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


Dashing LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Dashing LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit

Revision as of 18:13, 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

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 +6 +5 +4
Crouching MK 8 +3 +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: 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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