The Sheriff, Mr. Jack, Moveset:
Archetype: Gunslinger and Terrain Modifier (Sort of like Pac-Man, but more aggressive about keeping control of the stage and less defensive.)
Mr. Jack is a projectile-focused fighter who sends a barrage of bullets (and objects) at opponents, doing damage from a distance. He has a lot of moves that help him get out of tight spots when opponents get too close, and he’s not above hiding behind objects to dodge hits. His strategy is to do as much damage as possible from far away while avoiding the opponent’s hits.
His moves are flexible, allowing him to hit opponents from nearly every angle. This harkens back to his arcade game, in which he aims in eight directions. The Sheriff is a character that’s hard to master, but rewarding to those who do.
Properties
Weight: Light, about 85 (Near Zelda)
Air Mobility: 1.12 (Near Mr. Game and Watch)
Fall Speed: 1.5 (Near Mario)
Jump Height: About 34 (Near Donkey Kong or Duck Hunt)
Walking Speed: .95 (Near Captain Falcon)
Running Speed: 1.5 (Near Luigi)
Neutral B: Quick Draw
This move can be used in two ways. If the B button is simply pressed, Mr. Jack fires a shot in the direction he was facing.
However, when the B button is held, he readies his hand to grab his pistol,
and continues walking, moving, or crouching if he was doing so. This mechanic is similar to Mega Man’s jab and forward tilt, and echoes Sheriff’s home game, in which he can simultaneously move and aim.
The player then holds one of eight directions before releasing B to fire. The move is decently powerful, but does more damage than it does knockback. This move is one that Jack is meant to use often, and the player will quickly become accustomed to doing all the actions for the move in quick succession. Up to three bullets may be on the screen at once.
Side B: Mad Dash
Due to the mechanics of Quick Draw, this move must be activated like a Smash attack by pressing B and left or right simultaneously. (Think Samus’ power missile.) The move is canceled by double jumping, shielding, or using Up-B.
Sheriff Jack whistles and summons his trusty horse in a puff of smoke and jumps aboard, leaving dust in his wake. If the horse hits an opponent head on, the opponent is knocked upward (dealing a moderate amount of damage and knockback) and the horse slows somewhat. Additionally, the player can leap from the ground while on the horse (double jumping will cause the Sheriff to dismount), grounding any opponent unfortunate enough to be caught underneath them. Additionally, any opponent who is hit by the initial smoke cloud or by the dust as the horse gallops will trip.
This move gives Jack added horizontal movement speed while providing options to escape from an opponent, but is predictable if used as a form of attack. It isn’t particularly useful at racking damage, but it is good to use in a tight spot when Jack’s opponent is too close. Additionally, the Sheriff can use Quick Draw while on the horse, though he cannot aim down.
This move cannot be activated in the air.
Down B: Run for Cover! (Taken from cabinet artwork.)
Due to the mechanics of Quick Draw, this move must be activated like a Smash attack by pressing B and down at the same time.
This move summons one of three types of cover for him to hide behind – an oil barrel, a crate, or a fence (in that order.) These objects cannot be removed once they are placed down, but can be destroyed by attacks. Each object has a number on it, indicating the number of hits it can take before being destroyed. Only one of the objects may be out at a time, and Jack must wait a moment after an object is destroyed before he can place another one.
The oil barrel is the largest and most interesting of the objects. Capable of taking three non-projectile hits of any strength before breaking, the barrel is the sturdiest of the objects. However, being filled with oil makes it a bit temperamental.
If hit by a physical projectile (Quick Draw’s bullets included), the barrel loses one hit point and begins leaking oil onto the floor towards the source of the shot. This causes players who walk on it to slide around on the floor as if it were ice.
If the barrel is hit with fire or electricity, it will catch fire and – after a few seconds – explode (regardless of how many hit points it has remaining), causing significant damage to anyone close to it. The oil itself can also be lit on fire, and becomes a stage hazard until it runs dry or despawns. Any oil spilled by the barrel will disappear once the barrel is gone.
The crate is the second sturdiest of the objects, but is more reliable than the barrel. It’s capable of taking two non-projectile hits before breaking, and takes no damage from projectiles.
Unlike the barrel, the crate can be slid from side to side by physical attacks. If knocked off an edge, the barrel falls directly down, doing a significant amount of knockback to anyone who is hit.
The final object, the fence, is a pretty brittle barrier, but still absorbs one hit of any kind before breaking apart.
Up B: Call of the Condor
When this move is activated, a condor comes quickly onto the scene and Jack graps hold of its talons, being carried up. The Condor can be moved in any of eight directions, and Jack goes along with him until the bird disappears or he cancels the move (which can be done by air dodging.)
The Condor functions similarly to the Sheriff in his arcade game, being moved in any direction at a fixed speed when a direction is pressed. The move is extremely responsive, letting you change direction at any point during the move’s duration. However, it is relatively slow and doesn’t have a hitbox, meaning it’s really easy for an opponent to hit the Condor, sending it spiraling into the ground and leaving Sheriff helpless.
Quick Draw can also be used by the Sheriff when he’s riding the Condor. This move is useful for him to aim at opponents in the air.
Jab:
Just a simple right hook to knock opponents away. It’s similar in function to Ganondorf’s jab.
Side Tilt:
Jack throws a wagon wheel at a low arch in front of him. This move can be angled diagonally upward or downward to alter the angle of the throw. If the wheel hits anything while it’s in the air, it bounces off of it and heads in the opposite direction.
When it hits the ground, though, it really starts rolling along, doing damage to anyone it hits, including Jack. It’ll bounce off of things on the ground like Pac-Man’s fire hydrant or Jack’s own objects from his down special, but it can’t be knocked back into the air once it’s on the ground, so get out of its way or shield if it’s already rolling.
This move is an important part of his kit, and helps him to keep the field under his control, but it can easily be used against him. Only one wheel can be out at a given time, and it falls onto its side after about two seconds of rolling on the ground. It’ll stay out for a few seconds after this, but it doesn’t do anything except prevent Jack from using another one.
Down Tilt:
Mr. Jack kicks at the ground, getting some dust in the air. It doesn’t do much damage, but the cloud has a high chance of tripping the opponent.
Up Tilt:
Mr. Jack looks up and swats at the air above him like there’s a fly in his face, slightly knocking opponents up and away. It combos into itself a few times at low percent, but it doesn’t have a very large hitbox.
Forward Aerial:
Jack kicks forward, knocking his opponent away a fair distance. This move doesn’t kill, but does okay damage and has a large hitbox. This move can be angled up and down.
Back Aerial:
Jack kicks backward with his boot spurs, doing a lot of damage and knockback…but only in a really small area. It’s not terribly reliable. It can be angled diagonally, though.
Up Aerial:
Jack takes his hat off his head and swings it wildly. It does only a little damage, but it combos into itself at low percent.
Down Aerial:
The Sheriff does a stomp in front of him. It’s a solid meteor smash, but it’s a little slow to start up.
Dash Attack:
Mr. Jack smacks the opponent with the grip of his pistol. This move does decent knockback and good damage, though it has a lot of endlag if you miss.
Smash Attacks:
Uniquely, all of Mr. Jack’s smash attacks are the same conceptually – explosive gunshots. The trick with the Smash attacks is that they’re possible to angle in eight directions, just like Quick Draw.
They have a similar range to Duck Hunt’s forward smash, and they’re Jack’s primary way to kill, but they’re most effective up close. This contrasts with the rest of the Sheriff’s moveset because it forces Jack to get on the offensive to do the killing.
This prevents Jack from becoming too defensive, as he’s forced to get in close to get in the final blow.
Grab:
Jack throws a lasso out at his opponents. It acts almost like a tether grab, but it’s honestly a little less reliable than that.
Forward Throw:
The Sheriff swings the rope at his torso level with the opponent in it before letting them loose. This move kills at about 110 from the ledge.
Back Throw:
Jack does a loop above his head before letting the opponent fly out behind him. This move also kills, but at about 120.
Up Throw:
Tosses the opponent upward and follows up with a gunshot. This does a fair amount of damage, but doesn’t kill.
Down Throw:
Mr. Jack lifts the opponent off of the ground and swings them into the ground. It looks like it hurts.
Taunts:
Up Taunt – Mr. Jack tips his hat and does a little nod.
Side Taunt – Jack pulls out his gun and twirls it before putting it back in his holster.
Down Taunt – Sheriff puts his thumbs in his jean pockets and whistles the first few notes from the music in his game, tapping in rhythm.
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