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Jacky Punishment Chart?

Discussion in 'Jacky' started by Dan, Oct 1, 2007.

  1. Dan

    Dan Well-Known Member

    -11 /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    -12 throws
    -13 /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif ???
    -14 /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif > /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (standing) [6]/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (crouching)
    -16 or -17 /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif or /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif?


    Give me some input Jacky players, I'm gonna post this up on the wiki.
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    At -13, /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif won't connect on the final hit. Jacky needs at least 14 frames of advantage for this to be a natural combo.

    Also, while the above combo knocks down and if they fail to recover you can add on some more damage, the /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif nets bigger damage as a natural combo but leaves them standing.

    At -14 you also have /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif and /forums/images/%%GRAEMLIN_URL%%/ub.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif.

    At -15 you have /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif* and /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif.

    At -16 you have /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif

    At -17, you'll have to do /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif*


    * You'll have to enter these commands without wasting a frame by buffering the input as early as possible.
     
  3. Dan

    Dan Well-Known Member

    Hmmm I know you need +1 extra frame for things to be considered minor counter but isn't that the same for /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif since it's 16 frames? I don't have a PS3 so can somebody check to see if something extactly -16 on block can be punished by beat knuckle to a combo?

    Also thanks for the info on /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif I did not know that the /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif ender will combo naturally.

    Though /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif and /forums/images/%%GRAEMLIN_URL%%/ub.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif will hit, wouldn't /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif > /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif do more damage? I guess it is up to the player to decide if he values damage or knockdown more.
     
  4. Jerky

    Jerky Well-Known Member

    Just some general advice for anyone when punishing with Jacky:

    /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif for small moves (elbow counterable) and /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif (for big moves) are bread n butter knockdown moves when countering.

    Elbow Heel is great because it's fast and easy to implement.

    Beat knuckle is a reliable counter because it also combos big low attacks such as Wolf's grizzly lariat (/forums/images/%%GRAEMLIN_URL%%/df.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif).
     
  5. Dan

    Dan Well-Known Member

    I've added his punishment chart (still in work) to the wiki for interested Jacky players. If anyone wants to contribute to the Jacky wiki I'll gladly put their info up and credit them for it. /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  6. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    /forums/images/%%GRAEMLIN_URL%%/p.gif=/=10i
    /forums/images/%%GRAEMLIN_URL%%/p.gif=11i

    Sarah has taken over your mind!!!
     
  7. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    it's not a punishment thing but I saw a slide shuffle strat section. So i'm no real jacky player because I can't hit confirm as quickly as a jacky player needs to be able to do but I find slide shuffle to be great on rising opponents and if they happen to attack getting put 2K,K works well or 2K, 4 works real well if you want to mess with people. It reminds me of a safer version of eileen's 214P+K except without the huge combo at the end if they get hit.
     
  8. Jerky

    Jerky Well-Known Member

    Although weaker in VF5, ss, 2kk can still be used this way. The setup is a little trickier in 5 due to the long range/hit detection of rising attacks. So make sure you're not too close or too early with the attack.

    Timing 4k+g after a whiffed rising works pretty well from a far range or just ss into ducking to force a guess between ss /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/df.gif+ /forums/images/%%GRAEMLIN_URL%%/p.gif or throw helps. Just be careful of using this vs tech rolls as the opponent can have plenty of time to counter depending on your position during ss. For example Akira can double palm. The key to success is to only use ss after certain moves that leave Jacky in good advantage to oki.
     
  9. Dan

    Dan Well-Known Member

    Sebo, fixed sorry.

    The rest, this stuff looks great, I'll probably put it up later.
     
  10. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    yeah exactly it's only useful if they don't techroll.
     

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