T5BR to T6DR changes.
New Moves
u+1+2 ( aka \o/ ) : A double air uppercut thing. Only hits in juggles and right next to opponents. Can whiff smaller characters.
f+2: A move similar to Feng’s b+1 replaces his f+2 jab. -12 on block, slight + frames on hit, knocks down right in front of him on hit (like Baek CH b+2) with nothing guaranteed.
f+1,2,2: A new string, hits mid high mid, ends in a gunshot which can be charged to an unblockable. First 2 hits NC but it doesn’t jail and the 2nd hit is high. Useful in juggles. Last hit gives b+2 knockback.
d/f+3>2_WS+3>2: Side kick to elbow. m,h NC. Delayable and vey hit confirmable. Good for wall splats.
d/b+3 series: Can link into the old d/b+3,4,3,4,3,4 cossack kicks, after any kick you can do 1+2 for a high scissor attack, or d+1+2 for a crouch throw. Crouch throw is dependant on this kick it is used after. After 3 gives powerbomb, after 4 gives the toss up and shoot.
b+1,1_[1]: A gunshot type move after the b+1. 2nd hit chargable. NCc. Uninterruptible. Wall splats.
b+4>4: A mid knee to stomp. NCc. Hit leaves them in SLD. This looks to be an awesome oki move. It picks up backroll and slams down. Delayable. Only really useful in combos and oki occasionally.
f+1+2: A quick double gun shot. Gives mach breaker style knockback. His old cross cut move is f,f+1+2. Looks like a faster d/b+1+2. Useful on the wall. i15.
-d/f+1>2,1,2: New string. Hits m,h,h,h,h. 2nd hit delayable. 2nd to 3rd hit NCc. Only really useful as a B! ender. Though the d/f+1 is a great i14 poke that tracks left.
1+2,1+2: First hit is a spinning lariat type move, 2 hits and tracks both ways. Second hit is similar to d+1+2, it crushes jabs but can be interrupted by mids ~16f and faster.
b+3,2,2: A mhh kick punch punch string. First hit catches grounded slightly off axis. Good for floats and reliable B! pickup.
New Properties
-ff+1: This is now arguably his best move. Safe mid, has range now, B! on aerial hit, free d/b+2_b+3 on hit.
-A lot of his gun-type moves are chargeable. The charge generally adds range and damage and a lot of them give increased guard stun/pushback. Full charge takes ~2 seconds to charge then automatically fire. They do not track, but have good range. Here is a list of chargeable moves.
-f+1,2,[2]
-b+[2]
-d/b+[2]
-f,f+[2]
-b+1,[1]
-u/b+1+2: His old SS+1+2. His homing move, now tracks with a white vapor trail
-b+1+2 gives crumple stun on CH.
-u/f+1+2 throw has 2 new animations! Normal throw he picks them up, piston punches them in the face like 5 times then slams them down. With d,d/f+2 he throws them in the air like d/f+2+4 then punches. Still leads to wall combos and also benefits from rage. No longer can cancel with u~u/f+1+2.
-HCF+2: Crumple stun on hit. Can be followed up with f,f+3[B!], d/f+1,2,1,2.
Bind moves
-f,f+1
-f,f+3
-b+4,4
-WS+1+2,1+2
Misc.
-d/f+2, 2, 2, ff+1 B! d/f+1,2,1,2 or b+3,2,2 - New staple combo hotness.
WS+1, 2, \o/, b+4,4[B!]
f,f+2, \o/,\o/, 2, b+4,4[B!]
HCF+2, f,f+3[B!]
Low parry, b+3,2, d/f+1,2,1,2
-After breaking a floor, Jack can do 3+4 on the way down to fly. It automatically does 2 thrusts and lands on the other side of the opponent.
-His voice has been changed to a weird robot toy voice.