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Art of Fighting 2/Jack Turner: Difference between revisions
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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 | * 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 | * 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 compared to every other character(69f after hitting the floor instead of 37f), meaning he holds characters' finest oki on otherwise middling knockdowns | * 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 | ||
* 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 | * 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 | ||
* Needs meter both for damage and | * 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 | * Command grabs have bad frame advantage, meaning he needs the corner for consistent oki off them | ||
}} | }} | ||
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| description = Costs 20% Spirit. | | description = Costs 20% Spirit. | ||
Deals massive damage on hit and block, and is safe at far ranges. Reaches fullscreen, too, making it a useful chip-kill tool. As a neutral tool, it's not as helpful as just running or jumping due to how fast Jack is, | 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 | 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. | ||
}} | }} | ||
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| description = Costs 25% Spirit. | | 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, | 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. | ||
At low Spirit, the forward momentum of this special is cut in half. Still | 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. | |||
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| description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below. | | 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. 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. | 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. | ||
}} | }} | ||
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 |
---|