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Big damage Jacky float combo

Discussion in 'Jacky' started by Pai_Garu, Jul 30, 2002.

  1. Pai_Garu

    Pai_Garu Well-Known Member

    Hi i'm fairly new to this board. I'm making this post for the jacky players who would like more variations to follow up a [6][K]. I was messing around in practice and found this combo that doesn't require a counter hit. I haven't seen this posted anywhere so i hope this helps you guys out.
    For non-heavyweights
    After a [6][K] do [4][P]+[K],[P],[6][6]+[K]. This will hit regardless of open or close stance so it's very useful and looks pretty cool. The timing is sort of precise, you need to delay the [6][6]+[K] a little. This will sometimes give you over 70 damage. But it's always at least 68 damage.
    For heavy weights
    This one is even easier and shorter but it give you a bigger damage. This also doesn't require a counter hit and it hit both in close and open stance. After a [6]+[K], do a [P],[6][6]+[K]. This will always give you at least 73 damage which is a great substitute for the boring [P],[P],[6]+[K] combo.
    Hope all you jacky players have fun with it!! /versus/images/icons/grin.gif
     
  2. Pai_Garu

    Pai_Garu Well-Known Member

    What do you jacky players think? Give me some feedback about how useful this combo is for your VF play. /versus/images/icons/laugh.gif
     
  3. SpaceRain

    SpaceRain New Member

    Hi there. I just registered to tell you that I'm using both combos. I tried them out yesterday, works great.

    Thanks,
    SpaceRain.
     
  4. Guest

    Guest Guest

    That 's pretty cool.Thats a lot of combos too.
     
  5. Blondie

    Blondie Well-Known Member

    Hey guys =). While this is a good combo to do. To really reach the high levels of VF gameplay a jacky player or any player rather must learn the stance specific juggles for all weight classes. later guys.
     
  6. Pai_Garu

    Pai_Garu Well-Known Member

    You did not understand the purpose of this post blonde one. I am sharing this combo with people because it is high damage and non stance specific. This will help people in a situation when they don't want to bother with the more specific float combos and just want to use a general purpose one.
     
  7. supergolden

    supergolden Well-Known Member Content Mgr El Blaze

    I don't think memorizing what combos to do after a knee is a neccessity for reaching "higher level play." There are so many other factors, such as actually hitting the knee, reading your opponent, etc that are much more important than getting a few extra points of damage off of a float... Sure, it can only help you, but is far from a necessity...

    </font><blockquote><font class="small">In reply to:</font><hr />
    Hey guys =). While this is a good combo to do. To really reach the high levels of VF gameplay a jacky player or any player rather must learn the stance specific juggles for all weight classes. later guys.

    [/ QUOTE ]
     
  8. Foondogg

    Foondogg Well-Known Member

    I agree with you totally. And also because of damage scaling, its far more important to set up the float opportunities more frequently than to do a lil' bit more damage on your floats.
     
  9. Blondie

    Blondie Well-Known Member

    Well, I don't agree. Why not take as much damage when its free, especially when its a juggle. While the original combo you spoke of is good for those players that think its too much to pay attention to stance specifics. I'd like to know what combo you use for b+k+g? If you guys play Jacky at a serious level you really need to utilize his stance specific moves and there properties, IMO. =). Later guys.
     
  10. Pai_Garu

    Pai_Garu Well-Known Member

    Now a [4]+[G]+[K] setup I agree you need to worry about the stance. I like to use the [2][P],[4][6][G][K] and [2][P],[3][K],[K] for the two different stances. Or better yet, the [P],[4][P][K],[P],[8][P] if the distance is correct. Yet imo, the knee is a much harder setup and most of the time you can't see the stance clearly because of crouching opponents. That's why I decided to share the combo with other people. You can get about the same damage as other stance specific combos after the knee. I do agree with you blonde one that stance is most important for jacky out of all the characters, but in a knee situation I'd rather know for sure I can capitalize on it than missing some free damage cause I used the wrong stance specific combo. /versus/images/icons/laugh.gif
     
  11. supergolden

    supergolden Well-Known Member Content Mgr El Blaze

    If you are playing as Jacky, know his moves and combos, and want to fare better against human opponents, you probably have other things to improve on first... Like at the last tournament I went to, I faced another Jacky player a few times... His Jacky never beat mine, and had he asked for advice the last thing I would have said was "You need to memorize stance specific combos off of his knee"... He wasn't losing by just a few damage points that could have been made up by getting the maximum damage off of a knee... In his case, I would have suggested improving his throwing game... He needed to throw when an opponent was just standing there blocking, and if the opponent didn't do that too often, he needed to make him...

    I believe in order to get to "high" level as Jacky you need to have a good throwing game, use Jacky's combos to set up throws, and read what your opponent is going to do when they are getting up and capitalize on that...

    After a [4][G][K] I always go for [2][P], [3][K][K] - I know that doesn't always hit, but I don't let that get me down, and I don't even use [4][G][K] that much...

    </font><blockquote><font class="small">In reply to:</font><hr />
    Well, I don't agree. Why not take as much damage when its free, especially when its a juggle. While the original combo you spoke of is good for those players that think its too much to pay attention to stance specifics. I'd like to know what combo you use for b+k+g? If you guys play Jacky at a serious level you really need to utilize his stance specific moves and there properties, IMO. =). Later guys.

    [/ QUOTE ]
     
  12. Wen

    Wen Member

    I THINK after a knee on a heavyweight, P, 6P+K, 3K might be more damage than P, 66K.

    Similiarly a P,P, 6P+K,3K is more damaging than PP6K on medium weights.

    If your opponent is a poor/lazy struggler you can even try pounce after 6P+K's slam stun. 3K is guaranteed no matter how much they struggle.

    P(G)s into 6P+K, 3K is mostly what I use for Jacky. (Learnt from Howard.) In general I think they are the most damaging followups, but I'm not totally sure. I am pretty sure they outdamage PP6K though.
     
  13. Hamme

    Hamme Well-Known Member

    I think your right about been more damage, but I would only try this combo if I'm winning and the timer is running down to zero. Otherwise, I'd use the regular pp6k on medium weight so that they try to TR/QR; on TR, I go for a back stagger with 3k, or 33kk combo and waith for TR/QR to keep pressure on, of course 46k+g will be stylish for finishing off someone; on QR, I go for 33p+g or an 6p stagger, then a 66k or 66p+g.

    Of course, that really work on high level player who won't QR/TR so that 3k will give u the extra damage. Well, that's the power of pp6k setup power. I'm a little off topic since in is about big combo damage and not setting up more damage.

    Since I'd want to know more ways of using jacky, i'd appreciate any input on my way of setting up?
     
  14. Blondie

    Blondie Well-Known Member

    Well Super you touched a few good points. With any character try to work the throws, throw= 8frame execution, unblockable, lots of damage. With any character at high levels you must use this weapon. Also in response to your combo.

    Open stance: [4][K]+[G], [2][P], buffer [3]+[K][K] This will hit everyone up to Akira in weight class.

    Closed stance: [4]+[K]+[G], [2]+[P], [4][6][K]+[G] This will hit everyone up to Akira in weight class.

    For everyone above akira in weight class just pounce [8]+[P] =).

    You sound like you've got a good handle on Jacky, I hope to see you at NYG and congrats on the tourney win!! =). later. /versus/images/icons/laugh.gif
     
  15. DRE

    DRE Well-Known Member

    I feel that learning Jacky's stance-specific combos is very important. The goal with Jacky is to dish out maximum damage at every opportunity (especially since he has no high floaters), or to set up favorable TR/QR situations. Nothing is worse than losing an extremely close match, knowing you could have added an extra [P] here, an extra [3] [K] there, etc.
     
  16. supergolden

    supergolden Well-Known Member Content Mgr El Blaze

    Thanks man... I guess I don't go for knees or [4][G][K] too often because my only sparring partner (my twin bro) usually doesn't get hit by them and I usually wind up getting punished... But thanks for the combos, I will try them out...

    As for NYG, we are torn between seeing Dream Theater in Rochester that weekend or driving down to Long Island... Maybe we'd make it down for one or two of the days... Wish there was a schedule for the tournaments or something...
     
  17. Wen

    Wen Member

    Hammerhead:

    After a 6K float you don't really have a backstagger opportunity anyway. It's rare to float people backturned.

    Also, how will you press the wakeup game after PP6K? I don't really see any big damage you could add after that that will convince the opponent to QR/TR.

    It's not like Akira KD - Shram, where you risk AS3 if you don't TR/QR or backstagger if you do.

    Eg. you could attempt a low kick OTB, but that's very poor risk/reward for you. An opponent QR could mean elbow stagger or low throw.

    Maybe I'm missing something? Personally I just take the guaranteed damage in a knee float situation.

    I managed to land SS K, 6K, P,P, (wall) PP6PPK, 3K on Pai.

    10 hits, pretty nice looking float. If you managed to sneak in SS 2K on the bounce instead of the finishing 3K it'd be even more stylish.
     
  18. Hamme

    Hamme Well-Known Member

    Hey that an awesome combo! What's the total damage? Has to be over 110. /versus/images/icons/grin.gif

    You're right though on no backstagger opt. But, most player I played against do try to TR and I just stagger(regular) them for it. I think some people are programmed to TR.

    The point you made with Akira as an example is totally valid. So here's the question, if people don't QR/TR after 6k->pp6k, isn't possible to add a 3k and it will be more damage than the 6k->p,p,6+p+k,3k?

    To keep pressure on non-QR/TR opponents, I use SS (iaigeri perfer) on rise attacks. Usually it will hit, maybe that's enough extra damage that will convince them to QR/TR. If they don't want to get up, I'll go for a risky pounce.

    Of course my strategy won't work on a few characters with reversals, so I need to change levels on SS or do a cancel. I know my strategy sucks(too much guessing game), but it work for me so far. So, what's your take on pressuring?
     
  19. Wen

    Wen Member

    The 6K in PP6K is all of 2 points more damaging than 6P+K. For that you risk not landing 3K on the opponent.

    That's not only about the 10 or so damage lost. I'd think a QR/TR by your opponent while you are stuck in 3K miss animation would mean a guranteed knee - combo or throw by the opponent.

    Seems like an easy decision to me /versus/images/icons/wink.gif

    I'm a Jacky scrub really, so I pressure with very basic stuff. Dash in SS out to tempt rising kick whiff, block rising kick and pressure, randomly throw in and elbow, etc.
     

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