Get a ST opponent: - Escaping a throw. - OffensiveMove. - K+G is 23f, high, full circular, +9 on CH. - 44K is a 16f, high, full circular, +8 on CH. This leaves you BT and your opponent ST. - 2P+K SSS P on StandingCH. Your opponent has to abare with a non-crouching move while Jacky is in SSS. SSS P leaves Jacky at +6 on CH. Things to know about Jacky's ST Game: - PPP is a Natural Combo on NH. - 6P+K is +15 on NH. Max Damage punishment if you're opponent is at -14/15 and ST. If a ST opponent blocks 6P+K you'll be at +1. - 3K is Jacky's Side Kick (VFDC Combo List for the combos), available from +4 (+5 against 11f jabbers). - If 6PPK connects on a ST opponent you will be at +7. Also, SS P+KP after 6PPK beats every attack the opponent can do, it loses vs. guard, evades (the second P tracks), sabakis/reversals though. - If you get a ST opponent with K+G on CH he won't be able to block/evade K+G SS P, he can crouch. If he stays crouching you have SS P+KP and SS K that are combo starters on NH. But it's possible to avoid this shaneningan by simpy doing a ST Fuzzy, he'll block the mid and make the high whiff at the same time. Here does the mind game from SS starts, you can do SS 33 if you think he'll fuzzy but that gets beated by fast abare which originally got beated by SS P+K etc. etc. - 6P on a crouching opponent and 6P on CH guarantees 2K+GK (2K+GKK, depends on the distance). Same for CH 2P. - PP4PK (I'd use this when I evade something P punishable for example) is just highs but if 4P gets blocked the last K can't be ducked: it leaves you BT, at +9 with a ST opponent. You can use P+K and 1P to put him in a guess (I think they're the best options in this situation), they cover a different evade direction so your opponent can: Guard, he will be at -1 after blocking P+K and still ST or he will be at -3 after eating 1P and still ST. Crouch Guard, he will eat P+K > Combo or guard 1P and you'll at -3 with your opponent ST. Evade towards Jacky's back, he will evade P+K (you're at least at -14) or he will be at -6 and still ST after eating 1P. Evade towards Jacky's stomach, he will eat P+K > Combo or evade 1P. Abare with an 11f jab, he will eat 1P OR K on CH. - Still something if you're BT while your opponent is ST. BT K is a 14f, high that covers both directions and guarantees SS P on CH (BT CH K SS P), continue with combos you'll find in VFDC's list. BT P is a 10f, high that covers Jacky's stomach. BT PKG on CH guarantees mids up to 19f (you can't hit-confirm, just throw PKG > Move) but I'd use: P+K if you want to cause a stagger, 6PP and follow-ups if you still want to apply pressure on ST opponent, 6P+K for a combo, PPP to get a KnockDown. - 4P2P is unblockable if the opponent is ST, it leaves you at +4. 4P covers Jacky's back so it can also catch an evader. - K+G (remember that this is 23f!) on CH guarantees SS P. SS P will leave you at +19 or +16, you need to hit-confirm it into 6K or 6_K:G. - 44K is high but it always hits (it's 16f) if the opponent evades. On CH it'll leave Jacky at +11, Jacky has guaranteed PK or PPP > 66K if 44K BT the opponent. - 46K+G is a 17f, mid, full circular and it's safe if a ST opponent blocks it (you're at -9 in this scenario). - 66K is a 15f, mid, linear. Nothing special, it's just that it's -7 if normally guarded but only -1 if guarded from ST and it seems that everyone forgets about that. - If P+K is guarded and K hits on CH then SS P+KP is guaranteed, continue with combos you can find in VFDC's list. - 1P4 SS P+KP beats 2P if 1P landed on NH.