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VF4FT Jacky Master Guide
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Contents
Overview(top)
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(top)
A1 Stepping Middle Kick(top)
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(top)
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(top)
(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(top)
(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(top)
(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(top)
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
Edited by Myke on 03/04/2005
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© Jason Axelrod from 8WAYRUN.COM