Jacks looking really great. I love how when he gets knocked down he just sits back up. Reminds me of the Undertaker back in the old WWF days.
I can’t wait until he comes out. I am really hyped for this game right now.
I had my hands on Jack for a while today, and I really like him! He seems to be a powerhouse, but he isn’t the typical “get in your face” tank character, but rather a zoner and punisher I’d say. The reason why he wants the opponent at a distance is because of how awesome his moves are at mid to far distance. Good range on the gigaton punsh and armor on the fast atomic shoulder tackle, as well as his megaton earthquake (aka. seismo). His normals up close seem to be pretty slow, but his standing jab, crouching short and standing short, seem to be ok. You can also combo from standing jab or crouching short (and probably many other moves) into his piston gun (handslaps) similar to Honda in sf4.
Also worth noting is how Jack gets armor in the air while activating his Giant foot stomp by pressing up during his jump (has to be done at his peak or later it seems). An interesting way of approaching the opponent (if you want to do that) is to jump forward, and activate giant foot stomp right before you land on the ground: Jack while float horizontally towards the opponent close to the ground, and you can do the pancake press at any time. The stomp has recovery when landing though, so it’s not very safe.
I am currently playing Dhalsim in this game, and have been wondering what character to pair him with: I like zoning, but if I pair sim with someone like guile or vega, I won’t get any damage output, but Jack will be perfect I think! Do ask me questions about Jack, but I didn’t have that much time with him, so I can’t promise good answers:P
Edit: Btw, Jack has 1150 stamina.
Biggest problem I see is the same problem that Hugo/Kuma has. Weakness to standing jab strings, dive kicks, and crossups. Does he have anything for a reliable AA?
Rocket uppercut seems to be a really good anti air actually. The lp uppercut seems to be the best for clutch anti airs, but mp and hp seems to have more range, and can possibly stop jumpers earlier in their jump.
I had some more time with Jack today, and here are some thoughts:
His most damaging meterless combo seem to be something like j.FP->st.Fp xx lp uppercut ->c.mp xx HK tackle (Around 438 dmg I think)
With 1 meter he can do j.Fp->st.FP xx ex Piston gun (wallbounce) c.mp xx HK tackle (Around 520 dmg)
His Cossack kick target combo, does not combo from the first -> second hit it seems, but the target combo can be canceled to an overhead that crumples the opponent by pressing a punch button at any time.
Only HK tackle has armor. It seems really hard to punish ryu’s fireballs with this move on reaction, but it’s possible if you are close to half a screen away.
It seems like Jack has no links what so ever, since his normals pretty much suck:P He does have some interesting target comboes however:
The cossack kicks as I mentioned.
mk->mp->mp: You can start this combo almost full screen, and the first two hits will wiff, but the last hit will have brought Jack so far that he will hit the opponent.
close mp->mp->mp->FP is a good combo that actually takes Jack from a target combo (mp x3) into a far standing HP which then can be canceled into launcher.
My friend and I tried to find strings that Jack could cancel into specials or ex moves/super, but he doesn’t seem to have any (except for normal chains that scale a lot). We did however discover something very interesting. We started the close mp x3 target combo and mashed super while doing it, and magically super came out as a combo from mp->mp once in a while. We had no idea how this was happening, as the mp x 3 target combo doesn’t have the ability to cancel into anything but the FP ender. After a lot of experimenting we found the solution however:
What was happening, was that Jack did close mp->mp->FP, and as soon as the animation for FP started, it canceled into super/ex move. This is really weird, and probably a bug too, since we were able to cancel into every special move, but the ex tackle. It seems like only ex moves with punches could be canceled from the FP startup.
Any thoughts on this would be interesting!
I just seen his trials. trail 20:eek: fucking 70% percent DAMN and people complaining about about hugo who does to much damage haha…lol
His DP is pretty good I recon.
Just bumping this thread, since DLC drops tommorow.
So who is going to pick Jack up? I am for one going to main this man.
I will make an effort to turn this monster into a zoner, as he has long reaching moves, dp, and “seismos” I think he will be meant to be used as a tank though, but I think you can use him in different ways!
I think Jack might give Sim issues lol.
Do you know what his footsies are like?
In theory, Rocket Uppercut sounds exactly like an uppercut. I don’t know about the range but the HP version has full invulnerability.
http://www.capcom-unity.com/gregaman/blog/2012/07/28/sfxt_roll_call_-_sakura,_blanka,_bryan,_jack-x
Been messing around with Jack today, absolute beast. He’s got an overhead, and a savage low attack in the seismo move which with meter sets up for either a combo on hit or a mixup on block. This thing causes SO much blockstun, I’m actually really suprised they’ve made it so difficult to punish.
Guy is so slow haha, but he has some dirty stuff, and damage is off the charts.
Moar - Jumping HK is pretty godlike. Ambigous, crosses up, works as an instant overhead. Nasty.
Also he has a few juggle moves, but the rocket punch DP is definitely the best for continuing combos, the heavy version sends them so high past the top of the screen, making it difficult to combo off of, so always use lp version, same damage. The heavy one however can be used as an ender and you can set up mixups for when they come crashing down