Jack-8 punishers: Difference between revisions

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{{Navbox Jack-8}}
{{Navbox Jack-8}}
{{Navbox punishers}}
{{Navbox punishers}}
{{Infobox tricky moves T8
|slide=ws4, b3,2, b3,2D, GMH f1 T!
|alisa-a = f,F+4<ref>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. </ref> or EMGF<ref name="EMGF">b,db,d,df,f:df1 or 1+4:df1 </ref>
|alisa-b = df+2,1D, GMH 2 T!<ref>This is a true option select however if she does the extension, the game will count it as a float combo.</ref>
|asuka-a= b+1+2 or f,F+1+2 or H.2+3
|bryan-a= 2,3 or df+3+4
|claudio-a = f+3+4<ref name="f34"> 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. </ref> or f,F+1+2
|jack-8-a=f,F+1+2 or H.2+3
|king-a = cc db+1+2 or cc EMGF<ref name="EMGF"> </ref> <ref> If the opponent tries to stand up and block, they get BT Tornado launched </ref>
|kuma-a= b+1+2 or f,F+1+2 or H.2+3
|law-a=df+3+4
|paul-a=f,F+1+2 or H.2+3
|paul-b=b+1+2 or f,F+1+2 or H.2+3<ref>Heat smash can also punish a poorly spaced heat deathfist.</ref>
|victor-a=df+2
|xiaoyu-a = 2,1,2<ref name= bt212> ws3D, GMH f1 T!, ff+2, b32D, GMH f1. </ref> or uf+1+2<ref> Leaves Xiaoyu FUFA. Will trigger floor breaks for HELLA damage. </ref>
|xiaoyu-b= ws4, b3,2, b3,2D, GMH f1 T!
|zafina-a = ''Lmao''<ref>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.</ref>
}}
{{Hatnote|''This page is for Tekken 8. For Tekken 7, see [[Jack-7 punishers]].''}}


{{PunisherTable|character=Jack-8
{{PunisherTable|character=Jack-8
|standing={{o
|standing={{o
  |{{o| moveId = Jack-8-f+2 | enemy = -10 }}
|{{o| moveId = Jack-8-f+2}}
  |{{o| moveId = Jack-8-2,1 | enemy = -11 }}
|{{o| moveId = Jack-8-H.2+3}}
  |{{o| moveId = Jack-8-2,3 | enemy = -11 }}
|{{o| moveId = Jack-8-2,1}}
  |{{o| moveId = Jack-8-1,1 | enemy = -12 }}
|{{o| moveId = Jack-8-2,3}}
   |{{o| moveId = Jack-8-df+3+4 | enemy = -13 }}
|{{o| moveId = Jack-8-1,1}}
  |{{o| moveId = Jack-8-f+1,1 | enemy = -14 }}
|{{o| moveId = Jack-8-df+3+4}}
  |{{o| moveId = Jack-8-df+2 | enemy = -15 }}
|{{o| moveId = Jack-8-f+1,1}}
|{{o| moveId = Jack-8-b+1+2}}
|{{o| moveId = Jack-8-df+2}}
 
   }}
 
|crouching={{o
|{{o| moveId = Jack-8-H.2+3| moveNote=<ref>Will not work against moves that also leave opponent recovering in crouch ''(i.e. Lars SEN 2'').</ref>}} 
|{{o| moveId = Jack-8-FC.2 }}
|{{o| moveId = Jack-8-ws4 }}
|{{o| moveId = Jack-8-FC.df+4,2 }}
|{{o| moveId = Jack-8-d+2+4| moveNote=<ref>Will only work against moves that also leave opponent recovering in crouch ''(i.e. Victor PRF 1'').</ref>| move=FC.db+2+4| frames= +6d(Heat)}}
|{{o| moveId = Jack-8-ws2,1| moveNote=<ref>Use b3 afterwards for a total of 38 dmg and oki.</ref> }}
|{{o| moveId = Jack-8-ws2,4 }}
|{{o| moveId = Jack-8-ws1}}
 
   }}
   }}
  |crouching={{o
 
|backTurnedOpponent={{o
|{{o| moveId = Jack-8-2,1,2| moveNote= <ref name= bt212> </ref>| damage= 42| frames= +29a (+19)}}
|{{o| moveId = Jack-8-uf+1+2| damage= 70| frames= +3d}}
|{{o| moveId = Jack-8-f+1,2,1| moveNote= <ref name= tornadobt> f4, b1, f121</ref>| damage= 45| frames= +65a (+49)}}


   }}
   }}


}}
|groundedOpponent={{o
|{{o| move= db+1+2|enemy= -18|damage= 29|frames= -5}}
|{{o| moveId = Jack-8-db+4}}
|{{o| moveId = Jack-8-b+3}}
|{{o| moveId = Jack-8-FC.db+1}}
|{{o| moveId = Jack-8-1+4:df+1| move = EMGF| moveNote=<ref name="EMGF"> </ref>  }} }}
 
}}
 
{{WhiffPunisherTable|character=Jack-8
{{WhiffPunisherTable|character=Jack-8
    |{{o| moveId = Jack-8-f,f+1+2 |risk= -15}}
|{{o| moveId = Jack-8-2,1| range= 2.3| hitbox= High, Mid}}
    |{{o| moveId = Jack-8-df+2 |risk= -14}}
|{{o| moveId = Jack-8-b+1+2| range= 2.8| damage= 28, Heat engager}}
|{{o| moveId = Jack-8-df+2| range= 2.5| damage= Launch}}
|{{o| moveId = Jack-8-f,F+1+2| range= up to 4.5|damage= Launch}}
|{{o| moveId = Jack-8-f+3+4| moveNote= <ref name="f34"> </ref> |range= 3.6 }}
 
}}
}}

Latest revision as of 05:08, 19 June 2024

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)
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