after it’s blocked. This will beat any attack that is slower than 11 frames.

United We Fall

Jacqui’s United We Fall (Forward+1,2) string is an 11 frame advancing mid attack. Forward+1 can be used as a stagger as it is only -2 on block. Staggering with Forward+1 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 (1,1) string for pressure. 1,1 leaves Jacqui at +2 on block, creating a frametrap in which Jacqui can guarantee a Down+1 afterwards. Another option is to use Forward+3,1 after 1,1. The Forward+3,1 will either trade with 7 frame attacks, or combo if the opponent is late to attack. Once the opponent is conditioned to block after 1,1, they can then be thrown.

Ground Recon

Jacqui’s Ground Recon (1,1,2) string is a multi-hitting jab attack that is used at close range. 1,1,2 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 1,1,2 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 (Back+2,2) string. Back+2,2 is an advancing mid attack and compliments Jacqui’s short-ranged normal attacks. Back+2,2 is a great way to counter moving opponents or opponents attempting to duck underneath her Bionic Dash (BackForward2). It is also very difficult to whiff punish because of the blast from the 2nd hit. On block, Back+2,2 is safe leaving Jacqui at -7. If Back+2,2 hits, it can be hit confirmed into Bionic Dash, or Up Shrapnel Blast (DownForward1) for a combo in the corner.

Hawkeye

Hawkeye (Back+3,2) is a low attack that is used up-close and leaves Jacqui safe at -3 on block. Using a Down+1 afterwards will beat any attack that is slower than 10 frames. Jacqui also has the option to complete the string by using Back+3,2,4, which ends in an overhead attack. This can be useful for hitting opponents attempting to attack after Back+3,2. If blocked, Back+3,2,4 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 Back+3, Jacqui can then use Back+3,4 for pressure. Back+3,4 leaves Jacqui at +4 on block. This will create a frametrap and guarantee a Forward+3,1. Be careful when using this string as the 2nd hit can be interrupted.

Danger Zone

Jacqui’s Danger Zone (3,3) 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 (DownBack1) 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. (Air) Shrapnel Blast can be useful to counter opponents who try to anti-air Jacqui. This is much stronger in Jacqui’s Upgraded variation as Jacqui will be able to Amplify (Air) Shrapnel Blast for a combo.

Bionic Dash

One of Jacqui’s strongest moves to use at far distances is her Bionic Dash (BackForward2). 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 Back+2,2 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.

Attack Cancels

In Jacqui’s 1st Round KO variation, she has the ability to cancel out of multiple attacks for pressure. The following lists the block advantage for Jacqui’s attack cancel:

1,1,2 = -1
2,2 = 0
Forward+3,1 = -2
Back+4 = -3

To cancel out of an attack, input Stance Switch 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.

Arm Break & Leg Break

Jacqui’s 1st Round KO variation gives her 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 Amplify. To perform a Leg Break, input 3 or 4 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.

Grenade Launcher

In Jacqui’s Next Gen variation, her projectiles are replaced 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 (DownForward1) 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.

Tech-Dome

Jacqui’s Next Gen variation allows her to place a Tech-Dome (DownDown3) around herself. The Tech-Dome bubble will absorb any projectile thrown at it. While inside the Tech-Dome bubble, it’s best to use Jacqui’s Back Throw as it will trigger a Krushing Blow.

Ground Pound Mix-ups

In Jacqui’s Upgraded variation, she gains (Air) Ground Pound (DownBack3). (Air) 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. (Air) Ground Pound can be used as a mix-up with jump attacks, hop attacks, Back+1 and Back+3,2,4.

Anytime Jacqui jumps at the opponent, they must guess whether Jacqui will use a jump attack or (Air) 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 Back+1, jump and immediately use (Air) Ground Pound. To mix up with Back+3,2,4, use Bionic Bounce after Back+3,2 followed by (Air) Ground Pound. Be careful when using (Air) Ground Pound because if blocked, Jacqui will be punishable at -17, or -14 when Amplified.

Bionic Bounce

Jacqui’s gains enhanced mobility in her Upgraded variation with Bionic Bounce (DownUp). 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 (Air) Shrapnel Blast. This can then be Amplified for a combo. Be wary as (Air) 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.

Combos


1st Round KO

Jacqui Briggs - 1st Round KO - Advanced Combos

Jacqui Briggs – 1st Round KO – Advanced Combos


Jacqui Briggs - 1st Round KO - Advanced Combos

Next Gen

Jacqui Briggs - Next Gen - Advanced Combos

Jacqui Briggs – Next Gen – Advanced Combos


Jacqui Briggs - Next Gen - Advanced Combos

Upgraded

Jacqui Briggs - Upgraded - Beginner Combos

Jacqui Briggs – Upgraded – Beginner Combos


Jacqui Briggs - Upgraded - Beginner Combos
Jacqui Briggs - Upgraded - Advanced Combos

Jacqui Briggs – Upgraded – Advanced Combos


Jacqui Briggs - Upgraded - Advanced Combos

Guides


General

How to Fight Jacqui Briggs - Beginner Guide

How to Fight Jacqui Briggs – Beginner Guide


Arm 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 Briggs

★ How to Fight Jacqui Briggs


Special 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 ...

1st Round KO

Fuzzy Guarding Jacqui Briggs

Fuzzy Guarding Jacqui Briggs


Jacqui’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 ...

Next Gen

Upgraded

Bionic Bounce Cancel Guide

Bionic Bounce Cancel Guide


In 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 ...