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COSTUMES
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P1 costume |
P2 costume |
STORY
fter the first Rave War, the remains of the first prototype Jack unit (a first stage model of the final Jack model) was almost destroyed by Jack's rampaging combat abilities.
Upon reactivation, P. Jack complained that his alter-ego had received a refit, and repeated his plea til his fuel ran out.
Now resting in Kazuya's laboratory, P. Jack was left for months before a back up fuel supply reactivated him, and once again he began his constant pleas for a new look.
To quieten him, Kazuya gave his captured scientist (Dr Boskonovitch) the task of remodelling the robot.
With a cunning memory change, the doctor managed to convince P. Jack that his new body afforded him superior protection to Jack's, despite it being only a hat and sunglasses.
Kazuya is currently goading P. Jack into a rage, claiming that the robot isn't strong enough to defeat Jack-2.
This has lead P. Jack to demand more programmed manouevers in time for the second tournament.
Having repeated his fighting moves over an over (to such an extent that the doctor disconnected P. Jack's voice box), P. Jack now feels his next encounter with Jack will have a much different conclusion! |
THROWS
NAME |
COMMAND |
DAMAGE |
ESCAPE |
Body Press |
1+3 |
40 |
None |
Lift Up |
2+4 |
33 |
2 |
Lift Up to Megaton Blast |
2+4,d/b,b,D/F+2 |
60 |
2 |
Body Slam |
d/b+2+3 |
36 |
None |
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Reverse Lift Up Slam |
1+3 or 2+4 |
45 |
None |
MOVES
NAME |
COMMAND |
DAMAGE |
RANGE |
P. Jack Hammer |
1,1,1 |
18/20/25 |
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 Punch to Power Punch |
d+1,2 |
15/30 |
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. |
Machine Gun Blast |
d/b+1,1,1,2 |
25/25/25/40 |
L/L/L/M |
Overhead Smash |
1+2 |
22 |
M |
Megaton Uppercut |
b,d/b,d,d/f+1 |
30 |
M |
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 |
Double Hammer Alternate |
WS+1+2,1+2 |
25/30 |
M/M |
Get Up Smash |
While on back, D+1+2 |
10 |
M |
Ends in Sit. |
Sliding Attack |
f+3+4 |
25 |
M |
Hits low/ground at end of attack. |
Pancake Press |
u/f+3+4 |
30 |
M |
Hits ground. Ends in Sit. |
SIT
NAME |
COMMAND |
DAMAGE |
RANGE |
Sit |
d+3+4 |
N/A |
Stance |
Sitting Punches |
During Sit, 1,2,1,2 |
10/10/10/10 |
M/M/M/M |
SPECIAL MOVES
NAME |
COMMAND |
DAMAGE |
RANGE |
Dark Greeting |
f+4,1 |
100 |
! (H) |
Larger characters (Heihachi, Jack-2, P. Jack, Kuma) cannot crouch under hit. |
Giant Foot Stomp |
3+4 |
60 |
! |
Hits ground. Keep pressing 3+4 to increase distance of attack. |
Windup to Gigaton Punch |
HCF+1 |
20 |
M |
Keep rotating stick/controller for 2 (40), 3 (60), 4, (80), and 5 (199). Any hits after 1 are unblockable. |
10-HIT STRING
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 |
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