A Discussion on Zoning with Jack X

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Talk about Defense traits, ideas, and concepts with Jack X here.

Have a question about Zoning? Post it here

Defensive Suggestions? Post them here

Character specific defensive strategies? Post them here?

This is primarily for helping players further understand defensive strategies, with a strong defensive character.

Have fun!

Dear Doctor Joe,

What are the best setups for beginners to keep my opponent pinned down/away after a MP DP, a shoulder, a seismo?

Quite often I eat a kick to the face when spacing my MP seismo incorrectly again :slight_smile:

What are all my anti-air options?

I only got mp/hp/EX uppercut and jumping mp

After connecting a hp.seismo and you expect your opponent to roll (some people I play roll 100% after seismos) you can dash once, jump backwards and mp.seismo almost immediately (have to wait ever so slightly or it will be too soon) to force the meat on them.

One thing I’ve learned with Jack…sometimes it pays to just sit there and wait for the inevitable jump.

S.lp can work sometimes
J.lp stuffs a ton of stuff
Hk.shoulder works from far away, but you kinda need to psychic it

As far as reactionary AA goes I’d stick with mp.srk first and j.lp second.

Oops I’ve been lazy.

Sadly, a lot of Jack-X’s anti roll setups are very advanced.

The best, and easiest, force block set up this : ground pound, dash up, ground pound. This works against quick rises. The rest are specific. I feel like a scumbag but I recommend checking out the tech thread for force block setups. He has a bunch, but they all take some time to perfect. Once you know 2-3 you can be creative and make up your own.

Jack has a few good AA options. I’ll go over “go to’s”

Jump in: Medium AAA; siesmo, standing lp, jump mp, jump HK, turn punch, super, jab AAA, charge attack, cross art, lunacher, fierce AaA
Neutral Jump: Turn punch OR super; siesmo, fierce AAA, charge attack, cross art, launcher, jump mp
Jump Back, Turn punch or super,siesmo, charge attack

Now if you want to get technical, the ones after the semi colon work too. I like to keep my anti airs simple, so I just do this flow chart:

Jump=MP AAA+are they low on life? =Super
don’t know which anti air to use? = see above
Airborne move you don’t know how to anti air? = See above

anti Air Attack until they nerf that shit

Marduk matchup must be 10-0 in the favour of Jack, Marduk can’t even move due to Surprise Attack.

If people are around 3/4 screen and they jump into your comfort zone, throw out the H punch.

To tag on what slayer said there is a range where they can jump at you with out any risk. This is the spacing where dp whiffs also. Early fierce helps with that sometimes. Also the right siesmo can tag them in the way down!!! AA siesmo is hard to do because you are reacting to the startup jump but its something useful to atleast practice.

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It took me a while before I realized this simple truth lol.

There’s a bit more to it but that’s pretty the most “basic” form you can put it.