Psychoblue (talk | contribs) (Added Boost Chain Frame Data for v2013) |
m (Several minor text corrections.) |
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Either | 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+ | 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. | ||
| | | | ||
*High damage output, even when tagged in or tagging in a partner himself. | *High damage output, even when tagged in or tagging in a partner himself. | ||
*Megaton Quake (rdp+ | *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+ | *Rocket Uppercuts (dp+P) are great for pressure and anti-airing. | ||
* | *j.HK is an instant overhead that can combo from a tag cancel. | ||
*Can alter his jump arc with Giant Foot Stomp (up while jumping). | *Can alter his jump arc with Giant Foot Stomp (up while jumping). | ||
* | *Long 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. | *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. | *Slow walk speed. | ||
*Large hurtbox, second largest in the game. | *Large hurtbox, being the second largest in the game. | ||
*Rocket Uppercuts (dp+ | *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. | *Can't convert into a launcher reliably from his long limbs. | ||
*Weak against up close pressure. | *Weak against up-close pressure. | ||
}} | }} | ||
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{{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} {{hardknockdown}} }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | }} | {{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | }} | ||
{{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | {{knockdown}} | {{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | {{knockdown}} vs Airborne }} | ||
{{SFxTMoveListRow | Angled Jump Hard Punch | {{uf}} / {{u}} / {{ub}} + {{hp}} | }} | {{SFxTMoveListRow | Angled Jump Hard Punch | {{uf}} / {{u}} / {{ub}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | }} | {{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | }} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Giant Foot Stomp | {{u}} while Jumping | 1 | {{SFxTMoveListRow | Giant Foot Stomp | {{u}} while Jumping | 1 Point of Armor }} | ||
{{SFxTMoveListRow | Pancake Press | {{d}} during Giant Foot Stomp | | {{SFxTMoveListRow | Pancake Press | {{d}} during Giant Foot Stomp | Floats }} | ||
{{SFxTMoveListRow | Granite Stomping | {{f}} + {{lk}} | {{high}} <br> {{knockdown}} | {{SFxTMoveListRow | Granite Stomping | {{f}} + {{lk}} | {{high}} <br> {{knockdown}} vs Airborne }} | ||
{{SFxTMoveListRow | Cossack Kicks| {{lk}} | {{d}} + {{lk}} {{---}} {{mk}} {{---}} {{lk}} {{---}} {{mk}} {{---}} {{lk}} {{---}} {{mk}} | }} | {{SFxTMoveListRow | Cossack Kicks| {{lk}} | {{d}} + {{lk}} {{---}} {{mk}} {{---}} {{lk}} {{---}} {{mk}} {{---}} {{lk}} {{---}} {{mk}} | }} | ||
{{SFxTMoveListRow | Cossack Smash | {{p}} during Cossack Kicks | {{high}} <br> {{crumple}} | {{SFxTMoveListRow | Cossack Smash | {{p}} during Cossack Kicks | {{high}} <br> {{crumple}} On Hit }} | ||
{{SFxTMoveListRow | Megaton Strike | {{d}} + {{lp}} {{---}} {{hp}} | {{knockdown}} | {{SFxTMoveListRow | Megaton Strike | {{d}} + {{lp}} {{---}} {{hp}} | {{knockdown}} vs Airborne }} | ||
{{SFxTMoveListRow | Machinegun Blast| (close) {{mp}} {{---}} {{mp}} {{---}} {{mp}} {{---}} {{hp}} | {{knockdown}} <br> Can start from a Boost Combo }} | {{SFxTMoveListRow | Machinegun Blast| (close) {{mp}} {{---}} {{mp}} {{---}} {{mp}} {{---}} {{hp}} | {{knockdown}} <br> Can start from a Boost Combo. }} | ||
{{SFxTMoveListRow | Diamond Reamer | (far) {{mp}} {{---}} {{mp}} | {{knockdown}} | {{SFxTMoveListRow | Diamond Reamer | (far) {{mp}} {{---}} {{mp}} | {{knockdown}} vs Airborne<br>2nd {{mp}} can be charged for {{knockdown}}. }} | ||
{{SFxTMoveListRow | Mad Dozer | {{mk}} {{---}} {{mp}} {{---}} {{mp}} | {{knockdown}} | {{SFxTMoveListRow | Mad Dozer | {{mk}} {{---}} {{mp}} {{---}} {{mp}} | {{knockdown}} vs Airborne<br> 2nd {{mp}} can be charged for {{wallbounce}} and 1 point of armor (25-39f). }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Piston Gun | {{p}} | {{SFxTMoveListRow | Piston Gun | {{p}} Repeatedly | {{knockdown}}<br>MP and HP can be extended.<br>{{ex}} {{wallbounce}} }} | ||
{{SFxTMoveListRow | Megaton Earthquake | {{rdp}} + {{p}} | {{knockdown}} }} | {{SFxTMoveListRow | Megaton Earthquake | {{rdp}} + {{p}} | {{knockdown}} }} | ||
{{SFxTMoveListRow | Rocket Uppercut | {{dp}} + {{p}} | | {{SFxTMoveListRow | Rocket Uppercut | {{dp}} + {{p}} | Floats<br>Counts as a projectile.<br>{{lp}} {{throw}} Invul (1-11f)<br>{{mp}} Strike Invul (1-8f)<br>{{hp}}Full Invul (1-11f, doesn't cover startup)<br>{{ex}} Full Invul (1-9f) }} | ||
{{SFxTMoveListRow | Atomic Shoulder Tackle | {{hcf}} + {{k}} | {{knockdown}} <br> {{hk}} | {{SFxTMoveListRow | Atomic Shoulder Tackle | {{hcf}} + {{k}} | {{knockdown}}<br>{{hk}} 1 Point of Armor (7-35f)<br>{{ex}} 1 Point of Armor (7-31f) {{wallbounce}} }} | ||
{{SFxTMoveListRow | Gigaton Punch | {{qcf}} + {{p}} | {{knockdown}} <br> {{ex}} {{chrg}} }} | {{SFxTMoveListRow | Gigaton Punch | {{qcf}} + {{p}} | {{knockdown}} <br> {{ex}} {{chrg}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Giant Rush | {{qcf}} + {{3p}} | {{hardknockdown}} <br> | {{SFxTMoveListRow | Giant Rush | {{qcf}} + {{3p}} | {{hardknockdown}}<br>Full Invul (1-10f) }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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| Far\Close MK || || H || 100 || 12 || 2 || 23 || -4 || -8 || - || 2 || 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 | | 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 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 | | 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 LP || || H || 40 || 6 || 2 || 13 || +4 || -2 || SM,EX,SA,CA || 1 || 1 || 1 || - | ||
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| Crouch MP || || L || 85 || 13 || 2 || 17 || +2 || -2 || SM,EX,SA,CA || 2 || 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 || | | 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 LK || || L || 50 || 7 || 2 || 19 || -4 || -8 || SM,EX,SA,CA || 1 || 1 || 1 || - | ||
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| Crouch MK || || L || 100 || 8 || 3 || 19 || -1 || -5 || SM,EX,SA,CA || 2 || 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 || | | Crouch HK || || L || 120 || 15 || 6 || 36 || Hard Knockdown || -22 || - || 3 || 1 || - || - | ||
|- | |- | ||
| Jump LP || || M || 60 || 7 || 8 || | | Jump LP || || M || 60 || 7 || 8 || Until Ground + 4 || +12 || +4 || - || 1 || 1 || 1 || - | ||
|- | |- | ||
| Jump MP || || M || 50x2 || 12 || 4(5)2 || | | 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 || | | Jump HP || || M || 130 || 13 || 2 || Until Ground + 4 || +20 || +8 || - || 3 || 1 || 1 || - | ||
|- | |- | ||
| Jump LK || || M || 50 || 10 || 8 || | | Jump LK || || M || 50 || 10 || 8 || Until Ground + 4 || +12 || +4 || - || 1 || 1 || 1 || - | ||
|- | |- | ||
| Jump MK || || M || 110 || 9 || 8 || | | Jump MK || || M || 110 || 9 || 8 || Until Ground + 4 || +16 || +5 || - || 2 || 1 || 1 || - | ||
|- | |- | ||
| Jump HK || || M || 130 || 8 || 11 || | | Jump HK || || M || 130 || 8 || 11 || Until Ground + 4 || +20 || +8 || - || 3 || 1 || 1 || - | ||
|- | |- | ||
| Launcher **LC || HP+HK || H || 100 || 13 || 2 || 54 || | | Launcher **LC || HP+HK || H || 100 || 13 || 2 || 54 || Switch || -34 || - || 3 || - || - || Crushes crouching attacks on frames 1-14; launches opponent while switching characters. | ||
|- | |- | ||
| Cross Cancel || f+HP+HK (while blocking) || H || 130 || 16 || 7 || 56 || | | Cross Cancel || f+HP+HK (while blocking) || H || 130 || 16 || 7 || 56 || Hard Knockdown || - || - || - || - || - || Invulnerability on frames 1-16; resembles EX Rocket Uppercut. | ||
|- | |- | ||
| Megaton Drop || LP+LK || | | Megaton Drop || LP+LK || Throw || 150 || 5 || 2 || 20 || Hard Knockdown || - || - || - || - || - || - | ||
|- | |- | ||
| Iron Gunman || b+LP+LK || | | Iron Gunman || b+LP+LK || Throw || 150 || 5 || 2 || 20 || Hard Knockdown || - || - || - || - || - || - | ||
|- | |- | ||
| Giant Foot Stomp || u while jumping || - || - || - || - || | | Giant Foot Stomp || u (while jumping) || - || - || - || - || Until Ground + 8 || - || - || Pancake Press || - || - || - || 1 point of armor. | ||
|- | |- | ||
| Pancake Press || d during Giant Foot Stomp || H || 90 || | | 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 | | 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 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 || | | 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 | | 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 || H || 40 || 10 || 2 || 17 || -2 || -4 || BC || 2 || 1 || 0 || - | ||
|- | |- | ||
| - || (close) MP > MP > MP || H || 40 || 10 || 2 || 17 || | | - || (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 || | | 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 | | Diamond Reamer || (far) MP > MP || H || 100 || 11 || 2 || 30 || -3 || -6 || - || 2 || 1 || 0 || Knockdown on airborne opponent. | ||
|- | |- | ||
| Dimaond Reamer ( | | 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 | | - || 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 || | | 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 ( | | 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 || | | 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 || | | 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) || | | 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 || | | Piston Gun HP || Press HP Repeatedly || H || 40x3 || 13 || 2(2)2(4)2 || 29 || Knockdown || -4 || - || 3,3,3 || 0,0,3 || 0 || - | ||
|- | |- | ||
| Piston Gun HP (extended) || | | 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 || | | 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 || | | 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 || | | 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 || | | Rocket Uppercut LP || f,d,df+LP || H || 100 || 11 || 2 || 24 || Float || -1 || - || 3 || 3 || 0 || Throw invulnerability on frames 1-11; counts as a projectile. | ||
|- | |- | ||
| Rocket Uppercut MP || f,d,df+MP || H || 100 || 7 || 6 || 26 || | | Rocket Uppercut MP || f,d,df+MP || H || 100 || 7 || 6 || 26 || Float || -19 || - || 3 || 3 || 0 || Strike invulnerability on frames 1-8; counts as a projectile. | ||
|- | |- | ||
| Rocket Uppercut HP || f,d,df+HP || H || 140 || 13 || 7 || 33 || | | Rocket Uppercut HP || f,d,df+HP || H || 140 || 13 || 7 || 33 || Float || -27 || - || 5,6 || 3,4 || 0 || Invulnerability on frames 1-11; counts as a projectile. | ||
|- | |- | ||
| Rocket Uppercut EX || f,d,df+PP || H || 60,60 || 7 || 7 || 38 || | | Rocket Uppercut EX || f,d,df+PP || H || 60,60 || 7 || 7 || 38 || Float || -23 || - || 3,3 || 3,1 || 0 || Invulnerability on frames 1-9; counts as a projectile. | ||
|- | |- | ||
| Atomic Shoulder Tackle LK || hcf+LK || H || 120 || 17 || 7 || 21 || | | 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 || | | 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 || | | 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 || | | 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 || | | 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 || | | 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 || | | Giant Rush **LC || qcf+PPP || H || 310 || 7 || 9 || 47 || Hard Knockdown || -35 || - || 4 || 4 || - || 65 frames of cinematic freeze before attack begins; invulnerability on frames 1-10. | ||
|- | |- | ||
| Cross Art **LC || qcf+MK+MP || H || 150+ || 9 || 2 || 45 || | | Cross Art **LC || qcf+MK+MP || H || 150+ || 9 || 2 || 45 || Switch || -25 || - || 3 || - || - || 62 frames of cinematic freeze before attack begins; invulnerability on frames 1-10. | ||
|} | |} | ||
== Boost Chain Frame Data == | == Boost Chain Frame Data == | ||
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| Far HP || H || 84 || 15 || 2 || 31 || -8 || -13 || - || - | | 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 MK || H || 70 || 12 || 2 || 28 || -9 || -13 || - || Whiffs on crouching opponent. | ||
|- | |- | ||
| Far\Close HK || H || 84 || 14 || 2 || 33 || -12 || -18 || - || Forces standing | | 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 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 | | 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 MP || L || 59 || 13 || 2 || 25 || -6 || -10 || EX,SA,CA || - | ||
|- | |- | ||
| Crouch HP || L || 70 || 11 || 4 || 33 || | | Crouch HP || L || 70 || 11 || 4 || 33 || Knockdown || -13 || - || - | ||
|- | |- | ||
| Crouch MK || L || 70 || 8 || 3 || 24 || -6 || -10 || EX,SA,CA || - | | Crouch MK || L || 70 || 8 || 3 || 24 || -6 || -10 || EX,SA,CA || - | ||
|- | |- | ||
| Crouch HK || L || 84 || 15 || 6 || 45 || | | Crouch HK || L || 84 || 15 || 6 || 45 || Hard Knockdown || -31 || - || - | ||
|} | |} | ||
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* cl.HP x dp+LP, cr.MK x dp+LP, dp+HP | * cl.HP x dp+LP, cr.MK x dp+LP, dp+HP | ||
( | (0 bar, Easy) | ||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
* cr.LK xx dp+LP, cr.MK xx dp+LP, dp+HP (360) | * cr.LK xx dp+LP, cr.MK xx dp+LP, dp+HP (360) | ||
( | (0 bar, Low, Easy) | ||
* cr.MP xx dp+LP, dp+LP, cl.HP xx dp+HP (395) | * cr.MP xx dp+LP, dp+LP, cl.HP xx dp+HP (395) | ||
( | (0 bar, Low, Easy) | ||
* cr.LK~cl.MP>MP~cl.HP~st.HK~HP_HK | * cr.LK~cl.MP>MP~cl.HP~st.HK~HP_HK | ||
( | (0 bar, Low, Easy) | ||
* cr.LP~st.MP~st.HK~HP_HK | * cr.LP~st.MP~st.HK~HP_HK | ||
( | (0 bar, Easy) | ||
* cr.LP~cr.MP xx hcf+KK, cr.MK xx dp+LP, dp+HP (367) | * cr.LP~cr.MP xx hcf+KK, cr.MK xx dp+LP, dp+HP (367) | ||
( | (1 bar, Easy) | ||
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* cr.MK xx dp+LP, dp+HP | * cr.MK xx dp+LP, dp+HP | ||
( | (0 bar, Easy) | ||
=== Advanced Combos === | === Advanced Combos === | ||
* hcf+KK, dp+LP, cl.HP x dp+HP | * hcf+KK, dp+LP, cl.HP x dp+HP | ||
( | (1 bar, Armored, Medium) | ||
* j.d, d ( | * j.d, d (Spaced), cr.LK x qcf+PP, qcf+PPP | ||
( | (3 bar, Corner, Hard) | ||
* dp+PP, cr.mk x dp+LP, dp+HP | * dp+PP, cr.mk x dp+LP, dp+HP | ||
( | (1 bar, Invulnerable, Medium) | ||
* PP (rapid), cr.mp x dp+LP, dp+HP | * PP (rapid), cr.mp x dp+LP, dp+HP |
Revision as of 16:25, 21 March 2024


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 (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 |
---|---|
|
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Moves
Normal Attacks











Forces Standing











































Unique Attacks



































Can start from a Boost Combo.




2nd








2nd


Throws









Special Moves


MP and HP can be extended.







Counts as a projectile.
















Super Combo



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 on frames 1-14; launches opponent while switching characters. |
Cross Cancel | f+HP+HK (while blocking) | H | 130 | 16 | 7 | 56 | Hard Knockdown | - | - | - | - | - | Invulnerability on frames 1-16; resembles EX Rocket Uppercut. |
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 | 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 on frames 1-11; counts as a projectile. |
Rocket Uppercut MP | f,d,df+MP | H | 100 | 7 | 6 | 26 | Float | -19 | - | 3 | 3 | 0 | Strike invulnerability on frames 1-8; counts as a projectile. |
Rocket Uppercut HP | f,d,df+HP | H | 140 | 13 | 7 | 33 | Float | -27 | - | 5,6 | 3,4 | 0 | Invulnerability on frames 1-11; counts as a projectile. |
Rocket Uppercut EX | f,d,df+PP | H | 60,60 | 7 | 7 | 38 | Float | -23 | - | 3,3 | 3,1 | 0 | Invulnerability on frames 1-9; counts as a 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 of cinematic freeze before attack begins; invulnerability on frames 1-10. |
Cross Art **LC | qcf+MK+MP | H | 150+ | 9 | 2 | 45 | Switch | -25 | - | 3 | - | - | 62 frames of cinematic freeze before attack begins; invulnerability on 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
(0 bar, Easy)
Hit Confirm Combos
- cr.LK xx dp+LP, cr.MK xx dp+LP, dp+HP (360)
(0 bar, Low, Easy)
- cr.MP xx dp+LP, dp+LP, cl.HP xx dp+HP (395)
(0 bar, Low, Easy)
- cr.LK~cl.MP>MP~cl.HP~st.HK~HP_HK
(0 bar, Low, Easy)
- cr.LP~st.MP~st.HK~HP_HK
(0 bar, Easy)
- cr.LP~cr.MP xx hcf+KK, cr.MK xx dp+LP, dp+HP (367)
(1 bar, Easy)
Post-launch Combos
- cr.MK xx dp+LP, dp+HP
(0 bar, Easy)
Advanced Combos
- hcf+KK, dp+LP, cl.HP x dp+HP
(1 bar, Armored, Medium)
- j.d, d (Spaced), cr.LK x qcf+PP, qcf+PPP
(3 bar, Corner, Hard)
- dp+PP, cr.mk x dp+LP, dp+HP
(1 bar, Invulnerable, Medium)
- PP (rapid), cr.mp x dp+LP, dp+HP
(1bar, medium)
Combos Into Supers
- N/A