"I Got No Time For You!" The General Jacky Discussion Thread

WINBACK

Member
"Stun from the backdraft Danger Zone in the Hot Zone stage adjusted to be easier to follow up with a combo."

^
This is one of the few danger zones I didn't really spend a lot of time on pre-patch. I'm assuming the change they made was that the opponent is now closer to you after the door explodes? Someone clarify this.

Anyway, you'll get a bound if you do 4H+K immediately (time it with the door exploding) and then you can combo from there. Or you can do P+K,P to start a combo which is a lot more lenient but will amount to a weaker combo. If the opponent has almost no life left and you just wanna end the round, do a super-easy 7K.
A weird thing I noticed when doing a combo off of this danger zone is that even though the wall is right in front of you, sometimes the opponent won't get knocked into it at the end of your combo. I think it has to do with how you time your first hit when you start the combo (in the above examples, it's how you time 4H+K or P+K,P).
 

Nereus

Well-Known Member
Standard Donor
"Stun from the backdraft Danger Zone in the Hot Zone stage adjusted to be easier to follow up with a combo."

^
This is one of the few danger zones I didn't really spend a lot of time on pre-patch. I'm assuming the change they made was that the opponent is now closer to you after the door explodes? Someone clarify this.

Anyway, you'll get a bound if you do 4H+K immediately (time it with the door exploding) and then you can combo from there. Or you can do P+K,P to start a combo which is a lot more lenient but will amount to a weaker combo. If the opponent has almost no life left and you just wanna end the round, do a super-easy 7K.
A weird thing I noticed when doing a combo off of this danger zone is that even though the wall is right in front of you, sometimes the opponent won't get knocked into it at the end of your combo. I think it has to do with how you time your first hit when you start the combo (in the above examples, it's how you time 4H+K or P+K,P).

What else i noticed about walls... Jacky's 46T won't wall splat properly even if your opponent is behind a wall. I was on the stage where Brad Wong and Eliot fought in the house, on the outside of the area, and i did 46T to the opponent. He was LITERALLY behind the wall and it didn't wall splat. Also, 8P+K P is really annoying for wall combos because the opponent will float in a different direction as the combo progresses.. making it almost impossible to finish the combo properly. 1P+KPK is also very inconsistent near walls.
 

KidArk

Active Member
Was jacky 66p always -3 on block? I swore it was -1 on block +1 NH. #Stealthnerfsnobien.
 
Last edited:

hitman47

New Member
What move exactly are you reffering to? If it's 6p or 4P, both have been nerfed in the 1.04 patch, it's written, 6p was - 5 on block and zero on hit, now it's -7 and -6 which hurts, and 4P was -1, now it's -3, and the 2k after 4p is one frame slower, i guess they fixed that because nobody could block it. Anyway he no longer has his VF's frames in this patch.
.
 
Last edited:

Kurt

New Member
Those poor Souls @ Team Ninja nerfed :6::P: :mad:

:6::P::P: not a combo on Neutral Hit anymore, 2nd hit can be low crushed/High Hold/stepped,

:6::P::K: not a combo on Neutral Hit anymore, 2nd hit can be low crushed/High Hold/stepped

However, they totally forgot to adjust the identical :P::P::6::P::K:, :P::P::6::P::P: String;)

:P::P::6::P: is still only -4 on block, the follow up :P: still jails on block and normal hit, and the :K: in :P::P::6::P::K: is still a combo on neutral hit.

:P::P::6::P: is not a true Blockstring and vulnerable to Mid Hold, however you can always mix it up between :P::P:, :P::P::6::P: and :P::P::4::P::K:.

The Damage Buff is lame though, :K::P::P::P::K: is still the better Combo ender, and the crappy Side Shuffle :P: is a Gimmick Buff.
 

KidArk

Active Member
What move exactly are you reffering to? If it's 6p or 4P, both have been nerfed in the 1.04 patch, it's written, 6p was - 5 on block and zero on hit, now it's -7 and -6 which hurts, and 4P was -1, now it's -3, and the 2k after 4p is one frame slower, i guess they fixed that because nobody could block it. Anyway he no longer has his VF's frames in this patch.
.

Sorry I edited the post , I meant 66P
 

Nereus

Well-Known Member
Standard Donor
.....
i meant 44p sorry XD

oh that move... interesting enough. If you do 44P while they're stunned and dash.. on fastest SE your +14. So you can bait people for hitting buttons because it looks like your at neutral.
 

quash

Member
So I may have discovered an option select. I don't have a console to test this with so I'll ask here to see if this is legit.

It's pretty simple: while stunned you input 4K+H. If the opponent keeps the stun combo going, you get the mid punch counter. If the opponent tries to go for a mixup or something after the stun ends, you get the overhead axe kick thing.

Now I don't know how useful this is in practice, or even if it's a real option select (can you even option select counters?). I just thought of it on the fly the other day and it seemed to work against delayed mids during stun combos.
 

Nereus

Well-Known Member
Standard Donor
Those poor Souls @ Team Ninja nerfed :6::P: :mad:

:6::P::P: not a combo on Neutral Hit anymore, 2nd hit can be low crushed/High Hold/stepped,

:6::P::K: not a combo on Neutral Hit anymore, 2nd hit can be low crushed/High Hold/stepped

However, they totally forgot to adjust the identical :P::P::6::P::K:, :P::P::6::P::P: String;)

:P::P::6::P: is still only -4 on block, the follow up :P: still jails on block and normal hit, and the :K: in :P::P::6::P::K: is still a combo on neutral hit.

:P::P::6::P: is not a true Blockstring and vulnerable to Mid Hold, however you can always mix it up between :P::P:, :P::P::6::P: and :P::P::4::P::K:.

The Damage Buff is lame though, :K::P::P::P::K: is still the better Combo ender, and the crappy Side Shuffle :P: is a Gimmick Buff.

The " Crappy Slide Shuffle :P:" is not a gimmick buff, its to prevent him from losing to 9-frame jabs when you do 2P+K into Slide Shuffle
 

Nereus

Well-Known Member
Standard Donor
So I may have discovered an option select. I don't have a console to test this with so I'll ask here to see if this is legit.

It's pretty simple: while stunned you input 4K+H. If the opponent keeps the stun combo going, you get the mid punch counter. If the opponent tries to go for a mixup or something after the stun ends, you get the overhead axe kick thing.

Now I don't know how useful this is in practice, or even if it's a real option select (can you even option select counters?). I just thought of it on the fly the other day and it seemed to work against delayed mids during stun combos.

Uh.. o_O. Sounds fishy, and it seems like something thats not worth trying.
 

KidArk

Active Member
The " Crappy Slide Shuffle :P:" is not a gimmick buff, its to prevent him from losing to 9-frame jabs when you do 2P+K into Slide Shuffle

I call it a gimmic buff because i'm already +1 after 2P+K so I never shuffle after I just continue to pressure , you know 8P+K K is +2 i think? It's really good and another move that looks negative when it's positive.
 
Last edited:

Nereus

Well-Known Member
Standard Donor
I call it a gimmic buff because i'm already +1 after 2P+K so I never shuffle after I just continue to pressure , you know 8P+K K is +2 i think? It's really good and another move that looks negative when it's positive.
yea i knew that.. weird kick to do though. I dont like the start-up on it
 

quash

Member
Uh.. :confused:. Sounds fishy, and it seems like something thats not worth trying.

Fair enough, lol. Again, it was something I came up with on the spot and wasn't sure how legit it was.

If you can OS counters though, would someone mind explaining/linking the nuances of it?
 

KidArk

Active Member
yea i knew that.. weird kick to do though. I dont like the start-up on it

Just use it whenever you'd use 2P+K to frame trap them , since they'd try to hold it just gives you the plus frames, or if you use it while they're in stun and it hits them it usually leads straight to burst 6PP 8P+K 66K burst or you can just go straight into 3P launch into juggle.
 

Nereus

Well-Known Member
Standard Donor
Just use it whenever you'd use 2P+K to frame trap them , since they'd try to hold it just gives you the plus frames, or if you use it while they're in stun and it hits them it usually leads straight to burst 6PP 8P+K 66K burst or you can just go straight into 3P launch into juggle.

the problem with using 8P+K K after 2P+K, is that 2P+K is only +1. You don't essentially have to respect the followup after 2P+K because its not that much of an advantage to work with. If they're respecting the 2P+K then yeah you can do 8P+K K afterwards, but most likely that won't happen.
 

Nereus

Well-Known Member
Standard Donor
Just use it whenever you'd use 2P+K to frame trap them , since they'd try to hold it just gives you the plus frames, or if you use it while they're in stun and it hits them it usually leads straight to burst 6PP 8P+K 66K burst or you can just go straight into 3P launch into juggle.

Oh yeah.. check out the Combo thread for Jacky. This guy by the name of Hitman47 put up a new CB Combo. you can do 4H+K into 3 Flash Sword Kicks into 2 more 4H+K's into either 7K and 1P+KPP. Recommended you use 7K because 1P+KPP can whiff on the last hit. At around 2:00 mark he does the combo in the video he posted in the thread.
 

KidArk

Active Member
So I may have discovered an option select. I don't have a console to test this with so I'll ask here to see if this is legit.

It's pretty simple: while stunned you input 4K+H. If the opponent keeps the stun combo going, you get the mid punch counter. If the opponent tries to go for a mixup or something after the stun ends, you get the overhead axe kick thing.

Now I don't know how useful this is in practice, or even if it's a real option select (can you even option select counters?). I just thought of it on the fly the other day and it seemed to work against delayed mids during stun combos.

That won't work the game would read 4H+K as the move not as 4H and 4H+K there are option selects with offensive holds but they don't work like option selects in let's say street fighter or anything.
 

quash

Member
That won't work the game would read 4H+K as the move not as 4H and 4H+K there are option selects with offensive holds but they don't work like option selects in let's say street fighter or anything.

Well again, the idea is to do it while stunned against delayed mids. You can only get a counter while stunned, and like you said, you can only get the move itself otherwise (ie: you can't "hide" a counter in the input of another move).

It worked against this one guy I played against, but I don't know anything for certain about the game's mechanics re: counters nor its command interpreter, so I couldn't say for sure if it was a legit OS or not.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top