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Character Overview

Strategy

Gameplan

Jack has a lot of abusable and spammable highs like GMH 4 that make your opponent want to duck at which point Jack has access to a ton of great mids

Jack wants to be up close to his opponent, can spam 2 jab from range to get in. Up close db1 is very important.

Mixups

db1 -> FC db1(,1) -> FC db1,1 loops / ws4 / ws2

Main mixup for lows is df1 up close for safety. You can also mixup db1 and ff1 if you use them from dashing in to make it look similar.

Frame traps

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Combos

Normal Combos

df2
    f4  b3,2  b3,2~d  GMH f1  T!  f3~d  GMH 4 (66)

ws1
    f4  b3,2  b3,2~d  GMH f1  T!  f3~d  GMH 4 (67)

ff2
    b1  b3,2  b3,2~d  GMH f1  T!  f3~d  GMH 4 (73)

ss1
    b1  b3,2  b3,2~d  GMH f1  T!  f3~d  GMH 4 (64)

ff1+2
    df1  b3,2  b3,2~d  GMH f1  T!  f3~d  GMH 4 (67)

ws1+2
    2  b3,2  b3,2~d  GMH f1  T!  f3~d  GMH 4 (60)

(2,1),2
    ws2  b3,2  b3,2~d  GMH f1  T!  f3~d  GMH 4 (66)

df,df2+4 (throw)
    ff2  b3,2~d  GMH f1  T!  f1,2,1 (61)

df2,1*
    (run)  f4  b1  f1,2,1 (76)

1+2
    f4  b1  f1,2,1 (50)

GMH f1
    ff2  b1  b3,2~d  GMH 4 (67)

GMC 1
    ff2  b1  b3,2~d  GMH 4

Low Parry
    ff2  b1  b3,2~d  GMH 4

Counterhit Combos

CH 4
    b3,2~d  GMH f1  T!  b3,2~d  GMH 4 (58)

CH (df1),1
    ff2  b1  b3,2~d  GMH 4 (65)

CH df1,2,1
    df1  b3,2~d  GMH f1  T!  f3~d  GMH 4 (60)

CH FC df2,1,2
    ws2  b3,2  b3,2~d  GMH f1  T!  f3~d  GMH 4 (73)

CH (b1),2
    f4  b3,2  b3,2~d  GMH f1  T!  f3~d  GMH 4 (66)

CH (f3),1+2
    f4  b3,2  b3,2~d  GMH f1  T!  f3~d  GMH 4 (72)

CH GMH 3
    b3,2  b3,2~d  GMH f1  T!  f3~d  GMH 4 (76)

Wall Combos

High wallsplat
    b3,2~d  GMH 2

Low wallsplat
    db1,1,1,2
    backdash  b1  EMGF  d1  FC df4,2
    backdash  b1  EMGF  1+3
    ssl  df2,1~d  GMH 2  b3,2~d  GMH 2

With T! available
    ff4  T!  b3,2~d  GMH 2
    df1,1  T!  f3~d  GMH 2

Heat Combos

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Guaranteed Followups

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Punishment

Block Punishment
Startup Standing Crouching
i10 f2
i11 2,3 ws4
i12 1,1 FC df4,2
i13 df3+4
i14 f1,1
b1+2
ws2,1
ws2,4
i15 df2,1* ws1
Whiff Punishment

b1+2   i14 m KND/-19 great range, fast, heat engage, pushback on block (so they might not know how to punish)

df2

f2

Moves

RA = df1+2        EMGF = Blue upper = hcf, df+2       shoulder = WR 1+2        Seed Planter = db1+2

High/Mid Pokes

2    i11 h +9/+1  tracks pretty well to his weak side (left), slower than most jabs but has way more range
2,1    h,m +2/-3 quick high mid check
2,3    h,m +5/-13 you can catch them with CH (2),3  ff4 or shoulder if you think they will mash but it is unsafe
2,1,2    h,m,m JGL/-12 if they start ducking the 1+2 followup you can launch them with this
2,1,1+2    h,m,h,h,h,h KND/-4 is good to catch people pressing buttons because its safe and sick damage, might have followups

ss2    i17 h KND/+9 they take chip damage from blocking, on hit there are followups, can also go into GMH mixups
    e.g. ss2~d  GMH 4 (i14 KND/+3) you are still on plus frames and did 16 chip damage

df1    i14 m +3/-4 good range, low hitbox
df1,1    m,m KND/-11 on CH (df1),1 this launches, can catch people who start pressing or duck the second hit of df1,2
df1,2   -
df1,2,1    m,h,h -2/-10 on CH this launches
df1,2,1,2   -

f1    i14 m +5/-6 tracks pretty well
f1,1    m,h KND/-7 NC great damage, can be used as i14 punish or to catch them pressing after the first hit
f1,2   -
f1,2,1   -
f1,2,2   -
f1,2,2*   -

ff1    i15 m +8FC/-6 great pushback e.g. 2  ff1, KND on CH with blue upper followup for great damage, good to use solo but
ff1~d    can also go into GMH (at +4) into
    GMH 2 (guard break) or GMH 3 (+ob mid) -> force them to start pressing buttons
    GMH 4 to catch interrupts (trades with jabs!!) or GMH 3+4 if they mash

b4,4   i13 m,m KND/-4 FC NCc F! always finish the second hit, uninterruptible, safe, puts him in FC at -4

df4   i15 m +5/-9 fish for CH only (+14) into b1+2 (heat engage) or at the wall f1,1 into combo for crazy damage, good tracking

f3   i15 m +5/-9 fastest move that transitions into GMH (spammable), good tracking to the right, knee, on CH GMH f4 NC (on heat      it launches)
f3~d    GMH
f3,2   m,h KND/-9 safe high with W! and NC, good at the wall
f3,1+2   m,m KND/-11FC NCc if they mash when you go into GMH you can use this extension to catch them: CH (f3),1+2 launches,          on regular hit b3 might be guaranteed or else d2
ws3   is exactly the same as f3 but from crouch
ws3~d    GMH

ws2   i14 m +4/-7 you can use this on its own! mix it up
ws2,4   m,h KND/+3 NC and YOU CAN HITCONFIRM THIS, if you mess up it just doesnt come out and is safe W! e.g. at the wall            db1 poking into ws2,4 hit confirm W! for crazy damage
ws2,1   m,m KND/-14FC NC unsafe so use it only to mixup ws2,4 if they start ducking, CH (ws2),1 launches, on regular hit b3 oki

ws4   i11 m +4/-6 just a good, safe mixup from crouch eg with db1, FC db1

Low Pokes

db1   i12 low +1/-12

FC db1   i14 low +3/-11 hits grounded, spam this at the wall until they get up
FC db1,1   l,m +5/-6   once they start blocking it you can start using the mid strings that interrupt, stays in FC making it super              spammable, e.g. FC db1,1  FC db1,1  ws3,4  cannot be jabbed while spamming this move
FC db1,1,1   l,m,m KND/-14 W! use this to catch people pressing after FC db1,1 - dont use all the time, it is unsafe
FC db1,1,1*   deals 12 chip damage extra (for 26 damage including the low) and makes it safe, forces them to start pressing buttons

db4   i16 low -2/-13 good range, hits grounded, high crush from standing, e.g. 2  db4 beats jab retaliation, good pushback on              block e.g. if you use it from tip range and they try to punish they often whiff and can be punished in return

d4   i16 low -4/-15 not the best move on paper but it tracks

Other Notable Moves

WR 1+2

Homing moves

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Defensive Moves

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Situational Moves

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Frame advantage

b2   i14 m KND/+5 has a lot of pushback so you can really only use it at the wall

Throws
Input Escape Damage Notes
qcf1 1 40
qcb2 2 45
df2+4 2 JGL
df,df2+4 2 JGL Blue spark version?
db2+3 2 25
uf1+2 1+2 35 Switch sides
db,f1+2 1+2 50
GMH f1+2 1+2 45
Strings

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At the Wall

b2   i14 m KND/+5 scary
b2*

Okizeme

EMGF
ff4
f3+4~d  GMH 4
ff1~d  GMH 4

ff1
    db2
    db1+2
    EMGF (max damage)

ss2
    ~d  GMH f1
    ~d  GMH 3  FC db1,1
    ff4
    EMGF (max damage)

Grounded opponents:

b3
FC db1
b2*

Stances

Gamma Howl (GMH)

Enter via 3+4

When you don't have heat, GMH becomes annoying at best as you don't really have a way to open them up except for the throw, if they don't know how to break it (1+2).
Your only option here is GMH 4 to make them start ducking as he doesn't have any lows, pushing them to the wall in the process and dealing a bit of chip damage. You are +3 and can keep up pressure / stay in GMH.
Once they start ducking you can use GMH 1 (i22 m, KND/-10 homing), if it hits you can followup with EMGF or db1+2 or db2...
Or you can use GMH 3+4 if they sidestep, mash, dickjab,... its a flash that activates heat and allows you to continue pressure, e.g. followup with WR 1+2 after the heat engage leaving you at +3.

In heat Jack has access to GMC 2 (i20 h KND/+11) which guarantees Heat Smash ON BLOCK. Crazy at the wall e.g. with wall bounce followup possibilities etc. You can mix this up with GMC 1 (JGL/-6) which launches on hit (instant T!) and is homing and deals 8 chip damage. Both GMC moves use up the heat bar however.
In heat you can use GMH 4~F and GMH 3+4~F which essentially turns it into a launcher as well.

Sit Down (SIT)

Enter via d3+4

Heat

During Heat: Use Gamma Howl 3+4 has followups (?) wip

3+4,2
3+4,1
3+4,3+4

Heat Engagers

A good followup after a heat engage is WR 1+2 being a safe uninterruptible mid check with KND/+3 and W! and 14 chip damage

Most Heat Engagers turn into a launcher while on heat: GMH 3+4~f   GMH 4~f   b2~f    BUT NOT b1+2! (do EMGF)

b1+2   i14 m KND/-19 good damage, quickest heat engager, good pushback, good range -> good whiff punish but not such a            great move in neutral otherwise (unless they don't know how to punish it due to pushback)

b2   i19 m KND/+5 good damage, pushback, plus on block (really good at the wall, hard to use in neutral)
b2*    -2/-2 or +5/+5 at the wall mega damage (40), 16 chip damage on block (after they get up!), can be stepped

GMH 4    i14 h KND/+3 deals 9 chip damage, super spammable move, pushes them (a lot) to the wall, W!

GMH 3+4    i20 s.mid KND/-13 used mainly to catch people wanting to e.g. jab interrupt your GMH mixup, can burn heat to make      it safe (with ~F???)

GMH d2+4    i12~13 unescapable throw that hits crouching opponents, e.g f3+4~d  GMH d2+4 and you can hit confirm whether        the f3+4 hit (FC) to make this a guaranteed followup (he also has GMH d1+3 for more damage but no heat engage)
--- I think its actually just d2+4 but GMH is used in the example above as it can be used from GMH and gives the frames to make it guaranteed???

2+3    i16 m +2FC/+1 good range, pseudo armor, at the wall you can immediately heat smash for crazy damage and full combo
2+3~b,b    if you dont want to do the attack (would whiff) but activate heat

Heat Smash

H.2+3    i10 h,m,t -2/-9 at the wall this activates any wall bounce, balcony break etc for full combo, deals 50 damage on its own, insane range, can be done from FC to punish any -10 low

WR 2  H.2+3 is a NC so WR 2 becomes insane when you have heat (we're talking 100 damage at the wall)

Resources

https://www.youtube.com/watch?v=ozuszcUdEz8

https://www.youtube.com/watch?v=H4V-m16rbsA

https://www.youtube.com/watch?v=c5CWOte6S9U

https://www.youtube.com/@Joey_Fury/videos