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Jack
PlayStyle: Neutral
Similar to: Balrog/Boxer(SF)
Strengths: Jack has immense damage and can juggle you from almost any conversion. He has a plethora of anti zoning tools and having a excellent command grab that leads to even more offense. He has great buttons as well with a multitude of uses and a huge amount of varied supers for any situation.
Weaknesses: He is a bit on the slower side and he does lack a meterless reversal. Jack can struggle somewhat against characters that are much faster or that can control the screen well but decks can be used to help with that aspect.
Play if: + You like BIG damage
+ You like baseball bats
+ You enjoy having plenty of offensive options
Avoid if: - You don't like having charge moves
- You want to have a meterless reversal
- You dislike cowboys
Recommended Gougi Decks: Infinity, Double Face, Babel, Aggro, Shinobi, Grab Master
Max Punish Combos
Meterless: dash cr.MP > cr.MP > cr.MK > Dash straight/upper (45 damage)
1 Meter: dash cr.MP > cr.MP > cr.MK > Dash straight/upper > Crazy Jack (73 damage)
2 Meter: dash cr.MP > cr.MP > cr.MK > Dash straight/upper > Jack Upper > st.MK > st.HP > Grandslam Crusher (84 damage)
3 Meter: dash cr.MP > cr.MP > cr.MK > Dash straight/upper > Jack Upper > st.MK > st.HP > Jack Upper > st.MK > st.HP > Grandslam Crusher (101 damage)
Key Normals
Crouch Heavy Punch: Go to solid anti air and can easily combo into basically any of his specials or Jack Upper super.
Stand Medium Kick: This is an excellent button to check dash in low with and to buffer into Batting Hero or Dash Straight (if you have charge) to whiff punish or counter poke an opponent. Batting Hero will always connect from any range.
Crouch Heavy Kick: More unsafe than most sweeps in the game but the range is much farther. It cannot low profile unlike other sweeps so be careful abusing this move.
Stand Heavy Punch: This is your best heavy normal to use on block (this gives you advantage on crouch block) and a great way to keep the opponent relatively close after a chain. If the opponent respects the follow up you can opt for command grab, throw, or throw bait depending on how you've conditioned the opponent.
Key Specials
Dash Straight: A great move to use as on hit this has a lot of advantage and gives you a chance to mixup the opponent as it leaves the opponent standing. On block it is actually safe on crouch block. Going into the Dash Upper will cause a knockdown with good okizeme.
Batting Hero: Your best friend against projectiles as this will destroy them but so will Soccer Ball Kick but Batting Hero is much faster and has a bit more range and the blowback is a lot less. Going into Jack Upper is going to be your most consistent and often most rewarding option.
Jack Upper: This is the super you are going to use the most as it leads to a juggle state and the potential follow ups give him excellent corner carry and damage where other characters have to sometimes choose. The area where this move can hit is also massive, it can even sometimes reach some higher jumps if the opponent tries to avoid a grab or attempts a poorly timed cross up.
Combo Examples
Chain Combo
Cr.LK, Cr.MK, Cr.HP, Dash Straight/Upper
Link Combo
Cr.LK, Cr.MP x2, Cr.MK, Batting Hero, Jack Upper
Tech
Jack Hammer grants a safe jump and many other oki options
Raging Buffalo and a few other moves can utilize Thunderbolt very well
General Strategy
Jack is at his strongest when you are in the opponent's face and threatening a dash straight, a dash low, or a Jack Hammer. When you hit the opponent you must make them regret giving you an opening so get down his damaging punishes because Jack has trouble closes the distance from further out. Having good patience, execution, and fundamentals will take you very far with Jack. He has all the tools you need to succeed so it's up to you. Be wary of decks with Hades and pressure based decks as it can make defense more dangerous if you aren't prepared with the right response.
Frame Data
Back to Shadowgiest or onto the noble Hokuto
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