Jack-X Research and Application Thread

What trouble are you having specifically

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Actually I found a good setup move after a knock down.

@1:17
[media=youtube]F0irIVQd-M0[/media]

Jack’s super is really good to ex-charge into after a swtich cancel. I’ve been using him with Hwoarang and Hugo. You can do it after tagging in from Hwo’s hkHunting Hawk (which is good cos Hwo’s super sucks) and from Hugo’s exMonster Lariat.

In fact, I’m gonna be bold and say that i think it’s one of the best supers in the game…

Lol, today I actually got to hit all of Cossack Kicks and Cossack Smash and full combo after it. That moved seem to have very little utility though, even if your opponent is blocking high Cossack Smash won’t hit so you won’t do much.

Something I have been finding to be a challenge with Jack is making opponents afraid to roll. Quickstanding into meaty seismos is all well and good, but eventually opponents discover that it’s simply much easier to wait and roll for your free way in. So, with this in mind, I started investigating anti-roll setups, and it turns out Jack has some tricky stuff. I focused on setups after HK tackle (a common combo ender after tag-ins) and setups after a seismo knockdown (particularly MP and HP seismo.)

All notations assume the player is facing the right hand side.

After a HK tackle:
[LIST]
[]Doing the first two kicks of cossack kicks puts you in a great position for a left/right mixup. Because of the way Jack’s hilariously fat hitbox moves with cossack kicks, it’s somewhat difficult to tell what side he will end up on. Hold back briefly after the kicks to end up on the left side in time for a meaty **s.LK **(easy timing) or a meaty cl. MP (harder timing). Simply remain in place and time your meaties properly and you end up on the right.
[
]If you immediately dash forwards once and whiff s.LK, it puts you in the perfect position for an ambiguous jump back HK. Now, experienced Jack players may wonder about this, because Jack’s jump HK doesn’t cross up very well, but in this case, you are using the forwards-facing hitbox. Because of this, all sorts of strange things can happen. With variation according to opponent hurtbox, distance from the corner, and jump/button timing, you will likely see a mixture of the following:

  • j.HK hits them as a crossup, Jack lands on the left side.
  • j.HK hits them on the right, Jack lands on the left side.
  • j.HK appears to hit them on the right, but must be blocked as a crossup, Jack lands on the left side.
    [/LIST]
    After a MP or HP seismo:
    [LIST]
    []Immediately dash forwards once, do the first two kicks of Cossack Kicks, and then do the overhead. This gives you a meaty crumple overhead at just about max range. Tag in off the overhead for a combo, or do LP dp to start one with Jack.
    [
    ]Immediately dash forwards once, do the first two kicks of **Cossack Kicks, **follow up with a meaty c.LK.
    [*]Immediately dash forwards once, whiff c.LK (moves you forwards slightly), dash forwards once for an ambiguous left/right with a meaty s.LK. This will crossup or not depending on what version of seismo you hit them with, and even then, it can vary depending on the timing of your second dash and what part of the seismo hitbox you connected with. The closer they are to Jack when the seismo hits, the more likely you are to crossup, but even then, you can vary your timing for different results. This can also vary with character size. Jack and Hugo, for example, are much more difficult to crossup off a HP seismo knockdown. In short, it’s very difficult to react to properly, and quite ambiguous.
    [/LIST]
    I feel like there are more possibilities here, so if any of you want to take this into the lab for further exploration, you might find even better setups.

Something I love to do with Jack-X to punish raw tag-outs:
a HK-shoulder between the tags (so it whiffs). And then you’re free to lp.uppercut into whatever for loads of damage on the new character.

I love doing stuff like that tool you react to the characters leaving instead of the character coming in. You actually condo more damage that way if you force the tackle to whiff…

Dumb stuff like close fierce, blah blahblah500+damage

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Hey guys, you can auto correct a Surprise attack on rolls.Here’s the video for it.

[media=youtube]raTQ_-ndgOs[/media]

To perform it:

Input your special the you was facing as they wake up. They can’t jump out of it, have to block low, it gives you free chip and it can’t be punished by supers. (Tested with Ryu’s and Julia’s).

Hey, I saw your message on xbox live, and to answer:

I try to avoid point blank seismo. I know you say you have tested it, but should we believe Capcom, it’s -5 on block, and will be nerfed to -9 on block in 2013. If you could find a command that gives autocorret seismo if they roll, but something else if they don’t roll, that might be useful for 2013 where rolls have recovery at the end:)

Sorry, that video is a little bit sloppy. I only meant to record the auto correct Seismo, lol.
I will spend some lab time trying to find an OS that would make it auto correct, I shall report my findings here. :slight_smile:

Lab findings:

I didn’t believe you could use JACK’s normals for timing, but you can. The button is St.Lp. Now when you knock them down, press St.Lp, if they roll, input the auto correct Seismo. If they don’t roll. Well, carry on. :stuck_out_tongue:

I don’t know how helpful that information is.

Jack has an instant overhead on Ryu, it’s J.Hp. I suspect it would work on other members of the cast too. JACK can also instant overhead with each of his air normals, barring Jp.Mp.

After a forward + lk overhead (Except for close to max or max range) Jack seems to be at a distance where if he jumps forward and presses HK slightly after the top of his jump arc, he will cross the opponent up. Haven’t tested this extensively, but it worked on Dhalsim and Lili. Also, didn’t test if the opponent walks backwards (My guess is it won’t be able to cross unless they hold down back and try to block the jump in so late that they don’t move away from Jack.

Interesting, so over, Jump HK?

Also has anyone found out the frame data to overhead? That move cannot be same on hit lol

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I have crossed up people with j. hk a couple of times but not consistently. I got it to combo into cr lp dp etc once

Anybody have any good solo/tagin corner combos? His normal combos don’t seem to work well off a launcher in the corner.

The most consistent corner combo for me is st.lk chained in to mk-mp-mp target combo!

I do this too - It’s a nice bit of easy extra damage.

Other wise - one good combo to go for is simply cr.MP xx HK tackle or if you’re confident about it, st.HP xx HK tackle (might be character based but I know I’ve done it on someone in the corner), both of which can lead to a good OKI game

I don’t know the exact frame data but it seems to be at least 0 on block and probably +2 on hit…

As everyone knows the patch made seizmos a high attack and more unsafe on block, however I found out something interesting. While the normal seizmo is a high attack, the EX Siezmo is still a low attack. People think they can get lazy and just walk up to you for free, they have to be more cautious the closer they get to you because by the time they get within range you are going to have plenty of meter.

anyone found a use or gotten anything on his new tekken string wall bounce? I have yet to get shit.

If you train your opponent not to quick stand after landing a gigaton punch or seismo (by dashing and doing meaty seismo on their wake up), you can immediatly start the mk mp mp charge string after you hit them with seismo or gigaton punch, and they will be hit as soon as they either wakes up normaly or recover from a roll. This is really risky though, as they will be able to quick stand, dash and jump on your face for a punish, if they haven’t been trained properly (And let’s face it. Some people will quick stand no matter how many times they block or gets hit by meaty seismo)

If you do succeed in putting them in this situation, the wall bounce seems to hit a lot, but you have to tag cancel it for a combo. If you don’t tag cancel, you can immediatly jump mk for a cross up on quick standers, or get a really ambiguous jump in if they late stand, by doing forward jump mk (they don’t quickstand) then jump back mk again.