Jack-8 |
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Tech (Tekken 8) |
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Tech broadly covers anything that doesn't fit elsewhere, such as:
- Notable tricks or niche uses for a string/move
- Execution tips for a particular technique
If a section gets too long, it might be sensible to move it to its own page.
df+4 Trade Follow-ups
When df+4 trades with the opponent's move (given that the move doesn't have any counterhit properties) df+4 becomes +25c and combos into more follow-ups than usual.
f,F+1+2 is the most consistent follow-up since b+1+2 will very often whiff due to the pushback, and it leads to a whole combo. There are many other funny options you could combo into, but they are usually worse. Some of the notable moves are:
- f+3+4
- f,F+4
- b,db,d,df+2 (df+2+3)
- Rage Art
- HCF:df+1
Gamma Howl & Dragunov's Ambush Tackle
For some reason, entering Jack's Gamma Howl (GMH) stance at the correct timing will make Dragunov's Ambush Tackle whiff even if Dragunov is in Heat.
After blocking the earlier hit(s) of the strings, this is easily timed in the gaps between Dragunov's wr2,H.1+2, FC.df+1,H.1+2, and b+4,2,1+2. It does not work after blocking Dragunov's Heat Smash.
This works consistently out in the open, but will not work when Jack's back is to the wall at any angle past parallel.
FearofSilence posted an example of this happening in-game against Joey Fury where Jack is parallel to the wall on Twitter / X, which JoeCrush confirmed as tech.