Story
Introduction
Playstyle: Shoto
Health: 900
Strengths |
Weaknesses
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- The real jack of all trades: Jackie has one of the most varied movesets in the game.
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- The real master of none: Doesn't particularly excel at anything, other characters have better options for specific situations
- Poor neutral: Jackie isn't overly effective at closing the gap. Other characters can outspace him easily.
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While Brock is more of an anime fighter protagonist, Jackie is a bit more of a traditional shoto. Jackie's the true all rounder for people who want a little bit of everything, with a movelist that covers all the essentials. A fireball, dp, spin kick, you name it. It's all there.
Move List
Normal Moves
5A
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Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
10
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
5B
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
15
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
Pretty straightforward kick. Functionally not much different from 5A.
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|
5C
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
20
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
A slash with an energy sword of some sort. Unfortunately it's a bit slow and doesn't reach far.
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|
2A
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
10
|
-
|
-
|
-
|
-
|
Low
|
Strike
|
|
|
2B
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
15
|
-
|
-
|
-
|
-
|
Low
|
Strike
|
Low slide kick that lets Jackie move along the ground a little. Can be cancelled immediately on hit, you don't need to wait for the slide animation to finish. Knocks down on hit.
|
|
2C
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
20
|
-
|
-
|
-
|
-
|
Low
|
Strike
|
Low sword slash that knocks down and launches.
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|
j.A
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Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
10
|
-
|
-
|
-
|
-
|
High
|
Strike
|
Shoulder slam. Knocks down on hit.
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|
j.B
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
15
|
-
|
-
|
-
|
-
|
High
|
Strike
|
Aerial kick that pushes the opponent upwards slightly on hit.
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|
j.C
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Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
20
|
-
|
-
|
-
|
-
|
High
|
Strike
|
|
|
Universal Mechanics
Throw 4A
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Damage
|
Startup
|
Active
|
Recovery
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Block Advantage
|
Guard
|
Attribute
|
50
|
-
|
-
|
-
|
-
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Unblockable
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Throw
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Jackie grabs the opponent, the spins around and tosses them away.
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|
Overhead 6B
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Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
15
|
-
|
-
|
-
|
-
|
High
|
Strike
|
Jackie winds up for an overhead kick. Knocks down on hit. It's really slow and doesn't have much use currently.
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Special Moves
Psycho Bullet 236A or B or C (Air OK)
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
A
|
40
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Jackie shoots an energy bullet. If this move is used on the ground, the bullet moves forward. If it's used in the air, the bullet moves diagonally downward. It disappears after some time (it can travel across about two-thirds of the training stage). Won't hit at point-blank range. Pretty standard zoning move.
|
B
|
40
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
The exact opposite of the A version. The bullet now moves diagonally if fired from the ground, or forward if fired from the air. Won't hit a grounded opponent if fired from the ground.
|
EX
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10x5, 20 (80)
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Jackie fires a larger bullet that hits multiple times. The bullet's movement slows down upon contact with the opponent or stage. Shot direction works like the A version (forward on ground, diagonal in air).
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|
Spiral Rave 46A or B or C (Air OK)
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
A
|
40
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
Jackie spins a very short distance forward. He stops moving on hit.
|
B
|
40
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
Jackie spins a longer distance forward. Can be useful for closing a short gap.
|
EX
|
27x3 (81)
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
Jackie spins an even longer distance forward, but moves slower. Damage varies depending on how early it hits.
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|
Killing Slicer 623A or B or C (Air OK)
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
A
|
50
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
Jackie kicks upward into the air. Main reversal option. In traditional DP fashion, you can't act until you land (applies to all versions).
|
B
|
25, 35 (60)
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
Jackie kicks upward into the air then follows up with another kick that sends the opponent towards the ground. This version cannot be Beat Repeated.
|
EX
|
35x2, 30 (105)
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
Jackie kicks upward into the air twice then follows up with another kick that sends the opponent towards the ground. This version cannot be Beat Repeated.
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|
Wrecker 214A or B or C (Up to 3 times)
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
A
|
25x2, 35 (85)
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
Jackie punches forward twice, then finishes with a sword slash that knocks the opponent back. Must perform the input three times in order for the whole move to come out. Either of the first two hits can be cancelled into other moves.
|
B
|
25x2, 35 (85)
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
The final hit is a launcher, otherwise identical to the A version.
|
EX
|
15x6, 25 (115)
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
Jackie punches forward six times then finishes with a launcher. Unlike the A/B versions, you only need to do the input once to get the entire move.
|
|
Wild Kick 214A or B or C (Air Only)
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
A
|
35
|
-
|
-
|
-
|
-
|
High
|
Strike
|
Jackie dives diagonally downward for a long distance, though he'll stop in place immediately on hit. If he runs into the ground or wall, he'll have to wait for the whole move to finish before he can act again.
|
B
|
35
|
-
|
-
|
-
|
-
|
High
|
Strike
|
Jackie jumps backwards on hit, otherwise the same as the A version. If you want to keep your distance, use this version instead.
|
EX
|
70
|
-
|
-
|
-
|
-
|
High
|
Strike
|
Same use as the A version, but Jackie now travels much faster.
|
|
Trick up the Sleeve 22C
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
75
|
-
|
-
|
-
|
-
|
Unblockable
|
Catch
|
Jackie taunts the opponent, and if he's hit by a move with the Strike attribute during this, he'll avoid the attack and counter with an elbow strike.
|
|
Vampiric Incisor 41236C
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
30x2 (60)
|
-
|
-
|
-
|
-
|
Unblockable
|
Throw
|
Jackie grabs the opponent and bites them. Command throw that heals a small amount of health if it hits.
|
|
Executor 421A or B or C (Air OK)
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
A
|
45
|
-
|
-
|
-
|
-
|
High
|
Strike
|
Jackie leaps into the air and does a wide slash with his sword. Has wide range, so it can be used as an air-to-air, though it has slow startup so you have to see it coming.
|
B
|
45
|
-
|
-
|
-
|
-
|
High
|
Strike
|
Jackie leaps forward a farther distance before attacking. Otherwise appears to be the same as the A version.
|
EX
|
30x3 (90)
|
-
|
-
|
-
|
-
|
High
|
Strike
|
Jackie quickly leaps and attacks three times in a row.
|
|
Willpowers
Psycho Overdrive 236236A (Air OK)
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
20, 160 (180)
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Jackie fires a small full-screen beam forward, followed by a massive fireball. The fireball comes out regardless of whether or not the beam hits, but hitting with the beam should guarantee that the opponent gets hit by the fireball as well. A fairly catch-all super that can easily punish mistakes from a distance.
|
|
Ruination Slicer 214214B (Air OK)
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
195
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
A double sword slash with a large hitbox that heals a small amount of health on hit (about twice as much as 41236C).
|
|
Driving Force
Lunatic Eyes 236236C (Air OK)
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
0
|
-
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
Duration: 10 seconds Cooldown: 18 seconds While active, all of Jackie's attacks deal much longer hitstun than usual. Use it when you're in an advantageous position for massive damage.
|
|
Resolve
Vorpal Bunny 214236D
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
INSTANT K.O.
|
-
|
-
|
-
|
-
|
Mid
|
Throw
|
Sword slash forward, followed by a barrage of scythe attacks. No real special use, just combo into it if you can.
|
|
Combos
Colors