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Art of Fighting 2/Jack Turner: Difference between revisions
Intro + navbox + pro/con table + colors + movelist |
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| pros= | | pros= | ||
* Takes less damage than the rest of the cast | * Takes less damage than the rest of the cast | ||
* | * Can grab people out of blockstun with his command grabs, leading to inescapable throw setups and suffocating offense | ||
* | * 1f command grab with good range makes his defense strong as well, and it retains these properties even if you're out of Spirit | ||
* Shockingly good movement; slightly less air time on jump, same walkspeed as Ryo, only forward dash with no startup | * Shockingly good movement; slightly less air time on jump, same walkspeed as Ryo, only forward dash with no startup | ||
* | * Most of his buttons hit hard, giving him abnormally strong reward on random light kicks and anti-airs | ||
* | * Best DM in the game, giving him access to a 1f long-ranged nuclear option on offense, on wakeup, and in combos | ||
| cons= | | cons= | ||
* Takes nearly twice as long to get up if knocked down | * Takes nearly twice as long to get up if knocked down compared to every other character (69f after hitting the floor instead of 37f), meaning he holds characters' finest oki on otherwise middling knockdowns | ||
* Needs meter both for damage and | * Double knockdown length also enables the the opponent to taunt on your wakeup and still get pressure after, severely harming Jack's meter economy if he's on the backfoot | ||
* Pokes are kinda sluggish and not especially big | |||
* Needs meter both for damage off lights and Brain Shock as well as access to Knuckle Pad, making him pretty meter-reliant | |||
* Command grabs have bad frame advantage, meaning he needs the corner for consistent oki off them | |||
}} | }} | ||
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Hell Dive - [[image:hcb.gif]] + [[image:a.gif]] - 75% Spirit | Hell Dive - [[image:hcb.gif]] + [[image:a.gif]] - 75% Spirit | ||
==Normals== | |||
===Standing Normals=== | |||
====5LP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_5lp | |||
| description = Slower than a usual jab, but large and disjointed. Good poke. | |||
}} | |||
====5LK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_5lk | |||
| description = Kinda slow and not much range, but hits decently hard. Not as good as 5LP but nice. | |||
}} | |||
====cl.HP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_clhp | |||
| description = Very hard-hitting close normal, and safe on block. Useful up-close tool. | |||
}} | |||
====f.HP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_fhp | |||
| description = Big silly swing with a lot of recovery. Not a great button, since it doesn't cover that much space and leaves you vulnerable. | |||
}} | |||
====5HK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_5hk | |||
| description = Ok anti-air, especially with the amount of damage it deals. | |||
}} | |||
===Crouching Normals=== | |||
====2LP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_2lp | |||
| description = Slightly better frame data than 5LP and also a low. Another good poke. | |||
}} | |||
====2LK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_2lk | |||
| description = Same range as 2LP, slightly worse frame data, and much better damage. Probably a better poke overall than 2LP. | |||
}} | |||
====2HP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_2hp | |||
| description = Really funny looking anti-air, and hits pretty hard. Also travels forwards during its active frames. Might have some use as an advancing poke, since it's safe on block from max range and advances pretty far. | |||
}} | |||
====2HK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_2hk | |||
| description = Safe on block sweep that gets you your win condition on hit. Same range as 2LP/2LK, making it another pretty good low poke. | |||
}} | |||
===Jumping Normals=== | |||
====j.LP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_jlp | |||
| description = Funny laggy air button #1. Not as bad as the other two; it hits pretty hard and isn't awful on hit or block for how active it is. Less useful than jLK for virtually any situations, though. | |||
}} | |||
====j.LK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_jlk | |||
| description = Fast, hard-hitting, very active air button that randomly has less landing recovery than every other aerial in the game. Land on someone with this and you can command grab them for massive damage. | |||
}} | |||
====j.HP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_jhp | |||
| description = Funny laggy air button #2. Knocks down and hits pretty hard, but is death on block or whiff. jLK is more rewarding due to the command grabs you get off connecting with it and many times safer. Avoid. | |||
}} | |||
====j.HK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_jhk | |||
| description = Funny laggy air button #3. jHP but slower, less damaging, and even worse on whiff/block. Avoid. | |||
}} | |||
==System Mechanics== | |||
===Uppercut=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_uppercut | |||
| description = A fast anti-air, and tied for Jack's fastest normal. Good at what it does. | |||
}} | |||
===Close Low Attack=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_closelowattack | |||
| description = Fast low and Jack's other fastest normal. Knocks down on hit and cancels into command grab on block for the tick throw. Okay to press at close-range. | |||
}} | |||
===Far Low Attack=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_lowattack | |||
| description = Not actually a low. Also not that useful. Can be made plus on block or hit, but you could also just dash forward to cover the space much faster and at less risk. | |||
}} | |||
===Throw=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_throw | |||
| description = Does less damage than other throws for some reason. Not super helpful given the ridiculous command grabs you have in your arsenal. | |||
}} | |||
===Air Throw=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_airthrow | |||
| description = Tiny air-to-air. You should probably just press jLK instead. | |||
}} | |||
===Taunt=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_taunt | |||
| description = Same frame data and Spirit drain as every taunt. Taunting gives Jack a thing he can do at long-range to apply pressure, which is always nice. | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
===Knuckle Pad=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_236a | |||
| description = Costs 20% Spirit. | |||
' | Deals massive damage on hit and block, packs an insane disjoint, and is safe at far ranges. Reaches fullscreen, too, making it a useful chip-kill tool. As a neutral tool, it's not always as helpful as just running or jumping due to how fast Jack is, but you can throw it out on occasion and maybe score 40 damage if you guessed right. | ||
' | At low Spirit, this move deals 24 damage and only has 6 active frames. Given the main advantage of the regular version was damage, this isn't very helpful. | ||
}} | |||
===Bomber Dance=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_214a | |||
| description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit. | |||
The second and third hit have punishable gaps immediately after them (5f and 17f respectively), making this a hard move to justify using, especially since its effective range is also command grab range. No real utility. | |||
}} | |||
===Dynamite Lariat=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_646a | |||
| description = Costs 20% Spirit. | |||
Big and funny, but way too slow to justify using, since it does the same damage as Knuckle Pad with less range, and Knuckle Pad was already not a great move. | |||
At low Spirit, this move travels a very short distance forward before attacking. Useless. | |||
}} | |||
== | ===Super Dropkick=== | ||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_16b | |||
| description = Costs 25% Spirit. | |||
A 12f overhead might sound crazy, but don't get too excited; it whiffs on crouchers for most of its active frames, so you're actually looking at something closer to a 35-40f overhead. It's death on block, too, so it's not worth using as a mixup. | |||
Its true calling is as an anti-air. Because Jack launches himself very high, very fast, with a very good hitbox, and travels the entire horizontal length of the screen, you can throw this out on reaction to a jump and net a huge amount of damage off it. This is very strong and adds a lot of threat to Jack's neutral. You could also use it as a callout vs fireballs, since it goes right over most of them, but Jack has much less risky ways to deal with those. | |||
At low Spirit, the forward momentum of this special is cut in half. Still does a lot of damage, though, so you can maybe still anti air with it. | |||
}} | |||
===Brain Shock=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_646b | |||
| description = Costs 25% Spirit. Heavy normals cannot special cancel into it. | |||
Bonkers command grab. You can grab people out of both hitstun and blockstun with this move, and if the opponent's out of range, rather than whiffing, Jack will just use his 5LK/5HK instead depending on button hold. You can buffer this behind just about anything to guarantee a huge chunk of health off any hit or blocked light. The only downside is its bad frame advantage, meaning the oki midscreen is pretty bad, but the damage and corner carry are pretty worth it. Also, it's a 1f grab, making it a powerful defensive tool. | |||
At low Spirit, this move does 8 damage. There aren't any other changes, so this is actually still pretty scary. You really wish you had the meter to deal some more damage, but if you've gotten them in the corner, killing them via inescapable throw loop in increments of 8 damage is just as good as increments of 30. | |||
}} | |||
==Super Move== | |||
===Super Hip Attack=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_463214b | |||
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit. | |||
None of the 3 hits combo into each other, so even if you somehow hit the pretty slow first hit, you'll get the next two blocked and eat whatever punish the opponent can muster. Does pretty solid chip damage on block, so it might be useful for chip kills due to the range. | |||
}} | |||
==Desperation Move== | |||
===Hell Dive=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = jack_63214a | |||
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below. | |||
Just like Brain Shock, this can grab people out of hitstun or blockstun and will whiff with punch buttons instead of a whiff animation, making this a devastating up-close option and useful in every situation Brain Shock is. It also gains absolutely massive range when cancelled into from a normal (roughly the same horizontal range as 5A), making it a powerful neutral and confirm tool and turning random stray jabs into potential death blows. Minus on hit, but you probably should've killed them with this if you're late enough in the round to use it so it's fine. | |||
}} | |||
{{Navbox AOF2}} | {{Navbox AOF2}} |
Latest revision as of 09:16, 22 March 2025

Story
Jack is one of Mr. Big's highest ranked men. He runs his own gang called the Neo Black Cats, and hangs frequently at bars around South Town. He has formed rivalries with many of the underground thugs crawling in South Town, and even has beef with King. After his defeat from Ryo and Robert in AOF1, Jack continued to lead his gang, until he was invited to the King of Fighters tournament.
Introduction
Jack only wants one thing: to get in, force you into the corner, and trap you in a throw loop. Jack is built like a tank, with the damage output of one too, but quicker and with better effective range than you'd think.
In addition, Jack will only take 85% of the damage dealt to him once he dips below 75% health, will only take 70% damage once he dips below 50% health, and will only take 60% damage once he's below 25% health, all non-inclusive. This makes him a uniquely tanky character in a game with mostly-universal health.
Strengths | Weaknesses |
---|---|
|
|
Colors
Movelist
Special Moves
Dynamite Lariat - +
- 20% Spirit
Super Dropkick - +
- 25% Spirit
Super Move
Super Hip Attack - +
- 75% Spirit
Desperation Move
Normals
Standing Normals
5LP
5LP
5A
5A |
---|
5LK
5LK
5B
5B |
---|
cl.HP
Close HP
5[A]
5[A] |
---|
f.HP
Far HP
5[A]
5[A] |
---|
5HK
5HK
5[B]
5[B] |
---|
Crouching Normals
2LP
2LP
2A
2A |
---|
2LK
2LK
2B
2B |
---|
2HP
2HP
2[A]
2[A] |
---|
2HK
2HK
2[B]
2[B] |
---|
Jumping Normals
j.LP
j.LP
j.A
j.A |
---|
j.LK
j.LK
j.B
j.B |
---|
j.HP
j.HP
j.[A]
j.[A] |
---|
j.HK
j.HK
j.[B]
j.[B] |
---|
System Mechanics
Uppercut
Uppercut
AC
AC |
---|
Close Low Attack
Close Low Attack
BC
BC |
---|
Far Low Attack
Far Low Attack
BC
BC |
---|
Throw
Throw
6/4 C
6/4 C |
---|
Air Throw
Air Throw
j.C
j.C |
---|
Taunt
Taunt
D
D |
---|
Special Moves
Knuckle Pad
Knuckle Pad
236A
236A |
---|
Bomber Dance
Bomber Rush
214A
214A |
---|
Dynamite Lariat
Dynamite Lariat
646A
646A |
---|
Super Dropkick
Super Dropkick
16B
16B |
---|
Brain Shock
Brain Shock
646B
646B |
---|
Super Move
Super Hip Attack
Super Hip Attack
463214B
463214B |
---|
Desperation Move
Hell Dive
Hell Dive
63214A
63214A |
---|