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Jacky Tactical Guide by Shiwapon

Discussion in 'Jacky' started by VolcanoShed, May 22, 2024.

  1. VolcanoShed

    VolcanoShed Active Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/03/24/154642

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    [This is a rough translation with the help of Google Translate and DeepL, and some edits to match english VF terms, it won't be completely accurate but I wanted to share this since this guide helped me. Additional comments are in brackets]

    Jacky Tactical Guide

    Main techniques

    P

    A punch with a start-up of 12 frames.
    Even if it's blocked, Jacky has a +2 frame advantage, making 6P an uninterruptable combination except for some characters.

    P4K is a hidden strong move that staggers when the opponent tries to fuzzy guard.
    You can mix between two options with P -> throw and P4K!
    2P

    A crouching status punch with a 12F start-up.
    It's useful when you're going wild, such as when interrupting your opponent's attack.

    When it hits, you have a +4F advantage, so 2_3P cannot be interrupted.
    6P

    A mid attack with a 14F start-up.
    It is so easy to use that it should be the first thing you think of when talking about offensive attacks.

    Jacky has a huge advantage on [6P] crouching hits and counter hits.
    After the hit, make a choice between using throws or mid attacks such as 6P or 2_3P.

    Also, if you can confirm a hit up to 6PK, that's good.
    It's up to you whether you want to double up [by going for nitaku after 6P hits] or aim for guaranteed damage and knockdown. [by confirming 6PK]
    2_3P

    The mid uppercut with a 15F start-up.
    A counter hit can lead to a combo, so you want to actively aim at opponents who are violent with their blows.

    By the way, Jacky has an advantage even on NH [+3 on normal hit], so he can attack further with 6P etc.
    1P

    A low punch with a 19F start-up.
    This low attack, which is difficult to see [react to], is a lifeline for Jacky, who has difficulty breaking standing guard.

    When it hits, Jackie is at a disadvantage of -1F, but you can enter Slide Shuffle by pressing 4. [1P4]
    Since Slide Shuffle P from this position is an uninterruptible link-up, if the opponent is attacking, use this one.

    When Slide Shuffle P [normal] hits, 6PK hits, and if it counter hits, 6K and so on will hit in succession.

    Also, if the opponent is cutting you back with 2P, backdashing into P+K (see below) is also a powerful combination.
    4K
    Mid attack with a 15F start-up.

    Use this as your main attack against opponents who can deal with hand attacks such as 6P. [punch sabakis, etc.]

    It is an excellent mid attack that gives an advantage on NH and a significant advantage on counter hit.
    There are also derivative attacks [string follow-ups], so if your opponent moves quickly, try showing them derivative attacks as well.
    6K

    A launcher with a 17F start-up.
    Even on NH, it can be used for combos, so it can be used for sudden rampages and guaranteed punishes.

    If it is blocked, you will be at a disadvantage of -15F, so be careful not to attack it too much.
    7K

    A somersault with a 14F start-up.
    The damage is extremely high, so if you use it at the end of a combo, you can greatly increase the combo damage.

    If it is blocked, it has a huge disadvantage.
    If you hit it too much in a standing position, some people may consider it as a trolling play. Especially online.
    P+K

    A mid punch with a 16F start-up.
    An excellent combo starting technique that has a long reach and allows you to combo with a recovery counter-hit or higher. [on recovery CH or CH, confirm P+KP to get a combo]

    It's a technique that can be used for sudden rampages, whiff punishing after backdashes, and guaranteed punishes.
    4K+G

    A mid heel kick with a 20F start-up.
    Since it has a long reach, it can be used when reading an opponent's rising kick or short-ranged attack.

    Even if you are blocked, there is no guaranteed counterattack, and it can be used to combo even on normal hit. It is best to aim at opponents who tend to crouch because they do not like throws.
    1K+G

    A full-circular low attack with a 19F start-up.
    It's an excellent attack that can crush both your opponent's standing guard and evades.

    When this hits normal hit, Jacky is at a disadvantage of -4F, so don't overdo it.
    Also, if it is blocked, it has a large disadvantage, so do not aim at an opponent who tends to crouch.
    46P+G

    A moderately high damage throw.
    If the opponent fails to tech roll, more damage will be dealt.

    If you use it near a wall, they will hit the wall and you can get a follow-up attack with 66K or 7K, which can cause great damage.

    If it is difficult to get it out immediately, use 6P+G or 66P+G instead.
    64P+G

    Jacky's most damaging throw.
    Since opponents are wary of this throw and can easily set up a throw escape, mix it with the aforementioned 46P+G and P+G.

    Confirmed counterattack

    ★Standing
    10F Throws
    12F PK
    14F 3PPP, 6PK, 6P+K, 9K  
    16F P+K, 3K, 1P+KK
    17F 6K

    ★Crouching
    12F 2P
    14F 6PK, 7K, 9K
    16F P+K, 3K, 1P+KK
    17F 6K

    Beginner

    It starts and ends with the elbow.

    6P is Jacky's fastest mid-level attack.
    The first hit gives you a huge advantage on crouching hits and counter hits, and it has a derivative move that makes it difficult for the opponent to counterattack.

    Basically, this elbow should be the main focus of your attack.

    6PK is a derivative move that can be used to knock down opponents by confirming the hit if the first hit is a crouching hit or counter hit.
    Also, if the second shot is a counter-hit, you can follow up with 9K, etc., so the return is high.

    However, if the attack [6PK] is blocked, there is a fair amount of disadvantage, so be careful not to hit it too many times if your opponent has a tight guard.

    Let's make a choice from PP

    This character has an elbow derivative from PP [PP6P]. As a traditional secret technique from ancient times, rock-paper-scissors can be set up with elbows from PP and throws from PP.

    If they crouch or attack after a PP, they'll get hit by an elbow, and if they evade or guard after a PP, they'll get hit by a throw.
    If you are having trouble finding an opening, it's not a bad idea to attack with PP first.

    Let's show uppercuts and throws for 2 choices [nitaku].

    When 6P hits a crouching hit or a counter hit, you can connect the derivative [6PK], but it is also a good idea to go for two choices: mid attack and throw.
    In that case, choose between 2_3P and a throw, which will allow you to follow up with a counter hit.

    2_3P can be quickly produced by inputting 33P.

    2_3P has a high expected combo damage value and can do nearly 40% damage on lighter characters, so it is definitely something to aim for when you have the advantage.

    Since the opponent knows that this will be damaging, it is easy for the opponent to keep his guard up.
    At that time, it is effective to throw 46P+G, 66P+G, 64P+G, or 4P+G.

    Let's mow down the opponent's 2P!

    Jacky has many high-hitting string follow-ups, and when he uses string follow-ups, he is easily stopped by the opponent's 2P.

    In such a case, try using a backdash.
    . This character's back dash has good evasive performance and is characterized by its ability to easily make the opponent's attack whiff.

    By hitting 6P then backdashing, you can make your opponent miss 2P.
    After that, Jacky's golden combination is to aim for P+K, which will start a combo if you hit it while their attack is whiffing.

    If your opponent uses a middle kick to destroy your backdash, try guarding the middle kick and then go for nitaku, or use a derivative attack such as a 6PK.

    Let's break down the opponent's guard with 1P

    Since Jacky's throws aren't that powerful, opponents tend to choose to use a guarding throw escape.
    In that case, I recommend using a low attack 1P.

    This attack is disadvantageous [-1 on NH], but since it has a derivative K, it is difficult for the opponent to make a move.

    You can also switch to Slide Shuffle by entering 4.
    Slide Shuffle P after 1P4 is a combination that cannot be interrupted, and if Slide Shuffle P hits a counter hit, 6K will be connected, so the return is high.

    Since both of these moves [1PK and Slide Shuffle P] are high attacks, you will be stopped with 2P, but in that case, you can use P+K from the backdash mentioned above to punish them, so watch your opponent's tendencies and change your options.

    Let's show them some brutal reverse choices

    Jacky has a high damage 7K, which is used in combos, and you can expect great damage by incorporating this technique into any combo.
    Even when he is at a disadvantage, Jacky's strength is that he can put pressure on his opponent by showing combo starting techniques such as 6K and P+K, and techniques such as 6P+K that connects 6K with a counter hit, so let's show them from time to time.

    Intermediate

    Try using Flash Sword Kick, which has a high input difficulty level.

    6_K can be stopped by pressing G just before it hits, changing it into a half-circular attack with an advantageous technique.
    If this is guarded, it will be +3F, making 6P a combination that cannot be interrupted.

    Also, since it is a half-circular attack that destroys evades towards Jacky's stomach, it can also be used to counter the opponent's evades.
    When it hits, you can pick them up with 6PP, etc., and you can expect great damage.

    It also has the effect of re-floating during combos, making it an excellent combo extender.
    Although the input difficulty level is high, it will change your combo damage and offensive pressure, so be sure to get used to it.

    - Use powerful circular techniques in your offense

    Jacky has several excellent half-circular/circular attacks such as the aforementioned Flash Sword Kick.
    Many of the derivatives are also powerful, so use them frequently, including when reading each other after stopping at the first hit,

    4P

    A half-circular high attack that destroys the opponent's evade towards Jacky's back.
    Even if it is blocked, there is almost no opening, so from here on, aim to mix between a derivative attack and a first-hit stop attack [stopping at the first hit then going for a throw].

    The P follow-up [4PP] is an EX high attack.
    This technique can be comboed on counter hits, so if your opponent tries to make a move after blocking the first stage, use it to your advantage.

    If the opponent crouches under the high attack, use 4P to 6P, and throws, to break it up.

    4P1P is a low attack with small disadvantage.
    If we get a counter hit, we have a +6F advantage, so we can set up nitaku.

    This also makes it easier for the opponent to crouch, so let's break them up by stopping after one hit [4P], then using a mid attack such as a 6P, or a throw.
    1K+G

    This is a full-circular low attack.
    This is a reliable technique for Jacky, who has difficulty breaking a standing guard.

    However, be careful not to swing this too much, as there is a large disadvantage if it is blocked.
    46K+G

    This is a full-circular mid attack that does great damage and has good startup.
    It's a bit heavy at -15F when guarded, so you'll want to read the timing of your opponent's evade before using it.

    Recommended side attack

    After evading the opponent's attack or succeeding in OM [Offensive Move], you have a chance to attack from the side.

    In that case, first aim for a 3K mid kick.
    If this hits a side counter-hit, you will get a side crumple, allowing for further follow-up attacks.

    If the opponent is [stand] blocking, 4P1P becomes unblockable.
    After this move hits, you will still be on their side, giving you an advantage [+4] where 3K cannot be interrupted.

    If your opponent evades it, show a full-circular attack such as 1K+G, 46K+G, or 44K.
    1K+G and 46K+G will be safer to hit [on the side] because the guaranteed counterattack will be smaller even if it is guarded. (46K+G is no longer punishable) [1K+G is -15 on side block, 46K+G is -9 on side block]

    When 44K hits a side counter hit, PK hits continuously.
    Also, Slide Shuffle P from Backturned K4 is also an unblockable linkup, so aim it at opponents who don't crouch [after getting side counter-hit by 44K].

    Break the opponent's crouch.

    Since Jacky has a powerful 1K+G or 1P, the opponent often chooses to crouch.
    At that time, you can pull them out with 6P, but here, you can also show them a stronger mid attack such as 3P+KP+G or 4K+G.

    If you want to hit your opponent solidly, you can dash and then perform the above techniques or throws, giving your opponent two options.

    Advanced

    Let's attack further from the Dragon Combination

    Jacky has 1P+K (commonly known as Dragon Combination).
    This technique can lead to powerful derivative techniques, so let's start reading each other from here.

    From 1P+K, first hit the P derivative [1P+KP] with a bit of delay.
    When this technique hits a counter-hit, Jacky has a +4F advantage, so it becomes a combination where 1P+K or 6P cannot be interrupted.

    Your opponent will then guard the derivative attack, so aim for a throw from the first hit.
    If you hit the derived P [1P+KP] while your opponent is crouching on the second hit, they will be staggered, giving you a huge advantage.

    Also, by hitting 1P + KPP while they are staggered, you can start a combo, so don't miss this and connect.

    Wall approach

    ●Opponent's back against the wall

    With this foot position, the basic attack is to confirm the 6PK hit and take down the opponent.
    If the 6PK hits them into the wall, use 66K or 6K+G to follow up then go for okizeme.

    Also, if the 6PK hits at a perfect distance, there are places where you can bounce with 4K+G.
    When using this foot position, if you can properly confirm the hit, the opponent's health will be greatly reduced.

    In addition, if the wall is close, it is also a good idea to aim for wallslump or wallsplat with 66K.

    If your opponent is guarding, you can also aim for big damage with throws like 46P+G or 66P+G.
    If your opponent hits a wall with 46P+G, you can follow up with 66K or 7K.

    If they want to escape the forward throw, break it up with 4P+G.
    This [4P+G] is excellent because you can attack the wall again after throwing it, and even if you get throw escaped, you can do a backdash.

    Also, K+GK is a derivative that cannot be crouched if it is near a wall. [if K+G is guarded standing when the opponent is near a wall, K+GK is guaranteed to hit]
    If the derivative hits near a wall, they will get wallslumped, so keep this in mind as one of your wall attacks.

    If the opponent goes wild, 6PK is fine, but if you completely read it, you can aim for instant death damage with 6P+K.
    From the 6P+K counter hit, perform a wall combo with P+KK4P → 66K.

    ● Parallel to the wall, Jacky's back facing the wall

    The main goal in this foot position is to get a side wall stagger from 1K+G.
    After the side wall stagger, hit 6P+K and then use 3K+G to wallsplat them.

    You can also try aiming for 46K+G against an opponent who crouches 1K+G.
    If the opponent is a lightweight character, it is easy to get a wallsplat even if they're crouching.

    Also, although the angle is difficult, you can aim for a side wall stagger with mid attacks such as 1P+K and 4K, so try aiming for it when you're at an angle to the wall.

    ● Parallel to the wall, Jacky's stomach facing the wall

    When using this foot position, you definitely want to aim for a P+KK wall combo.
    After P+KK [hits], aim for Slide Shuffle K or Slide Shuffle P. [do P+KP4 to enter Slide Shuffle]

    If Slide Shuffle K hits the opponent while they are staggered and did not recover, they will be side crumpled.
    If your opponent can recover from the stagger [fast enough to block Slide Shuffle K], hit Slide Shuffle P and perform a combo with 6K.

    Also, it is interesting to attack solidly with 4P.
    After 4P, Jacky will be with his back facing the wall, so let's use the aforementioned attacks when his back is facing the wall.

    If the opponent is violent, it is effective to use 4P2P to aim for a wall stagger.

    Respond to your opponent's actions with Slide Shuffle

    Jacky's 4P+K+G (Slide Shuffle, commonly known as shuffle) is a special stance in which he moves back while sabaki'ing the opponent's mid punches.
    Since you can handle the opponent's attack while moving back, you can avoid certain combinations or move back while handling the opponent's elbow.

    It is best to use this technique when you are aware of your opponent's tendencies.

    Punish your opponent's high string follow-ups!

    Jacky's P+K is a convenient technique that can be issued with one command and can be used as a combo starting technique on recovery counter-hit or greater.
    It is also a technique that can be aimed from the backdash, but it is easier to deal damage if you are able to crouch and whiff punish the opponent's high string follow-ups.

    In the case of a string that ends with a high follow-up, such as a 6PK, you would want to crouch and return the 6K, but if you are lazy and work hard at using P+K, you will be able to use Jacky very well.

    Dodge your opponent's high attacks with Ducking

    By entering 33 during Slide Shuffle, you can transition to another stance called Ducking
    . While in this stance, Jacky has the ability to dodge the opponent's high attack, so try using it when your opponent is about to swing a high attack.

    The recommended input is P+KK433, which allows you to enter Ducking after P+KK and dodge the opponent's high-hitting counterattack.
    From there, aim for a combo with Ducking P, or try to break them up with a throw.​
     
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