Jade
An assassin for Shao Kahn, Jade has earned a reputation as an agile and stealthy warrior. Her family was Edenian nobility and served the emperor once he conquered their realm, giving Jade to him as tribute when she was a child. After years of rigorous training in the art of kombat, Shao Kahn awarded her the position of Bodyguard to Princess Kitana. Over the centuries she and Kitana have become close friends, which makes Jade's secret orders from Shao Kahn painful to accept: Should Kitana's loyalty falter, Jade must kill her friend.
Moves
Basic Attacks










































Command Normals



























Throws









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Fast Tags




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Tag Specials










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Wake Up Moves








X-Ray Attack





Finishing Moves



















Move Analysis
Basic Attacks
N/A
Command Normals
Staff Strikes
Great distance poke and bufferable move. Safe from afar if blocked high. Remember this move staggers on hit so dash up after you land one for some mixup.
Rising Pole
This move launches and has a deceptive range on it. Think of a shoryuken when it comes to this move. Not best to use up-close.
Pole Vault
Funky move that I would use sparingly. Check people with it. It has fast startup but a few characters can punish it when blocked. Good for spacing.
Kombo Attacks
Sadly this is where Jade lacks any lows or mids. All her starter strings can be blocked high. For any kind of mixup you need to rely on ,
knockdown into some kind of mixup like EX straight or low boomerang or some poke string pressure.
Special Attacks
Shadow Kick
Relatively fast, safe move when blocked. Just don't spam it like crazy or it will be punished by crouching. Tack on a extra kick during combos. Good for checking opponents mid screen.
Staff Overhead
Sadly a very slow overhead. Any good player can see this coming and block high. Its only usage is during the 3, 4 mixup or during Staff Strikes. If you do land one, use Rising Pole to put them in the air higher and juggle. The enhance version comes out faster but it might not be worth it to use meter for. Save it for breakers and ex boomerangs or even ex glow.
Shadow Flash
This is mainly used for projectile wars. Get thru any projectile to get closer to your opponent or just to get thru there projectile and spam your own boomerangs.
Boomerangs
Boomerangs have slow startup animations but good recovery when thrown so use them when midscreen. Remember that the low boomerang needs to be blocked low so use it in your high-low mixup game.
Enhanced Special Attacks
Shadow Glow
This is a move that is well worth the meter. Jade absorbs all attacks for 2 seconds (except throws) and ignores hitstun. It just depends on how much health you have left considering any hit on Jade does significantly more damage then normal during glow. The point to glow is to rush in and try to create any opportunity you can. Using this with mixups can help you out greatly. Also this is a great wake-up move and helps against rushdowners.
Returning Boomerangs
Mainly used after a knockdown. When thrown the boomerang will return to Jade. This is what you use for Jades sub-par mixup game. When you're opponent is on the ground, throw a enhance straight or low boomerang and dash in. Now you can use a mix up like a Straight Up Jump punch or Overhead staff for example, or just go for a standard throw. Remember Low boomerangs needs to be blocked low.
It is obvious that the opponent can do a wakeup attack move during this sequence. This is where the mind game comes in. If you think they will do a wakeup attack move then don't do any setup at all and bait them.
Staff Smash
Faster version of Staff overhead. Has armor. Use only in situations when the opponent goes for attack to absorb the hit.
X-Ray Attack
Save it for Ex Glows, boomerangs or Breakers. Jade really needs the meter to make anything happen.
Basic Strategy
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
Jump-in Combos
8-Hits: Jump in Punch
Staff Overhead
Dash
+
Shadow Kick
Dash
crouching
Shadow Kick
10-Hits: Jump in Punch
+
Staff Overhead
Dash
+
Dash
Returning Boomerang (Down)
Combos With Enhanced Specials
7-Hits:
Returning Boomerang
Enhanced Shadow Kick
Shadow Kick
11-Hits: +
Staff Overhead
+
Returning Boomerang (Up)
Dash
Shadow Kick x 2
Combos With X-Ray Attacks
Keep Xray combos short because of the damage scaling
8-Hits: +
Staff Overhead
Rising Pole
Xray
Corner-Only Combos
14-Hits: +
Staff Overhead
Rising Pole
pause a sec.
crouching
Staff Slam
Style
Mix-Up, sub-par zoner.
Matchups
N/A