VF4 / Jacky [ print friendly ] [ normal view ] Orange Book - Jacky Combo Maniacs
Text - Chakki
Translation - Noodalls
[3][3][K] or [6][K] medium counter or above
1. [4][K][K] [6_][P][P][K]
2. [6][P][P] [7][K][+][G]
3. [6][P][P] [6_][P][P][K]
4. [6_][P] [K][P][2][K]
5. [6_][P] [6_][K] [3][3][K]
6. [4][K][K] [6][6][K] (A2)
7. [6][P][P] [6][6][K] (A2)
8. [4][K][K] [2_][3][P]
9. [6_][P] [3][K][P][K]
10. [6_][P] [K][K]
11. [6_][P] [6][P][P][2][K]
12. [4][P][+][K][P] [7][K][+][G]
13. [6][P][P][K]
14. [6_][P] [6][P][K]
15. [6_][P] [3][K][+][G]
16. [2][P] [7][K][+][G]
The [3][3][K] and [6][K] combos RELY on stance checking. Of the
above listed combos, 3,4,7,8,10,11,13,14 and 15 are from where you
are in clsoed stance after floating them, the others are to be used
in open stance. And, once you've overcome this, you need to
remember the character specific combos.
As a bare minimum to remember, when [3][3][K] hits on normal hit,
on up to middle-weight characters go for 11 and 12. 12 will connect
on all characters if the first hit is a counter hit (applies to
[6][K] as well). But, after a [6][K] starter against Shun, 11 won't
connect so use 10 instead. Also, against heavy wegihts use 15 (14
on counter hit) and 16.
Then, interms of dividing the usage further, on normal hit starter
9 will connect on up to Kage, 2 is fairly much guaranteed on Aoi
and Pai, and gives very decent damage. Against bigs, 4 is very
important, on counter only.
Also, where you use [6][6][K] (A2) as your change move, the best
combos change considerably. Up until about Shun of the middle
weights, after floating them and being in open stance you can go
for 6 or if you're in closed stance go for 7. Divide up 1,2,6,7 and
13 depending on the float height is the best method. Also, if you
can input the [6][6][K] (A2) without incurring a 1 frame penalty
you'll be able to use it against more characters, so try for being
able to do that consistently.
[6][P][+][K] hitting during stagger
17. [6_][P] [4][P] [7][K][+][G]
18. [6_][P] [3][K][P][K]
19. [6_][P] [4][P][K]
20. [6_][P] [4][P][P]
For the [6][P][+][K] combos, against heavy wegihts you can go into
the [6_] moves asap and it will be ok. Against other characters, you
have to measure the timing carefully. After that, the basic combo
is 19, against heavywegihts in open stance 20. Against light
weights 17 will connect. 2 will connect against non heavy weights
(with care about the timing) when in open stance, however the
damage is no different from 3 (did they mess up the numbers here?)
[P][+][K][P] first hit on minor counter or above
21. [6_][P] [6][P][K]
22. [6][P][P][2][K]
23. [6][P][K]
24. [4][P][+][K][P][4][P]
25. [4][K][K]
26. [6_][P][P][K]
27. [7][K][+][G]
28. [9][K]
After [P][+][K][P] floats them, 27 will fairly much connect against
all characters in both stances. However, due to being slightly off
axis etc. there are many situations where it will whiff, so you are
better off remember the foot stance and character specific combos.
The most important situation is where you are in closed stance
after you float them. Up to Lau (or Jacky on counter hit) remember
to use combo 22. Against Jacky on a minor counter starter use 23
and use 26 against Akira. Combo 21 will work against Aoi, and Pai
with a counter hit starter, and although the damage is about the
same as 22 it will allow for easier okizeme. 25 is for against
Jeffrey, with a minor counter starter. Against Wolf if you use 1
frame delay it will connect.
24 and 28 are combos for where you are in open stance after the
combo starter. 24 is only on Pai, and the damage is very good. 28
is easy to connect, and the okizeme after that is easy, which is a
strong point. Also, for combo 27 you can add a [P] or [2][P], but
it reduces the reliability of the combo, so it's not really
recommended.
[2][K] (B2) counter hit or [4][3][P][P][P][+][K] maximum charge
29. [1][P][K]
[4][K][+][G] or SSS [P] minor counter or above
30. [6_][P] [K][K]
31. [6_][P] [4][P][P]
32. [6_][P] [4][P][2][K]
33. [6_][P] [4][P][+][K][P][K]
34. [2][P] [6][P][K]
35. [2][P] [6_][P] [3][K][+][G]
36. [2][P] [3][K][+][G]
37. [2][P] [9][K]
With [4][K][+][G], when you're close go for the [2][P] combos, when
further away go for [6_][P] combos. When in closed stance after the
hit, go for 30 or 37. When in open stance, 33 and 37 are the
basics. When against Lion and Wolf in open stance at close range,
the [6_][P] is easy to connect, and using SSS[P] generally go for
the [6_][P] combos.
34 and 35 are closed stance combos against light weights. 34 will
work on Aoi and Pai and 35 will work on Sarah and Vanessa. 31 and
32 are for hits at maximum range, and in open stance they will work
against Brad and Goh.
[4][P][P] second hit counter hit or [2][K][P][P] second hit
counter hit
38. [K][P][2][K]
39. [6][P][P][K]
40. [3][K][P][K]
41. [6][P][P][K]
42. [6][P][P][2][K]
After getting a head crumple, the basic follow up is 38, or against
Shun only from the [4][P][P] 39. For combos from the Heavy body?,
the basic one is 41, against Shun in open stance use 42. Combo 40
is used when in open stance, but the damage is about the same as
41.
Posted by
noodalls
on 12/02/2005
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Edited by
Myke
on 03/04/2005
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