I use life/def gems that kick in on super dulling a good 250+ damage off of it … which if comboed into practically gives me more health than before super… I’ll look into speed and meter gems on block and see if i can scavenge something that way. I didnt think about that so thanks for that tip
both hugo and gief can hit it if they delay the AC slightly. Actually if either do it too soon the incoming character will not get hit due the AC active frames ending before it makes contact with the incoming character. It’s technically the equivalent of a meaty.
It might be possible with other characters but gief’s and hugo’s normals and specials are just too slow to combo off a tagged AC. Gief’s EX Green Hand MIGHT hit it but that’d be at a cost of 3 bars
Just do the flying butt move. What better punish could there possibly be?
Might as well turn this into an anti-Jack-X thread.
So apparently there are a few lucky characters that have the ability to avoid Jack’s meaty seismos on wake up due to their quick backdash/evasion move covering a lot of distance.
setup used to test: j.HK, s.HP xx LP DP, MP DP, LP DP (whiff), MP Seismo (hits late quickstand)
-Julia can backdash avoid but can’t punish in time
(post patch: the nerf to backdash might not allow her to avoid seismo in 2013. But it could also allow her to punish Jack with Super. It will depend on how much her backdash got nerfed)
-Xiaoyu can backdash avoid and punish with Super. Or get in with EX Shooting Star (not a punish).
-Chun Li, Dhalsim, Ibuki Law and Raven can also backdash to avoid it but only if seismo is timed early/late.
(Out of those characters, only Dhalsim and Law cannot punish Super. But they might be able to punish with Cross-Assault into partner Super)
-Poison can avoid with KK backflip but can’t punish in time.
-Vega can avoid with KKK backflip but can’t punish in time.
Obviously, the Jack player can predict the backdash/backflip and do an HP seismo instead so it’s a 50/50 I guess.
Akuma, Bison, Dhalsim and Yoshimitsu can wake up teleport but don’t recover fast enough to get a punish.
You can of course use an invincible or armored reversal to blow through the first hit of seismo. This is impossible to do on reaction, you need to guess. So if the reversal you use is unsafe on block, switch cancel it.
You can also Pandora to get a punish but again, it’s a guess. (still great if you’re at a pixel of health and they’re trying to chip you out)
At this distance vs MP Seismo, all characters can cross-cancel. Cross-canceling the first hit is harder, it’s much easier to block the first hit and f+HP+HK the second one.
Cross-cancels vs MP Seismo best to worst: (not taking cross-cancel xx switch into consideration)
Abel - full punish (will change to tackle in 2013) great range
Zangief - 130 great range
Kuma - 130 good range
Marduk - 130 good range
Jack-X - 130
Hugo - 130 good range
Dictator - 120 best range
Claw - 120 good range
Bryan - 120 wall bounce, great range
Blanka - 120 good range
Raven - 120 good range
Yoshimitsu - 120 good range
Nina - 120 good range
Paul - 120 good range
King - 120 interesting range
Kazuya - 120
Lei - 120
Christie - 120
Cammy - 120
Ogre - 120
Juri - 120
Boxer - 120
Asuka - 120
Hwoarang - 120
Steve - 120
Law - 120
Sagat - 120
Jin - 120
Julia - 120
Bob - 120
Rolento - 120
Lili - 110 interesting range
Sakura - 110 interesting range
Guile - 100 good range
Ryu - 100
Xiaoyu - 100
Heihachi - 100
Elena - 100
Cody - 90
Rufus - 90
Lars - 60
Dudley - 60
Dhalsim - 60 second hit whiffs
Ibuki - 50
Akuma - 40
Chun Li - 40
Alisa - 30
Guy - 30
Poison - 20
Ken - 40 doesn’t knockdown LOL (Jack gets a free punish)
Best Cross-cancels vs HP Seismo:
Abel - cross-rush (until 2013).
Zangief - 130 on 2nd hit, cross-rush on 1st hit.
Claw - 120 on 2nd hit minimal range, cross-rush on 1st hit.
King - cross-rush on 1st hit.
Lili - cross-rush on 1st hit minimal range.
Sakura - cross-rush on 1st hit minimal range.
Dictator - 120 max range.
Bryan - 120 wall bounce, max range.
Other characters with good range (Kuma, Marduk, Hugo, Blanka, Raven, Yoshimitsu, Nina, Paul) can cross-cancel vs HP Seismo but need to be at minimal range.
This stuff is great to know! Thanks for the work you’ve put into testing this!.
To play devil’s advocate here in the interest of fully exploring this info, I have a few points to make.
Backdash vs Meaty Seismos: What you are risking if you backdash too many seismos is not the next range of seismo, but an EX tackle. EX tackle catches most backdashes, even at HP seismo range, for a 400+ punish, a lot of corner carry, and is safe on block.
AC vs Seismos: I’ve tested out some of these (Zangeif’s is fantastic for getting in off blocked seismos at any range), and the one caveat is that if the seismo you AC is switch canceled, most characters can be punished the by incoming character because they have nearly the full screen to run cancel into anything. I would recommend trying to exclusively AC the second hit of a seismo most of the time, because if you AC the first hit (i.e. to get a boost combo with Geif) and they happen to switch cancel, the incoming character gets a free punish, with dictator being a possible exception.
Thanks for the heads up. Yeah I see what you mean now after having tested it a little more… If I AC on the first hit and they switch cancel, they get a free punish. Actually, even AC on the second hit is not 100% safe depending on the spacing… That kinda sucks… But it’s still pretty useful imo because Jack won’t always go for a switch everytime he throws a HP seismo unless he’s really stupid. Most of the time Jack players just want to chip, push you away, build meter and keep that precious meter for defense DP xx Switch and EX tackle, not spend it for no reason.
Anyway, here’s a small vid showing the ideas of my previous post:
[media=youtube]T1wc2qSDVLk[/media]
Even though I play Jack and don’t want you to beat me lol, I may be able to help a little with the Gief vs jack match when I get home and have time to type up something.
think of it this way. would you rather have me counterpick than learn the bad matchup?
lol
I agree that this is useful anti-Jack tech, and while I agree with the above statement for the most part, I want to clear something up.
Jack tag cancelling a blocked seismo is not necessarily spending it for no reason. If the Jack player is running meter gems it’s likely he will have a meter advantage after zoning for a while. If life bars are close, and if Jack has any recoverable health at all, tagging out on a seismo can be a sound tactical decision because it allows the incoming character a point blank mixup. I can’t tell you the number of comebacks and round ending combos I’ve gotten from tagging in Heihachi off a blocked seismo, mixing up with his overhead/lows (which can be timed to be “meaty,” thus negating the vulnerability of startup frames) and taking dominant control of the pacing. This approach can work well with any second character that has good close range mixup potential.
True, I hate fighting vega more than anyone
I thought Lili was bad? Guess i gotta remind you why it’s one of his worse match-ups >=D
Anytime
Her and Vega are my worst ones but Lili doesn’t make me feel as bad as Vega. I think it’s because he annoys me
Maybe it’s because I main both and I know Jack’s tricks. But Blanka is one of his worst nightmares.
He can’t touch the little guy and he hops all around him depleting his life fast.
Never had any trouble with Jack’s when I got Blanka in my team. Just never roll, because seismo’s beat a blanka ball
Not that you ever should be rolling from some ditance with Blanka.
As far as Gief vs Jack goes, it is a pretty lopsided match until you can get close. Any Gief I’ve lost to with Jack was usually tagged in or I just fucked up. The last part is what I think you should focus on. No one is perfect with patience, inputs, spacing etc. You almost have to wait on him to fuck up or bait him into it by making yourself appear unsafe (kinda like crouching then standing with a shoto to act like you’re going to hadouken). You’ll take damage in the process but when you get in it really sucks for jack. if you can out think the Jack player good enough to get in odds are up close you can really stick it up his ass. A lot of jack players ( I’m guilty of this a lot of times) will want the ko at a certain point and try to go in for big damage if they have you down enough so that is something else to look for. I’ve never really used Gief in any game but I’d think here that meter building gems would aid you in this match. I think someone already said that above. It’s just one of those matches where you really have to outplay them a lot harder than they have to outplay you imo.
I’m not the best with jack but good enough to where we could run a set and help you figure out something to make it a little less of an annoying matchup. If I can see how you use Gief I might be able to help a little better. Then I can try to talk you into using Vega for my practice
Julia EX steps (HCF.P) have armor on them. I don’t have Jack-X to test this, but can’t she do an ex step in prediction of a seismo, potentially getting a crumple of HCF.(MP+HP)?
^
Yes, any armored move works as long as you’re in range to hit. If you’re a bit too far, you’ll get hit by the 2nd hit of seismo.
King has that Shoulder move that can absorb 1 hit. It’s a little hard to do (i.e. timing and spacing it so you don’t get hit by the 2nd hit of seismo) but on a good read he can use that to close distance and get a punish on Jack. edit: He can also use it as a wake up reversal wow. Meterless cross-cancel for King!
You cannot fight Jack with Zangief in this game. Its more or less 9-1matchup.
Unless you have a character who specialises in different aspects of aerial and ground combat, you cannot fight against Jack.
Jack is a specific counter-pick to Hugo and Zangief. Both match-ups are more or less 9-1 match-ups.
if he has a lifelead.
yuuuuuup. Like i mentioned before one character like jack-x can counter pick your whole team which is not good at all. The best approach is to even out the weakness or completely counter pick. Learning to just deal with the match up can frustrate you if all your avenues of approach and offense are hindered. In the end you’ll only know that your characters suck against jack-x.