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Le méchant robot qui tue

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Laboubam
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Enregistré le : 27 nov. 2002 à 11h41
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Description & Notation d'après TZ a écrit : Jack-6

Punishment: 3/5
Standing

-10: f2 (15 dmg, +5)
-11: 2,1 (22 dmg, +2)
-12: db1 (13 dmg, +3)_df4
-13: df3+4 (30 dmg, knd)
-14: df1 (12 dmg, +4)_f1,2 (26 dmg, +7)
-15: f1+2 (20 dmg, knd)_df2
-16: ff1 (28 dmg, knd)_df32 (42 dmg, knd)
-19: ff2
-22: b,db,d,df+2
-29: EMGF aka hcf,df1

FC
-11: ws4 (20 dmg, +5)
-15: ws2 (doesn't launch crouchers)
-16: ws32 (same as df32)_ws1

10f punisher is kinda weak, but definitely better than what Ganryu has to deal with for -10. Jack's standing 2 jabs being at 11f now, doesn't really hurt him to badly. Jack's range is still insane, for usually stuff that wouldn't seem possible to reach he can with his jabs and what not. His df3+4 punisher is pretty short on range too even though it's his best 13f punisher. Also not being able to launch moves that end up your opponents in FC when Jack's in FC as well at -15 he'll just have to deal with a ws4 to get his best damage, since ws2 does not launch crouching opponents. Other than that, Jack's range really makes up for what most characters can't do.

Offense: 5/5
Jack's lows are pretty annoying, with db1, db4, d4, fc1, and fc db1. While db1 and db4 are the only punishable ones and the rest are all safe. This causes opponents to go for low parries, while some try to crush these to try and avoid these annoying lows. Only annoying at best, but eventually a couple of these low pokes will quickly add up. For big lows he has debugger, db2, fc df1+2, and df1+2 which are all really risky and damage is only decent. Debugger_fc df1+2_db2 all gives a free ff3+4, but only useable in end of the round situations due to the free launcher opportunity it leaves him open for, due to his long recovery time after ff3+4. Debugger gives a free d3 at the wall, and cc db111, ws4 if they tried to move. Also with db2 giving another free db2 near the wall and only a free db4 anywhere else probably the best big low option, really hard to see on reaction but possible.

For mids he has a safe ff1 that has good range and gives a free db2_EMGF now on hit, which takes a good chunk of your life, and a floater if they tried to move. Shit with b2 giving +5 on block, great mid to use for his wall game as well. bdbddf2 gives a full juggle now on hit and has extremely long range, high crushes in some of it's later frames, and only punishable near the wall at certain off angles. Also has a somewhat risky df2 and ws1 that will lead into a nice big juggle as well and ff1+2 also gives a full juggle now as well, with ff1+2, DF~n ws4, ff1, B!, ffF4, f122. On top of all these big solid mid moves he also has solid mid pokes with df1 reaching a ridiculous range and safe and +4 on hit.

As if his annoying pokes and strong safe mids weren't enough. He has amazing throws as well. Df2+4 gives a free full charged db2 or ff1, B! ff1_ff2, db2+3 gives a free crouch throw or free df3+4 which could lead into 80% at the wall (5:16), dfdf2+4 gives a 55% juggle, dbf1+2 does 58 dmg, uf1+2,ddf2 does ridiculous damage and wall splats into a full combo, and possibly one of the only throws that does RAGE damage when it lands (since there's a JF block part to it, it counts as an attack). He has a ton of very strong throw options, and not to forget he has an unbreakable (but duckable) df1+3 1+2 throw, but even if you duck and avoid the throw part, you're at such negative frames, that Jack recovers before you can even get a quick ground hitting move or rollback catch on him. Sure he doesn't have something like a sweep into a combo, but after looking at all this. Does he really need it?

Whiff Punishment: 5/5
Simple 2,1_df3+4_low or whatevers for up close. df2 still has really good range which makes it ordeal for his whiff punishing game, even though some say his range got a bit smaller than DR, this move still has insane clipping properities. His df2 still launches OC as well. ff1 for a quick safe whiff punishing move and b,db,d,df2 can be done also by inputting db,df2 and this has extremely long range and practically safe on block, awesome for long ranged whiffs. Whiff punishment is pretty much one of his strongest aspects in his game.

Keep Out/Panic: 3/4
2,1 for a quick annoying long ranged jab to keep out people. f2 for a move somewhat like Feng's b1, -14 on block but if you know they're going to try to interrupt something that's not, bam. df2 for a long ranged mid, just risky, but even so at max range most characters can't even punish it. FC db1 for a safe low that high crushes to keep them out. df1 for a safe long range mid, and ff1 as well. Jack's got a ton of moves to keep opponents out, just for the most part are annoying pokes, while some can be baited and have Jack at -14s and what not. Also he doesn't really have anything for a panic low crush as well.

Wake Ups: 3/3
Tons of great moves that hit grounded with options between safe mids or safe lows, to big risky low/mids that do the job. Great oki after throws as well. Good oki after certain KND moves such as db2_ff1 which both give df1_f12_b44 as a floater into another B! combo. Even if they take ff1, EMGF then tried to rollback afterwards Jack gets a free dash df2 into launch! Though Jack may not have a great spike ender he makes up for it with enders such as f122_df1212, these both leave Jack in a good position for a free running option. If opponents tech after either of these enders, Jack gets a free unblockable headbutt tackle, if they stay grounded he gets whatever he wants to hit them there or free running ground stomp, if they roll back he still gets a free unblockable tackle. Also he can still do B! ff2 and then go into his oki he had from DR.

Damage: 5/5
His damage is retarded. Simple as that, and I'll just list a few for you to get an idea.

Open
- df2, 2, ff1, B!, df1212 (57 dmg, easiest staple ever)
- df2, 2, ff1, B!, ffF4, f122 (64 dmg)
- df2, 4, ff1, B!, ffF4, f122 (70 dmg, close range only)
- ws1, f4, ff1, B!, ffF4, f122 (78 dmg)
- ss1, DF n ws1+2,1+2, B!, ffF4, f122 (71 dmg)
- bdbddf+2, ff3, B!, ffF4, f122 (64 dmg)
- bdbddf+2, dash DF~n ws4, ff1, B!, ffF4, f122 (80 dmg)
- ff1+2, DF~n ws4, ff1, B!, ffF4, f122 (72 dmg)
- EMGF, UF4, ff1, B!, ffF4, f122 (82 dmg)
- dfdf2+4, run under, f4, ff1, B!, ffF4, f122 (90 dmg)

Walls
- Near wall bdbddf+2, b44, B! f4, db111, ws4 (82 dmg)
- f1+2, W!, f4, W!, ff1, B!, f4, db11, ws4 (88 dmg)
- Near wall uf1+2ddf2, W!, f4, W!, ff1, B!, f4, db111, ws4 (111 dmg)
- Near wall db2+3, df3+4, W!, f4, W!, ff1, B!, f4, db111, ws4 (131 dmg)

Wall Carry
- df2, 2, ff1, B!, df1212, W!, db111, ws4 (83 dmg, weakest possible after a carry)
- df2, 2,2,2, df12, W!, ff1, B!, f4, db111, ws4 (90 dmg)
- df2, 2,2, ff1, B!, ffF4, df121, W!, dash FC db1, ws4, db11, ws4 (104 dmg)
- dfdf2+4, run under f4, ff1, B!, ffF4, df121, W!, FC db1, ws4, db11, ws4 (125 dmg)

I used the weakest launcher for an example of his wall carry damage, but I think you pretty much get the picture after this list. 131 dmg off a throw at the wall, ouch.

Overall Rating: 24/27
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