Jack-5 Move List

Grappling Arts

Command Throw Name Type Damage Escape Properties
(1+3_F+1+3) Cyclone Front 35 1
(2+4_F+2+4) P Bot Dynamic Front 35 2
u/f+1+2 Ground Zero Front 35 1
 = d,d/f+2  = Gigaton Punishment 49 B #2
d/b,F+1+2 Piledriver Front 58 1+2
d/f+1+3 Body Press Front 25 None #3
 = 1+2  = Face Bash 10 None
qcb+2 Backbreaker Front 45 2
d/b+2+3 Face in the Dirt Front 30 2
d/f+2+4 Catapult Front 25 2
d/f,d/f+2+4 Modified Catapult Front 25 2 #1 JG
d+1+3 Gun Bomb Crouch 40 1
d+2+4 New Iron Gunman Crouch 45 2
[F+] (1+3_2+4) Hanging Neck Throw Left 40 1
[F+] (1+3_2+4) Flipping Choke Slam Right 40 2
1+3 Spinal Crush Back 30,40 None
2+4 Death Shot Back 70 None
Foot Notes #1 Modified Catapult has a faster recovery then the regular Catapult, making it possible to juggle.
#2 The initial grab does no damage.
#3 Only throws on a hit in close range, damage will be 20 on out of throw range hit. Causes Guard Break on a block.

Basic Arts

Command Move Name Stance Damage Hit Range Properties
1 Jab 14 h
f+1 Machine Elbow 16
d/f+1 Quick Upper 8 m
d+1 Down Jab RC 5 s
FC+1 Low Hammer RC 10 L
2 Straight 10 h
f+2 Forward Straight 11 h
d/f+2 Uppercut 13 m JG
d+2 Down Straight RC 8 s
FC+2 Crouch Straight RC 8 s
3 Face Buster 30 h KND
f+3 Forward Face Buster 35 h KND
d/f+3 Lateral Kick 17 m
d+3 Low Spin Kick RC 12 L
FC+3 Crouch Spin Kick RC 12 L
4 Roundhouse 20 h JGc
f+4 Forward Roundhouse 25 h JGc
d/f+4 Front Kick 15 m
d+4 Shin Kick RC 10 l
FC+4 Crouch Shin Kick RC 10 l

Special Arts

Command Move Name Stance Damage Hit Range Properties
1 Jab 14 h
 = 1  = Sledge Hammer 21 m KND OCb
 = 2  = Atomic Hook 24 h FCD
f,f+1 Sledge Hammer 25 m GB KND
D/F+1,2,1,2 Uppercut Rush RC[2,3,4] 8,11,10,15 mmmm #5 JGc
FC,f+1,2 Quick Uppercut Rush RC[all] 15,12 mm
 = d+1  = Low Punch RC 8 L
 = d/f+1  = Mid Punch RC 15 m #5 JGc
 = f+1  = High Punch 12 h
d/b+1,1,1,2 Machine Gun Megaton RC[all] 13,3,3,21 lllllm KND
b+1 Diamond Cutter 17 m OC OCb SLDc
b,d/b,d,D/F+1 Debugger RC 25 L KND
FC+1,1,1,2 Hammer Rush RC[all] 10,8,12,12 LLmm
 = d+1  = Low Punch RC 8 L
 = d/f+1  = Mid Punch RC 15 m
 = f+1  = High Punch 12 h
FC+1,2 Low Punch Megaton RC[all] 10,28 Lm KND
FC,d/f+1,2,1 Windmill 12,15,15 mmm OC[1,2] CF GB
 = 1  = Windmill Backhand 30 h OB GB
FC,d/b+1,1,1,2 Revolving Knuckles Megaton RC[all] 15,21,21,35 lllm KND
WS+1 Violent Uppercut 20 m JG
hcf+1 Gigaton Punch 30 m GB
hcf,d/f+1 Megaton Uppercut 22 m JG
SS+1 Discharger 23 m BN OCb
1+2<1+2 Double Hammer 21,22 mm KND[1] JG
f+1+2 Arm Scissors 15 m CF
 = 1+2  = Cross Cut Saw RC 15 l KND
 = 2  = Megaton RC 21 m KND
d/f+1+2 Ground Drill 8,21 LL SLD
d+1+2 Bravo Knuckle 35 m JG GB
d/b+1+2,1+2 New Twin Gun Lift 14,21 mm MSc[1] JG
b+1+2 Piston Gun 7,5,5,5,21 hhhhh JG
FC,d/f+1+2 Cross Cut Saw RC 21 l KND
WS+1+2,1+2 Reverse Double Hammer 15,17 mm JG[1] KND
 = 1+2 New  = Hammer Burst 21 L SLD
SS+1+2 Double Knuckle Swing 35 h OCb KND
KND d+1+2 Spring Hammer Sit Down 12 m
 = (1,2,1,2_2,1,2,1)  = Sitting Punches 10,10,10,10 llll
 = 1+2 New  = Connector Knuckle 21 m KND
d/f+1+3 Body Press 20 M #1 GB TT
2,1,2 P Bot Combo RC 10,12,20 hmm JG
f,f+2 Rocket Upper 21 m JG GB
D/F+2,1,2 Hammer Uppercut Rush RC[1,2] 11,15,12 mmm JG[1]
 = d+1  = Low Punch RC 8 L
 = d/f+1  = Mid Punch RC 15 m
 = f+1  = High Punch 12 h
(D/F,2_FC,d/f+2) Short Hammer Rush RC 10 m
 = d+1  = Low Punch RC 8 L
 = D/F+1,2  = Mid Upper Rush RC[all] 10,15 m #5 JGc
 = f+1  = High Punch 12 h
d/b+2 Anchor Shovel 21 L SLD
b+2 Piston Gun Assault 27 m GB KND
b,f+2 Atomic Hook 27 h FCD
b,d/b,d,D/F+2 Megaton Punch RC 40 m KND
(u/f_u_u/b)+2 Reactor Elbow 25 m OCb OC KSc
WS+2 Rising Upper 13 m JG
SS+2 Megaton Breaker 22 h GB KND
f,f+3 Granite Stomp 16 M SLD GB
D/B+3,4,3,4,3,4 Cossack Kicks 18,12,10,12,12,12 LLLLLL
f+3+4 Giga Shoulder Ram 28 m GB KND
f,f+3+4 Digital Hans Headslide SLD 25 (m_L) #3 GB SLD
d/f+3+4 Titan Dump 30 m KND
u/f+3+4 Hip Press 23 M #2 OC OCb SLDc
d+3+4 Sit Down - -
 = 1+2 New  = Connector Knuckle 21 m KND
 = ~3+4  = Hop Hip Press 35 M #4 OC
 = B  = Roll Back - -
 = F  = Roll Forward - -
 = (1,2,1,2_2,1,2,1)  = Sitting Punches 10,10,10,10 llll
d/b+4 Big Boot 14 L
b,b,u/b Wall Jump 25 m
Foot Notes #1 Throws on a hit in close range, damage will be 25 on a throw.
#2 Continue with Sit Down extensions.
#3 Hits mid at the start of the move or low at the end. It only hits once. Damage remains the same.
#4 If the Hop Hip Press whiffs the opponent, continue with Sit Down extentions.
#5 Will only juggles if the first hit connected as a counter hit.

Unblockable Arts

Command Move Name Stance Damage Hit Range Properties
hcf Gigaton Start Up - -
 = b,d/b,d,d/f,f,u/f,u,u/b  = Wind Up - - #1
   = 1    = Gigaton Punch 40 ! #2
3+4,[3+4,3+4,3+4,3+4] Gigaton Stomp 60 [!] #3
f+4~1 Dark Greeting 101 ! JG
 = 2  = Hammer Cancel 30 m SLD
Foot Notes #1 Can be repeated up to 5 times.
#2 Damage increases to 60, 80 and 199 with each extra Wind Up. Becomes Unblockable after 2 Wind Ups.
#3 Damage increases with each thrust.

String Hit Arts

Command Hits Damage Hit Range
u/f+1,1,4,3,4,1,2,1 15,8,5,5,5,8,6,8 hmLLLmmm
 = 1+2,1+2 10 21,25 mm
 = d+1+2,1+2 10 12,35 lm
D+2,1,1,1,2,1,2,1 8,6,5,7,7,6,6,8 sLLmmmmm
 = 1+2,1+2 10 21,25 mm
 = d+1+2,1+2 10 12,35 lm