Kinnikuman Muscle Grand Prix 2/Jade

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Jade

Story

Jade, the "Green Arrow of Berlin", is Brocken Jr.'s protege and surrogate son (or biological son, if you're watching the Ultimate Muscle dub). A Choujin orphan living in the streets of Berlin, Jade was found by Brocken, who had lost his place in the world after the German reunification. Recognizing his potential and sense of justice, Brocken received a renewed sense of purpose, and took Jade under his wing. The two share a deep mutual respect for each other, in what is probably the most wholesome and functional father-son relationship in the entirety of Nisei. Jade was played up as a big deal initially, being a top graduate of the Hercules Factory and the frontman of sorts for his cohort of Hercules Factory graduates. Unfortunately, he would soon shape up to be one of Nisei's most infamous jobbers, with only a single non-filler onscreen win. Though several Nisei characters were serial jobbers, Jade would become notorious for not just how horrible his losses were, but for the gruesome injuries he would (without fail) receive in the process of said losing.

For what it's worth, his theme song is cool, at least.

In the Ultimate Muscle dub, Jade is renamed “Jäger”.

Gameplay

At first glance, Jade appears to be a more-damaging, less agile counterpart to his master, Brocken Jr.. He has a lot of visually similar moves and strings, notably having Brocken's signature special, the Red Rain of Berlin. However, the similarities end there; Jade's main claim to fame is his strong OTG damage, thanks to his fast and cancellable 8A and neutral S that hits OTG. Coupled with good, fast special throws and an average damage rating, this allows Jade to get big bursts of damage off of the right confirms.

On the flipside, while Jade's buttons may resemble Brocken's, his strings do not work like Brocken's at all. A lot of Jade's buttons leaves a lot to be desired, lacking the great pokes or frame data that Brocken has, meaning his neutral is overall below average. Furthermore, Jade's jabs, A and 6A, has a frustrating property where they would just barely combo into a special, or it needs to hit a little bit late to. This makes them inherently inconsistent; Jade has some strong standing combos on paper, but they do not work reliably enough in practice to be "good".

As a whole, Jade has be compared to be akin to a traditional fighting game grappler; a less-than-stellar neutral where he struggles to get in and get the hit he needs, but doing big damage when he does get that hit.


Strengths Weaknesses
  • Strong OTG combo.
  • Versatile S.
  • High burst damage.
  • Fast special throws.
  • Decent juggle.
  • Inconsistent strings.
  • Unreliable throw punish.
  • Below-average neutral.
  • Lack of throws that stay same-side.
  • Poor heavy stun options.

Character Stats

  • Health: 1024
  • Damage rating: 13
  • Size/weight: Standard
  • Movement speed: A

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry LS - 22-27, 22-26 Sp, 20-45 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 3 24 (28) -19 -7 -3 -

Jade's jab, being slow for a jab but with above average range.

  • Unlike most As, Jade's A does not combo into A,A consistently. At 19f startup, A can combo into its built-in next hit only if it hits on its very last active frame. This is inconsistent by nature, but is slightly more consistent if A hits late (i.e. from max range).
  • A more rewarding cancel is into neutral S, but at 18f startup, it has a similar problem to A,A where it will only natural combo if A does not hit on its first active frame, thus being similarly inconsistent.
  • Jade's most consistent confirm option off of this jab is 66S, since with its 17f startup, it can combo from this move even if it hits on its first active frame.
A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS - 32-37, 32-36 Sp, 27-50 KKD - 18/36
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 6 22 (26) -20 -8 -4 -

Follow-up to A.

  • This combos inconsistently from A (see above), and does not itself natural combo into A,A,A.
  • As a result, this button is mainly relegated for mixups and as combo filler in Jade's juggles.
A,A,A
Slash & Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry MS - 35-40, 35-39 Sp, 34-63 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
29 3 31 (32) -20 -14 +4 -

Ender to this string.

  • Between A'A's late cancel and this move's own slow startup, there is a large gap between A,A and this move, to the point that even the in-game combo counter does not register this string as a combo.
  • This strike is further cancellable, and on hit it can combo into a medium stun throw, or any of Jade's specials.
A,A,4A
Slash & Back Knuckle
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS - 34-39, 34-38 Sp, 33-68 KKD - 18/36
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 3 33 (38) -28 -16 -12 -

Alternative, light-stunning counterpart to A,A,A.

  • This extension is quite slow for a LS move, and similar to A,A,A, this does not natural combo from A,A.
  • The large gap from the previous hit to this one is the main source of difficulty in Jade's juggle bnb. As this string in general hits quite high, Jade wants to start the juggle as early as possible to have time to juggle with this move.
A,A,4A,2A
Low Thrust Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry LS SKD,OTG,MBU 32-37, 32-36 Sp, 31-58 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 4 27 (30) -21 -11 -7 2-31 Throw

Low sweep follow-up with an animation very similar to Brocken's 2A.

  • This is one of Jade's only moves that SKD, making this string Jade's go to string for juggles, and this extension specifically the juggle ender.
  • This extension is a lot less useful on grounded hit, and the OTG property basically never comes up.
A,A,4A,2A,6A
High Kick Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry KD MBU 27-56 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 4 30 (32) -4 -14 - -

Ender to the string, using the animation and properties of 46A.

  • All written in the standalone 46A section generally applies here as well.
  • Within the context of this string, this move has similar applications to the alternate ender below (A,A,4A,2A,214A), but is generally inferior to it; it is slower, making it a bit worse for pressuring, and it does less damage, making it a worse option when going for the "sacrifice KD and damage" easier juggle route detailed below.
A,A,4A,2A,214A
Lehrer Direct Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
91 Block/Parry HS-5 MBU 37-53 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 31 (35) -4 -14 +7~40 22-51 Throw

Alternative string ender to the above, replacing the high kick with a rolling sobat mimicking his standalone 214A.

  • What is written in the standalone 214A section generally applies here as well, though being part of a string curbs its usability.
  • If the opponent allows Jade to blockstring to this point, this move is safe on block and even safe-ish on parry, while being able to cause a rope bounce, making for a decent pressure option.
  • Jade can tack this on at the end of his juggle bnb to do more damage, though this sacrifices the SKD knockdown. OTG-ing off of the SKD would outdamage this, but since the OTG can be very strict, this is a much easier route, at the cost of damage and KD.
6A
6A
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry LS - 23-25, 17-24 Sp, 15-30 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
10 3 14 (18) -9 +3 +7 -

Jade's alternate jab.

  • Compared to A, 6A is much faster, being one of the fastest jabs in the game. In exchange, the move's cancel options, especially its built-in strings, are generally worse than A's.
  • Though this move's generic cancel is quite late, its special cancel is actually quite early. This lets it natural combo into 66S, though this needs to be done as early as possible, and even then is still somewhat strict/inconsistent.
  • Although comboing into S should also be possible on paper if the move hits later than its first active frame, in practice, this is extremely strict/inconsistent.
  • The move's speed and ability to combo into 66S makes this Jade's go-to throw-tech punish. The throw tech seems to also space Jade so as to make the 6A hit later, making 66S hit more consistently, though comboing into S seems to not be possible.
  • Furthermore, the move is a healthy +7 on hit, so if Jade does not wish to risk dropping the confirm into 66S, he can leave it at just this move and go for a mix-up situation, especially if he makes use of his specials.
6A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry LS - 26-31, 26-30 Sp, 20-43 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 22 (25) -17 -5 -1 -

Follow-up to 6A that does not natural combo from it.

  • Although it has reasonably fast startup, the late cancel window of 6A and this move's distinctive animation leads to a rather noticeable gap between the previous move and this move.
  • Due to the asymmetric nature of 6A's cancel windows, cancelling 6A into a special can be used in conjunction with this extension to throw off parry attempts.
  • That said, this is a very low-reward option, as nothing is guaranteed off of this attack; Jade has to settle for the -1 situation.
6A,A,A
Palm Combo Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry MS - 35-40, 35-39 Sp, 34-63 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
29 3 31 (32) -20 -14 +4 -

Ender to the 6A string, with identical animation and properties to the last hit of the A,A,A string.

  • Like A,A,A, this is not a natural combo from 6A,A. On hit, it can combo into a medium stun throw or any of Jade's specials.
6A,A,2A
Palm Combo Low
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry LS OTG 41-43, 41-42 Sp, 26-51 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 25 (27) -18 -8 -4 2-23 Throw

Alternative to the above string, instead using the animation and properties of Jade's standalone 2A.

  • What is written under the standalone 2A section generally applies here as well.
  • Within this string, Jade can mix this up with 6A,A,A as a weak parry bait.
6A,A,2A,214A
Lehrer Initiation Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
91 Block/Parry HS-5 MBU 37-53 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 31 (35) -4 -14 +7~40 22-51 Throw

Adds the 214A rolling sobat to the previous string.

  • This is identical to the standalone 214A, and what is written in that section applies here as well.
  • Within this string, if Jade was able to make it this far, this is a decent pressure ender, being able to rope bounce and leaving Jade only -4 on block.
6A,A,2A,8A
Schuler Combat Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry KD OTG,MBU 37-39, 37-38 Sp, 34-67 KKD - 24/77
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 7 32 (36) -9 -19 - 4-31 Throw

Alternative ender to the above, using his standalone 8A's animation and properties.

  • What is written under the standalone 8A's section applies here as well.
  • This move is less useful as part of a string, though the cancelable property can be used to continue pressure, unlike with 6A,A,2A,214A.
2A
2A
Ein
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry LS OTG 40-42, 40-41 Sp, 25-50 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 25 (27) -18 -8 -4 1-22 Throw

Low poke, with the frame 1 throw invulnerability expected of 2As.

  • Unlike most 2As, it does not go very far and only does LS, making it less useful in neutral.
  • As an OTG, this is Jade's fastest OTG. While S is a bit faster on paper, it seems to hit later as an OTG, such that 2A is slightly more lenient to OTG with. Pretty much all KDs that guarantee a 2A OTG would guarantee S OTG as well, and though the latter would be preferred, 2A is a good option for conserving meter, and/or if getting the most lenient OTG is a concern.
2A,8A
Zwei
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry KD OTG,MBU 37-39, 37-38 Sp, 34-67 KKD - 24/77
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 7 32 (36) -9 -19 - 4-31 Throw

Follow-up that is identical to Jade's standalone 8A.

  • What is written under the standalone 8A section applies here as well.
  • Since the cancel window from 2A is very late, there is a huge gap to this hit. While this means it is not a natural combo, This also means it is not guaranteed as even an OTG combo, as the opponent would be able to wake up in-between the two hits.
2A,8A,4A
Drei
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry LS OTG,SKD,MBU 32-37, 32-36 Sp, 31-58 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 4 27 (30) -21 -11 -7 2-31 Throw

3rd hit of the string, akin to the A,A,4A,2A.

  • Like the rest of this string, this hit can also hit OTG, and it can SKD on an airborne opponent as well (although this property seldom comes up, due to this string's limited usability).
  • Should the previous 8A hit a standing opponent, this strike will connect before the opponent is properly knocked down, causing a float and sacrificing the knockdown. Delaying this strike to circumvent this is impossible, due to the 8A's relatively small cancel window.
2A,8A,4A,6A
Ende
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry KD OTG,MBU 37-42, 37-41 Sp, 37-54 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 5 25 (27) ±0 -10 - 9-41 Throw

Ender to this string, visually similar to Brocken's 8A, though this attack knocks down.

  • This string technically natural combos from the 8A onwards, as the 8A will knockdown, and the 4A and this 6A will juggle.
  • This last hit still OTGs, though the large gap between the 2A and the 8A prevents the entire string from working as an OTG combo. The 8A,4A,6A portion of this string does combo properly on a grounded opponent, and the 6A can further be cancelled into S for more OTG damage.
  • This sequence can be somewhat inconsistent, however, due to the forward-moving properties of the 4A and 8A hits.
  • Although this string's not-guaranteed nature limits its usability, it can be used to deter opponents from delay wakeups.
  • Due to Jade being airborne for most of this move, he cannot normally cancel it into a throw, whether normal or special. The longer cancel window in Blue/Red KKD makes tihs possible, but the earliest throw cancel in KKD is still on frame 44.
8A
8A
Foot Stomp
Stomp on 'em
Stomp on 'em
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry KD OTG,MBU 36-38, 36-37 Sp, 33-66 KKD - 24/77
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 7 32 (36) -9 -19 - 3-30 Throw

"Slow" OTG that goes airborne. This is one of Jade's most important buttons.

  • Unlike most 8As, Jade's is quite fast, but does below average damage.
  • More importantly, this move is cancellable. Jade can cancel this move into his neutral S, which hits OTG, making for very strong OTG damage for only 1 bar.
  • The fast startup of this move means it is guaranteed from a decent number of knockdowns; knowing which knockdowns guarantee Jade an 8A OTG (and by extension, an 8A xx S OTG) is essential to maximizing Jade's damage.
  • On standing hit, 8A can be charge-cancelled to give Jade enough time to OTG with another 8A off of the KD.
  • This makes 8A (cc) a strong throw crush option, due to guaranteeing the 8A xx S OTG on hit for good damage. This move is not frame 1 throw invuln, but it still becomes throw invuln very early on frame 3, making it viable for reactively beating throws.
66A
66A
Knee Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry Launch MBU 44-46, 44-45 Sp, 40-48 KKD - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 26 (28) +1 -9 - -

Jade's fairly-standard launcher.

  • Somewhat lacking in range, but this is not to the point that it is actively hurting the move's usability.
  • Jade's juggles are solid, but unimpressive; though it costs less meter, it is a significantly less rewarding option than confirming into a special throw.
46A
46A
High Kick
If this game had jumping, this would be an anti-air
If this game had jumping, this would be an anti-air
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry KD MBU 26-55 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 4 30 (32) -4 -14 - -

Kick with an upwards diagonal hitbox.

  • This very high hitbox makes it whiff on smaller characters at further ranges. On the flipside, it hits closer to the ground than it looks closer to Jade, being able to hit moves that slightly low-profiles.
  • The move also seems to be somewhat evasive, pulling back the hurtbox around Jade's legs.
  • On hit, this move sends the opponent fairly far away; the only OTG possible is a running S. Should the move connect on an opponent at the ropes, the pushback will be nullified such that an 8A xx S OTG is possible.
236A
236A
Dropkick
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry HS-5 MBU 112-120 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
35 5 77 (81) -52 -62 -41~8 21-60 Throw

Highly damaging HS attack.

  • As with most dropkick-style moves, this attack has slow startup, and even slower recovery.
  • Even on a completely unmashed hit, Jade is still minus off of this move; mashing this move would leave Jade punishable on hit, though doing so is tricky due to the move's significant airborne time.
214A
214A
Lehrer Direct Rolling Sobat
Damage Guard Attribute Property Cancel Cost Meter Gain
91 Block/Parry HS-5 MBU 36-52 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 3 31 (35) -4 -14 +7~40 21-50 Throw

Heavy-stunning sobat style attack.

  • As with most sobat-style moves, this move starts up quite fast, has some throw invuln frames (though it kicks in quite late), and has good range.
  • This move is very safe on block at only -4, and is very plus on hit, being at worst +7 on optimal (i.e. TAS-level) mashing. Realistically, Jade should be plus enough to be able to get a guaranteed 6A off of this.
  • On hit, the pushback is quite big, making confirms off of it usually very difficult (if not impossible) midscreen. At the ropes, Jade should end up right next to the opponent to let him combo into something like 6A, A, or 66A, depending on how much the opponent mashes.
WRA
(While Running) A
Heel Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry KD MBU - - 44/30
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 9 21 ±0 -10 - -

While-running attack that knocks down.

  • Jade can get 8A xx S off of this knockdown, though it can be strict/inconsistent; it becomes more lenient/connects more consistently the later the move hits.
  • If getting the 8A OTG is a concern, Jade can opt to go straight into S for a lower-damage but significantly more consistent OTG. He can also use 2A as a meterless OTG option.
WGA
(While Grounded) A
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry MS SKD,OTG - - 42/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 14 12 (16) -10 -6 +12 1-21 Full, 22 Throw

Generic wake-up sweep.

  • Jade's options off of the wake-up sweep are relatively unimpressive, due to his lackluster buttons. He can maybe link into 6A, but this does not lead to much, as it does not go into 66S consistently. If the wake-up sweep hits late enough, combo-ing into the 66A launcher might be possible, but this is unreliable.

Throws

T
Exploder
T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - - - 90/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Average neutral throw, switching sides.

  • This throw guarantees an S OTG, but this is somewhat strict.
  • Notably, Jade does not have a 6T, making this the throw that would come out while walking or dashing forwards.
214T
Northern Lights Suplex Throw
214T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 114/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Jade's only other throw in neutral, doing noticeably more damage than T.

  • Like T, this throw similarly side switches, but leaves the opponent further away.
  • Despite the opponent being further away, Jade can still comfortably get an S OTG off of this, without needing a walk/dash-up beforehand.
MST
Front Neck Chancery
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 N/A KD - - - 200/100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Jade's default medium stun throw.

  • This throw side switches, sending the opponent behind Jade very far away. This prevents Jade from getting any guaranteed OTGs off of it.
  • Jade can get this throw (or his other medium stun throw) off of A,A,A or 6A,A,A. This is also an option off of a HS or rope bounce, but he generally has much better options off of those.
  • This throw notably builds 2 whole bars for Jade, the most of any of his throws.
MS214T
Double Arm Suplex
(Medium Stun) 214T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 N/A KD - - - 114/57
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Alternative medium stun throw.

  • Compared to (Medium Stun) T, this throw does more damage and leaves the opponent closer to Jade, though it still guarantees no OTGs. This makes it generally better than (Medium Stun) T, if the extra meter gain is not a priority.
  • As a medium stun throw, this is guaranteed off of the same things (Medium Stun) T is.
HST
Capchudo
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
169 N/A KD - - - 120/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Jade's heavy stun throw.

  • Decent damage, and is advantageous enough to guarantee Jade an OTG. 8A xx S is possible, but the timing is strict/inconsistent; 2A or a neutral S by itself is far easier to do consistently.
  • This throw side-switches, though it leaves the opponent very close to Jade.
HS214T
Ankle Hold
(Heavy Stun) 214T
Damage Guard Attribute Property Cancel Cost Meter Gain
195 N/A KD - - - 134/62
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

A more damaging, alternate heavy stun throw.

  • This throw does not side switch, being one of Jade's only two normal throws that does not do so. However, Jade ends up over one sidestep-right from where he initiated the throw.
  • The knockdown from this throw is quite advantageous, such that Jade can consistently OTG with 8A xx S off of it.
FBT
German Suplex
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 80/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Standard from behind throw, with the expected high damage.

  • Like many from behind throws, this throw side switches.
  • This throw guarantees no OTGs.
RT
Swing DDT
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
130 N/A KD MD - - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

Jade's throw on a running opponent, doing low damage while draining 1 bar of meter.

  • This is another of Jade's throws that does not side switch, though it shifts the opponent to the right of where they were thrown.
  • While this is Jade's lowest damage throw, this is somewhat made up with OTG opportunities similar to (Heavy Stun) T. An 8A xx S OTG is possible, albeit inconsistent, whereas 2A or S by itself are lower damage (but more consistent) options.
WGT
Front Neck Chancery
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - - - 200/100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 -16 - - 1-33 Full, 34-40 Throw

Jade's wake-up throw, inheriting the damage, meter gain and post-throw situation from (Medium Stun) T.

  • Like with (Medium Stun) T, this throw side-switches, builds a lot of meter for Jade, ans guarantees no OTGs.
4T
Irish Whip
4T
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Run - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 26 -16 - +17~35 -

Universal Irish Whip.

  • Due to Jade's main source of damage coming from special throws, getting a rope bounce with 4T is a strong combo starter.
44T
Side Switch
44T
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Special - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - +10 -

Universal side switch throw.

  • As with most 44Ts, this is rarely used.

Specials

S
Red Rain of Berlin
S
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry HS-3 OTG,MBU 47-57 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 34 (37) -7 -17 -3~+21 -

Heavy-stunning overhand chop that can hit OTG.

  • One of Jade's most important specials, essential to his (somewhat inconsistent) standing confirms, for OTGs, and as a decent neutral tool.
  • On standing hit, this special leaves the opponent heavy-stunned fairly close to Jade, but it has a deceptively long recovery while only doing 58f of hitstun; as a result, even completely unmashed, the move is only +21 on hit, and even minimal mashing would prevent Jade from getting any guaranteed combos off of the move.
  • As a hitconfirm, this can only combo from A and sort-of 6A, though even this is inconsistent based on hurtboxes/spacing. It technically also combos from the medium stuns of A,A,A and 6A,A,A for a KD, but this is a rarely used option.
  • This move's main utility is as an OTG, where it is on-paper Jade's fastest OTG, but due to apparently hitting later as an OTG, effectively ends up slower than 2A.
  • Its simple input means it is possible to do a running S, essential for getting an OTG off of faraway knockdowns like the one from 46A.
  • It is most frequently cancelled out of 8A, for an OTG combo doing 156 damage.
66S
Original Red Rain of Berlin
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
117 Block/Parry KD MBU 55-70 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 8 42 (46) -20 -30 - 1-3 Strike

A copy of Brocken's own neutral S, being a forward-moving knockdown attack.

  • It comes out a bit faster than neutral S, and as a result, it consistently combos from A and inconsistently so from 6A.
  • A xx 66S is an alternative hitconfirm to A xx S, being more consistent and even doing more damage even without the OTG, but it misses out on the pseudo-reset situation A xx S provides.
  • Though inconsistent, 6A xx 66S is a solidly rewarding throw punish option if Jade is able to get it to combo.
  • Jade can get a guaranteed 2A or S OTG after this special's knockdown, though the latter can be strict/impossible if 66S hits too early.
236S
SSD
236S
SSD stands for "Steiner Screwdriver"
SSD stands for "Steiner Screwdriver"
Damage Guard Attribute Property Cancel Cost Meter Gain
299 Tech KD - - 3 -300/156
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 28 -16 - - 1-3 Full

The first of Jade's 3 special throws.

  • This applies for all of Jade's special throws, but they are notable for all being very fast for special throws, at only 21f startup compared to the typical 24f. Jade's mediocre buttons means he could not take too much advantage of this, but it is helpful to make confirms tighter, and they make Jade's special throws viable to use as a mixup.
  • Despite having the lowest base damage, this throw has the best post-throw situation, staying same-side while leaving the opponent right in front of Jade with their feet away from Jade.
  • Due to the advantageous KD, close post-throw situation, and opponent's grounded orientation, This guarantees an 8A xx S OTG consistently.
  • While 214S is more damage, this is Jade's only special throw that does not side-switch, while more consistently guaranteeing the 8A xx S OTG. The damage difference is very minimal too, so this is a common special throw to default to.
214S
Mounted Cross Armbar
214S
Damage Guard Attribute Property Cancel Cost Meter Gain
312 Tech KD - - 3 -300/156
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 28 -16 - - 1-3 Full

Jade's 2nd special throw, doing more damage than 236S.

  • Unlike 236S, this throw side switches. The opponent is still left quite close to Jade, though not as close as with 236S.
  • This throw similarly guarantees an 8A xx S OTG. On paper, this is the most damage Jade can do off of a special throw; however, the post-throw situation can make the 8A xx S OTG not work in some positions/spacings, such that the 8A connects but the S whiffs. This happens most often when Jade uses the throw near the corner, as Jade's position post-throw will be shifted slightly such that the S would almost always whiff.
  • While the high damage potential makes this Jade's go-to special throw is the side-switch is not a concern, due the asterisk detailed above, 236S might be a preferred option during those situations since it allows for a more consistent OTG.
623S
Standing Cross Armbar
623S
Damage Guard Attribute Property Cancel Cost Meter Gain
312 Tech KD - - 3 -300/132
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 28 -16 - - 1-3 Full

Special throw with damage tied with 214S.

  • Like 214S, this throw side-switches, but unlike it, this throw sends the opponent quite far away.
  • As a result of the above, despite having as much untech time as his other special throws, the only guaranteed OTG after it is a running S.
  • When used near the corner, Jade's pushback is lessened, allowing for a guaranteed 8A xx S OTG. This typically involves Jade cornering himself, however.
  • Due to the poorer guaranteed OTG, this is generally Jade's worst special throw, though the corner case of the OTG working at the ropes being the opposite of 214S makes it an option as a complement to 214S, using it where 214S's OTG would not work.

Supers

623T+S
Double Red Rain of Berlin
623T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
403 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

Jade's super, being of the throw variety.

  • After this super, Jade ends up in the middle of the stage, with the opponent far away, with their back to the ropes.
  • This super's grounded untech time is also extremely short, and allows the opponent to get up almost immediately.
  • As a result of the above two factors, this super guarantees no OTGs.
  • As a whole, this super is largely made obsolete by the other super due to its worse OTG opportunities.
421T+S
Beefcake Hammer
421T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
403 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

Jade's alternate super, with the same damage and frame data.

  • This super's post-throw situation but leaves the opponent in the center fo the stage, with Jade right next to them, although he is a bit off-axis from the ring ropes.
  • The grounded untech time of this super is significantly longer than that of 623T+S, allowing for an 8A OTG. If this super is used at MAX or just under MAX bars, an 8A OTG can build the extra bit of meter needed to cancel into S, bringing the super damage above 550.
  • This super's better OTG option makes it Jade's superior super, with little reason to use 623T+S. Always attempt to use this super at MAX bars, so that Jade can get the 8A xx S OTG.

Strategy

Jade's primary goal and win condition is to land a special throw. This tends to be the case for a lot of characters, but with Jade having his OTG combo, this translates to around 450 damage with each special throw, equaling to over 40% of an average character's lifebar. To this end, landing rope bounces or (to a less effective extent) heavy stuns and confirming into a special throw is generally what Jade's neutral revolves around. He does not have stellar options to heavy stun, mainly 214A and S, which are both difficult to combo out off due to their pushback/recovery. S can be hitconfirmed from A, although this is inconsistent; 66S is a more consistent alternative hitconfirm from A. Regardless, A is an important neutral poke due to its confirm options. Other good neutral buttons include 6A, 214A, 2A, S and 66S.

The inherent inconsistency of Jade's confirms off of A or 6A is something Jade players would just have to contend with. Getting a feel for the ranges where getting a confirm is more consistent is helpful, but there is ultimately no way to reliably ensure getting the confirm 100% of the time. Confirm into 66S more than S for consistency's sake, and assess learn to assess a given situation if the risk of the hitconfirm not working is worth it.

Jade can struggle with meter at times, due to how important special throws are for his damage, and his very frequently-used S and 66S. In order to have the meter for when Jade does get the hit, it can be useful to be more conservative with meter in neutral, or to settle for MS/HS throws when low on meter. If insufficient meter is a frequent problem, Red KKD can be used to make up for it somewhat, but due to the cheap cost of S, this should not really be an issue as long as Jade is not frequently whiffing special throws.

Jade can get decent mileage out of Blue and Red KKD. Blue KKD's low health buff can bring up Jade's damage to 60-80% combos, while Red KKD can help Jade's aforementioned potential meter problems. On the other hand, while Blue True KKD can be useful to force pressure, Red True KKD is much less so, since Jade lacks any particularly spammable specials; neutral S can be decent, but the KKD cancel window is quite late, so it is nothing special. Green KKD is comparatively less useful for Jade, but the True KKD's super armor can go a long way to help Jade skip neutral and force a hit.

Combos

Combo Theory

Jade's standing combos are extremely limited, being entirely predicated on confirming A or 6A into either S or 66S. As mentioned throughout this page, the only actually consistent one among these are A xx 66S. As a throw punish, 6A is somewhat auto-spaced to make confirming into 66S a bit more consistent, but this is still not consistent per se.

For juggles, 66A is Jade's only launcher, and A,A,4A,2A is basically Jade's only usable string for juggling, especially since it ends in an SKD. The A,A,4A hit is quite slow, so Jade needs to start the juggle from high up for this string to not drop. In order to do this, Jade should go into this string pretty much immediately after the 66A. Off of this SKD, Jade can get the 8A xx S OTG, though as with most OTGs after an SKD, the low untech time caused by the juggle scaling makes it quite strict to do consistently. The OTG bumps up Jade's juggle damage by quite a bit though, bringing it up from about 150 to over 300. An alternative juggle is to use A,A,4A,2A,214A. This sacrifices damage and KD compared to the default juggle, but it does more damage than the default juggle sans OTG, so it can be useful if Jade needs to eke out that extra bit of damage without risking dropping the OTG.

OTG combos are where Jade shines, and the main source of his damage output. Specifically, his special-cancellable 8A lets him go into S, which similarly OTGs, for 156 damage. Because of this, knowing what KDs guarantee the 8A xx S OTG goes a long way for Jade's combo game. There is a small asterisk with this OTG, in that since the S moves forwards a bit, this can whiff if the opponent is not oriented properly on the ground. This is especially common when the opponent's side is aligned to Jade; though none of Jade's own KDs cause this normally, positioning, especially near the ropes, might mess up post-throw situations to cause the S in 8A xx S to whiff.

Midscreen

  • (T/214T/(Heavy Stun) T/(Running) T), S
    Throws guaranteeing an S OTG.
  • (8A (cc)/(While Running) A/(Heavy Stun) 214T/236S/214S/421T+S), 8A xx S
    KDs guaranteeing the OTG combo. For 421T+S, super should be done at MAX/just under MAX bars.
  • (A/6A) xx 66S, S
    Simple and consistent hit-confirm from A or 6A. For a more consistent OTG, use 2A instead.
  • 66A, A,A,4A,2A, 8A xx S
    Juggle ending in an SKD into the OTG combo.
  • 66A, A,A,4A,2A,214A
    Juggle route that sacrifices damage and KD in exchange for sidestepping the strict OTG.
  • A (CCC) 421T+S, 8A xx S
    CCC combo into Beefcake Hammer. Somewhat lenient, as far as CCC combos go.

Colors

Regular
Helmetless

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