Holy crap those jack buffs

I’ll post them, here in a second

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Jack-X

• Health - 1150->1100
• LP - Hit box enlarged
• LK - Startup 6F->5F

  • Removed 3F on hit (On hit +1)
  • Can be canceled
  • Hit box reduced
  • Hurt box reduced
    • Close HP - Damage 120->100
  • Startup 9F->7F
    • Far MP - Push back on block when used in boost combo reduced
  • Added 3F to boost combos (On hit -6F/On block -10F)
    • cr. LP - Damage 50->40
  • Startup 7F->6F
  • Removed 2F on hit (On hit +4)
  • Hit box reduced
  • Hurt box reduced
    • cr. LK - Startup 9F->7F
    • cr. MP - Damage 100->85
  • Startup 13F->9F
  • Added 3F to boost combos (On hit -6F/On block -10F)
  • Push back on block when used in boost combo reduced
    • cr. MK - Startup 10F->8F
  • Hurt box enlarged
    • cr. HP - Remove 6F (On block -7F)
  • Damage 120->100
    • j. MP - Can crossup
    • Cossack Kicks - Damage 50+20x4(130)->50x5(250)
    • Mad Dozer - Reduced move distance from 2nd to 3rd hit
  • Armor properties activate during frames 25~40
  • Full charge causes wall bounce on hit
  • Removed 15F from full charge attack (On block -10)
    • Piston Gun - Reduced push back on block
  • Removed 18F from normal version block stun (On block -4)
  • Removed 15F from normal version (On block -7)
    • L. Rocket Uppercut - Throw invincible
    • M. Rocket Uppercut - Reduced knockback distance on midair hit
  • Reduced push back on block
  • Reduced block stun by 10F
    • H. Rocket Uppercut - Damage 100+40(140)
  • Reduced block stun by 10F
  • Reduced push back on block
  • Increased midair combo count
  • 2nd hit midair combo counter usage changed to 4
    • EX Rocket Uppercut - 2 hit move
  • Float amount on hit is same as H. Rocket Uppercut
  • Reduced push back on block
    • M. Atomic Shoulder Tackle - Startup 21F->19F
  • Reduced block stun by 2F (On block -8)
    • Atomic Shoulder Tackle - Damage 140->120
    • EX Atomic Shoulder Tackle - Damage 120->110
    • Megaton Earthquake - Damage 70x2(140)->50x2(100)
  • Reduced block stun of 2nd hit by 4F (On block -9F)
    • Megaton Drop - Damage 130->150
    • Iron Gunman - Damage 130->150

Special move meter gain:
• Piston Gun: On hit 30+30+40(100)->15x3(45)
• Piston Gun (deviation): On hit 30+30(60)->15x2(30)
• Rocket Uppercut (H): On hit 20+20(40)->25x2(50)
• Megaton Earthquake: Whiff 15->10/On hit 20x2(40)->15x2(30)
• Gigaton Punch: Whiff 15->0/On hit 40->55

My thoughts:

• Health - 1150->1100 -I am ok with this change! Zoning char with 1500 health was kind of ridiculous.
• LP - Hit box enlarged - St. jab hits crouching opponents now possibly! That’s interesting! Don’t know how it will affect his game.
• LK - Startup 6F->5F - Very nice! A punish in to lp dp from close range (Will be good now that boosts have less pushback and easier to punish)

  • Removed 3F on hit (On hit +1) -Don’t know why. Still go in to boost stuff I bet, and it wouldn’t be able to link even with + 4 on hit. Guess it’s just balance
  • Can be canceled -What I said earlier! Punish in to lp dp from close range!
  • Hit box reduced - hmmm this sucks, but we don’t know how bad it is.
  • Hurt box reduced -Surprised about this change. Don’t know what function it will have.
    • Close HP - Damage 120->100 -I am ok with this. Didn’t use the move that much, but now that it’s faster I will use it more I think!
  • Startup 9F->7F - What I said
    • Far MP - Push back on block when used in boost combo reduced - With the follow up mp it will still be pretty safe and easily go in to st. hk ->launcher
  • Added 3F to boost combos (On hit -6F/On block -10F) -** Who cares, we cancel in to mp target combo!**
    • cr. LP - Damage 50->40 -Not that bad
  • Startup 7F->6F -That’s mad good for that long reaching poke
  • Removed 2F on hit (On hit +4) -NOO probably won’t combo in to seismo anymore! Hope block stun still makes ppl unable to jump away from seismo!
  • Hit box reduced -Hope not by much! It was such a good long reaching poke buffered in to seismo!
  • Hurt box reduced -Again, didn’t think this was needed but thanks (I guess they just shorten the normal in general)
    • cr. LK - Startup 9F->7F -Sick! Buffering this in to lp dp is now even more effective!
    • cr. MP - Damage 100->85 -I’m ok with this
  • Startup 13F->9F -Sick long reaching low that is pretty fast yay!
  • Added 3F to boost combos (On hit -6F/On block -10F) -Never used it like this anyway (Only when buffering to mp seismo and getting wrong in put)
  • Push back on block when used in boost combo reduced -Meh
    • cr. MK - Startup 10F->8F -This might be the new buffer in to seismo to replace c.lp one
  • Hurt box enlarged -Yea it might actually be!
    • cr. HP - Remove 6F (On block -7F) -Wasn’t this kinda maaaaaaad unsafe on block anyway
  • Damage 120->100 -Ok with this
    • j. MP - Can crossup -holy shit. that normal just became eeeeeven better! Not sure how this will work though (Would make more sense if it was jump mk)
    • Cossack Kicks - Damage 50+20x4(130)->50x5(250)** -Cool, but still an unsafe string**
    • Mad Dozer - Reduced move distance from 2nd to 3rd hit -This is interesting! Time to find set ups that baits ppl to attack armor and getting wallbounced!
  • Armor properties activate during frames 25~40 -Don’t know what it was before, but I guess it’s nerfed (But we find set ups for it so it’s ok!)
  • Full charge causes wall bounce on hit -Sick
  • Removed 15F from full charge attack (On block -10)** -A buff! It was already so far away when blocked so this just makes it even better**
    • Piston Gun - Reduced push back on block -So more punishable
  • Removed 18F from normal version block stun (On block -4) -So less punishable:P
  • Removed 15F from normal version (On block -7) -I think this is not the normal version but the mashed version. Typo probably!
    • L. Rocket Uppercut - Throw invincible -This will come in handy! Very nice change!
    • M. Rocket Uppercut - Reduced knockback distance on midair hit -So it gets better combo properties after anti airing! Sick!
  • Reduced push back on block -Even more unsafe on block so not a good get off me move if you think they might block! Don’t tag cancel! Happy birthday
  • Reduced block stun by 10F -Ye what I said
    • H. Rocket Uppercut - Damage 100+40(140) -More damage
  • Reduced block stun by 10F -Punishable by whatever u want
  • Reduced push back on block -yea
  • Increased midair combo count -Even better in combos!
  • 2nd hit midair combo counter usage changed to 4 -No idea what this means!
    • EX Rocket Uppercut - 2 hit move -Good to blow up armor!
  • Float amount on hit is same as H. Rocket Uppercut -So now it’s an even better dp with jugles after! Good!
  • Reduced push back on block -Unsafe as the others
    • M. Atomic Shoulder Tackle - Startup 21F->19F -Why did we get this? Will it have any new use? I don’t see it. Almost never used it,
  • Reduced block stun by 2F (On block -8) -More unsafe
    • Atomic Shoulder Tackle - Damage 140->120 -Starting to build up a lot of damage nerfs now. Jack isn’t as good of an anchor as he used to be.
    • EX Atomic Shoulder Tackle - Damage 120->110 -Not a biggie
    • Megaton Earthquake - Damage 70x2(140)->50x2(100) -Again, this hurts but I guess it’s fair
  • Reduced block stun of 2nd hit by 4F (On block -9F) -Hmm. No point blank seismos I would say.
    • Megaton Drop - Damage 130->150 -the what now? Do they mean megaton strike? No that was 170 damage? do they mean pancake press?
    • Iron Gunman - Damage 130->150 -I give up. This isn’t listed either

So less health, less safe, less damage, less range.

But more combo ability, faster normals, an actual cross-up and a new wallbounce :slight_smile:

I’ll take it. He’ll be such a different beast in v2013.

And I understand the damage nerfs, since health will be nerfed quite a lot in 2013

Good writeup, Simsim. I’ll add a few comments.

Even with the damage nerfs, this will enable Jack to punish a lot of things harder than before, especially if you spend the bar to tag out after the new 140 dmg HP DP. For example, if Iland one of those early jump HK that you can just barely link to s.LK (easier now), then Iget j.HK, s.LK xx LP dp, LP dp, HP dp -tag to Heihachi- j.HK, cl.HP xx lp dp, cl. HK for 594 damage for 1 bar, before gems. And Jack is pretty good at landing that early jump HK, especially with a lot of the Tekken cast switching to AA normals that have head/upper invincibility only.

There is no note of a damage change on this. If it still does 100 dmg, there will be no reason to use c.MP when c.MK will reach (eg. s.lp, s.lp, c.mk xx tackle). Also, Simsim, notice that the hurtbox got enlarged, but sadly not the hitbox. This might end up being a low priority poke.

I think with pushback, -9f will still be fairly safe against most of the cast. This will, however, mean that in mirror matches, Jack can no longer jump after having his seismo blocked.

I’m not sure this is a bad change. I don’t remember c.LP being +6 on hit. I’m hoping it will still combo with seismos, since they start up pretty fast, considering.

I agree that this would make more sense if it was c.MK. Either way, having a proper cross up will make Jack jumping in close range very scary. Early j.HK vs crossup j.MP will make it similar to dealing with Marduk jumps.

I misread the hurbox nerf to c.mk Dane, you are right!

Also I would like to add that Jack will be very powerful since he will be able to Seismo with a timing that hits people who quick rise anywhere on the screen and recover in time to punish them if they roll! That leaves them with the option to either quick rise and block or get up late and maybe have to block a seismo? (Not sure if seismo is fast enough to hit people jumping after late wake up if you have timed a seismo for quick rise first. There are set ups for 2nd hit if seismo to hit quick rise people though, and that would make you able to recover in time to seismo late wake up as well as punish rolls)

That’s a really good point. As it stands, if I time a seismo to be meaty on a quickstand and they roll instead, I can usually recover fast enough to CH a jab with s.LK. This should mean plenty of time to catch that 8f window with a s.lk xx lp dp. Jack’s zoning is going to be much stronger because of this. Rolling into range is no longer an option.

These 3 post mk tackle set ups should effectively force the opponent to block, do a full screen invincible move or backdash on their wake up, in 2013
[media=youtube]210m8qeYE-g[/media]

Overall Jack is going to be more solid in 2013… Can’t wait!

Hey guys I think its important to note that Siesmo is -5 on block right now (the second hit)

In the new patch it will be -9

This basically means that a majority of the cast can punish it at certain ranges. More testing on release date will have to be done but I think its important to look at everyones frame date and distance of normals to make sure you know exactly what characters can now punish it. This will make situations that Jab xx Jab Siesmo is probably not a good idea (Remember; Currently a small amount of characters can punish Jab siesmo up close; Cody most notably. The pushback was not adjusted however.

This adjusment will also make his Siesmo a hair more tricky to safe tag into since the recovery of the special easier to differentiate the point where it starts and ends.

I agree that seismo should be used more carefully when close, but with c.lp buffer I think few people will punish it! To give it some perspective: Dhalsim’s boost chain in to HK is at -9.

By the time this patch comes out too a lot of our play will be mature enough to the point where these changes won’t really bother us all that much …hopefully

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Did they buff his overhead? That thing is trash.

Ugh, as if he needed buffs as it is. I can’t even get in with my team…:oops:

This is coming from a non Jack player :slight_smile:

His overhead is pretty solid ass is. It’s pretty quick and almost impossible to reaction block

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Are you talking about the franken boot stomp? I love that move

It’s just not in my arsenal. Too slow.

The overhead is a great move especially when opp is stuck on db because they are afraid of seismo. The range and startup speed are fantastic. Recovery is ass but you can back dash or ghetto DP afterwards if they like to press buttons.