VF5US/R.E.V.O. Version 2.0 Jacky Changes

Discussion in 'Jacky' started by akai, Dec 13, 2024.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Placeholder for discussion and listing all the changes for Jacky

    Official Change Log - https://www.virtuafighter.jp/vfes/ps4/ver2/en/

    Link to main thread. https://virtuafighter.com/threads/vf5us-version-2-0-update.22199/

    Move (Command) Changes
    Double Punch Middle Smash (PP6P)

    Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Combo Smash Back Knuckle (PP6PP)

    Changed the recovery on counter hit from +4 to +6 frames.

    Combo Smash Sword (PP6PK)

    When Taka-Arashi is counter hit, he will enter a special hit state.

    Middle Smash (6P)

    Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Middle Smash Back Knuckle (6PP)

    Changed the recovery on counter hit from +4 to +6 frames.

    Middle Smash Sword(6PK)

    When Taka-Arashi is counter hit, he will enter a special hit state.

    Spinning Back Knuckle (4P)

    Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Spinning Slant Back Knuckle (4P1P)

    Changed the damage from 15 to 14, changed the recovery on hit from +1 to +2 frames.

    Smash Upper (2_3P)

    Changed the damage from 20 to 16, changed the recovery on guard from -6 to -8 frames.

    Slant Back Knuckle (1P)

    Changed the recovery on normal hit from -1 to -2 frames.

    Forward Kick (6_K)

    The float on counter hit is now higher.

    Dash Hammer Kick(66K)

    Changed the damage from 25 to 28.

    Fake Elbow (2KP)

    Changed the recovery on hit from +3 to +5 frames, on guard from -2 to +2 frames.

    Double Dragon (9K)

    Changed the effect of the first hit in order for the second hit to connect more frequently.

    Somersault Kick (7K)

    Changed to allow the opponent that guarded the move to act earlier. Changed the damage scaling on hit mid-air from 90% to 75%.

    Beat Knuckle (P+K)

    Added 2 frames to the total recovery frames on hit.

    Bil Jee (6P+K)

    Changed the recovery on hit from +12 to +13 frames, on counter hit from +17 to +16 frames.

    Chopping Blow (2P+K)

    Changed the recovery on hit from +3 to +9 frames, on guard from +1 to +4 frames.

    Rage of Dragons (3P+K, then P+G during hit)

    Eased the distance requirement.

    Dragon Combination 1 (1P+K)

    Added 2 frames to the total recovery frames when not performing an offshoot move.

    Dragon Combination 2(1P+KP)

    Added 5 frames to the total recovery frames when not performing an offshoot move. Changed the recovery on guard from -5 to -8 frames.

    Dragon Combination 3(1P+KPP)

    Narrowed the distance on guard.

    Dragon Combination: Another and Finish(1P+KPK)

    Narrowed the distance on guard.

    Groin Kick (6K+G)

    Changed the recovery on hit from +1 to +3 frames, on guard from -8 to -6 frames.

    Low Spin Kick (1K+G)

    Expanded the hurtbox while performing the move, making it harder to dodge the opponent’s attacks.

    Jumping Savate (8K+G)

    Changed the recovery on guard from +0 to +3 frames.

    Switch Chopping Blow (P+K+GP)

    Changed the recovery on guard from -3 to +4 frames.

    Switch Spin Kick (P+K+GK)

    Changed from a high attack to a special high attack, changed the effect on hit.

    Step-in Back Kick (From Slide Shuffle 6K)

    Changed the command from (Slide Shuffle) K to (Slide Shuffle) 6K.

    Step-in Combination (From Slide Shuffle P+KP)

    Changed the recovery on guard from -13 to -15 frames.

    Ducking~Heavy Body (From Slide Shuffle 33P)

    Changed the damage from 16 to 20, now able to knock down Taka-Arashi.

    Step-in Sword (From Slide Shuffle K)

    Restored Step-in Sword.

    Jin Chuie ((while descending) P)

    Changed the recovery on guard from -7 to -10 frames.

    Leap Low Spin Kick ((while descending) K)

    Added 5 frames to the total recovery frames, is now more easily countered when missing the attack.

    Turn Slant Back Knuckle ((opponent behind) 2P)

    Changed the effect on hit, now easier to get a wall hit.

    Blind Back Knuckle ((opponent behind) P+K)

    Changed the effect on hit, now easier to get follow ups.

    Dragon Fist Blast (66P+G)

    Can now be quick recovered. Changed the damage from 50 to 60. Damage is 55 when an exact recovery is performed.

    Sadistic Hanging Knee (46P+G)

    Changed the damage from 60 to 55. Changed the damage that can be reduced by quick recovering from 10 to 5.

    Wall Face Crush ((wall behind opponent) 66P+G)

    Changed the damage from 70 to 75.
     
    SDS_Overfiend1 likes this.
  2. YOMI

    YOMI not a legendary game designer

    ([K][+][G])[K] still can not be blocked in closed stance.
     
  3. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    [6][P][+][K], [6][K] on counter hit no longer connects. Recovery time shorted by 1 frame.

    [6_][K][G] floats opponents a little higher for combo stability especially against light weights.

    Something I notice also. [6][4][P][+][G] Throw break animation is faster and has a much better flow to combat. I can’t really explain it but it has a snap to it that feels more natural when you break it. It places the characters at their distances a bit smoother.
     
  4. Zekiel

    Zekiel Well-Known Member

    PSN:
    Zekiel-_
    It's not a bug. It's intended. It's existed since vf4. I don't know why you even posted this. It's a mix up option for Jacky.
     
    DrVoltage likes this.
  5. YOMI

    YOMI not a legendary game designer

    That's a very long-standing bug then. Definitely gotta email Sega to finally fix it.
     
  6. Jacky22

    Jacky22 Active Member

    Please someone explain me the awesomeness of "Restored Step-in Sword" ? Whats the purpose of this move, why did they choose this move ? its another mid kick from slide ??

    For the other changes, correct me if im wrong:

    Biljee, smash upper >>>>>>heavy nerf, biljee ok, but smash upper nerf makes no sense, kage got the same move.....
    somersault>>>>>damage nerf
    slant back knuckle>>>>>slight nerf
    Beat Knuckle>>>>slight nerf
    Throw game nerfed

    Groin Kick>>>>>>>buffed
    rage of the dragon>>>buffed
    some minor damage buffs for random moves

    the other buffs are for useless moves, wtf, why buff fake elbow, savate or [P][+][K][+][G] [P]or[K] good luck landing those moves in real battle

    Savate still not low crushing, Jacky is in the air the entire time:mad:
    double dragon is -15 on block, risk/reward is abysmall, still not low crushing, despite the animation makes no sense:mad:

    Overall, why bother with Jacky now, counter hit damage got nerfed, Jackys moveset is still highly vulnerable to Punch/Kick reversals, now he got one of the worst throw games too,.
    Just block and take the throw, even Lau got better Throws now
     
  7. Combolammas

    Combolammas Sheep Content Manager Goh

    2_3P still does 93 on mid weights. Dunno about any new combo routes but maybe, losing 4 damage from it isn't that big of a deal, lol. -6 vs -8 isn't that relevant of a nerf either IMO.

    Bil Jee got hit a bit hard but it's not like it's doing nothing now.

    SS K!G is +4 on block, mid and launches on NH, the old one just... pushes the opponent into a wall and it's also still there if you wanna use it.
    EDIT: Oh lol, I just realized that the change list doesn't say the moves full input. That should probably be there... SS K has an Iaigeri style recovery cancel.

    Also beat knuckle is still one of the easiest whiff punishers in the game and does good damage. I don't think that change really matters at all when all it seems to affect is the opponent having 2 more frames to struggle the stagger when doing NH P+K alone.

    I dunno, maybe it's just me but it sure doesn't seem to me like he's somehow hopeless now. As matter of fact I think the old clear top tier got away relatively unscathed.

    You didn't mention it but I'm actively glad that 1P+KP got hit.

    EDIT2: Dude... I'm jumping over low rising attacks with 8K+G all the time in practice mode right now. As a matter of fact the latter frames of 9K are jumping over lows.

    EDIT3: Duuude, those throw changes are literally damage buffs...
    66P+G used to do 50. Now it does 55 guaranteed and 60 if opponent fails tech.
    46P+G used to 50 guaranteed, 60 on failed tech. Now it does 55 guaranteed, 60 on failed tech.
    46P+G into wall hit, 66K also does more damage now.
     
    Last edited: Jan 4, 2025 at 6:51 PM
    erdraug likes this.
  8. Combolammas

    Combolammas Sheep Content Manager Goh

    Here's a real 2_3P nerf that I just tested.
    They didn't just make the block stun 2f shorter; they added 2 total frames to the animation meaning that the move is now more punishable when evaded.
     
  9. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    He is still formidable… but this is modern gaming now. As far as the step in sword cancel.. it’s another tool to bait for counter hits. In VF5:R it was a beauty. Now it’s ok.. but.. on hit.. you not getting much out of it. New avenues for damages are there… But me personally. It’s all bullshit and I hate it. Kinda fee like I’m being punished for knowing how to Iageri.
     
  10. Combolammas

    Combolammas Sheep Content Manager Goh

    I don't remember what SS K!G did in R. I spent 5 minutes on it with the current version and I'm getting 68 on Goh stance free and 70 from open on NH. I don't think that's a bad reward for a + on block mid. Still get 45 even when missing the G-cancel.

    How so? Genuine question, what is different now about any of the use cases of Iaigeri? I'd like to know new combo routes if you have them.
     
  11. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    1) SS K!G on hit puts the opponent into a sit down position in which you had to stagger recover. A Beat knuckle follow up into a double iageri and somersault was OP on lightweights.


    2) if you know Iageri. It’s makes Jacky seem stronger and it extends combos. With that being said people complain he too fast and strong despite you needing to earn your damage. The Bil jee into Launcher still works but only on side turn counter. VF5:FS needed no nerfs imo. It was fine just the way it was. A new character would’ve been nice. Like Kiryu.
     

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