Jack-X Research and Application Thread

Great stuff. Thanks.
Why don’t you use this as a start of a beginner guide/basics overview?

What are the setups you use most? E.g. if you hit a HK shoulder, are you usually using Lp seismo after it?
That’s what I meant with most used setups

A few more things to add:

Long range hit confirm: c.lp, s.mp (confirm) s.hk launcher. It’s important to use s.hk here instead of s.hp because s. hp doesn’t move you forwards enough for the launcher to connect. This combo works at nearly all ranges for c.lp. The launcher misses vs some characters if you connect with the very tip of c.lp, but it’s a pretty reliable way to get damage at long range.

Long range blockstring for pushback: c.lp xx mp seismo. This gets you lots of distance, does some chip, and is safe on block. A better option than the above if you are pretty certain they will be blocking.

I’m also going to add to what kep1 said about s.lk, s.mp, s.mp. This is a good string because it leads into his safe target combo (s.mp, s.mp, s.mp, s.hp). One thing to note, though, is that there is a gap between the second and third mp. If you expect your opponent to get hit by the third mp (after the gap), you can use s.hk instead of s.hp to combo into a launcher. To clarify, off a s.lk:

s.lk, s.mp, s.mp (inherent gap), s.mp (hits), s.hp gives a knockdown

while

s.lk, s.mp, s. mp, s.mp (hits), s.hk lets you combo into launcher.

After tackles and mp dps, I often go for a meaty jump in with j.hp, as it hits really deep and gives you a ton of frame advantage. I think it’s also a safe jump against slower reversals, but that needs some testing.

The final point of interest I’ll throw in here is to learn the range of your seismos! It’s important to know the hitboxes like that back of your hand, because if you whiff one, it’s going to hurt. It’s worth taking some time in training mode to get a feel for the hitboxes, as they are pretty wide. You should be able to cover the entire floor.

Continuing from your last point Dane: Seismo ranges are important, and they consist of 2 hits, which both have slightly different range. Because of this you have the no launch seismo set up I posted earlier where you can get a grounded comob if you tag cancel it (Still want a way to confirm in to this as my set up only works if the opponent “randomly” gets hit).

Also, I checked out ex seismo in training mode to see if there is anything special about it that might give us a reason to use it at all, and it seems to hit about 50% of the screen, starting a character’s length away from Jack, and both of the hits consist of 3 seismos next to eachother. In other words, with ex seismo you will not have to worry about range, since it will hit twice in a large part of the screen (Maybe this is good to counter Kazuya’s wave dash, as I am having problems hitting him with seismo while he is rushing towards me)

One thing I’ve noticed as a possibility for this is intentionally trading seismo with a fireball. Versus Sagat, for example, you can trade the first hit of seismo with a tiger shot, and the strangely long hitstun from the first hit of seismo allows you to link another seismo after you recover for a 3 hit combo. It may be possible to intentionally trade with a fireball, tag on the first hit, and continue with a grounded combo as your character enters.

The deciding factor here will be whether or not Jack eats the fireball before the incoming character runs into it. If not, it’s always a good setup for a seismo tag ins, since you can tag off the linked seismo anyways.

Try cr. lp xx hp vs his wavedash, it’s not invincible to any crouching moves.

Just use Cr.MP vs wave dashes.

Im actually making a video guide to the basics of Hugo. Its going to be butt quality but whatever.

How did you do at SJ? And feel free to show me the video guide before you are done, and maybe I have a extra ideas? But it’s your project so if you want to go solo, that’s fine too:P

Edit: Also I found some more set ups for the no launch seismo:
-After Jack being launched in: lp lp c.mp xx lk tackle->jump forward ->lp seismo (If you start this combo from the ground with Jack, you will most likely have to do an mp in the air when you jump to get the distance before doing the no launch lp seismo.
-After a combo in to mp dp [knock down]->lp dp(whiff)->lp seismo

This only works on opponents that quickstand and the opponent can jump before both set ups:(

Also, if you end a combo with lk tackle in the corner, you can dash once, then immediately jump forward, and either do Hp early to stay on the same side or late (about when you are behind his head) to hit crossup. This is character specific though. Against Dhalsim it is very easy, but impossible against Hugo, and hard against Ryu. So I guess you will have to know if this is a viable mix up on the character you are playing against. This also is for opponents that quick stand.

I did bad. I lost to Jeron twice in cross tekken and got sethed in AE. Gridman is too good btw he plays a Rufus Jack team. I would rather want to do a collaboration than something solo tbh.

Also, Jack Hugo just so bad lol.

Jack gets it done but Hugo is just too unstable to do well in tournament, personally speaking

Ill explain more in the team thread but im working on Sagat, Akuma, (mabye Rufus) someone with stronger defensive options.

You meant jack, didn’t you? And if that’s the case, I can’t wait :slight_smile:

@eDane: thanks, really helpful.

Question:

SImsim you may know this:

Why is it that you can DP into Launcher? I can do it Raw/ Without doing a intial launcher…

I can combo someone with it even if I dont Switch ancel or Boost Combo before; Can any other characters do this?

I’m not sure what you are asking exactly, but comboing in to launcher from special moves is something many characters can do, and some characters even has it as a part of one of their BnB’s. I don’t know the spesifics (you would have to ask Ryan Hunter for that, since he is the scientist:P) but it all has to do with juggle points. I would say launcher takes as many juggle points as a dp, to land. This means that in a combo started by jack, he can do 3x dp: 1 to launch and 2 as juggles. He can therefor replace his last dp with launcher as they require the same amount of juggle points. After a launcher, however, jack can only do 2x dps or a normal into dp, which makes him able to do dp into launcher, or possibly a normal into a launcher (Don’t know about this last one).

The reason why using launcher in a combo for jack, might not be a good thing, is because the characters that use launcher at the end of their combo as one of their bnb’s, does this because they aren’t sacrificing a lot of damage compared to what they could get from another meterless combo. I am not sure if this is the case for Jack.

Jack is good, that’s all.
Probably the best DLC character, he just works because his moves actually make sense for his design.

Yesterday I beat a 15000+ player with such an awesome combo. I had three bars and managed to finally land a s.lk.

So I did: s. lk, l.mp, EX-hundred handslap, l.dp, cl. hp XXX Super

I had 2 20% damage gems on and I just massacred his Juri…

I’m going to explore the EX-hundredhandslap as a ABC-combo cancel some more.

Anyone good Jack match videos to watch? I find one on ssfevo’s channel here and there.
Has one of you a channel with matches.
@JoeLewis: love your combo and setup vids but matches would be nice too

Does Jack-X has invincibility on his EX-seismo and/or EX-uppercut?
I believe he has some, but not on start-up if I’m correct

I don’t know about the EX-uppercut, he definitely has it on EX-seismo though.

But when? Can I use it as a proper anti-air defence or only empty jump?
(too lazy to use training mode today :p)

Who you fuck you think I am, Gootecks? PogChamp

No one knows he’s broken yet and it’s cross tekken, so we won’t see much for a bit. Check out stuff by RPD Gridman. He’s number 1 on Xbox live so I’m sure hes got shit somewhere. People think being number 1 means something. Gamer bee has a effective, but basic, jack too.

He’s like viper, fierce dp has invincibility (full body he’s UNTHROWABLE) and so does ex.

what r some good setups after a super/close knock down?