TEKKEN7 FR Jack-tutorial-Practice
Doctor’s max rank in TEKKEN7
-Overload(19 dan)
In this page,
I would like to share
with you some of my tips.
Based on theory.
1. Try to use Mid attacks with advantages.
As I already wrote in the Theory,
Jack has many Mid attacks,
which you still have plus frames
even when blocked.
Try to use them effectively.
Piston Gun Assault(b+2)
Personally, I use this the most.
You can make them down,
and when they blocked,
they are pushed away.
It is Frame Advantage
when blocked.
In a small stage,
you can get wall situation
with a couple of this moves.
And in a wall situation,
you should do this a lot,
so that they will not try to crouch.
See this video above. This is Jack online Vol.2.
With b+2, and d/b+1, I am very offensive.
Reactor Elbow(u/f+2)
I know some people use this often.
Even when hit, you are still close to them.
So you can keep attacking.
Also you can make them crouch,
it means they can’t back step.
Side step(u side) is only the way out.
Not like b+2,
you can’t make them down,
so I use this in a wall-less stage.
Granite Stomping(f,f+3)
This is very useful in Okizeme.
For example, after hitting,
d/f+1+2 during crouching,
this is useful for those who
try to keep down.
And f,f+3+4 is useful for those
who try to get up.
Even when this f,f+3 is blocked,
you are still Frame Advantage.
After showing this Stomping,
you can get big damage
with Mix up.
Discharger(1 while side step)
This move is also useful in Okizeme.
But it is very slow, because
you need to side step first.
This move is very strong,
because you can get combo when hit.
It is also useful for ground position.
And Frame Advantage when Blocked.
2. Choices in advantageous situation.
It is important to know
what choices or moves are effective
in a Frame Advantageous situation.
For big Low attacks,
Debugger(half circle forward+1)
and Power Shovel(d/b+2)
are best two.
However, they are not combo launcher
and risk is very high.
I would say, small Low attacks and
the same Mid attacks
(which I told you above)
are very effective.
If they try to react or move,
you can get counter attack
with f+2, or d/f+2.
Or maybe you can step back,
see whether they move.
If they move, get Whiff Punishment.
And Jack has good special throws.
For example, Volcano(d/f+2+4)
is a combo launcher throw.
I do this combo.
(d/f+2+4)-b+1-d/f+1,1(S)-b+3,2,2
If it is difficult, you can skip b+1.
Pile Driver(d/b,f+1+2) is also huge damage.
It will create a flour break,
you can get higher damage with it.
If you can do these throws twice,
that means the player’s vital is short.
Try to throw them as much as possible.
3.Wall tactics
Jack becomes nightmare
in a wall situation.
Not only b+2, but also
Machinegun Knuckle(d/b+1)
is useful.
You will become crouch after
this MK.
After that d/f+1 while crouching
or
3 while rising
will be enough to make them suffer.
And also 3,2 while rising can
make them wall stun.
The second punch is high,
so you will have a risk of
crouching.
In that case, you can stop
at the first kick, and
do whatever you want.
Jack becomes nightmare facing the wall.
Also check my Jack Vol.3.
I become nightmare in wall situation.
Conclusions
I know high rank players
don’t do risky moves.
But if you just want to be
a Vanquisher, I agree to
do some risky moves.
Life is more fun with
some risks, right?