I apologize for a) not updating the umineko wiki since patch 1.04, not posting translated notes, etc, and not posting here in a while. Apparently my subscription to this thread just disappeared for some reason so I just assumed no was was posting.
I'll read over what i've missed and post any Jessica info that hasn't already been posted.
Edit:
@Tong:
1. "more moves = always more damage" yes, a combo will always do more damage if you tag an addition hit in afterwards, but it would be foolish to think that proration wasn't important, especially in the beginning. This isn't melty where 2aaaa is acceptable.
2. I haven't heard anything about oraoraora being combo'able nor have I been able to combo after it.
3. For that battler combo, your timing is off on Lucifer, timing is strict on virgilia, and you need to be closer to do it on Siesta (3B > 3C or point blank 3C). It honestly isnt that hard, but then again I've been maining battler since 1.00 and Solo battler since 1.02 lol.
I'm not going to comment on the all the jessica combos that have and will be posted, as they're all the same crap: blah blah 66 blah blah 236 blah blah blah. restuns are cute, but since the stun rating changes drastically, if you are tracking sr then you probably dont need to read anything about it.
I'll post what I've found in regards to her normals, and playing as her etc, since people who think this is a combo game should probably play more matches. You can just make shit up as far as I'm concerned.
EDIT: I'm a giant fucking scrub and have a terrible habit of calling the move "3C". I APOLOGIZE but I just can't unsee 2C as being a 3C.
Normals of Note:
5B - Great move. Similar to Makoto (BB) 5B at first glance. Comes out fast, moves forward and is deceptively active. You press this a lot, especially if you can't hitconfirm off of a single hit. Even on block.
5C - In my opinion the real Makoto 5B of this character. Moves forward, active for a LONG TIME, huge hitstun, deceptive range, this move does everything. Amazing for footsies, easily hitconfirmable into dash cancel or 236X. This move is a wall. Depending on how its spaced, it can vary between slightly minus, to at frame advantage depending on how in the active frames you get them blocking, making this move scary as fuck.
3C - Plus. On. Block. Moves you forward. Your only normal low move (2B is not a low), 3C is important for keeping your opponents honest. Poking out against Jessica pressure is pretty hard. You'll catch a lot of people jumping out / trying shenanigans against move. If they poke after blocking this move, hit them. On lazy reaction, 22X on hit. On good reaction, 214C / 5C air combo. Or just do your oki. Whatever floats your boat.
6C - An obvious anti air, and also the only way as far as I've seen to combo into her meta. Untechable on air hit, this is one of your millions of ways to set up oki.
j.B - What the fuck. Crosses up? In my umineko? Not as good of a jump-in as j.C, but use it when you want to. You can use it like Jam j.S as an air to air, but why bother when you have 50 other anti airs.
j.C - Her best jump in, like any other j.C. Throw it out early and you're still not that bad off. The hitbox leaves much to be desired but it gets the job done.
Throw - Her throw puts the opponents not too far away, which is great, since it's techable. Luckily you can just do an unblockable, making this move virtually untechable. Keep them honest then set up your oki.
Specials:
214A - At first I thought this move sucked. Then I played matches. I love how gimmicky and cute this move is. Wakeup 214A makes me laugh. Hitting people with it makes me laugh even more. The hitbox on this isnt that amazing but at least it can clash. I do not believe the move has actual inv frames, but you physically can dodge many things with it. For footsies, the distance and range of the punch make it hard to actually hit things with, but its great as an anti air, punishing and baiting DP's, and catching long reaching pokes / extended hitboxes if your spacing is up to par. Slightly minus on block (safe). Like nearly all her moves, you can space this to make it SLIGHTLY less minus, but still minus nonetheless. Techable.
214B - I like throwing this move out occasionally as a stagger, since it will catch people jumping and get a knockdown. Holding it down until they twitch is a very rewarding feeling. The risk to reward ratio is terrible, but it's a lot better for catching people than 214C because you leap forward. Don't let them block this.
214C - Yes you can dodge things when she leans back, and punish properly with the followup. Yes you can hold it down. I love this move. It still whiffs a lot, but this move is actually + on block if spaced properly. Noticing a pattern? This move racks up guard meter like no tomorrow and hits like a truck. Did I mention it was +? Spacing this move is important, as it will whiff often if you're not careful. The hitbox isnt as big as pilebunker but its still cute. Techable.
214A+B - Honestly I don't have that much information on any of her EX moves because I was playing solo jessica with no D button, so no meter. Luckily I played against some Jessica, and from what I can see this move is pretty much unpunishable with a great hitbox. A pretty great get out of jail free card with some invul similar to the C version.
236A/B/C - the A and B versions are amazingly plus on block. C is plus but not by as much, even if spaced correctly. I'm going to assume A is faster than B, so use the versions to fish out staggers at absolutely no risk. While having the enchant charge is obviously useful for combos, having the threat of a staggered 236X makes her pressure feel endless. Lets not forget how much guard these moves rack up.
623A/B/C - What? For once a move that isn't + on block. Honestly I didn't use this move much, outside of combos because I love her 236X's that much more. The range is deceptively long, but I've probably written that for almost everything about this character. They rack up guard like any of her other specials. The important factor of this move is that it has projectile properties (not confirmed, but it should be), meaning that you can't guard touch out of this. a nice safe way to continue pressuring. It has its uses but you'll probably end up finding yourself using 236 a lot more.
236236C - Dempsey Roll . Honestly since again I was playing without switching, I never got to use this. Like any of the other 236236C moves, use this for the guaranteed stun ender, or to tag extra damage.
Mash Button aka oraoraora - I don't believe you can kara into this move, so it must be prebuffered or cancelled into. Doesn't seem to combo afterwards and doesnt really give you oki, but you do get a meterless way to combo off 6B with this. The B and C versions move forward, so I still feel this has some uses in keeping the opponent cornered. The hitbox is huge so it's pretty hard to hit her out of this without a projectile, letting you pin them against the wall. Using the B/C versions to move forward allows her to get into a good 5B/5C killzone range, and adds guard/chip to boot. The EX version does get you knockdown, and makes her run an entire screens length while swinging, so feel free to throw this out and catch people by surprise.
Meta - A bit sad about this meta, seeing as you can't combo into it except with an anti-air 6C. Again since I didnt have any meter I never got to find out, but since this move is fucking scary to jump against, you can often just throw it out for the chip damage (remember, you're in meta). Half the time you'll guard break them in the process too. Unfortunately the damage is quite low, and it doesnt have any invincibility or so I've heard.
So what makes her scary?
Everything is fucking plus. Press buttons with this character and never stop. The fact that she requires no meter unless you want to combo into 6B or tag on damage means you can save it for activating and denying metas (if you don't think this is important, play more games). Stagger potential from everywhere, it feels almost brain dead to do offense with this character. Staying around the 5B/5C range where they can't poke out against you on reaction means they need to blindly commit to get out, or try and guard touch. Both of which lose to staggers .
Here's some stupid shit off the top of my head, but the possibilities are endless:
2a > 214A - bait some mashing at no risk. puts you at 5B range.
2a > 3c - a great string that can be staggered and ends at advantage. Stagger again into 5C if
xx > 3c > 5c - stagger and catch mashing. delay further for frame advantage or punish GT. You may need to delay 5c to make sure c.5C doesn't come out.
xx > 3c > 5c > 214C > plenty of stagger potential. change when you cancel into 214C to put it at +
2a > 5b > 2b > 214C - spaces perfectly leaving you where you want to and at advantage
xx > 5c > 3c - whiffs if 5c hits too far out, keeps people honest after 5C, ends at +
xx > 5c - ending at 5c isn't necessarily bad either. puts you at 5B / 5C range and even.
xx > 5c > 236X - most of the time this staggers without you even needing to try. puts you at advantage, easy to hit confirm.
xx > 3c > 236X - make a gap even smaller.
I'll stop here; you get the gist.
In your killzone range, feel free to throw out 3C, 5B, 5C, 214C (properly spaced), 236X, or wait and bait whiffed pokes / jumps. If they dont fall for the bait, just end in another +situation and try again. The odds are in your favor. Mixup delays to catch GTs, throw, or just stop your strings while they're scared and you're plus, and just fucking run in again. Honestly do whatever you fucking want.
Okizeme:
On oki, you can do a few things:
Charge up an Enchant
Setup a crossup
Space a meaty normal
Time a safejump
The easiest option is just to end in 3C. You can 3C > 22X > and still meaty, or even jump in if they're scared.
However, 6C > 3C is also a good ender, as 6C is untechable as well. This pushes them farther back than 3C, pushing them closer to the corner potentially. However, you have to think beforehand and not do a 5C > 3C string, or 6C wont come out.
Crossup j.B - off of 3C, walk forward slightly and do a normal forward jump to get a crossup. Off of a 6C ender, you need to do a running forward jump. This may be difficult to space at first, so practice.
nj.C oki - to crossup / sameside mixup with nj.C, you simply need to do a dashing super nj.C if you're doing it off of 3C. If you're going for oki from 6C, you need to run forward, stop your dash with 5a as you get near them. then do a dashing super nj.C
Partnering with Jessica
Because of her ability to not really need meter, she goes well with any team that has good uses of meter dumping. In addition, depending on the matchup, she can function really well as an on-point character once she gets in. Once she is in, she has no real need to tag out. She goes well with characters that can let her get in or don't mind playing backseat once she is in. Her ability is great too, making her great in teams that can afford to meta as often as possible, or with a partner who can abuse the ability.
Some retarded combos that should be tried out (I feel like I'll blame myself for this later):
Jessica/Siesta - You thought Kanon/Siesta was retarded? imagine adding extra chip to this. Siesta does everything Jessica wants as a partner: Great ways to spend meter (ex bows, ex rolling, spamming meta all day), great ways to use her ability (siesta meta super rushdown), doesn't mind sitting backseat while rushing down, and she even has ways to let jessica in (bows / ex bow into hard tag, or meta super into hard tag). Simply retarded.
Jessica/Kanon: OTP #2 aka what my secondary team will most likely become. Because Kanon has a fucking double jump he can get in easily. Rushdown to your hearts content.
Jessica/Beatrice: I honestly just want to see how much chip towers do with Jessicas meta .
Jessica/Eva: jelly + jessica sounds great to me. Eva with jessica's ability sounds pretty legit to me as well.
welp that's all for now. I'll post more info as I find it.