World Heroes Perfect/Jack

From Shoryuken Wiki!
Jump to: navigation, search

Introduction

Jack is most well-known for his abusable s.HK & low MK, but he's no one-trick pony. QCF+P and HCF+K both do great chip damage, the QCF+P can also cross up and fly over projectiles, and the HCF+K can also be used as anti-air and hit people mashing out of pressure strings. His air game is pretty good, with autoguard j.HK and j.HP/j.MK for crossup combos and other purposes. The EX is not that great, just for combos really since it's unsafe. The super covers a large portion of the screen and chips well. His tough matchups are against people who can beat his ground pokes (Ryofu, Raspy, etc.), as that's the foundation of his game.

Moves List

Normal Moves

Command Normals

Normal Throws

Special Moves

Mixer Crush qcf + P

if claw grazes opponent they will simply be knocked down.

Iron Crawl qcf + K

Knee Smasher qcb + K

Air Knee Smasher qcb + K in air

Super Moves

Combos

Frame Data

Normal Moves

Command Frames Standing Block Crouch Block Standing Hit Crouch Hit
Standing LP 5 +5 +6 +5 +4
Standing MP 9 +5 +6 +5 +6
Standing HP 14 -3 -1 +5 +3
Standing LK 4 +5 +6 +5 +4
Standing MK 14 +4 +5 +7 +7
Standing HK 7 +0 +2 +8 +6
Forward or Back + MP 9 +3 +4 +6 +4
Forward or Back + HK 11 N/A N/A -4 -3
Crouching LP 4 +3 +4 +3 +2
Crouching MP 6 +4 +5 +4 +5
Crouching HP 13 +5 +6 +13 +11
Crouching LK 6 +6 +5 +4
Crouching MK 8 +3 +5 +3
Crouching HK 15-30 -38 to -23
Jumping LP 5
Jumping MP 6
Jumping HP 8-10
Jumping LK 4
Jumping MK 13
Jumping HK 10
Dashing LP 5 +5 +6 +5 +4
Dashing MP 9 +3 +4 +6 +4
Dashing HP 14 -4 -2 +4 +2
Dashing LK 4 +5 +6 +5 +4
Dashing MK 14 +3 +4 +6 +6
Dashing HK 7 -2 +0 +6 +4
Dashing Down + LP 4 +3 +4 +3 +2
Dashing Down + MP 6 +4 +5 +4 +5
Dashing Down + HP 13 +4 +5 +12 +10
Dashing Down + LK 6 +6 +5 +4
Dashing Down + MK 8 +3 +5 +3
Dashing Down + HK 15-30 -38 to -23

ABC Moves

Command Frames Notes
ABC 71 Before You Can Move Invincible While Underground
Back + ABC 71 Before You Can Move Invincible While Underground
Forward + ABC 71 Before You Can Move Invincible While Underground
Down + ABC 41 Before You Can Move Can Perform air qcb+K any time during move

Special Moves

Command Frames Standing Block Crouch Block
Quarter Circle Back + LK 6-18 -7 -5
Quarter Circle Back + MK 8-123 -12 -10
Quarter Circle Back + HK 10-28 -12 -10
Quarter Circle Forward + LK 23 +0 +1
Quarter Circle Forward + MK 27-42 -5 -4
Quarter Circle Forward + HK 33-48 -9 -8
Quarter Circle Forward + LP 33 -29 -25
Quarter Circle Forward + MP 37 -29 -25
Quarter Circle Forward + HP 41 -29 -25
(In Air)Quarter Circle Back + LK 4 -13 or better -9 or better
(In Air)Quarter Circle Back + MK 9 -18 or better -14 or better
(In Air)Quarter Circle Back + HK 12 -24 or better -20 or better
(With Full Meter)Quarter Circle Back + LK 6-16 -2 +0
(With Full Meter)Quarter Circle Back + MK 8-21 -7 -5
(With Full Meter)Quarter Circle Back + HK 10-29 -7 -5
(In Air With Full Meter)Quarter Circle Back + LK 3 -3 -1
(In Air With Full Meter)Quarter Circle Back + MK 8 -14 -12
(In Air With Full Meter)Quarter Circle Back + HK 11 -10 -8

Super Move

Command Charge Time(In Frames) Frames Standing Block Crouch Block Hit
Charge Down-Back, Up-Forward + MP+MK 130 27 -37 -35 -34
(With Full Meter)Charge Down-Back, Up-Forward + MP+MK 130 27 -37 -35 -34

NOTES: The sweep is rarely if ever safe and not usually recommended. The qcf+P and super are far safer than they appear, though some characters can still punish you. The qcf+LK is amazing when you combine that frame data with its enormous chip damage and anti-air priority. The qcb+LK is safe from a distance against certain characters, while the other versions are not. The air qcb+K is almost never safe. And if the super connects when close to the opponent, he will get up before you recover and may be able to punish you.

Strategies

Match-ups