Post Jack 6 info/discussion below. Will update this thread as I get time to compile data. If you have any questions/comments/concerns, leave them below, or send a PM.
Let’s just start by saying Jack-6 is a powerhouse. His moves can hit like a truck. Many of these moves will launch your opponent across the stage. Others will cause absolute devastation when your opponents back is to the wall, or floor. With all that power comes some disadvantages though. Some of his moves come out very slowly. Opponents will know that due to Jack’s speed, he can fall victim to excessive pressure. Your defense and throw break game will need to be on point.
Many of Jack-6’s moves are high risk, high reward. You can mitigate this risk by learning a variety of his moves, and understanding their applications. Jack-6 shines when it comes to Okizeme. If you can read your opponent, and learn several mixups, you will start seeing Perfects due to Jack’s big damage. He is also a great partner, which is explained in more detail below.
TZWiki Jack-6 Move list
I am putting together a top ten move list. This is open for discussion.
Beautiful move. Comes out quickly, hits low, and has great range. Got a masher trying to wear you out with quick high and low strings? Toss DB+1 out once in a while to keep him honest and help you space (the move pushes the opponent back considerably to a more comfortable range for Jack). Pressing 1,1 will continue the low punches, toss in a 2 afterwards for a quick right that hits mid that can catch punish attempts.
2) b, db, d, df+1
Debugger! Bomberman gave me the good word on this and let me tell you, it’s good. Jack is already a menace at range, this just adds to his mind games and mixups. Like said below, this move does not telegraph like other lows, and to add to that the size of jack’s massive mitt makes for one tormenting and deceiving hitbox. Llike most of Jack’s heavy moves, when the move connects the opponent is launched backward, and it’s time to work your tricks with more ranged mixups, or feinting to bait a launch for big damage.
3) b+3, 2, 2
As mentioned below, excellent combo finisher with potential to wall splat and big damage. Jack’s big boot will pick your opponent from the ground if timed right, it will also punish back rollers.
Usage: Jack shoots his right palm forward, striking the opponents high hitbox. This is a good go to punish. On counter hit it will knock an opponent square on their back opening up your Oki… It recovers somewhat slowly so you will want to make sure this connects.
Jack thrusts his two arms downward into the low hitbox causing decent damage and causing a knockdown. You won’t be using this while your opponent is standing though, it’s far too slow. The beauty of this move is when your opponent is on his back against a wall and attempting to side roll. If you whiff this move expect to eat it, and don’t abuse it because the recovery is garbage, a quick stand low block or low attack will beat the move cleanly.
6) f, f (hold), 1
Your go to bind. The range and speed of this move is impressive, and once again Jack’s big hands make for a large hitbox.
\o/ The launcher of all launchers. You land this one and people in other matches on other stages can see your opponent piercing levels of the ionosphere reserved for supersonic aircraft.
Jack rocket punches with both fists that have deceptively long range. This is a good keep out move, but opponents will see it coming and stop short of it’s effective range hoping you will whiff. Mix it up with other long range moves like debugger and f+2 to keep your opponents guessing.
9) f, f (hold), 1+2, 1+2
Affectionately known as the clap. Hits mid, then low, and knocks down, with the opponent put back to an uncomfortable range where you can continue your sadistic head games, punishing their futile attempts to mount an offense against you.
Jack ducks and thrusts his body forward for a fierce shoulder tackle. Easily punished on whiff, so the uses are selective. One use for this move: You knock your opponent down, well out of your range to follow up, you’re expecting the opponent to tag from the ground, you dash forward and bulldozingly welcome the tagged in partner to the arena.
To be added.
To be added.
These are just some things I’ve worked on. I’m in the process of scouring for some good ones to put up, these ones are getting me by for now.
1) Generic wall-carry combo using auto TA
11 Hits, 109 Damage
Confirmed not to work on a neutral standing Marduk, the first move whiffs.
f+1,1+2 >> B! (f. f+1) >> auto-TA >> b+3, 2 2 >> dash forward >> db+1,1,1
Attempting the finisher for db+1,1,1 resulted in failure more times than not. I did get it to land once but I’m not sure what I did differently, or if its just a tight input. If you whiff that finisher you’re open for punish.
Confirmed this combo to carry to wall on small stages like Germany Town Square and Brazil Rainforest. Will not result in wall hits on large stages like Italy.
2) Combo off of df+2 launcher
6 hits, 34 damage
df+2 >> B! (b+4,4) >> auto-TA >> dash forward >> b+3, 2, 2 >> dash forward >> db+1,1,1
Light on damage, but carries somewhat decently. Once again, will only carry to wall on small stages, and don’t attempt finisher for db+1,1,1.
If anyone has any submissions or revision to these please please let me know. I’m looking for some reliable filler between the launcher and bound. I would love to see what you’ve all come up with.
Jack-6 has one of the best tag assault assists in the game. His \o/ launches your opponent extremely high in the air, allowing you to extend your combo for further wall carry and big damage. A good example of this can be seen here.
If you find some, please PM me.
Here is a video of TK FightingGM using Jack-6
Bomberman3000 - Wrote some hella useful information below, that opened my eyes up to Jack’s meaner side. Hope to see more contributions, maybe videos?
I know this page looks gnarly on Tapatalk. I will work on the format to make it more mobile friendly. I just had a child so my time is divided up between multiple things right. Please PM me if you have anything to add!