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
Mixer Crush qcf + P
if claw grazes opponent they will simply be knocked down.
Iron Crawl qcf + K
Knee Smasher qcb + K
Air Knee Smasher qcb + K in air
Super Moves
Combos
Frame Data
Normal Moves
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 | +5 | +4 | |
Crouching MK | 8 | +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 | 5 | +5 | +6 | +5 | +4 |
Dashing MP | 9 | +3 | +4 | +6 | +4 |
Dashing HP | 14 | -4 | -2 | +4 | +2 |
Dashing LK | 4 | +5 | +6 | +5 | +4 |
Dashing MK | 14 | +3 | +4 | +6 | +6 |
Dashing HK | 7 | -2 | +0 | +6 | +4 |
Dashing Down + LP | 4 | +3 | +4 | +3 | +2 |
Dashing Down + MP | 6 | +4 | +5 | +4 | +5 |
Dashing Down + HP | 13 | +4 | +5 | +12 | +10 |
Dashing Down + LK | 6 | +6 | +5 | +4 | |
Dashing Down + MK | 8 | +3 | +5 | +3 | |
Dashing Down + HK | 15-30 | -38 to -23 |
ABC Moves
Command | Frames | Notes |
---|---|---|
ABC | 71 Before You Can Move | Invincible While Underground |
Back + ABC | 71 Before You Can Move | Invincible While Underground |
Forward + ABC | 71 Before You Can Move | Invincible While Underground |
Down + ABC | 41 Before You Can Move | Can Perform air qcb+K any time during move |
Special Moves
Command | Frames | Standing Block | Crouch Block |
---|---|---|---|
Quarter Circle Back + LK | 6-18 | -7 | -5 |
Quarter Circle Back + MK | 8-123 | -12 | -10 |
Quarter Circle Back + HK | 10-28 | -12 | -10 |
Quarter Circle Forward + LK | 23 | +0 | +1 |
Quarter Circle Forward + MK | 27-42 | -5 | -4 |
Quarter Circle Forward + HK | 33-48 | -9 | -8 |
Quarter Circle Forward + LP | 33 | -29 | -25 |
Quarter Circle Forward + MP | 37 | -29 | -25 |
Quarter Circle Forward + HP | 41 | -29 | -25 |
(In Air)Quarter Circle Back + LK | 4 | -13 or better | -9 or better |
(In Air)Quarter Circle Back + MK | 9 | -18 or better | -14 or better |
(In Air)Quarter Circle Back + HK | 12 | -24 or better | -20 or better |
(With Full Meter)Quarter Circle Back + LK | 6-16 | -2 | +0 |
(With Full Meter)Quarter Circle Back + MK | 8-21 | -7 | -5 |
(With Full Meter)Quarter Circle Back + HK | 10-29 | -7 | -5 |
(In Air With Full Meter)Quarter Circle Back + LK | 3 | -3 | -1 |
(In Air With Full Meter)Quarter Circle Back + MK | 8 | -14 | -12 |
(In Air With Full Meter)Quarter Circle Back + HK | 11 | -10 | -8 |
Super Move
Command | Charge Time(In Frames) | Frames | Standing Block | Crouch Block | Hit |
---|---|---|---|---|---|
Charge Down-Back, Up-Forward + MP+MK | 130 | 27 | -37 | -35 | -34 |
(With Full Meter)Charge Down-Back, Up-Forward + MP+MK | 130 | 27 | -37 | -35 | -34 |
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.