I was in shotbox few minutes ago discussing this string, I'm already writing a move analysis for the Wiki but I don't think it's a bad idea to open a thread for this string and also say how I'd defend against that overstated string. Jacky has: 1P+KP SSS (I mean, seriously?), 1P+KPP, 1P+KPK and 1P+KK. Let's try to analyze the string. 1P+K has a mid follow-up and an high follow-up, it's -6 on block, +-0 on Hit and +8 on CH. It's confirmable in its follow-ups on CH. 1P+KP is a mid elbow that has a mid follow-up and an high half circular one, it's -5 on block, -2 on Hit and +4 on CH. 1P+KP is a natural combo on Hit. 1P+KP (CH) P or K are natural combos but you can't confirm the second P (CH) in its follow-ups. If 1P+KP hits a crouching opponent you can confirm it in P for a combo or K (which can also start a combo near walls). 1P+KPP is mid punch, -16 on block, -2 on Hit and a combo starter on CH. 1P+KPK is an high kick, half circular that covers Jacky's front and gives a knockdown on Hit, -6 on block. 1P+KK is an high kick, -8 on block, gives a knockdown on Hit. I'm now going to say what I'd do in certain circumstances. If I block 1P+K I'll ECD. Why? Jacky has a mid follow-up after it so many Jacky players use 1P+K-P and 1P+K-throw. ECD beats both, OF COURSE there are things to beat ECD but at least you'll stop Jacky from using the mid-throw "mix-up" (it's not a mix-up here). So I've already said that I'd ECD but if you want to abare... don't use lows, abare with an high is better than abare with a low because you take less damage with it. But remember that ECD is better, especially near the wall because depending on the stance and the angulation 1P+KPK causes a Wall Slump. ECD loses vs. 1P+K > 1P or 1K+G, 1P will NH while 1K+G will CH (knockdown). You'll block both if you ECD and keep crouch guarding. If I block 1P+KP I'll crouch or ECD towards Jacky's back. Why? Again, ECD beats both mid and throw and it also beats the half circular follow-up. ECD in this situation is a lot stronger than the previous one becuase Jacky hasn't got follow-ups anymore and 1P+KPP is launcer punishable if evaded. Crouch is another nice option, it beats the throw, the high follow-up and Jacky's reward for risking a -16 move is stupid (1P+KPP leaves him at -2 on Hit and gives him 20pts of damage). I didn't say everything of course but I think you'll come with other considerations about the string.