Jacky's staple combos

Discussion in 'The Vault' started by sta783, Oct 29, 1999.

  1. sta783

    sta783 Well-Known Member

    OK...the previous thread sort of became long, and I got lost on where the discussion stands. Here is some of my suggestions for Jacky's staple combos.

    Before I make a mistake, I wanted to confirm that I understand the foot stance terminology right. For what I know, open stance is where right foot meeting other's right foot (or left foot). Closed stance is something when the match starts (except for Jacky). Am I right on these? I usually go by the Japanese terminologies, not too knowledgeable in the English ones.

    Step 1
    1) Knee -> f,f+K -> small pounce (can be avoided)
    2) Knee -> low-P -> high pounce
    3) Knee -> d/b+P, K

    Step 1 combos require no MC or understanding of foot stance. Delay the K in 3) so as to get the higher damage (due to the distance).

    Step2
    4) Knee(MC) -> P,P,f+K -> small pounce
    5) P+K, P -> Kickflip (open stance)
    6) Knee -> Kickflip (closed distance)

    4) is very easy yet powerful. Against the light characters, knee does not have to be MC provided that you are in open stance. Also hold Forward for PP-Knee sequence.
    5) is often underestimated (because we see it too often) but does very good damage. If P+K hits MC against the light characters, you can add an extra PKG.
    6) is not that easy BECAUSE you have to watch for the foot stance to be consistent. It does good damage, and can add extra PKG if knee hits MC.

    Step 3
    7) Knee -> low-P -> d/b+P, K
    8) Knee(MC) -> low-P -> PKG -> Kickflip

    Since we are talking "staple" combos, I only include these two. 7) can be used in many situation, as it works against both light and mid-weight characters regardless of the foot stance. You have to buffer in b+E (or f+E, bb, ff) to do low back fist after the low-P. Against the heavies, use 7) in open stance, and 6) for the closed stance.

    Despite what Sumeragi says, I think 7) is not so easy. Well, I am Mr.no-hand-dexterity, so you gotta take that into account. 8) can be done, both in arcade and DC versions. Point is that you have to hit low-P relatively early for PKG to connect afterward. This is deceiving as low-P does not seem to hit a character floating still high.

    Also...with Jacky, to do lowP -> PKG, you cannot go through neutral position. After the low-P, you kind have to roll forward (QCF and HOLD forward) and do PKG. A little tip, but sorry if you guys already knew it.
     
  2. ice-9

    ice-9 Well-Known Member

    Before I make a mistake, I wanted to confirm that I understand the foot stance terminology right. For what I know, open stance is where right foot meeting other's right foot (or left foot). Closed stance is something when the match starts (except for Jacky). Am I right on these? I usually go by the Japanese terminologies, not too knowledgeable in the English ones.

    Right! Closed stance is parallel, open stance is the figure eight.

    Step 1
    1) Knee -> f,f+K -> small pounce (can be avoided)
    2) Knee -> low-P -> high pounce
    3) Knee -> d/b+P, K

    Step 1 combos require no MC or understanding of foot stance. Delay the K in 3) so as to get the higher damage (due to the distance).


    Which of these three take the most damage? I'm starting to think the second combo is probably the most beginner-friendly, and it seems relatively damaging.

    Step2
    4) Knee(MC) -> P,P,f+K -> small pounce
    5) P+K, P -> Kickflip (open stance)
    6) Knee -> Kickflip (closed distance)

    4) is very easy yet powerful. Against the light characters, knee does not have to be MC provided that you are in open stance. Also hold Forward for PP-Knee sequence.
    5) is often underestimated (because we see it too often) but does very good damage. If P+K hits MC against the light characters, you can add an extra PKG.
    6) is not that easy BECAUSE you have to watch for the foot stance to be consistent. It does good damage, and can add extra PKG if knee hits MC.


    Among these, I would have lean towards 4 and 5 -- 4 takes great damage and 5 is good but not great because it takes some skill to make the P+K -> P less counterable. Both are typical Jacky fare.

    Step 3
    7) Knee -> low-P -> d/b+P, K
    8) Knee(MC) -> low-P -> PKG -> Kickflip

    Since we are talking "staple" combos, I only include these two. 7) can be used in many situation, as it works against both light and mid-weight characters regardless of the foot stance. You have to buffer in b+E (or f+E, bb, ff) to do low back fist after the low-P. Against the heavies, use 7) in open stance, and 6) for the closed stance.

    Despite what Sumeragi says, I think 7) is not so easy. Well, I am Mr.no-hand-dexterity, so you gotta take that into account. 8) can be done, both in arcade and DC versions. Point is that you have to hit low-P relatively early for PKG to connect afterward. This is deceiving as low-P does not seem to hit a character floating still high.

    Also...with Jacky, to do lowP -> PKG, you cannot go through neutral position. After the low-P, you kind have to roll forward (QCF and HOLD forward) and do PKG. A little tip, but sorry if you guys already knew it.


    Heh heh, I didn't knoweven know 8) existed...gotta try this some time. What about f+K (MC) -> F+P,P,f+P,P,d+K as Rulakir suggested? You don't see it that often (due to angulation and MC requirements) but when people think of a big Jacky combo, this is it.

    ice-9 | Sennin
     

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