Yeah good shout, this is what I’ve been using last couple of days. Does really beefy damage but obviously scales a bit, but you can still add on a bit more if you have a meter spare.
How’s the negativity on block?
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Well on hit you should use this to confirm into launcher, on block probably just go for the normal HP ender. I assume the HK is generally safe from attacks since it’s hitting from almost max range, but yeah just change up what you do on hit or block
While I don’t have access to the game where I live right now, all I do is theory fighting. Since we have found a couple of “safe jump” set ups, I thought about OS’s. An OS from MP dp > jump forward HK, for example inputting a MP dp after the HK before you land, would trigger not only if the opponent uses an invincible move on wake up, but also if he does a normal wake up/rolls or backdashes. Because of this, mp dp wouldn’t be the best thing to use. What about hk tackle though?It might be fast enough to catch a backdash and possibly set up for something if the opponent tries to roll (takes as long as normal recovery after knock down) or just a normal late recovery. I might be totally wrong, as I am just throwing out ideas, but if someone could check it out and see if an OS with hk tackle or lk/mk for that matter would do any good? (I realize that an invincible move most likely will stuff Jack before the armor on HK tackle kicks in anyway, but against the other options maybe one version is good for something)
Btw: I also updated my post with the list of tech from this thread, and added 2 vids from Joe Lewis that shows 2 of the set ups! Hopefully he will make more, so we can get better explanations for each set up!
Recording every setup and putting it on the op
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Yo sim sim keep doing what youre doing. Im going to record the setups and then could you spoiler them? I will then copy and paste it in the OP. If you can that would be great im doing all of them now
I will make sure to do it tomorrow no problem! (01:31 am in Norway now). Great stuff man! Btw, did I play your hawk when I was at next level when AE 2012 dropped? I played a couple of hawks and pretty sure one was u:)
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OMG YES. Wow. You used the gold sim alt! I was showing you some stuff in casuals too!
Yea I think you were the hawk abusing his spire to advance, so learned to just sweep it on reaction! Btw, I saw u gave Alioune credit for the hk tackle > tackle >seismo. This was actually Brahma tbh
It’s technically only hk tackle > meaty hk tackle that is the Alioune trap:P Sorry for the confusion though! Now I sleep!
The 2 count windup actually doesn’t beat reversal DP, I corrected that and added some alternate stuff in my last post up there.
Yeah I’ve been getting a lot of use out of the LK,MP, MP hit confirm. Usually I hit confirm into HP instead of HK, since it seems to move his launcher hitbox forward a bit.
What upper are you guys using for AA? I always use the HP version. Better range and has invincibility, plus a free LK shoulder or upper followup. I don’t feel like MP upper is fast enough to merit using it over HP… Thoughts?
I used
L : Combos only
M: anti air and reversal
H neutral jump fags combo switch cancels
I’m learning that you need to be able to confirm jab off of anything. Off of jab you have these options to make it safe
Jab xx swing punch
Jab, strong
Those two options are really strong because they both bait out buttons and jump situations.
Swing punch if you think they are going to jump and if they jump at you, you still have time to dp them
Jab strong for the block string and breathing room. Also if they get hit you can do ex mode launcher combo like lp, mp, HP (tekken chain)into launch for easy 300+ damage
Also make use of jacks true lows, cr,mp, cr.hp to get over highs,
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What do you mean “confirm jab off of anything”? Do you mean that one needs to confirm that you are hitting/making the opponent block a jab every time, and go into boost or gigaton punch accordingly?
Also, I have updated my post earlier with the videos you have uploaded so far!
Off of close c.LP/s.LK/c.LK you can use the MP > MP > HP, Launch. Basically 2 hits of the MP sting into normal HP.
If I throw out a c.LP, I usually either go into MP and hit confirm into HP, launch, or if they block do the close or far MP,MP strings. Or do c.LP xx LP upper or LP/MP seismo, depending on distance.
Also, not really finding much of a use for qcf+p. The only time I really use it is when they stop trying to jump in, then i mix that with seismo.
I usually do swing punch in the situation I mentioned. If they jump, you can back dash do. If they back dash let it rip
if they are still in downbafk, let it rip
Have people done any Pandora research yet? Nothing gamebreaking, but Jack’s super off Pandora works really well as an anti-air if they jump forward or backward so I see no reason not to include it in your bag of tricks.
Less useful is that with raw pandora up close Jack’s super can punish any attempts to backdash, jump back, or mash jab following. It can be countered by fast farreaching moves however, and I think most people in that instance just hold guard, so it seems pretty useless here.
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Mp Megaton Earthquake catches a lot of people off-guard as soon as the fight starts. Use it while it lasts
What’s a good punish for a Jack-X noob?
You should probably check out the combo thread;)
i know you can kara from his standing fierce but can you kara from his machinegun target combo (mpx3>st.fierce)
Yea you can:P I found this day -40 (before dlc shh!). It is a little hard to time, but you can do it, but only cancel to ex moves. Not all ex moves will combo, but some will.