vf4evo jacky for dummies
jacky's definitely too fun, even though he's really easy to play; i wouldn't say he's one of my "mains," but it's really easy to use him, and yes, he really is pretty fun to play...
offensive poking strategies of note...
pp, then...
-throw if you think they'll remain standing, respecting your strikes,
-or continue the string w/f+p if you think they'll duck or attack back, or delay it if you think they'll evade,
-or continue the string w/u+p as an alterative to f+p if you think they'll try to attack; they can duck it, but if they try to attack, it will crush all attacks and give a free u+p,
-or continue the string w/b+p,k as yet another alternative to f+p; they can duck it, but if they remain standing, on block it will give you a slight advantage and leave you backturned,
off of a f+p...
-if they normally get hit, follow w/the k and knock them down
-if they stagger or get countered(look for red or yellow flash), press the advantage
-if it's blocked, try delaying the followup p or go defensive
-if they fear the followup attacks and keep blocking high, throw
db+p and b+p,db+p are both excellant low pokes, and safe on block for the most part; throw them out occasionally when you can get the opponent to block high all the time; the second is not only a true combo, if the opponent is touchy and tries to attack after b+p, try delaying and then do the canned b+p to interrupt
ff+kb is a useful midrange poke; upon block, try going d+g, or on hit, go into his ppx flowcharts...
combo starters:
off of a backdash, p+kp and b+k+g are both excellant combo starters and fairly safe on block; these can be used to kill evades or low punchers/elbowers,
use df,df+k to punish failed evades; higher risk than the other combo starters, but a lot more reward,
or f+k to interrupt if you have a sizeable advantage, hoping it interrupts and floats the opponent for a combo,
you can also use FC,df+p in place of f+k; it's also a very good move and functions about the same as f+k, with a little more speed, a little less range,
master his "iai;" it's slow, but safe, and gives advantage on block, plus the potential for 70+ points on any hit
okizeme:
b,f+k+g is an awesome move; beats evades, duckers, attackers, even backdashers; amazing move; only standing guard will beat it; careful usage of this move causes the opponent to not want to dodge as much, which enables you to pressure with other safer pokes after they get up
b+p,db+p is also good in cases like these
as well as throw
on non-general defense:
his dodge attack is excellant as it gives good advantage on normal hit... good to use when you're on disadvantage and know the opponent will try to counterattack...
his d+p+kkk is a really good move as long as you don't abuse it; interrupts all sorts of stuff, really great near the end of the round...
and i just love the df+ppp; seriously, my favorite move with jacky...
sure it's great when you block a move that's -14; then it's 64 pts gone right there...
but it truly shines as a punishing move to use off of a successful evade...
easy as pie to do, but a lot better than most of the other 1-button combo starters in the game(except maybe jeff's knee, but that thing's kinda slow)...
if you successfully dodge an attack that's slower than elbow, the opponent's getting plastered onto the ground...
Monday, August 22, 2005
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