Jack and Coke Combos

This is probably best. Unless you’re super confident with Jack up close, which I think will take a while for most players at the moment, then I’d definitely stick with this combo for now. If not I’d go with lp dp x 2 or st.mp x 3. You can also do, lp, hp, sweep for the hard knockdown. This gives him a nice meaty jump in, although for people rolling out, I haven’t found anything great for that yet. I think forward dash backdash jump back HK is best (forget now)

Hp xx lp dp, c.mp xx lk tackle does more damage then 3 lps and puts them at full screen. You could also use mk tackle to put them at far hp distance or hk tackle to put them next to you.

Do you mean as a solo combo? That’s cool to note and especially if you don’t want Jack in there.

Yup. I’m having no lucking finding a variation of it from your partner launching you in though.

Yeah I think the most damaging from launcher is HP > HK tackle. This seems to grant almost easy corner situation in most cases though, although I think Jacks corner game is still to be worked on but it’s a good situation.

I like the sweep combo and although it sets up a nice jump in, the opponent can just roll out and I’m finding it difficult to find anything to counter that. Literally the only thing is to watch the roll and jump back HK

I just meaty seismo them people who try to roll. If I feel ballsy, I’ll overhead them. Wouldn’t a hk tackle when they’re near you, trying to roll, put you at full screen depending on screen position?

Anyone figured out a good combo after landing the cossack overhead? I can’t seem to land anything unless I land it at point blank range.

Yeah HK tackle would put you full screen. With the overhead, I know you can do LP dp x 3 from a reasonable range, but from further out, I think your best bet is Seismo. Also, you’ve landed cossack smash? Haha, I haven’t tried it in fear of getting mashed out, how have you been using it?

I try after a blocked jump in or as a meaty on someone who rolls. I know it can mashed in between the 1st or 2nd kick but I don’t know about the rest of the kicks. Jack has so much health that he can afford to make mistakes. A shoryuken is like a mosquito for Jack.

New Jack and Coke. Bunch of flavors!

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I’ve still been using L upper, s.LP, s.MK, MP, MP. Best damage so far for solo and leaves them a decent distance away. Or, L upper, L upper, L seismo, you can TC off of it, and if they quick getup you can do an immediate M seismo and catch them if they do anything other than block or backdash.

For launcher I usually do c.LK, MK, MP, MP. Really simple and does good damage.

I like these choices. I actually just do the Gatling combo which surprisingly enough, does the same damage as his target combo off of an AAA. So its matter I think of “Do you wanna be fancy?” or “Do I want to be safe?” I use the AAA switch cancel followup when I KNOW that combo will kill. if not, I just dont bother.

For me for combos, its either Dead or Full screen away. If my opponant is not either of those two, I dont waste my time.

U should do DP > st lp > st lp > cr mp > qcf kick

Thats more damage?

yes it is , and replace cr mp with cl hp in the corner .

s.LP, s.LP, c.MP xx shoulder is the best so far, best damage and decent oki.

And if it’s in the beginning of a match you can tag-out Jack for free.

New stuff

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Anti Dp Setup (this is already known)
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Anti Roll setup
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ummm i think this is wrong. i’ve been testing it and when i tried different buttons combinations the last button decided the hand strength.

Read my post under his:)

i think that’s wrong too. the hp and mp version can be mashed so you don’t get a lp version. you get an unmashed version

but yeah no more back tracking.