World Heroes Perfect/Jack: Difference between revisions

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==Special Moves==
==Special Moves==
Mixer Crush             
qcf + P               


==Super Moves==
if claw grazes opponent they will simply be knocked down.


=Combos=
Iron Crawl             
qcf + K


=Frame Data=
Knee Smasher           
Standing LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
qcb + K     


Standing MP: 9f, +5 on standing block, +6 on crouch block, +5 on standing hit, +6 on crouching hit
Air Knee Smasher       
qcb + K in air


Standing HP: 14f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit
==Super Moves==


Standing LK: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
=Combos=


Standing MK: 14f, +4 on standing block, +5 on crouch block, +7 on standing hit, +7 on crouching hit
=Frame Data=
 
===Normal Moves===
Standing HK: 7f, +0 on standing block, +2 on crouch block, +8 on standing hit, +6 on crouching hit
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
 
|-
f/b+MP: 9f, +3 on standing block, +4 on crouch block, +6 on standing hit, +4 on crouching hit
! align="center" | Command
 
! align="center" | Frames
f/b+HK: 11f, -4 on standing hit, -3 on crouching hit
! align="center" | Standing Block
 
! align="center" | Crouch Block
Crouching LP: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit
! align="center" | Standing Hit
 
! align="center" | Crouch Hit
Crouching MP: 6f, +4 on standing block, +5 on crouch block, +4 on standing hit, +5 on crouching hit
|-
 
| align="center" | Standing LP
Crouching HP: 13f, +5 on standing block, +6 on crouch block, +13 on standing hit, +11 on crouching hit
| align="center" | 5
 
| align="center" | +5
Crouching LK: 6f, +6 on block, +5 on standing hit, +4 on crouching hit
| align="center" | +6
 
| align="center" | +5
Crouching MK: 8f, +3 on block, +5 on standing hit, +3 on crouching hit
| align="center" | +4
 
|-
Crouching HK: 15-30f, -38 to -23 on block
| align="center" | Standing MP
 
| align="center" | 9
Jumping LP: 5f
| align="center" | +5
 
| align="center" | +6
Jumping MP: 6f
| align="center" | +5
 
| align="center" | +6
Jumping HP: 8-10f
|-
 
| align="center" | Standing HP
Jumping LK: 4f
| align="center" | 14
 
| align="center" | -3
Jumping MK: 13f
| align="center" | -1
 
| align="center" | +5
Jumping HK: 10f
| align="center" | +3
 
|-
Dashing LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
| align="center" | Standing LK
| align="center" | 4
| align="center" | +5
| align="center" | +6
| align="center" | +5
| align="center" | +4
|-
| align="center" | Standing MK
| align="center" | 14
| align="center" | +4
| align="center" | +5
| align="center" | +7
| align="center" | +7
|-
| align="center" | Standing HK
| align="center" | 7
| align="center" | +0
| align="center" | +2
| align="center" | +8
| align="center" | +6
|-
| align="center" | Forward or Back + MP
| align="center" | 9
| align="center" | +3
| align="center" | +4
| align="center" | +6
| align="center" | +4
|-
| align="center" | Forward or Back + HK
| align="center" | 11
| align="center" | N/A
| align="center" | N/A
| align="center" | -4
| align="center" | -3
|-
| align="center" | Crouching LP
| align="center" | 4
| align="center" | +3
| align="center" | +4
| align="center" | +3
| align="center" | +2
|-
| align="center" | Crouching MP
| align="center" | 6
| align="center" | +4
| align="center" | +5
| align="center" | +4
| align="center" | +5
|-
| align="center" | Crouching HP
| align="center" | 13
| align="center" | +5
| align="center" | +6
| align="center" | +13
| align="center" | +11
|-
| align="center" | Crouching LK
| align="center" | 6
| align="center" |
| align="center" | +6
| align="center" | +5
| align="center" | +4
|-
| align="center" | Crouching MK
| align="center" | 8
| align="center" |
| align="center" | +3
| align="center" | +5
| align="center" | +3
|-
| align="center" | Crouching HK
| align="center" | 15-30
| align="center" |
| align="center" | -38 to -23
| align="center" |
| align="center" |
|-
| align="center" | Jumping LP
| align="center" | 5
| align="center" |
| align="center" |
| align="center" |
| align="center" |
|-
| align="center" | Jumping MP
| align="center" | 6
| align="center" |
| align="center" |
| align="center" |
| align="center" |
|-
| align="center" | Jumping HP
| align="center" | 8-10
| align="center" |
| align="center" |
| align="center" |
| align="center" |
|-
| align="center" | Jumping LK
| align="center" | 4
| align="center" |
| align="center" |
| align="center" |
| align="center" |
|-
| align="center" | Jumping MK
| align="center" | 13
| align="center" |
| align="center" |
| align="center" |
| align="center" |
|-
| align="center" | Jumping HK
| align="center" | 10
| align="center" |
| align="center" |
| align="center" |
| align="center" |
|-
| align="center" | Dashing LP
| align="center" | 5
| align="center" | +5
| align="center" | +6
| align="center" | +5
| align="center" | +4
|-
| align="center" | Dashing MP
| align="center" | 9
| align="center" | +3
| align="center" | +4
| align="center" | +6
| align="center" | +4
|-
| align="center" | Dashing HP
| align="center" | 14
| align="center" | -4
| align="center" | -2
| align="center" | +4
| align="center" | +2
|-
| align="center" | Dashing LK
| align="center" | 4
| align="center" | +5
| align="center" | +6
| align="center" | +5
| align="center" | +4
|-
| align="center" | Dashing MK
| align="center" | 14
| align="center" | +3
| align="center" | +4
| align="center" | +6
| align="center" | +6
|-
| align="center" | Dashing HK
| align="center" | 7
| align="center" | -2
| align="center" | +0
| align="center" | +6
| align="center" | +4
|-
| align="center" | Dashing Down + LP
| align="center" | 4
| align="center" | +3
| align="center" | +4
| align="center" | +3
| align="center" | +2
|-
| align="center" | Dashing Down + MP
| align="center" | 6
| align="center" | +4
| align="center" | +5
| align="center" | +4
| align="center" | +5
|-
| align="center" | Dashing Down + HP
| align="center" | 13
| align="center" | +4
| align="center" | +5
| align="center" | +12
| align="center" | +10
|-
| align="center" | Dashing Down + LK
| align="center" | 6
| align="center" |
| align="center" | +6
| align="center" | +5
| align="center" | +4
|-
| align="center" | Dashing Down + MK
| align="center" | 8
| align="center" |
| align="center" | +3
| align="center" | +5
| align="center" | +3
|-
| align="center" | Dashing Down + HK
| align="center" | 15-30
| align="center" |
| align="center" | -38 to -23
| align="center" |
| align="center" |
|-
|}


Dashing MP: 9f, +3 on standing block, +4 on crouch block, +6 on standing hit, +4 on crouching hit
===ABC Moves===
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
! align="center" | Command
! align="center" | Frames
! align="center" | Notes
|-
| align="center" | ABC
| align="center" | 71 Before You Can Move
| align="center" | Invincible While Underground
|-
| align="center" | Back + ABC
| align="center" | 71 Before You Can Move
| align="center" | Invincible While Underground
|-
| align="center" | Forward + ABC
| align="center" | 71 Before You Can Move
| align="center" | Invincible While Underground
|-
| align="center" | Down + ABC
| align="center" | 41 Before You Can Move
| align="center" | Can Perform air qcb+K any time during move
|-
|}


===Special Moves===
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
! align="center" | Command
! align="center" | Frames
! align="center" | Standing Block
! align="center" | Crouch Block
|-
| align="center" | Quarter Circle Back + LK
| align="center" | 6-18
| align="center" | -7
| align="center" | -5
|-
| align="center" | Quarter Circle Back + MK
| align="center" | 8-123
| align="center" | -12
| align="center" | -10
|-
| align="center" | Quarter Circle Back + HK
| align="center" | 10-28
| align="center" | -12
| align="center" | -10
|-
| align="center" | Quarter Circle Forward + LK
| align="center" | 23
| align="center" | +0
| align="center" | +1
|-
| align="center" | Quarter Circle Forward + MK
| align="center" | 27-42
| align="center" | -5
| align="center" | -4
|-
| align="center" | Quarter Circle Forward + HK
| align="center" | 33-48
| align="center" | -9
| align="center" | -8
|-
| align="center" | Quarter Circle Forward + LP
| align="center" | 33
| align="center" | -29
| align="center" | -25
|-
| align="center" | Quarter Circle Forward + MP
| align="center" | 37
| align="center" | -29
| align="center" | -25
|-
| align="center" | Quarter Circle Forward + HP
| align="center" | 41
| align="center" | -29
| align="center" | -25
|-
| align="center" | (In Air)Quarter Circle Back + LK
| align="center" | 4
| align="center" | -13 or better
| align="center" | -9 or better
|-
| align="center" | (In Air)Quarter Circle Back + MK
| align="center" | 9
| align="center" | -18 or better
| align="center" | -14 or better
|-
| align="center" | (In Air)Quarter Circle Back + HK
| align="center" | 12
| align="center" | -24 or better
| align="center" | -20 or better
|-
| align="center" | (With Full Meter)Quarter Circle Back + LK
| align="center" | 6-16
| align="center" | -2
| align="center" | +0
|-
| align="center" | (With Full Meter)Quarter Circle Back + MK
| align="center" | 8-21
| align="center" | -7
| align="center" | -5
|-
| align="center" | (With Full Meter)Quarter Circle Back + HK
| align="center" | 10-29
| align="center" | -7
| align="center" | -5
|-
| align="center" | (In Air With Full Meter)Quarter Circle Back + LK
| align="center" | 3
| align="center" | -3
| align="center" | -1
|-
| align="center" | (In Air With Full Meter)Quarter Circle Back + MK
| align="center" | 8
| align="center" | -14
| align="center" | -12
|-
| align="center" | (In Air With Full Meter)Quarter Circle Back + HK
| align="center" | 11
| align="center" | -10
| align="center" | -8
|-
|}


Dashing HP: 14f, -4 on standing block, -2 on crouch block, +4 on standing hit, +2 on crouching hit
===Super Move===
 
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
Dashing LK: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
|-
 
! align="center" | Command
Dashing MK: 14f, +3 on standing block, +4 on crouch block, +6 on standing hit, +6 on crouching hit
! align="center" | Charge Time(In Frames)
 
! align="center" | Frames
Dashing HK: 7f, -2 on standing block, +0 on crouch block, +6 on standing hit, +4 on crouching hit
! align="center" | Standing Block
 
! align="center" | Crouch Block
Dashing d+LP: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit
! align="center" | Hit
 
|-
Dashing d+MP: 6f, +4 on standing block, +5 on crouch block, +4 on standing hit, +5 on crouching hit
| align="center" | Charge Down-Back, Up-Forward + MP+MK
 
| align="center" | 130
Dashing d+HP: 13f, +4 on standing block, +5 on crouch block, +12 on standing hit, +10 on crouching
| align="center" | 27
hit
| align="center" | -37
 
| align="center" | -35
Dashing d+LK: 6f, +6 on block, +5 on standing hit, +4 on crouching hit
| align="center" | -34
 
|-
Dashing d+MK: 8f, +3 on block, +5 on standing hit, +3 on crouching hit
| align="center" | (With Full Meter)Charge Down-Back, Up-Forward + MP+MK
 
| align="center" | 130
Dashing d+HK: 15-30f, -38 to -23 on block
| align="center" | 27
 
| align="center" | -37
 
| align="center" | -35
ABC: 71f before you can move, invincible while underground
| align="center" | -34
 
|-
b+ABC: 71f before you can move, invincible while underground
|}
 
f+ABC: 71f before you can move, invincible while underground
 
d+ABC: Can perform air qcb+K at any time during the move, 41f before you can do anything else
 
 
 
qcb+LK: 6-18f, -7 on standing block, -5 on crouch block
 
qcb+MK: 8-23f, -12 on standing block, -10 on crouch block
 
qcb+HK: 10-28f, -12 on standing block, -10 on crouch block
 
qcf+LK: 23f, +0 on standing block, +1 on crouch block
 
qcf+MK: 27-42f, -5 on standing block, -4 on crouch block
 
qcf+HK: 33-48f, -9 on standing block, -8 on crouch block
 
qcf+LP: 33f, -29 on standing block, -25 on crouch block
 
qcf+MP: 37f, -29 on standing block, -25 on crouch block
 
qcf+HP: 41f, -29 on standing block, -25 on crouch block
 
qcb+LK in air: 4f, -13 or better on standing block, -9 or better on crouch block
 
qcb+MK in air: 9f, -18 or better on standing block, -14 or better on crouch block
 
qcb+HK in air: 12f, -24 or better on standing block, -20 or better on crouch block
 
qcb+LK w/ full meter: 6-16f, -2 on standing block, +0 on crouch block
 
qcb+MK w/ full meter: 8-21f, -7 on standing block, -5 on crouch block
 
qcb+HK w/ full meter: 10-29f, -7 on standing block, -5 on crouch block
 
qcb+LK in air w/ full meter: 3f, -3 on standing block, -1 on crouch block
 
qcb+MK in air w/ full meter: 8f, -14 on standing block, -12 on crouch block
 
qcb+HK in air w/ full meter: 11f, -10 on standing block, -8 on crouch block
 
Charge d/b,u/f+MP+MK: Charge time = 130f, startup = 27f, -37 on standing block, -35 on crouch block, -34 on hit
 
Charge d/b,u/f+MP+MK w/ full meter: Charge time = 130f, startup = 27f, -37 on standing block, -35 on crouch block, -34 on hit


NOTES: The sweep is rarely if ever safe and not usually recommended. The qcf+P and super are far safer than they appear, though some characters can still punish you. The qcf+LK is amazing when you combine that frame data with its enormous chip damage and anti-air priority. The qcb+LK is safe from a distance against certain characters, while the other versions are not. The air qcb+K is almost never safe. And if the super connects when close to the opponent, he will get up before you recover and may be able to punish you.
NOTES: The sweep is rarely if ever safe and not usually recommended. The qcf+P and super are far safer than they appear, though some characters can still punish you. The qcf+LK is amazing when you combine that frame data with its enormous chip damage and anti-air priority. The qcb+LK is safe from a distance against certain characters, while the other versions are not. The air qcb+K is almost never safe. And if the super connects when close to the opponent, he will get up before you recover and may be able to punish you.
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[[World Heroes Perfect|Back to main page]]
 
{{Template:World Heroes Perfect}}
[[Category:World Heroes Perfect]]

Latest revision as of 22:58, 25 June 2024

Introduction

Jack is most well-known for his abusable s.HK & low MK, but he's no one-trick pony. QCF+P and HCF+K both do great chip damage, the QCF+P can also cross up and fly over projectiles, and the HCF+K can also be used as anti-air and hit people mashing out of pressure strings. His air game is pretty good, with autoguard j.HK and j.HP/j.MK for crossup combos and other purposes. The EX is not that great, just for combos really since it's unsafe. The super covers a large portion of the screen and chips well. His tough matchups are against people who can beat his ground pokes (Ryofu, Raspy, etc.), as that's the foundation of his game.

Moves List

Normal Moves

Command Normals

Normal Throws

Special Moves

Mixer Crush qcf + P

if claw grazes opponent they will simply be knocked down.

Iron Crawl qcf + K

Knee Smasher qcb + K

Air Knee Smasher qcb + K in air

Super Moves

Combos

Frame Data

Normal Moves

Command Frames Standing Block Crouch Block Standing Hit Crouch Hit
Standing LP 5 +5 +6 +5 +4
Standing MP 9 +5 +6 +5 +6
Standing HP 14 -3 -1 +5 +3
Standing LK 4 +5 +6 +5 +4
Standing MK 14 +4 +5 +7 +7
Standing HK 7 +0 +2 +8 +6
Forward or Back + MP 9 +3 +4 +6 +4
Forward or Back + HK 11 N/A N/A -4 -3
Crouching LP 4 +3 +4 +3 +2
Crouching MP 6 +4 +5 +4 +5
Crouching HP 13 +5 +6 +13 +11
Crouching LK 6 +6 +5 +4
Crouching MK 8 +3 +5 +3
Crouching HK 15-30 -38 to -23
Jumping LP 5
Jumping MP 6
Jumping HP 8-10
Jumping LK 4
Jumping MK 13
Jumping HK 10
Dashing LP 5 +5 +6 +5 +4
Dashing MP 9 +3 +4 +6 +4
Dashing HP 14 -4 -2 +4 +2
Dashing LK 4 +5 +6 +5 +4
Dashing MK 14 +3 +4 +6 +6
Dashing HK 7 -2 +0 +6 +4
Dashing Down + LP 4 +3 +4 +3 +2
Dashing Down + MP 6 +4 +5 +4 +5
Dashing Down + HP 13 +4 +5 +12 +10
Dashing Down + LK 6 +6 +5 +4
Dashing Down + MK 8 +3 +5 +3
Dashing Down + HK 15-30 -38 to -23

ABC Moves

Command Frames Notes
ABC 71 Before You Can Move Invincible While Underground
Back + ABC 71 Before You Can Move Invincible While Underground
Forward + ABC 71 Before You Can Move Invincible While Underground
Down + ABC 41 Before You Can Move Can Perform air qcb+K any time during move

Special Moves

Command Frames Standing Block Crouch Block
Quarter Circle Back + LK 6-18 -7 -5
Quarter Circle Back + MK 8-123 -12 -10
Quarter Circle Back + HK 10-28 -12 -10
Quarter Circle Forward + LK 23 +0 +1
Quarter Circle Forward + MK 27-42 -5 -4
Quarter Circle Forward + HK 33-48 -9 -8
Quarter Circle Forward + LP 33 -29 -25
Quarter Circle Forward + MP 37 -29 -25
Quarter Circle Forward + HP 41 -29 -25
(In Air)Quarter Circle Back + LK 4 -13 or better -9 or better
(In Air)Quarter Circle Back + MK 9 -18 or better -14 or better
(In Air)Quarter Circle Back + HK 12 -24 or better -20 or better
(With Full Meter)Quarter Circle Back + LK 6-16 -2 +0
(With Full Meter)Quarter Circle Back + MK 8-21 -7 -5
(With Full Meter)Quarter Circle Back + HK 10-29 -7 -5
(In Air With Full Meter)Quarter Circle Back + LK 3 -3 -1
(In Air With Full Meter)Quarter Circle Back + MK 8 -14 -12
(In Air With Full Meter)Quarter Circle Back + HK 11 -10 -8

Super Move

Command Charge Time(In Frames) Frames Standing Block Crouch Block Hit
Charge Down-Back, Up-Forward + MP+MK 130 27 -37 -35 -34
(With Full Meter)Charge Down-Back, Up-Forward + MP+MK 130 27 -37 -35 -34

NOTES: The sweep is rarely if ever safe and not usually recommended. The qcf+P and super are far safer than they appear, though some characters can still punish you. The qcf+LK is amazing when you combine that frame data with its enormous chip damage and anti-air priority. The qcb+LK is safe from a distance against certain characters, while the other versions are not. The air qcb+K is almost never safe. And if the super connects when close to the opponent, he will get up before you recover and may be able to punish you.

Strategies

Match-ups

Game Navigation

General
FAQ
HUD
Controls and Notation
Game Mechanics
Strategy
Characters
Brocken
Captain Kidd
Carn
Dragon
Erick
Fuuma
Hanzou
Jack
Janne
Johnny Maximum
Mudman
Muscle Power
Rasputin
Ryofu
Ryoko
Shura
Son Gokuu
Neo-Dio