Jack-6 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
qcf+1 Pyramid Driver Front 45 1 F!
u/f+1+2 Ground Zero Front 35 1
 = d,d/f+2  = Gigaton Punishment 48 #2
d/b,F+1+2 Pile Driver Front 58 1+2
d/f+1+3 Body Press Front 25 None #3
 = 1+2  = Face Bash 10 None F!
qcb+2 Back Breaker Front 45 2
d/b+2+3 Face in the Dirt Front 25 2 F!
d/f+2+4 Catapult Front 25 2
d/f,d/f+2+4 Modified Catapult Front 15,15 2 #1 JG
d+1+3 Gun Bomb Crouch 40 1 F!
d+2+4 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 F!
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, hold back to block the punch. Damage scales up during Rage.
#3 Only throws on a hit in close range, damage will be 20 on out of throw range hit, causes GB on a block

Basic Arts

Command Move Name Stance Damage Hit Range Properties
1 Jab 16 h
d+1 Down Jab RC 6 s
FC+1 Low Hammer RC 12 L
2 Straight 12 h
d+2 Down Straight RC 9 s
FC+2 Crouch Straight RC 9 s
3 Face Buster 36 h KND
f+3 Forward Face Buster 42 h KND
d+3 Low Squat Kick RC 14 L
FC+3 Crouch Squat Kick RC 14 L
4 Roundhouse 24 h JGc
f+4 Forward Roundhouse 30 h JGc
d/f+4 Front Kick 18 m
d+4 Shin Kick RC 12 l
FC+4 Crouch Shin Kick RC 12 l

Special Arts

Command Move Name Stance Damage Hit Range Properties
1 Jab 16 h
 = 1  = Sledge Hammer 33 m KND OCb B!
 = 2  = Atomic Hook 28 h FCD
f+1,2,(2_2?) New Pivot Gun 15,15,(24_36) mh(m_!) KND
f,f+1 Sledge Hammer 33 m GB KND B!
d/f+1,2,1,2 New Overdrive 14,12,3,3,24 mhhhh KND
d/b+1,1,1,2 Machine Gun Megaton RC[all] 15,6,6,25 lllm KND
b+1 Diamond Cutter 19 m OC OCb
 = (1_1?) New  = Diamond Reamer 24_42 m #6 KND GB
b,d/b,d,D/F+1 Debugger RC 32 L KND TC
FC+1,1,1,2 Hammer Rush RC[all] 12,9,14,14 LLmm
 = d+1  = Low Punch RC 9 L
 = d/f+1  = Mid Punch RC 18 m
 = f+1  = High Punch 27 h KND
FC+1,2 Low Punch Megaton RC[all] 12,33 Lm KND
FC,f+1,2 Quick Uppercut Rush RC[all] 18,14 mm
 = d+1  = Low Punch RC 9 L
 = d/f+1  = Mid Punch RC 18 m #5 JGc
 = f+1  = High Punch 27 h KND
FC,d/f+1,2,1 Windmill 14,14,14 mmm OC[1,2] CF
 = 1  = Windmill Backhand 36 h OB GB
FC,d/b+1,1,1,2 Revolving Knuckles Megaton RC[all] 18,12,12,36 lllm KND
WS+1 Violent Uppercut 21 m JG
hcf+1 Gigaton Punch 36 m GB KND
hcf,d/f+1 Megaton Uppercut 26 m JG
SS+1 Discharger 27 m BN OCb
1+2,1+2 New Cyclone Hammer 14,14,24 mmm JG GB
f+1+2 New Tyulpan Blast 24 m KND
f,f+1+2 Arm Scissors 24 m CF
 = 1+2  = Cross Cut Saw RC 18 l KND
 = 2  = Megaton RC 36 m KND
d/f+1+2 Ground Drill 9,25 LL SLD
d+(1+2_1+2?) Bravo Knuckle 33_33,5 m JG GB TC
d/b+1+2<1+2 Twin Gun Lift 16,25 mm MSc[1] JG
b+1+2 Piston Gun 6,3,3,3,24 hhhhh CF
u/b+1+2 Barrel Jack Hammer 42 h PLD HA
u+1+2 New Patriot Fist 27 h JG
FC,d/f+1+2 Cross Cut Saw RC 25 l KND TC
WS+1+2,1+2 Reverse Double Hammer 18,20 mm JG[1] KND B!
 = 1+2  = Hammer Burst 24 L SLD
KND d+1+2 Spring Hammer Sit Down 21 m GB KND
 = (1,2,1,2_2,1,2,1)  = Sitting Punches 12,12,12,12 llll
 = 1+2  = Connector Knuckle 25 m CF
d/f+1+3 Body Press 24 SM #1 GB TT
2,1,2 P Bot Combo RC 12,14,24 hmm JG
f+2 New Pinpoint Assault 18 h KNDc
f,f+(2_2?) Rocket Upper 25_36,5 m #6 JG GB
d/f+2,1,2 Hammer Uppercut Rush RC[1,2] 15,21,14 mmm JG[1]
 = d+1  = Low Punch RC 9 L
 = d/f+1  = Mid Punch RC 18 m
 = f+1  = High Punch 27 h KND
(D/F,2_FC,d/f+2) Short Hammer Rush RC 14 m
 = d+1  = Low Punch RC 9 L
 = D/F+1,2  = Mid Upper Rush RC[all] 12,12 m #5 JGc
 = f+1  = High Punch 27 h KND
d/b+(2_2?) Anchor Shovel 25_36 L SLD TC
b+(2_2?) Piston Gun Assault 32_54 m GB KND
b,f+2 Atomic Hook 32 h FCD
b,d/b,d,D/F+2 Megaton Punch RC 27 m CFS
(u/f_u_u/b)+2 Reactor Elbow 30 m KS OCb TJ
u/f,N+2 Delayed Reactor Elbow 33 m KS OCb TJ
WS+2 Rising Upper 15 m JG
SS+2 Megaton Breaker 26 h GB KND
f,f+3 Granite Stomp 19 M SLD GB B!
d/f+3<2 New Combine Harvester 19,30 mh FCD
d/b+3,4,3,4,3,4 Cossack Kicks 21,14,14,14,14,14 LLLLLL
 = 1+2 New  = Cossack Smash 25 h #4
 = d+1+2 New  = Gun Bomb_Iron Gunman 40_45 M #4 TT
b+3,2,(2_2?) New Mad Dozer 16,15,(24_42) mh(h_!) KND
f+3+4 Giga Shoulder Ram 33 m KND TC
f,f+3+4 Digital Hans Headslide 30 (m_L) #3 GB SLD TC
d/f+3+4 Titan Dump 36 m KND
u/f+3+4 Hip Press 27 M #2 OC OCb SLDc
d+3+4 Sit Down - -
 = 1+2  = Connector Knuckle 21 m CF
 = ~3+4  = Hop Hip Press 35 M #2 SLD OCb
 = B  = Roll Back - -
 = F  = Roll Forward - -
 = (1,2,1,2_2,1,2,1)  = Sitting Punches 10,10,10,10 llll
f,f+4 New Rocket Kick 42 m KND
d/b+4 Big Boot 16 L TC
b+4,4 New Sherman Stomp 18,25 mm SLD OCb B!
b,b,u/b Wall Jump 25 m JG OCb
Foot Notes #1 Throws on a hit in close range, damage is 25 on a throw
#2 Continue with Sit Down extensions
#3 Hits mid at the start of the move or low at the end, damage remains the same
#4 Can be done after any number of kicks
#5 Will only juggles if the first hit connected as a counter hit
#6 GB only occurs on the delayed version
#7 Does not launch crouched opponents

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 48 ! #2
3+4,[3+4,3+4,3+4,3+4] Gigaton Stomp 72 [!] #3
f+4~1 Dark Greeting 121 ! JG
 = 2  = Hammer Cancel 36 m GB SLD
Foot Notes #1 Can be repeated up to 5 times
#2 Damage increases to 72, 96 and 238 with each extra Wind Up, becomes unblockable after 2 cycles
#3 Damage increases with each thrust, can be started during a floor destruction animation

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 9,7,6,8,8,7,7,9 sLLmmmmm
 = 1+2,1+2 10 25,30 mm
 = d+1+2,1+2 10 14,38 lm