| Jack-8 |
|---|
| Combos (Tekken 8) |
|---|
Notation summary for combos
| Symbol | Meaning |
|---|---|
| 1 | Left Punch |
| 2 | Right Punch |
| 3 | Left kick |
| 4 | Right kick |
| u | Up |
| d | Down |
| f | Forward |
| b | Backward |
| uf | Up and forward |
| df | Down and forward |
| ub | Up and backward |
| db | Down and backward |
| n | Neutral |
| Symbol | Meaning |
|---|---|
| U | Up (Hold) |
| D | Down (Hold) |
| F | Forward (Hold) |
| B | Backward (Hold) |
| UF | Up and forward (Hold) |
| DF | Down and forward (Hold) |
| UB | Up and backward (Hold) |
| DB | Down and backward (Hold) |
| Symbol | Meaning |
|---|---|
| + | Pressed together |
| # | Pressed together, on the same frame |
| ,[1] | Followed by |
| ~ | Followed by, immediately |
| : | Followed by, tight input window |
| < | Followed by, with delayed input |
| > | |
| * | Held input |
| Symbol | Meaning |
|---|---|
| .[1] | From stance |
| ~ | From stance transition[2] |
| H | During Heat[3] |
| R | Rage |
| FC | Full crouch |
| hFC | Half crouch |
| ws | While standing |
| wr | While running |
| Symbol | Meaning |
|---|---|
| T! | Tornado |
| W! | Wall splat |
| WB! | Wall break |
| F! | Floor break |
| BB! | Balcony break |
| Symbol | Meaning | Example | Example Meaning |
|---|---|---|---|
| CH | Counter hit | CH 1,2,3 | 1,2,3 where the first hit is a counter hit |
| CL | Clean hit | CL db+4 | db+4 with a clean hit |
| (?) | Whiffed or blocked moves | CH (1,2),3 | 1,2,3 where the third hit is a counter hit |
| (2,2),2 | 2,2,2 where the first two hits whiff | ||
| (x?) | Repeat string ? times | b+2,f~n(x3) | b+2,f~n repeated 3 times |
| [?; ?] | Damage dealt; recoverable damage | [50; 12] ws2,3 f,F+3 | Combo deals 50 damage, 12 of which is recoverable |
- ↑ 1.0 1.1 Should never have a space immediately after it.
- ↑ Not "for stance transition", which has no special notation and is written the same as any other input.
- ↑ Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.
Bread n' butter
Bread n' butter combos are juggles that:
- Work on as many different launchers as possible
- Work on all body sizes
Launchers that require unique combos go straight to § Staples.
- Regular launch (e.g. df+2)
- f+4 b+3,2 b+3,2~D GMH.f+1 T! 3,2
Mini-combos
- [0] GMC.2 on block
- [+19] 2,3
- [+36] H.2+3
- [26] CH f+2
- [20] SS.2
- [+25] f,F+4
- [+28] HCF:df+1[1]
- [20] GMH.1
- [+28] HCF:df+1[1]
- [+20] db+1+2
- [+19] db+2
- [26] CH f,F+1
- [+34] HCF:df+1[1]
- [+20] db+1+2
- [+22] db+2
- [20] SS.2~D
- [26] CH f,F+1~D
- [+20] GMH.f+1
- [+25] GMH.3
- [27] ws2,1
- [22] (3),1+2
- [+11] b+3
- [21] CH 3~D (or f+3~D or ws3~D)
- [+21] GMH.4[2]
- [20] (2,1),UF+1+2
- [20] (FC.df+3+4),UF+1+2
- [20] GMH.UF+1+2
- [+21] GMH.1+3
- [+17] GMH.2+4[2]
- [+21] GMH.f+2
- [24] f+3+4~D
- [25] db+2+3
- [25] uf+2
- [+30] GMH.1+3 (d+1+3)
- [+25] GMH.2+4 (d+2+4)[2]
- [25] wr2
- [+15] f+2
Staples
Staple combos are juggles that:
- Can be done consistently by a skilled player
- Either work on all body sizes, or the characters it does work on are comprehensively listed
- Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
Combos without Gamma Charge (GMC)
- [13] df+2
- [23] SS.1
- [20] CH (ws2),1
- [20] CH (b+1),2
- [26] CH f,F+3
- [+51] f+4 b+3,2 b+3,2~D GMH.f+1 T! 3,2
- [+56] f+4 b+3,2 b+3,2~D GMH.f+1 T! (2),1,UF+1+2 GMH.f+1
- [35] df+2,1* T!
- [+41] b+3,2 2,1,UF+1+2 GMC.1 3,2
- [14] ws1
- [+58] u+1+2 b+2,3 2,1,UF+1+2 GMH.f+1 3,2
- [+51] f+4 b+3,2 b+3,2~D GMH.f+1 T! 3,2
- [+56] f+4 b+3,2 b+3,2~D GMH.f+1 T! (2),1,UF+1+2 GMH.f+1
- [20] f,F+1+2
- [+41] b+3,2 b+3,2~D GMH.f+1 T! 3,2
- [+46] b+3,2 b+3,2~D GMH.f+1 T! (2),1,UF+1+2 GMH.f+1
- [+46] b+3,2 2,1,UF+1+2 GMH.f+1 T! 3,2
- [35] df+2,1*
- [+40] T! f+4 2,1,UF+1+2 GMC.1 3,2
Combos with Gamma Charge (GMC)
- [13] df+2
- [23] SS.1
- [20] CH (b+1),2
- [+57] b+3,2 2,1,UF+1+2 GMC.1 dash 3~D GMH.f+1 T! 3,2
- [+55] b+3,2 2,1,UF+1+2 GMC.1 HCF:df+1[1] T! 3,2
- [+60] f+4 b+3,2 b+3,2~D GMC.1 HCF:df+1[1] T! 3,2
- [14] ws1
- [+69] u+1+2 b+3,2 2,1,UF+1+2 GMC.1 dash 3~D GMH.f+1 T! 3,2
- [+67] u+1+2 b+3,2 2,1,UF+1+2 GMC.1 HCF:df+1[1] T! 3,2
- [20] CH (ws2),1
- [26] CH f,F+3
- [20] f,F+1+2
- [+57] b+3,2 2,1,UF+1+2 GMC.1 dash 3~D GMH.f+1 T! 3,2
- [+55] b+3,2 2,1,UF+1+2 GMC.1 HCF:df+1[1] T! 3,2
Wall
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- df+2
- combo when you hit df+2 in the back
Stage hazard
- Descent Into Subconscious
- [30] d+1+3 (GMH.1+3)
- [+36] FB! u+1+2 b+1 f+1,2,1 T! 1,1~D GMH.f+1
- Secluded Training Ground
- big boy break all the walls combo here
Extras
Extra combos are juggles that are:
- Strictly worse than one of the § Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.
- [80] df+2 f+4 b+3,2 f+1,2,1 T! HCF,1 f,F+1+4[1]
- ↑ Guaranteed Baseball Slide (f,F+1+4) ender. Launch punishable on hit
External links
- Jack-8 Optimal Combo Guide - Season 2 by TheFURY
- Jack-8 Combo Guide (Season 2) by RyzingSol