Jack X Team Synergy

I play Jack (Point) Kazuya (Anchor), very good synergy between these two, because Jack can deal with grapplers and zoners, while Kazuya does great against the majority of the cast. Jack cancelled into Kazuya is alot of damage, and Kazuya has just great comeback potential.

This is a team Im actually looking into. I hate Kazuya but I feel like Kaz deals wit ha lot of the silly stuff that Jack has trouble with. I think good Jack X teams make it so that they are almost unapprochable by conventional means.

I also play Jack and Kazuya, I tried it both ways and Jack seems better on point. If Kaz is on point and you get in, you can easily get the lead, then you can keep it with Jack who also does great damage punishing people , his Super art is great for punishing tags, but there’s no chance to comeback.

With Jack on point, you have chance to do greater cancels and there is huge comeback potential, when I start getting beaten with Kaz there is not my comeback factor due to Jack’s inability to rushdown but with Kaz as the anchor I have it, I won so many matches with unexpected wake-up EWGF to Super.

I think Kazuya is good in both positions, like Ryu. But he is better as an anchor like Ryu again. The same thing is also kinda correct with Jack, he can keep the lead as anchor but is better on point. I played you and some friend of yours (I guess) Slayerslice, I didn’t use Jack and Kazuya though. You used Cody and Jack, you did pretty good but Cody was bad and caused the loss. Still the Jack was the anchor and it kept the lead pretty good, since timeouts happen often it is even better for Jack.

Jack and Kazuya have good chemistry for real, they can compete with everyone. Also Jack bodies low shooting Sagats who annoy me, even if you trade with the Surprise Attacks, you have the health lead and you can cancel.With one meter just use EX Body attack.

Jack-Ryu,Jack-Rufus would also be good teams and Jack-Cody maybe?

If you have 1 bar with Jack you can change the momentum so quick, tag cancel from Jack’s instant overhead into Kazuya can change the match entirely if there’s enough time.

What I like about Jack is, he can deal with very strong characters in this game.
Oh yeah, that guy he’s not really a friend of mine, and yeah is bad, I’ve had moments with him where he would lose 2 rounds and the match without a chance of me getting in the match.

I have to agree with this. I’ve heard people talking about Jack having no comeback potential, and saying how it was good that he could play keepaway for the timeout.

Here’s the thing though. Jack X’s keepaway hurts. If Dhalsim is zoning you out and you get caught walking forwards, you eat 90 damage. Maybe. If Jack catches you walking forwards or backwards with a seismo and 1 bar, half your health disappears. I rarely see timeouts with Jack/Heihachi. Comebacks are always a threat if you can lose the round from full health in 15 seconds.

This is despite Jack having no comeback potential and Heihachi having “poor mobility.”

Good Jack teams have strong combo “ability” off of his specials. For example, If your character cant combo off of Ground Pound or DP, hes not the right character for your team idea…If your character cant position Jack in the other direction (If jack is in the back and not on point) then its not the right character for you.

Jacks 2nd Character should be able to help jack in bother directions, in the Backseat, and on point.

Additonally, Point Jack is a very strong pick that covers a lot of matchups so honestly, more often than not, Its better than the character you are thinking of.

Ryu, Rolento, Cammy, Rufus, are the top 4 point character so I feel, at least in my opinion, if your character cant cover the problems those characters can, then jack is just better for you on point. Its harder but who cares

Jack/Chun-Li (gamerbee team) is also a very strong team. Jack/Juri also works.

Gamerbees team is a really strong combination. I works in bother directions too. Good chum players are incredibly annoying and you put that with jack? You have a 99 second nightmare

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But Chun is brainless, anyone can play her lol.

How did you like that Jack x Hugo synergy aka cross assault Slayer?:slight_smile: 870 damage when all your defense gems was activated isn’t too shabby, no?xD

How can you jump out of meaties with hugo, he has like 6 pre-jump frames? lol.

I must learn Guy. There’s some Synergy there with him and the giant robot.

Has anyone else tried Sagat/Jack? I’ve been loving this team lately. I may stick with it. Not really a ton of uphill battles for them as a team from what I’ve had so far besides my own mistakes,

I’ve been for a while now actually. I like Sagat/Jack but it has a lot of random weakness like its inability to bet people off them w.o meter.

True. It does seem like if they get in your face when you don’t have meter you’re a little low on good options. He has just been overall the best fit for me with Jack as anchor so far.

IMO these are the best jack teams in order of their strength

Rufus x Jack (Balance, no bad matchups)
Juri x Jack (Zoning), fewest bad matchups, but has a lot of 9-1s)
Jack x Chun (Turtle, A lot of strong matchups, Chun counter picks teams by herself)
Kazuya x Jack (Combo, hard team to play)
Ryu xJack (Balance easiest team, most matchups are even or slight disadvantage)

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I only miss Julia and Jin, and you’d have a list of my most hated characters (except Jack ofcourse) :slight_smile:

Julia actually counters jack pretty hard too.

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Interesting list. I’d have to say that the Jack teams I find the most frightening, though, are the ones that get really good mixups off Seismos. It’s such a common scenario that Jack gets a blocked Seismo that it becomes an obvious way to bring in your second character at huge frame advantage.

Jack/Geif, for example, has options against both zoners (Jack has good anti-zoner options) and close range characters (Russian Wrestling). Jack gets Geif in your face, the damage is terrifying, and Seismos lead to big damage on hit or a Geif mixup on block.

Other teams like Jack/Lili and Jack/Hei offer great close-range mixup options off a blocked Seismo, and good damage if it hits. I think the key difference here is that with mixup-heavy characters, Jack’s Seismos offer a safe way to completely shift momentum for 1 bar, which teams like Jack/Chun don’t really offer.

Lets examine a simple scenario here. Lets say Jack is on point, and the first round is going badly. Jack is at half health, the opponent is at about 80%. Lets say the opponent is Law/Hwoarang.

Jack manages to force a blocked c.LP xx mp Seismo at about midscreen, and tags in his partner. With Jack/Chun, your best options are going to be to blockstring them out to a comfortable range or to backdash and try to set up zoning again with Chun’s magic limbs. .

With Jack/Heihachi, however, Law now has to face a high/low mixup and deal with subsequent Heihachi pressure. You change your position from defensive to highly offensive. Sure, you could pressure with Chun, but her pressure simply isn’t as scary as somebody with good close-range mixups.