We have raw data but we don't have any impressions or details about these strings.
So, may as well start here :
1 - Quick Jab (High)
Start : 6 - Active : 2 - Recover : 10 - Neutral on block, +11 on hit, cancels at 16
Doesn't advance beyond the standard jab advance/retreat that was present in MK9 and I:GAU. Decent reach, but high-hitting makes it duckable.
b1 - Light Kut (Mid)
Start : 15 - Active : 3 - Recover : 23 - Neutral on block, +13 on hit, cancels at 26
Advances and hits mid. Decent enough normal in my book. Unlike what it looks like, it's a pretty bad anti-air. It got wrecked by everything and traded with dj2.
f1 - Sledge Fist (Mid)
Start : 14 - Active : 4 - Recover : 14 - Neutral on Block, +18 on hit, cancels at 24
Just straight up better than b1 - It advances further, hits for more damage and the in-game frame data, as erroneous as it can be, is vastly superior to b1 in every single possible way. Unless you want to do b1,2 or b1,3,2 you should be sticking with this from the data alone but it's really the advancing that makes it decent.
d1 - Low Metal (Mid)
Start : 7 - Active : 2 - Recover : 16 - -6 on Block, +13 on hit, cancels at 17
I'm not much of a MK head, but I read these stats and I immediately want to toss this in the trash. Tested it myself, and AI jumps before Jacqui when the settings are set to always block and jump. So it's at least minus, and the spread is around boot size, so it's significant. It's not even safe when I think about Goro's d3. So yeah. Save yourself the trouble and press any other button.
2 - Spec Hook (High)
Start : 12 - Active : 2 - Recover : 17 - Neutral on Block, +20 on hit, cancels at 18
There's a bit of a phantom hitbox that grants it a bit more range, but that's a string starter, not something you want to play footsies with. If you want to toss a 2 in footsies, you would be better off with 1 in all situations.
b2 - Downward Hammer (Overhead)
Start : 16 - Active : 3 - Recover : 34 - -4 on block, +33 on hit, Cancels at 33
This button's name should be changed to "Why You Are Playing Jacqui In The First Place" - 16 frame overhead that advances pretty far (hits at starting position), can VISUALLY HITCONFIRM THE CANCEL INTO bf2, causes a ground bounce on hit and is safe on block. Also, this is the move you can kara with f3 and f4. Dis button is good y'all.
f2 - Turnaround Punch (Mid)
Start : 16 - Active : 4 - Recover : 25 - Neutral on Block, +10 on Hit, Cancels at 25
I honestly like this button but only to confirm combos. I'm a weird person who is bad at games. It advances, though not as far as her f1 or b2 and has some usefulness with the string, but as a standalone button it's not very good.
d2 - Rising Steel (High)
Start : 11 - Active : 4 - Recover : 40 - -17 on block, +26 on hit, can't cancel it.
ZE UPPERCUT. I don't personally like the distance and there's better uppercuts in the game. But obviously it's an anti-air, it does the job kinda... but honestly you may as well just jab jumpins.
3 - Side Boot (High)
Start : 13 - Active : 2 - Recover : 21 - -3 on block, +8 on hit, cancels at 23.
Purely leads into damage. Don't footsie with this. Even if it's safe - it's duckable and full combo punished if that happens. If they block high it's fine.
b3 - Steel Toe (Low)
Start : 15 - Active : 2 - Recover : 21 - -1 on block, +6 on hit, cancels at 24.
Much better. Hits low, not exactly a far reaching normal but it hits low from standing, is safe on block, can be cancelled and leads to a double low if you want to confirm.
f3 - Roundhouse (Mid)
Start : 23 - Active : 3 - Recover : 30 - -4 on block, +45 on hit, cannot be canceled... EXCEPT BY b2 and b4 while Jacqui is running!
Yeah - for those of you familiar with SF4 Sagat's f.LK and f.HK kara cancels - this works somewhat similar to that. If you input the move as she's moving (in this case either of b2 or b4) she will instead perform that move, allowing for either a far reaching overhead or a far reaching low, both of which can be cancelled as opposed to this move. They're also safe on block. This run will cover around half screen for the overhead and the low. Overhead is the same as the Downward Hammer notation, and the frame data for the low is as follows :
b4 while performing Roundhouse or Hop Kick (Low)
Start :1 - Active : 2 - Recover : 21 - -1 on block, +24
d3 - Low Heel (Low)
Start : 7 - Active : 2 - Recover : 8 - +4 on block, +18 on Hit, cancels at 14
7f startup isn't good for a d3, but the rest is solid - +4 on block will stuff anything that they want to toss out, even a 5f normal and the distance is... decent.
4 - Fast Knee (Mid)
Start : 10 - Active : 2 - Recover : 29 - -12 on block, -1 on hit, cancels at 17.
The only good thing it does is cancelling at 17. Too bad there's dick all you'd want to cancel into. It's stationary, it doesn't anti-air, it does nothing. Her most useless normal is what I'd say. It doesn't even have a string!
b4 - Helicopter (Low)
Start : 16 - Active : 2 - Recover : 27 - -9 on block, +22 on hit, cannot be cancelled.
Your sweep. No idea if this is good or not. Doesn't hit very far though.
f4 - Hop Kick (Mid)
Start : 32 - Active : 3 - Recover : 15 - Neutral on Block, +47 on hit, cannot be cancelled.
If you thought the roundhouse was good, Hop Kick is better. It activates longer because the run takes longer to activate, but beyond that it's a great gap closer as unless the opponent knows how to react to it (which it still can be reacted to), it's a running 50/50 that doesn't cost stamina and if you really want to troll, you can go mid and still be neutral. The run covers 2/3 screen.
d4 - Deep Sweep (Low)
Start : 10 - Active : 1 - Recover : 21 - -3 on block, +20 on hit, cancels at 17.
1 active frame? Fuck outta here with that shit. Distance is just outside of starting position which is decent, but maybe not for a d4? Again, I'm kinda new at MK stuffs.
I'll yell about jumping normals later, time for sleep.