Jack-7 strategy: Difference between revisions

From Wavu Wiki, the ๐ŸŒŠ wavy Tekken wiki
(Adding more of Jack's neutral moveset)
No edit summary
ย 
(7 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{Jack-7}}
{{Jack-7}}


'''FF1 - Jackhammer'''<br>
== Key moves ==
{| class="wikitable"
|-
| Speed || i15~i16
|-
| Damage || 25
|-
| Block || -6~-5
|-
| Hit || Knockdown
|-
| CH || Knockdown
|}
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.
ย 
'''2 , 1 - Jab Elbow'''<br>
{| class="wikitable"
|-
| Speed || i11
|-
| Damage || 10, 12
|-
| Block || -2
|-
| Hit || +3
|-
| CH || +3
|}
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.


'''D/B + 1 - Machine Gun Blast 1 '''<br>
{{KeyMoves|
{| class="wikitable"
{{KeyMove|2|poke=core|keepout=secondary}}
|-
{{KeyMove|2,1|poke=core|keepout=secondary}}
| Speed || i12
{{KeyMove|f+1|poke=core}}
|-
{{KeyMove|f+2|counter=core}}
| Damage || 15
{{KeyMove|f,F+1|mixup=secondary|approach=core|oki=extra}}
|-
{{KeyMove|f,F+3|approach=core|oki=secondary|counter=extra}}
| Block || -12
{{KeyMove|uf+2|approach=core|counter=extra|mixup=secondary}}
|-
{{KeyMove|df+1|poke=core|mixup=extra|keepout=secondary}}
| Hit || +2
{{KeyMove|df+2|keepout=core}}
|-
{{KeyMove|df+4|poke=core}}
| CH || +2
{{KeyMove|df+1+2|mixup=core|oki=secondary}}
|}
{{KeyMove|FC.DF+2,1,2|counter=core|mixup=secondary}}
Jack's infamous d/b+1 is almost unseeable at i15 and has quite a bit of pushback in order to keep your opponent guessing. It has been buffed in 4.0.2 for more damage, making it one of his best poking tools. d/b+1 has the follow-up machine blast strings, however, they are easier to see and slightly more predictable.
{{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}}


'''FC D/B + 1 - Machinegun Knuckle 1 '''<br>
}}
{| class="wikitable"
|-
| Speed || i12
|-
| Damage || 15
|-
| Block || -8
|-
| Hit || +6
|-
| CH || +6
|}
Another infamous low, at the same speed but with more pushback and plus frames, the Machinegun Knuckle is a great way to keep your opponent guessing. It can be used after d/b+1 (not after d/f+4 - d/b+1), where Jack can make use of his WS moveset.


'''D/F + 4'''<br>
{{BlueOrange
{| class="wikitable"
|left={{Dotlist|
|-
}}
| Speed || i12
|orange={{Dotlist|
|-
* d+4
| Damage || 15
* f+1
|-
* ws2
| Block || -4
* b,db,d,df+1
|-
* R.b,db,d,df+1+2
| Hit || +7
}}
|-
|right={{Dotlist|
| CH || +7
}}
|}
}}
The quintessential mid poke for any Jack main, d/f+4 is a fast, safe i12 mid kick which leaves you with ''a lot'' of advantage. The pushback at all ranges places your opponent close enough to attempt d/b+1 or f+2.


'''F + 2 - Pinpoint Assault'''<br>
; 2 - Single Jab
{| class="wikitable"
: 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
| Speed || i10
: 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 
| Damage || 20
: 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
| Block || -12
: 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
| Hit || +5
: 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
| CH || Knockdown
: 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

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.