m (Typo fix.) |
m (Formatting fix.) |
||
Line 296: | Line 296: | ||
(1 bar, Armored, Medium) | (1 bar, Armored, Medium) | ||
* j.d, d (Spaced), cr.LK x qcf+PP, qcf+PPP | * j.d,d (Spaced), cr.LK x qcf+PP, qcf+PPP | ||
(3 bar, Corner, Hard) | (3 bar, Corner, Hard) | ||
* dp+PP, cr. | * dp+PP, cr.MK x dp+LP, dp+HP | ||
(1 bar, Invulnerable, Medium) | (1 bar, Invulnerable, Medium) | ||
* PP ( | * PP (Rapid), cr.MP x dp+LP, dp+HP | ||
( | (1 bar, Medium) | ||
Latest revision as of 16:29, 21 March 2024


Jack X
Ideal Team Position: Either
Jack-X isn't the type of character you see everyday. He's a slow, big body character, with lots of long limbs and great zoning tools. His primary plan is to lock you down and keep you far away from him. He does this with his Megaton Quake (rdp+P), which is fast and can go almost full screen. He can power through the opponent's fireballs with his own Atomic Shoulder Tackle (hcf+k), which has armor, and his super, which goes full screen in almost an instant. If you try to get close, be prepared to get anti-aired by his Rocket Uppercut (dp+P) and sent back a full screen away from him. Jack's incredible keep out game, combined with his good melee attacks, make him a constant threat from anywhere on screen. He is a bit lacking in terms of defense, but either on point or anchor, Jack is a master at testing the opponent's patience and forcing mistakes to keep them at bay.
Strengths | Weaknesses |
---|---|
|
|
Moves
Normal Attacks











Forces Standing











































Unique Attacks



































Can start from a Boost Combo.




2nd








2nd


Throws









Special Moves


MP and HP can be extended.







Counts as a projectile.
















Super Combo



Full Invul (1-10f)
Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Far\Close LP | H | 50 | 7 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MP | H | 100 | 13 | 2 | 17 | +2 | -2 | - | 2 | 1 | 1 | - | |
Far HP | H | 120 | 15 | 2 | 22 | +1 | -4 | - | 3 | 1 | 1 | - | |
Far\Close LK | H | 50 | 5 | 2 | 17 | +1 | -6 | - | 1 | 1 | 1 | - | |
Far\Close MK | H | 100 | 12 | 2 | 23 | -4 | -8 | - | 2 | 1 | 1 | - | |
Far\Close HK | H | 120 | 14 | 2 | 24 | -3 | -9 | - | 3 | 1 | 1 | Forces standing. | |
Close MP | H | 100 | 11 | 2 | 17 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HP | H | 100 | 7 | 2 | 36 | -12 | -18 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing. | |
Crouch LP | H | 40 | 6 | 2 | 13 | +4 | -2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MP | L | 85 | 13 | 2 | 17 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HP | L | 100 | 11 | 4 | 27 | Knockdown | -7 | - | 3 | 1 | 0 | - | |
Crouch LK | L | 50 | 7 | 2 | 19 | -4 | -8 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 100 | 8 | 3 | 19 | -1 | -5 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HK | L | 120 | 15 | 6 | 36 | Hard Knockdown | -22 | - | 3 | 1 | - | - | |
Jump LP | M | 60 | 7 | 8 | Until Ground + 4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MP | M | 50x2 | 12 | 4(5)2 | Until Ground + 4 | +16 | +5 | - | 2,2 | 0,1 | 1 | Knockdown on airborne opponent. | |
Jump HP | M | 130 | 13 | 2 | Until Ground + 4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump LK | M | 50 | 10 | 8 | Until Ground + 4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MK | M | 110 | 9 | 8 | Until Ground + 4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HK | M | 130 | 8 | 11 | Until Ground + 4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | Switch | -34 | - | 3 | - | - | Crushes crouching attacks on frames 1-14; launches opponent while switching characters. |
Cross Cancel | f+HP+HK (while blocking) | H | 130 | 16 | 7 | 56 | Hard Knockdown | - | - | - | - | - | Invulnerability on frames 1-16; resembles EX Rocket Uppercut. |
Megaton Drop | LP+LK | Throw | 150 | 5 | 2 | 20 | Hard Knockdown | - | - | - | - | - | - |
Iron Gunman | b+LP+LK | Throw | 150 | 5 | 2 | 20 | Hard Knockdown | - | - | - | - | - | - |
Giant Foot Stomp | u (while jumping) | - | - | - | - | Until Ground + 8 | - | - | Pancake Press | - | - | - | 1 point of armor. |
Pancake Press | d during Giant Foot Stomp | H | 90 | On Landing | 5 | 31 | Float | -14 | - | 3 | 1 | 0 | - |
Granite Stomping | f+LK | M | 100 | 18 | 2 | 22 | +2 | -2 | - | 1 | 1 | 0 | Knockdown on airborne opponent. |
Cossack Kicks | d+LK > MK > LK > MK > LK > MK | L | 50x5 | 14 | 3 | 21 | +1 | -9 | - | 1 | 1 | 0 | - |
Cossack Smash **LC | P during Cossack Kicks | M | 80 | 16 | 3 | 43 | Crumple | -29 | - | 3 | 1 | 0 | - |
Megaton Strike | d+LP > HP | H | 120 | 12 | 2 | 22 | -3 | -7 | - | 3 | 1 | 0 | Knockdown on airborne opponent. |
- | (close) MP > MP | H | 40 | 10 | 2 | 17 | -2 | -4 | BC | 2 | 1 | 0 | - |
- | (close) MP > MP > MP | H | 40 | 10 | 2 | 17 | Knockdown | -4 | BC | 2 | 1 | 0 | - |
Machinegun Blast | (close) MP > MP > MP > HP | H | 90 | 9 | 2 | 18 | Knockdown | -3 | LA | 2 | 1 | 0 | Can be started off a Boost Combo. |
Diamond Reamer | (far) MP > MP | H | 100 | 11 | 2 | 30 | -3 | -6 | - | 2 | 1 | 0 | Knockdown on airborne opponent. |
Dimaond Reamer (Charged) | (far) MP > MP (Hold) | H | 130 | 33 | 6 | 36 | Knockdown | -17 | 2 | 1 | 0 | Knockdown on airborne opponent. | |
- | MK > MP | H | 70 | 20 | 2 | 21 | +2 | -6 | BC | 3 | 1 | 0 | Knockdown on airborne opponent. |
Mad Dozer | MK > MP > MP | H | 100 | 16 | 2 | 35 | Knockdown | -11 | - | 3 | 1 | 0 | Knockdown on airborne opponent. |
Mad Dozer (charged) | MK > MP > MP (Hold) | H | 100 | 50 | 6 | 46 | Wall Bounce | -10 | - | 3 | 1 | 0 | Knockdown on airborne opponent; 1 point of armor during frames 25-39. |
Piston Gun LP | Press LP Repeatedly | H | 40x3 | 9 | 2(2)2(4)2 | 29 | Knockdown | -4 | - | 3,3,3 | 0,0,3 | 0 | - |
Piston Gun MP | Press MP Repeatedly | H | 40x3 | 11 | 2(2)2(4)2 | 29 | Knockdown | -4 | - | 3,3,3 | 0,0,3 | 0 | - |
Piston Gun MP (extended) | Mash P during MP Piston Gun | H | 40x2,15x2, 40 | 11 | 2(2)2(3)2(3)2(4)3 | 31 | Knockdown | -7 | - | 3,3,3,3,3 | 0,0,0,0,3 | 0 | - |
Piston Gun HP | Press HP Repeatedly | H | 40x3 | 13 | 2(2)2(4)2 | 29 | Knockdown | -4 | - | 3,3,3 | 0,0,3 | 0 | - |
Piston Gun HP (extended) | Mash P during HP Piston Gun | H | 40x2,15x4, 40 | 13 | 2(2)2(3)2(3)2(3)2(3)2(4)3 | 31 | Knockdown | -7 | - | 3,3,3,3,3,3,3 | 0,0,0,0,0,0,3 | 0 | - |
Piston Gun EX **LC | Press PP Repeatedly | H | 20x4,60 | 7 | 3(7)3(9)3(10)3(8)2 | 43 | Wall Bounce | -23 | - | 4,4,4,4,4 | 0,0,0,0,4 | 0 | - |
Megaton Earthquake | b,d,db+P | H | 50x2 | 12 | 4(13)8 | 24 | Knockdown | -9 | - | 3,3 | 3,3 | 0 | Button strength determines distance. |
Megaton Earthquake EX | b,d,db+PP | L | 75x2 | 13 | 2(10)8 | 24 | Knockdown | -5 | - | 3,3 | 3,3 | 0 | "- |
" | |||||||||||||
Rocket Uppercut LP | f,d,df+LP | H | 100 | 11 | 2 | 24 | Float | -1 | - | 3 | 3 | 0 | Throw invulnerability on frames 1-11; counts as a projectile. |
Rocket Uppercut MP | f,d,df+MP | H | 100 | 7 | 6 | 26 | Float | -19 | - | 3 | 3 | 0 | Strike invulnerability on frames 1-8; counts as a projectile. |
Rocket Uppercut HP | f,d,df+HP | H | 140 | 13 | 7 | 33 | Float | -27 | - | 5,6 | 3,4 | 0 | Invulnerability on frames 1-11; counts as a projectile. |
Rocket Uppercut EX | f,d,df+PP | H | 60,60 | 7 | 7 | 38 | Float | -23 | - | 3,3 | 3,1 | 0 | Invulnerability on frames 1-9; counts as a projectile. |
Atomic Shoulder Tackle LK | hcf+LK | H | 120 | 17 | 7 | 21 | Knockdown | -7 | - | 3 | 3 | 0 | - |
Atomic Shoulder Tackle MK | hcf+MK | H | 120 | 19 | 11 | 21 | Knockdown | -8 | - | 3 | 3 | 0 | - |
Atomic Shoulder Tackle HK | hcf+HK | H | 120 | 21 | 11 | 21 | Knockdown | -11 | - | 3 | 3 | 0 | 1 point of armor during frames 7-35. |
Atomic Shoulder Tackle EX | hcf+KK | H | 110 | 20 | 7 | 20 | Wall Bounce | -5 | - | 3 | 3 | 0 | 1 point of armor during frames 7-31. |
Gigaton Punch | qcf+P | H | 130 | 21 | 8 | 21 | Knockdown | -7 | - | 3 | 3 | 0 | Chargeable: 51F for EX Version and 100F for Super Art. |
Gigaton Punch EX | qcf+PP | H | 200 | 17 | 8 | 21 | Knockdown | -2 | - | 3 | 3 | 0 | Chargeable: 51F for Super Art. |
Giant Rush **LC | qcf+PPP | H | 310 | 7 | 9 | 47 | Hard Knockdown | -35 | - | 4 | 4 | - | 65 frames of cinematic freeze before attack begins; invulnerability on frames 1-10. |
Cross Art **LC | qcf+MK+MP | H | 150+ | 9 | 2 | 45 | Switch | -25 | - | 3 | - | - | 62 frames of cinematic freeze before attack begins; invulnerability on frames 1-10. |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|
Far MP | H | 70 | 13 | 2 | 25 | -6 | -10 | - | - |
Far HP | H | 84 | 15 | 2 | 31 | -8 | -13 | - | - |
Far\Close MK | H | 70 | 12 | 2 | 28 | -9 | -13 | - | Whiffs on crouching opponent. |
Far\Close HK | H | 84 | 14 | 2 | 33 | -12 | -18 | - | Forces standing. |
Close MP | H | 70 | 11 | 2 | 23 | -4 | -8 | EX,SA,CA | - |
Close HP | H | 70 | 7 | 2 | 45 | -21 | -27 | EX,SA,CA | Forces standing. |
Crouch MP | L | 59 | 13 | 2 | 25 | -6 | -10 | EX,SA,CA | - |
Crouch HP | L | 70 | 11 | 4 | 33 | Knockdown | -13 | - | - |
Crouch MK | L | 70 | 8 | 3 | 24 | -6 | -10 | EX,SA,CA | - |
Crouch HK | L | 84 | 15 | 6 | 45 | Hard Knockdown | -31 | - | - |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cl.HP x dp+LP, cr.MK x dp+LP, dp+HP
(0 bar, Easy)
Hit Confirm Combos
- cr.LK xx dp+LP, cr.MK xx dp+LP, dp+HP (360)
(0 bar, Low, Easy)
- cr.MP xx dp+LP, dp+LP, cl.HP xx dp+HP (395)
(0 bar, Low, Easy)
- cr.LK~cl.MP>MP~cl.HP~st.HK~HP_HK
(0 bar, Low, Easy)
- cr.LP~st.MP~st.HK~HP_HK
(0 bar, Easy)
- cr.LP~cr.MP xx hcf+KK, cr.MK xx dp+LP, dp+HP (367)
(1 bar, Easy)
Post-launch Combos
- cr.MK xx dp+LP, dp+HP
(0 bar, Easy)
Advanced Combos
- hcf+KK, dp+LP, cl.HP x dp+HP
(1 bar, Armored, Medium)
- j.d,d (Spaced), cr.LK x qcf+PP, qcf+PPP
(3 bar, Corner, Hard)
- dp+PP, cr.MK x dp+LP, dp+HP
(1 bar, Invulnerable, Medium)
- PP (Rapid), cr.MP x dp+LP, dp+HP
(1 bar, Medium)
Combos Into Supers
- N/A