World Heroes Perfect/Jack: Difference between revisions

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=Frame Data=
=Frame Data=
Standing LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Standing MP: 9f, +5 on standing block, +6 on crouch block, +5 on standing hit, +6 on crouching hit
Standing HP: 14f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit
Standing LK: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Standing MK: 14f, +4 on standing block, +5 on crouch block, +7 on standing hit, +7 on crouching hit
Standing HK: 7f, +0 on standing block, +2 on crouch block, +8 on standing hit, +6 on crouching hit
f/b+MP: 9f, +3 on standing block, +4 on crouch block, +6 on standing hit, +4 on crouching hit
f/b+HK: 11f, -4 on standing hit, -3 on crouching hit
Crouching LP: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit
Crouching MP: 6f, +4 on standing block, +5 on crouch block, +4 on standing hit, +5 on crouching hit
Crouching HP: 13f, +5 on standing block, +6 on crouch block, +13 on standing hit, +11 on crouching hit
Crouching LK: 6f, +6 on block, +5 on standing hit, +4 on crouching hit
Crouching MK: 8f, +3 on block, +5 on standing hit, +3 on crouching hit
Crouching HK: 15-30f, -38 to -23 on block
Jumping LP: 5f
Jumping MP: 6f
Jumping HP: 8-10f
Jumping LK: 4f
Jumping MK: 13f
Jumping HK: 10f
Dashing LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Dashing MP: 9f, +3 on standing block, +4 on crouch block, +6 on standing hit, +4 on crouching hit
Dashing HP: 14f, -4 on standing block, -2 on crouch block, +4 on standing hit, +2 on crouching hit
Dashing LK: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Dashing MK: 14f, +3 on standing block, +4 on crouch block, +6 on standing hit, +6 on crouching hit
Dashing HK: 7f, -2 on standing block, +0 on crouch block, +6 on standing hit, +4 on crouching hit
Dashing d+LP: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit
Dashing d+MP: 6f, +4 on standing block, +5 on crouch block, +4 on standing hit, +5 on crouching hit
Dashing d+HP: 13f, +4 on standing block, +5 on crouch block, +12 on standing hit, +10 on crouching hit
Dashing d+LK: 6f, +6 on block, +5 on standing hit, +4 on crouching hit
Dashing d+MK: 8f, +3 on block, +5 on standing hit, +3 on crouching hit
Dashing d+HK: 15-30f, -38 to -23 on block
ABC: 71f before you can move, invincible while underground
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.


=Strategies=
=Strategies=

Revision as of 14:01, 9 May 2008

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

Super Moves

Combos

Frame Data

Standing LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit Standing MP: 9f, +5 on standing block, +6 on crouch block, +5 on standing hit, +6 on crouching hit Standing HP: 14f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit Standing LK: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit Standing MK: 14f, +4 on standing block, +5 on crouch block, +7 on standing hit, +7 on crouching hit Standing HK: 7f, +0 on standing block, +2 on crouch block, +8 on standing hit, +6 on crouching hit f/b+MP: 9f, +3 on standing block, +4 on crouch block, +6 on standing hit, +4 on crouching hit f/b+HK: 11f, -4 on standing hit, -3 on crouching hit

Crouching LP: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit Crouching MP: 6f, +4 on standing block, +5 on crouch block, +4 on standing hit, +5 on crouching hit Crouching HP: 13f, +5 on standing block, +6 on crouch block, +13 on standing hit, +11 on crouching hit Crouching LK: 6f, +6 on block, +5 on standing hit, +4 on crouching hit Crouching MK: 8f, +3 on block, +5 on standing hit, +3 on crouching hit Crouching HK: 15-30f, -38 to -23 on block

Jumping LP: 5f Jumping MP: 6f Jumping HP: 8-10f Jumping LK: 4f Jumping MK: 13f Jumping HK: 10f

Dashing LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit Dashing MP: 9f, +3 on standing block, +4 on crouch block, +6 on standing hit, +4 on crouching hit Dashing HP: 14f, -4 on standing block, -2 on crouch block, +4 on standing hit, +2 on crouching hit Dashing LK: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit Dashing MK: 14f, +3 on standing block, +4 on crouch block, +6 on standing hit, +6 on crouching hit Dashing HK: 7f, -2 on standing block, +0 on crouch block, +6 on standing hit, +4 on crouching hit Dashing d+LP: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit Dashing d+MP: 6f, +4 on standing block, +5 on crouch block, +4 on standing hit, +5 on crouching hit Dashing d+HP: 13f, +4 on standing block, +5 on crouch block, +12 on standing hit, +10 on crouching hit Dashing d+LK: 6f, +6 on block, +5 on standing hit, +4 on crouching hit Dashing d+MK: 8f, +3 on block, +5 on standing hit, +3 on crouching hit Dashing d+HK: 15-30f, -38 to -23 on block

ABC: 71f before you can move, invincible while underground 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.

Strategies

Match-ups

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