Blanka
[spoiler=“Blanka”][/spoiler]
Reserved For Blanka
Bryan
[spoiler=“Bryan”][/spoiler]
Reserved For Bryan
Christie
[spoiler=“Christie”][/spoiler]
Reserved For Christie
Cody
[spoiler=“Cody”][details=Spoiler]
Reserved For Cody
Dudley
[spoiler=“Dudley”][/spoiler]
Reserved For Dudley
Elena
[spoiler=“Elena”][/spoiler]
Reserved For Elena
Jack-X V.2013
Jack-X
Spoiler
OVERVIEW
Jack-X in SFxT is best described as a military ‘tank’. The typical military tank is very bulky, can take a lot of hits and fires very explosive high powered rounds. Typical tanks are weak up close as their gun barrels are slow and so is their rate of fire (at least concerning a typical tank and not the tanks of today.) Jack-X is similar to this concept.
A high health character with a very strong zoning and anti-fireball game and high damagebut he’s very weak up close and due to his big size and slow mobility, he is very suseptible to certain cross-ups and making comebacks for him can be difficult with his limited approaching game.
In V.2013, Jack-X was mainly nerfed in key areas. His seismo no longer hits low like it did before and his up close defense has become riskier as well as his damage output being nerfed too.
APPROACH TACTICS
Jack players tend not to approach Akuma too much. As the metagame for him in the match-up is to zone with Seismos to get you to start jumping to him
That said be on the look out for his Atomic Shoulder Tackle ( :hcb: + :k: ). It has one hit of armor and mess you up if you get too fireball happy. I’ll be covering ways to deal with these tactics below.
NORMALS TO LOOK OUT FOR
J.:hk:
The big fat pair of boots is Jack’s J.:hk:. It hits pretty hard and has a big hitbox on it such that it can trade with your SRKs if done right. So timing your anti-airs is pretty key to beating it.
The hitbox is so big, it can be used as an instant overhead. If he doesn’t tag this move, it’s unsafe even on hit, you can SRK him into a full partner combo.
J.:mk:
Jack’s cross-up attack. It can be really ambigious if done correctly but you can cr.:hp: him out of it at least.
cr.:lp:
Jack’s fastest move at 5 frames. Pretty slow but pretty effective for keep out. It’s a crouching attack so it can be raw launched if you see it coming and it’s also a starter for one of his Tekken strings.
UNIQUE ATTACKS/TEKKEN STRINGS
Jack-X V.2013 Part 2
[details=Spoiler]SPECIAL MOVES
Megaton Earthquake ( :dp:+:k: )
Jack-X slams two fists one after the other into the ground to create seismo during which he’ll say ‘surprise attack’
:lp: version hits close to Jack
:mp: version hits somewhat midscreen-ish
:hp: version hits almost fullscreen
EX version hits a row in front of him
The first and main thing to know about this move is that it does not hit low. You can thank the V.2013 patch for that.
The second and most important thing you must know is that this move will not hit you if you say at full screen’s distance. This is one of the ‘holes’ you could say in Jack-X’s zoning game. Hence whilst in the neutral it is essential to stay at full screen to avoid getting pummelled by this move.
If you predict a seismo, you can demon flip over it and punish him during his recovery frames as well if you get a hard read.
Rocket Uppercut ( :dp:+:p: )
Jack extends his arm upwards to form an uppercut in which he will say ‘anti-air attack’
Jack’s main anti air of choice and it is pretty strong as one too. It can lead into a tonne of life lost for you if you get too jump happy.
:lp: version is safe at -1 but can be demoned on block. It’s a good move in the fact that it is throw invincible but not strike invincible.
:mp: version has invincibility frames.
:hp: version is same but it hits much higher vertically than all of the other versions.
EX version has more invulnerability and hits as high as the :hp: version.
All :mp:, :hp: and EX versions of this move are really unsafe on block ( :mp: = -19 and :hp: and EX = -20+). Punish with whatever you please.
Whilst this move is a good anti air it has a couple glaring weaknesses as a wake-up option.
-
This move is considered a projectile. A projectile with only one hit of projectile durability. So if you can time it right, you can approach him with an air fireball which will take the hit and you can punish him whilst he’s recovering.
-
Jack is put in a crouching state whilst he does this move. You can raw launch all versions of this move if he does them on his wake-up
-
The move is slow and easily safe jumped into more punishment. The fastest version of this move is the :hp: version at 7 frames but it’s still easily safe jumped and even crossed up as well because its hitbox from behind isn’t as good.
Atomic Shoulder Tackle ( :hcf:+:k: )
Jack powers up and powers his way across the screen shouting ‘charge attack’
This is Jack’s anti-fireball move of choice against you.
All versions pack one hit of armor and go at different ranges. With the light version travelling the shortest and the heavy version travelling full screen.
The EX version is faster and wall bounces on hit.
Dealing with the regular versions of this move aren’t as difficult. As long as you stand at full screen and get your red fireballs out, you should be fine. Jack has a problem dealing with multi hit fireballs as he can’t use his charge attack to go through them normally.
The EX version on the other hand is a different story and I’d advise not to throw fireballs too much if he has it. The EX version is faster and can throw through your fireball and hit you for a wall bounce.
All versions of this move are unsafe on block ( :lp: version = -7, :mp: version = -8, :hp: version = -11 and EX Version = -5) I’d advise punishing the EX version with :mp: SRK as you’ll get a longer float time plus it’s more reliable than :hp: SRK.
Piston Gun ( Mash :p: )
Jack rapid fires his fists.
This move is pretty underused by Jack players.
Its multi hit properties are good for getting chip victories but the move is weak to alpha counters.
All versions have a normal version and an extension. The normal versions are all -4 on block and the extensions are all -7. They can be demoned on block.
The EX version is the most unsafe version (-23) punish this move with whatever you please. Baring in mind the push back on it is pretty high.
That said the EX version is used much except for combos but if its used randomly, you’ll know what to do.
Gigaton Punch ( :qcf:+:p: )
Jack winds his hand up and unleashes a massive punch attack.
This move has really long reach on it such that the push back on it is pretty huge despite being -7 on block. So it can be used somewhat effectively as a keepout poke. It also hits pretty hard at 130 and on hit, knocks you back full screen.
The regular version has a slow start up of 21 frames so you can react to it and interrupt it on start up (just for reference, anything 20 frames or over is react-able by humans.)
The EX version starts up faster at 17 frames and hits for 200 damage and is safer at -2. Both this and the regular version can be demoned on block.
Gigaton Punch is Jack’s charge move. Due to his slow dash CADC dash forwards for him are SRK punishable on block.
Giant Rush (qcf +:p: :p: :p: )
Jack’s super art has a lot of range on it. It can hit you full screen if you’re not careful and on block it has a lot of push back on it. It’s still -35 though so you can demon flip at him and punish him.
This super is useful for getting through your fireballs other than that, it’s still safe jumpable and is a good way to kill you.
ALL IN ALL
This is a very patient matchup on both sides. Make sure to stay at full screen in the beginning to avoid seismos.
Your red fireball is very useful in the match-up whilst he doesn’t have meter. Try to get it out as much as possible against him as he doesn’t have much options to deal with it apart from block or avoid it. If it hits, it’ll knock him down where you can demon flip at him to get in or throw another red fireball to continue zoning him.
Whilst he has meter, be aware of your fireball zoning as EX Charge and Super is pretty free 30-50% if you throw a wrong fireball.
Once you’re inside, pressure him with demon flips, frame traps and cross ups to bait him to uppercut you. From which you can punish him hard for it.
Jack’s uppercut can be easily safe jumped, raw launched as well as beaten by air fireballs whilst approaching him.
[/details]
Lars
[spoiler=“Lars”][/spoiler]
Reserved
Lei
[spoiler=“Lei”][/spoiler]
Reserved
Reserved
Sakura
[LEFT][spoiler=“Sakura”][/spoiler][/LEFT]
[LEFT] [/LEFT]