(Adding more of Jack's neutral moveset) |
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{{Jack-7}} | {{Jack-7}} | ||
== Key moves == | |||
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{{KeyMoves| | |||
{| | {{KeyMove|2|poke=core|keepout=secondary}} | ||
| | {{KeyMove|2,1|poke=core|keepout=secondary}} | ||
| | {{KeyMove|f+1|poke=core}} | ||
| | {{KeyMove|f+2|counter=core}} | ||
| | {{KeyMove|f,F+1|mixup=secondary|approach=core|oki=extra}} | ||
| | {{KeyMove|f,F+3|approach=core|oki=secondary|counter=extra}} | ||
| | {{KeyMove|uf+2|approach=core|counter=extra|mixup=secondary}} | ||
| | {{KeyMove|df+1|poke=core|mixup=extra|keepout=secondary}} | ||
| | {{KeyMove|df+2|keepout=core}} | ||
| | {{KeyMove|df+4|poke=core}} | ||
| | {{KeyMove|df+1+2|mixup=core|oki=secondary}} | ||
|} | {{KeyMove|FC.DF+2,1,2|counter=core|mixup=secondary}} | ||
{{KeyMove|FC.df+2,1|counter=core|mixup=secondary}} | |||
{{KeyMove|FC.df+1+2|mixup=core}} | |||
{{KeyMove|d+1|poke=core}} | |||
{{KeyMove|d+2|poke=core}} | |||
{{KeyMove|d+4|poke=core}} | |||
{{KeyMove|FC.1|poke=core|mixup=secondary|oki=extra}} | |||
{{KeyMove|db+1|poke=core|approach=extra|mixup=secondary}} | |||
{{KeyMove|FC.db+1|poke=core|approach=extra|mixup=secondary}} | |||
{{KeyMove|db+4|poke=secondary|oki=core}} | |||
{{KeyMove|b+2|mixup=core}} | |||
{{KeyMove|b+3|oki=core|poke=extra}} | |||
{{KeyMove|b,db,d,df+1|mixup=core|oki=secondary}} | |||
{{KeyMove|b,db,d,df+2|mixup=core}} | |||
{{KeyMove|R.b,db,d,df+1+2|mixup=core|oki=secondary}} | |||
{{KeyMove|SS.1|oki=core|approach=extra}} | |||
{{KeyMove|SS.2|mixup=core|counter=extra|keepout=secondary}} | |||
{{KeyMove|ws2|mixup=secondary|poke=core|counter=extra}} | |||
{{KeyMove|ws4|poke=core|mixup=secondary}} | |||
}} | |||
{{BlueOrange | |||
|left={{Dotlist| | |||
| | }} | ||
|orange={{Dotlist| | |||
| | * d+4 | ||
* f+1 | |||
* ws2 | |||
* b,db,d,df+1 | |||
* R.b,db,d,df+1+2 | |||
}} | |||
|right={{Dotlist| | |||
}} | |||
}} | |||
; 2 - Single Jab | |||
: This is arguably his most important move, a generic jab that clocks in at i11 but has tremendous range in return. Be it on block or on hit, this leaves the opponent in jacks prime range, making it easy for him to either backdash and bait a whiff or apply further pressure. | |||
; 2,1 - Jab Elbow | |||
: A fast high, mid string. The second hit being an elbow and a mid makes it a great follow-up to keep the pressure on. The string also has a launch extension with 2, 1, 2 making it very effective once your opponent has been conditioned. | |||
; f,F+1 - Jackhammer'''<br> ย | |||
: This is a long-range, very chunky mid, guaranteeing a blue spark uppercut on hit. On block this isn't very minus and has large pushback, keeping the situation in Jack's control. This is steppable to the left and poor on whiff, so varied timing using movement is essential. | |||
; db+1 - Machine Gun Blast 1 | |||
: Jack's quintessential low poke, coming in at 12 frames and leaving jack + on hit, this defines Jack's fast and aggressive poking playstyle together with his jab. Just the threat of this low makes the opponent want to low parry constantly, which in turn leaves them open for ff+1 and f+1. | |||
; hFC.db+1 - Machinegun Knuckle 1 | |||
: The "big brother" of standing db+1. This is essentially the same move but deals a little more damage, is safe on block and even more advantageous on hit. It also happens to leave them closer than db+1, allowing Jack to use his [[crouch]] and [[while standing]] game to further mix the opponent up. | |||
; f+1 | |||
: The quintessential mid poke for any Jack main, f+1 is a fast, safe i14 mid check which tracks decently to both sides and keeps the opponent honest. On hit, the opponent is left right in Jack's face, allowing you to mix your opponent up with no way of them backdashing your pressure. While quite minus on block, this move has two high followups, making knowledgeable opponents duck for a short moment rather than taking their turn right away. | |||
; f+2 - Pinpoint Assault | |||
Jack's fastest move and punish, f+2 is a high with great damage, speed, and utility. It can be used in the neutral to catch unaware opponents off-guard with its CH knockdown, which can be followed up with an f,f+4 for very spicy damage. | : Jack's fastest move and punish, f+2 is a high with great damage, speed, and utility. It can be used in the neutral to catch unaware opponents off-guard with its CH knockdown, which can be followed up with an f,f+4 for very spicy damage. |
Latest revision as of 23:42, 18 October 2022
Jack-7 (Tekken 7) |
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Key moves
Function | |
---|---|
Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
---|---|---|---|---|---|---|---|
2 | |||||||
2,1 | |||||||
f+1 | |||||||
f+2 | |||||||
f,F+1 | |||||||
f,F+3 | |||||||
uf+2 | |||||||
df+1 | |||||||
df+2 | |||||||
df+4 | |||||||
df+1+2 | |||||||
FC.DF+2,1,2 | |||||||
FC.df+2,1 | |||||||
FC.df+1+2 | |||||||
d+1 | |||||||
d+2 | |||||||
d+4 | |||||||
FC.1 | |||||||
db+1 | |||||||
FC.db+1 | |||||||
db+4 | |||||||
b+2 | |||||||
b+3 | |||||||
b,db,d,df+1 | |||||||
b,db,d,df+2 | |||||||
R.b,db,d,df+1+2 | |||||||
SS.1 | |||||||
SS.2 | |||||||
ws2 | |||||||
ws4 |
Tracks left
Tracks both
- d+4
- f+1
- ws2
- b,db,d,df+1
- R.b,db,d,df+1+2
Tracks right
- 2 - Single Jab
- This is arguably his most important move, a generic jab that clocks in at i11 but has tremendous range in return. Be it on block or on hit, this leaves the opponent in jacks prime range, making it easy for him to either backdash and bait a whiff or apply further pressure.
- 2,1 - Jab Elbow
- A fast high, mid string. The second hit being an elbow and a mid makes it a great follow-up to keep the pressure on. The string also has a launch extension with 2, 1, 2 making it very effective once your opponent has been conditioned.
- f,F+1 - Jackhammer
- This is a long-range, very chunky mid, guaranteeing a blue spark uppercut on hit. On block this isn't very minus and has large pushback, keeping the situation in Jack's control. This is steppable to the left and poor on whiff, so varied timing using movement is essential.
- db+1 - Machine Gun Blast 1
- Jack's quintessential low poke, coming in at 12 frames and leaving jack + on hit, this defines Jack's fast and aggressive poking playstyle together with his jab. Just the threat of this low makes the opponent want to low parry constantly, which in turn leaves them open for ff+1 and f+1.
- hFC.db+1 - Machinegun Knuckle 1
- The "big brother" of standing db+1. This is essentially the same move but deals a little more damage, is safe on block and even more advantageous on hit. It also happens to leave them closer than db+1, allowing Jack to use his crouch and while standing game to further mix the opponent up.
- f+1
- The quintessential mid poke for any Jack main, f+1 is a fast, safe i14 mid check which tracks decently to both sides and keeps the opponent honest. On hit, the opponent is left right in Jack's face, allowing you to mix your opponent up with no way of them backdashing your pressure. While quite minus on block, this move has two high followups, making knowledgeable opponents duck for a short moment rather than taking their turn right away.
- f+2 - Pinpoint Assault
- Jack's fastest move and punish, f+2 is a high with great damage, speed, and utility. It can be used in the neutral to catch unaware opponents off-guard with its CH knockdown, which can be followed up with an f,f+4 for very spicy damage.