Congrats on the Combo Challenge! That is indeed what you call a challenge.YAY !!! I finally completed Jacky's Combo Challenge...... and my consistency with the Consecutive Flash Sword Kicks just went up by 5%.
Unfortunately there's no change on my ability to perform the Critical Burst..... if anything I'm getting worse at it.
Congrats on the Combo Challenge! That is indeed what you call a challenge.
I wish I could help you with executing his 66H+K CB. Try inputting 66 as quickly as you can, and I find it to be easier on D-pad compared to analog stick. If all else fails, then there's always his Slide Shuffle K CB!
Good that you found it yourself but this is old news buddy.I've also been looking squeezing out as much damage out of all the weight classes.... it turns out the best way to do this is by Using a Critical Burst and Free Stepping behind the opponent to hit them with Jacky's.
And thats where things get interesting. Now unlike Jacky, Sarah's is very very very very Delicate.... the attack is so "Meaty" that hitting your opponent with it too early can cause a juggle to fail. Since Jacky's is unique only to him.... he can use it with no troubles......except after Critical Burst. If bounds the opponent with the first active frame then Jacky takes longer to recover meaning he can't land alot of FSKs (3 is the most) after the Bound. However if bounds the opponent using the later active frames then he recovers faster and can proceed landing FSKs much sooner.
The Trick is too Free Step around your opponent for alil longer than usual. Which I found weird because all the VF Character's have a slightly slower Free Step speed than most of the DoA characters (Mila's is also slow).
I managed to get 4 FSKs on, 3 on Every on body else up to and 2 on the Super Heavy Weights.
After launchers you can use 6_P and you can follow up with 4H+K. Without that jab you wouldn't be able to land the 4H+K. In fact, it's a better move to juggle with than FSK but the FSK is just more damaging (10 points of damage for each FSK landed on airborne opponent if I remember correctly).LoL.... maybe I just wanted to Brag.
Atleast now I'm up to speed with all the other Flash Sword Kickers out there.
Speaking of which.... have you had any success using FSK as a poking tool ?
With a recovery of 13 Frames you'd think you'd be able to bait with it but damn the AI knows how to whiff punish it (atleast Gen Fu and Hitomi does.... it works like a charm on Rachel)
Edit:
And Speaking of Pokes..... has anyone tried any Pai Chan style combos ?
I'm talking about using multiple times. Jacky's jab is i10 which is one frame slower than Pai's but I found that Free Cancelling it does allow you to pull off Pai Chan style Juggles.... which I have yet to find a use for.
After launchers you can use 6_P and you can follow up with 4H+K. Without that jab you wouldn't be able to land the 4H+K. In fact, it's a better move to juggle with than FSK but the FSK is just more damaging (10 points of damage for each FSK landed on airborne opponent if I remember correctly).
So true for me too. The timing is really weird after that launcher. I'm guessing it has something to do with the recovery frames of 2_3P. I can do FSK after 6K just fine (also helps that the thumbstick/d-pad is already tilted in the correct direction).Its funny because for some inexplicable reason I suck at FSK-ing after
So true for me too. The timing is really weird after that launcher. I'm guessing it has something to do with the recovery frames of 2_3P. I can do FSK after 6K just fine (also helps that the thumbstick/d-pad is already tilted in the correct direction).
I do it if I haven't played DOA for a while to refresh my setups and combos. Never hurts to do it and it still feels satisfying to complete it.Quick question..... how many of you guys keep going back to redo Combo Challenges ?
Yeah, that sucks. I knew you could do 5 of them after a PL but only after a maximum of 4 you can still land 4H+K.Wooooooh.... I was able to Land 5 FSK's on Kasumi using a Power Launcher..... however after the 5th FSK she fell way to quickly for the Heavy Bound to reach her in Time.....
Perhaps its possible on the Jelly Baby:
If you don't wanna risk dropping your combo, go for it. I usually go for 6_P's if I can end the round with it, and almost everytime in a high-pressure setting (e.g. tournaments).So I was in the Lab with Jacky..... just keeping my FSK Timing Sharp..... and so I figured I would test this new Sorcery known as Free Cancelling to the test. As it turns out.... on Light Weights you can pull off three s after Launching with on CL3. and that adds up to 12 Points of Damage...... which I believe is 8 points less than if you had used Jacky's FSK.... and honestly thats not bad at all. Assuming if you want to go for that sort of thing.
I should probably add these to Jacky's Heavy Bound guide..... but I'm so lazy
Edit: I wonder if I can do this with Sarah aswel. Hmmmm.....
LoL.... I thought you didn't love me anymore..... turns out The Website was just pulling pranks out jealousy.Why do I not get alerts for my own created thread? Damn...
Anyway:
I do it if I haven't played DOA for a while to refresh my setups and combos. Never hurts to do it and it still feels satisfying to complete it.
So you know the Bouncy Wall in The Show ? I was wondering if its possible to do 5 FSKs into some move that wall splats likeYeah, that sucks. I knew you could do 5 of them after a PL but only after a maximum of 4 you can still land 4H+K.
If you don't wanna risk dropping your combo, go for it. I usually go for 6_P's if I can end the round with it, and almost everytime in a high-pressure setting (e.g. tournaments).
Real good stuff here, DB.@KING JAIMY @Darkslay @samuraihachi @Nereus
Found an unholdable FSK.
W! > > > . Praise the heavens because even if they don't get up, the recovery of FSK is quick and you have enough time to react to WUKs or to pseudo. if they get up and block, you are at advantage (+3). If they get up and smack a button, you get a free launch. (Corners will commence a camera change so be careful on that one.) Overall, this is solid with the only weakness that you are using a lower version for wall splat damage as a start up.
Also to note that if you are near a breakable (Depending on which move you used to toss them into a breakable due to recovery.) You can also use setups. Such as if you finish with , is all guaranteed even on fastest stagger (If you are close to a breakable mind you, running up to a breakable will not work because the opponent is already in the phase of recovering or staggering.)
For Dangerzone (Didn't see it up there for this one regarding no-timing) You can do:
[Light-Mid weights] - 2x [held 6] (use if you must to avoid getting the string) > FSK 4x > 2x > (For cliff damage) or to stay in blue explosive panel areas.
[For Super heavies] - > 33 > FSK 4x (3x recommended because the first 4H+K may whiff if not timed right) > 2x > . (May not reach to cliff but you can run to opponent to extend distance to force them to fall off.)
Real good stuff here, DB.
Alternatively, you can do; W! > > / > > to get some good damage before the setup. It also doesn't make it as obvious.