Learn the intricacies of Jack's throws, including the Super Hammer Strike and Megaton Punch, and master his devastating combos and okizeme strategies in Tekken 3.
Throws & Timing:
- Super Hammer Strike (1a(1+2)): Execute immediately after Jack flattens his opponent. This throw is unbreakable but can be avoided by ducking, which results in 20 damage.
- Megaton Punch (uf+1+2): Complete immediately after Jack's opponent stops ascending. If no input is made after the initial uf+1+2, it results in a lift and slam. Inputting b~db~d~DF+2 cancels this for a lift and punch (no cumulative damage). The Megaton Punch escape must be input immediately after the Megaton Punch. The punch itself does 40 damage but always connects as a 'clean' hit within this multi-throw, totaling 60 points.
Combinations:
- Starters:
- b~db~d~df~f~df+1
- f+4~1
- F{1+2
- d+1+2 - hi
- df~DF+2+4
- any T
- b~db~d~df~f~~1 (STGM if blocked)
- Followups:
- d+1+2
- dshf.(bt)4.2.F{1+2~1+2#
- db+1~1~~1~~2$
- b~db~d~DF~_~~1
- db+1~1~~1~~2#$
- d+2.fc1~2
- dshf.d+1+2
- b~db~d~DF+2
- db+3
Notes on Combos:
- # Applies to type4_5 sized characters only.
- $ The third punch in the sequence does not connect.
Strategy:
- Attacking: The uppercut (b~db~d~df~f{df+1) is a high-damage move that can be executed very swiftly, similar to Heihachi's f~n~d~df+2. Use it whenever guaranteed. The punch (b~db~d~DF~_~~2) is comparable to Paul's d~df~f~2 in speed, range, damage, and recovery. The b~db~d~df~f~~1 staggers opponents if blocked, especially effective with okizeme due to its long startup. If close enough after this move, a throw attempt is guaranteed. Recommended throws are uf+1+2.b~db~d~DF+2 (difficult to escape) or df~DF+2+4 (high damage). The df+2+3 is a decent floor starter with decent speed. Many of Jack's throws leave the opponent in the grua position, enabling okizeme. Use uf+3+4 for damage if the opponent stays grounded, or fc1~2 if they attempt to roll, rise, or attack. If fc1~2 connects, they end up grdt, allowing for b~f+3+4 if they roll away, but this move is punishable due to long recovery and should only be used for a KO. Jack's fc~DF+1~2~1 can also be used as okizeme against grounded opponents attempting to roll or attack, dealing significant damage and setting up further okizeme.
- Defending: Jack lacks counters or reversals. The d+1+2 (hi) is effective against opponents rushing in with high attacks.
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