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VF3 Jacky FAQ
Version n/a

Written by Creed (meshe@clinic.net)
Format and spellcheck editing by Jason La (akira23@hotmail.com)

[
Editor's Notes: This FAQ was posted at the VF Complex with Creed's 
permission. The content has been left intact, excluding spelling 
corrections. Formatting was done so that the text would line up
correctly in their paragraphs.

This is only pre-release version. Creed has not given this his official
name or a version number. I will post the date that it was sent to me.

November 23, 1998

The VF Complex: http://www.geocities.com/TimesSquare/Ring/3651
]

P = Punch
K = Kick
G = Guard
E = Escape/Dodge
---
f = forward (tap stick towards enemy)
b = back (tap away from enemy)
d = down
u = up
/ means to tap diagonally between the two directions. For example d/f 
  would be tapping diagonally down and toward the enemy.
+ means you tap the stick or buttons on either side of the + at the 
  exact same time. for example P+K means hit punch and kick together. 
  b+K+G means hitting back on the stick at the same time as you hit 
  guard and kick together.
, (a comma) means to do one move, then the other. Sometimes you have to 
  do the next move right away, other times you can wait a bit.  So P+K, 
  P means to hit punch and kick at the same time, then let go and hit 
  punch afterwards. If you can't get a combo to work, try waiting a 
  little before tapping the button for the next move, or try doing it 
  faster (right away)
A capitalized letter means HOLD the stick in a direction for a second. 
  (not used much) Ex: F+PP means to HOLD forward a short bit before 
  tapping punch twice.
---

  If you see a move listed under another move, but indented, that means 
the next move follows it, if you do the motion right away. Usually that 
also means that's the only way to get that move out, in other words you 
can't make Jacky do a sweep any time you want, you have to do the sweep 
at the end of a combo. For example:

Punch                 P
  Sweep               -d+K
  Crescent            -K

So you'd hit Punch then if you hit down and kick afterwards, Jacky 
should do a sweep. If you hit just kick, you should get a spinkick 
(crescent).

---
Hit levels: 
H = High. Opponent can duck under it and block safely high or low.
M = Mid. Hits ducking opponents, usually damages a crouching defender, 
         but not always.
         Must be blocked high.
         Some mid moves cause the opponent to stagger backwards if he 
         gets caught crouch defending, and that sets up a combo or throw 
         for you.
L = Low. Must be blocked low.

---
FLOAT Tools/ Float Combo starters:         Motion:                             
Hit Level:
------------------------------------------------------------------------
Knee                                       f+K                                    
M
 Notes: Probably Jacky's best combo starter. Not too risky.

Beatknuckle-backfist combo.                P+K, P                                 
M then H
 Notes: Also good, usually you can get a kickflip afterwards. 
        You can do beatknuckle just by itself, but you don't 
        want to because it's safer and better to add on the backfist. 
        Always do them together.
        Bad News if the beat knuckle is blocked, but you're okay if 
        they block the backfist part.
   -sweep                                  -d+K                                   
L
 Notes: If you land the beatknuckle-backfist, this is a good followup. 
        Almost always hits. Lite pouncing after this combo hits 
        is a good idea. Risky though (if blocked)
   -crescent                               -K                                     
H
 Notes: Bad followup. Almost never hits in a combo. Very risky.

Toe Kick                                   d+K                                    
M
 Notes: It has to interrupt the opponent's attacks to knock them 
        into the air. It's pretty slow too. Kinda risky all in all.

Hook Kick                                  b+K                                    
M
 Notes: It's kinda fast and hits mid, but you're in bad shape
        if it's blocked. Only floats for a small combo if it
        interrupts the opponent's attack.

High Backfist                              b+P                                    
H
 Notes: It's fast, but it can be ducked easily. But if it hits, 
        the first two followups almost always will too. If it interrupts 
the 
        opponent's attacks, it gives you a decent float so you can combo 
        with a lot of other moves (not just the programmed followups I 
        list below)

   -second high backfist                   -b+P                                   
H
 Notes: Never do this unless you're 100% sure this first part will hit. 
        This followup is easy to duck and recovers slowly.

   -low backfist                           -d/b+P                                 
L
 Notes: A good, safe followup. Always hits if the first part does. 
        It's so fast, it's actually guaranteed to hit if even if
        your high backfist is blocked (if you do it fast enough).

   -sweep                                  -d+K                                   
L
 Notes: same deal as the beatknuckle-backfist-sweep. It will always
        hit if the high backfist knocks the enemy down, but otherwise
        it's kinda slow and risky.

   -crescent                               -K                                     
H
 Notes: like any crescent, it will hit dodging opponents but it's
        otherwise really slow and risky. Don't do this even if the
        high backfist floated the enemy. You can do better.

Get used to using these moves to start float combos. They're pretty much 
Listed in order from "good" to "bad".. although a move that's considered 
'good' at starting float combos might be 'bad' in every other way (the 
toe kick), and a move that's 'bad' for starting floats (like the high 
backfist) might be good for other purposes.  Also note that these aren't 
the only combo starters Jacky has, other moves (like his high kick) will 
also float opponents a little,and some moves set up combos that don't 
involve hitting the opponent while they fly through the air.


GROUND Attacks:
------------------------------------------------------------------------

These only work when the enemy has been knocked down. Experiment to see 
what ground attacks work and which don't whenever you knock someone 
down. Stick with safe ground kicks until you're sure about going for a 
pounce. Don't heavy pounce much at all.

Lite Pounce                                u+P
Notes: A good light pounce. Jacky recovers OK if it misses. Average 
       damage. Connects after almost any knockdown.  Decent range.

Heavy Pounce                               d,U+P
Notes: A higher, slower version of the lite pounce that does more 
       damage. Risky, connects only after huge knockdowns. Good range.

Ground kick
Notes: medium safe for a ground attack, good range, average damage.


THROWS:
------------------------------------------------------------------------

Only work up close and when the opponent is standing and isn't 
attacking.

P+G
  Notes: third best throw, no followups possible, but it's rarely 
         escaped.

f,f+P+G
  Notes: worst throw but it looks cool. It doubles as Jacky's wall 
         throw. No followups, rarely escaped.

f,b+P+G
  Notes: Great throw, good damage plus guaranteed ground kick.
         escaped the most often where I've played.

d/f, d/f+P+G
  Notes: difficult motion, but great damage and rarely escaped. A ground 
         Kick afterwards is free, a light pounce is a good gamble. The
         two d/f motions make you duck and move forward at the same 
         time, which is useful for ducking under other people's attacks 
         or throws and then nailing them.

Side throw      P+G from the side.
  Notes: decent damage, looks really cool, free ground kick afterwards.

Back throw      P+G from behind.
  Notes: good damage, free ground kick afterwards, lite pounce is a good 
         Gamble afterwards too.


Basic POKING moves:                    Motion:                             
Hit Level:
------------------------------------------------------------------------

These are the moves you should use a lot to set up big hits, float 
combos, or throws. These moves chip away little bits of energy and are 
mostly there to distract the enemy. You want to use these moves to make 
them block or attack at the wrong times, so you can get more damage with 
a throw or big hit.

Punch                                  P                                   
H
   Notes: Just using one punch over and over is good for annoying the 
          opponent. It forces them to either block (before they can hit 
          you back) or duck. It also sets up basic guessing games since 
          you can do a sweep or sidekick after it.

  -sweep                               -d+K                                
L
   Notes: A fast low surprise ender, and a pounce or ground kick is 
          Likely if it hits. Watch out if it's blocked.

  -sidekick                            -K                                  
M
   Notes: Comes out if Jacky's left foot is forward, it's really good 
          Because it hits mid, it can stagger ducking opponents, and   
          it's got fast recovery.

          Use it when you can, be sure you don't accidentally do a 
          crescent instead.
  
  -crescent                            -K                                  
H
   Notes: Comes out if the right foot is forward, it's slow and unsafe 
          and doesn't stagger crouchers. Still, if it hits by luck or   
          magic, you can combo off of it with a low move like the shin 
          slicer (d+K+G).

   
One-two punches                        P,P                                 
H, then H
   Notes: These set up a ton of pre-programmed moves. You should use P,P 
          all the time and then mix up your followups so the opponent is 
          forced to guess a lot. by itself, the one-two combo is fast 
          and safe.

  -elbow                               -f+P                                
M
   Notes: a safe and common followup. If it hits, a heelkick (just tap 
          kick) after is guaranteed.  If the opponent was ducking and it 
          hits, it causes them to stagger backwards, you can then try 
          for a throw when they recover, or a big float tool like the 
          beatknuckle-backfist when they try to stop your throw. You can 
          also hit opponents with fast attacks like punches or another 
          elbow while they stagger, as long as they don't shake out of 
          it fast enough.
      
     --heelkick                        --K                                 
H
   Notes: only comes out after elbows. It's risky but not THAT risky. 
          You should only use this if you got an elbow to hit. Lite 
          pounce after, always. To recap: elbow, heelkick, light pounce 
          is all guaranteed after the first  hit. So don't be afraid to 
          use that elbow a lot.

  -knee                                -f+K                                
M
   Notes: works the same as Jacky's regular knee, but a little riskier. 
          If it hits, try for a float combo after.

  -low kick                            -d+K                                
L
   Notes: hits low, so it surprises people who expect the elbow or knee.
          If it interrupts the opponent's attack, try for a throw 
          afterwards. (they'll be stunned and you'll both recover around 
          the same time, so you can throw them before they can attack or 
          throw you)

  -backfist                            -b+P                                
H
   Notes: don't use this unless you want to show off or surprise them 
          with the followup.
     
     --crescent                        --K                                 
H
   Notes: If they ducked the backfist then this might surprise them when 
          They get back up. Otherwise it's really risky.

  -straight kick                       -K                                  
H
   Notes: a fast and surprising followup, but risky and easy to duck 
          under or counter. Sometimes floats a little if it interrupts   
          their attack, and even if it doesn't, you can pounce safely 
          after it hits.

three punch combo                      P,P,P                           
H, then H, then H
   Notes: unlike all the other P,P combos, P,P,P is a true combo. So 
          it's fast, safe, and the last two hits will usually hit if the 
          first one did for an easy chunk of life. Still not totally 
          safe, as it's easy to duck under, but not as risky as the 
          other moves either.

elbow                                  f+P                                 
M
   Notes: A really good move. If it hits, you always can combo with the 
          heelkick. Wait to see if it hit or not then tap kick and if 
          your reflexes were good, you get the kick for free and then a 
          light pounce. If the elbow was blocked, that's okay because it 
          recovers pretty fast, and you can go into the preprogrammed 
          backfist combos too which are safer than the heelkick ender.  
          Also, this is a move that will cause ducking opponents to 
          stagger backwards. Beginners can follow up by comboing a 
          heelkick, if you're average, try for another elbow-heelkick 
          combo, if you're an expert, use the F+P,P,f+P,K combo, or mix   
          that up by trying a throw when they just finish staggering.  
          This is one of those moves you should use all the time, until 
          the enemy gets good at dodging it.
  
  -heelkick                            -K                                  
H
   Notes: Like I said, a guaranteed follow if the elbow hits. Don't use 
          it otherwise.

  -backfist                            -P                                  
H
   Notes: a safe, weak high attack, I use this when my elbow missed and 
          I'm worried the enemy will try to counter.  The backfist by      
          itself does very little and doesn't set up much of anything 
          either.  It's good as a copout when your elbow fails.

     --heelkick                        --K                                 
H
   Notes: This is kinda like the heelkick you can do after just an 
          elbow. It's fast and the recovery is average, not great. I 
          don't think it ever is a true combo after the backfist, so no 
          reason to really use it.     

     --low kick                        --d+K                               
L
   Notes: This is a better move to do after the backfist because it 
          works sorta like Jacky's regular low kick. It's a little 
          trickier than the heelkick ender. The only problem is, I don't 
          think it guarantees a throw if it interrupts the enemy's 
          attack. It does make a throw very likely, and you can mix in 
          other followups too if it hits (like a kickflip).. don't use 
          this combo ender too much, smart opponents have seen it over 
          and over and expect  it. Delay for a bit before using the low 
          kick ender, so it catches the enemy trying to react.
     

low kick                               d+K                                 
L
   Notes: Unlike the other low kicks Jacky can use to end combos, the 
          basic d+K low kick definitely GUARANTEES a throw for Jacky if 
          it interrupts the opponent's move.  That makes it his best low 
          kick. It's fast and safe, so you should use it a lot since the 
          rewards are big if it happens to interrupt the opponent's 
          attacks. Do a low kick and watch to see if it smacked the 
          enemy out of a move (preferably a big move) .. or just listen 
          for the loud booming noise that you only hear during 
          interrupts.  If you got the interrupt, just do any of Jacky's 
          throws right away. The throw should come out easily unless the 
          enemy saw it coming and escaped (that's why you want to mix up 
          your best throws with your other decent throw, so they won't 
          escape it). The low kick is also good because even if it just 
          hits for a little damage, or is blocked, you can wait a bit 
          then continue with the second preprogrammed low kick. By 
          waiting a bit the second one might interrupt the enemy's  
          attack. Or, you can do both low kicks right away and chip off 
          a decent chunk of life. Even though the double low kick isn't 
          a true combo (unless it interrupts the enemy's attack) it's 
          still so fast that they usually won't react in time to block. 
          So double low kicks are good against people who sit there and 
          block high all day, and against people who always like to 
          attack right away for no reason.

   -second low kick          -d+K  
L
   Notes: works the exact same as the first low kick, except it comes 
          out a little slower and recovers a little slower. It's still     
          really safe to use, and if you got an interrupt with it, that 
          still guarantees a throw. People will try to hit you back 
          after the double low kick usually, so don't let them, try a 
          fast and powerful move to knock them out of their 
          counterattack.  I'd recommend the kickflip or elbow-heelkick 
          combo.  You can also mess with people's heads by getting them 
          used to seeing lowkick, lowkick, then mixing it up by doing 
          lowkick, elbow, or low kick, kickflip.

low backfist                d/b+P 
L
   Notes: not as good a low attack as the low kick, if it interrupts it  
          knocks down, and a lite pounce or ground kick usually works 
          after that, but even though it's fairly safe, it's not as good 
          as the low kicks.

   -sweep                   -K    
L
   Notes: comes out after the low backfist, use it as a surprise when 
          you think they might try to attack or run in after a missed     
          low backfist. If the sweep hits light pounce or ground attack. 
          Watch out, the sweep is easy to block if they have good 
          reflexes and it's pretty  risky.

low punch                   d+P   
L
   Notes: this is really Jacky's second best low attack. It's fast and 
          safe. Use it when you're not sure what to do and want to stop 
          the opponent's attack rush. Remember you're open to getting 
          staggered by mid moves if you use it predictably.

shot knee                   d/b+P+K         
M
   Notes: this is a fast little knee attack that will hit people out of 
           almost anything. The recovery is really good (better than it 
           looks) and this move can be used to bait the enemy into all 
           sorts of mistakes. If the shot knee interrupts, try for a 
           throw (they'll tend to block) .. if they tend to try to 
           strike back, use your kickflip. Or another shot knee even. 
           Use each shot knee to set up a new guessing game. Mix up your 
           followups.

   -lightning storm         -d/b+K,K,K,K   
M,H,H,H
   Notes: The knee combos into a bunch of flashy, risky kicks. Don't use 
          these except against very stupid opponents. Except for the 
          second one, which is good to throw out as bait every once in a 
          while, the kicks all can be ducked and then easily countered. 
          You can't delay the extra hits much either. If the last hit 
          works you get a nice showoff animation.
   
   -low storm ender         -d/b+K,K,K,d+K 
M,H,H,L
   Notes: You can end the whole combo with a low hit as a surprise that 
          works usually the first time you use it and then never again. 
          Cool animation if it hits.


lightning hooks   d/f+P,P        
M then M
   Notes: these are two fast, safe, mid punches. They don't do a lot of 
          damage or set up a throw or combo, but they are a safe way to 
          poke at timid opponents and still be a little flashy.  You can 
          continue into the weird 'deathfist' ender or into further 
          hooks which are just kinda there for showing off and aren't as 
          useful as the first two hooks. (use the whole lightning hook 
          combo in a float though and you'll earn cheers)

   -extra hooks             -PPP
H,H,H
 
   -"deathfist"             -f+P
H
   Notes: I guess this is more like the mach punch than Paul's death 
          fist since it hits high. It knocks the opponent off their feet 
          and far away. On counter, I have seen small combo followups 
          possible (like double low kicks or a kickflip). Funny looking 
          but not that useful.

lightning kicks             d+P+K,K,K,K,K 
L,L,H,H,H
   Notes: As you can see, these can all be blocked by ducking.  Still, 
          one or two at a time are good as a fast low pecking attack. 
          The recovery isn't great, but if you go through the whole 
          combo without the last hit being blocked, Jacky can cancel his 
          recovery and attack again right away (or do whatever else he 
          wants).  These work sort of like a low starting version of the 
          lightning hooks. You don't want to use more than one or two at 
          a time, and even then you're showing off. If you get the last 
          hit to connect (good luck) you get more of the flashy 
          animation Jacky is well known for.

punt kick                   f,f+K         
M
   Notes: This is a cross between a safe poking attack (the recovery is 
          pretty good) and a power hit (it has good range, always knocks 
          down, and damage is okay, esp. since you can usually lite 
          pounce after it, or heavy pounce on an interrupt). Poke with 
          this from long range most of the time. The further away you 
          are if it's blocked, the safer you are if they try to 
          retaliate.

high kick                   K   
H
   Notes: I'm putting this here since there isn't a better place for it.  
          This is actually a pretty good move to throw out every so 
          often. It comes out a bit slow, but it's still fast for a high 
          kick and recovers fast. If it hits, the preprogrammed 
          followups almost ALWAYS will too. Or since it always knocks 
          down, you can just lite pounce after it. Usually if it hits in 
          a real battle, it interrupted an attack and that means you 
          have a chance for a small float combo. I still wouldn't use it 
          as a float tool though, that's more what the high backfist is 
          good for.
   
   -heelkick                -K  
M
   Notes: the second kick in Jacky's kick-kick combo now hits mid. It 
          doesn't always knock down though. It's good to tag on in 
          combos though. Recovery is Bad otherwise.

   -low kick                -d+K
L
   Notes: like the other low kicks Jacky uses to end combo moves, this 
          'almost' guarantees a throw on interrupt.  A good surprise,  
          especially to end a round with.

   -backfist                -P  
H
   Notes: works like any of the other preprogrammed backfists. It comes 
          out fast and is safe.It works sorta like the punch in sarah's 
          kick-punch combo, because if the kick floats, the backfist 
          will hit too and is sorta like one free extra hit to keep the 
          juggle going. Careful if it gets ducked.  Don't use the enders 
          unless this backfist just didn't hit or got blocked.

    --crescent              --K 
H
   Notes: see notes on any other crescent. Risky ender.
 
    --sweep                 --d+K         
L
   Notes: like any other sweep, but pretty easy to block on reflex. 
          Risky.

POWER hits:
------------------------------------------------------------------------

These are big unsafe moves you can throw out when the enemy has been set 
up properly for them. Each one usually is only good for one or two 
situations only and otherwise should not be used unless you like a quick 
painful death.

kickflip-u/b+K        
M
   Notes: the best Jacky power hit. It's fast, decent damage, and hits 
          mid. It's a good surprise for knocking people out of 
          predictable attacks, and it's got a cool little animation if 
          it hits. It also hits so low to the ground that you can end 
          any small float with it, so it's not just a powerful move to 
          use out in the open, it's also good in combos, unlike the rest 
          of these moves.

crescent kick     K+G 
H
   Notes: It hits high, it's slow, and it's risky, but if it hits it 
          does big damage and you can pounce afterwards too.. If it 
          knocks the enemy into a wall, they bounce off hard and you can 
          then do a float combo as they fall back. Getting this is the 
          only reason I'd ever use the crescent.

   -sweep        d+K+G
L
   Notes: It's fast and is decent as sweeps go.  If the crescent kick 
          hits, this almost always will too. But you have to commit to 
          it right away, you can't do a crescent, wait and see if it 
          hits, then tack on the sweep.

heel sword       b+K+G
M
   Notes: I think of this as a mid hitting crescent. If it hits the 
          enemy flops down in a nice looking way, and you can even combo 
          off of it. Still, I'd only use this when I was sure the 
          opponent was going to do a low attack, especially a slow one, 
          and even then, I'd do the heel sword from far away, so that 
          their attack misses while my heel doesn't.  If you interrupt 
          their attack, and you hear the loud boom, try following with a 
          kickflip or some other fast attack.. sometimes it will hit 
          their flopping legs. You can usually pounce or ground kick 
          after this hits too. Watch out if it's  blocked.

	    Keep in mind that it does come out slow even though the 
         animation is fast.


shin slicer      d+K+G         L
   Notes: a low thrust kick with bad recovery. It only knocks down if it 
          hits as a counter, so it's not a sweep really. But it causes a 
          cool animation if it does knock down. It's easy to counter if 
          it's blocked, and even if it just hits without knocking down, 
          Jacky's at a disadvantage.  

Sidekick         d/f+K         M
   Notes: This comes out with medium speed (a little slow) and has 
          medium recovery (meaning it's not great but at least the enemy 
          usually doesn't get a free throw or combo if it's blocked. 
          This isn't that damaging, but I call it a power hit anyway 
          because it has great range and it sets up a decent three hit 
          combo that IS damaging if it all connects.  This sidekick 
          doesn't always knock down, but it can stagger crouching 
          opponents which is good. If does stagger or knock down, try 
          adding on the second sidekick.
   
   -second sidekick        d/f+K         M  
   Notes: Comes out slow so you can see it a mile away and block or 
          reverse it on reflex. Still, if the first one hits for a 
          knockdown, this usually will too, and then you can add on a 
          light pounce. If the first one staggered and the enemy didn't 
          shake out of it, then this one will hit for a knockdown and 
          again you get the lite pounce. Sometimes the second sidekick 
          surprises them if they haven't seen it before, but usually, 
          I'd say don't use it unless you're sure it'll hit.

Spinning mid crescent      b,f+K+G       M
   Notes: most people think this hits low and block it wrong. This only 
          knocks down if it interrupts now.  It's flashy as hell and has 
          a cool animation if it knocks down, but it's otherwise risky 
          and pretty useless. Stylish in combos.

Takeoff kick     d,U/F+K       M
   Notes: This comes out kinda fast and tends to beat almost anything.  
          If it hits as a really big interrupt, you have a chance to  
          combo with the landing kick and then keep the juggle going 
          with another fast, low hitting move. Usually though this just 
          hits for a decent chunk of damage, and you can then maybe lite 
          pounce. If it doesn't hit, Jacky can tap K again for the 
          landing kick which recovers fast, making the whole two hit 
          series safer than it looks, but not totally safe (if the  
          opponent knows how to knock people out of the air, you're 
          dead).

   -landing kicktap K when close to the ground.    M
   Notes: An easy safe follow to the takeoff kick. You should pretty 
          much always do a landing kick, whether or not the takeoff kick 
          hits.  

Variations: tap d,U+K for a straight up takeoff kick, or d,U/B+K for a 
          backwards one (safe but kinda useless. Good if you're playing 
          chicken to wind down the timer.

Landing kick variations: try tapping kick earlier or tapping f+K or b+K 
          for a heavy dropkick. The heavy dropkicks are all risky as 
          hell but can catch opponents in the back of the head if you 
          jump over them. (It works sorta like a street fighter crossup 
          kick). Remember also early landing kicks can be ducked.

HOP attacks:
---------------------------

Hop punch       d, u/f+P       M
   Notes: An unsafe and stupid hop move. The hop kick is much better. 
          The only reason to use the hop punch is that it looks cooler. 
          You can get many nice looking on-the-bounce combos using this 
          attack because it creates a heavy bounce when the opponent is 
          knocked to the ground. The hop kick is a better combo starter 
          though.

Variations: d,u+P or d,u/b+P will cause you to do the same attack while 
         hopping straight up or backwards, respectively.

Hop kick        d,u/f+K        M
   Notes: Better than the hop punch because it has faster recovery, hits 
          faster, and is better for starting combos as it will create a 
          small float on major counter, enough to combo with a kickflip 
          or similar low hitting move. The best use for the hop attacks 
          is to punish predictable low attacks such as low rising 
          sweeps, or low kicks from the wrestlers, or overused sweep
          attacks such as Aoi and Pai's d+K+G attacks, or Lau's f,d+K.


LANDING attacks:
------------------------------------------------------------------------

Landing power punch       d,u,P (just as you land)M
   Notes: An ugly, slow, easily countered punch, but it does hit mid and 
          Always knock down, and it sometimes floats enough for a small 
          combo. This is a rarely seen attack, and for good reason.  
          Even average opponents will learn to hit you out of the hop 
          (or as you land if their reflexes are bad) so you might get 
          away with this only once, if your opponent is completely 
          surprised.

Landing sidekickd,u+K (just as you land)M
   Notes: A quick little sidekick that pops out just as you land. You 
          can use it the same way you would use a landing punch (i.e. 
          never).  It's at least as counterable as Jacky's regular 
          sidekick. The only use I can think of for it would be as an  
          extreme way to show off to people who know the game well... 
          e.g. you could hop over a rising sweep and then punish with 
          the landing attack even though you actually have several 
          better options.

Variations: Either attack can be done after d,u/f or d,u/b hops.


TURN-AWAY attacks
------------------------------------------------------------------------

Turn-away hook  b,b+P         H
   Notes: A decently fast little high punch that turns Jacky's back to 
          the opponent. Once his back is turned, you have access to some 
          unique turn-towards attacks, although none of them is much 
          different or better than what Jacky can do when he's facing 
          forward. Three reasons to use it: To show off, to confuse 
          tentative opponents, and to make combos look cool.
	    
   -any turn towards followup
   Notes: If you do the motion for one of Jacky's turn-towards attacks 
          before he recovers from the turn-away punch, then the turn 
          towards attack will come out right away, like a preprogrammed 
          combo (because it is a preprogrammed combo).. If you plan on 
          using a series of fast turn-away and turn-towards moves to 
          confuse the opponent, you should generally go ahead and do the 
          follow-ups right away.. it looks smoother and is faster, which 
          makes it harder for the opponent to block on time.  If you 
          plan on "blindfighting" with Jacky (which means to sit there 
          with your back turned most of the match and rely on your turn 
          towards attacks and buffered dashes to win) then you should 
          wait before doing the turn towards attacks, since you might 
          want to try a back turned dodge or back dash before attacking.

Turn-away heelkick        b,b+K         H
   Notes: Jacky gets a new (not as cool) look for the turn-away kick. 
          What it loses in flashiness, it makes up for in the ability to 
          confuse. This attack looks -very- similar to the preprogrammed 
          heelkick enders in Jacky's combos, so you can do a move like 
          the elbow, tap guard, then tap b,b+K, and have the two moves 
          look like a normal elbow-heelkick combo when actually it was 
          the elbow followed with the turnaway attack. That means the 
          opponent might be fooled into trying to counter, figuring 
          Jacky is stuck in recovery, when in reality Jacky has all 
          sorts of follow-ups he can try such as a turn towards sweep or 
          high kick.

          This move is riskier than the turn-away punch and it's easier 
          to recognize too.. so use it to show off and confuse but don't 
          plan on actually connecting with it. If it does connect as a 
          major counter, it floats enough for some turn-toward moves to 
          combo.. I'd recommend the turn-towards sweep or the low 
          backfist-sweep combo.

   -any turn towards follow-up
   Notes: Like the turn-away punch, you can do any turn towards followup 
          right away and skip some of the recovery of the move (which 
          means it's safer overall to always use something like a turn-
          towards punch after the turn-away heelkick, since the two 
          moves together recover faster than just the heelkick by itself 
          would. Remember that the speed of Jacky's turn towards attacks 
          makes his turnaway moves more reliable, even though you'd 
          probably never use them in a serious match. His sweep is a 
          little slow but the turn-towards high kick and low backfist 
          are unusually quick and Jacky is the ONLY character who gets 
          the ability to turn towards with an attack faster than he 
          normally should be able to. Use this to your advantage to 
          create a sequence of moves Jacky normally wouldn't use. For 
          example, Jacky doesn't have a canned PPPK combo, but if you do 
          the turnaway punch and then follow with the preprogrammed 
          turn-towards PP-knee combo, you get something that looks a lot 
          like Sarah's PPPK combo, and like that combo, it's good to use 
          that knee followup unexpectedly to MC the opponent while he 
          tries to retaliate.  Jacky also can't normally do a canned 
          punch-low backfist combo (which would be pretty useful) but he 
          CAN do something very close by doing b,b+P, then d+P.


TURN-TOWARDS attacks
------------------------------------------------------------------------

Turn-towards crescent     K (with back turned)    H
   Notes: A fast outside crescent.. risky, but if it hits, Jacky shows 
          off. Worth trying after a turn-away kick as a surprise, 
          especially if you set up the turnaway kick to look like a 
          heelkick ender to one of Jacky's elbow combos.

Turn-towards punch        P (with back turned)    H
   Notes: A fast turn-towards punch, it works just like a normal high 
          punch. Safe and easy. Another note: This move no longer 
          automatically floats for a free combo followup, which is good 
          I suppose since it was always a little unfair that Jacky and 
          Sarah were the only VF2 characters who got that ability.
   
   -any punch followup
   Notes: You can do any of Jacky's normal punch combos from the turn 
          towards punch.. e.g. P-sweep, or PP-elbow.

Turn-towards low backfist d+P L
   Notes: It's just like the normal low backfist, so it's a fairly safe 
          low follow, something no other character really has. It also 
          has a preprogrammed ender like Jacky's regular low backfist. 
          Another note: Jacky's old VF2 d+P is gone. Which is too bad 
          since it was really useful.
   
   -sweep
   Notes: Use this followup as a surprise, or if the low backfist 
          floated the opponent.

Turn-towards sweep        d+K L
   Notes: Most characters have a turn towards sweep. Jacky's is a little 
          slow and just as risky as any other sweep when blocked. But if 
          it hits Jacky can always pounce and if it interrupts an 
          attack, it floats a little, maybe enough for a small combo.

Pump Backfist   b+P H
   Notes: A sort of ugly high backfist. It might float a little on major 
          counter, but it's otherwise slow and risky and fairly 
          worthless. I've never landed it on a competent opponent. I 
          think it's a little faster in VF3 than it was in 2.

--- end document

              
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