Jack Combos: Now with even more \o/ !

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GosTanMan
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Joined: Nov 2008
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From: Malaysia
#41 “Quote” Edit Post
W! bb, f+4 W! f+3,1+2 B! f+4, d/f+3+4_d/b+1,1,1
JTchinoy
Galingan mo!
Joined: Jan 2005
Posts: 1286
From: United States
#42 “Quote” Edit Post
Saw this in a video:
df+2, 2, ff+1~5, alisa b+3+4,3+4, jack 2 between the hits, ff+1+2, 2
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Mr. NO!
Neptis
Joined: Jan 2006
Posts: 605
From: Australia
#43 “Quote” Edit Post
Originally posted by JTchinoy
Saw this in a video:
df+2, 2, ff+1~5, alisa b+3+4,3+4, jack 2 between the hits, ff+1+2, 2


Chunky
JTchinoy
Galingan mo!
Joined: Jan 2005
Posts: 1286
From: United States
#44 “Quote” Edit Post
haha, is that Juie?!

Not sure if anyone's covered this, but how do you tag jack in and he comes in doing 3+4?

Last edited by JTchinoy on Mar 9th, 2012 at 06:05

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GosTanMan
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Joined: Nov 2008
Posts: 439
From: Malaysia
#45 “Quote” Edit Post
Originally posted by JTchinoy
haha, is that Juie?!

Not sure if anyone's covered this, but how do you tag jack in and he comes in doing 3+4?


Tag and hold up
JTchinoy
Galingan mo!
Joined: Jan 2005
Posts: 1286
From: United States
#46 “Quote” Edit Post
thanks!
so you can only do it when standing and when you run into the screen? I couldn't get it from lying down tag or tags by the wall.
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GosTanMan
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From: Malaysia
#47 “Quote” Edit Post
Originally posted by JTchinoy
thanks!
so you can only do it when standing and when you run into the screen? I couldn't get it from lying down tag or tags by the wall.


I'm not sure, never actually used it in those situations.
JTchinoy
Galingan mo!
Joined: Jan 2005
Posts: 1286
From: United States
#48 “Quote” Edit Post
df+2+4 throw:
ff+1~5 b!, yoshi b+2,1~1+2 kin f+2, jack b+3,2,2 does 49-50%
ff+1~5 b!, alisa b+3+4,(jack 2) 3+4, jack b+3,2,2 does a little less, but still a lot.

edit::
you can fly in when you're by the wall too. you just have to be standing.

Last edited by JTchinoy on Mar 19th, 2012 at 15:39

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Trukki7
7th Dan
Joined: Jun 2010
Posts: 81
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#49 “Quote” Edit Post
Now things start to get interesting. http://www.youtube.com/watch?v=0aDN...774FAAAAAAAAAAA
Signature Metal!
http://www.youtube.com/watch?v=2HpBs_ri808
Crazy Crane
3rd Dan
Joined: Feb 2012
Posts: 35
From: Austria
#50 “Quote” Edit Post
Thats pretty damn cool!
GosTanMan
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Posts: 439
From: Malaysia
#51 “Quote” Edit Post
(2,1,)2, ws+2, b+3,2, ff+1 B!, b+3,2,2

I've tried it on the ai and it hits consistently but haven't actually tested on live players yet.
Keeper of the CRANE
DEATH by METAL
Joined: Jul 2000
Posts: 12999
From: Austria
PSN: Zakillah
#52 “Quote” Edit Post
http://youtu.be/0MCJBdJdbj0

f,f+1+2~5 is better/faster then I ever imagined. Now we can tag off d/f+2 mid combo, which is a pretty big deal IMO. Red bar damage, "offensive" tagging and alot more flash.
I was kinda dissapointed that Jack cant tag off u+1+2, but this kinda makes up for it, its even more versatile.
Cant wait to try out what it can be linked to.

Personal notes what to try once the game hits (or for you lucky guys who can already play the game):
Early f,f+1+2 (lets say d/f+2, 2, f,f+1+2~5 into....)
-Drag f+3~d/f or 3,1,(2) or 1,3,2 b!
-Bruce 3~2,f1 or d/f+4, f+1 b!
-Jinpachi 2 hit bound
-Lei f,f+3, BT 4,4 b! or even 1+2~1, BT 4,4b!; f,f+3~5 Jack f,f+1
-Ogre´s juggle filler string from Paul

It also works as juggle filler when tagged in, as in launcher~5 to Jack f,f+1+2~5, basicly enabling your 2nd char doing red bar damage without commiting tagging to Jack. Good option if your Jack is low on health, for example.

*psyched*

Last edited by Keeper of the CRANE on May 24th, 2012 at 12:22

GosTanMan
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Posts: 439
From: Malaysia
#53 “Quote” Edit Post
- Wang 1, 1+2 B!
Brahma
Bottom Tier Hero
Joined: Jan 2000
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#54 “Quote” Edit Post
Wow, looks like you can do some pretty cool stuff off of f,f+1+2 tags!
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TheDinosaur
Hurm
Joined: Jan 2002
Posts: 5797
From: United Kingdom
XBL: Archelon
#55 “Quote” Edit Post
partner launch~5, jack u+1+2, ff+1+2~5, partner stuff into bound~5, jack u+1+2, partner finish seems like it would do a lot.
Keeper of the CRANE
DEATH by METAL
Joined: Jul 2000
Posts: 12999
From: Austria
PSN: Zakillah
#56 “Quote” Edit Post
u+1+2 into f,f+1+2 needs a pretty high launch to hit, just tested in T6 and it has no chance to hit off WS1 and is hard off SS1. You can do u+1+2, 2, f,f+1+2 off SS1 to make it easy, but that doesnt hit off WS1. It still could work off high class 2 launchers, though.

However, launch, f+4, f,f+1+2 is easier to hit and does a little more damage as well; again, tested in T6.

Last edited by Keeper of the CRANE on Jun 12th, 2012 at 11:30

TheDinosaur
Hurm
Joined: Jan 2002
Posts: 5797
From: United Kingdom
XBL: Archelon
#57 “Quote” Edit Post
yeah, I know it works off ewgf~5 and capo ws+1,3~5, not sure about other launchers. assuming u+1+2, 4, ff+1+2 doesn't work? might have too many hits to be able to follow up reasonably with a partner anyway...
Keeper of the CRANE
DEATH by METAL
Joined: Jul 2000
Posts: 12999
From: Austria
PSN: Zakillah
#58 “Quote” Edit Post
u+1+2, f+4, f,f+1+2 works off f,f+2 and MGF (and class 1~5, I guess)
Dont think it hits on anything else.
TheDinosaur
Hurm
Joined: Jan 2002
Posts: 5797
From: United Kingdom
XBL: Archelon
#59 “Quote” Edit Post
CH FC f+1,2,df+1 as well in T6 at least.

seeing as tag launchers recover pretty fast in this game (and speed is more important than height) it might work off some of them. again, I dunno whether doing more than one air hit prior to the ff+1+2~5 will increase pushback too much for the partner to connect tho...
St. George
Lee of Campbelltown
Joined: Oct 2004
Posts: 6967
From: Australia
#60 “Quote” Edit Post
It's not as useful as you might expect. The reach of it means that when you ~5 your partner usually needs to B! straight away, even after just a single hit so you can end up sacrificing a bit of damage for your red life gain. I want to test how useful it is in relation to walls, if there's enough time from a high or regular W! to get ff+1+2~5 into partner B! combo.

In other news, d/f+2+4 can get you an easy 60% without netsu.
http://www.youtube.com/watch?featur...VbJX_Bf0#t=451s
People really need to watch for it in this game, one failed throw break can end a match when your opponent is sitting fairly comfortably on 40-45% with their partner untouched and a tag crash up their sleeve.
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