The Emerald Jade - MKD Guide
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posted02/16/2006 07:39 PM (UTC)by
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tgrant
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Project MKK: Coming soon...

Currently working on: MKD & MKA - The One Ring Theory
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02/10/2003 04:01 PM (UTC)
Well, I have been working on this for awhile. Here it is.

Jades linearity is probably a turnoff to most players and her harsh delays are probably another. These cripple her somewhat, but a vast array of immunities, high damage and insane combo speed help make up for this somewhat. Those willing to take the time to learn her will have fun with her. You will just need to practice hard and learn in depth what she has to offer.

Special moves:

Razor-Rang: D, B, 3 (9%)

This is a slow projectile, but is good in projectile trade offs if used with the Projectile Invincibility to protect yourself from damage from any incoming projectiles. Its also good to throw out randomly at long range (if your opponent is a full screen away). This also very good if you are on a death-trap stage and they are turned on as this projectile, unlike most others, can trigger a ring out. It also hits mid and many newcomers usually try to duck this and get hit by it.

Note: Online matches (most notably mirror matches) can result in this projectile taking a low path, however it still hits mid so ALWAYS block high. Or, even better, sidestep.

Blazing Nitro Kick: B, F, 4 (11%)

This move is effective at mid-close range. It hits mid and can cause ring outs. Its also very nice to add onto combos where the opponent is grounded near a corner or wall for a free hit as they wake up.

Dodging Shadows (Projectile Invincibility): B, F 2

This move, many will remember as a move that brought death to them in UMK3 and MKT if they dared to throw a projectile at Jade. It is lucky she cannot run this time as her damage potential is insanely high as we know. Anyway, this move protects you from projectiles and some non projectiles in the game. Against such characters as Sub-Zero, this pretty much screws them over if and when used effectively. This by does not by any means guarantee you victory over Sub-Zero. The best Sub players will still be able to destroy if they know how to use him well. I will list all the things this move gives you immunity to that I know of.

The Projectile Invincibility provides immunity to:

Ashrahs Lightning Blast and Heavenly Light projectiles
Barakas Flying Shard projectile
Bo Rai Chos Puke Puddle
Dairous Iron Leg projectile
Darrius Tricky Blast projectile
Ermacs Hado-Energy projectile
Haviks Cracking Legs projectile
Jades Razor-Rang projectile
Kabals Plasma Blast projectile
Kiras Nightshade projectile
Kiras Kiss of Death stun move
Kobras High and Crouching Chi projectiles
Li Meis Nova Blast projectile
Liu Kangs High and Low Dragon Fire projectiles
Mileenas Soaring Sai projectile
Nightwolfs Spirit Arrow Projectile
Nightwolfs Lightning from Above (laugh at them when they see this annoying bitch of a move fail)
Noob-Smokes Dark Assassin projectile
Noob Smokes Stinky Cloud (Laugh even more here!)
Raidens Lightning Bolt projectile
Scorpions Hellfire
Shujinkos Ice Breeze projectile
Sindels Star Screamer projectile
Sindels Banshee Scream
Sub-Zeros Ice Blast projectile
Sub-Zeros Ice Clone
Tanyas Surging and Air Fire Blast projectiles

Kenshi and Hotaru are the only characters on the game with specials that Jade cannot resist.

Vanishing Winds: B, F, 1

I am so happy they gave her a teleport, even if it is slow compared to Raidens. Obviously you should not overuse this move (and do not tele-throw whore as it is nooby as hell, but if that is your thing then go with it).

Given its slowness you should use it after knockdowns, plants or just throw it out at random times whenever you think is safe so as to surprise the opponent. If they see it coming you will be punished. Most I play against wil know I can use the teleport pretty safely most of the time. Pokes, combos, throws and projectiles all ruin the teleport for you due to its slow speed. You can counter this by using the Dodging Shadows invincibility before teleporting. As a rule, I usually teleport whilst I have this up, but not always so as not to keep a repetitive pattern up. Also, it will protect you from the likes of the Ice Clone and Stinky Cloud just in case they are laid in preparation of your teleport attempt. Also, be warned that Scorpions Hellfire or Nightwolfs Lightning from Above can trap you mid teleport and keep you right where you are whilst you take big damage. Again the invincibility prevents this and if they attempt these, they are left open for attack.

You can also change style during the teleport. This is perfect for surprising the enemy with style change mix ups. For example, if you are in Fan Zi when you teleport, the opponent may duck. So you can switch to Kuo Shou mid teleport and use B+1 or even to Bojutsu and use 1,1.

The teleport can also be buffered out of a jump.
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tgrant
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Currently working on: MKD & MKA - The One Ring Theory
11/21/2005 12:47 AM (UTC)
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Fan Zi

This is Jades first fighting stance and is where her damaging branchers gain most of their power from. She can pump out 24% in just 3 hits, yet I hear many people consider this stance useless, which is far from the truth. However, this stance does suffer due to lack of a good mid hit.

Moves to learn

D+4 (3%): This is your first attack to learn within this stance. It is an effective poke move and somewhat fast. This move sets up quite a bit for Jade. You can use it multiple times to get the opponent to block low. Due to lack of a decent mid hit in Fan Zi, you will have to switch to Kuo Shou to use an effective mid (B+1). D+4 can stop approaching opponents, it can also allow an opening into a (sometimes free) combo or it will lead into a (sometimes free) hit from the next attack you need to learn. That is attack 3.

The reason I added sometimes free in brackets is due to the fact that a single poke from D+4 confuses the opponent at times. They will either be lost as to how to react and their reaction to the move is a basic delay (meaning they usually will not duck or block) allowing you to follow up as you please. If they do stand block, throw. If they block low, CS to Kuo Shou and use B+1.

3 (12%): If only this move were a mid. Sadly, it is not. This move hits high and bounces the opponent off the ground for a juggle opportunity. It is powerful and fast, but is somewhat slow to follow up again with due to recovery. It can still be spammable provided you are careful. Use this for catching advancing opponents or after when you successfully block an incoming attack at close range. This is a punishing move mainly. The payoff is a nice 48% damage combo.

If ducked, you can CS to Kuo Shou and use B+1 as your mid hit or CS twice to Bojutsu and use 1,1. Training them to duck by having them expect 3 is a good way of setting this up. 4 in Fan Zi is also a backup option, but the other two are much better.

Other options

The following attacks are somewhat situational and can help you out on the odd occasion. Do not rely too heavily on them.

4 (12%): This is a mid, but it has no juggle properties. All it does it push the opponent back. You both more or less recover at the same time on a successful hit, so it is not all that useful. You can go into 3, D+4 or CS and another style to continue the beat down from there however. This attack is also an alternative option to using CS and a mid from another style if you wish to use it. It is useful as the end of the 2,2,4 combo, however. This is for those who like to duck your brancher/combo attempts. End with the mid.

B+1 (11%): A nice single hit move to knock jumping enemies out of the air and useful as a quick option when having sidestepped an attack and you are probably at a loss of what to use. The good thing about it is the knockdown effect which allows for some breathing room and time to think through what you want to do next. Do not use this attack too much. It leaves you open and you will suffer for it.

F+4 (9%): This low attack sees Jade stepping on the opponents toe. It is good for confusing the opponent who might expect D+4 and for stopping them from rushing you. I do not advise the use of this move however. Given that this attack is performed whilst still stood up as well, it tends to intimidate/confuse the opponent somewhat and they usually try to back away rather than crouch block. Be sure to have an effective follow up if you choose to use this. Throwing, 3, D+4 or even CS B+1 or CS D+3/3 will most likely be your best options.

Options to recover / exit teleport with

3: Obvious reasons. A juggle hit and up to 48% following it. It is useful for catching the ones who try to throw you out of the teleport and those who rush you. The opponent will most definitely break this.

D+4: Mix it up with 3 to confuse. D+4 also starts a mix up.

Any Fan Zi brancher: Big damage in such a quick time will help you get your opponent to waste a breaker or even lead you to a free throw.

Throw: Somewhat annoying, but it works.

Blazing Nitro Kick: It is a nice mid for the pokers to get hurt by. The distance is creates between is also good. Be careful of Dairou with this, however. Your invincibility will piss all over his projectile nonsense.

Combos

2,2, B+1 (24%)

The knockback here can help if you want some breathing space.

2,2,4 (25%)

This ends mid. Most will be inclined to duck the first few hits thinking you are going for a brancher.

2,2,CS (24%)

This ends mid also. If the first two hits do not connect, you will not be able to get a juggle off this.

3, 2,2,CS (30%)
3, 2,2,B+1 (31%)

The knockback here can help if you want some breathing space.

2,2,CS 4,4,CS,1,U+3 (37%)
2,2,CS CS 2,1,U+3 (37%)
2,2,1,CS,4,CS,1,U+3 2,1,U+3 (42%) or 2,2,1,CS,4,CS,3 2,1,U+3 (42%) (same damage, but a shorter version. Mix between the two for extra hits and to throw the enemy off.)

3, CS, B+4, Teleport, Throw = 38%
2,2,CS, B+4, Teleport, Throw = 46%
3, 2,2,1,CS,4,CS,1,U+3 = 48%
2,2,1CS,4CS,B+2 Teleport, Throw = 53%
2,2,1,CS,4,CS,3,CS,3,CS,B+4, Teleport, Throw = 56%
2,2,CS, B+4, Teleport, (if they duck) B+1, B+4, Teleport, Throw = 67%
2,2,1,CS,4,CS,3,CS,3,CS,B+4, Teleport, B+1, B+4, Teleport, Throw = 77%
2,2,1,CS,4,CS,B+2, Teleport, (they try to duck throw) 2,2,1,CS,4,CS,B+2, Teleport, Throw (90%) If you manage this one, the opponent is offically PWNED!

Note 1: A thing to remember when doing the branchers is to try and stop at safe points if it is blocked. Ending at 1 in Fan Zi, 4 in Kuo Shou or 1 in Bojutsu are some of the better options. Head straight into a low poke. Using this tactic you can also condition the opponent not to expect the full brancher, so you can feel free to use it fully at a later time and hopefully they will unblock to attack and take damage. Jade can also be poked out of them. Be careful.

Note 2: For all of the above you can poke your way into them with D+4 and then just buffer the next set of hits in. This is not always a failsafe, but can work at the best of times.
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tgrant
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Currently working on: MKD & MKA - The One Ring Theory
11/21/2005 12:48 AM (UTC)
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Kuo Shou

Jades second and best stance is Kuo Shou. It has her best poke game and leads to a rather cheap, but stoppable, free throw. However there are major cons to attempting to break the free throw as I will elaborate. Most of your time will be spent with this style, so learn it well.

Moves to learn

D+3 (4%): This is one of two main pokes in this stance and the one you will most likely opt to use the majority of the time. Not only does it travel forward allowing you to keep on poking, it helps set up combo and free throw follow ups with ease. Sometimes successive hits after this move are free. Your follow up options are B+1, 3, a Kuo Shou brancher, a CS to Bojutsu combo or Bojutsu 1,1. Use this poke to get in close and really annoy the opponent. Also use it to train them to block low and follow up with a mid (B+1 or CS into 1,1) or use a combo (4,4, CS etc or CS into 2,3 or 2,1,U+3).

3 (10%): This has great damage for a sweep. Many will have seen this used against them. It is useable from sweep range and can be made to hit without fail thanks to universal tracking. Simply hold up as you hit 3 and you will always connect. It is nice to circle the opponent and then suddenly throw this out and catching them off guard. Obviously it will not be successful if your opponent is blocking low. This can be used in conjunction with D+3 or as a stand alone attack in training the opponent to block low. Considering that this also pushes the opponent away from you, it could be possible for you to miss with B+1 if you attempt to go mid. It is safer to CS to Bojutsu and use 1,1 as your mid. Its reach is much better.

B+1 (10%): This is your mid hit to use in Kuo Shou. Never throw this out randomly. If it misses you leave yourself open to any attack as the recovery on this move is dreadful. Only use it when you see the opponent ducking or blocking low.(However, you can use it to catch advancing opponents unexpectedly or use it as you advance in case they go to duck a suspected throw.) Use it in conjunction with D+3. Make them block low with D+3 and then use B+1. Assuming it does connect, follow it up with B+4 for the plant. Teleport and get a free throw. Or, as some will expect the throw attempt after the teleport, use B+1 again followed by B+4 and then use the free throw. Other follow ups after this are a Kuo Shou brancher into Bojutsu. Use either as you see fit.

B+4 (8,8 =16%): This is your plant move that should be used ONLY after connecting with B+1. (On rare occasions you can connect with it after D+3. B+1 is your insurance however.) This move is another horrid one to just randomly throw out and it hits high too. Like Fan Zis 3 move, both should be mids imo. I mentioned that there were cons to attempting to break the free throw described above. B+4 is that reason. Unlike most plant moves it can be breakered. Unlike most plants, it actually has two hits. It is the two hits that make this tricky to break. If the opponent tries to break this move they either lose one breaker, or two breakers, but the full plant effect happens meaning the breaker(s) is/are wasted and you still get your free throw. Or they lose one breaker and they successfully break it. Around 95% of the time, they will just end up wasting one or two breakers. The one that is wasted that still leads to the free throw is used on the second hit of this attack. Both happen in such quick succession, that you must be fast to break this move successfully on the first hit. Mileena 4 move in Mian Chuan is the same along with Kobras 4 move in Shorin Ryu. A good friend of mine swears that it is impossible to do, but I have managed to do it as have a few others. Breaker wastage is always a plus.

2: (11%): I have never seen anyone other than myself use this. This move is highly useful. It is powerful, fast and gives a knockdown and 50-50 follow up. Due to the fall animation, I believe the opponent cannot auto recovery out of it either making the walk up into 50-50 safely. This move is also a wonderful free hit counter move. You willget a free 11% after the opponent fumbles their attack and then go straight into a 50-50. It is also awesome for coming out of the teleport and auto recovering with if your just learning and need something fast to counter with.

Other options

None really, though you could try D+4 (5%). It is a low poke that is basically Raidens D+3 in Jujutsu, but without the speed, knockdown and power. It is not worth using. However, I found you can buffer a Blazing Nitro Kick in after it to good effect, though it is somewhat slow.

Options to recover / exit teleport with

All of the above except B+4 - Read as: D+3, 3, B+1 and 2.

Any Kuo Shou brancher.

Throw

Blazing Nitro Kick

Combos

B+1, CS, 2,1,U+3 (33%)
4,4,CS,1,U+3 2,1,U+3 (34%) or 4,4,CS,3 2,1,U+3 (34%)
B+1, B+4, Teleport, Throw (37%) (Adding an extra B+1 will give you 39%.)
4,4,CS,B+2, Teleport, Throw (41%)
4,4,CS,1 1,1 = (44%) - You can cut the brancher short and then use 1,1 for extra damage if the opponent foolishly ducks. If the opponent wises up to this you can throw them instead. This is an example of a broken rhythm combo.

Note: For the above you can poke your way into them with D+3. Poke as much and as often as you feel and then go for the mid hit. One poke is usually all that is needed to go into the combos starting with 4.
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tgrant
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Currently working on: MKD & MKA - The One Ring Theory
11/21/2005 12:49 AM (UTC)
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Bojutsu

This is an excellent stance, only ruined by the lack of safety most of the attacks have. Having studied in depth, it's possible to own the opponent using this stance alone. Vainqueur only knows this only too well! tongue
You'll either keep them away and chip at their health or get in close and finish them with heavy damage. Bojutsu has more single hit options at your disposal than Kuo Shou and Fan Zi (most are situational however) and all should be learnt well.

Moves to learn

4 (12%): Worship this move. This move has excellent range, is fast and downright deadly when used correctly. It is great for catching someone off guard. You can fake a block and when they move to attack, hit them with this. You can do this whether you are advancing on the enemy or backing away. Simply advance or back dash and your opponent, dependant on which you do will usually react accordingly by backing away if you advancing, allowing for a hit as they will not have time to block or think they have time to escape from you. If you withdraw and they follow, again they leave themselves open. Note that if you are close enough, (sometimes even a half screen away) you can get a nice free throw off this attack. Also, you can buffer this in after a missed throw (or most missed high/mid attacks or combos) and claim your throw afterwards. You can also use the advance/withdraw technique whilst in another stance. Switching quickly from Fan Zi or Kuo Shou and hitting 4 is a good surprise tactic. This attack is relatively safe and you should be able to follow up with something else with ease.

U+3 (9%): This move is called the Amazon Power strike. Power strike my ass! It only does 9%. It makes up for it with great range, being a mid hit, a juggle property and being pretty fast. It is a great stand alone attack. However, some things to note are the following. If you hit them with the very tip of the Bojutsu (meaning they were just in range), you will not get a juggle combo. Just walk up and 50-50. If they are close enough to you, finish with 2,1,U+3 for a nice juggle combo and more than likely, an opportunity to waste their breakers. If they block this attack or you miss, immediately hit D+1 or D+4 to poke them and keep them at bay. From there you can recover and try it again or even better, do one of the two combos 2,1U+3 or 2,3. 2,1,U+4 is also possible but you may as well go with the jugglers for extra damage. Or you can throw if they stand block.

1,1 (11,8 = 19%): Technically this is a combo, but it is your best mid for close range and should be listed as one of her best moves to learn. It keeps you close to the enemy and you can use it again for a further 19% damage or throw. This is breakable, but it's hard to do so this is an excellent pressure move combined with the throw when up close. Many Jade noobs will attempt to whore you with this and throw and nothing else. From my own experience, this is feared. Most players will almost always stand block. Throw them.

Note: The above 3 moves are your main and best moves in Bojutsu. You will notice there are no low attacks. This is because the lows Jade has in this stance, though quite long ranged, they are pretty unsafe. Only skilled players should venture into using them along with the other attacks that following. I've seen many use them pretty badly. All with the exception of U+4 are pretty much punishable upon block. Be warned!

D+3 (7%): This is a fast, in close poke. It does not recover so well, but is useful for stopping the opponent in their tracks. Combined with a buffered D+1 afterwards, you can get the enemy to think twice about approaching you. Always have a quick follow up with this attack.

D+4 (7%): This is your second poke, only it has a long reach that extends into sweep range. Again, make sure you have quick follow ups or simply back away. Your aim is of course to keep the opponent away. If they go to block low however, hit them with 1,1.

B+2 (8%): This attack is fast. However, this speed is deceptive in terms of this moves recovery. Its recovery without a connection is somewhat poor, but you can spam it to hell if it hits or if the opponent reacts slow to it upon blocking it. I do not advise this at all, though. If blocked, opt to low poke immediately. Use this attack when an opponent tries to rush you to catch them off guard with a single hit. Do not over use it. (It is breakable however, so be warned.) Or use it after a failed attack/combo attempt. The good thing about this move is that it gives a free throw. After it connects, teleport behind the opponent (note that the teleport is faster than normal upon doing this), wait a second and then throw. This free throw looks incredible sexy if started with the teleport as you see two teleports in quick succession, the latter being the faster of the two. It also gives a free hit after the teleport. So you could in fact go with a combo.

B+3 (7%): This move is annoying in close. It can help you get in close as it hits low and walks forward at the same time. Using it can cause the opponent to block low and helps you get 1,1 in as your mid. Try not to abuse this as it can be punished if blocked well.

D+1 (7%): This attack rules at stopping advancing opponents and goes under their high attacks. You can stop Kobras charge punch or Nightwolfs charge with this also. Even though the animation sees Jade go low, the attack itself hits high. This will force advancing enemies to block high. You can proceed to a throw or a low poke (D+3 or B+3) to try for a mid (1,1).

U+4 (8%): This is a wonderful move. It has great range, gives a knockdown leading into 50-50 and can be tracked so it does not miss as it begins with up. For this reason, it is best used whilst sidestepping. If you and your opponent circle one another often and you suddenly pull this off, you will more than likely hit them. The animation sees Jade do a spin motion and this is what usually throws the opponent off. They believe they can still sidestep the incoming attack and then get a blow clean in the face. Its funny hearing then go "Wtf" over the headset and they always immediately stand block for some reason. Walk up and throw or mid afterwards.

Other options

D+ 2 (12%): The Bojutsu uppercut has slow recovery, decent damage and gives a 50-50 opportunity upon connection. It's not a move you will be using a whole lot, but it is another option that you can use if you feel like punishing a ducked high attack.

3 (12%): This is mid hit that can catch advancing opponents. It gives a 50-50 payoff and has good damage. It is another alternate move you may wish to use at some point.

Options to recover / exit teleport with

4 and 1,1: The Amazon Power Strikes wind up time adds on to the teleports slowness so avoid using it here. You have 1,1 as your mid for the duckers and 4 just for its range, speed and possible throw/combo prevention.

B+2: See B+2 above.

D+3, D+4 or B+3: All are low hits, though they should be used according to speed and how distant the enemy is from you.

D+1: It is useful for stopping attacks. Those who wish to poke you will eat this.

Any Bojutsu combo: If you can get them to connect, go with 2,3 always.

Throw.

Blazing Nitro Kick.

Combos

1,1 = 19%

This is your mid combo for when in close. It's a great pressure move. Alternate between it and throw up close. It will piss your opponent off.

2,3 = 20%

3 hits mid and gives a juggle hit when used in conjunction with 2, regardless of whether 2 hits or not. Obviously go with a juggle combo of your choice afterwards.

2,B+2, Teleport, Throw = 33%
2,1,U+3 2,1,U+4 = 39%
2,1,U+3 2,1,U+3 = 41%

Now the thing about this combo and any other combo that ends with 2,1,U+3 in Bojutsu is that Jade recovers first and that she gets a free of the ground (OTG) hit in. They are unblockable. This allows you (with proper timing) to do a further combo. So you could easily walk back up and do this one again for a total of 82% damage. This is basically Jades infinite, but any person who doesn't try and break it is a fool. If not timed well, the successive hits will do reduced damage or the opponent will block everything. Given this knowledge, combo damage becomes ridiculous. Make up your own follow ups. (Here is one quick example: Start in Kuo Shou - B+1, CS, 2,1,U+3, CS,CS B+1, B+4, Teleport, Throw (70%) Damage will depend on timing. I have got this to do less at 61% and some have reached lower damage at 56%)

2,3 B+2, Teleport, Throw = 41%
2,3,CS,3,CS,B+4, Teleport, Throw = 49%

2,3 2,1,U+3 = 42%

Note that if the first hit of this combo fails and the rest connects, you still do 41%. Only 1% less damage. To me, that is pretty sexy.

(Need a wall) B+2, B,F+4, follow up (15%+)

You will notice that this is a glitch. Thanks to ThuggishRuggish for telling me this. The opponent stands up, only they're floating in mid air. You need to be quick and follow up your attack. Switching quickly to Fan Zi and going straight into a brancher does full damage. Given B+2, you will have difficulty getting this to work.
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tgrant
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Project MKK: Coming soon...

Currently working on: MKD & MKA - The One Ring Theory
11/21/2005 12:51 AM (UTC)
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Some useful info

Tiger Leaps Suddenly: This is a name of one of Kung Laos Broadsword attacks in MKDA. I however use this as the name of a blocking and attacking tactic used to catch your opponent off guard. At some points, you can stand and block if an opponent is near or away from you. This is best when in 50-50 range and they think you are going to use a mid. If you stand and block they most likely will try to advance on you. As soon as you see them do so, release block and attack, preferably with a combo. They will more than likely use a breaker. If you are in Fan Zi or Bojutsu when you do this, the damage will be staggering.

Praying Mantis: Against certain characters you can crouch with Down+Back. You can obviously do this in all stances, but the best one to use is Kuo Shou. Now this tactic sees you crouched doing nothing. Against those with projectiles you will need to have the cover of Dodging Shadows to avoid those attacks. Seeing you there, the opponent will most likely try to rush you. Just hit 3 or D+3 in Kuo Shou to poke. You can rise at any time and go into a combo or a mid with B+1. Use this to fuck with the opponent. Do not attempt this vs the likes of Bo, Dairou, Ermac or Kenshi. These characters will own you if you do.

And this is my Emerald Amazonian bitch, Jade. Use her well. I had better not see anymore nooby Jade vids! wink

Thanks to ThuggishRuggish and Konqrr for their input and help.
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MrSchpfmut
11/21/2005 03:51 PM (UTC)
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Anything to give yourself dp's eh tgrant? lol j/k you deserve them for this!

I'll tell ya, not too many people play Jade on xbox... But there are quite a few crazy ass jades on ps2 that have handed my ass to me because i had never seen her played like that. My main player is kobra, and she's a damn good counter pick vs him... fuggin BMB is a monster with her!!!

Havent read the whole thing yet, but i will to try and pick up a few things i didn't know so maybe i can, dare i say defend this crap! hehe, the only thing i really know how to do with jade besides whore weapon 11 - 4 - and d4 is hit:

bf24 this will give you the glow and the sliding kick at the same time!
bf21 works too but seems pointless to me???

its kinda funny if you do that a couple times it kinda breaks the sound effect and you hear that lil wooshy shit the entire remainder of the fight, hehe

Anywho good shit tgrant, too bad your on pal mayne!
peace
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tgrant
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Project MKK: Coming soon...

Currently working on: MKD & MKA - The One Ring Theory
11/21/2005 03:57 PM (UTC)
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MrSchpfmut Wrote:
Anything to give yourself dp's eh tgrant? lol j/k you deserve them for this!

I'll tell ya, not too many people play Jade on xbox... But there are quite a few crazy ass jades on ps2 that have handed my ass to me because i had never seen her played like that. My main player is kobra, and she's a damn good counter pick vs him... fuggin BMB is a monster with her!!!

Havent read the whole thing yet, but i will to try and pick up a few things i didn't know so maybe i can, dare i say defend this crap! hehe, the only thing i really know how to do with jade besides whore weapon 11 - 4 - and d4 is hit:

bf24 this will give you the glow and the sliding kick at the same time!
bf21 works too but seems pointless to me???

its kinda funny if you do that a couple times it kinda breaks the sound effect and you hear that lil wooshy shit the entire remainder of the fight, hehe

Anywho good shit tgrant, too bad your on pal mayne!
peace


Lol, thanks dude.

Thanks for telling me that. I never knew that. You can do it with the glow and the teleport too. That allows for some serious time delay cutdowns and will help me a great deal. grin

I know she's a good Kobra counter and as long as you can approach him. What you just said above will help with that a great deal. wink
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11/21/2005 04:51 PM (UTC)
0
Great guide Ty, tommorow I'm back for some taping of your bitch, (I hope).

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djwoodford
11/21/2005 05:24 PM (UTC)
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Very good work man. I'll have to print this and give at a read...
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OldSkoolScott-e (PS4)
11/21/2005 05:26 PM (UTC)
0
That is easily the most comprehensive guide I've ever seen for a character - Nice one Ty! Maybe if I gain an understanding of how she fights one day I'll be able to beat her *grumbles god damn stick poking big damage dial a combo biatch*grin
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tgrant
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Project MKK: Coming soon...

Currently working on: MKD & MKA - The One Ring Theory
11/21/2005 06:13 PM (UTC)
0
hjs-Q Wrote:
Great guide Ty, tommarow I'm back for some taping of your bitch, (I hope).



Plz! tongue Let me know asap. I'm off work this week so we'll have all day to make the vids. Plus I can go to town and rebuy the game again with enough notice. And thanks.

djwoodford Wrote:
Very good work man. I'll have to print this and give at a read...


Thanks. Hope it helps.

HADOKEN Wrote:
That is easily the most comprehensive guide I've ever seen for a character - Nice one Ty! Maybe if I gain an understanding of how she fights one day I'll be able to beat her *grumbles god damn stick poking big damage dial a combo biatch*grin


Silence you! tongue Thanks. I'll play you soon, buddy! I think you need to be taught a lesson! wink
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Afghanblade
11/21/2005 09:08 PM (UTC)
0
Awesome stuff Tg.
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BOMBSnFISTS
11/21/2005 11:09 PM (UTC)
0
MrSchpfmut Wrote:

bf24 this will give you the glow and the sliding kick at the same time!
bf21 works too but seems pointless to me???



Beh! I do this move 10 times during each match. This is her best way to punish projectiles, I never teleport without having D/S on. Anytime you shoot something at me, I will be behind you, I never ever block them. Jade rarely needs to block, she cannot fight well verse a solid 50/50 mixup and repeative plants that most other characters can break out of. Lack of Mids, and her slow speed. I like the guide but it's more of a beginners guide, I'd be more interested in some more custom tactics and strategies. Strengths and Weaknesses. Besides just recovery times.
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Omega Supreme
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About Me

There are three rules for doing scientific research. Unfortunately, no one knows what they are.

11/22/2005 04:38 PM (UTC)
0
Good stuff Ty.
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tgrant
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About Me
Project MKK: Coming soon...

Currently working on: MKD & MKA - The One Ring Theory
11/22/2005 08:27 PM (UTC)
0
BOMBSnFISTS Wrote:
MrSchpfmut Wrote:

bf24 this will give you the glow and the sliding kick at the same time!
bf21 works too but seems pointless to me???



Beh! I do this move 10 times during each match. This is her best way to punish projectiles, I never teleport without having D/S on. Anytime you shoot something at me, I will be behind you, I never ever block them. Jade rarely needs to block, she cannot fight well verse a solid 50/50 mixup and repeative plants that most other characters can break out of. Lack of Mids, and her slow speed. I like the guide but it's more of a beginners guide, I'd be more interested in some more custom tactics and strategies. Strengths and Weaknesses. Besides just recovery times.


You seem to know about her strengths and weaknesses so why don't you present them to us in more detail in a guide of your own? Since I've covered the 'beginners stuff' as you said, you can put forward the advanced stuff along with the tactics, strategies, strengths and weaknesses you speak of.
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DEVILHANZO
02/16/2006 12:32 AM (UTC)
0
Damn Tgrant, you put some work into this thing. Love the in depth explanations, and detailed info on moves.
Lots to read, but that is good, the more info on something, the better.
Wil have to digest this guide...
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Hellx
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Xbox 360 Gamertag ALgaioN

02/16/2006 07:39 PM (UTC)
0
this is a very good stuff tgrant!wink
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