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=Frame Data= | =Frame Data= | ||
Standing LP | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |||
Standing MP | ! align="center" | Command | ||
! align="center" | Frames | |||
Standing HP | ! align="center" | Standing Block | ||
! align="center" | Crouch Block | |||
Standing LK | ! align="center" | Standing Hit | ||
! align="center" | Crouch Hit | |||
Standing MK | |- | ||
| align="center" | Standing LP | |||
Standing HK | | align="center" | 5 | ||
| align="center" | +5 | |||
| align="center" | +6 | |||
| align="center" | +5 | |||
| align="center" | +4 | |||
|- | |||
Crouching LP | | align="center" | Standing MP | ||
| align="center" | 9 | |||
Crouching MP | | align="center" | +5 | ||
| align="center" | +6 | |||
Crouching HP | | align="center" | +5 | ||
| align="center" | +6 | |||
Crouching LK | |- | ||
| align="center" | Standing HP | |||
Crouching MK | | align="center" | 14 | ||
| align="center" | -3 | |||
Crouching HK | | align="center" | -1 | ||
| align="center" | +5 | |||
Jumping LP | | align="center" | +3 | ||
|- | |||
Jumping MP | | align="center" | Standing LK | ||
| align="center" | 4 | |||
Jumping HP | | align="center" | +5 | ||
| align="center" | +6 | |||
Jumping LK | | align="center" | +5 | ||
| align="center" | +4 | |||
Jumping MK | |- | ||
| align="center" | Standing MK | |||
Jumping HK | | 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.