Edit: Double post
While I double post, I might add that after Jack’s overhead f+lk, a jump forward mk is a really ambiguous cross up as well!
Edit: Double post
While I double post, I might add that after Jack’s overhead f+lk, a jump forward mk is a really ambiguous cross up as well!
I meant to say comboing off the wall bounce. With recovery from the last punch there isn’t much time to do much.
Edit: I’m with you on the overhead to x up business. I have a feeling the new crossup is going to open a lot of doors for up close game. I know we could crossup sometimes with a meaty jumping hk but I never knew when it would or wouldn’t.
Double Edit : Re read your post. So no combo w/o tag cancel? That is what I was wondering. I thought it was just my dumb hands.
Dunno if any1 find it useful but today when i played
i used Jack´s pancake press to cross up ppl i managed few times land butslam behind opponents that were too afraid to roll
Also is any version of Atomic Shoulder Tacle safe on block? n00b questions i know but i just started play w Jack so
Hey all, i’m new to playing Jack - x and having a lot of fun. Currently using Jack - x and Cammy. I’m having trouble getting characters off me once they get in. Also, been reading the forums and enjoying the Tech, just 1 question, how does one click on the you tube links.
If someone is rushing you down, unfortunately you have to play really legit. Most people by now understand that Jack’s mp dp is invincible and wrecks block strings, so they will leave big gaps and bait it out, leaving you with a big punish.
Because of that you have to predict a button from them and mp dp, OR (my favorite) you block them so hard that they go for a throw, and you use lp dp (throw invulnerable) to do a 500+ damage punish on them.
If they go for a crossup, use his hk dash elbow, it has one hit of armor and puts you full screen away from them. You probably won’t hit them but you’ll get away. Think of it as a ghetto teleport. And when I say do it when they cross you up I mean do it when they are almost or right above your head. You just want to escape, don’t try to hit them, you’ll get beat out.
If you space them really well and you hit them with the last couple frames of the elbow you are pretty safe, but if they don’t block it you’re screwed.
There are characters that can punish it with a super on block, like Ken, Julia, Gief, Akuma, probably others. If you space it wrong it is really unsafe, and almost everyone can punish with a light normal.
What are each of his DP’s used for?
Uppercuts…
Light DP is completely throw invulnerable, and juggles to give a big combo.
Medium DP is completely hit invulnerable, but can be grabbed, and doesn’t allow for a follow-up unless you tag it.
Heavy DP is invincible to everything for a very short window of time, and allows for a second heavy DP follow-up (1 hit, 2 hits if tagged).
You can juggle after mp but only if you aa with it
In the general overview thread I saw Shira mention that Jack has a strength in frame traps, but his moves are so negative it is not in the general sense. Do they work on account of the range you can do them, or are they utilizations of boosting into target combos and/or the delayed target combos he has?
Could someone please share some examples?