Street Fighter X Tekken/Jack X: Difference between revisions

From SuperCombo Wiki
(Updated frame data for v2013)
(Added Boost Chain Frame Data for v2013)
Line 209: Line 209:
|-
|-
| Cross Art **LC || qcf+MK+MP || H || 150+ || 9 || 2 || 45 || switch || -25 || - || 3 || - || - || 62 frames cinematic freeze before attack begins, Invulnerability frames 1-10
| Cross Art **LC || qcf+MK+MP || H || 150+ || 9 || 2 || 45 || switch || -25 || - || 3 || - || - || 62 frames cinematic freeze before attack begins, Invulnerability frames 1-10
|}
== Boost Chain Frame Data ==
{| class="wikitable"
! 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 || - || -
|}
|}



Revision as of 13:46, 3 October 2023

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Jack X

Sfxt Jack X face.jpg

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
  • 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.
  • Best super in the game, with 7 frame startup and a full screen hitbox, making it a great punish tool against almost anything.
  • 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.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Whiffs Crouching
Standing Hard Kick
Hk.png
Forces Standing
Standing (close) Medium Punch
Mp.png
Speccancel.png
Standing (close) Hard Punch
Hp.png
Speccancel.png
Forces Standing
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Low.png Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Low.png Knockdown.png
Crouching Light Kick
D.png + Lk.png
Low.png Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png Hardknockdown.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
Knockdown.png on airborne opponent
Angled Jump Hard Punch
Uf.png / U.png / Ub.png + Hp.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png

Unique Attacks

Name
Command
Notes
Giant Foot Stomp
U.png while Jumping
1 point of armor
Pancake Press
D.png during Giant Foot Stomp
floats
Granite Stomping
F.png + Lk.png
High.png
Knockdown.png on airborne opponent
Cossack Kicks
Lk.png
D.png + Lk.png ---.png Mk.png ---.png Lk.png ---.png Mk.png ---.png Lk.png ---.png Mk.png
Cossack Smash
P.png during Cossack Kicks
High.png
Crumple.png stun on hit
Megaton Strike
D.png + Lp.png ---.png Hp.png
Knockdown.png on airborne opponent
Machinegun Blast
(close) Mp.png ---.png Mp.png ---.png Mp.png ---.png Hp.png
Knockdown.png
Can start from a Boost Combo
Diamond Reamer
(far) Mp.png ---.png Mp.png
Knockdown.png on airborne opponent
second Mp.png can be charged for Knockdown.png
Mad Dozer
Mk.png ---.png Mp.png ---.png Mp.png
Knockdown.png on airborne opponent
second Mp.png can be charged for Wallbounce.png
and 1 point of armor (25-39f)

Throws

Name
Command
Notes
Megaton Drop
F.png or N.png + Lp.png + Lk.png
Throw.png
Iron Gunman
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Piston Gun
P.png repeatedly
Knockdown.png
MP and HP can be extended
Ex.png causes Wallbounce.png
Megaton Earthquake
Rdp.png + P.png
Knockdown.png
Rocket Uppercut
Dp.png + P.png
floats
Counts as a projectile
Lp.png Throw.png invul.1-11f
Mp.png strike invul.1-8f
Hp.png full invul.1-11f, but 13f startup
Ex.png full invul.1-9f
Atomic Shoulder Tackle
Hcf.png + K.png
Knockdown.png
Hk.png has 1 point of armor 7-35f
Ex.png has 1 point of armor 7-31f and Wallbounce.png
Gigaton Punch
Qcf.png + P.png
Knockdown.png
Ex.png Chrg.png

Super Combo

Name
Command
Notes
Giant Rush
Qcf.png + 3p.png
Hardknockdown.png
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 frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 130 16 7 56 hard knockdown - - - - - Invulnerability frames 1-16, Resembles EX Rocket Upper
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 Coassack 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 (mash P to extend) 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 frames 1-11, Counts as Projectile
Rocket Uppercut MP f,d,df+MP H 100 7 6 26 float -19 - 3 3 0 Strike invulnerability frames 1-8, Counts as Projectile
Rocket Uppercut HP f,d,df+HP H 140 13 7 33 float -27 - 5,6 3,4 0 Invulnerability frames 1-11, Counts as Projectile
Rocket Uppercut EX f,d,df+PP H 60,60 7 7 38 float -23 - 3,3 3,1 0 Invulnerability frames 1-9, Counts as 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 cinematic freeze before attack begins, Invulnerability frames 1-10
Cross Art **LC qcf+MK+MP H 150+ 9 2 45 switch -25 - 3 - - 62 frames cinematic freeze before attack begins, Invulnerability 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

(0bar, easy)


Hit Confirm Combos

  • cr.LK xx dp+LP, cr.MK xx dp+LP, dp+HP (360)

(0bar, low, easy)

  • cr.MP xx dp+LP, dp+LP, cl.HP xx dp+HP (395)

(0bar, low, easy)

  • cr.LK~cl.MP>MP~cl.HP~st.HK~HP_HK

(0bar, low, easy)

  • cr.LP~st.MP~st.HK~HP_HK

(0bar, easy)

  • cr.LP~cr.MP xx hcf+KK, cr.MK xx dp+LP, dp+HP (367)

(1bar, easy)


Post-launch Combos

  • cr.MK xx dp+LP, dp+HP

(0bar, easy)


Advanced Combos

  • hcf+KK, dp+LP, cl.HP x dp+HP

(1bar, armored, medium)

  • j.d, d (spaced), cr.lk x qcf+PP, qcf+PPP

(3bar, corner, hard)

  • dp+PP, cr.mk x dp+LP, dp+HP

(1bar, invulnerable, medium_

  • PP (rapid), cr.mp x dp+LP, dp+HP

(1bar, medium)


Combos Into Supers

  • N/A


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