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.
To catch people stepping a safe way is df1, big payoff is ff1+2. Can stop jabbing and side stepping with FC 1+2
Mixups
db1 -> FC db1(,1) -> FC db1,1 loops / ws4 / ws2 / FC 1+2 > db1+2 (guaranteed)
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 the timing similar. Can also use b1+2 since its a fast mid but you can only take advantage of the plus frames on block if they're at the wall due to pushback. It is punishable but at max range difficult. It is also a heat engager and WR 1+2 is a good followup. Alternatively you can use WR2 which is slow but guarantees a free hit afterwards at +10 (e.g. heat smash or f2). Another good move to use is b2.
Frame traps
asd
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
asd
Guaranteed Followups
asd
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, mostly punish
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 ixx ? (??/+3) great to use after combos when the opponent is trying to get up
Homing moves
asd
Defensive Moves
asd
Situational Moves
uf2 low crush
uf3?
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
asd
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