It's quite punishable if you do the entire 2H+K string on block. It's a good move for baiting holds or increasing the stun threshold by doing an incomplete portion of the string.
4KKK is good. At times people don't block the last hit which is weird. 4P is tracking. 3KP Side shuffle is good on stun. 8K goes over lows/low wake up kicks (depending on distance, if your too close the 8k will whiff from a low wake up kick.)
1H+K FTs depending the situation for a guaranteed tech. 6H+K penetrates wake up kicks (as usual, strict timing. do it wrong and he gets punished. I'd try to hold it or avoid it. I prefer not to take the risk lol.)
My favorite of them (with 6KH being #1) is his 44P+K. its extremely fun and hilarious if you time it from mid punches. Here's one: Hayate's 6PP or his PP6P charged. before the last hit connects go for 44P+K. c:
I never knew he had some stuff that beats out wake up kicks. Thats great.
His 6KH I have no problem with. I connect it all of the time. I could do it double in a juggle though sometimes I mess it up. 3-4x? Im guessing that only works on Alpha.
Can't say if this is a fact but I think there is a slight problem against heavyweights for jacky I believe. A bit of a damage reduction. That's about it. due to weight it may hinder his combos and whatnot.
No, I mean that due to their weight you can't really continue his usual damage output combos. The combos been reduced so basically the damage has been reduced just a bit. Ex: On bayman, if you do the usual launch combos the 4H+K will probably won't connect.
And in the curl state off restand from 4H+K you can't follow up with a 6KH then go for another 4H+K on a heavyweight. So there may be times where you may have to switch up to more safe combos.
So Jacky more of the reaction/countering type but nothing wrong with that. I wanna get good with him. Even if I dont use him as a secondary i'll use him regardless. Hopefully I can get good with him in time.