Jack-8 punishers: Difference between revisions

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(Created page with "{{Navbox Jack-8}} {{Navbox punishers}} {{PunisherTable|character=Jack-8 |standing={{o |{{o| moveId = Jack-8-f+2 | enemy = -10 }} |{{o| moveId = Jack-8-2,1 | enemy = -11 }} |{{o| moveId = Jack-8-2,3 | enemy = -11 }} |{{o| moveId = Jack-8-1,1 | enemy = -12 }} |{{o| moveId = Jack-8-df+3+4 | enemy = -13 }} |{{o| moveId = Jack-8-f+1,1 | enemy = -14 }} |{{o| moveId = Jack-8-df+2 | enemy = -15 }} }} |crouching={{o }} }} {{WhiffPunisherTable |{{o| move...")
 
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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
{{WhiffPunisherTable
|{{o| move= db+1+2|enemy= -18|damage= 29|frames= -5}}
    |{{o| moveId = Jack-8-f,f+1+2 |risk= -15}}
|{{o| moveId = Jack-8-db+4}}
    |{{o| moveId = Jack-8-df+2 |risk= -14}}
|{{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
|{{o| moveId = Jack-8-2,1| range= 2.3| hitbox= High, Mid}}
|{{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