(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...") Â |
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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}} | |||
|{{o| moveId = Jack-8-H.2+3}} | |||
|{{o| moveId = Jack-8-2,1}} | |||
|{{o| moveId = Jack-8-2,3}} | |||
  |{{o| moveId = Jack-8- | |{{o| moveId = Jack-8-1,1}} | ||
|{{o| moveId = Jack-8-df+3+4}} | |||
|{{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>}}Â | |||
|{{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}} | |||
 | |||
  }} |   }} | ||
 | |||
|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-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>Â }} }} | |||
 | |||
}} | |||
 | |||
{{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
Jack-8 |
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Punishers (Tekken 8) |
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Punishers for tricky moves | ||
---|---|---|
Various | Slide | ws4, b3,2, b3,2D, GMH f1 T! |
Alisa |
|
f,F+4[1] or EMGF[2] |
|
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 |
|
Lmao[9] |
This page is for Tekken 8. For Tekken 7, see Jack-7 punishers.
Standing | |||
Enemy | Move | Damage | Frames |
---|---|---|---|
-10 | f+2 | 22 | +5 |
H.2+3 | 50 | -2d (-12) | |
-11 | 2,1 | 22 | +2 |
2,3 | 28 | +5 | |
-12 | 1,1 | 32 | +4c |
-13 | df+3+4 | 28 | +10a (+1) |
-14 | f+1,1 | 38 | +8d (-1) |
b+1+2 | 28 | -1d (-10) | |
-15 | df+2 | 13 | +31a (+21) |
Crouching | |||
-10 | H.2+3[10] | 50 | -2d (-12) |
-11 | FC.2 | 8 | +7 |
ws4 | 20 | +5 | |
-12 | FC.df+4,2 | 27 | +4c |
FC.db+2+4[11] | 25 | +6d(Heat) | |
-14 | ws2,1[12] | 27 | +3d |
ws2,4 | 36 | +21a (+11) | |
-15 | ws1 | 14 | +34a (+24) |
Back-turned opponent | |||
-11 | 2,1,2[7] | 42 | +29a (+19) |
uf+1+2 | 70 | +3d | |
-14 | f+1,2,1[13] | 45 | +65a (+49) |
Grounded opponent | |||
-14 | FC.db+1 | 14 | +3 |
-16 | db+4 | 14 | -2 |
b+3 | 14 | +2 | |
-18 | db+1+2 | 29 | -5 |
-20 | EMGF[2] | 30 | +66a (+50) |
Whiff punishers | |||||
Move | Speed | Range | Damage | Risk | Hitbox |
---|---|---|---|---|---|
2,1 | i11 | 2.3 | 22 | -3 | High, Mid |
b+1+2 | i14 | 2.8 | 28, Heat engager | -19 | Mid |
df+2 | i15 | 2.5 | Launch | -14 | Mid |
f,F+1+2 | i15 | up to 4.5 | Launch | -15 | Mid |
f+3+4[4] | i22 | 3.6 | 24 | -11 | Mid |
- ↑ 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.
- ↑ 2.0 2.1 2.2 b,db,d,df,f:df1 or 1+4:df1
- ↑ This is a true option select however if she does the extension, the game will count it as a float combo.
- ↑ 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.
- ↑ If the opponent tries to stand up and block, they get BT Tornado launched
- ↑ Heat smash can also punish a poorly spaced heat deathfist.
- ↑ 7.0 7.1 ws3D, GMH f1 T!, ff+2, b32D, GMH f1.
- ↑ Leaves Xiaoyu FUFA. Will trigger floor breaks for HELLA damage.
- ↑ 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.
- ↑ Will not work against moves that also leave opponent recovering in crouch (i.e. Lars SEN 2).
- ↑ Will only work against moves that also leave opponent recovering in crouch (i.e. Victor PRF 1).
- ↑ Use b3 afterwards for a total of 38 dmg and oki.
- ↑ f4, b1, f121