Characters Jacky Guide

Nereus

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Jacky Bryant, brother of Sarah Bryant, plays out in this game as an offensive character with powerful tools but relies alot on a player's knowledge with the game in order to use these powerful tools effectively. Reactions have to be on point as well as whiff punishing. Now, lets start off this guide with Jacky's best options on block:
:6_::K::5::h:: 16 frame high kick that leaves Jacky at +3. If the player applies this to lets say his jab, it makes the jab come out at 7 frames instead of 10. This move is also really good due to it ending so quickly, it may catch the opponent off guard and hit a button after it.
:P:: 10 Frame high that leaves him at +1 on block, decent frame trap.
:2::P+K:: 22 frame mid that also leaves him at +1. Its best to do this move after they tech or after you force tech them due to it having a slow start-up.
:2::P+K::4:: Now here's why i said that he relies a lot on the player's knowledge with the game. When you cancel the overhead ( :2::P+K:) into his slide shuffle, it leaves him at +6. That's amazing right? It seems unstoppable? Well.... not quite. He has a 13 frame high out of his slide shuffle (:P:) and a 19 frame mid that tracks (:P+K:). The mid also has a followup that launches (:P:) but it is not guaranteed after :P+K:. The +6 makes the high followup 7 frames and makes the 19 frame mid 13 frames on startup. In order to make this frame trap work, the player has to know what his opponent can do to counter this. Characters like Gen Fu or Helena can completely ignore this trap with their mid-crushes. Characters without tools like the mid crush has to decide whether your going to do the high or the mid followup.

Now, lets talk about his best whiff punishes:

:6::H+K: - 17-frame Mid Kick that stuns on hit and is +17 on fastest stagger-escape (Slow-Escape). What makes this move amazing is the hitbox on the move (The part of the move where it will hit the opponent) and the fact that its great on whiff-punishing wakeup kicks.

:4::H+K: - 20-frame mid kick that, on hit, allows you to followup with :P+K:. Great for whiff punishing wakeup kicks and great for stun-launch combos (Stun an opponent, then instantly do either a launch or, in jacky's case, (:4::H+K:). There's another reason why this move is really good, but you'll have to wait until the combo section :cool:.

:6::P+K: - 14-frame high punch that also moves :jacky: forward when he performs the move. Due to the startup, this move can be very reliable, but since it's a high you must be cautious. Another reason why this move is good, is because it stuns on hit, and the stun is ridiculous. On fastest Stagger Escape it's +28 :eek:.

:6::K::P: - 16-frame mid kick into a high punch. It has decent stun, but it is not a 2-in-1 (Can counter after the first hit). It does have followups ( :K:- high kick and :2::K:-Low kick) But both options are unsafe on block. If they try to grab punish after the high kick, you can cancel it into his slide shuffle by hitting :4: after the high kick.


His best stuns are:

:6::P+K: - It is +28 on fastest Slow-escape and stuns on hit. If the opponent does not counter, you get a guaranteed Critical Burst (:6::6::H+K:).
:2::P+K: - +16 on fastest Stagger-escape (slow-escape) and stuns on hit. Has a habit of catching people sidestepping due to it being a slow start-up (22 frames). Guarantees a :6::P: followup, a :9::K: followup (recommended to only perform near walls/danger zones), and a :7::K: followup (also recommended to only do near walls/danger zones). Also, it can be canceled into Jacky's Slide Shuffle by inputting :4: afterwards and :P+K: is guaranteed after the :4: cancel.

:4::P+K:- A high punch that leads into the 3 same followups as described above ^ (It does not guarantee a :P+K: followup from his slide shuffle though). This stun is also good because it tracks.

:1::P:
- IMO, Jacky's best low stun. +16 on fastest stagger-escape and +21 if he cancels it with his slide shuffle (:4:).

:3::P::P:
- This string works wonders. It's Jacky's only 2-in-1 (the opponent cant counter the :P: after :3::P:) and it leads into a really solid mixup. He has a high followup (:P:) and a mid followup (:P+K:) that you can also charge by holding :P+K:. Here's how the mixup comes to play: The opponent is put in a situation to where you have to either guess the charged version of :P+K: or the regular version of :P+K:, as well as the high followup. This move is CRAZY near walls as both options will wall splat (The high version as well as the mid version) and if you charge the :P+K:, you can even get half-health damage on counter hit :eek:.


Here's a tutorial vid created by PERFECTCOMBO and CrazySteady. I also helped out with the video as well as Body Everybody from xbox live.

 
Last edited:

DestructionBomb

Well-Known Member
Standard Donor
Reviving an old thread, though want to say that the changes from running H+K as well as Slide Shuffle 33H+K is useful on block due to the patch change of adding + frame advantage now. H+K into slide shuffle from stun nets him all the moves unstaggerable so they have to guess.
 
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