Jack-8 strategy

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

Overview

Put simply, Jack is very overwhelming on offense, and gets very overwhelmed on defense.

A plethora of plus on block moves, a full suite of high damage throws, an insanely frustrating and spammable i12 low, great combo and wall damage, and a stance loaded with plus on block options, a power crush, a guard break, a throw, and even a mid throw, all while being even stronger in heat; true to his appearance, Jack is a juggernaut who can get in your face and overwhelm you very easily, and falling asleep at the wheel when facing him can be very dangerous.

However, on defense, Jack is perhaps the biggest sitting duck in the game. No i10 jab, no single hit CH launchers, no hopkick, a very wide hurtbox preventing him from sidestepping many moves that other characters can, and slow/duckable power crush moves; if Jack is put on the back foot, sometimes only a lucky guess can save him from losing the whole round. Despite this, Jack still retains some good keepout tools from older titles and still gets good rewards off of most punishes, as well as having the fastest heat smash in the game at i10, so defense isn't impossible if you're willing to put up with some abuse here and there.

Your basic gameplan is actually pretty straightforward given what's just been gone over: establish your presence in the mid range with your keepout tools to discourage your opponent from getting in your face, then once they're sitting still or have their back to the wall, begin your own pressure, mixing them up with your strong mids, complete throw game, and looping offense with Gamma Howl.

Key Moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
2
f+2
df+1
f+1
df+4
f,F+1
b+2
b+1+2
b+3
SS.2
db+1
FC.db+1
f,f,F+2
f,f,F+1+2

Name
Alt
Num

Input

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

2

h
10
3
19
+1
+9
i11
t31 r20
  • Recovers 2f faster on hit or block (t29 r18)
In exchange for being 1 frame slower than other characters' jabs, Jack's jab has very long reach, letting it be used for pushing opponents out at much longer ranges. It has two good extensions in 2,1 for a safe mid check and 2,3 for a tracking option for opponents who love stepping after a jab.
Pinpoint Assault
27

f+2

h
22
5
7
-12
+5
+32a (+24)
i10
t43 r33
Sometimes written stop sign
Your only i10 option. Unsafe on block, but on counterhit leads to a guaranteed f,F+4 (or EWMF if you're got the execution) for great damage.

df+1

m
12
-4
+3
+5
i14

f+1

m
13
22
21
-6
+5
i14
  • Effectively homing?
Mimesis Wrench Kick
40

df+4

m
17
-9
+5
+14c
i15
Jackhammer
68

f,F+1

m
22
12
11
-6
+8c
+16d
i15~16
Elbow
  • Transition to GMH with D
  • (+4 oB, +8c oH, +16d cH)
Your mid checks. df1 and f1 have good range with some solid extensions (notably df1,1 being an instant tornado to catch opponents mashing), while df4 is your best tracking option. Jackhammer in particular is excellent thanks to forcing crouch and its transition to Gamma Howl, though take care of its linearity.
Piston Gun Assault
56

b+2

m
27
+2
+2a
i19
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • Gain GMC on Heat activation
  • Can be charged to power up
Tyulpan Blast
59

b+1+2

m
28
-19
-1d (-10)
i14
Heat Engager
Heat Dash +5, +43d(+35)
Balcony Break
  • Gain GMC on Heat activation

b+3

m
14
-9
+2
i16
Piston Gun Snipe
97

ss2

h
20
+9
+35d (+27)
i17
Balcony Break
  • Transition to GMH with D
    • (+9 oB, +35d (+27) oH)
  • Chip damage on block (6)
Jack's longer range keepout tools have great reward on hit, giving him and easy way to discourage linear approaches like Slash Kicks and Demon Paws. However, most of them are very linear themselves, so take care of using them too close up where they can easily be stepped. Combine these with your mid checks to establish your presence in the neutral. ss2 in particular is excellent if you've noticed your opponent doesn't duck much, as its an incredible +9 on block with the option to go into Gamma Howl.

db+1

l
13
-12
+1
i12
rFC
A very unusual but useful move. At i12 it's the fastest low in the game, and leaves Jack crouching with slight frame advantage. This couples well with Jack's long list of fullcrouch moves with many, many mid/low mixups. Because most of Jack's other strong lows are unfortunately very slow and punishable, this is your main way of making opponents crouch and enable you to land your strong mids.
Cemaho Chop
75

f,f,F+2

m
25
+6
+10
i22
  • Chip damage on block (7)
  • Guarantees i10 moves on hit
  • Alternate input wr2
Mimesis Charging Tackle
76

f,f,F+1+2

m
34
+4
+7a (-2)
i20~23
Balcony Break
  • Chip damage on block (10)
  • Alternate input wr1+2
Jack's running options, both being plus on block mids that are a bit on the slower side. wr1+2 in particular has more tracking than you'd think, so it's a great option for catching tech roll on knockdowns.
Barrel Jacket Hammer
60

ub+1+2

h
30
-9
+23d
i20 pc7
pc7
Balcony Break
Homing
  • Chip damage on block when absorbing an attack (12)
Rolling Death Crusher
32

f+1+2

m,​m
12,​20
19
20
-12
+32d (+6)
i27 pc7
pc7
Balcony Break
  • Chip damage on block when absorbing an attack (12)
Jack's powercrush options. ub+1+2 is usually more useful since it's faster, homing, and safe on block, but it can still be ducked. After ub+1+2, an EWMF is guaranteed unless the opponent holds back to get up.

Gamma Howl

Jack's brand new stance in Tekken 8, Gamma Howl (GMH) is unusual compared to most other stances; it has no low options and one throw, meaning it technically doesn't have the same mixups as stances. However, most options from GMH leave Jack at a very sizeable frame advantage, enabling him to freely run offense and potentially even looping back into GMH to create very overwhelming vortex scenarios.

GMH has options to catch most any escape attempt by the opponent - a powercrush to catch mashing, a homing mid to catch movement, a grab to catch powercrushes, and advancing moves that make it hard to back away from Jack. In addition, Gamma Howl gets powered up if the initial activation absorbs a move or if Jack is in heat. This state is noted as Gamma Charge (GMC) and powers up certain GMH moves, making them much more threatening. Proper use of GMH, and knowing the frame data associated with it, is key to success with Jack as it enables his offense and greatly improves his defense

This stance becomes even stronger in heat; in addition to always being in GMC, Jack also restores some heat every time he enters GMH, which means Jack's heat has a much longer lifespan than most other characters. This allows Jack to pile on chip damage with ease, further supporting his bully playstyle.

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Gamma Howl (Gamma Charge)
WS.3+4
115

3+4

pc7~22
t40? r30 GMH
  • When timed with opponent attack, or absorbing an attack, gain GMC and recover in t35? r15 GMH
  • Recover Heat and recoverable health when absorbing an attack
  • GMC is always in effect during Heat
  • Alternate input: ws3+4
Manual transition to Gamma Howl. Has power crush properties on start up, letting it act as a pseudo parry. Should it absorb an attack in this way, Gamma Charge is activated. Take note that it loses to lows and throws like any other power crush, so it's not to be used carelessly as a panic button.
Jackhammer
68

f,F+1

m
22
12
11
-6
+8c
+16d
i15~16
Elbow
  • Transition to GMH with D
  • (+4 oB, +8c oH, +16d cH)
Piston Gun Snipe
97

ss2

h
20
+9
+35d (+27)
i17
Balcony Break
  • Transition to GMH with D
    • (+9 oB, +35d (+27) oH)
  • Chip damage on block (6)
  • f+3
  • WS.3

3

m
18
13
9
-9
+5
i15
Knee
  • Transition to GMH with D
    • (+2 oB, +16g oH, +16 ch)
  • Alternate input f+3 or ws3
Terrapulser
66

uf+3

L
[8]
-12
+8c GMH
i23
js9
Spike
  • Only deals recoverable damage
  • Cannot K.O.
  • Only spikes when hit up close
  • Automatically transitions to GMH on hit
  • Alternate input ub+3, u+3: less forward movement
There's a few ways to transition into Gamma Howl, with these options in particular being very reliable. Keep in mind that if transitioning into GMH from a move, it has no power crush properties. When looking at any move that GMH transitions from, take note of the frame advantage on block and hit, as that will show you which options you can and cannot go for without being interrupted.
Full Metal Deathblow
109

GMH.4

h
30
+4
+21d (+11)
i14~18
r30
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • 9 chip damage on block
  • Gain GMC on Heat activation
Exaton Blast
107

GMH.2

h
40
+11g
+21d (+11)
i20
r34
Balcony Break
Tornado
Granite Stomp

GMH.3

M
28
+4
+9c
+22a
i24
Floor Break
  • Transition to FC with D
    • (+7 oH, +2 oB)
These three options, while having slightly different use cases, are all plus on block and leave Jack in the opponent's face. GMH.4 is the fastest option while even being a heat engager. GMH.2 offers even more frame advantage at the cost of being a bit slower. GMH.3 is the slowest of the three, but hits mid instead of high, and launches on counterhit.
Juggernaut Hook
106

GMH.1

m
20
-9
+25d
i22
Homing
Balcony Break
Because the above moves are all relatively linear, GMH.1 exists to catch opponents attempting to sidestep. Only use this if you're trying to catch a sidestep, however, as being -9 on block means your turn is over, wasting Gamma Howl's biggest advantage.
Mimesis Overkill
132

GMH.1+2

th
45 (57)
-6
+0d
i16
  • 57 Damage if opponent hits the wall
  • Throw Break 1+2
  • Swaps positions on break
A throw which exists mainly to catch opponents sleeping on defense. This is the only (regular) throw out of GMH so there's no real mixup here if the opponent is prepared to break with 1+2, making this move sadly less useful than you'd think. Still, the massive damage on wall hit makes it nice to go for sometimes anyway.
Gun Bomb

GMH.1+3

t
30
!
+0d
i15
  • Crouch Throw (Unbreakable)
Floor Break
  • Alternate input d+1+3
Iron Gunman

GMH.2+4

t
25
!
+6d
i15
Heat Engager
  • Cannot cancel into Heat Dash
  • Crouch Throw (Unbreakable)
  • Alternate input d+2+4
  • Gain GMC on Heat activation
Should the opponent try to duck under your highs or your throw, Gamma Howl has not one but two crouch throws to punish such attempts. 2+4 is usually preferred as it's a heat engager, while 1+3 should only be used if you're on a breakable floor, leading to much greater damage.
Particle Barrier
110

GMH.3+4

SM
20
-13
+40d (-18)
i20 pc6
pc6
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • 6 chip damage on block when absorbing an attack
  • Gain GMC on Heat activation
A giant powercrush move that also acts as a heat engager. Great surprise option out of certain GMH transitions that don't offer enough frame advantage to be uninterruptable. Unsafe on block, so use sparingly otherwise.

Gamma Charge

Jaguar Hook - Gamma
116

GMC.1

m
22
-6
+73a (+57)
i22
Strong Aerial Tailspin
Homing
  • Partially uses remaining Heat time
  • Chip damage on block (4)
Exaton Blast - Gamma
117

GMC.2

h
42
+11
+31a (+5)
i20 pc1
pc1
r34
Tornado
Guard Break
Reversal Break
Balcony Break
  • Partially uses remaining Heat time
  • 4 chip damage on block
GMH.1 and GMC.2 are two standout moves enhanced by GMC. GMC.1 becomes less minus on block while now acting as a launcher, discouraging ducking and stepping even harder. It also causes Strong Aerial Tailspin (SAT) for added combo utility.
GMC.2 is now a power crush, a guard break and a reversal break, pairing particularly well with Jack's heat smash should it be available.
Particle Barrier - Gamma

GMC.3+4

sm
24
-9
+14c
i20 pc6
pc6
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • Partially uses remaining Heat time
  • Consumes GMC upon use
  • 7 chip damage on block
  • Gain GMC on Heat activation
  • Forces backroll on hit
GMC.3+4 is also greatly enhanced. It's now safe on block and recovers a whopping 14 health on block and on hit![1] Not a bad use of a GMC if you just want to recover some grey health.
  1. GMC.3+4 actually recovers 10 health for just doing the move, which includes on whiff. Another 4 health is recovered when it makes contact with the opponent.

Throws

An often ignored component of Jack's moveset. He has a complete throw game (meaning he has a 1, a 2, and a 1+2 break throw), along with a few other throws for more niche scenarios. Don't underestimate or ignore Jack's throws, as they all lead to great damage and okizeme.

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Pyramid Driver
130

qcf+1

t
40
-2
-2d
i11
  • Throw Break 1
Floor Break
Back Breaker
131

qcb+2

t
45
-2
+5d
i11
  • Throw Break 2
Ground Zero
127

uf+1+2

t
35
-6
-10d
i11
  • Throw Break 1+2
Floor Break
Lift Up Megaton Hit
128

uf+1+2,d,df+2

t
40
-6
+19a (-7)
i11
  • Throw Break 1+2
Balcony Break
  • Wallsplats opponent
  • If blocked, does 20 chip dmg and is -2 oB
Your basic 1, 2, and 1+2 throws. qcf+1 leads to a floor break for excellent damage, qcb+2 gives a guaranteed db+1+2 for some good additional damage, and uf1+2 has an optional extension that wallsplats leading to high damage wall combos, especially when coupled with wall blasts, wall breaks, or balcony breaks.
Volcano
124

df+2+4

t
10
-2
+26a
i11
  • Throw Break 2
Volcano Blaster
125

df,DF+2+4

t
10
-2
+54a
i14
  • Throw Break 2
A 2 break that launches instead of doing damage outright. Due to the heavy scaling, your mileage may vary. Should you be in a spot where you can reach the wall, it can open up some great damage thanks to Jack's great wall combos.
Pile Driver
129

db,n,f+1+2

t
50
-6
-1d
i11
  • Throw Break 1+2
Floor Break
A 1+2 break that does great damage and gives excellent okizeme, thanks to leaving the opponent very close to Jack in a head-towards knockdown.
Gun Bomb
133

d+1+3

t
30
!
+0d
i12
  • Crouch Throw (Unbreakable)
Floor Break
  • Can be done from crouch
  • Alternate input GMH.1+3
Iron Gunman
134

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
  • Gain GMC on Heat activation
Surprise! The crouch throws from Gamma Howl are usable even outside it - behaving exactly the same. d+2+4 in particular is a great surprise option for entering heat, especially if you've already made your opponent scared of your other throws and encouraged them to duck often.
Body Smash
126

db+2+3

t
25
-2
+14c
i11
  • Throw Break 2
Floor Break
Another 2 break throw, but this one forces the opponent to crouch and leaves them at -14, meaning that Jack's aforementioned crouch throws are a guaranteed followup here.

Okizeme

(wip)

Defense

Jack is built like a tungsten cube, meaning that while he hits hard and has no problem building momentum, he has trouble side-stepping away from things that others do not. His sidestep isn't useless though, as he can still step things like the last hit of Laser Scraper - it's just less reliable than other characters' sidesteps.

Luckily, Jack was given the aforementioned Gamma Howl (3+4). Manually entering Gamma Howl with 3+4 has armor properties, and successfully absorbing moves with Gamma Howl gives Jack access to Gamma Charge and often times guarantees a punish.

Smart usage of 3+4 can help make up for Jack's mobility issues, greatly improving Jack's defense and enabling scary offense at the same time.

Heat Usage

(wip)