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High Angle Kick

Discussion in 'Jacky' started by Auvii, May 12, 2008.

  1. Auvii

    Auvii Well-Known Member

    XBL:
    Auvii
    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif

    I have a very hard time landing this move. I try to buffer it after different low attacks but that seems to fail. I have tried many other set ups to bring it out but nothing seems to be working. There is no strategy on the wiki and it being one of Jacky's major combo starters I would consider it pretty important! So any tips on when its best to pull this thing off?
     
  2. Rodnutz

    Rodnutz Well-Known Member

    PSN:
    XxRodnutzxX
    XBL:
    XxRodnutzxX
    I would ask Denkai, but I think the best way to use it is under these 2 conditions in my opinion, but then again I am no Jacky expert.

    1) You should use it when you have a big advantage like when /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif hits as a counter and you think your opponent will continue to attack.

    2) You should try to force your opponent into situations where they will try to dodge your next attack and from there use High Angle as a delayed attack to hit them out of a failed dodge. The best way to waste a few frames so you can guarantee a failed evade is to buffer High Angle like this /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif. If it's buffered correctly Jacky should only make a VERY, VERY small step forward before High Angle comes out. If he dashes completely then you are not inputting the command sequence fast enough. This is something that Yosuke himself showed me since I can use Akira's /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif the same way. But since Yoho is a few frames slower than High Angle, I do /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif when I see people dodging to much. Hope this helps!
     
  3. Pai_Garu

    Pai_Garu Well-Known Member

    this is a good move to do out of evade cancel.
     
  4. Chefboy_OB

    Chefboy_OB Well-Known Member

    XBL:
    Truewiseman
    I was wondering how you managed to delay stuff perfectly so much. I'll sitting and waiting for an eternity to catch someone, and they still always manage to evade. I'll try that from now on.
     
  5. Auvii

    Auvii Well-Known Member

    XBL:
    Auvii
    Thanks Konjou. I will try this out and see what it does for me. Good to know it works with Akira as well. Though this doesn't sound easy at all heh.
     
  6. Rodnutz

    Rodnutz Well-Known Member

    PSN:
    XxRodnutzxX
    XBL:
    XxRodnutzxX
    Well like anything it's hard in the beginning, but once you understand how the timing works it's not so bad.
     
  7. KrsJin

    KrsJin Well-Known Member

    This is when I mainly do it now. I've found it's good to evade and buffer in the 33. If your evade was successful, finish the buffer with a K, if it wasn't, finish the 33 buffer with a G to play it safe. I'd say this is the least risky way to use High Angle.

    Baiting counter-hits is the most rewarding but most risky and is more dependent on your opponents playstyle. One example I like to do on abare players is PKG > 33K. Sometimes they hesitate enough off of the canceled kick then toss something out only to get wrecked, but this is really particular to my opponent.

    Gl0ry and I talk about this move sometimes. Sometimes we feel it isn't worth the risk, and there was a time where we pretty much stopped using it. Lately though, since I've been trying to practice some combos I've been forcing myself to use it excessively and am back to using it. That said though, it's not a move I would use against every opponent.
     
  8. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    I have no real reason to use this move unless its off of an evade. Most good players will try to anticipate the evade into this move. on max damage its at about 84 if finished with/forums/images/%%GRAEMLIN_URL%%/ub.gif/forums/images/%%GRAEMLIN_URL%%/k.gif.
    In order to successdully incorperate this move you have to conidtion your opponent to fall for it IMHO. IF its block it leave the oppoent with a huge advantage so your best bet is to start inputting throw commands for a throw escape. don't get to use to that motion cause in R is only a /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif motion /forums/images/%%GRAEMLIN_URL%%/grin.gif
     
  9. Auvii

    Auvii Well-Known Member

    XBL:
    Auvii
    What about 6K, has anyone found use of it? Not the new one in R but the current lame knee attack. Doesn't it have the same juggle potential as 33K?
     
  10. KrsJin

    KrsJin Well-Known Member

    For most characters/weight classes you can pretty much do the same combos you do off of 33K.

    If I had my choice, I'd remove the move from Jacky's moveset lol. It is nice though when you know your opponent is going to throw, and sometimes the weird delay on it just seems to work out, but I rarely use it on purpose. Don't really know of any Jacky players who do either.
     
  11. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    Funny thing is that used to be his pop up/Launcher and had no delay. They might get rid of its or put it a combo. Could you believe that in VF3, 4 its had the speed and properties of Jeffry's knee?
     
  12. INCIDENT

    INCIDENT Well-Known Member

    Reminds me how back in VF1, most people had that same knee....Or at least it looked that way to me at that time.

    Even "<u>THE</u> knee" had that same animation as a standard knee! /forums/images/%%GRAEMLIN_URL%%/crazy.gif
     
  13. _Denkai_

    _Denkai_ Well-Known Member

    Jacky was meant to be the Flashy character in the VF series. In VF5 however its quite hard to tell seeing as how characters like Shun,lei and elblaze are flashier then he is. Quite a few of jacky moves were designed for flash only and have no real substance examples- Jacky flying kick from the shuffle and his god awful knee. These moves look cool if you can get them to connect but just don't expect it to connect that often.
     
  14. Auvii

    Auvii Well-Known Member

    XBL:
    Auvii

    I was going to mention this, I remember in evo pulling the 33K off was far easier. I thought this was just me. Guess not.
     
  15. Jerky

    Jerky Well-Known Member

    Just stating other applications for this move:

    33k can be used to beat an opponents delayed reaction to you. For example in a stale mate you can intimidate with a small crouch dash and counter hit with this move. Or you could backdash 33k to counter whiffed attacks or gamble after MC elbow when you've conditioned the opponent to attack. I also love using it in failed evade situations.

    The above work well for me against advancing/defensive opponents. (Although my ass has been playing way too much gta lately /forums/images/%%GRAEMLIN_URL%%/blush.gif )
     
  16. gl0ry

    gl0ry Well-Known Member

    jerky quit vf for gta, true story!
     
  17. Vanilla_Tears

    Vanilla_Tears Well-Known Member

    I've had some success doing the high angle kick when an opponent just rises from a side tech roll with a low attack. Risky, but cool looking when it works.
     
  18. Feck

    Feck Well-Known Member Content Manager Akira

    I'm guilty of that too /forums/images/%%GRAEMLIN_URL%%/frown.gif
     
  19. KrsJin

    KrsJin Well-Known Member

    Nah Jerky was beating me up just yesterday. Someone must have pulled an intervention or it was just a relapse lol.
     
  20. Raxel

    Raxel Member

    Just do it when you know it will counter hit. It's easy to know when an opponent will think they can attack, you just do this before they do. As with most launchers, people will always attack into this move (and a lot of players still never learn).
     

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