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#204321 - 2008-04-23 01:22 Jacky VF5R Speculation.
SDS_Overfiend1 Offline
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Since we can seem to get info on whats New for Jacky cause every body uses the samefew chars at the loketest. What would you like to see Tweak/Balanced/Fixed/Added?

IMHO
Tweaked - Double dragon should be punishable on descent for anybody stupid enough to do it, + should crumple on CH like on CH so it can be follow by Double Dragon. + should go back to the VF2 animation,

Added - which was Removed after VF4, which was removed after VF4 also. + should give Jacky a Bruce Lee like Sabaki or regular move with high priority on low kicks. In all of Bruce lee's movies he Counters kicks with this (Think Akira Low stomp kick.) New wall throw. Punch combo against the wall Like Jann Lee from bruce Lee's Way of the dragon.

Balanced - ++ + should cause stagger on guard. Its a fucking flying Jump kick for christ sake lol!

I know im getting beside myself but i can't help it.
Maybe i'll think of more later.
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#204324 - 2008-04-23 02:48 Re: Jacky VF5R Speculation. [Re: SDS_Overfiend1]
KrsJin Offline
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I dig your idea of +. Definitely makes sense. Don't see it CHing a lot to make it too buff or worse, broken.

I feel you though, the lack of information while reading other chars is getting to me too though lol. My speculation is through the rough lol. I'm really curious to see what turns out to be. I think it was in a previous iteration but duno if it'll be the same as before or not.

As of now, I think his is his most worthless move he has lol. They have that listed for a change. The hopeful me hopes for either A) Quicker execution. B) More damage. C) Make it broke and combine them. Actually, I really wish they'd change the animation on it. Rather than a jumping knee, make him snap his knee all cool like, all JKD esque. You can keep the same recovery frames it currently has just make it look more appropriate/cool lol.

His will probably be fairly useless unless you use it against impatient people, people who don't know how long it goes, and I'm hoping, it'll be useful to combo off of wall splats.

As cool as is going to look, I don't see it being a good move against people who know Jacky's moveset. Since Jacky doesn't have a mid hit out of any of his string options, they could just duck and cover both options you have out of it, same as it is currently. That said, however, against those who don't know any better to block, this string will be nasty. (Basing this off of the idea it's gona be a mid kick, high punch like it is currently, then his same low high kick off of his Slide Shuffle). What I'm praying for is you can hold back after to enter Slide Shuffle.

+ will be some worthless throw unless it's somehow a position change throw (Which are usually noted with instead of ). Only times we'll see it is if we mess up the + lol.

This is really wishful thinking but they have listed as being changed. I think it would help Jacky out a ton if they upped the damage just a bit on that followup kick as a reward for hit checking/the risk involved with that kick. I'd say 5 points, 10 pushing it but that'd be real nice.

Might be wishful thinking too but hope they make + the same execution speed as a normal . I know execution isn't a valid argument in justifying stats and damage, and it is a half spinning move currently, but that would give more incentive to use it more often.

And I have absolutely no idea what + could be. Another side kick? Another spinning type kick? No idea, real curious though.

That's my speculation and daydreaming lol. I know mods are wanting to hold off on speculation topics and posts but man, I can't help it right now. Absolutely no Jacky info and I want to philosophize lol.
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#204327 - 2008-04-23 02:57 Re: Jacky VF5R Speculation. [Re: KrsJin]
Dennis0201 Offline
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i'm so excited about Jacky in VFR~~
i think he is going to be stronger for sure!!!!!

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#204328 - 2008-04-23 03:11 Re: Jacky VF5R Speculation. [Re: SDS_Overfiend1]
gl0ry Offline
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 Originally Posted By: SDS_Overfiend1
Double dragon should be punishable on descent for anybody stupid enough to do it.


Yo SDS, double dragon is already punishable right now. It's a -14 move. As far as your other suggestions the one that stood out most is the flying kick off shuffle. That move right now is so useless.. You're right on about it should cause stagger.

Edit: Also the + causing crumple on counter hit would be a good addition as well.

I was talking to denkai a while back about side slide shuffle. Anyone who's really attentive when fighting Jacky would know to just hit him out of it with 2p or p. I think he should have a built in pak sao or a 2 different commands that would counter for high and mid punches.


Edited by gl0ry (2008-04-23 03:17)

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#204329 - 2008-04-23 03:12 Re: Jacky VF5R Speculation. [Re: Dennis0201]
_Denkai_ Offline
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Double Dragon is very much so counterable the way it is now.any worse and the move might as well be taken out. I hope jacky gets a double handed move to fight off against sabakai's
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#204366 - 2008-04-23 13:38 Re: Jacky VF5R Speculation. [Re: gl0ry]
SDS_Overfiend1 Offline
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 Originally Posted By: gl0ry
 Originally Posted By: SDS_Overfiend1
Double dragon should be punishable on descent for anybody stupid enough to do it.


Yo SDS, double dragon is already punishable right now. It's a -14 move. As far as your other suggestions the one that stood out most is the flying kick off shuffle. That move right now is so useless.. You're right on about it should cause stagger.

Edit: Also the + causing crumple on counter hit would be a good addition as well.

I was talking to denkai a while back about side slide shuffle. Anyone who's really attentive when fighting Jacky would know to just hit him out of it with 2p or p. I think he should have a built in pak sao or a 2 different commands that would counter for high and mid punches.



Yeah i always love the idea of him having it but its to useless.He can follow it up with but the latter is useless on tech recovery and leave you at a slight disadvantage so you can always just against experience players.


A sabaki or Pak Sao during Slide shuffle though...Nice but for what attacks it the sabaki effective? all standing and non circular?

@KrsJin - should have quicker execution to make up for it lack of power. In vf4 and 3 Jacky's knee has physics and hit properties like that of Jeffry's knee. In VF5 they Tekkened the hell out of that move lol! As far as i can't but help think about Tokio from Fighting Vipers or Lei Wu Long Razor Rush combo (Which was copied from Tokio.). should
have a slide shuffle cause im assuming its the off of the side shuffle. + could hopefull be the Sabaki type low kick i was dreaming of Hehehe!!

Since is mention in the flyer as recieving a upgrade maybe he does a slightly heavier uppercut on the last punch.
While were on the topic checkout the kick @ 5:16 bruce does and the kick properties an how the kick work after that to neutralize chuck. Can you imagine a Sabaki from that? @

@6:06 New punch flurry for Jacky?

@Denkai - @ 5:45 what you make out of that for a 2 handed strike
Which is the Push back?



Edited by SDS_Overfiend1 (2008-04-23 16:07)
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#204372 - 2008-04-23 14:44 Re: Jacky VF5R Speculation. [Re: SDS_Overfiend1]
Jerky Offline
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Another auto inashi for standard low kicks would be nice as stated above. It should be however only that - an auto inashi where the player must input k to trigger a follow up similar to pak sao.

Jacky shouldn't be given any sabakis imo.
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#204375 - 2008-04-23 15:56 Re: Jacky VF5R Speculation. [Re: Jerky]
KrsJin Offline
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^ Sweet idea Jerky. "Standard low kicks" don't occur often so it's not something that would bust the game.

Playing off that and a part in the clip (5:16-5:17) where Bruce does the patent JDK low kick to stop kicks, has me wanting a kick like Goh's 3K. Where it's unsafe to do, kinda crappy on normal hit, but on counterhit it's awesome and you could followup off of it.

@SDS, I totally picture the same think you do with the KPPPK haha.
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#204380 - 2008-04-23 16:17 Re: Jacky VF5R Speculation. [Re: Jerky]
SDS_Overfiend1 Offline
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 Originally Posted By: Jerky
Another auto inashi for standard low kicks would be nice as stated above. It should be however only that - an auto inashi where the player must input k to trigger a follow up similar to pak sao.

Jacky shouldn't be given any sabakis imo.


True Indeed we don't need that much of and advantage lol!
I meant to say inashi not sabaki thanks for the correction.

Lets hark back to the Video Jerky Much like a Pak Sao against kick maybe he follow up could be like @ 5:22 Low strike to a high kick that staggers? Should the Inashi lead both characters a 0 advantage if there is no follow up?

 Originally Posted By: Krsjin
@SDS, I totally picture the same think you do with the KPPPK haha.

Great Minds think alike lol! But can you imagine 1 high to 3 mid before a finish?
The amount of pressure that can cause?



Edited by SDS_Overfiend1 (2008-04-23 16:20)
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#204621 - 2008-04-25 13:57 Re: Jacky VF5R Speculation. [Re: SDS_Overfiend1]
SDS_Overfiend1 Offline
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ow that most of us have seen the video we could attest........................ that dude using Jacky was'nt shit. He did'nt cleary read the flyer with the move changes cause that would have been the first moves i would have been checking for. He was acting as if a ranking match was going on or some shit. I would paying just to check out the Moves and let time run on on the first round (Maybe i just don't care about arcade games that much anymore.)

Here's to waiting another month or so to see a new move.
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#204625 - 2008-04-25 14:10 Re: Jacky VF5R Speculation. [Re: SDS_Overfiend1]
KrsJin Offline
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He could have just been testing to see how his old style worked, or to find problems with things he already knew. It's tough when you're only filmed for one match lol. Might have been playing awhile too and chose not to use new stuff. Can't be so hard on him haha.
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#204636 - 2008-04-25 15:01 Re: Jacky VF5R Speculation. [Re: KrsJin]
SDS_Overfiend1 Offline
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Hell no KrsJin. The first thing i would have check is the new move cause there some of them are the basis to the grand scheme of things. Trust me If im being filmed at a location test i'll be trying out he new moves regardless. Gotta get it out the way sometime lol! Its a loketest not a Tourney RMAOTFL!!!
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#204731 - 2008-04-26 03:04 Re: Jacky VF5R Speculation. [Re: SDS_Overfiend1]
_Denkai_ Offline
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Knowing the die hard Japanese I'm betting it was a loketest where you to wait about 30 mins for your turn. You don't want to lose only to be sent back on the line. From that video though it doesn't seem like they changed the animation on any of Jacky's current moves. I was hoping his true 6p elbow would return
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#204736 - 2008-04-26 03:28 Re: Jacky VF5R Speculation. [Re: _Denkai_]
Myke Offline

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SDS_Overfiend, it's pretty arrogant to think others should act and behave the same as you, isn't it? Like Denkai mention, and has been mentioned previously, there are usually long queues to play in a location test, so people will do what they can to win.

They're not playing for your benefit, nor to show you what's new. And the guy playing did not know he was being filmed. The footage was from a replay on a VF.TV live monitor.
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#204768 - 2008-04-26 12:03 Re: Jacky VF5R Speculation. [Re: _Denkai_]
SDS_Overfiend1 Offline
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 Originally Posted By: Denkai_84
Knowing the die hard Japanese I'm betting it was a loketest where you to wait about 30 mins for your turn. You don't want to lose only to be sent back on the line. From that video though it doesn't seem like they changed the animation on any of Jacky's current moves. I was hoping his true 6p elbow would return


The Elbow? I totally forgot about that. How bout his backflip?
x3 for 3 in a row? I though it was pretty useless till realize he could'nt be hit through it. Like i said earlier Myke its a Loketest not a Tournament. I guess its maybe due to the fact that im no longer that much of a die hard VF'er nowadays to understand he was'nt playing for me but he could'nt atleast won lol!

@Myke - No thats not arrogance Myke that just me wanting to see more of my character.



Edited by SDS_Overfiend1 (2008-04-26 12:07)
Edit Reason: Almost forgot
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#204784 - 2008-04-26 13:31 Re: Jacky VF5R Speculation. [Re: _Denkai_]
Srider Offline
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 Originally Posted By: Denkai_84
Knowing the die hard Japanese I'm betting it was a loketest where you to wait about 30 mins for your turn. You don't want to lose only to be sent back on the line. From that video though it doesn't seem like they changed the animation on any of Jacky's current moves. I was hoping his true 6p elbow would return


Actually, there was practically no wait, as there weren't many people actually playing at all. Anyone who lose just get up so whatever little line there was moved quickly. The desire to stay on the machine is nothing more than the fact that each play costs 100yen, and they wanted to maximize playtime. I doubt anyone cared whether they won or lost since no one knew the game and cards couldn't be used.
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#204799 - 2008-04-26 16:24 Re: Jacky VF5R Speculation. [Re: KrsJin]
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If they could make his Pak-Sao have at least two different animations instead of the only one he's got now that would be really sweet.
It could look something like this @1:30


The opponent's punch gets grabbed, Jacky punches, opponent blocks that, grabs Jacky's arm and then gets hit with the second punch from the hand that's free. Kinda like wooden-dummy training style. I know this is a little more Wushu but I think it would look even cooler than when Kage reverses a high/mid punch in Jumonji stance and the opponent gets left swinging at nothing.
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#204813 - 2008-04-26 19:15 Re: Jacky VF5R Speculation. [Re: tonyfamilia]
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That'd be sick Tony. Like, I'd be all over a just frame combo out of pak sao. Just intercept the fist and do like a quick 3 hitter if you time the punch right or the second punch right or whatever.
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#204839 - 2008-04-27 03:04 Re: Jacky VF5R Speculation. [Re: KrsJin]
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That would be sick tony but it would look better like in Enter the Dragon on the third Lock between him and O'Hara @ 1:04. Also @ 2:00 thats how Jacky's + should hit Lighter opponents added to the fact he take a bigger hop (In VF4 he could do the kick twice very fast and even delay it SMH.)

LOL@ how he totally owned him.
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#204849 - 2008-04-27 05:36 Re: Jacky VF5R Speculation. [Re: SDS_Overfiend1]
Jeneric Offline
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Ogi reported that Jacky's "new" is in fact his old
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#204892 - 2008-04-27 14:34 Re: Jacky VF5R Speculation. [Re: Jeneric]
SDS_Overfiend1 Offline
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He never had a in VF4.It was only . The high angle kick came in VF4Evo. So if this is in fact his old the what became of + and the Knee??


Edited by SDS_Overfiend1 (2008-04-27 14:35)
Edit Reason: I'm bugging.
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#204898 - 2008-04-27 15:29 Re: Jacky VF5R Speculation. [Re: SDS_Overfiend1]
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What did that 3K look like in the past? Looked like his 66K+G? I'm confused now ; ;
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#204906 - 2008-04-27 16:35 Re: Jacky VF5R Speculation. [Re: KrsJin]
Jeneric Offline
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By "old" I mean the VF4:Evo, FT and VF5 .

I guess the knee got removed because it's now a bit redundant?
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#204907 - 2008-04-27 16:43 Re: Jacky VF5R Speculation. [Re: Jeneric]
Jerky Offline
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Jacky players should be happy about this change. 6k wasn't a very good move and now we can execute Jacky's strongest launcher in fewer frames.

I think it's awesome now because we no longer need to buffer in the input to counter attack against fast characters that keep attacking. Think Jeffry players interrupting with knee.
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#204909 - 2008-04-27 17:02 Re: Jacky VF5R Speculation. [Re: Jerky]
KrsJin Offline
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^ Indeed, homie. If 6K really is high angle now, that's really nice. Just as Gl0ry and I mentioned though, don't accidently throw it out while going for iaigeri or something else lol.
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#204917 - 2008-04-27 17:38 Re: Jacky VF5R Speculation. [Re: KrsJin]
Jerky Offline
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While getting used to VF5 I used to throw out his knee attack (6k) while attempting dash hammer. (66k) Very annoying. I can see how it would suck now to get high angle lol. Clean inputs a must!
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#204924 - 2008-04-27 18:04 Re: Jacky VF5R Speculation. [Re: Jerky]
gl0ry Offline
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yeah, but at any cost, doing an accidental high angle is still better than accidental knee which nets lower damage \:D

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#204926 - 2008-04-27 18:07 Re: Jacky VF5R Speculation. [Re: gl0ry]
Jerky Offline
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Yeah right, not if it's blocked! :P

At least with the knee people usually didn't react to it, but against high angle it's like they have all day to recognize the animation and counter with pk. :P :P :P

p.s fun games last night with wolf and lion
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#204929 - 2008-04-27 19:01 Re: Jacky VF5R Speculation. [Re: Jerky]
gl0ry Offline
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yes sir, look forward to our next session

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#204944 - 2008-04-27 20:56 Re: Jacky VF5R Speculation. [Re: KrsJin]
SDS_Overfiend1 Offline
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 Originally Posted By: KrsJin
What did that 3K look like in the past? Looked like his 66K+G? I'm confused now ; ;


It look exactly like + except the step in was smaller and executing again did another kick without a step in kick poke. It could have been delayed also.

Anyways back in topic High angle new command should help people who cannot execute it on the Player 2 side which make VF5R more user friendly. Now can any body tell me what + is now?


Edited by SDS_Overfiend1 (2008-04-27 21:01)
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#205319 - 2008-04-30 20:16 Re: Jacky VF5R Speculation. [Re: SDS_Overfiend1]
KrsJin Offline
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Been thinking about this a bit. I'm worried the implementation of Side Guarding may mess with the ease of doing Pak Sao. Reason being is anytime a character does a OM P or a move that puts them slightly to your side, you could always tap G then let go to line up for the Pak Sao. That wouldn't be the case anymore right? Can't just tap G to quickly face them anymore correct?
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#205320 - 2008-04-30 20:30 Re: Jacky VF5R Speculation. [Re: KrsJin]
Sorias Offline
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I don't think it'll be an issue. Remember OM P is being removed as well, so you won't necessarily want to try for Pak Sao after an OM anymore anyway. Seems to early to worry about something like that without more understanding of all the gameplay changes.
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#213039 - 2008-06-29 15:42 Re: Jacky VF5R Speculation. [Re: Sorias]
KrsJin Offline
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Was posting a new thread then remembered we had this one \:\)

Well the final loke-test is going on and videos are beginning to stream in constantly. We only have three videos and system information to go off of so far but for fun we can begin talking about Jacky's changes for R.

Here's a list of known Jacky vids so far:
Aoi Vs. Jacky (Low quality)
http://www.youtube.com/watch?v=jAH2U8wx1gM

Jacky Vs. Jean (HQ wmv DL)
http://kakomubi.zenno.info/updir/data/JEAN_vs_JACKY.wmv

Shun Vs. Jacky (Cam Recorded)
http://www.youtube.com/watch?v=-c6v4fgIlr4

Will update as more come in.

In these three videos we are shown four known new moves and possible property changes to others as well as new animations.

Two parts damage, 39 and then 34 [73 Total Damge].
In two of these vids we are shown Jacky's new string . While beefy damage, stand alone, this string looks fairly to mostly useless, especially against those familiar with Jacky. Just like his old string, the opponent can begin crouching after the first kick and punish with a throw if they do so. At most, it might be ok for a lucky long range string or if you can delay any parts of it to get lucky with that.

That said however, this string may be incredible for combo options and juggles, depending. Before, there was a closed stance combo off of (Now in R), which was only for certain characters but had pretty beefy damage and decent Oki options. With this knew string however, all four hits may actually hit now instead of just three, which I would assume would add up to be even more damage than the previous combo depending on the damage of the .

This may also be a decent option for when opponents splat along the wall (if that still occurs and works the same way). It -may- ALSO work well on back slams, if the connects, the might as well. Hopefully we'll see some try and use it in these scenarios or similar ones soon.
-----

Estimated damage totals using old property info and eyeballing = 35 + 30ish damage. [65-70 Total Damage].
When I saw the command for this before first loke-test, I knew it would look cool, but I didn't think about its potential. After seeing it, I'm actually really excited for it. Here's why.

Stand alone, it may have a lot of mixup potential, depending on the recovery frames needed to stop mid-string to do other options. The string goes Mid, High, Mid, High, and the final kick is either half-circular or full-circular, that pushes back on block. This sucker is fairly nasty for a four hit string really.

Here's my thinking on the mixups. If the opponent knows this string, they know they have to stand to block the third hit, and they know they can duck for the fourth and that evading is potentially risky. So here's my theory-fighter in action. Do the first two hits on the string, throw. Do the first three hits on the string, mid. Again, this is dependant on their reaction time and the time it actually takes to pause the string and perform an action, but there's potential there.

This may be a nice option in the situation of attacking a side-guarding opponent too.

Now for the potentially guaranteed situations for this to land. In 5, a back stagger and stagger off of SS Iaigeri could be nicely followed up with and you could then do either a generic finisher with or a stance specific finisher like +, + or depending. If the third hit on this string does not cause the opponent to smack the ground, we could possibly replace the above options with this string, and land a canned four hitter off of these staggers, which would be very nice to have on hand.

Delayed on the second could cause a small float on CH against opponents in 5. Depending on weight classes and time that the third executes, it may be possible to delay the second , then follow up with the following two hits. Would be difficult to hit check though I believe.

And if any of these juggles are possible, or other ones not mentioned, I believe this would result in a fairly close spinning knockdown, which would own.
-----

I am guessing Jacky lost his old + and it is now the new snap-backhand shown in the Shun video. No idea on damage. Can crumple on what appears to be CH only. Sobers 1DP
(Using 4P from 5 as a basis in theory for this). This sucker may be nasty if used right. Proper spacing leads to a lot of successful 4Ps in 5. PKG mixups can lead to 4P. And what I'm really excited to try, is to use it against throw attempts.

This crumple animation and physics is new it seems. It's a type of head crumple that wasn't in 5. The opponent, once crumpled, begins to fall like a chopped tree to the opposite side of where the backhand hit, meaning toward Jacky's backside. Initially, I was thinking we could follow up with say, either > Iaigeri, or just Iaigeri, and then a standard finisher of Iaigeri. But I'm not sure the kick will hit given the direction Jacky will be facing and the way the opponent will be falling.

Stuff that I think would be guaranteed would be like, +, (Or + finisher). And maybe + or .

What I would love to see is the new strings be able to follow this up. Those being the and the . But I think that much damage off of this may be too much, cause I can see this landing a fair amount on CH lol. We will see though.
-----

That's all I got for now. Sorry for the massive post. Hopefully it's a slow day for you and you were able to make it through that, or at least pick it apart lol.

Please post up your ideas! Really curious how others are feeling about this stuff and what new stuff we can look forward to with Jacky.


Edited by KrsJin (2008-06-29 16:11)
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#213046 - 2008-06-29 16:04 Re: Jacky VF5R Speculation. [Re: KrsJin]
tonyfamilia Online   sleepy
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Thanks man, that was really a really good post. I thought I wasn't going to be a able to read it all bc of my ADD but I hung in there and I'm glad I did \:\)

I actually kinda liked Jacky's lightning kicks from VF4 (not Evo) except that it was useless bc there there wasn't a guessing game involved. Once he started the kicks all he could do was end with a high kick or a low kick and both those options could be beat simply by blocking low.
But I always thought how cool it would be if once Jacky ensnared you in those kicks he could have the option to do a low half-spinning, foot-crumbling kick with the "YEAAAAH!" animation at the end OR a gut-crumbling, half-spinning (opposite direction of the low) mid kick with the "YEAAAAH!" animation at the end. Opponents would have to guess between mid or low and if they thought about evading the last kick it would also be a 50/50 situation. That's the only way I see them being able to bring back those sweet kicks from VF4.

Anyway, enough dreaming, I'm really liking what I'm seeing and reading. Jacky used to be my main before Brad came along in Evo and if he keeps doing more of that JKD coolness, I might have to pick him up again.
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#213068 - 2008-06-29 18:24 Re: Jacky VF5R Speculation. [Re: tonyfamilia]
Jeneric Offline
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So far, all known changes are quite unimpressive. Jacky doesn't need more silly strings, Jacky needs a major damage boost. There's a rumor he's got a new midkick that crumbles on CH which sounds promising. Hopefully that can provide the damage he needs. Or they should restore to at least being closer to it's former glory.

Flash kicks is supposed to be a shitty move, no need to touch it :P
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#213073 - 2008-06-29 19:12 Re: Jacky VF5R Speculation. [Re: Jeneric]
KrsJin Offline
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 Originally Posted By: Jeneric
So far, all known changes are quite unimpressive. Jacky doesn't need more silly strings, Jacky needs a major damage boost. There's a rumor he's got a new midkick that crumbles on CH which sounds promising. Hopefully that can provide the damage he needs. Or they should restore to at least being closer to it's former glory.

That was almost verbatim what Denkai was saying to me earlier. Said they need to take his back to the way it use to be.
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#213080 - 2008-06-29 20:17 Re: Jacky VF5R Speculation. [Re: KrsJin]
gl0ry Offline
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4kkk will lead to a lot of hospital throw setups. That's my favorite addition so far.

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#213105 - 2008-06-29 23:05 Re: Jacky VF5R Speculation. [Re: gl0ry]
SDS_Overfiend1 Offline
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I really don't know that to say he still seems the same.The new strings don't create a real threat but just to add to nostalgic reasons. That super Backhand looks Hellifying hough i hope to see whatcan be done afterwards. I'm Really more interested in See his Walking animation that mimic Bruce even more.

So far from what i seen. His Fire Darts probably still remains useless. I wish i could have seen the Effect of his Low Sweep move on CH to see what kind of follow can be used on the hit effects. If anything i wish he would have gotten his back. But Wait Fellas We totally forgot about this one
that was on the flyer.

Funny enough with Jean now in the game You have your Chuck Norris figure lol! So Jacky Vs Jean is yes you guess it.


Edited by SDS_Overfiend1 (2008-06-29 23:26)
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#213117 - 2008-06-29 23:46 Re: Jacky VF5R Speculation. [Re: SDS_Overfiend1]
KrsJin Offline
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^ Before Jean and Jacky fight, a random kitten should meow all creepy and high-pitched like lol.
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#213128 - 2008-06-30 00:10 Re: Jacky VF5R Speculation. [Re: KrsJin]
SDS_Overfiend1 Offline
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^ Hell yeah and the Colosseum should the the special stage change like the Bryants in VF2 when they battle (I hope ya'll remember that one.).
Jean should have a Costume and hairstyle that Resemble ol' boy Chuck and jacky shold finally get his Bruce Lee outfit Fuck a law lol!.
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#213602 - 2008-07-01 20:25 Re: Jacky VF5R Speculation. [Re: SDS_Overfiend1]
KrsJin Offline
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http://youtube.com/watch?v=NzfFTvfhmgo New vid. My quick comment taken from the vid thread:

http://youtube.com/watch?v=NzfFTvfhmgo&fmt=18 HQer version.
I <3 Tony!!

While timid at times, this Jacky seems to be the best one yet. And it's an actual feed, and it's not all choppy. ^5 Toe-knee.

Ohhhh mahhh laawhd. Bounce combos off of Jacky's new snapping backhand! And I may be jumping the gun, or being a bit hopeful, but judging from the animation on it, it looks like the startup of that move could duck highs.

I can't test at home right now, and it may be because of the vid being youtube quality, losing frames and fluidity, but it appears his elbow comes out quicker out of SSS. Minor tweak that would really help him. I think Denkai mentioned seeing a similar thing, or that he enters SSS quicker. I forget. Hoping so though.

Still dying to see someone test his new strings off of knockdowns though. He began + off of a CH smash upper. So I would think the new could be possible, or at least the first three hits.

Seems they tweaked his wall throw animation a bit, or I'm off in lala land. Same styled throw though.
-----
Gona watch it some more see if I notice anything else. If you guys spot stuff or got ideas, postem up!

Watching that bounce, makes me want someone to try the string. I would think the first three hits could land on this, if the seond hit lands anyway.

EDIT: Thoughts on the wall slide/crumple/splat thing taken from Video thread:

Yeah, off that kind of wall slide, we've seen that a heavy down is at least guaranteed. The angle which they ley seems awkward, so I duno about combos and what not but I'm sure in Jacky's situation he could do another 66K. I'd say do 66K then have a good oki position. The old 66K+G (Now just 6K+G I Think?) could maybe hit that, and could go into back stance, for the super nasty Oki options lol. But duno, I'm just playing Theory Fighter III: Champion Edition atm.


Edited by KrsJin (2008-07-02 01:04)
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#213630 - 2008-07-01 22:49 Re: Jacky VF5R Speculation. [Re: KrsJin]
_Denkai_ Offline
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The wall throw is different animation
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#213647 - 2008-07-02 01:20 Re: Jacky VF5R Speculation. [Re: _Denkai_]
SDS_Overfiend1 Offline
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 Originally Posted By: Switchnationer
The wall throw is different animation

A Full Facial Bulldog Headlock. That Effect could look a little stronger in my opinion though but it a good switch. Jacky's
animation is different. ++ Near a Wall cause the opponent to Smash face first into the wall at it apex like if a juggle could be applied. animation seems a little off like its aiming for the chest area.


BTW is Jacky wearing Mascara?


Edited by SDS_Overfiend1 (2008-07-02 01:22)
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#213763 - 2008-07-02 14:42 Re: Jacky VF5R Speculation. [Re: SDS_Overfiend1]
KrsJin Offline
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New video submitted by Tsobanian.
http://kakomubi.zenno.info/updir/data/JA_vs_JA_DMG.wmv

HQ match in jungle/octagon ring.

Well I'm elated. Entire clip could have been five seconds long and still make me happy because it confirmed one of my guesses as being true. At the 2:05 mark, Jacky lands a + from Closed Stance and followed up with for 59 total damage.

This is great news for Jacky, really. Prior to now, the highest damage, that I know of, that Jacky could get off of + hovered around 55-54 damage. And that included Iaigeri, stance specific, character specific requirements. It's unkown atm whether this combo shown in the video is stance or character specific, but already that's a four point increase on a rather common knockdown for Jacky. And it means there's a use for the string now.

New string aside, damage values on most of his stuff seems to be exactly the same as 5. One exception I'm not sure on though, is his may actually do more damage now. Before I think it was 29 damage on normal hit? In this video it's shown doing 34. I don't think it was a counterhit of any sort, not even on recovery, because of the amount the damage is increased.

Bad news is, I think they actually dropped the total damage on his a few points. Looks like a four point reduction.

Also seems his may have lost around three points or so of damage.

I could be very wrong in how I'm calculating the damage on these values though. I'm just taking the command list's individual damage of these and adding them together. But I don't think two hit combos scale at all ya? Character stamina could be playing a roll too though.

EDIT:
I'm wondering... Off of CH Beatnuckle, in open stance, if you can do . Almost positive the first three hits would land. I doubt the fourth would, but am curious. Also wondering if you could use this string in OM combos now off of CH Smash upper.


Edited by KrsJin (2008-07-02 15:57)
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#219550 - 2008-08-06 01:18 Re: Jacky VF5R Speculation. [Re: KrsJin]
Ogi Offline
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Jacky stuff from newest arcadia.

p4k
the 4k straggers on crouchs now. from p, then mix up with the 4k or throw, mind be good choice.

6k
command change, was old 33k.

6k+g
command change, was old 46k.

6ppp
command change, was old 6ppp+k

ppp
command change, was pp6p(?) not sure about this one...

new string
4kkkk, its mid,high,mid,high. if the third one hits(normal hit), 4th one can be connected.(hit check)

new string
3kp2kk, its mid,high,low,high. good mix up is, 3kp p+k+g with 3kp2k.

4p+k
old one deleted. high half cir move. normal hit, crumples! damm this is some sick shit..blocked jacky pushes u away, so i guess nothing is guratnd after it blocked.
(i saw someone did 4p+k(crumple),iai x 3, 3k+g...
standard combo is 4p+k,1p+kpp.


2k+g
new move. counter hit, opp down. combo possible.
standard combo is 2k+g(ch),66k.

paksoo?(auto punch reversal)
it automaticly does the follow p now.
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#219592 - 2008-08-06 08:08 Re: Jacky VF5R Speculation. [Re: Ogi]
Auvii Offline
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Paksao is auto now? Any ideas why this happened? I am not too sure how I feel about it.
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#219707 - 2008-08-07 02:07 Re: Jacky VF5R Speculation. [Re: SDS_Overfiend1]
FatalRose Offline
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Thanks so much for the awesome vids. The little bit of Jacky's new moves that I have seen so far look awesome!
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#219708 - 2008-08-07 02:14 Re: Jacky VF5R Speculation. [Re: Auvii]
Manjimaru Offline
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 Originally Posted By: Auvii
Paksao is auto now? Any ideas why this happened? I am not too sure how I feel about it.


Because the original was obviously too difficult..
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#219716 - 2008-08-07 03:41 Re: Jacky VF5R Speculation. [Re: Manjimaru]
KrsJin Offline
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I'm gona miss his old 2K+G a lot \:\/ but this new one will serve a purpose. 6K+G will be weird for a day. Other than that I'm super pleased. P4K causing stagger on crouch now is awesome. Shame they replaced 4P+K so we can't use that to lead into it anymore, but I'd much rather have this new 4P+K.

EDIT: And if you can't hit P out of paksao, then you shouldn't be playing. That's some week one Jacky reflex stuff lol. That change is pretty eh either way.


Edited by KrsJin (2008-08-07 03:41)
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#219732 - 2008-08-07 07:17 Re: Jacky VF5R Speculation. [Re: KrsJin]
Auvii Offline
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The more I think about it the more I don't like the idea of it being an auto attack. Also why would Jacky get this and not Van? She has more then one option from her high/mid catch but if Jacky has an auto shouldn't she. I feel like they are hand holding with this change.

The only reasoning I can find with the change is that when you watch someone like Bruce Lee fight you rarely see him moving to some defensive guarding stance. But even if thats the case and they are aiming for a more realistic stance it still feels like a handicap.
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#219739 - 2008-08-07 08:56 Re: Jacky VF5R Speculation. [Re: Auvii]
gl0ry Offline
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gonna be a bit awkward having old attacks with new commands. PPP being pp6p being the weirdest

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#219746 - 2008-08-07 10:08 Re: Jacky VF5R Speculation. [Re: Auvii]
KrsJin Offline
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 Originally Posted By: Auvii
The more I think about it the more I don't like the idea of it being an auto attack. Also why would Jacky get this and not Van? She has more then one option from her high/mid catch but if Jacky has an auto shouldn't she. I feel like they are hand holding with this change.

The only reasoning I can find with the change is that when you watch someone like Bruce Lee fight you rarely see him moving to some defensive guarding stance. But even if thats the case and they are aiming for a more realistic stance it still feels like a handicap.


I def get that thinking. I think there may be two reasons why they did it. They may feel if you took the time to go neutral intercept a punch, they might as well give you the P. And they may have given it to him out of sympathy lol. Like "How can we help Jacky-ol-boy out a bit?" With Van, I think what you said is the main reasoning. She has three attacks out of it, and it can lead to more damage than Jacky's.

Really, my only beef with this change is, newer players are going to get paksao a lot more on accident. But that's really the only way it bugs me. And that's not really a valid complaint lol.


Edited by KrsJin (2008-08-07 10:09)
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#219753 - 2008-08-07 11:43 Re: Jacky VF5R Speculation. [Re: gl0ry]
Ogi Offline
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 Originally Posted By: gl0ry
gonna be a bit awkward having old attacks with new commands. PPP being pp6p being the weirdest


after i played bit jacky again...

the new ppp is old pp8p

sorry about the confuses...
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#219757 - 2008-08-07 12:07 Re: Jacky VF5R Speculation. [Re: Ogi]
_Denkai_ Offline
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The changes are great in terms of the new moves..Minus some of his new strings and the lost of 2k+G. Good news is that is new 2K+G can get up to 65dmg on counter hit

P.S I dunno know about you but I love the auto P from pak sao


Edited by Switchnationer (2008-08-07 12:09)
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#219767 - 2008-08-07 13:32 Re: Jacky VF5R Speculation. [Re: _Denkai_]
grynn Offline
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I also think the auto Pak Sao is a good thing.
It doesn't look good when you'd get the auto-inashi by accident and you're not quick enough to press P, I mean when you watch the flow of the fight.

Vanessa's inashi, on the other hand, gives you more time to select an option, and if you don't do anything you still see the other character struggle out of it (e.g pull his arm away).

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#219769 - 2008-08-07 13:39 Re: Jacky VF5R Speculation. [Re: grynn]
Auvii Offline
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Agreed it looks better then failing or missing an accidental Paksao. Its also no longer longer a bite in the ass if you do miss the P. But that just isn't justification for free damage imo. Not to mention it yields some follow up damage in many cases.

Despite Jacky's lack of choices compared to someone with sabakis, counters, etc, is free handicapped damage really evening the playing field? What character can stand still, do nothing, and get rewarded with free damage?

In the case of Van having more time and options, why not give Jacky the same? Add something crazy in there. I don't feel a Handicap is in any way in line with VF and its characters. Its simply hand holding.
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#220018 - 2008-08-08 23:27 Re: Jacky VF5R Speculation. [Re: Auvii]
KrsJin Offline
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^ Standing still in VF, is very risky lol. Especially when it's only for high and mid punches. It's not a freebie by any means.
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#220093 - 2008-08-09 23:51 Re: Jacky VF5R Speculation. [Re: KrsJin]
LegendaryHero90 Offline
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just one question...

is there any video showing Jacky using his auto Pak Sao.

i havent been on for a while and so far, the Jacky vids ive seen dont have any pak sao.
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#220095 - 2008-08-10 00:17 Re: Jacky VF5R Speculation. [Re: Auvii]
Jeneric Offline
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 Originally Posted By: Auvii
In the case of Van having more time and options
She does?
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#220098 - 2008-08-10 00:43 Re: Jacky VF5R Speculation. [Re: Jeneric]
Auvii Offline
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 Originally Posted By: Jeneric
 Originally Posted By: Auvii
In the case of Van having more time and options
She does?


I think I misread something. Ive been comparing Jacky and Vans high/mid catches for a few days and see no difference in time. My bad.
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#225016 - 2008-09-21 15:28 Re: Jacky VF5R Speculation. [Re: Auvii]
biggz316 Offline
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http://www.youtube.com/watch?v=rD7JSv-g1a8&feature=related
Nice jacky player....
ahhhhmmmm any video showing Jacky boys half wall throw?
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#225022 - 2008-09-21 16:04 Re: Jacky VF5R Speculation. [Re: biggz316]
KrsJin Offline
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Jacky has a half wall throw?


Wtfffff?
Smash upper causes them to do a backflip on normal hit now? It's techable but that's way better than before.
@1:42
http://www.youtube.com/watch?v=F_szz59Y8fs


Edited by KrsJin (2008-09-21 16:09)
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#225038 - 2008-09-21 22:51 Re: Jacky VF5R Speculation. [Re: KrsJin]
biggz316 Offline
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^ doesnt everybody have one now?
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#225044 - 2008-09-22 00:24 Re: Jacky VF5R Speculation. [Re: biggz316]
KrsJin Offline
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Loc: Aurora, Colorado.
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Nope, don't believe so.
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#225112 - 2008-09-22 12:52 Re: Jacky VF5R Speculation. [Re: KrsJin]
KrsJin Offline
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Registered: 2007-01-03
Posts: 1494
Loc: Aurora, Colorado.
XBL: KrsJin
Hmm, seen Smash Upper on NH again, and it didn't get that backflip that happened to Sarah, and made me realize I've seen the NH a lot. I have no idea what that backflip was in that Sarah vid now lol.

NikkaJacky doing his thing.
http://www.youtube.com/watch?v=2XaHMtPiuBw
Nasty 4K+G combo in the third round.
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#225116 - 2008-09-22 12:57 Re: Jacky VF5R Speculation. [Re: KrsJin]
Jeneric Offline
Old Hand

Registered: 2005-02-24
Posts: 871
Loc: Tyresö, Sweden
I think (speculation) that Sarah did a jumping move and the smash upper hit her while in airborne state.
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#225122 - 2008-09-22 13:11 Re: Jacky VF5R Speculation. [Re: Jeneric]
KrsJin Offline
Veteran

Registered: 2007-01-03
Posts: 1494
Loc: Aurora, Colorado.
XBL: KrsJin
That's my only stab at it too. Thanks for checking it out.
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#256670 - 2009-06-26 05:44 Jacky's Animation changes From Vers. A To B.
SDS_Overfiend1 Offline
Veteran

Registered: 2007-12-13
Posts: 1235
Loc: Brooklyn
XBL: SDS Overfiend
Just wanted to share some observations i caught onto from Ver A to B.

46K - The groin Kick animation seems a bit more stiffer with less range and body movement from jacky.It resembles Jann Lee from DOA's 4K a whole lot.

K+G - His roundhouse has more of a "Looser" feel to it with flailing arms on turn. he's becoming more bruce lee ish by the second.

2K+G - In ver A he went all the way down to the ground with this low roundhouse with the non-attacking leg outward as if it was resting on his shin. In Ver B the Non attacking Leg knee is now closely prop next to both of Jacky hands maintaining the weight and looking more 2-D styled.On top of that since the knee is straight down he does'nt go all the way down.

@ 1:55 of this video you can see the Ver.B style.



@0:49 you can see the Ver A style. Sega really was doing their homework to make Jacky seem "Looser" and less stiff.




4K+G - The overhead roudhouse seems to be more greatly exaggerated on the active frames. The reach and arc is a little bit farther from what i see in the vids. His sprites look a bit cartoonish when you stop the vids in motions.Its like when he raises his leg he slim but when he drops the hammer he stretches out. i mention this because i looks as if his hitboxes changed.

33P+G - the Sadistic Knee recieved a makeover also. the lunging
knee has less animation and looks a bit weaker. In previous version Jacky leaned in and low to extend upward with force. In Ver.B he seem to just knee you off with the opposite leg from before without getting low and in like before. I wonder if the damage values changed because of this.I notice he does'nt give ground damage on some of his throws anymore.

Did you notice some attacks that have new animations?

If so What Have you notice about the "New" animations on Jacky and do you like the changes Sega made?
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#256681 - 2009-06-26 10:16 Re: Jacky's Animation changes From Vers. A To B. [Re: SDS_Overfiend1]
_Denkai_ Offline
Old Hand

Registered: 2005-09-13
Posts: 746
Loc: NYC
XBL: Blackbauerctu
4P+K+G 33 K has changed as well. The shuffle K move that leads to the hit throw.
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#256750 - 2009-06-27 04:09 Re: Jacky VF5R Speculation. [Re: Jeneric]
Manjimaru Offline
Carpal Tunnel

Registered: 2003-06-11
Posts: 2789
Loc: Helsinki, Finland
Quote:
Originally Posted By: KrsJin

Smash upper causes them to do a backflip on normal hit now? It's techable but that's way better than before.
@1:42
http://www.youtube.com/watch?v=F_szz59Y8fs

Originally Posted By: Jeneric
I think (speculation) that Sarah did a jumping move and the smash upper hit her while in airborne state.


Could it be that Sarah tried to RN with 9K to avoid throwclash? Im pretty sure I saw her feet leave the ground before the upper hit.
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