So after much coaxing from SimSimIV et al., I finally broke down and got myself an account so I could do my best to contribute to the community.
I’ve put at bit of time into Jack X so far, and I have some notes that may help people. I have some general notes that I would have liked to put into the general Jack thread, but it seems to be locked for what is likely some common reason of which I’m unaware.
First of all, lets look at target combos.
Target Combos:.
As noted in some of the other threads, his mp > mp target combo is pretty safe, barring a few supers. His c.lp > hp target combo is similar, and has the benefit of being slightly longer range. As an added bonus, c.lp > hp can be cancelled with a manual launcher at medium range, and, since target combos scale differently than chains, you get 170 damage off 2 hits before the launcher. Much better than chaining lp hp hp. So far, c.lp > hp xx launch seems to be his optimal chain for tagging out.
As was noted by somebody earlier, mk > mp > mp is of limited use because the initial mk whiffs crouchers. It can get you some nice damage tagging in off a launch, however. If you chain into mk from c.lp, as in c.lp > mk > mp > mp, you will get all hits of the target combo and significant damage. That brings us nicely to tag in combos.
Tag In Combos:
These combos are mostly based on exploration with Heihachi, Jin, and Guy as partners. One thing I’ve noticed with these characters is that Jack X has very different options based on launch height. With Heihachi, for example, Jack X has no trouble doing cl. hp xx hcf hk, which is the most meterless damage I’ve found tagging in off a launcher thus far. However, when tagging in from guy, cl. hp is almost always too slow. At the very least, the timing goes from easy and reliable to considerably difficult, and with Guy, c.lp > mk > mp > mp seems like a better tag in option.
Things get interesting when you can land a jump attack with Jack X after a switch cancel. Tagging in from Jin’s MLD, for example, lets you land a beefy combo like **j.hp, cl.hp xx hcf hk. **Any tag in move that lets you land a jump attack should net something similar or better.
Tagging off Heihachi’s hell axle, however, simply would not let me land a jumping heavy attack. Fortunately, this lead me to discover some interesting things about Jack’s j.mp
j.mp:
- hits twice
- is a great air to air
- always knocks down and allows a combo.
That means when landing at close range after a j.mp, you can land j.mp (2 hits), cl. hp xx hcf hk
At medium range, you get j.mp (2 hits), c. mk xx hcf hk
Hopefully this will encourage some of you who seems to be getting the impression that “Jack is Ass.”
A final parting gift. His seismo can be tagged cancelled for a combo even at full screen.
eg. With Heihachi: hp seismo, tag, cl.hp xx mp rising upper, cl. hp xx mp dragon upper, followup