Virtua Fighter 2: Jacky FAQ v0.50 ================================= by James M. Ross [email protected] Please send any comments, corrections, and additions to the above address. --------------------------------- Table of contents ================= Introduction Part I: The moves Key to move list table Move list table Move description and analysis Basic and special moves Combination attacks Turning attacks and combinations under construction Hopping attacks under construction Jumping attacks under construction Pounces Throws Getting up and rising attacks Part II: Selected Jacky topics Staggering and delayed combination attacks Floating Guard cancel and using the defense button under construction Part III: Strategy and tactics Part III & IV General philosophy will be completed Character specific tactics in later versions of the FAQ Part IV: For your information Character profile, history, and fighting style First grade with Jacky Taunts and grunts Glossary Acknowledgments --------------------------------- "Jack of all trades, but master of none." (except maybe the kickflip) Introduction ============ Jacky, be fittingly, in terms of game play in VF2, fits this proverb very well. He's of average speed, behind Pai, Sarah, Kage and Lion. He has attacks with good range, but not the extreme range the lunging/flying attacks that everyone else except Sarah has. He has very versatile attacks, but lags slightly behind Kage, who has a low turn away attack and flying attacks. He has good low attacks, but is hampered by having to punch first to get a sweep. His pounce is of average speed, behind Pai, Sarah, and Shun. His sidekick is powerful, but needs to hit as a counter attack to knock someone down, while Wolf and Jeffry can knock someone down with just a sidekick. He excels, however, with his kickflip float hit, but even this ability is not the most dominant of the game, as Lau easily outclasses him when it comes to damage potential while floating an opponent. According to the VF2 FAQ, to fight well with Jacky, you must bring out the "fear of the unknown" in your opponent. If Jacky has a strength at all over the other characters, it's his ability to "roll your own combos" and mix attack levels easily within those combos. This has lead me to define "combo attacks" very liberally. I do not think of a combo as an unbreakable series of attacks, nor do I think combos are just the built in PPPK variety that any VF beginner picks up on almost immediately when they start playing the game. With Jacky you need to prey on your opponents' want to counter after blocking one of your attacks, and this is where delayed combos come into affect. When I say combo in this FAQ, I refer to any chain or string of moves that are "useful". This explains why the movelist contained within this FAQ is longer than other move lists. It includes almost all of the possibilities to inspire the "fear of the unknown." I only stopped when it came to elbow/hook stagger combos and floating attacks, as the possibilities of what you can do to your opponent after an elbow/hook stagger or after you get them air born would easily double the size of the move list and is generally redundant or irrelevant in terms of the actual combos themselves. Instead I've dedicated an entire section to both the use of the elbow/hook stagger and the possible float combos. The primary reason I am writing this is to try to inspire more expert quality players as well as new VF2 players to start playing as Jacky. He has been left behind in terms of tactics development, IMO, as many consider him "cheesy" or "mechanical". I admit that his kickflip can take off incredible amounts of damage, but so can Akira's body check. I also want to point out that both of these attacks leave the attacker extremely vulnerable if they're blocked, justifying their damage causing potential. While I don't expect Jacky's popularity to grow like Akira's did after the release of Joji Suzuki's Akira FAQ, I would hope that many will reconsider Jacky as a viable character to master. I feel an aggressive, multi-level and stagger combo Jacky is an exciting fighter to play as well as to watch fight. I have chosen, like other FAQ writers, to use the Akira FAQ as a template for this work and have only tried to improve upon the movelist's format. I had thought my Jacky evolution had dead ended with the development of the G-cancel combos, but I have found great joy in finding new stagger potential with Jacky's elbow and hook punch thanks to recent posts in RGVA. Therefore I am very open to your opinions in terms of strategy and tactics, as I am continually striving to improve my play. I have found through personal experience that very subtle changes in tactics can make the difference between a crushing defeat and a long winning streak. Again, I am openly requesting any comments, complaints, and suggestions by posting to RGVA or emailling me directly. Thanks a lot and have fun. ================= Part I: The moves ================= Key to Moves Table ================== ?=I am unsure about this move, damage, recovery time, or reversal. Motion: P,K,G=punch, kick, and guard (defense), respectively u,d,b,f=TAP joystick up, down, back, or forward, respectively--a slash "/" indicates a diagonal direction, i.e. d/f=diagonally down and forward; back and forward are always respective to your opponent, i.e. at the beginning of a round on the player one/left side, f=right and b=left ,,=Hesitate slightly before entering the next command--a delayed combo--in all other combos, enter the commands as fast as possible Hit: H=Move hits standing non-defenders, throw hits any standing opponents M=Move hits crouching opponents (even when defending) L=Move hits standing opponents (even when defending) G=Move hits opponents that are lying on the ground B=Throw hits opponents that have their back facing Jacky Damage: Given in life bar points, NOT a percentage of the life bar. The standard of 100 points is set by Wolf's Twirl and Hurl (of all things). When the game is set at normal difficulty, the life bar has 200 points when playing with 2 players. The life bar is reduced by 90% when fighting the CPU. At the higher difficulty setting, the life bars are shorter and the ring is smaller. Recovery: Measured in 60ths of a second. A blank space means that the time was not available to me at the time of writing the FAQ. F=Jacky changes his stance/feet position after this move B=Jacky ends up with his back facing his opponent after this move S=Jacky skips back half a step after this move D=Jacky ends up lying on the ground on his back after this move Reverse: P=Pai can reverse indicated high/mid-level attacks K=Kage can reverse high punches W=Wolf can reverse side kicks A=Akira can reverse indicated high/mid/low-level attacks Comment: !=Opponent will always be knocked down when this attack hits +=The dodging punch and turning backfist can be used as the first punch in any of the combos that start with a simple high punch *=The kickflip must be done as u/b+G+K (like Kage's), to get it in this combo %=Jacky gyrates his hips after connecting with the spinning mid-kick @=Jacky hangs his leg and drops it slowly after the fifth lightning kick $=Jacky usually does a little dance after connecting with the turn toward kicks (a pounce is impossible to connect if this happens) #=The landing kick, overhead hammer, and drop kicks can be comboed after the take-off kick &=Rising attack can only be done when Jacky is face up and his head is near his opponent Move name Command Motion Hit Damage Recovery Reverse Comment ========= ============== === ====== ======== ======= ======= Basic moves ----------- Punch P H 12 20? P,K,A Low punch d+P L 10 A Roundhouse kick K H 30 22? P,A ! (high kick) Low skipping kick d/b+K or L 10 A hold d+K Side kick d/f+K M 25 P,W,A Special moves ------------- Elbow (forearm shiver) f+P M 19 21 P,A Hook punch d/f+P H 14 16 P,K,A Backfist b+P H 22 14 P,K,A Low backfist d/b+P L 22 22 Dodging punch G,P H 14 16 P,K,A + Beat knuckle P+K M 30 32 P,K,A (bitch slap) Knee f+K M 30 29F ! Toe kick d+K M 24 24 P Side hook kick b+K M 20 20 P,A ! Backflip u/b - 0 Kickflip u/b+K M 60 50 ! Crescent kick G+K H 30-50 24 Spinning mid-kick b,f+G+K M 36 41F % Low side kick d+G+K L 20 36 A (shin slicer) Punt kick f,f+K M 30 40 P,A ! Lightning kick d+P+K M 8 26 P,A Combos (reverse applies ------ to last move Punch combos of combos only) """""""""""" Double punch P,P HH 12+12 16 P,K,A Punch-side kick P,K HM 12+19 19 P,W,A (at close range) Punch-crescent kick P,K HH 12+(30-50) 18 ! (at long range) Punch-roundhouse kick f,P,K HH 12+30 22 P,A ! Punch-sweep P,d+K HL 12+(20-40) 34 ! Punch-low backfist P,G,d/b+P HL 12+22 22 Elbow-heel kick f+P,K MH 19+30 30 P,A ! Elbow-kickflip f+P,,u/b+G+K MM 19+60 50 !,* Double punch combos """"""""""""""""""" Triple punch P,P,P HHH 12+12+14 15 P,K,A Double punch-straight P,P,K HHM 12+12+30 28 P,A ! kick Double punch-backfist P,P,b+P HHH 12+12+22 28 P,K,A Double punch-low P,P,G,d/b+P HHL 12+12+22 22 backfist Double punch-elbow P,P,f+P HHM 12+12+19 21 P,A Double punch-elbow-heel P,P,f+P,K HHMH 12+12+19+30 30 P,A ! kick Double punch-elbow- P,P,f+P,, HHMM 12+12+19+60 50 !,* kickflip u/b+G+K Backfist combos """"""""""""""" Double backfist hold b+P,P HH 22+30 22 P,K,A Backfist-low backfist b+P,d/b+P HL 22+22 25 Backfist-crescent kick b+P,K HH 22+(30-50) 32F ! Backfist-sweep b+P,d+K HL 22+(20-35) 36F ! Backfist-kickflip b+P,,u/b+G+K HM 22+60 50 !,* Low Backfist combos """"""""""""""""""" Low backfist-sweep d/b+P,K LL 22+(20-35) 36 ! Low backfist-knee d/b+P,,f+K LM 22+30 29F ! Low backfist-hook kick d/b+P,,b+K LM 22+20 20 P,A ! Low backfist-punt kick d/b+P,f,f+K LM 22+30 40 P,A ! Low backfist-kickflip d/b+P,,u/b+K LM 22+60 50 ! Low backfist-beat d/b+P,,P+K LM 22+30 32 P,K,A knuckle Low backfist-elbow d/b+P,f,f+P LM 22+(19 21(81D) P,A ! (or clothesline takedown) or 40) Low backfist-elbow- d/b+P,f,f+P,K LMH 22+(19+30 30(81D) P,A ! heel kick or 40) Low backfist-elbow- d/b+P,f,f+P,, LMM 22+(19+60 50(81D) P,A !,* kickflip u/b+G+K or 40) Kick combos """"""""""" Roundhouse kick-heel K,K HM 30+30 28 P,A ! kick Crescent kick-sweep G+K,d+G+K HL (30-50)+ 40 ! (20-35) Double lightning kicks d+P+K,K MM 8+8 24 P,A Triple lightning kicks d+P+K,K,K MMM 8+8+8 25 P,A Four lightning kicks d+P+K,K,K,K MMMH 8+8+8+10 27 P,A Five lightning kicks d+P+K,K,K,K,K MMMHH 8+8+8+10+30 31 P,A !,@ Side kick-heel kick? d,d/f+K,K MH 24+25 P,A ? Turn away attacks (while facing opponent) ----------------------------------------- Turn away hook b,b+P H 14 16B P,K,A Turn away kick b,b+K H 30 16B P ! Turn toward attacks (with back facing opponent) ----------------------------------------------- Turn toward backfist P H 20 P,K,A + Turn toward hook b+P H 12 P,K,A Turn toward low punch d+P L 14 A Turn toward hook from hold d+P H 20 P,K,A crouching Turn toward kick K or b+K H 36 S P,A !,$ Turn toward sweep d+K or L 36 ! hold d+K Turning Combos (while facing opponent) -------------------------------------- Turn away hook-backfist b,b+P,P HH 14+20 P,K,A + Turn away hook-hook b,b+P,b+P HH 14+12 P,K,A Turn away hook-low b,b+P,d+P HL 14+14 A punch Turn away hook-kick b,b+P,K HH 14+36 S P,A !,$ Turn away hook-sweep b,b+P,d+K HL 14+36 ! Turn away kick-backfist b,b+K,P HH 30+20 P,K,A + Turn away kick-hook b,b+K,b+P HH 30+12 P,K,A Turn away kick-low b,b+K,d+P HL 30+14 A punch Turn away kick-kick b,b+K,K HH 30+36 S P,A !,$ Turn away kick-sweep b,b+K,d+K HL 30+36 ! Hopping attacks (tap u, u/f, or u/b) ------------------------------------ Hopping hammer u+P M 30 ! Hopping jab u,P while asc M 30 ! Hopping kick u,K while asc M 30 P,W,A ! Hopping side kick u,K while des M 20 P,W,A Jumping attacks (hold u, u/f, or u/b) ------------------------------------- Take-off kick hold u+K M 30 ! (jumping/leaping kick) Mid-air kick hold u,K M 30 ! while asc Landing kick hold u,K M 30 !,# while des Overhead hammer hold u,f+P M 30 !,# while asc Drop kick to front hold u,f+K M 40 !,# while asc Drop kick to rear hold u,b+K M 40 !,# while asc Pounces ------- Short/low pounce u+P G 30? Long/high pounce hold u+P G 40? Skip kick (soccer kick) d/f+K G 15 48 Throws (must be within punch range) ----------------------------------- Brainbuster P+G H 50 153D Reverse clothesline P+G B 70 179 (bulldog) Clothesline takedown f,f+P H 40 81D Trip and hammer f,b+P+K H 60 65F Rising attacks (repeatedly tap button and/or joystick to get up faster) ----------------------------------------------------------------------- Stand up P - 0 Handspring (kip up) u - 0 Rising kick K M 30? ! Rising sweep hold d+K L 30? ! Handspring kick K or hold d+K M 30? !,& (mule kick) Twist away G - 0 Twist away and kick G,K while M 30? ! twisting Twist away and sweep G,hold d+K L 30? ! while twisting Roll away b - 0 Roll away and kick b,K while M 30? ! rolling Roll away and sweep b,hold d+K L 30? ! while rolling Roll away and mule kick b,K while M 30? !,& rolling Roll away and low mule b,hold d+K L 30? !,& kick while rolling Move Analysis ============= ----------------------- Basic and Special Moves ----------------------- The following is a detailed description of what Jacky does during each of these attacks, along with some comments on how to use them. Punch (P) and low punch (d+P) ----------------------------- The high punch is a quick jab that's mainly used to start combos. Its only drawback is that it hits high, the easiest attack level to defend against. The low squatting punch is primarily used for harassment and to finish off the last bit of your opponent's life bar, but it's also the quickest way to crouch--about 10 frames faster than just holding down on the joystick. Low punch whenever you feel your opponent is coming in for a throw, but be aware that if you guess wrong, you'll be knocked down by almost any mid-level attack. The low punch is also useful for goading your opponent to crouch and defend so that you can unleash Jacky's powerful mid-level attacks. Roundhouse kick (K) ------------------- The single roundhouse kick is a high kick that should not be used that often. It's slow and hits high. But in certain situations it's very useful, such as after an opponent's missed pounce (especially Lau's). In these cases, always use the roundhouse-heel kick combo, for maximum damage. Low skipping kick (d/b+K) ------------------------- Jacky skips forward and flicks his forward foot at his opponent's legs. The low kick is great for harassment and goading your opponent to crouch. Use in conjunction with the single lightning kick to finish off the last bit of your enemies life bar. Be aware, however, that Jacky is still vulnerable to some lunging/hopping high attacks, like Pai's lunging high kick and Wolf's drop kick, because he is standing when he does this attack. Side kick (d/f+K) ----------------- A kick right at the opposing character's mid-section, a move that every character in the game has. (Unfortunately, the side kick is forgotten about by most players, IMHO, even though any character can knock down a crouching defender with a single side kick, as it hits a croucher right in the face.) Jacky's side kick has great range, at least as far as Jeffry's and Wolf's, but it comes out faster than theirs, and for slightly less damage (25 vs. 30 points). But the damage is still enough to knock down an opponent if you catch them recovering from a missed attack, especially the high rising attack. Use primarily against crouchers at extreme range--those that would have time to stand if you dashed in and then attacked. The side kick should also be used exclusively against inexperienced players that continually hit PPP. Just back up a step and side kick under their punches. A low pounce will always connect after a side kick knock down. Elbow (f+P) ----------- Jacky steps forward and delivers a forearm shiver to his opponent's chest. The elbow is also a great harassment attack, as it's uncounterable if blocked. It staggers crouchers as well, giving you an opportunity to follow up with another attack, such as a side kick, beat knuckle, kickflip, or elbow-heel kick (see the stagger section for more details). You should always try to do the elbow with two forward taps instead of just the necessary single tap. The benefit of this technique is that Jacky will do the clothesline takedown if his opponent is standing, otherwise you get the elbow stagger vs. a croucher. Note that the elbow is sensitive to stance as well, and usually misses if you're in an open stance. Hook punch (d/f+P) ------------------ Jacky does a left or right cross with whichever arm is forward, a punch that's perpendicular to the axis of the fight. The hook punch is a move that is very under used, IMHO. It has great harassment potential as it comes out very quick and has a lightning fast recovery time. Unfortunately it hits high, the hardest attack level to connect with, and has a very short range, about equal to the elbow's. The reason that the hook should be used regularly, however, is that it can be used in a very similar fashion as the elbow, but to stagger non-defending standing opponents and then follow it up with a side kick, beat knuckle, or punt kick (see the stagger section). Too bad the hook can't be comboed naturally like the dodging punch or elbow, it would significantly increase its popularity and use. Backfist (b+P) -------------- Any professional kickboxing fan will recognize this attack. Jacky spins around hitting his opponent in the head with the back of his clenched fist. A quick move with excellent range and recovery speed that is strong enough to connect a kickflip float afterwards if you interrupt one of your opponent's attacks. This attack also combos very easily with almost any other attack because of its extremely fast recovery time. Its only two draw backs are that it hits high and can easily be interrupted with a side kick. Most good players have quick enough reflexes to duck under the attack and throw you, but this can be remedied with the threat of the backfist combos (see below). Low backfist (d/b+P) -------------------- The attack most Jacky players love and all players who fight against Jacky hate. It's use is very similar to Akira's dashing elbow and Pai's side kick, but it has the added advantage of being able to damage standing defenders. Jacky spins and crouches down at the same time to strike his opponent at about knee level. The low backfist is one of Jacky's primary combo starting moves thanks to its lightning fast recovery time, which also makes this move uncounterable. Similar to the high backfist, a kickflip float will connect if you interrupt one of your opponents attacks, but it's also similarly vulnerable to being interrupted by a side kick or low kick. The best time to try this is when an opponent comes in with a PPP combo, Jacky will duck the punches and hit them in the legs for a knock down and float hit chance. The best feature of this attack, IMHO, is that Akira can't reverse it. It's one of the only low attacks he can't, along with sweeps. Dodging punch (G,P) ------------------- Another technique that is under used by most Jacky players. Jacky bends backwards at his waist and delivers a hooking punch that does slightly more damage than the normal high jab. The main benefit of this attack is that it can be comboed with any combo attack that starts with a normal high punch. Just tap defense before doing any normal punch combo. Don't use the dodging punch to counter attack, you want to be as quick as possible at those times. Instead, use the dodging punch when you end up toe to toe with an opponent that likes to start his attacks with punches (Sarah, Jacky, Pai, and Lau). If you're fighting against a character that has to wind up for most of his attacks (like Jeffry, Wolf and Shun), however, stick with the normal high punch, elbow, and backfists to start your attack combos. You'll have greater success at interrupting their attacks that way. Beat knuckle (P+K) ------------------ Jacky looks like he's throwing a curve ball as he rips down diagonally with his fist making a neat whoosh sound. This attack is one of the moves that Jacky haters use to justify their dislike for Jacky, as many new Jacky players pick up on it quickly and over use it. The beat knuckle comes out very quickly and has good range. It is great when used as a counter move, especially after a kickflip from Pai, Lau, or Kage (his low one). But I've seen way to many Jacky's use it as their primary attack. The recovery time is just way to long (over 1/2 a second) making this attack easily punished when blocked. The beat knuckle is not a guaranteed knock down when it connects. In certain situations only a stagger will result, but the move doesn't recover quickly enough to allow Jacky to take advantage of the stagger, like after an elbow or hook punch. (In future versions of this FAQ I will outline the criteria for beat knuckle knock downs and staggers.) Knee (f+K) ---------- Jacky hops forward with one leg bent up to hit his opponent with his knee. This is Jacky's primary floating move. Whenever the knee connects, your opponent will be floated high enough for you to get in another attack while they're in the air. Through experience you'll learn when's the best time to connect the knee. After an opponent's missed pounce is usually a good time to do a single knee with float combo. The knee is also the move of choice to change Jacky's stance, it's the fastest recovering move that has this affect. Toe kick (d+K) -------------- Jacky kicks forward, raising his foot to waist height. A very slow attack, that you should use very infrequently. It's usually only done by accident when you miss the diagonal for the low skipping kick. The only thing you should be aware of is that you can float people with the toe kick if you interrupt one of their attacks. Follow the toe kick with a beat knuckle, punt kick or side kick in these situations along with a low pounce for maximum damage. Otherwise a high pounce will connect if you start it before your opponent hits the ground. Side hook kick (b+K) -------------------- Another new move for VF2, Jacky raises his leg and brings it down with a heel axe motion, striking his opponent with the back of his foot. The hook kick is uncounterable when blocked, so use it often. This move has deceiving range and defines the spacing you want to keep with your opponent. Find out what its range is and try to stay at that distance or half a step further back from your opponent. You'll find that you'll be able to interrupt many of your opponents attacks with this spacing and this attack. You'll catch the outreached hand or foot of the attacker. Also note that it's possible to get a float hit with the low side kick if Jacky is in close when he connects the side hook kick, otherwise a high pounce will almost always connect afterwards if you start your pounce immediately, while your opponent is still in the air. Backflip (u/b) -------------- Jacky does a backward handspring to back away from his opponent. The backflip can avoid most low attacks, but Jacky is still vulnerable to mid and high level attacks. Tapping back twice is a much more reliable and quicker way to get space between you and your opponent. Kickflip (u/b+K) ---------------- Jacky does a backward layout flip with his feet extended to do damage to his opponent. Jacky's "big gun" is the best kickflip in the game, it does the most damage and has the best forward range, it's contact zone has a reach similar to the elbow. Most opponents complain about the obscene damage that the kickflip does, but if they can block it, they are free to do whatever they want to Jacky, as it takes him almost an entire second to recover from a kickflip. The optimal use of the kickflip comes as a floating hit when your opponent is in the air after a knee, high or low backfist. The kickflip is also very useful against those foolish enough to do a jumping attack. Because of the large contact zone of the kickflip, Jacky has the potential to hit a leaper almost all the way up to the apex of their jump (except for Kage). The kickflip can also be used quite effectively against another Jacky player who over uses the low backfist combos--immediately kickflip after blocking the low backfist and if the attacking Jacky was attempting a combo you'll almost always catch them first. Crescent kick (G+K) ------------------- Jacky does a spinning high kick. This kick recovers surprisingly fast for such an attack, but it hits high and is easily ducked under. Can be used as an alternative to backing up and side kicking PPP crazy players, just back up and crescent kick, instead. Spinning mid-kick (b,f+G+K) --------------------------- This kick is another new move for Jacky in VF2. Jacky spins around with a leg extended to hit his opponent in the thigh. The only reason to do this kick is to see Jacky gyrate his hips after it connects. When it does, however, Jacky's showing off negates the chance to pounce. It's recovery time is also dismal (two thirds of a second). Do you need any other reasons why not to do this attack? Its only redeeming feature is that it changes Jacky's stance, but the knee is a better choice for that purpose. Low side kick (d+G+K) --------------------- Jacky crouches down and sticks out his front leg striking his opponent in the shins. If you catch your opponent in the middle of an attack, they will fall humorously on their face, otherwise this attack will just push a standing defender back slightly. Use this attack very sparingly due to its excessive recovery time. Both Wolf and Jeffry can still dash in and throw Jacky even after being hit by the shin slicer. All the other characters can also easily counter this attack after blocking it. Punt kick (f,f+K) ----------------- The punt kick was Jacky's dominant move in VF1 (IMHO), but it has been toned down greatly in VF2 due to its slightly shorter range. Jacky makes a motion like punting a football, lifting his foot to about shoulder height. This attack is great for interrupting attacks as well as hitting crouchers at extreme range, similar to the side kick, but has more damage potential. It is also popularly used as a float attack, second to the kickflip, because of its similarly large contact area. Unfortunately there is no "super" punt kick, similar to Akira's super dashing elbow. If you hit f,f,f+K, Jacky will do a knee. To dash forward and punt kick, you must hit forward *4* times. A Jacky player must be conscious of this failing, otherwise he will most likely leave himself very vulnerable by missing an attack with the knee. Also note that the punt kick's recovery time is very long, so only use it at extreme range and make sure your opponent blocks it, otherwise your opponent has plenty of time to dash in and punish you. Lightning kick (d+P+K) ---------------------- Jacky lifts his forward leg to hit his opponent in the knee. This attack along with the low skipping kick and low backfist are best used for harassment and finishing off your opponent. It works great with the two low attacks because it hits mid-level. Only use at very close range, because it has about as much reach as the elbow. ------------------- Combination Attacks ------------------- Below are comments on Jacky's multitude of combination attacks, focusing primarily on the appropriate times to use each. Jacky can only excel against good players by almost randomly mixing up attack levels and attack timing, to inspire the "fear of the unknown". But really Jacky's goal is to get his opponent to crouch and defend, so that he can unleash his most powerful mid-level attacks. Keep this in mind while reading the following. Double punch (P,P); triple punch (P,P,P); double punch-backfist (P,P,b+P); double backfist (b+P,P); double punch-straight kick (P,P,K); and double punch-elbow (P,P,f+P) --------------------------------------------------------------- The first four combos main failings are that they are comprised entirely of high attacks, the hardest attack level to successfully hit, as noted above. Even though the double/triple punch and double backfist recover quickly, you are still throw bait if your opponent ducks them, because you missed. Furthermore, the double punch-backfist takes intolerably too long to recover, use it very sparingly. On the other hand the double punch-straight kick will knock a croucher down if you end up right on top of them when the straight kick comes out, and the double punch-elbow will stagger a croucher. See the elbow stagger section below. The double punch-straight kick also seems to work well when used as a delayed combo, i.e. hesitate before hitting kick. You will usually catch your opponent in the middle of his attempted counter attack. Elbow-heel kick (f+P,K) and double punch-elbow-heel kick (P,P,f+P,K) -------------------------------------------------------------------- The elbow-heel kick was Jacky's "bread and butter" move along with the punt kick in VF1. Unfortunately, it has lost much of its bite in VF2, due to its full half second recovery time, making it very easy to block and counter. Do not, I repeat, DO NOT elbow-heel kick to start an attack unless you are sure you'll knock you're opponent down, i.e. they were crouching, dashing in, or you had already staggered them. (This especially goes for Sarah players who also play Jacky, the elbow-heel kick is not as safe as Sarah's elbow-knee.) The double punch-elbow-heel kick is Jacky's most damaging "built-in" combo, and is usually unbreakable if the first punch hits. A low pounce is a guaranteed hit as well after both combos. Punch-side kick and punch-crescent kick (P,K); backfist-crescent kick (b+P,K); and punch-roundhouse kick (f,P,K) --------------------------------------------------------------------- All except the backfist-crescent kick recover quickly, but they start with a high attack, and are therefore not as easy to connect with as the elbow heel kick. When in close the punch-side kick comes out automatically, you must learn by experience how close you have to be to your opponent to get the side kick. The side kick will also stagger your opponent so be prepared to follow it up with another side kick, a beat knuckle or ANY PK combo (the elbow-heel kick, punch-sweep and punch-crescent kick all work nicely.) The punch-crescent kick recovers extremely fast for that type of an attack and can be used as a feint at long range to draw your opponent to dash in to counter. The backfist-crescent kick has a little better range than the others, but takes over half a second to recover, use it very rarely. You will usually get the punch-roundhouse kick by accident when you mess up the timing for the elbow-heel kick. Punch-sweep (P,d+K); backfist-sweep (b+P,d+K); and low backfist-sweep (d/b+P,d+K) ---------------------------------------------- This is where Jacky's ability to mix attack levels starts to flourish. Most VF veterans will know to crouch when they see the backfist or low backfist, because that's the way to defend against ANY of the "built-in" combos after those attacks, be it a high crescent kick, a sweep, or another backfist. A sweep after a normal punch, dodging punch, or the turn toward punch, however, leaves extremely little reaction time, as most will prepare to stand and defend against the double punch-elbow-heel kick. I've had extreme success with the punch-sweep particularly when the camera angle changes so that you don't know which way is left or right for your joystick. The sweep has a very wide attack area that extends about 45 degrees to either side of the axis of the fight, so also feel free to use it after reversing Sarah's or Shun's P+G throw, or any other time the characters get out of alignment and you're afraid a straight forward attack will miss to the side. All three of these combos also work great as delayed combos, just hesitate before hitting d+K and the sweep will still come out. Learn how long you can delay such combos, as this skill is very valuable in messing up your opponent's timing as well as the "rhythm" of the fight (see the strategy section). On the other hand, however, the sweeps recovery time is greater then half a second, making it an extremely easy move to punish if blocked. Be especially aware that Wolf and Jeffry can get in one of their croucher throws if they block Jacky's sweep. Fortunately for Jacky, the sweep is a guaranteed knock down when it hits, while the low side kick, which has similar risks, is not. Follow up a sweep with a low pounce for some guaranteed extra damage. Punch-low backfist (P,G,d/b+P); double punch-low backfist (P,P,G,d/b+P); and backfist-low backfist (b+P,d/b+P) --------------------------------------------------------- All three of these combos are used as a variation to get to the low backfist and are easily chained together with the very powerful low backfist combos (see below). The "built-in" backfist-low backfist is a very neat looking move, IMHO, but has a few draw backs. First, the first impulse of many after seeing a backfist is to crouch and defend, as described above. Second, the low backfist takes slightly longer to recover in this combo (25 vs. 22 frames in the other two), giving you less of a chance to connect a delayed combo. Finally, you can't tack a sweep on after the backfist-low backfist either. The punch/double punch-low backfist are the first G-cancel combos you should learn as you strive to be an expert Jacky player. The G button clears the command buffer and cancels whatever built-in combo was in progress. (If it wasn't used, you would have to wait longer than the delayed combo time to get a low backfist out and not another high punch.) Both of the G-cancel combos were developed to take advantage of players that have conditioned themselves to stand and defend against Jacky's PPPK combo. This being the case, you'll actually find that the two G-cancel combos work even better against veteran VFers, as they will usually wait for the opening to counter, versus newer players pounding on the buttons and maybe catching you during the slight delay before the low backfist. Be prepared to finish off with a low backfist combo as you will more likely than not stagger your opponent in this case. Note that during the G-cancel, you can be thrown or interrupted before the low backfist connects, so practice these two combos so that you can do them as smoothly and quickly as possible. Low backfist-knee (d/b+P,,f+K); low backfist-side hook kick (d/b+P,,b+K); low backfist-punt kick (d/b+P,f,f+K); low backfist-beat knuckle (d/b+P,,P+K); and low backfist-elbow/clothesline takedown (d/b+P,f,f+P) ------------------------------------------------------------------------- These combos have been referred to in the past as Jacky's "canned" combos. They are what most Jacky players will rely on to do the majority of their damage. The idea is to stun your opponent with the low backfist, and as they're recovering, hit them with a powerful mid-level attack or set them up for an even longer combo. The low backfist-knee has the most damage potential due to the float hit chances the knee incurs (see the floating section), but you'll find that the punt kick (buffer it in right after the low backfist) and the beat knuckle follow-ups work very well, especially against Pai and Sarah, as they sometimes stumble too far away for the knee to hit. Use the side hook kick and elbow when you fear you may miss the low backfist from just beyond its range. They are both safe attacks if you can make your opponent block them. Actually, I've only gotten the clothesline takedown throw after missing with the low backfist, but it's always advisable to do the elbow with two taps forward. Furthermore, the first tap takes up the normal time you would have to delay anyway. Elbow-kickflip (f+P,,u/b+G+K); double punch-elbow-kickflip (P,P,f+P,,u/b+G+K); backfist-kickflip (b+P,,u/b+G+K); and low backfist-kickflip (d/b+P,,u/b+K) ---------------------------------------------------------- The first time you catch an opponent with the kickflip after an elbow or double punch-elbow they'll wonder where there life bar went. The key with the two elbow combos and the low backfist combo are to stagger/stun your opponent with the first attack to leave them defenseless against the kickflip. All of these combos are VERY risky because if you're late with the kickflip, or your opponent just stands and defends against the high/low backfist they will most likely block the kickflip leaving Jacky as vulnerable as he could ever be. Also be wary of the lighter characters being staggered too far away and out of range of the kickflip. The key to using the backfist-kickflip is to pay attention to what your opponent does when you throw a backfist at them. If their tendency is to just crouch and defend (as most will), you'll usually catch them still in a crouch or even better, interrupt their counter attack with the kickflip. This is one reason to use the backfist-sweep and low backfist-sweep--to keep your opponent "honest" and fearful of the low attacks. Roundhouse kick-heel kick (K,K) ------------------------------- The roundhouse kick-heel kick is a simple combo that you'll rarely see good Jacky players use very often, even though the heel kick is a guaranteed hit if the roundhouse connects. Furthermore, the heel kick has the ability to hit crouchers if you're close enough and the combo has good reach overall. The reason experienced Jacky's won't use this combo more frequently is that the knee can usually connect as a counter in place of the high kick, and it has much more potential for high damage (see the float section). If you're being conservative, however, the roundhouse-heel kick is a good option. Crescent kick-sweep (G+K,d+G+K) ------------------------------- A great surprise attack as the sweep is about a half step forward of the crescent kick and usually catches opponents that look to counter a missed crescent kick. I know a couple of Pai/Lau players that are jealous of this combo, one that the crescent/sweep masters Pai and Lau should be able to do, but can't (heh-heh). Use this combo freely until your opponent has proven that he will just crouch and defend when Jacky does a crescent kick. An added bonus of this attack is that if the crescent kick connects, the sweep has a good chance of hitting as well. Lightning kicks (d+P+K,K,K,K,K) ------------------------------- Jacky lifts his front leg progressively higher striking his opponent at different levels. After the fifth kick, Jacky hangs his leg and drops it slowly, emulating his fighting style's creator, Bruce Lee. This attack is almost pure eye candy, but can be used in combination with the low kick to finish off your opponents. The first three kicks hit mid-level and tend to connect consecutively once one hits, but the last 2 hit high, and only the last kick does enough damage to knock your opponent down. Most opponents will duck and defend taking the minor damage of the first three kicks to avoid being knocked down and then counter with a quick punch-kick. If you just use the first two or three a few times, you may be able to lure an opponent to counter attack too early and get hit by one of the high attacks, but this strategy is very inadvisable. Use only against lesser skilled players or when you have a comfortable lead in life bar points. Side kick-heel kick (d,d/f+K,K) ------------------------------- The mythical Jacky combo, supposedly similar to Sarah's punt kick-side kick combo but hundreds of times more difficult to do. I think Jacky's roundhouse kick-heel kick is his corresponding attack, if there is such a thing. I've only received one response concerning this combo, and it was described as a side kick-heel kick not a toe kick-side kick as described in the VF2 FAQ. (This is courtesy of Douglas William Cole ([email protected]).) Meanwhile, I would like to hear from anybody out there that has done this combo with Jacky. IMHO, however, it is not worth the effort or frustration of trying to get this combo that may or may not exist. -------------- Turning combos -------------- The turning combination attacks can add a lot of spice to a match, and will usually confuse your opponent when you suddenly have your back to them. Be aware or your options when you have your back turned--you have many. Most players will turn their back to set up a trap, especially if they are playing against a character with a cool or powerful back throw like Lion, Wolf or Jeffry. Therefore, the most common turn toward attack is definitely the sweep or low kick for all characters, so to connect a turn toward attack against someone who simply crouches and defends when faced with Jacky's back, use the turn toward low punch or better yet ANY of the punch combos, such as a punch-sweep or double punch-straight kick. (This section will be expanded in later versions of the FAQ.) --------------- Hopping attacks --------------- Only use against the frequent sweepers or with a multitude of low attacks: Pai, Lau, Lion and Shun; and only if the player who's using them DOES sweep a lot. Otherwise, use hopping attacks against players who tend to always get up with a sweep. You have to pay attention to your opponents' tendencies. Except for these two cases, however, Jacky's hopping attacks should not be used, mainly because they all hit mid-level, so there's no temptation for your opponent to crouch, like against Pai, Lau, Kage, Lion and Shun. Furthermore, the hopping attacks are telegraphed way in advance and have long recovery times making them easy to block and counter attack. (This section will be expanded in later versions of the FAQ.) --------------- Jumping attacks --------------- Use the jumping kick primarily for escape when you're backed up to the edge of the ring. Furthermore, try to only add the combo of the landing kicks if you have a chance to connect, to make the recovery time as short as possible upon landing. Remember your options for turn toward attacks and also that there's no shame in just running away. Never leap when playing against the high kickflippers: Jacky, Sarah and Kage. If you're playing against a very aggressive opponent who always starts the round with an attack, the jumping kick can be used as an effective opening attack as well. Also know that the jumping kick hits mid-level, and therefore hits crouchers when they're close to you and makes it possible to use the jumping kick as a float combo when you get your opponent in the air. (This section will be expanded in later versions of the FAQ.) ------- Pounces ------- Short pounce (up+P) and high pounce (hold u+P) ---------------------------------------------- Jacky leaps toward his opponent and lands on him/her doing damage with his knee and foot, then rolls backward off of his foe. Jacky's low pounce is one of the most reliable in the game with good speed and a large contact area. The only way to effectively escape it is for your opponent to quickly kip up when his/her head is furthest from Jacky. The pounce has great success against those who try to twist away because it can usually catch one of their arms. Feel free to use the low pounce whenever you knock your opponent down (except after the trip and hammer throw), just remember that in VF2 you can start your pounce before your opponent hits the ground, a great improvement over VF1. The high pounce will always connect (if you start it while your opponent is in the air) after any move that has floating potential, such as the knee, side hook kick, and toe kick, or after a kickflip (against an opponent that was on the ground) due to its high damage. If you're trying to pounce after a floating kickflip, however, it's best to dash forward then low pounce (f,f,u+P). The other great feature of Jacky's pounce is that his roll after it connects puts him in perfect position to counter a rising attacker, just crouch and defend while waiting for your opponent to get up. If they use the rising heel kick, counter with a side kick-low pounce. If they choose the rising sweep, you won't have time to counter, unless you're fighting Akira, Wolf or Jeffry, who will still be knocked down by a side kick counter. (A list of attacks after which the high pounce can connect will be compiled for later versions of the FAQ.) Skip kick (d/f+K) ----------------- Everyone, except the new guys, Lion and Shun, have stomps now to hit fallen opponents on the ground for some extra minor damage. Jacky hops slightly and kicks his opponent like he was striking a soccer ball. Your best chance to get this attack in is against Shun and Wolf players who end up lying on the ground frequently, after blocking Jeffry's flying butt attack, or after a trip and hammer throw, but a quick/experienced player should be able to get up before Jacky can skip kick. It is also useful as a float hit just as your opponent hits the ground. It may be a better option, however, to low pounce a Shun or Wolf player who is primarily lying down to waste time because they are leading a round, you have to learn what those attacks look like by experience. ------ Throws ------ Jacky can only throw standing opponents. It does not matter if they are defending or not, but he must be within punch range to throw somebody. Brainbuster (P+G) ----------------- Jacky grabs his opponent between the legs and above the shoulder and lifts them up turning them upside down then kicks out his legs to let them fall down on top of their head. This is also Jacky's only reversible throw. If your opponent was attempting a P+G throw at the same time, and hit P+G within a sixth of a second of you hitting P+G, your opponent will slip Jacky's grab by falling and rolling backwards taking Jacky along with them, and leaving both of them lying on their backs side by side. Jacky is at a slight disadvantage when this happens because his opponent is able to get up quicker, just make sure you're tapping back or defense to get away from them as quickly as possible. The best opportunity to throw is when your opponent misses an attack, especially if you ducked a high attack, because you are already in throw range. You should always at least hold forward when you attempt to throw or better yet tap forward twice before the throw motion to make sure you're close enough to your opponent. Reverse clothesline takedown (P+G) ---------------------------------- With Jacky facing his opponent's back, he leaps forward and to the side putting his hand on the back of their head and drives it into the ground face first as he lands. He gets up slowly and turns around to survey his work. A truly vicious looking throw which does more damage than any other single attack Jacky possesses. Go for it when the opportunity presents itself, such as after ducking Kage's flying kick or twisting away from one of Lion's missed pounces, but be wary of traps that your opponents may set for you by presenting Jacky with their back. A quick turn toward low sweep or slide will knock down anyone trying to dash in for a back throw. If you're afraid of such traps, stick with the side kick or punt kick to attack the back of your opponent. Clothesline takedown (f,f+P) ---------------------------- Jacky leaps forward and to the side of his opponent hooking his arm around their neck and slamming the back of their head to the ground as he lands on his back, leaving both players on their backs. You want to get in the habit of always attempting the elbow by using the f,f+P motion. This results, as explained earlier, in a dual purpose attack that can either stagger crouchers or bring them down with the clothesline. Other than that, it is a weak throw that you shouldn't necessarily try to do on purpose, because the elbow stagger combos are much more damaging and the trip and hammer is a much more damaging attack. Trip and hammer (f,b+P+K) ------------------------- Jacky's new throw for VF2. He sticks his leg out into his opponent's gut doubling them over slightly and gives them a two fisted hammer to the back to help flip them over his leg, leaving them on their back and Jacky looking down at them and ready to give them a boot to the head with a quick skip kick. This should be your primary throw because it is not reversible like the brainbuster. You should hit f,f,b+P+K whenever your opponent misses a power attack by being slightly too far away. The two forward taps are not a typo. You want to dash in and then hit b+P+K. The second forward tap of the dash in satisfies the forward tap necessary for the trip and hammer. Jacky will throw out a beat knuckle if you weren't close enough or your opponent was crouching when you went for the trip and hammer, which is not too bad because you should at least stagger a crouching opponent. This throw along with the clothesline takedown can also be used to defeat any CPU opponent as well. Just back away from the CPU controlled fighter and when they start running at you, dash in and throw as explained above. ----------------------------- Getting up and rising attacks ----------------------------- All the VF2 characters will get up faster by repeatedly tapping the joystick and/or buttons. The more input commands that are entered, the faster they will get up. (See the Akira FAQ for a more detailed explanation of the "rising model.") There are some techniques described below that combine button and joystick taps to maximize the number of input commands and still get up in the desired way under control. Furthermore, each character has a maximum of 40 different ways to get up based on their orientation to their opponent when they are on the ground. This number is derived from all the combinations of head position (near or away), face up or down, and weather an attack is made or not. In general, however, Jacky has only 9 or 10 choices to pick from for any given orientation. Stand up (P) ------------ Jacky just stands up in place. Do not use this way of getting up unless you are backed into a corner of the ring and even the handspring would ring you out. A pounce will still connect, as Jacky does not move horizontally to dodge an attack from above. Furthermore, Jacky is vulnerable until he is completely upright, leaving an easy opportunity for his opponent to knock him down again. Handspring (u) -------------- Jacky will do a gymnastic kip up if he is on his back or a flip over hand spring when laying face down. Use this technique whenever Jacky is in danger of getting pounced on the legs, i.e. whenever Jacky's head is farther away from his opponent than his feet. But it's not that effective in avoiding Lion's or Kage's pounces. The kip up pulls about three-quarters of Jacky's body away from the ground, and therefore can be very effective in dodging incoming pounces. Furthermore, you can always avoid the second hop of Lau's heavy pounce by kipping up. To quickly get up this way, tap both up and punch as quickly as possible. (Thanks to Colin Leong for this idea.) Rising kick (K) --------------- Jacky gets up with a heel kick that will hit crouching defenders if they are close enough. A low pounce will always connect after the rising kick. Rising sweep (hold d+K) ----------------------- Jacky gets up with a sweep that will take down standing opponents. A low pounce will also always connect after knocking down an opponent with a sweep. Handspring kick (K, when face up and head is near opponent) ----------------------------------------------------------- When Jacky's head is near his opponent and he is face up, he has only one attack available if he doesn't twist or roll away--the handspring or mule kick. Even if you hold down, Jacky will still do the handspring kick. Jacky kips up and then thrusts his feet at his opponent using his arms to propel him upward at a 45 degree angle. The handspring kick hits crouching defenders like a heel kick does, and the low pounce is also guaranteed after it hits. Most experienced players know that Jacky can't sweep them when he's in this orientation so they'll stand and defend and counter attack after blocking the handspring kick. Use a different way to get up. Twist away (G); twist away and kick (G, K while twisting); and twist away and sweep (G, hold d+K while twisting) ---------------------------------------------------------- Jacky twists his body, rolling away sideways, then stands up, or does a heel kick or sweep. The twist can avoid most pounces, but has particular trouble escaping from Pai, Sarah, Jacky, and Jeffry. Try to stick to the handspring or rolling away when fighting one of those four. Use it almost exclusively, however, against Lion's who pounce often, as you have a great chance of ending up behind them as they get up. The twisting direction is usually toward the center of the ring, even if that direction puts you closer to your opponent, so pay attention to where the edge of the ring is at all times. Don't depend on the twist to take Jacky away from the edge, however, because at certain angles, the twist will bring him close enough to the edge that he will fall out as he tries to get up. On the other hand, you can use the twisting into your opponent to your advantage by adding on the heel kick attack. Most players will back off just out of range of the heel kick and crouch and defend as they wait for you to get up. The twist will put Jacky back in range for the heel kick in these cases. To get up as quickly as possible, tap down on the joystick while also tapping defense. Once Jacky starts rolling, hit kick or hold down and kick to make a rising attack. Roll away (b); roll away and kick (b, K while rolling); roll away and sweep (b, hold d+K while rolling); roll away and mule kick (b, K while rolling); and roll away and low mule kick (b, hold d+K while rolling) ------------------------------------------------------- Jacky does a forward or backward roll, depending on his orientation, and then stands up, or does a heel kick or sweep. Use in the same situations as the handspring, but be aware that the roll gets out of the way of a pounce slightly slower. Also know that the CPU does not allow you to roll out of the ring when you get up. Jacky will just stand up if you attempt such a thing, leaving him very vulnerable as explained above. Generally, if Jacky is on the ring's warning track and not almost parallel to the edge, he won't be able to roll away to get up. The roll is usually your best option defensively, because it allows Jacky to get as far away from his opponent as possible. If an opponent sees you doing this often, though, he may start dashing in behind your roll to attack you. Counter a following opponent with a rising kick. To get up the quickest with a roll, tap back (away from your opponent) and punch rapidly together, and once Jacky starts rolling, you can add on a rising attack by hitting kick or down and kick. ============================== Part II: Selected Jacky topics ============================== ----------------------------------- Elbow and hook punch stagger combos ----------------------------------- Staggering refers to your opponent's reaction when you hit them with an elbow or hook punch. They reel backwards, momentarily stunned by your attack. (For a chuckle, look closely at the face of a character that gets hit by a hook punch--they actually grimace.) The reason these combos work is that the recovery time of the elbow and hook punch are quicker than the opponent's recovery time from the stagger. Always be prepared to follow up an elbow or hook punch to capitalize on your opponent's momentary vulnerability. Staggering is very weight sensitive, with the lighter characters (Pai, Sarah, Lion, Shun and Kage) being staggered far away, and the heavy weights (Wolf and Jeffry) barely stumbling back a step. Keep this in mind when attempting the various stagger combos, as some attacks don't have the range to reach the light weights after they've been staggered. In particular, the kickflip, knee, and some punch combos can be missed because they have stumbled back too far. The elbow is a much easier attack to get a stagger with, because it will hit any croucher, even if they are defending, along with standing non-defenders. The hook punch, on the other hand, will only stagger standing non-defenders, and has a slightly shorter range. Both are quick enough to interrupt a fair amount of the possible attacks other player's can make. Just remember to always be prepared to tack on a combo if they stagger. These lists are of course not complete, but may well be in a later version of the FAQ. I am currently trying to confirm which attacks will always work (not many, but it depends on what your opponent does after the stagger) and against which opponents. The elbow-kickflip is almost a guaranteed combo against a crouching middle to heavy weight opponent. After an elbow to a crouching opponent: --------------------------------------- G-cancel kickflip (u/b+G+K) (may miss light weights) double punch-elbow-heel kick double punch-straight kick elbow-heel kick punch-sweep punch-roundhouse kick punch-side kick/crescent kick backfist-sweep backfist-crescent kick double backfist beat knuckle G-cancel punt kick (G,f,f+K) G-cancel knee (G,f+K) (don't use against light weights) After a hook punch to a standing non-defender: ---------------------------------------------- double punch-elbow-heel kick double punch-straight kick backfist-sweep backfist-crescent kick double backfist punch-sweep punch-roundhouse kick punch-side kick/crescent kick roundhouse kick-heel kick beat knuckle punt kick side hook kick side kick knee (don't use against light weights) -------- Floating -------- Floating and juggling are terms VF players use when they refer to hitting an opponent with an attack which makes them rise in the air before falling to the ground, making them susceptible to further attacks as they are falling. Floating is possible in the world of VF because the physics model used in the game uses less gravity than the real world. This also partly explains the super jumping ability of all the characters to some extent. Jacky's major floating attack is the knee, but you can also get float attacks in after the high or low backfist, the toe kick, and the side hook kick if you catch your opponent with a major counter (you interrupt one of their attacks), as well as after the turn away kick. Floating is a skill that separates good players from fair to average players, IMHO. Your main goal is to maximize the damage for a given attack. How high you float your opponent depends on 3 things: 1) weight* -light weights = high and far float (they tend to bounce, too) (Pai, Sarah, Lion and Shun) -middle weights = average float (Kage, Lau, Jacky and Akira) -heavy weights = low and short float (Wolf and Jeffry) 2) orientation -crouching = low float -standing = average float -hopping = high float 3) action -running in = high float -major counter = high float -counter = average or high float -not defending = average float -defending = low float *Each character has there own individual weight (see the VF2 FAQ) and this is what the "floating model" built into the game really uses. It's not really as cut and dried as the three categories here, but this is a good way to classify the characters for discussions or papers like this. Kage has a very borderline weight and behaves like a "light weight" during staggers and bouncing but like a "middle weight" during floats. These affects are cumulative. For example, if you catch Pai with a knee while she's spinning around during her crescent kick (a major counter), you will float her extremely high and maybe too high, as some attacks could miss beneath her. If you had simply kneed a crouching Pai, she will not be floated high enough to get in an extra attack. Wolf and Jeffry are normally not floated high enough to get in an extra attack, but if you catch them hopping or as a major counter, you have a good chance to hit them in the air as well. The below floating attacks are listed roughly in order of preference, taking into account the ease of connecting the float attack and also the damage potential the float attack has. Note that these lists are not exhaustive. There may be other attacks that I haven't considered that could follow the toe kick or turn away kick, in particular. After a knee: (there are probably more than are listed here) ------------- kickflip elbow-heel kick punt kick beat knuckle jump kick punch-side kick/crescent kick backfist-sweep punch-sweep backfist-crescent kick double backfist punch-roundhouse kick backfist-low backfist roundhouse kick low side kick double punch-straight kick\ double punch-elbow } (usually only the first and third triple punch / attacks of these three combos connect) ground skip kick (the side kick will not work as a float attack) lightning kicks (4 is my best against Pai, can you do better?) After a high or low backfist: ----------------------------- kickflip elbow-heel kick beat knuckle punt kick punch-sweep (?) knee ground skip kick (the side kick will not work as a float attack) lightning kicks (?) After a toe kick: ----------------- beat knuckle punt kick After a side hook kick: ----------------------- low side kick (must be in close range) After a turn away kick: ----------------------- turn toward sweep punch-sweep turn toward low punch