Jack-8 |
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Strategy (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Jack-8 strategy (Tekken 7).
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
Input
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.
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.
f+2
- Tracking notes:
- Can be sidewalked left at -2 or -1
- Can be sidestepped right at -4
Your only i10 option. Unsafe on block, but on counterhit leads to a guaranteed f,f4 for good damage.
f+1
- Tracking Notes:
- Might be sidewalked left at +8 only?
- Might be sidestepped left at -4 only?
- Effectively homing?
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
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.
ss2
- 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.
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.
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
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.
ub+1+2
- Chip damage on block when absorbing an attack (12)
f+1+2
- Chip damage on block when absorbing an attack (12)
- Tracking notes:
- Can sidewalked left at -7
- Can sidestepped at -6
Jack's powercrush options. ub1+2 is usually more useful since it's faster, though it can still be ducked.
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 only one throw, meaning it technically doesn't enable any mixups. Where it shines though is the fact that most options from GMH leave Jack at a very sizeable frame advantage, enabling him to freely continue running offense, potentially even looping back into GMH to create a very overwhelming vortex scenario. To enable this, GMH has an option to catch most any escape attempt by the opponent. 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.
This stance becomes even stronger in heat; in addition to permanently 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.
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
Manual transition to Gamma Howl. Has power crush properties on start up, letting it act as a pseudo parry, and 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.
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
ss2
- Transition to GMH with D
- (+9 oB, +35d (+27) oH)
- Chip damage on block (6)
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uf+3
- Only deals recoverable damage
- Cannot K.O.
- 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.
GMH.4
- 9 chip damage on block
- Gain GMC on Heat activation
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.
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.
GMH.1+2
- 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.
GMH.2+4
- 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.
GMH.3+4
- 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.
GMC.1
- Partially uses remaining Heat time
- Chip damage on block (4)
GMC.2
- Partially uses remaining Heat time
- 4 chip damage on block
The two moves enhanced by GMC are GMH 1 and 2. GMC.1 is safer on block while now acting as a launcher, discouraging ducking and stepping even harder, while GMC.2 is now a power crush and a guard crush, pairing particularly well with Jack's heat smash should it be available.
Throws
An often ignored component of Jack's moveset, he has access to 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, and using them is very easy thanks to Gamma Howl consistently enabling you to be at frame advantage while in your opponent's face.
Input
uf+1+2,d,df+2
- Throw Break 1+2
- Wallsplats opponent
- If blocked, does 20 chip dmg and is -2 oB
Your basic 1, 2, and 1+2 throws. qcf1 leads to a floor break for excellent damage, qcb2 gives a guaranteed db1+2 for some good additional damage, and uf1+2 has an optional extension that wallsplats, leading to high damage wall combos, especially couples with wall blasts, wall breaks or balcony breaks.
A 2 break that launches instead of doing damage outright. Due to the heavy scaling, your mileage may vary, but 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.
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.
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
Surprise! The crouch throws from Gamma Howl are usable even outside it, behaving exactly the same. d2+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.
Okizeme
(wip)
Defense
(wip)
Heat Usage
(wip)