|
COSTUMES
|
|
P1 costume |
P2 costume |
STORY
he subject apparently malfunctioned and deserted his unit on a routine search and destroy mission, taking an enemy insurgent with him.
His creator, Dr Boskonovitch (currently heading the Mishima R&D Division) wishes to study what he interprets as this 'rudimentary emotional response'.
The cyborg's Russian handlers want him decommissioned.
A refit of the original Jack, Jack-2 was on test in a battlefield situation when he stumbled upon a child.
Jack-2 and his contingent of droids were being tested for their response to chemical weapons when he halted his troops and rescued the child.
He fled the restricted zone. The thought of the child's life that he almost destroyed was stored in his on-board memory.
He fought his way to the Akihabara pursued by the Soviet military, anxious that the secrets in Jack-2's programming are erased so as not to fall into the wrong hands.
Via his satellite link-up hardware, Jack-2 became aware that his creator, Dr Boskonovitch, has been kidnapped.
He sets about a rescue attempt, ploughing through all competitors and stopping at nothing till the doctor has been located.
Should he rescue Boskonovitch, Jack-2 shall ask the doctor to implant memory chips enabling him to feel human reason and emotion. |
THROWS
NAME |
COMMAND |
DAMAGE |
ESCAPE |
Lift Up |
2+4 |
30 |
2 |
Body Press |
1+3 |
40 |
None |
Body Press to Hammer |
1+3, 1+2 |
70 |
None |
Overhead Strike |
QCF+1 |
40 |
None |
Backbreaker |
QCB+2 |
55 |
None |
Pile Driver |
d/b,F+1+2 |
70 |
None |
|
Throw to Away (back) |
2+4 |
70 |
None |
MOVES
NAME |
COMMAND |
DAMAGE |
RANGE |
Jack Hammer |
1,1,1 |
18/15/18 |
H/H/M |
Rushing Uppercut Left |
D/F+1,2,1,2 |
10/15/12/12 |
M/M/M/M |
Rushing Uppercut Right |
D/F+2,1,2,1 |
10/15/12/12 |
M/M/M/M |
Hammer Rush High |
D+1,1,1,2,F+2 |
12/12/12/12/12 |
L/L/M/M/H |
Hammer Rush Mid |
D+1,1,1,2,D/F+2 |
12/12/12/12/12 |
L/L/M/M/M |
Hammer Rush Low |
D+1,1,1,2,2 |
12/12/12/12/12 |
L/L/M/M/L |
Windmill Punch |
D,d/f+1,2,1,1 |
12/15/15/30 |
M/M/M/H |
Body Press |
1+3 |
20 |
M |
Hits ground. Shifts to throw on clean hit. |
Machine Gun Blast |
D,d/b+1,1,1,2 |
25/25/25/40 |
L/L/L/M |
Machine Gun Blast |
d/b+1,1,1,1,1,2 |
? |
L/L/L/L/L/M |
Overhead Smash |
1+2 |
22 |
M |
Debugger |
b,d/b,d,D/F+1 |
29 |
L |
Hits ground. |
Jab Elbow Smash |
2,1,2 |
17/25/25 |
H/M/M |
Megaton Blast |
b,d/b,d,D/F+2 |
35 |
M |
Damage is 52 on clean hit. |
Double Hammer |
1+2,1+2 |
22/22 |
M/M |
Cross Cutsaw |
f,f+1+2 or F+1+2 |
25 |
M |
High & Low Cross Cutsaw |
F+1+2,1+2 |
25/21 |
M/L |
Low Cutsaw |
D+1+2 |
21 |
L |
Cutsaw Blast |
f+1+2,d/f+2 |
25/20 |
M/M |
Double Hammer Alternate |
WS+1+2,1+2 |
25/30 |
M/M |
Killing Uppercut |
WS+1 |
20 |
M |
Cossack Dance |
D/B+3,4,3,4,3,4 |
? |
L/L/L/L/L/L |
Hits ground. |
Get Up Smash |
While on back, D+1+2 |
10 |
M |
Ends in Sit. |
Pancake Press |
u/f+3+4 |
30 |
M |
Hits ground. Ends in Sit. |
Double Axe |
d+1+2 |
50 |
M |
SIT
NAME |
COMMAND |
DAMAGE |
RANGE |
Sit |
d+3+4 |
N/A |
Stance |
Sitting Punches |
During Sit, 1,2,1,2 or 2,1,2,1 |
10/10/10/10 |
M/M/M/M |
Sit to Pancake Press |
During Sit, 3+4 |
30 |
M |
Hits ground. |
SPECIAL MOVES
NAME |
COMMAND |
DAMAGE |
RANGE |
Windup to Gigaton Punch |
HCF+1 |
20 |
M |
Keep rotating stick/controller twice for 40 damage, 3 (60), 4, (80), and 5 (199). Any hits after 1 are unblockable. |
10-HIT STRINGS
COMMAND |
DAMAGE |
RANGE |
HITS |
d+2,1,1,1,2,1,2,1,1+2,1+2 |
10/6/5/7/7/6/6/8/21/25 |
L/L/L/M/M/H/M/M/M/M |
10 |
d+2,1,1,1,2,1,2,1,d+1+2,1+2 |
? |
L/L/L/M/M/H/M/M/L/M |
10 |
u/f+1,1,4,3,4,1,2,1,1+2,1+2 |
? |
M/M/L/L/L/H/M/M/M/M |
10 |
u/f+1,1,4,3,4,1,2,1,d+1+2,1+2 |
? |
M/M/L/L/L/H/M/M/L/M |
10 |
|