VF4 / Jacky [ print friendly ] [ command view ] Master Guide - Jacky Bryant
Overview
Jacky is an almost purely strike based character, and it remains
that way in Final Tuned. He has simple commands for floaters and
also many different strings, so it.s relatively easy to get up to
speed quickly with Jacky. This time, however, since the properties
for some of his key moves have been changed, it is now harder to
win with just one or two moves. Now more moves require hit
checking, thus forcing Jacky players to become more varied in play.
You must now be able to determine what kind of hit and what kind of
attack to use in different situations and master his new moves and
the moves that have been strengthened in order to be effective.
Change Moves
A1 Stepping Middle Kick
This is Jacky.s from Evo, not only is it hard for the
opponent to counter with throw when it is blocked, if you input
to stay backturned, it will also decrease the recovery time.
The range for this move is really long and causes stagger on hit,
however, it.s rather slow in execution.
A2 Dash Hammer Kick
This is Jacky.s old ver C kick. The reach of this kick is shorter
than A1, but it compensates with faster execution speed. You must
be able to throw escape when using this move because on guard, it
is throw guaranteed. The best distance to use this move is about
the distance between the two characters when the round starts. If
you like big damage combos, this is the move to use since you need
this kick for many of the high damage combos.
B1 Fake Elbow Back Knuckle
(Before Kick starts)
This is Jacky.s from Evo, it has been changed a bit so
the elbow is able to avoid certain high attacks. The second hit now
combos on normal hit for a down, so it is clear that this move is
now strengthened.
B2 Fake Toe Slant
(Before Kick starts)
Mid kick fake to half circular low attack that is uncounterable on
guard, advantage on normal hit, and crumples on counter.
Key Changes
(open stance) . The recovery on normal hit is lengthened,
and the stagger time is shortened.
. Does not flow on small counter. However, it.s a good
chance for a nitaku situation between elbow or throw.
. Damage decreased, and it is now -6 on guard. You can
use Jacky.s backturned after being backturned to beat many of
the opponent.s counterattacks.
. The command is now a bit longer than before,
now it.s easier to input this command from a crouching state.
. Recovery on guard is now elbow class counterable.
. The opponent now is not knocked back as far as before on
counter hit, making it easier to force a nitaku situation.
. New mid, high, high string from . Second hit
is guaranteed is the first kick hits, and the third hit is
guaranteed if the second hits on counter.
. New mid high two hit attack. It is relatively quick and
causes a down on hit. Since the move is considered an air attack,
you can avoid many low attacks during the execution of this move.
This move is elbow counterable on guard.
+ . Since the recovery on hit for this move is now
longer, you can no longer hit a standing to combo.
+ . This move no longer floats on normal hit, instead, you
will get a stagger as if you hit a crouching opponent.
+ . This move is now only -2 on guard, also the
advantage on large counter is now longer, so you can follow up with
moves like +.
(Slide Shuffle) . A very fast high attack that will cause a
crumple on any counter, or if you hit an opponent.s recovery, which
you can follow with standing combos.
(Slide Shuffle) . Motion changed.
(Slide Shuffle) (on hit) -> + - New mid hit
throw from ducking. The reach of the kick is rather long and you
can hit the throw on any hit.
(Slide Shuffle) + . A long range and easy to use mid attack
from slide shuffle. Since this move pushes the opponent back very
far, it is a very good move to cause a wall stagger.
+ . New throw to replace the old one. When this throw is
escaped, the disadvantage is small for Jacky, and the opponent is
rather far away, so it.s a low risk throw.
. Now it causes a down on normal hit.
. Now on normal hit, Jacky has less advantage.
Other notes: You can now change your stance before the round
starts.
Execution Frames for Key Moves
12
14
15
15
+ 15
(A2) 15
15
16
+ 16
16
17
+ 17
(B2) 18
+ 18
+ 20
Source: Virtua Fighter 4 Final Tuned Master Guide
Posted by
Srider
on 13/09/2004
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Edited by
Myke
on 03/04/2005
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