Thanks for that. Cool, it looks like my launcher combo is in line with that guy’s damage-wise:
:f:K, KKKK, :uf:K, :db:K+G
I think it’s 91 or 93 damage.
seems important mid combo but how often will somebody be able to land this by itself in a match? I wish this move didn’t require you to hold a direction…
is an alright poke, but in terms of reach :f:K+G and :df:K (and the followup chain) feel a little better and hit mid. :f:K+G is da god and leads into easy damage on CH, and :df:K can be taken further into the chain options (i.e. :df:KP:u:P+K+G, :df:KPK…).
4P+K has its setups, and from what I’m gathering most 4P+Ks work well off of successful Defensive Moves versus heavy whiffs.
“In vanilla, i never felt it was important to pay attention to half circular moves. I would just work with 50% chances, either ill hit you/get hit or not. But now, bad evade attempts put you into a MC-able state, so everyone’s half circular moves/strings combo and are guaranteed. Jacky’s 4p+k is very strong for this reason (even though it launches on NH)”
so basically you’re using 4p+k to catch people for evading in a direction. It’s only half circular, but if you know which way people like to evade (ALOT of people prefer to evade down), you can catch them for that habit, and net a TON of damage for it. Jacky couldn’t do this before.
If your sketchy with the 6K:G (Iageri Kick), you can replace it with a jab, and the combo should still work. The bounds also extend the combo.
But overall the Iageri Kick is way too strong not to use. Thats (almost exactly) like saying a Mishima Electric isn’t worth going for. It’s 16 frames, +3 (wtf) on block, half-circular, and launches even on Normal Hit!? Busted.
make sure your setting the AI in Training mode to tech roll exact. If you notice, in training mode the combo ticker will turn green once you start hitting the computer off of the ground. This is because its possible to tech roll out of the combo.
I was thinking about writing a general FAQ/move analysis for Jacky. I would make videos if I could.
So far I don’t know how to play against Jean or Jeffry…
Help a nigga out… I play sort of ‘scared’ against Jeffry and try to stay away from that close ranged stuff… is this the wrong way to play him…
I hate tagging him with stuff, just for him to get in and fuck me over for like 60%+…
Right now I have a list of favorite moves, is there anything I should take off this list…
(SS=Slide Shuffle)(SSS=Side Slide Shuffle)
1.SS, K(Pretty sick for baiting whiffs and wake-up attacks)
2.3K,P(Just a dope string in general), K, SS
3.3K,P,2K, 2K
4. 4P,2K or 4P,2P
5.4KKKK(Good for hitting crouchers/people you bait into crouching)
6. 1P+K,PP(If you need to adlib a juggle when you didn’t expect to get it, this is one of your go-to moves)'
7.4P+K(thanks to cozby, I found out that this move has utility, does work on people that like to evade, I didn’t know mechanics like that changed)
8. 4K+G(I didn’t know this move was as dope as it was, if you should be using anything to get a combo off, this is something you are more likely to land, not sure if it goes over some low hits, but it’s damn fast)
Anything else people would like to add to the list of dope moves…
Is this first jab from SSS confirmable before you go for the other hit…
That 2nd jab from SSS has HELLA recovery if you miss or if it gets blocked… if the first jab gets blocked/misses what should I do? Prepare to be hit or throw and block/crouch? Go for a throw? Think of something better?
6K is his main launcher. Good for punishing sweeps
Iaigeri kick 6K!G launches on normal hit now
SS P+KP is hitcheckable and launches
4K+G is somewhat slow but has alot of range and good for punishing whiffs, or people trying to get in from a distance
2P+K is a half-circular high that launches
SS 3P also launches
Those are his go-tos if your looking just to put in some damage fast. He also has a wide assortment of CH launchers. Check the combos i put on VFDC here: