Orange Book - Jacky Combo Maniacs

Text - Chakki
Translation - Noodalls

dfdfK or fK medium counter or above
1. bKK FPPK
2. fPP ubK+G
3. fPP FPPK
4. FP KPdK
5. FP FK dfdfK
6. bKK ffK (A2)
7. fPP ffK (A2)
8. bKK DdfP
9. FP dfKPK
10. FP KK
11. FP fPPdK
12. bP+KP ubK+G
13. fPPK
14. FP fPK
15. FP dfK+G
16. dP ubK+G

The dfdfK and fK 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 dfdfK 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 fK as well). But, after a fK 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 ffK (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 ffK (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.

fP+K hitting during stagger
17. FP bP ubK+G
18. FP dfKPK
19. FP bPK
20. FP bPP

For the fP+K combos, against heavy wegihts you can go into the F 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+KP first hit on minor counter or above
21. FP fPK
22. fPPdK
23. fPK
24. bP+KPbP
25. bKK
26. FPPK
27. ubK+G
28. ufK

After P+KP 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 dP, but it reduces the reliability of the combo, so it's not really recommended.

dK (B2) counter hit or bdfPPP+K maximum charge
29. dbPK

bK+G or SSS P minor counter or above
30. FP KK
31. FP bPP
32. FP bPdK
33. FP bP+KPK
34. dP fPK
35. dP FP dfK+G
36. dP dfK+G
37. dP ufK

With bK+G, when you're close go for the dP combos, when further away go for FP 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 FP is easy to connect, and using SSSP generally go for the FP 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.

bPP second hit counter hit or dKPP second hit counter hit
38. KPdK
39. fPPK
40. dfKPK
41. fPPK
42. fPPdK

After getting a head crumple, the basic follow up is 38, or against Shun only from the bPP 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.


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