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The Old Sheriff's Back in Town - Mr. Jack Support Thread

Pacack

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FAQ

Who?
Mr. Jack is the protagonist of Nintendo's 1979 Arcade game, Sheriff. While not the first arcade game produced by Nintendo (that honor goes to Nintendo's 1975 release, EVR Race,) it is the first to feature original characters. This makes Mr. Jack Nintendo's absolute oldest video game character. (Nintendo does have older characters, but none debuted in a video game.)


(You can make an argument that the monkey of Monkey Magic is older by a little bit, but the character was only present on arcade art and fliers, not in-game.)

Notably, Shigeru Miyamoto was responsible for character and sprite design, making Mr. Jack his first video game character also. This makes Jack the senior of Mario and Donkey Kong's by about two years, and would make him one year older than the oldest character in Smash Bros., Mr. Game and Watch.

So what?
The previous three (four counting SSB3DS as a separate title) Super Smash Bros. games have included characters that personify a part of Nintendo's long-running history.

Mr. Game & Watch was inspired by the characters found in Nintendo's Game & Watch games, which became Nintendo's first major financial success (selling 43.4 million units) and first handheld, cementing their place in the video game industry and the handheld market.

R.O.B. was an accessory for the NES which was used to market the console as a novel toy to retailers and consumers in a market which had reservations about home video game consoles following the North American Video Game Crash of 1983. The inclusion of R.O.B. with the system convinced major retailers to sell the console, ultimately leading to the success of the NES and the revival of the entire Western video game industry. (Source)

Duck Hunt is a character which is a little less obvious about its historical ties. However, I would argue that the character represents not only the extremely well-selling Duck Hunt Famicom game, but also the Light Gun products made my Nintendo in the 1970s: Beam Gun, Laser Clay Shooting System, Wild Gunman, and Duck Hunt. This series of light gun toys was released as early as 1970 (potentially the first commercial Light Guns ever sold). The Light Gun toy creators were made by a number of people who moved on to become some of Nintendo's biggest names, like Masayuki Uemura (Nintendo R&D2 Director until 2004), Takehiro Izushi (former Nintendo R&D1 Director), and Gunpei Yukoi himself. These toys became a benchmark for the company and helped to shape its very philosophy - a focus on reconsidering norms of one's field and, in particular, on innovative hardware designs.

If this pattern continues, it's reasonable to conclude that another character will be added as a nod to Nintendo's history. Mr. Jack, the first video game character in Nintendo's esteemed history, would be a perfectly logical candidate.

But how would he play?
There's a fair amount of potential here, even when pulling from only the arcade game. Sheriff is a game that focuses on attacking from a distance, and that would likely transfer into a Smash Bros. moveset.




Sheriff is a game that takes inspiration from Space Invaders, but with the enemies circling the player instead of coming down from above. The novelty of this game, aside from its Old West style, is the control scheme.


In Sheriff, Mr. Jack is moved with the joystick on the left, while the knob on the right is used to aim the gun in eight directions. The simultaneous moving and aiming is an important feature of the game, as you both move to avoid shots and angle the gun to fire back at the banditos. This could be translated into Smash Bros. by giving all of Sheriff's attacks eight-way direction, allowing him to attack while he's moving, or by giving Jack the ability to fire in eight directions for a special.

In the game itself, Jack uses a horse to enter the field before the battle begins, which could be inspiration for an entrance or attack. There are areas that Jack can block attacks with that are emblazoned with a number indicating how many hits they can take, and this summon could be used to counter projectiles. The condor that flies overhead (and which can be shot for extra points) could be used as a recovery move.

Given the nature of Sheriff's home game, it would make sense for him to have other projectiles, and it's possible to grab a number of concepts from not only this game, but also some of Nintendo's other arcade releases or toys. Really, there's plenty to work with there.

Here's a sample moveset done by yours truly.
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.

Image References:



Sheriff's Deputies
Pacack Pacack
GoodGrief741 GoodGrief741
smashkirby smashkirby
S SEGAGameBoy
S SSBCandidates
 
Last edited:

GoodGrief741

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I can’t really see him as a playable character yet, but there is an allure in retro characters I can’t resist. I support him.
 

Pacack

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GoodGrief741 GoodGrief741 smashkirby smashkirby S SEGAGameBoy

I just finished a moveset for Jack! Feel free to give me constructive criticism on it. :)
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.

Image References:


I'll update the OP with the moveset and images momentarily.

Also, @BluePikmin11, would you be interested in being added to the list of supporters? I know you and I both have a soft spot for historical characters.
 
Last edited:

GoodGrief741

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Messages
10,169
I’m really digging that moveset. I can really envision him playing that way in Smash and it being really faithful to his source material.

The Neutral Special is looking pretty unwieldy, though, with all the other B moves being performed differently. If it were up to me, I’d swap it out for the side tilt and have his jab be like Mega Man’s buster, or have the Neutral Special keep him in place while he aims (sort of like aiming in Samus Returns).

Other than that, I’m very impressed!
 

Pacack

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I’m really digging that moveset. I can really envision him playing that way in Smash and it being really faithful to his source material.

The Neutral Special is looking pretty unwieldy, though, with all the other B moves being performed differently. If it were up to me, I’d swap it out for the side tilt and have his jab be like Mega Man’s buster, or have the Neutral Special keep him in place while he aims (sort of like aiming in Samus Returns).

Other than that, I’m very impressed!
Thank you!

My biggest concern with the neutral B is that I want him to be able to move and aim at the same time. Perhaps a better solution would be to have the player press and hold B as they move?
 

GoodGrief741

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That would probably do it. And I agree that the run and gun mechanic should be represented. Maybe a unique twin stick attack? Although that might cause balancing issues.
 

Pacack

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That would probably do it. And I agree that the run and gun mechanic should be represented. Maybe a unique twin stick attack? Although that might cause balancing issues.
I don't think that would work if we're assuming the game needs to be playable with a single joycon, though. I think pressing and holding B to aim while moving is the most graceful solution that keeps the idea intact :/
 

smashkirby

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GoodGrief741 GoodGrief741 smashkirby smashkirby S SEGAGameBoy

I just finished a moveset for Jack! Feel free to give me constructive criticism on it. :)
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.

Image References:


I'll update the OP with the moveset and images momentarily.

Also, @BluePikmin11, would you be interested in being added to the list of supporters? I know you and I both have a soft spot for historical characters.
My goodness! This looks amazing! You REALLY made sure to keep to Sheriff Jack's home game, and the physics of said game! This moveset is beautiful!
 

Pacack

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My goodness! This looks amazing! You REALLY made sure to keep to Sheriff Jack's home game, and the physics of said game! This moveset is beautiful!
Thank you!!

I spent a lot of time on it and tried to keep to Sakurai's philosophies of having the character do something that only he can do while keeping the essence of his character intact, so he feels the same.
 

smashkirby

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Thank you!!

I spent a lot of time on it and tried to keep to Sakurai's philosophies of having the character do something that only he can do while keeping the essence of his character intact, so he feels the same.
Well, you certainly did a good job of that! It makes me want Sheriff in Smash all the more!
 

Pacack

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Well, you certainly did a good job of that! It makes me want Sheriff in Smash all the more!
Thank you much!

I was initially in the camp that would prefer to see Daitoryo at first, but Sheriff seems like he'd be really interesting if he were in the game, so now I'm more torn. :laugh:
 

smashkirby

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Thank you so much!

I was initially in the camp that would prefer to see Daitoryo at first, but Sheriff seems like he'd be really interesting if he were in the game, so now I'm more torn. :laugh:
I can't blame you! I also want both Sheriff AND Daitoryo in Smash, but I can't decide who should be added first...
 
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JamesDNaux

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Well we know who shot the sheriff...

As a minor supporter, my condolences to those who really wanted him.
Sheriff.png
I give you my "smashified" mugshot of Jack, may you still find use for it despite our misfortune.
file_3458_snake1.jpg
 

SSBCandidates

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Add me in as a deputy despite he is an AT. Would love to have him playable in the future.
 
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OptimisticStrifer

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Someone should make him an Ultimate Style Icon; even if he's obviously not getting in. I like what if scenarios.
 
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