Counter-Hit Somersault Needs Buffs - The Jacky Bryant Thread

God's BeardGod's Beard Tippin'SticksSince96Joined: Posts: 231
I'm not a tier whore, I'm an old-school Jacky player since all the way back in VF5 so I know what's up.

Important moves for beginner Jackies:
:d: P
throw(P+G)
down attack( :df: K)
Beat Knuckle(P+K)
Somersault(Lucky 7K)
*translator's note: 7 means :ub:*

Important moves for making combos look cool:
:b:KKKK
:uf:K
:db:K+G

Important moves for taunting pre-round:
P+K+G


That's about all I got for now, will update as time goes on.

PS: If I see anybody on PSN with a Jacky dressed up like Dio Brando that isn't me, they get a whuppin'.
Ultimate: Strider/X-23/Magneto,
JJBA: Dio Brando, VF5: Jacky, P4A: Mitsuru

Comments

  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,239
    1P+KPP or 1P+KPK is good damage

    4K+G 5P 1P+KPP
    4P+K 4K+G 5P 1P+KPP
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  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,239
    You did not go back in time, this is how the forums look.
    "You are all just as bad as the people you hate. You're only interested in characters based on tears." - Since1717
    NO STREAM = DEAD GAME
    PSN: X_the_Genius | GGPO: Mr X | Skype: MisterEcks
  • God's BeardGod's Beard Tippin'SticksSince96 Joined: Posts: 231
    Thanks for that. Cool, it looks like my launcher combo is in line with that guy's damage-wise:
    :f:K, :b:KKKK, :uf:K, :db:K+G
    I think it's 91 or 93 damage.
    Ultimate: Strider/X-23/Magneto,
    JJBA: Dio Brando, VF5: Jacky, P4A: Mitsuru
  • BullDancerBullDancer Mentos, The Freshmaker Joined: Posts: 9,351
    All of his combo finishers seem to be
    :db::p:+:k:,'whatever button you feel like pressing'

    He doesn't have a whole lot of stuff to hit people when they're on the ground........

    Only thing that strikes me as useful is that double kick thing :uf::k:+guard or the somersault......

    I could be wrong since I'm really just starting to play him after switching my main but yeah.....
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  • Aqua SnakeAqua Snake Never Outskilled... Joined: Posts: 1,268
    Jacky sure is different from the days of VF4:EVO, and Vanilla VF5.

    Back Shuffle K being a Mid hit now instead of High was something I've always wanted them to change.
  • tatakitataki misplaced Joined: Posts: 7,656
    Important moves for making combos look cool:
    :b:KKKK
    Never juggle with this. They can tech roll after the 3rd hit and you end up with little damage.

    I'll post a somewhat detailed Jacky guide once I figure out some more stuff with him, like when to use 4P+K.
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  • BullDancerBullDancer Mentos, The Freshmaker Joined: Posts: 9,351
    Could somebody drop a list of everything Jacky has that hits mid......

    I got outscrubbed by a cr. jab mashing Jean......
    Never juggle with this. They can tech roll after the 3rd hit and you end up with little damage.

    I'll post a somewhat detailed Jacky guide once I figure out some more stuff with him, like when to use 4P+K.

    lol this, I have hit a couple of people with it, but it seems hardly reliable..... seems like just a surprise move to hit people with....

    Got some good combos to use after it...... the ones in the VFDC link have some of the most awkward timing, and one of them can be tech rolled....
    b.gifk.gif+g.gif HB!, f_.gifk.gif:g.gif, d.gifp.gif+k.gif LB! d.gif/u.gifp.gif+k.gif+g.gif p.gifp.gif

    The end part can most def be techrolled and then what?

    :f:k.gif:g.gif seems important mid combo but how often will somebody be able to land this by itself in a match? I wish this move didn't require you to hold a direction....
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  • God's BeardGod's Beard Tippin'SticksSince96 Joined: Posts: 231
    Never juggle with this. They can tech roll after the 3rd hit and you end up with little damage.

    I'll post a somewhat detailed Jacky guide once I figure out some more stuff with him, like when to use 4P+K.
    Good to know.
    Ultimate: Strider/X-23/Magneto,
    JJBA: Dio Brando, VF5: Jacky, P4A: Mitsuru
  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 312
    Could somebody drop a list of everything Jacky has that hits mid......

    I got outscrubbed by a cr. jab mashing Jean......



    lol this, I have hit a couple of people with it, but it seems hardly reliable..... seems like just a surprise move to hit people with....

    Got some good combos to use after it...... the ones in the VFDC link have some of the most awkward timing, and one of them can be tech rolled....
    b.gifk.gif+g.gif HB!, f_.gifk.gif:g.gif, d.gifp.gif+k.gif LB! d.gif/u.gifp.gif+k.gif+g.gif p.gifp.gif

    The end part can most def be techrolled and then what?

    :f:k.gif:g.gif seems important mid combo but how often will somebody be able to land this by itself in a match? I wish this move didn't require you to hold a direction....
    :f:k.gif:g.gif is an alright poke, but in terms of reach :f:K+G and :df:K (and the followup chain) feel a little better and hit mid. :f:K+G is da god and leads into easy damage on CH, and :df:K can be taken further into the chain options (i.e. :df:KP:u:P+K+G, :df:KPK...).

    4P+K has its setups, and from what I'm gathering most 4P+Ks work well off of successful Defensive Moves versus heavy whiffs.
  • CozbyCozby 4ocious Joined: Posts: 189
    lol this, I have hit a couple of people with it, but it seems hardly reliable..... seems like just a surprise move to hit people with....

    Got some good combos to use after it...... the ones in the VFDC link have some of the most awkward timing, and one of them can be tech rolled....
    b.gifk.gif+g.gif HB!, f_.gifk.gif:g.gif, d.gifp.gif+k.gif LB! d.gif/u.gifp.gif+k.gif+g.gif p.gifp.gif

    The end part can most def be techrolled and then what?

    :f:k.gif:g.gif seems important mid combo but how often will somebody be able to land this by itself in a match? I wish this move didn't require you to hold a direction....

    "In vanilla, i never felt it was important to pay attention to half circular moves. I would just work with 50% chances, either ill hit you/get hit or not. But now, bad evade attempts put you into a MC-able state, so everyone's half circular moves/strings combo and are guaranteed. Jacky's 4p+k is very strong for this reason (even though it launches on NH)"

    so basically you're using 4p+k to catch people for evading in a direction. It's only half circular, but if you know which way people like to evade (ALOT of people prefer to evade down), you can catch them for that habit, and net a TON of damage for it. Jacky couldn't do this before.

    If your sketchy with the 6K:G (Iageri Kick), you can replace it with a jab, and the combo should still work. The bounds also extend the combo.

    But overall the Iageri Kick is way too strong not to use. Thats (almost exactly) like saying a Mishima Electric isn't worth going for. It's 16 frames, +3 (wtf) on block, half-circular, and launches even on Normal Hit!? Busted.
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  • CozbyCozby 4ocious Joined: Posts: 189
    Thanks for that. Cool, it looks like my launcher combo is in line with that guy's damage-wise:
    :f:K, :b:KKKK, :uf:K, :db:K+G
    I think it's 91 or 93 damage.

    make sure your setting the AI in Training mode to tech roll exact. If you notice, in training mode the combo ticker will turn green once you start hitting the computer off of the ground. This is because its possible to tech roll out of the combo.

    I was thinking about writing a general FAQ/move analysis for Jacky. I would make videos if I could.
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  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,239
    This vid has an interesting combo though it was dropped

    CH 6P+K 6K 5P 4K+G HB! [6]K:G ...

    Open Stance
    Weight specific: Light Weight and Below

    I don't think 2P+K will connect

    Both Stance
    Light Weight and Below
    CH 6P+K 6K 5P 2P+K LB! 2/8P+K+GPP
    CH 6P+K 6K 5P 2P+K LB! 7K+G

    Taka
    CH 6P+K 6K 4K+G HB! 1P+KPK
    You did not go back in time, this is how the forums look.
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  • BullDancerBullDancer Mentos, The Freshmaker Joined: Posts: 9,351
    So far I don't know how to play against Jean or Jeffry........

    Help a nigga out....... I play sort of 'scared' against Jeffry and try to stay away from that close ranged stuff....... is this the wrong way to play him.......

    I hate tagging him with stuff, just for him to get in and fuck me over for like 60%+.......

    Right now I have a list of favorite moves, is there anything I should take off this list.....
    (SS=Slide Shuffle)(SSS=Side Slide Shuffle)

    1.SS, K(Pretty sick for baiting whiffs and wake-up attacks)
    2.3K,P(Just a dope string in general), K, SS
    3.3K,P,2K, 2K
    4. 4P,2K or 4P,2P
    5.4KKKK(Good for hitting crouchers/people you bait into crouching)
    6. 1P+K,PP(If you need to adlib a juggle when you didn't expect to get it, this is one of your go-to moves)'
    7.4P+K(thanks to cozby, I found out that this move has utility, does work on people that like to evade, I didn't know mechanics like that changed)
    8. 4K+G(I didn't know this move was as dope as it was, if you should be using anything to get a combo off, this is something you are more likely to land, not sure if it goes over some low hits, but it's damn fast)

    Anything else people would like to add to the list of dope moves......

    Is this first jab from SSS confirmable before you go for the other hit......

    That 2nd jab from SSS has HELLA recovery if you miss or if it gets blocked...... if the first jab gets blocked/misses what should I do? Prepare to be hit or throw and block/crouch? Go for a throw? Think of something better?

    idk
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  • Dohma916Dohma916 Im Lost for words. Joined: Posts: 23
    I'ts Harder to play as jacky though. i always have to do R2 most of the time and i always have to press P+G+K or → PPP.
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  • CozbyCozby 4ocious Joined: Posts: 189
    Yup. 4K+G is an amazing whiff punisher, and you can get 60+ on anyone on the roster from it.

    Have you guys messed with SS P+K? This is a hit-checkable mid-mid string that launches, a pretty good, new move.

    Heres what Jacky's punishment looks like:

    Punishment

    Vs. Standing Recovery
    -10: Throw

    -12: PK 32 dmg, +4 on hit

    -14: 3PPP 53 dmg, knockdown
    6P+K > PK 50 dmg, +4 on hit 7K+G 62 dmg, knockdown

    -15: 66K, 31 dmg, knockdown

    -16: 6_K:G, launch
    P+KP, launch

    -17: 6K launch

    Vs. Crouching Recovery

    -12: 2P 11 dmg, +4 on hit

    -14: 6PK 39 dmg, knockdown 7K+G 62 dmg, knockdown

    -15 66K 31 dmg, knockdown

    -16 P+KP launch

    -17 6K launch

    There's more stuff to punish with, but these are definitely the better (if not the best) options to go for.
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  • AxLegitxLegendAxLegitxLegend Joined: Posts: 203
    Time to practice all these combos! Good posts guys! :)

    I started online with him, played him 60 games and am currently at 30/30 so I hope learning these combos can help me improve.
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  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,239
    Click to see combo

    CH P+KP 6_K:G 2P+K 6_K:G 7K+G 101

    This channel has a lot vids of himself playing Jacky
    http://www.youtube.com/user/bukkorosuke
    You did not go back in time, this is how the forums look.
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  • AxLegitxLegendAxLegitxLegend Joined: Posts: 203
    Anyone know a good launcher that isn't his crouch uppercut?
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  • CozbyCozby 4ocious Joined: Posts: 189
    6K is his main launcher. Good for punishing sweeps

    Iaigeri kick 6K!G launches on normal hit now

    SS P+KP is hitcheckable and launches

    4K+G is somewhat slow but has alot of range and good for punishing whiffs, or people trying to get in from a distance

    2P+K is a half-circular high that launches

    SS 3P also launches

    Those are his go-tos if your looking just to put in some damage fast. He also has a wide assortment of CH launchers. Check the combos i put on VFDC here:

    http://virtuafighter.com/forums/ubbthreads.php/topics/324629/Jacky Combos#Post324629
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  • AxLegitxLegendAxLegitxLegend Joined: Posts: 203
    What should I do if someone is spamming low punch? I keep getting people like that versus Jacky and he's so damn tall that people who are shorter just dodge my high hits with ease, just by standing lol. I try to launch, but then I get spammed with mid hits, try to block those but then get spammed low punch.
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  • Rhio2kRhio2k Senior Member Joined: Posts: 11,408 ✭✭✭✭✭ OG
    New player here. Let me get this straight: if the other guy's dumb (or young) enough, you can put down your controller and make them beat themselves to death with Jacky's automatic punch counter?
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  • CrimsonDisasterCrimsonDisaster team anime Joined: Posts: 1,582
    Got some good combos to use after it...... the ones in the VFDC link have some of the most awkward timing, and one of them can be tech rolled....
    b.gifk.gif+g.gif HB!, f_.gifk.gif:g.gif, d.gifp.gif+k.gif LB! d.gif/u.gifp.gif+k.gif+g.gif p.gifp.gif

    shouldn't be techable on up to at least Brad, Jacky and heavier might be too heavy? Don't remember if it's universal or not... anyways just do 4P+K, 4K+G HB! [6]K:G 7K+G for 80 on pretty much everybody if you aren't sure about the 2P+K into SSS PP hitting.

    Wasn't mentioned on the combo list, but 6K [6]P [6]K:G 2P+K LB! [6]K:G 7K doesn't hit Brad in open stance, the somersault misses. Can just skip the last Iaigeri and do the 7K after the bound, does a bit more than doing 2P+K into SSS PP. Dunno if it's stance specific on any of the other middleweight types, and you have to be really precise to land it on Jacky from what I can tell.

    6P+K seems really good to me, though I'm pretty new to VF. Being a high kinda sucks but it's safe on block, free PK on hit, free 6K on CH, confirmable... though getting ducked/stepped also sucks zzz.

    Any safe ways to transition into SS other than counter-hits that combo into SS P?
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  • Chipp Zanuff v5Chipp Zanuff v5 Tell me where it hurts.... Joined: Posts: 917
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  • King9999King9999 Joined: Posts: 10,810 ✭✭✭✭✭ OG
    Just coming in here to say that I hate random somersaults.
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  • dantemustdienowdantemustdienow Joined: Posts: 19
    1p, k, mixed up with 6p into string or 3k into string are good starting attacks with Jacky. It seems to be harder for Jacky if your opponent gets in too close; it feels like his usual 6p elbow is slower than before, though it may be online lag doing that for me. It's also good to bait the rising attack by standing a bit close, then hitting 1p+k+g to slide back, then attack with either p+g, p or k after your opponent's rising attack active frames.
  • PiccoroPiccoro Joined: Posts: 75
    1P+KPP or 1P+KPK is good damage

    4K+G 5P 1P+KPP
    4P+K 4K+G 5P 1P+KPP
    Sometimes if I add an extra P at the end of those combos, it hits.
    So:

    4K+G 5P 1P+KPPP
    4P+K 4K+G 5P 1P+KPPP

    I also like to do:

    4P+K 4K+G 5P 7K (Somersault!)
    Not as much damage as that second combo, and the somersault has to come out fast, or it won't hit.

    Testing around in the lab, I also found:

    3PPP+K(Hold) ~ 2G+KKKK...
    I think it's 60 something damage.


    I gotta say, for me Jacky is Godlike in FS. I played him a lot in VF4 EVO, but in this one the execution is easier in most of his moves. Although a few moves seem to be slower (like his 6K).
    PSN: PiccoroDaimaoh
  • PiccoroPiccoro Joined: Posts: 75
    It's also good to bait the rising attack by standing a bit close, then hitting 1p+k+g to slide back, then attack with either p+g, p or k after your opponent's rising attack active frames.
    I use this often. I bait a wake up kick, then Side Shuffle + K. Or you can even do a regular back dash then 66K. (This move has a huge reach!)
    PSN: PiccoroDaimaoh
  • CozbyCozby 4ocious Joined: Posts: 189


    cheap stuff
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  • Optimus CackOptimus Cack yes man kablam Joined: Posts: 269
    What should I do if someone is spamming low punch? I keep getting people like that versus Jacky and he's so damn tall that people who are shorter just dodge my high hits with ease, just by standing lol. I try to launch, but then I get spammed with mid hits, try to block those but then get spammed low punch.

    Jacky has some nice mid punches, 3ppp and such. Use them. Block then elbow. If they throw them out like idiots, I think you can even flip kick after you block a low punch.
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,239
    Jacky has some nice mid punches, 3ppp and such. Use them. Block then elbow. If they throw them out like idiots, I think you can even flip kick after you block a low punch.
    3PPP are all high

    6P and 4K are good mids during blocked 2P mashing
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  • Optimus CackOptimus Cack yes man kablam Joined: Posts: 269
    3PPP are all high

    EDIT: double post sorry
  • Optimus CackOptimus Cack yes man kablam Joined: Posts: 269
    3PPP are all high

    The last punch is special high (ex-high), actually. Not so good against straight up low punch spam, but nice if they like to duck the last of your strings and throw shit out. I think the last punch on his 5p string is special high as well. Evade into Beat Knuckle (p+k) I'm not so sure would work but goddamn if it did.

    EDIT: Turns out evading leaves you at too big a disadvantage to make evade Beat Knuckle work. HOWEVER block then Beat Knuckle will crush the next low punch. Hell, you can block then Skyscraper Kick thanks to the clash system. Evade then low punch will also leave them side-turned.
  • Optimus CackOptimus Cack yes man kablam Joined: Posts: 269
    Started playing Jacky online against people of obvious skill difference, partly because it might help me understand Jacky a little better and also because I made him look like Travis Touchdown. I've come across a few things I feel I need to point out or correct.

    First of all, the 3PPP string is in fact all high. The string I had been thinking of earlier was PPP where the third hit is special high (ex high). The knockdown hit of 3PPP is also techable, so no guaranteed pounce like in 4E. 3PPP is not terrible (14 frame start up, high, techable knockdown), but Jacky has better options.

    He does have a 12 frame special mid (ex mids can be blocked low) kick with 2K+G, but be careful how you use it. It's not very good on hit, and it's god awful on block. The follow-up kicks are even worse. It does however have some use, like if they're low on life and you want to cover sidekick distance in 12 frames. You can play a bit of "will-I-won't-I" with the follow-ups, and the second kick is a true mid. Just keep in mind they are horrendous on block and even hit. Jacky definitely has better mid options, but 2K+G can be of use.
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,239
    Started playing Jacky online against people of obvious skill difference, partly because it might help me understand Jacky a little better and also because I made him look like Travis Touchdown. I've come across a few things I feel I need to point out or correct.

    First of all, the 3PPP string is in fact all high. The string I had been thinking of earlier was PPP where the third hit is special high (ex high). The knockdown hit of 3PPP is also techable, so no guaranteed pounce like in 4E. 3PPP is not terrible (14 frame start up, high, techable knockdown), but Jacky has better options.

    He does have a 12 frame special mid (ex mids can be blocked low) kick with 2K+G, but be careful how you use it. It's not very good on hit, and it's god awful on block. The follow-up kicks are even worse. It does however have some use, like if they're low on life and you want to cover sidekick distance in 12 frames. You can play a bit of "will-I-won't-I" with the follow-ups, and the second kick is a true mid. Just keep in mind they are horrendous on block and even hit. Jacky definitely has better mid options, but 2K+G can be of use.
    There's a few situations where you can combo into 2K+G all except last hit and none of it is techable. I can't remember them off the top of my head when it was the most damaging option. No wall needed.
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  • Optimus CackOptimus Cack yes man kablam Joined: Posts: 269
    There's a few situations where you can combo into 2K+G all except last hit and none of it is techable. I can't remember them off the top of my head when it was the most damaging option. No wall needed.

    From what I've seen between my Jacky player friend and I, 2K+G is never the most damaging option. Most of the time sticking in iegeri kick (hold forward K, tap G) into whatever is optimal damage.
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