Jack-X Research and Application Thread

Im alive. Updating OP

In a few days I will start updating this thread with my own findings too! Just need to get that damn xbox to my dorm!:stuck_out_tongue:

found a 810 damage switch combo with nina at the helm

Lol this is probably common knowledge but hasn’t been mentioned I think. Jack’s dp negates fireballs:o lp version and mp version at least. Haven’t tested hp as I don’t think I will use it for that anyway:D

Anyone else getting tired of being rushed down and boost combo to death with Jack?! That seems to be the blue print for him.

Ryan Hunter actually developed a specific strategy with Jack, that seems to get me out of most situations: The do nothing strategy. Just sit and block and wait for the opponent to leave a gap, jump at the wrong time, or get so predictable that you feel you have a good read on a dp (which you can make pretty safe with a tag. Jack is weak against rushdown, so I can see why you mention this and I also fall under the relentless pressure some times. But lk -> target combo mpx3 or just dp is a good interrupter. And don’t forget alpha counter:)

Here comes some new technology:

Un-jumpable seismo setup after combo that ends in mp dp:
After mp dp->c.lp [wiff] mp seismo.
[media=youtube]SYi7jqW3dhc[/media]

Set up for “launch-less” seismo for standing comboes after tag cancel:
2x close mp (on block or hit)->c.lp xx lp seismo. If c.lp hits it will combo into the first hit of the lp seismo, but the second hit will wiff. This will give you about 7-10~ frames? (you can run cancel if you have long normals/specials) to combo something with your incoming character. If the c.lp is blocked, both hits will be blocked and you are safe with your incoming character
[media=youtube]M6_-xwWeBY0[/media]

**High/low mix up if the opponent quickstands after mp dp in combo. **
Low: after mp dp->c.lk->c.mp xx lp seismo.
High: after mp dp->c.lk~c.mk~punch (This requires timing: c.mk follows pretty fast after c.lk and then press punch immediately).
[media=youtube]ogViofaIP70[/media]

I like this ill put it in the op. I don’t like mix ups with jack but…still good stufff

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Today I was playing against a cody, he ended his blockstring with criminal upper, and I mashed jabs and it punished it with 100slap. Apparently it is fast enough to punish, IIRC Criminal upper is -5, that’s a great punish because it has range + it does great damage.

^

Nevermind this post, I actually tried it in practice mode.

100slap is slow… it doesn’t even punish Ryu’s LK Joudan which is -7, how fast are hands anyways?

Also I’ve found a legit mixup that’s universal with everybody, will make video of it after tournament, I am keeping it secret for now.

I thought I’d post this in response to Slayerslice’s complaint in the general thread about people repeatedly jumping on Jack’s head once they get in close.

I initially thought that it may be possible to get a combo from a jump back mp that would otherwise leave you a comfortable distance away. After repairing my xbox, I discovered that while this is possible, the conditions for a followup to hit after jump back mp are very specific, don’t work against all characters, and leave you open to getting CH by crossup timings a lot of the time. Jump back mp does allow you to connect super pretty easily, and, failing that, it still gives you a knockdown, which is a chance to apply this legit mixup you’ve discovered, Slayer. Look forward to hearing about it when you’re ready to release it to the public.

Back on topic, if you’re looking for a way to punish repeated crossups, I discovered in my testing of the above that you can neutral jump mp when you are expecting a crossup with such timing that a few good things happen.

[LIST]
[]You will get j.mp (2-hit) if they neutral jump or try to cross you up.
[
]This j.mp will almost always be possible to followup with c.mp xx whatever with obvious timing. 500-600 dmg is a pretty good punish for abusing Jack’s fat hitbox, depending on the bar you want to spend. (eg. nj. mp, c.mp xx hp dp, tag into whatever)
[*]The long active frames on jump mp will allow you to get frame advantage from a hit/block if they stay grounded and don’t react in time to AA you (happens quite often with Jack’s short jump arc.)
[/LIST]
Of course, jumping while under pressure is always a bit of a risk, as I’m sure you know, This is meant more as a way to punish hard when you have a solid read, and perhaps a way to implement mid range neutral jumping as part of your zoning repertoire with Jack X.

Today I was playing some Guile who was Sonic Booming all the time like all Guile’s do, so I flew over his boom, he threw another and I did J.HK.
Then I followed HP, EX Piston Gun, L Rocket Uppercut, Piston Gun
did a whole lot of damage , the guy raged. :smiley:
It does 504 damage you can do Giant Rush instead of Piston Gun and it’ll do even more damage, about 664 I believe.

I use that combo every now and again to punish dumb stuff, however, there is actually a better punish for the same amount of meter.

J.HK, Hp xx Jab AAA, Fierce AAA xxCancel, Combo with second character. Depending on the character you can get 500-600+ and a lot of times, the combo corner carries them.

A thing to remember as a Jack-X player is that a his specials do not auto correct properlly which means that there are actually special attacks designed for you to get out of cross up situations, (I think they put that in him to make his Dragon Punch balanced.)

If someone tries to cross me up, I do a Fierce Hard Drive to go completely to the other side of the screen. The reason why this is so strong is because usually, more often than not) you do not want to be in your opponents face as a jack user.

Conventional Cross Up options DONT WORK ON JACK. More often than not, cross ups land front so you can DP them for free. Once you are used to the spacing you will see what im talking about. Most characters have to cross up Jack really really late because his hitbox is TALL and not WIDE.

I certainly agree with you on this, Joe. Jack is a lot more comfortable with a bit of space. I put in the disclaimer at the end because this is more a specific punish for when you have a read on your opponent, as opposed to simply getting out of dodge.

I do have to disagree about his hitbox, though. In my experience, it’s both tall AND wide, in that sometimes things that would normally cross up simply don’t, as you stated. Other times, however, you get Hugo-esque weirdness going on, where you need to block a jump attack as a cross up, then they land in front of you anyways.

Actually if they jump in front of me, DP lowers Jack’s hitbox and then gets crossed up because of it, certainly not free.

Yeah I use that one too, depends on the situation. If want another character in I’ll do that. If I wanna keep zoning I use first combo, it sends the opponent to the corner.

Anyway, there is helpful info in this thread overall.

New punish combo:
J.HK,HP L , L DP , CR.MK , EX Rocket Punch does 520 damage, plus you can also do another LP DP after the first and combo in the Super or combo after cr.mk. I think you could also add HP after the first L DP and combo into Super.

Just started playing around a bit with Jack. I like him much more than I thought.

Now what would you say are the 5 most important/matchpractical things/setups to know?
What’s best tag in combo? With/without meter? What’s best to tag back? What’s best to confirm into launcher?
Is HK Shoulder-LP Seismo something like that?
What is the Alioune trap? Is that the meaty shoulder after shoulder KD?

I read here quite a bit, but some kind of overview somewhere in the Jack threads would be amazing

I would love to have some kind of beginner guide for him. This thread is amazing though :slight_smile:

Edit: this is just a minor thing, but if your opponent stands full screen (where HP seismo just whiffs) hopelessly trying to find a safe spot :), instead of walking forward I use Mk-HP seismo (which moves forward so both hits of the seismo connect)

Ive been testing Jack-X relaunch stuff.

Turns out you can relaunch off of a Triple A. Comboability seems limited to nothing at all after a relaunch.

You can also Launch just off of Triple A by itself. So something like this is possible:

Jump HK, St.HP x AAA, AAA, Launch

ALSO

Jump MP , Launcher are also possible.

I dont know how viable relaunch stuff with Jack X is however, since I seldom used it with my other teams. His properties are weird so I dont know how he can fully utilize this.

WIth Hugo I think you can cross up the opponent after re-launch with a super jump, but only if the opponent quick rise. I tested this a while back, but never really explored it, since Jack doesn’t land those solo comboes too often:P (Comboes that doesn’t start from a launcher). I’ll check out the jump mp to launcher though! I bet it’s kind of hard to land since mp “randomly” hits 1 or 2 times, messing up your timing. Also, I found it hard to time the launcher after 2x AAA some times, because if you mash the launcher you get 100 hands:P

Tag in combo - If it’s a raw launcher then do s.lp x2, c.mp/c.mk xx whatever. If it’s a cross rush then usually your best option is cl.hp xx whatever due to scaling. Ending combos with gigaton punch allows for a safe raw tag (except in corner or vs fast full screen supers).

Hit confirm to launcher - Use s.lk xx s.mp xx s.mp and on hit go into s.hp/s.hk xx launcher. You can also do s.mp 3 times and then do s.hk xx launcher, but the launcher will sometimes whiff and I believe scaling makes this a worse option too most of the time.

Tag out combo - Ending your combo with hp.srk xx switch cancel (like lp.srk, lp.srk, hp.srk xx switch) usually leaves your partner with the best setup for a juggle. You can also tag out during seismo safely, and your partner can juggle afterwards on hit.