http://virtuafighter.com is back up. :karate:
For some reason it isn’t working today.
I’ll hold you to this. I think the run I had with Vanessa is going to end.
I will patiently await your 1337 Goh advice. Good luck at Evo (and to all at VFDC), and beat Denkai!!!
Goh’s PK4 is sex
great punishment and juicy options from BT
Yeah I’m noticing that a lot. I usually don’t lose in arcade mode, but I lost playing against sarah. Doesn’t have a lot of combo strings but his grapples are gdlk, definately defensive minded. I’m always playing with the quick types in Elieen/Sarah/Pai/etc, so it’s very difficult to adjust to goh because of the mindset that it requires. I’ll hit up those training modes more:sweat::karate:
Yeah, Goh’s rush down is different so I can understand why fans of quick/spammy characters might have problems adjusting (like my friend Sweep! in SD).
And 46K; it beats a lot of Sarah’s offense (in normal stance or flamingo). When you expect Sarah is going to kick (she is at advantage) try 46K>6PP>3P. Now a human opponent will switch it up and use elbows more (unlike the shit A.I.) so learn to use 3P+K when that happens.
Sarah Vs. Goh, or rather: Sarah Vs. Everyone (except Aoi) is an uphill battle for Sarah (in ver. B).
Goh has great mids, take advantage of those and setup throws
Thats basically it.
Goh may have a short movelist, lacks circulars, and has only one 3-hit string, but what he has enforces the strategy in Virtura fighter: Nitaku (two choice situation).
You get advantage with a strike, in this case 3P on CH. You have +7 now, meaning the only options the opponent has is stand and block, ETEG (evade throw escape), or abare (attack out of disadvantage). This means, as a Goh player, you can set up a throw (preferably his high damage ones until they get broken) or use a power mid attack like 6K and land a 71+ damage combo against an abare opponent.
If the opponent uses ETEG, just delay your attack/throw.
(easier said than done)
As you all know VFDC is back and recently information and statistics on character tournament placing in Japan has been released and is being analyzed over there.
Very complicated stuff but can provide some interestin incite to VF5 characters.
Keep in mind the Japanese play A TON of single elmination touranments.
http://virtuafighter.com/forums/ubbthreads.php/ubb/showflat/Number/169125/page/0/fpart/1
(VF 4 Evo)Alright i’m new to Jacky. Here’s what I’ve been using:
- 4+P>1+P or 1+P itself. It seem the 2K followup isn’t safe on block cuz the CPU keeps getting in hits that I can do nothing about. I mix this up with 4P>5K.
2.6+PP. seems I have success with this. I land a decent amount of CHs against other characters punches. Tend not to use the 2K followup. Should I? And i never use 6P>2K. - just for pokes I use 4PP. I have no idea what to do after that. I go into what I posted above.
4.When there’s a decent amount of space I use 5K,P,K or 5K,P>slide shuffle or 5K,P,2K. - Sometimes I use 3+P,P. How good is this move? It reminds me of Kyo’s 3A,5C,5C in KOF MIRA. Can I use this to beat high punches?
- Should I invest in using 2K? Possibly as a mid-lowpoke?
- Is 5K any good? I now that 6K on CH floats for a combo followup and on crouch staggers.
- What should I use for going against lows?
- Any tips against Lau, Kage, and Akira?
10.What else should I add to increase my mixup? I tend to stay away from using long block strings becuz the attack can be sidestepped to escape. - What throw should I go for?
- Is 5PP any good? It spells mission failed for me.
- In EVO, 1PK is only guaranted on counter hit, though 4P1P is a very strong poke. You are at advantage even on normal hit which is rare for a low in VF. Use 4PK if you want to frame adv. on block and BT games.
- 6PP is okay in EVO cause the second hit is special high, it is no longer special high in VF5 so beware, though you can now use SSS from it. The string enders aren’t all that good unless you need to poke someone for a little bit of life. Try practicing hit confirming an MC 6P to the K ender for a knockdown.
- 4PP is minor disadvantage on block so take defensive precautions in that situation. It’s also minor advantage on hit so try a basic mixup between 6p/6P+K and throw. Usually though people use 4PP and delay the last hit to try and get a counter hit for a massive combo (last hit crumples on counter hit).
- Those canned strings aren’t very good for poking, they are mainly for combos, I wouldn’t suggest using them alot.
- 3PPP is actually Jacky’s 13 frame punisher. On minor/recovery counter it combos completely for a heel over head knockdown and a free 8P pounce. This isn’t guaranteed anymore in VF5 but you can you force a mixup if they TR or still pounce if they have crappy reaction. 3PPP+K is a mid mix up that can be charged to guard stagger, if you MC the mid you get a huge damage combo. Try it now and then on defensive players.
- I would only suggest 2K to poke when they have low life, and maybe to mind game them into eating 2kpp for a counter hit to a huge combo. Otherwise, by itself it’s not a very impressive move.
- His standing kick is important for many combos in EVO, in VF5 not so much. However in VF5 his holding forward version of his standing kick has an iai cancel that is used in combos and for a gdlk poke.
- Generally blocking is your best bet as Jacky unfortunately doesn’t have strong anti-low options (one of his few weaknesses). If you must though, 44K is a special high by itself and will beat low punch and fast lows at advantage. 8K+G will also go over lows but I don’t suggest it.
- Learn the characters, they are very different in strategy. Kage is very tricky, always break back for throw escape to avoid TFT, avoid attacking back with high/low to much cause he has very strong options against both, try to recognize his obvious low attempts and you can score some guaranteed dmg. Lau is very aggressive, try to use your punch parry to slow his offense down and stay on him, keep forcing elbow pressure and pick your points to press advantage. Akira, learning how to evade and throw escape vs. him is a god send. Learn to always punish his big damage stuff and try to space him out as he doesn’t have great range like Lau.
- Throwing, alot of Jacky strategy is delaying strings or speeding up his pressure game and throwing you when you least expect. Make people eat 64P+G as many times in a match as you can afford. Sure stuff like 1p, 4p1p, and 2k are nice but throwing is the main strategy to beat blocking/evading in VF.
- Like I said, 64P+G is arguably his best throw for dmg+positioning. However use 33P+G as well since it gives you a nice mix up if they Tech Roll, if not you get a guaranteed light down attack. After that order of best to worst is 66P+G, 3P+G, and P+G.
- Jab string is very good depending on how you use it. PP6P is one of jacky’s best pokes. PP8P is a nice little suprise to wake your opponent up. etc. etc. Don’t just mash it out, learn when it may be useful.
Much appreciated feedback. Any thoughts on what other moves I should use?
No problem.
Classic Jacky play is elbow pressure with a healthy amount of throwing. Jacky has probably the easiest time setting up throws amoung the cast because of his strong mid game.
Other moves to note:
6P+KP- this is another pressure mid to try at higher adv. (+4 to +7) Note that even if the first hit is blocked your opponent must beware retaliation as the second hit is mid as well and will cause a deep stagger on MC. In VF5 ver. C, the last hit launches on MC! This also comes with a price as the last hit is punishable, use accordingly.
K+G- Jacky’s circular high kick, this is the best way to stuff an evade clean. If it hits you can go to Slide Shuffle or use the the low ender that knocks down. Note that the low ender only combos on MC or depending on the stance. Great move on wake up.
66K+G4 (66K4 in EVO)- this move is great at large advantage or when spacing. It’s a long range mid but it has a bit of a wind up. If it hits you have a huge stagger that you use to force a strong guessing game. This version of the move ends in BT which is safer than the other one, though it gives you weaker options after a successful hit.
P+KP - BEAT KNUCKLE, the basic combo start for Jacky. In EVO this move is retarded lol. However just to remind you, this move doesn’t launch unless on minor counter in VF5. In EVO you can follow up with 7K+G for good damage on any character, in VF5 you must tell the stance, closed 7K+G, open 6PK.
P+KK4 - BEAT… err KICK? lol this move is great if the first part is blocked or normal hit VF5 or if evaded. The second hit is full circular special high that can go to Slide Shuffle which makes if fairly safe. If your opponent always trys to dash after you, suprise him with Slide Shuffle P. If they keep blocking use Slide Shuffle 2KK.
33K - HIGH ANGLE KICK! Big damage combo start. Being such it’s also unsafe so use it when it’s gonna hit. This move is Jacky’s big combo start and generally the combos are pretty easy unless you want a bit more damage.
4K+G - Ah the Heel Drop, this is a pretty famous Jacky move. Use this move in spacing battles. It has a wind up, but it has huge range, mid, combos on any hit, and it’s SAFE! However you will need to tell stance in order to use it. Judge the use well.
64P+G and 33P+G more- no seriously, throwing is good in VF, even more in VF5. If you have your opponent in fear of Jacky’s pressure then commence throwing him to death. VF is a game of reading your opponent more than anything else. Realize your opponents patterns and crush him.
dude you should write a book/guide :tup:
You should come and play Itazan while you still got the chance man, watching him rape with Shun/Goh/Any Character is like… wow… wtf…
no car = no vf gatherings :’(
me getting a car = SOOOON
Man that’s alot of info. Its gonna take me awhile to learn to utilize all that. Yes you really should write a book on VF man. This is too good. Many thanks. I can’t get any VF comp around where I am. Since I’m just starting VF that’s the only reason why anyone I know stands a chance against me.
…I need to get out of Florida.
From what I’ve seen of Jeffrey in Ver.C he’s seems almost too good. Any tips on what should use against him?
Eh, I’m a bit slow on putting two and two together but you’re Unsafe_Dan on VFDC, correct?
Another Sarah question - what’s the best follow up after you successfully evade a low punch? I’m using 6P, K at the moment but was wondering if there was anything more damaging to use…
Hatred Edge: Ver. C Jeffery isn’t too good, I think you are just noticing Jeff’s strengths put to practical use since he has been slightly improved in ver. C. The key to beating jeffery is knowing when the interrupt him and punishing him. Jeff does a ton of damage and huge range but is slower than everyone else. The key is to stick to him and fight him up close just like Lau. Keep in mind to break Jeffery’s throws, especially 33P+G.
Also, there are players in florida, though maybe not your part of florida. Check out www.virtuafighter.com and the matchmaking forum.
Mikee_Showbiz: Yes, I’m Unsafe Dan, I don’t have prem, so I can’t change this name that I made 2 years ago as a joke lol.
Post low punch evade is very difficult to judge. To explain read this translation of the black book evade formula: http://virtuafighter.com/forums/ubbthreads.php/ubb/showflat/Number/149050#Post149050
If you look at the frame data, a low punch has a total of 30 frames of animation.
So if you evade from nuetral situation (+/- 0)
30 - (0 + 21) = +9 frames of advantage.
This doesn’t guarantee anything, though it does give a strong nitaku mix up.
This is even worse at disadvantage like let’s say -4 disadvantage.
30 - (4 + 21) = +5 frame of advantage.
Now your opponent can fuzzy guard any mix up you use.
The only way for anything to be guaranteed after evading a low punch would be if you had significant advantage before you evaded. For example, you evade his low punch while at +5 frames of advantage.
30 - (-5 + 21) = +14 frames of advantage.
That’s a guaranteed 6PK. However at +5, some would rather just use that to pressure than use it to make a risky evade, though there is a technique I think that uses that.
Anyhow, I know that sounds complicated, but basically you can’t really punish low punch by evading it unfortunately. Instead, use backdash to cause a low punch to whiff (low punches have horrible range) and then punish it immediately (perfect buffer at backdash) with something nice like… dragon cannon.
Where in FL are you at? Miami’s got some people if your up for it.
I’m in Miramar, Broward county. But alas I have no car:sad:…
Not to mention I just started. I only have 99 wins in quest mode. Going for that 500!!! Plus I haven’t mastered the combos for Jacky or Vanessa. And I can’t read the open and close stances well enough, haven’t learned fuzzy guard, bad at side-step, resulting in me being bad at evading. Not to mention I suck against Brad(worst matchup),Lion,and Kage. I don’t find the others too hard. Well i need to go practice what I found on VFDC for Jacky and Vanessa. I’m up for some matches sure but is there rules on button layout? Cuz I only use 5 buttons on the PS2:
[]=P+K
/=P
0=P
X=K
R1=G
My setup for Jacky and Vanesssa.
A Jacky question: b+P+K. Chains straight into PP or f+PP or d+K. Why is that? It’s not listed in the command list.