Jack-7 strategy

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Revision as of 04:53, 12 March 2022 by RogerDodger (talk | contribs)

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1
Jab is good okay.
Tracks left


Tracks both
  • d+4
Tracks right


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.

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.

db+1 - Machine Gun Blast 1
Jack's infamous db+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.

hFC.db+1 - Machinegun Knuckle 1
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 db+1, where Jack can make use of his WS moveset.

df+4
The quintessential mid poke for any Jack main, df+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 db+1 or f+2.

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.