Jack-8 |
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Movelist & frame data (Tekken 8) |
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Heat
Input
2+3
- Cancel to r45 with b,b on frame 42
- 2 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
b+2*
- Gain GMC on hit or block
- 16 chip damage on block
- Gain GMC on Heat activation
GMH.4
- 9 chip damage on block
- Gain GMC on Heat activation
GMH.3+4
- 6 chip damage on block when absorbing an attack
- Gain GMC on Heat activation
d+2+4
- Cannot cancel into Heat Dash
- Crouch Throw (Unbreakable)
- Can be done from crouch
- Alternate input GMH.2+4
- Gain GMC on Heat activation
3+4
- When timed with opponent attack, or absorbing an attack, gain Gamma Charge
- Recover Heat and recoverable health when absorbing an attack
- Gamma Charge is always in effect during Heat
- Alternate input: ws3+4
GMC.1
- Partially uses remaining Heat time
- Chip damage on block (4)
GMC.2
- Partially uses remaining Heat time
- 4 chip damage on block
GMC.3+4
- Partially uses remaining Heat time
- Consumes Gamma Charge upon use
- 7 chip damage on block
- Gain GMC on Heat activation
H.f+3+4
- Headbutt
- Transition to GMH with D
- (+8 oB, +17c oH)
- Partially uses remaining heat time
- 6 chip damage on block
H.uf+3
- Only deals recoverable damage
- Cannot K.O.
- Automatically transitions to GMH on hit
- Partially uses remaining heat time
- 3 chip damage on block
- Alternate input H.ub+3, H.u+3
n
Input
1,1
- Combos from 1st hit
- Transition to GMH with D
- (+4 oB, +8c oH, +16d cH)
2
- Recovers 2f faster on hit or block (t29 r18)
- Tracking notes:
- May be sidewalked left only at +4. Pseudo-homing right tracking.
- May be sidestepped right at -7.
2,1,1+2
- Jails
- Chip damage on block (10)
2,1,uf+1+2
- Transition to Gamma Howl on hit or block
- 4 chip damage on block
2,3
- Combo from 1st hit
- 2nd hit Balcony Break on CH
- f+3
- WS.3
3
- Transition to GMH with D
- (+2 oB, +16g oH, +16 ch)
- Alternate input f+3 or ws3
- f+3,2
- WS.3,2
3,2
- Combos from 1st hit
- Alternate input f+3,2 or ws3,2
- f+3,1+2
- WS.3,1+2
3,1+2
- Combos from 1st hit CH
- Alternate input f+3,1+2 or ws3,1+2
3+4
- When timed with opponent attack, or absorbing an attack, gain Gamma Charge
- Recover Heat and recoverable health when absorbing an attack
- Gamma Charge is always in effect during Heat
- Alternate input: ws3+4
1+4,1
- Alternate input hcf,1 to power up
- Chip damage on block (7)
1+4*,1
- Unblockable
1+4,df+1
- Non just frame version of 1+4:df+1
- Alternate input hcf,df+1 to power up
1+4:df+1
- Instant Tornado
- Just frame version of 1+4,df+1
- Alternate input hcf:df+1 to power up
f
Input
f+1
- Tracking Notes:
- Might be sidewalked left at +8 only?
- Might be sidestepped left at -4 only?
- Effectively homing?
f+1,2,2
- Can be charged to power up
f+1,2,2*
- Gain GMC on hit or block
- 16 chip damage on block
f+2
- Tracking notes:
- Can be sidewalked left at -2 or -1
- Can be sidestepped right at -4
f+1+2
- Chip damage on block when absorbing an attack (12)
- Tracking notes:
- Can sidewalked left at -7
- Can sidestepped at -6
f+3+4
- Headbutt
- Transition to GMH with D
- (-3 oB, +15c oH)
df
Input
df+1,1
- Combos from 1st hit CH
- Delayable
df+1,2,1
- Jails
- On air hit +22a (+15)
- Combos from 2nd hit
- Combos from 1st hit CH
df+1,2,1,2
- On air hit +12 (+5)
- Combos from 2nd hit
- Combos from 1st hit CH
df+2,1
- Transition to GMH with D
- (+45a (+27) oH)
- Can be charged to power up
- 16 damage with scaling from 1st hit
df+2,1*
- Transition to GMH with D
- Gain GMC on hit
- (+70a (+54) oH))
- 28 damage with scaling from 1st hit
d
Input
d+2,1
- Alternate input FC.2,1
Combos from 1st hit
First two hits of 10 hit combodb
Input
db+2*
- Gain GMC on hit or block
- 9 chip damage on block
db+3,4,3,4,3,4
b
Input
b+2*
- Gain GMC on hit or block
- 16 chip damage on block
- Gain GMC on Heat activation
b+3,2,2*
- Gain GMC on hit or block
- 16 chip damage on block
b+4,4
- Combos from 1st hit CH
- When comboing from 1st hit:
u
Input
ub+1+2
- Chip damage on block when absorbing an attack (12)
u+3+4
- Unblockable
- Can input additional 3+4 (up to 4 times) to fly farther and deal more damage
- Alternate input ub+3+4
uf+1
- Only hits airborne opponents
- Transition to GMH with D
- (+75a (+59))
- Can be charged to power up
- Alternate input ub+1, u+1
uf+1*
- Only hits airborne opponents
- Transition to GMH with D
- (+70a (+54))
- Gain GMC on hit
- Alternate input ub+1*, u+1*
uf+3
- Only deals recoverable damage
- Cannot K.O.
- Automatically transitions to GMH on hit
- Alternate input ub+3, u+3: less forward movement
uf+3+4
- Automatically transitions to SIT on hit or block
Motion Input
Input
f,F+1
- Transition to GMH with D
- (+4 oB, +8c oH, +16d cH)
- Tracking notes:
- Assuming i18 startup (f,n,f,f+1)
- Can sidewalk left at -6
- Can sidestep right at -5
- Can sidewalk right at -3
- Can sidestep left at -2
f,F+2*
- Gain GMC on hit or block
- 14 chip damage on block
f,F+1+4
- Low attack on landing
f,f,F+2
- Chip damage on block (7)
- Guarantees i10 moves on hit
- Alternate input wr2
f,f,F+1+2
- Chip damage on block (10)
- Alternate input wr1+2
b,db,d,df+1
- Alternate input df+1+4
HCF,1
- Alternate input 1+4,1
- Chip damage on block (9)
HCF,df+1
- Non blue spark version, for a just frame version search "emgf"
- Alternate input 1+4,df+1
HCF:df+1
- Instant Tornado
- Just frame version of hcf,df+1, for a normal version search "one"
- Alternate input 1+4:df+1
Crouch
Input
FC.2,1
- Alternate input d+2,1
Combos from 1st hit
First two hits of 10 hit comboFC.df+2,f+1
- Combos from 1st hit
FC.df+2,d+1
- Combos from 1st hit
FC.df+4,2
- Hold to charge and power up
FC.df+3+4*
- Gain GMC on hit or block
- 9 chip damage on block
FC.db+1,1,1
- Can be charged to power up
FC.db+1,1,1*
- Gain GMC on hit or block
- 12 chip damage on block
WS
Input
ws2,4
- Combos from 1st hit
- Chip damage on block (7)
- f+3
- WS.3
3
- Transition to GMH with D
- (+2 oB, +16g oH, +16 ch)
- Alternate input f+3 or ws3
- f+3,2
- WS.3,2
3,2
- Combos from 1st hit
- Alternate input f+3,2 or ws3,2
- f+3,1+2
- WS.3,1+2
3,1+2
- Combos from 1st hit CH
- Alternate input f+3,1+2 or ws3,1+2
ws1+2,1+2,1+2
- Combos from 1st hit
GMH (Gamma Howl)
Input
3+4
- When timed with opponent attack, or absorbing an attack, gain Gamma Charge
- Recover Heat and recoverable health when absorbing an attack
- Gamma Charge is always in effect during Heat
- Alternate input: ws3+4
GMH.4
- 9 chip damage on block
- Gain GMC on Heat activation
GMH.2+4
- Cannot cancel into Heat Dash
- Crouch Throw (Unbreakable)
- Alternate input d+2+4
- Gain GMC on Heat activation
GMH.1+2
- 57 Damage if opponent hits the wall
- Throw Break 1+2
- Swaps positions on break
GMH.3+4
- 6 chip damage on block when absorbing an attack
- Gain GMC on Heat activation
GMC (Gamma Charge)
GMC.1
- Partially uses remaining Heat time
- Chip damage on block (4)
GMC.2
- Partially uses remaining Heat time
- 4 chip damage on block
GMC.3+4
- Partially uses remaining Heat time
- Consumes Gamma Charge upon use
- 7 chip damage on block
- Gain GMC on Heat activation
SIT (Sit Down)
Input
SIT.1,2,1,2
- Combos from 1st hit
- Alternate input SIT.2,1,2,1
SS
Input
ss2
- Transition to GMH with D
- (+9 oB, +35d (+27) oH)
- Chip damage on block (6)
While Down (Face Up)
Input
d+1+2
- Recovers in SIT, then stands up
Others
Input
R.df+1+2
- Damage increases with lower health, maximum 82
- Freezes match timer on activation and on hit
- Restores recoverable health on hit
- Transition to attack throw on hit
- Consumes Rage
Throws
Input
2+4
- Throw Break 1 or 2
- Swaps positions on break
- Side Switch
Back Throw 2+4
- Unbreakable
- 80 damage on wall splat
uf+1+2,d,df+2
- Throw Break 1+2
- Wallsplats opponent
- If blocked, does 20 chip dmg and is -2 oB
GMH.1+2
- 57 Damage if opponent hits the wall
- Throw Break 1+2
- Swaps positions on break
GMH.2+4
- Cannot cancel into Heat Dash
- Crouch Throw (Unbreakable)
- Alternate input d+2+4
- Gain GMC on Heat activation
d+1+3
- Crouch Throw (Unbreakable)
- Can be done from crouch
- Alternate input GMH.1+3
d+2+4
- Cannot cancel into Heat Dash
- Crouch Throw (Unbreakable)
- Can be done from crouch
- Alternate input GMH.2+4
- Gain GMC on Heat activation
db+3, ... d+1+2
- Crouch throw (Unbreakable)
- Can be executed after any hit of Cossack Kicks (DB+3,4,3...)
(During Enemy wall stun) 1+3
- Wall throw (Unbreakable)
- Alternate input 2+4 or uf+1+2
10 Strings
10 Hit Combo 1 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
---|---|---|---|---|---|---|
d+2 | sl | 8 | i11 | -11 | +0 | Start |
1 | L | 6 | i24~26 | -14 | -3 | Yes |
1 | L | 5 | i31~33 | -21 | -10 | No |
1 | m | 7 | i26~27 | -12 | -1 | Start |
2 | m | 7 | i27~28 | -19 | -8 | Yes |
1 | m | 6 | i25 | -21 | -10 | Start |
2 | m | 6 | i16~17 | -22 | -12 | Yes |
1 | m | 8 | i16~17 | -25 | -11 | Yes |
1+2 | m | 21 | i24~26 | -27 | -11 | Start |
1+2 | m | 25 | i17~18 | -26 | +5a | Yes |