So I just started with Jacky..

EMPEROR_COW

Well-Known Member
Premium Donor
Hey Guys,
I just started messing with Jacky and hes a blast to play.
But I have a few questions which I would really appreciate if you could answer for me :)

1) Best launchers
- MID K: 6K , 4H+K ... (4KKK unreliable)
- MID P: (CH)(3)P , (CH)P+KP (Both don't wall slam)
- HIGH K: (6)K.H
Any more?

2) Range moves .. for spacing?
- 4P2K (I love this)
- 3K
- 66K

What else do you recommend ?

3) 2-in-1s ? (opponent cant hold in between)
-3PP gives +20 on fastest ! :D

4) Safe/+ve frame moves on block?

5) Max damage strings after CB
(3)P > K.H > 4H+K > K.H > 4H+K > 3P+KPP ?? is there better ?

6) Good follow ups after 4P+K Faint stun.
I found 4P+K > 6PPK puts the opponent into threshold and in a lift stun state .. meaning they cant shake out of the CB.
any other cool tricks that can be used with the faint stun ?

7) Fastest pokes
P (HIGH) i10
2P (LOW) i12
6P (MID) i12
K (HIGH) i15
2H+K (MID) i12
Any more note worthy ? (particularly for kicks?)

8) 2P+K 2/8P+K > (SSS)P is guaranteed ... however when messing around with the move I noticed something
- 2P+K on its own .. gives +16 ... (on fastest SE)
- 2P+K 2/8P+K gives +21 !! but for some reason u cant follow up with anything .. which is whack
from the raw 2P+K you can do again 6PPK into the lift stun for the same scenario from faint...
but I'm looking for other alternatives , setups .. etc.. any suggestions ?
somethings I've been messing with in this regard..
2P+K > 6PPK ... goes to threshold .. inescapable all the way to CB
2P+K 2/8 P+K > (SSS) P > 3P ... goes to threshold inescapable all the way to CB

9) any inescapable stuns (cannot SE)?

- 3PP(P+K)
- (BT)P+K
anymore ?

10) whats good to do after his turn around stun 44K (open stance)?
- 44K > (BT)P+K is guaranteed .. anything better ?

So yeah ... I hope we can generate a healthy discussion from this ..
please try to stay specific to the questions adressed ..
many thanks :)
 
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Drake Aldan

Well-Known Member
1) Best launchers
- MID K: 6K
- MID P: (CH)(3)P
- HIGH K: (6)K.H
Any more?
well, I wouldn't say they're the best, but I used P+KP and 3P+KT as "mid punch launchers". 4H+K was my go-to for mid kick.

2) Range moves .. for spacing?
http://www.freestepdodge.com/threads/intercepting-fist-jackys-spacing.3480/

Using 4H+K as a stop kick is the main thing really. Jacky does not control space very well but the little combo you get from 4H+K is pretty cool. Sometimes you can whiff punish with it if you get lucky...

7) Fastest pokes
P (HIGH) i10
2P (LOW) i12
6P (MID) i12
K (HIGH) i15
Any more note worthy ? (particularly for kicks?)
2H+K (mid kick i12). I usually like 2H+KK, you can mixup the number of kicks (usually alternate between 2-3) but never go to 5 unless you're showing off.
 

EMPEROR_COW

Well-Known Member
Premium Donor
2H+K .. awesome ! .. i12 .. hmm awesome .. noted

as for 4H+K.. what do you usually follow with ?
the max damage on NH I could get is 48:
4H+K > (6)K.H > 1P+KPK
 

EMPEROR_COW

Well-Known Member
Premium Donor
updated the first post with some findings of my own ...

Any one know any 2-in1 (natural combos) for him ?
 

Jin Masters

Member
  • 44k in closed stance gives a guaranteed BT p+k, 4h+k, (6)k, 4h+k, 1p+kpk
  • If you need to adjust yourself when having someone stunned, 4k switches your stance
  • Mid P launcher while crouching 3p and 8p+kp(doesnt slam on wall and can be done twice)
  • Mid K string launcher 4kkk. IE: any stun then 4kkk, p+kp, 1p+kpk
 
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EMPEROR_COW

Well-Known Member
Premium Donor
  • 44k in closed stance gives a guaranteed BT p+k, 4h+k, (6)k, 4h+k, 1p+kpk
  • If you need to adjust yourself when having someone stunned, 4k switches your stance
  • Mid P launcher while crouching 3p and 8p+kp(doesnt slam on wall and can be done twice)
  • Mid K string launcher 4kkk. IE: any stun then 4kkk, p+kp, 1p+kpk

1) (Closed) 44K > BT P+K does not connect
Also, (Open) 44K > BT P+K is guaranteed .. but everything after that is not.

2) 4K switch stance is a nice trick but it only allows standing P on fastest SE .. using it too much will make it a bit obvious .. but cool trick nonetheless :)

3) I'll add the note that they don't wall slam

4) 4KKK doesnt work with Any stun as you mentioned .. at least not on mid/heavy weights and very situational with lights.. and in most cases it gives way too much pushback to allow the P+KP to connect

On a Side note,

I can confirm that 3PP is a natural combo! this makes it a really good stun extender! (+20 on fastest) :)
 
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