Jack-7 strategy: Difference between revisions

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(Adding more of Jack's neutral moveset)
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{{Jack-7}}
{{Jack-7}}


FF1 - 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.
'''FF1 - Jackhammer'''<br>
{| class="wikitable"
|-
| Speed || i15~i16
|-
| Damage || 25
|-
| Block || -6~-5
|-
| Hit || Knockdown
|-
| CH || Knockdown
|}
 
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.
 
'''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>
{| class="wikitable"
|-
| Speed || i12
|-
| Damage || 15
|-
| Block || -12
|-
| Hit || +2
|-
| CH || +2
|}
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.
 
'''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>
{| class="wikitable"
|-
| Speed || i12
|-
| Damage || 15
|-
| Block || -4
|-
| Hit || +7
|-
| 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>
{| class="wikitable"
|-
| Speed || i10
|-
| Damage || 20
|-
| Block || -12
|-
| Hit || +5
|-
| CH || Knockdown
|}
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.

Revision as of 16:17, 31 May 2021

FF1 - Jackhammer

Speed i15~i16
Damage 25
Block -6~-5
Hit Knockdown
CH Knockdown

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.

2 , 1 - Jab Elbow

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

Speed i12
Damage 15
Block -12
Hit +2
CH +2

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.

FC D/B + 1 - Machinegun Knuckle 1

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

Speed i12
Damage 15
Block -4
Hit +7
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

Speed i10
Damage 20
Block -12
Hit +5
CH Knockdown

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.