Jack-8 punishers

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Punishers for tricky moves
Various Slide ws4, b3,2, b3,2D, GMH f1 T!
Alisa
  • b+4,4
  • b+4,4,3+4~1
f,F+4[1] or EMGF[2]
  • b+3+4
  • b+3+4,3+4
df+2,1D, GMH 2 T![3]
b+3 b+1+2 or f,F+1+2 or H.2+3
Bryan df+2,3 2,3 or df+3+4
Claudio f+2,2 f+3+4[4] or f,F+1+2
Jack-8 d+1+2 f,F+1+2 or H.2+3
King db+4 cc db+1+2 or cc EMGF[2] [5]
f,F+2 b+1+2 or f,F+1+2 or H.2+3
Law df+3 df+3+4
Paul d+4,2:1+2 f,F+1+2 or H.2+3
qcf+2 b+1+2 or f,F+1+2 or H.2+3[6]
Victor f,F+2 df+2
Xiaoyu BT.f+3+4,3+4 2,1,2[7] or uf+1+2[8]
AOP.3+4 ws4, b3,2, b3,2D, GMH f1 T!
Zafina
  • ws2
  • ws2,D
Lmao[9]

This page is for Tekken 8. For Tekken 7, see Jack-7 punishers.


Standing
Enemy Move Damage Frames
-10f+222+5
H.2+350-2d (-12)
-112,122+2
2,328+5
-121,132+4c
-13df+3+428+10a (+1)
-14f+1,138+8d (-1)
b+1+228-1d (-10)
-15df+213+31a (+21)
Crouching
-10H.2+3[10]50-2d (-12)
-11FC.28+7
ws420+5
-12FC.df+4,227+4c
FC.db+2+4[11]25+6d(Heat)
-14ws2,1[12]27+3d
ws2,436+21a (+11)
-15ws114+34a (+24)
Back-turned opponent
-112,1,2[7]42+29a (+19)
uf+1+270+3d
-14f+1,2,1[13]45+65a (+49)
Grounded opponent
-14FC.db+114+3
-16db+414-2
b+314+2
-18db+1+229-5
-20EMGF[2]30+66a (+50)

Related moves

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

FC.db+1

l
14
-11
+3
i14
cs1
rFC
Big Boot

db+4

l
14
-13
-2
i16
cs6
rFC

b+3

m
14
-9
+2
i16
Prime Windup Uppercut

1+4:df+1

m
30
-17
+66a (+50)
i20~23
Tornado
  • Instant Tornado
  • Just frame version of 1+4,df+1
  • Alternate input hcf:df+1 to power up
Meteor Raid

H.2+3

h,​m,​t
50
-9
-2d (-12)
i10
Heat Smash
Balcony Break
  • Chip damage on block (19)

FC.2

s
8
-4
+7
i11
cs1
rFC
  • Alternate input d+2
Mimesis Spike Press

FC.df+4,2

m,​m
10,​17
-14
+4c
+19d
i20
Iron Gunman

d+2+4

t
25
!
+6d
i12
Heat Engager
  • Cannot cancel into Heat Dash
  • Crouch Throw (Unbreakable)
  • Can be done from crouch
  • Alternate input GMH.2+4
V-Twin

ws2,1

m,​m
10,​17
-14c
+3d
+49a
i15
  • Combos from 1st hit
V-Deathblow

ws2,4

m,​h
10,​26
+4
+21a (+11)
i16
Balcony Break
  • Combos from 1st hit
  • Chip damage on block (7)
Killing Uppercut

ws1

m
14
-13
+34a (+24)
i15
Jab Elbow Smash

2,​1,2

h,​m,​m
10,​12,​20
-12
+29a (+19)
i33
r FC
Ground Zero

uf+1+2

t
35
-6
-10d
i11
  • Throw Break 1+2
Floor Break
Drilling Engine

f+1,​2,1

m,​h,​m
13,​12,​12
-12
+65a (+49)
i26
Tornado
  • Instant Tornado
Pinpoint Assault

f+2

h
22
-12
+5
+32a (+24)
i10
t43 r33
Sometimes written stop sign
Meteor Raid

H.2+3

h,​m,​t
50
-9
-2d (-12)
i10
Heat Smash
Balcony Break
  • Chip damage on block (19)

2,1

h,​m
10,​12
-3
+2
i16
Elbow
  • Combos from 1st hit
Mimesis Savage Knee

2,3

h,​m
10,​18
-13
+5
+30d (+22)
i19
Knee
  • Combo from 1st hit
  • 2nd hit Balcony Break on CH
Jab > Jackhammer

1,1

h,​m
10,​22
-14c
+4c
+12d
i15
Elbow
  • Combos from 1st hit
  • Transition to GMH with D
  • (+4 oB, +8c oH, +16d cH)
Dump Truck

df+3+4

m
28
-23
+10a (+1)
i13
Balcony Break
Impact Driver

f+1,1

m,​h
13,​25
-7
+8d (-1)
+40d (-7)
i25
Combos from 1st hit
Tyulpan Blast

b+1+2

m
28
-19
-1d (-10)
i14
Heat Engager
Heat Dash +5, +43d(+35)
Balcony Break
Programmed Uppercut

df+2

m
13
-14
+31a (+21)
i15


Whiff punishers
Move Speed Range Damage Risk Hitbox
2,1i112.322-3High, Mid
b+1+2i142.828, Heat engager-19Mid
df+2i152.5Launch-14Mid
f,F+1+2i15up to 4.5Launch-15Mid
f+3+4[4]i223.624-11Mid
  1. ff4 will punish b44, and tornado float if she does the extension. EMGF is harder but will both launch her, and tornado float the extension.
  2. 2.0 2.1 2.2 b,db,d,df,f:df1 or 1+4:df1
  3. This is a true option select however if she does the extension, the game will count it as a float combo.
  4. 4.0 4.1 Hold D to go into GMH, and from there you can get a guaranteed GMH2+4 for heat or GMH1+3 for damage and oki. GMH1+3 will also trigger floor breaks.
  5. If the opponent tries to stand up and block, they get BT Tornado launched
  6. Heat smash can also punish a poorly spaced heat deathfist.
  7. 7.0 7.1 ws3D, GMH f1 T!, ff+2, b32D, GMH f1.
  8. Leaves Xiaoyu FUFA. Will trigger floor breaks for HELLA damage.
  9. There's no OS here. If they do ws2 by itself, i14 punish. If they do the MNT transition then your best bet is f3+4. Delay it a bit so that you get the guaranteed crouch throw instead of an airborne spike. For reference, wait until you see her head pop back up after the roll.
  10. Will not work against moves that also leave opponent recovering in crouch (i.e. Lars SEN 2).
  11. Will only work against moves that also leave opponent recovering in crouch (i.e. Victor PRF 1).
  12. Use b3 afterwards for a total of 38 dmg and oki.
  13. f4, b1, f121