VF5: Jacky
Добавлено: 08 июл 2007, 19:25
собственно собрал по крупицам самое основное:
from Virtua Fighter 5 Superguide:
Key Strike Attacks
PP
6P
This move is one of Jacky’s most important and fastest mid attack. Make sure to use this attack without delay when you have the advantage, such as after blocking the opponent’s attacks. In most cases, you can either manipulate your opponent into evading or guard, or simply take damage from the opponent.
It is vital for Jacky players to check if 6P counter hits or staggers the opponent, and follow it up with the K option. If opponent guarded 6P, generally you should employ fuzzy guard or use the 6PP follow up at times if you have a hard time hit check this move.
4K+G
The value of this move is evident especially at long distance. This heel kick has a long reach and high return. Even when it is guarded, there is no guaranteed counter attack for the opponent. Try using this move after you have back dashed away from the opponent, or as part of the distance game.
1P+KPP
This sequence of attack consists of three mid attacks. Compared to 6P, this move is little slower, but it can change the rhythm of the match. This move has two uses.
First, you can use 1P+KP with no delay where you can go for damage against a crouching opponent or someone who attacks out of disadvantage.
Second, you can use 1P+KP with some delay. Due to the long delay window, it can be a tool to annoy your opponent.
Generally, you should end the sequence after the first two hits due to the long recovery time of the last hit. Even if the second hit is guarded, you can employ fuzzy guard afterwards.
It is a good idea to save the last hit for special circumstances, or as part of a planned attack when the opponent is close to the wall.
33K
This mid kick is characterized by its big return in damage. You might consider using it against opponents attacking out of disadvantage or against failed evades. It is also useful against certain characters utilizing punch sabaki attacks. It is not safe on guard, so do not overuse this move without thinking.
2_3P
This uppercut is a rather fast mid attack. Since it can be a little difficult to do this move from standing, you can start by using it after 2P hits. When this move is guarded by the opponent, you can employ fuzzy guarding to avoid the opponent’s throw. When this move counter hits, it’s possible to perform various combos to deal additional damage.
4KK
This move is another fast mid attack. The first part of this move is a mid knee class attack, so it is very useful against certain sabaki’s such as Eileen’s. The second hit will connect when the first part hits even on normal hit, making this move an essential tool against certain characters.
Key Defensive Attacks
Paksao (Neutral)
When Jacky is in a neutral state without pressing the G button, he will automatically catch any one handed high or mid P based attacks. When this happens, you can press P to knock the opponent down and take a chunk of damage. Be aware that this technique does not work against throws or kicks, so try to limit the use of this technique for P based characters such as Jacky or Eileen.
3PPP
This move starts out as a fairly fast high attack, so it’s useful as a guaranteed counter tool. Due to its execution speed, there are many cases where this move will not clash with a throw, making this move a very viable abare option (attacking out of disadvantage). When the opponent is close to the wall, try using 3PPP+K instead, since it has a much higher damage potential.
1PK
Being a low attack, the first part of this move works well against high attacks and throws since it will not clash with throws. In addition, you can try using this move when you have advantage. Since it is also half circular, it’s a good move to use when you want to shave off some of your opponent’s life. Jacky players should hit check this move since the K follow-up will not connect if the first part hits normal hit. Also remember to take defensive measures when the first hit normal hits, since it leaves Jacky in small disadvantage.
Circular Attacks
4P1P
This fast high half circular move can restrict the opponent’s movement when you have the advantage. Jacky can also enter side slide shuffle (2 or 8 P+K+G) after the first part as well, something that you can try when the opponent is aware of the 1P follow-up. Jacky players should also try using this move when you are some distance away, since the range of this whole sequence is quite long, and ends with a low attack.
6_KG
It’s quite difficult to execute this half circular kick, but there are many advantages once you can master this move. When this kick hits on counter, 6PK or 46P+K is guaranteed. Even when it’s guarded, Jacky can gain advantage from it and can keep on attacking from there. It will take some practice to be able to do this move well, but it is one of Jacky’s strongest weapons.
K+G2K+G
Generally, this full circular attack is used against opponent’s evade attempt. It is worthy to note that in closed stance, even when the first kick is guarded, the opponent cannot guard the second kick, resulting in a knockdown. If you can check the stance before you do this move, stop it after K+G when you are in open stance. If the first part hits the opponent, they will be side-turned and very prone to Jacky’s continued attacks.
Throws
64P+G
This is Jacky’s defining throw. Jacky players should try to land this throw as many times as possible especially against opponents who can’t escape throws very well, since it is the most damaging throw for Jacky. The execution command of this throw also lends itself well to be used with forward dashes. When you want to throw someone just a bit out of normal throw range, you can do the command in one go with 664P+G. Doing this will make the throw look very fast and fluid.
33P+G
This is Jacky’s second best throw. It is possible to deal additional damage if the opponent cannot tech-roll after this throw. If the opponent hits the wall after this throw, you can deal further damage with moves like 66K, 6P+KP, 46K, or 4K+G. Jacky players should go for this throw aggressively if the opponent has his back to the wall.
command list - http://virtuafighter.com/commands/index ... cky&ver=5b
с форумов( http://virtuafighter.com/forums/ubbthre ... t/Board/37 ) :
PPK
PPK4
hits high instead of mid, option to go to SS
PP6PP8 or 2P+K+G
PP4P8 or 2P+K+G
6PP8 or 2P+K+G
4P8 or 2P+K+G
KP8 or 2P+K+G
3KP8 or 2P+K+G
6P+K8 or 2P+K+G
1P+KP8 or 2P+K+G
new canned side movement option after any backfist, his step in punch, etc.
After 8 or 2P+K+G, can do P or PP assuming this hits mid, high but not sure.
PP6PP2K
6PP2K
no longer a sweep, low kick from standing like his old KP2K
PP6PPP+K
6PPP+K
new mid hit after elbow,backfist
6_PKG
6_KG
the iaigeri has returned
PP8P
3PPP
this slam is now techable, no more braindeadeasy ~65 dmg on mC.
command is changed back to evo version from ft's 43PPP
P4K
lettuce says this is a sidekick, hope its the good 13 frame evo PK sidekick
2_3P
I believe this now floats on counter for a possible combo, instead of stumble
1PK
high kick, staggers, guaranteed if 1P counters
6K
his old jumping knee is back, floats on normal hit for combo.
groin kick is now 46K
46K
groin kick, stomach crumble on counter instead of float
66K
the old step in kick is now 66K+G.
lettuce says its the dash hamer kick, which matches, but what's his stupid bruce lee flying kick?
edit: apparently the flying kick is from SS 33K+G
3KPK4
option to go to SS
3P+K hit P+G
animation change, dunno if its otherwise different.
1P+K
1P+KP
1P+KPP
replacement for his old and imho useless 'lightning combo' string. hits mid
6P+G8 or 2
assume this is to get sideways to opp.
from Virtua Fighter 5 Superguide:
Key Strike Attacks
PP
6P
This move is one of Jacky’s most important and fastest mid attack. Make sure to use this attack without delay when you have the advantage, such as after blocking the opponent’s attacks. In most cases, you can either manipulate your opponent into evading or guard, or simply take damage from the opponent.
It is vital for Jacky players to check if 6P counter hits or staggers the opponent, and follow it up with the K option. If opponent guarded 6P, generally you should employ fuzzy guard or use the 6PP follow up at times if you have a hard time hit check this move.
4K+G
The value of this move is evident especially at long distance. This heel kick has a long reach and high return. Even when it is guarded, there is no guaranteed counter attack for the opponent. Try using this move after you have back dashed away from the opponent, or as part of the distance game.
1P+KPP
This sequence of attack consists of three mid attacks. Compared to 6P, this move is little slower, but it can change the rhythm of the match. This move has two uses.
First, you can use 1P+KP with no delay where you can go for damage against a crouching opponent or someone who attacks out of disadvantage.
Second, you can use 1P+KP with some delay. Due to the long delay window, it can be a tool to annoy your opponent.
Generally, you should end the sequence after the first two hits due to the long recovery time of the last hit. Even if the second hit is guarded, you can employ fuzzy guard afterwards.
It is a good idea to save the last hit for special circumstances, or as part of a planned attack when the opponent is close to the wall.
33K
This mid kick is characterized by its big return in damage. You might consider using it against opponents attacking out of disadvantage or against failed evades. It is also useful against certain characters utilizing punch sabaki attacks. It is not safe on guard, so do not overuse this move without thinking.
2_3P
This uppercut is a rather fast mid attack. Since it can be a little difficult to do this move from standing, you can start by using it after 2P hits. When this move is guarded by the opponent, you can employ fuzzy guarding to avoid the opponent’s throw. When this move counter hits, it’s possible to perform various combos to deal additional damage.
4KK
This move is another fast mid attack. The first part of this move is a mid knee class attack, so it is very useful against certain sabaki’s such as Eileen’s. The second hit will connect when the first part hits even on normal hit, making this move an essential tool against certain characters.
Key Defensive Attacks
Paksao (Neutral)
When Jacky is in a neutral state without pressing the G button, he will automatically catch any one handed high or mid P based attacks. When this happens, you can press P to knock the opponent down and take a chunk of damage. Be aware that this technique does not work against throws or kicks, so try to limit the use of this technique for P based characters such as Jacky or Eileen.
3PPP
This move starts out as a fairly fast high attack, so it’s useful as a guaranteed counter tool. Due to its execution speed, there are many cases where this move will not clash with a throw, making this move a very viable abare option (attacking out of disadvantage). When the opponent is close to the wall, try using 3PPP+K instead, since it has a much higher damage potential.
1PK
Being a low attack, the first part of this move works well against high attacks and throws since it will not clash with throws. In addition, you can try using this move when you have advantage. Since it is also half circular, it’s a good move to use when you want to shave off some of your opponent’s life. Jacky players should hit check this move since the K follow-up will not connect if the first part hits normal hit. Also remember to take defensive measures when the first hit normal hits, since it leaves Jacky in small disadvantage.
Circular Attacks
4P1P
This fast high half circular move can restrict the opponent’s movement when you have the advantage. Jacky can also enter side slide shuffle (2 or 8 P+K+G) after the first part as well, something that you can try when the opponent is aware of the 1P follow-up. Jacky players should also try using this move when you are some distance away, since the range of this whole sequence is quite long, and ends with a low attack.
6_KG
It’s quite difficult to execute this half circular kick, but there are many advantages once you can master this move. When this kick hits on counter, 6PK or 46P+K is guaranteed. Even when it’s guarded, Jacky can gain advantage from it and can keep on attacking from there. It will take some practice to be able to do this move well, but it is one of Jacky’s strongest weapons.
K+G2K+G
Generally, this full circular attack is used against opponent’s evade attempt. It is worthy to note that in closed stance, even when the first kick is guarded, the opponent cannot guard the second kick, resulting in a knockdown. If you can check the stance before you do this move, stop it after K+G when you are in open stance. If the first part hits the opponent, they will be side-turned and very prone to Jacky’s continued attacks.
Throws
64P+G
This is Jacky’s defining throw. Jacky players should try to land this throw as many times as possible especially against opponents who can’t escape throws very well, since it is the most damaging throw for Jacky. The execution command of this throw also lends itself well to be used with forward dashes. When you want to throw someone just a bit out of normal throw range, you can do the command in one go with 664P+G. Doing this will make the throw look very fast and fluid.
33P+G
This is Jacky’s second best throw. It is possible to deal additional damage if the opponent cannot tech-roll after this throw. If the opponent hits the wall after this throw, you can deal further damage with moves like 66K, 6P+KP, 46K, or 4K+G. Jacky players should go for this throw aggressively if the opponent has his back to the wall.
command list - http://virtuafighter.com/commands/index ... cky&ver=5b
с форумов( http://virtuafighter.com/forums/ubbthre ... t/Board/37 ) :
PPK
PPK4
hits high instead of mid, option to go to SS
PP6PP8 or 2P+K+G
PP4P8 or 2P+K+G
6PP8 or 2P+K+G
4P8 or 2P+K+G
KP8 or 2P+K+G
3KP8 or 2P+K+G
6P+K8 or 2P+K+G
1P+KP8 or 2P+K+G
new canned side movement option after any backfist, his step in punch, etc.
After 8 or 2P+K+G, can do P or PP assuming this hits mid, high but not sure.
PP6PP2K
6PP2K
no longer a sweep, low kick from standing like his old KP2K
PP6PPP+K
6PPP+K
new mid hit after elbow,backfist
6_PKG
6_KG
the iaigeri has returned
PP8P
3PPP
this slam is now techable, no more braindeadeasy ~65 dmg on mC.
command is changed back to evo version from ft's 43PPP
P4K
lettuce says this is a sidekick, hope its the good 13 frame evo PK sidekick
2_3P
I believe this now floats on counter for a possible combo, instead of stumble
1PK
high kick, staggers, guaranteed if 1P counters
6K
his old jumping knee is back, floats on normal hit for combo.
groin kick is now 46K
46K
groin kick, stomach crumble on counter instead of float
66K
the old step in kick is now 66K+G.
lettuce says its the dash hamer kick, which matches, but what's his stupid bruce lee flying kick?
edit: apparently the flying kick is from SS 33K+G
3KPK4
option to go to SS
3P+K hit P+G
animation change, dunno if its otherwise different.
1P+K
1P+KP
1P+KPP
replacement for his old and imho useless 'lightning combo' string. hits mid
6P+G8 or 2
assume this is to get sideways to opp.