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{{SFxTCharacterHeader|Jack X|Jack X| | {{SFxTCharacterHeader|Jack X|Jack X| | ||
Either | |||
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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 (qcb+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. | |||
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*High damage output, even when tagged in or tagging in a partner himself. | |||
*Megaton Quake (rdp+p) is better than most fireballs at zoning, and offers safe entry for a tagged in partner on hit or block. | |||
*Rocket Uppercuts (dp+p) are great for pressure and anti-airing. | |||
*J.hk is an instant overhead that can combo when tagged off of. | |||
*Can alter his jump arc with Giant Foot Stomp (up while jumping). | |||
*Lomb limbs are great are poking, and he can even make some of his target combos reach full screen by holding the button down. | |||
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*Slow walk speed. | |||
*Large hurtbox, second largest in the game. | |||
*Rocket Uppercuts (dp+p) are unreliable as reversals due to their varying invincibility and variable startup. | |||
*Can't convert into a launcher reliably from his long limbs. | |||
*Weak against up close pressure. | |||
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Revision as of 14:19, 19 December 2020


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 (qcb+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 |
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Moves
Normal Attacks











Forces Standing











































Unique Attacks



































Can start from a Boost Combo




second








second


and 1 point of armor (25-39f)
Throws









Special Moves


MP and HP can be extended







Counts as a projectile
















Super Combo



full invul. 1-10f
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
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A