Seems like BT 2K isn't useless at all. I'll look into that later. Thanks for pointing it out.Okay so BT is Terrible..... but it does have one and only one use on the fastest stagger escape.
In open stance BT is a pretty good follow up to because the advantage seems to go way up when you do it on a back turned opponent.... on my test run it was +18 on the fastest stagger escape.
In open space this is obviously not a big deal but since BT does wall splat one could substitute it with BT.
You can see Crazy Steady doing it once or twice in the video..... obviously he didn't have SE on because he was critical bursting with it.
Seems like BT 2K isn't useless at all. I'll look into that later. Thanks for pointing it out.
You mean BT moves on BT opponents?I've actually been going over some of Jacky's "Back to Back" tech.... its pretty interesting.
You mean BT moves on BT opponents?
You need an advantage of at least +20 to connect an i18 strike. So it's not a case of you being slow, it just doesn't connect on fastest stagger escape. However, in practice I believe it's going to work often because Jacky's opponent needs to slow escape at fastest to break the chain, which is really hard.Yep.... lol..... I call it "Back to Back"
Anyway so I just discover something very troubling. That set up in my previous post seem to only give me +1 when I do it against a wall.... but not all the time.... and I don't know why.
Okay so Jacky's BT goes active on the 18th Frame.... and hisgives him an advantage of +18.... so technically thats a One Frame Link (take that Street Fighter !!! Haha) so maybe not doing it fast enough....
Actually upon closer inspection it looks like the low kick is hitting them in front somehow. I don't understand why its doing that.
You need an advantage of at least +20 to connect an i18 strike. So it's not a case of you being slow, it just doesn't connect on fastest stagger escape. However, in practice I believe it's going to work often because Jacky's opponent needs to slow escape at fastest to break the chain, which is really hard.
Oh, almost forgot. I'll give you a credit in the 'Special Thanks' at the end.WOOOOH !!!! my first credit
It is really a just frame kick. You only have 1 frame to press H. If you can do the FSK, you can do just frame inputs, contrary to what you think.Anyway.... is Jacky's Flash Sword Kick really a Just Frame ? I've been performing consecutive FSKs with relative ease lately and if theres one thing I'm sure I can't do... its definitely Just Frame inputs.
So you have to press H on the 16th or 17th frame? The guide now says on the 16th, but I could be wrong looking at your findings.So according to Page 1 and 3.... the Follow Up interval on Jacky's is 17F~17F..... which is around about the time that move goes active, pressing on that Frame will change everything that follows it and thats how you get the Flash Sword Kick. So according to the game it appears to be Just Frame....
Looks like you have it in your muscle memory. The FSK is 'easy' for me too, but it is a very intimidating move for newcomers. As I've said earlier in the guide: Practice makes perfect. Looks like you've practiced enough to call yourself a Flash Sword Kick master.But the problem with that is it feels so easy to do.... I can actually perform 7 FSK's buffering one after the other when I'm in the zone.
Something about it just isn't adding up....
Cool, I'm looking forward to your findings!Virtua Fighter has a cool tool that lets you know exactly how far apart your inputs are..... and I know I can do it there..... I'l use it to test how lenient FSK really is.... I don't know how much help that would be in DoA though.
Practice makes perfect. Looks like you've practiced enough to call yourself a Flash Sword Kick master.
This is how I did it - What I did was that I set the computer to block at all times and continuously focus on getting the timing right on the visual point as well as the feel upon coming into contact to the opponent so that you know you can get it right majority of the time. What's also great about this is that you can develop the timing to properly getting it right for the block version on that delicious (+3) move on block. You have to literally sit there and muscle memory it. Keep doing it multiple times, take a break and go back into it, make it different to where you develop your own ways to it (FSK, P > FSK or FSK > P on a blocking opponent) while trying other different difficult ways to absorb that practice. Eventually it will make sense and the timing has become not just easier but rather you are having fun with it learning. When you are having "fun" in a game, the likelyhood of succeeding and learning has increased and you will get it down in no time. Upon getting it down on it as a startup or whatever method you choose to do, you should now practice it within a string, juggle, PL etc. There is nothing wrong with making a mistake and dropping it. Consider it a concentration killer and a difficulty spike. You can keep practicing to the point that it feels like you hardly wasted any mental energy at all.
What's really great from @KING JAIMY 's guide is that he provided the tips at the bottom. They are correct and it's a must read from him.
King Jaimy, you should add a section in there on adding a way to developing a help trick for players on learning FSK. People get discouraged in the lab on learning the timing properly so you could add a section there with your way on how you did it.
This is how I did it - What I did was that I set the computer to block at all times and continuously focus on getting the timing right on the visual point as well as the feel upon coming into contact to the opponent so that you know you can get it right majority of the time. What's also great about this is that you can develop the timing to properly getting it right for the block version on that delicious (+3) move on block. You have to literally sit there and muscle memory it. Keep doing it multiple times, take a break and go back into it, make it different to where you develop your own ways to it (FSK, P > FSK or FSK > P on a blocking opponent) while trying other different difficult ways to absorb that practice. Eventually it will make sense and the timing has become not just easier but rather you are having fun with it learning. When you are having "fun" in a game, the likelyhood of succeeding and learning has increased and you will get it down in no time. Upon getting it down on it as a startup or whatever method you choose to do, you should now practice it within a string, juggle, PL etc. There is nothing wrong with making a mistake and dropping it. Consider it a concentration killer and a difficulty spike. You can keep practicing to the point that it feels like you hardly wasted any mental energy at all.
Regarding the FSK online - Don't worry about the online, we feel your pain on it as Jacky is one of the few characters that can suffer from this dearly because the timing has to be on hit and one of the reasons why I don't use quite use him much. Online buffering delays and timing can change the momentum+fate of the match entirely because you dropped that nice wall setup from a much later timing than the offline lab version. This is not your fault at all so do not get discouraged because you couldn't perform it online. I dropped this a dozen times too online so there is no shame to admit it. Mind you that we are not perfect and online sure as hell won't make us connect perfect attacks on hit all the time. Just keep having fun practicing and getting the timing done.