Jack-8 movelist: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
 
(14 intermediate revisions by 3 users not shown)
Line 308: Line 308:
|ch=+9
|ch=+9
|crush=
|crush=
|recv=
|recv=r21
|tot=
|tot=33
|range=
|range=
|tracksLeft=
|tracksLeft=
Line 376: Line 376:
|ch=
|ch=
|crush=
|crush=
|recv=
|recv=r20
|tot=
|tot=31
|range=
|range=
|tracksLeft=
|tracksLeft=
Line 383: Line 383:
|image=File:Jack-8-2.jpg
|image=File:Jack-8-2.jpg
|video=File:Jack-8-2.mp4
|video=File:Jack-8-2.mp4
|notes=
|notes=Recovers 2f faster on hit or block (t29 r18)
}}
}}
{{Move
{{Move
Line 557: Line 557:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-hcf.jpg
|video=File:Jack-8-hcf.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* Alternate input hcf
* Alternate input hcf
Line 578: Line 580:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-hcf1.jpg
|video=File:Jack-8-hcf1.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{BB}}
* {{BB}}
Line 601: Line 605:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-five.jpg
|video=File:Jack-8-five.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{BB}}
* {{BB}}
Line 623: Line 629:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-hcfdf1.jpg
|video=File:Jack-8hcfdf1.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{Tornado}}
* {{Tornado}}
Line 646: Line 654:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-hcfdf1p.jpg
|video=File:Jack-8-hcfdf1p.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{Tornado}}
* {{Tornado}}
Line 672: Line 682:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f1.jpg
|video=File:Jack-8-f1.mp4
|notes=
|notes=
}}
}}
Line 691: Line 703:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f11.jpg
|video=File:Jack-8-f11.mp4
|notes=Combos from 1st hit
|notes=Combos from 1st hit
}}
}}
Line 710: Line 724:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f12.jpg
|video=File:Jack-8-f12.mp4
|notes=Combos from 1st hit
|notes=Combos from 1st hit
}}
}}
Line 729: Line 745:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f121.jpg
|video=File:Jack-8-f121.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{Tornado}}
* {{Tornado}}
Line 750: Line 768:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f122.jpg
|video=File:Jack-8-f122.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* Can be charged to power up }}
* Can be charged to power up }}
Line 788: Line 808:
|ch=+32a (+24)
|ch=+32a (+24)
|crush=
|crush=
|recv=
|recv=r33
|tot=
|tot=43
|range=
|range=
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f2.jpg
|video=File:Jack-8-f2.mp4
|notes=
|notes=
}}
}}
Line 799: Line 821:
|parent=
|parent=
|input=f+3
|input=f+3
|alt=WS.3
|name=
|name=
|target=m
|target=m
Line 812: Line 835:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f3.jpg
|video=File:Jack-8-f3.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{Knee}}
* {{Knee}}
Line 822: Line 847:
|parent=Jack-8-f+3
|parent=Jack-8-f+3
|input=,2
|input=,2
|alt=WS.3,2
|name=Two-Step Die
|name=Two-Step Die
|target=,h
|target=,h
Line 844: Line 870:
|parent=Jack-8-f+3
|parent=Jack-8-f+3
|input=,1+2
|input=,1+2
|alt=WS.3,1+2
|name=Machine Press
|name=Machine Press
|target=,m
|target=,m
Line 857: Line 884:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f31+2.jpg
|video=File:Jack-8-f31+2.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* Combos from 1st hit CH
* Combos from 1st hit CH
Line 878: Line 907:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-4.jpg
|video=File:Jack-8-4.mp4
|notes=Balcony Break on CH
|notes=Balcony Break on CH
}}
}}
Line 897: Line 928:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f4-1.jpg
|video=File:Jack-8-f4-1.mp4
|notes=Unblockable
|notes=Unblockable
}}
}}
Line 916: Line 949:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f4-12.jpg
|video=File:Jack-8-f4-12.mp4
|notes={{Elbow}}
|notes={{Elbow}}
}}
}}
Line 935: Line 970:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f1+2.jpg
|video=File:Jack-8-f1+2.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* {{BB}}
* {{BB}}
Line 956: Line 993:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|image=File:Jack-8-f3+4.jpg
|video=File:Jack-8-f3+4.mp4
|notes={{Plainlist|
|notes={{Plainlist|
* Headbutt
* Headbutt
Line 1,415: Line 1,454:
|hit=+1
|hit=+1
|ch=
|ch=
|crush=cs
|crush=
|recv=rFC
|recv=rFC
|tot=
|tot=
Line 1,435: Line 1,474:
|hit=-1
|hit=-1
|ch=
|ch=
|crush=cs
|crush=
|recv=rFC
|recv=rFC
|tot=
|tot=
Line 1,455: Line 1,494:
|hit=-1
|hit=-1
|ch=
|ch=
|crush=cs
|crush=
|recv=rFC
|recv=rFC
|tot=
|tot=
Line 1,735: Line 1,774:
|damage=,17
|damage=,17
|startup=i26
|startup=i26
|block=-14
|block=-14c
|hit=+15d
|hit=+15d
|ch=+47a
|ch=+47a
Line 3,041: Line 3,080:
* Chip damage on block (7)}}
* Chip damage on block (7)}}
}}
}}
 
{{MoveQuery|Jack-8-f+3}}
{{Move
{{MoveQuery|Jack-8-f+3,2}}
|id=Jack-8-ws3
{{MoveQuery|Jack-8-f+3,1+2}}
|parent=
|input=ws3
|name=
|target=m
|damage=18
|startup=i15
|block=-9
|hit=+5
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* {{Knee}}
* Transition to GMH with D
** (+2 oB, +16g oH, +16 ch)
* Alternate input f+3 }}
}}
{{Move
|id=Jack-8-ws3,2
|parent=Jack-8-ws3
|input=,2
|name=Two-Step Die
|target=,h
|damage=,20
|startup=i23
|block=-9
|hit=+44d (-14)
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* {{BB}}
* Combos from 1st hit
* Alternate input f+3,2 }}
}}
{{Move
|id=Jack-8-ws3,1+2
|parent=Jack-8-ws3
|input=,1+2
|name=Machine Press
|target=,m
|damage=,20
|startup=i25
|block=-11c
|hit=+2d
|ch=+48a
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* Combos from 1st hit CH
* Alternate input f+3,1+2 }}
}}
{{Move
{{Move
|id=Jack-8-ws4
|id=Jack-8-ws4
Line 4,015: Line 3,990:


== 10 Strings ==
== 10 Strings ==
{| class="wikitable" style="text-align: center"
|-
| colspan="7" class="wikitable-heading" | 10 Hit Combo 1
|-
! Input !! Hit level !! Damage !! Startup !! Block !! Hit !! Combo
|-
| d+2 || sl || 8 || i11 || -11 || +0 ||Start
|-
| 1 || L || 6 || i24~26 || -14 || -3||Yes
|-
| 1 || L || 5 || i31~33 || -21 || -10 ||No
|-
| 1 || m || 7 || i26~27 || -12 || -1 ||Start
|-
| 2 || m || 7 || i27~28 || -19 || -8 ||Yes
|-
| 1 || m || 6 || i25 || -21 || -10 ||Start
|-
| 2 || m || 6 || i16~17 || -22 || -12 ||Yes
|-
| 1 || m || 8 || i16~17 || -25 || -11 ||Yes
|-
| 1+2 || m || 21 || i24~26 || -27 || -11 ||Start
|-
| 1+2 || m || 25 || i17~18 || -26 || +5a ||Yes
|}

Latest revision as of 22:16, 1 January 2025

Heat

Gamma Howl (3+4) becomes Gamma Charge (GMC), which allows for immediate use of GMC.1 and GMC.2 (partially uses Heat time)

Heat Burst

2+3

m
(12)
+1
+2c
i16
pc
Heat Burst
Meteor Raid

H.2+3

h,​m,​t
50
-9
-2d (-12)
i10
Heat Smash
Balcony Break
  • Chip damage on block (19)
Piston Gun Assault

b+2

m
27
+5
+2d
i19
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
Piston Gun Assault (charged)

b+2*

m
40
-2 (+5 WC)
+17a (+9)
i35
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • Wall crush
  • Chip damage on block (16)
Tyulpan Blast

b+1+2

m
28
-19
-1d (-10)
i14
Heat Engager
Heat Dash +5, +43d(+35)
Balcony Break
Full Metal Deathblow

GMH.4

h
30
+4
+21d (+11)
i14~18
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • Chip damage on block (9)
Particle Barrier

GMH.3+4

sm
20
-13
+40d (-18)
i20 pc6
pc6
Heat Engager
Heat Dash +5, +36a(+26)
  • Chip damage on block when absorbing an attack (6)
Iron Gunman

d+2+4

t
25
!
+6d
i12
Heat Engager
  • Cannot cancel into Heat Dash
  • Crouch Throw (Unbreakable)
  • Can be done from crouch
  • Alternate input GMH.2+4
Gamma Howl (Gamma Charge)

3+4

pc7
  • When timed with opponent attack, or absorbing an attack, shift to Gamma Charge
  • Powercrush active from 7f to 22f
  • Recover Heat and recoverable health when absorbing an attack
  • Gamma Charge is always in effect during Heat
  • Alternate input: ws3+4
Jaguar Hook - Gamma

GMC.1

m
22
-6
+73a (+57)
i22
Homing
  • Partially uses remaining Heat time
  • Chip damage on block (4)
Exaton Blast - Gamma

GMC.2

h
42
+11
+31a (+5)
i20 pc1
pc1
Tornado
Guard Break
Balcony Break
  • Partially uses remaining Heat time
  • Chip damage on block (4)

Rage

Terraforming Cannon

R.df+1+2

m,​t
55+
-15
+0d
i20
pc8~
Rage Art
Removes Recoverable Health
  • Damage increases with lower health

n

Jab

1

h
10
-2
+6
+9
i12
t33 r21
Jab > Jackhammer

1,1

h,​m
10,​22
-14c
+4c
+12d
i15
Elbow
  • Combos from 1st hit
  • Transition to GMH with D
  • (+4 oB, +8c oH, +16d cH)
Jab > Stunning Hook

1,2

h,​h
10,​24
-2
+30a
i19
Combos from 1st hit CH

2

h
10
+1
+9
i11
t31 r20
Recovers 2f faster on hit or block (t29 r18)

2,1

h,​m
10,​12
-3
+2
i16
Elbow
  • Combos from 1st hit
Jab Elbow Smash

2,​1,2

h,​m,​m
10,​12,​20
-12
+29a (+19)
i33
r FC
Piston Gun Fusillade

2,​1,1+2

h,​m,​h,​h,​h,​h,​h
10,​12,​10,​6,​6,​6,​20
-4
+13d
i33
Jails
Mimesis Savage Knee

2,3

h,​m
10,​18
-13
+5
+30d (+22)
i19
Knee
  • 2nd hit Balcony Break on CH
Left Kick

3

h
30
-14
+18d (+8)
i18
Balcony Break
Right Kick

4

h
18
-4
+7
+32d (+22)
i16
Balcony Break on CH
Tornado Punch

1+2

m,​m
8,​14
-13
+67a (+51)
i15
Tornado
  • Instant Tornado
Homing
Gamma Howl (Gamma Charge)

3+4

pc7
  • When timed with opponent attack, or absorbing an attack, shift to Gamma Charge
  • Powercrush active from 7f to 22f
  • Recover Heat and recoverable health when absorbing an attack
  • Gamma Charge is always in effect during Heat
  • Alternate input: ws3+4

1+4

i22~
  • Alternate input hcf
  • Can be held for up to 5 spins
Gigaton Punch

1+4,1

m
25
+21g
+7a (-2)
+39d (-8)
i17(43~)
Balcony Break
  • Alternate input hcf,1 to power up
  • Chip damage on block (7)
Gigaton Punch (2/3/4/5 spins)

1+4*,1

m
35/45/55/199
!
+70d
i17(68/93/118~)
Balcony Break
  • Unblockable
Windup Uppercut

1+4,df+1

m
21
-17
+52a (+42)
i20~23
Tornado
  • Non just frame version of 1+4:df+1
  • Alternate input hcf,df+1 to power up
Prime Windup Uppercut

1+4:df+1

m
30
-17
+66a (+50)
i20~23
Tornado
  • Instant Tornado
  • Just frame version of 1+4,df+1
  • Alternate input hcf:df+1 to power up

f

Impact Driver

f+1,1

m,​h
13,​25
-7
+8d (-1)
+40d (-7)
i25
Combos from 1st hit

f+1,2

m,​h
13,​12
-6
+5
i22
Combos from 1st hit
Drilling Engine

f+1,​2,1

m,​h,​m
13,​12,​12
-12
+65a (+49)
i26
Tornado
  • Instant Tornado
Piston Gun Blaster

f+1,​2,2

m,​h,​m
13,​12,​12
+6
+3d
i33
  • Can be charged to power up
Piston Gun Blaster (charged)

f+1,​2,2*

m,​h,​m
13,​12,​12
-12 (0 wall crush)
+11d (-15)
i61
Balcony Break
  • Wall crush
  • Chip damage on block (16)
Pinpoint Assault

f+2

h
22
-12
+5
+32a (+24)
i10
t43 r33
Sometimes written stop sign
WS.3

f+3

m
18
-9
+5
i15
Knee
  • Transition to GMH with D
    • (+2 oB, +16g oH, +16 ch)
  • Alternate input ws3
Two-Step Die
WS.3,2

f+3,2

m,​h
18,​20
-9
+44d (-14)
i23
Balcony Break
  • Combos from 1st hit
  • Alternate input ws3,2
Machine Press
WS.3,1+2

f+3,1+2

m,​m
18,​20
-11c
+2d
+48a
i25
  • Combos from 1st hit CH
  • Alternate input ws3,1+2

f+4

m
20
-4
+7
+32d (+22)
i17
Balcony Break on CH
Dark Greeting

f+4~1

h
80
!
+5
i65
Unblockable
Sudden Elbow

f+4~1,2

m
30
+8
+0d
i15 (66~)
Elbow
Rolling Death Crusher

f+1+2

m,​m
12,​20
-12
+32d (+6)
i27 pc7
pc7
Balcony Break
  • Chip damage on block when absorbing an attack (12)
Merkabah Headbutt

f+3+4

m
24
-11
+9c
i22
  • Headbutt
  • Transition to GMH with D
    • (-3 oB, +15c oH)

df

df+1

m
12
-4
+3
+5
i14
Overheat

df+1,1

m,​m
12
-11
+21cg
+72a (+56)
i29
Tornado
Balcony Break
  • Combos from 1st hit CH
  • Delayable

df+1,2

m,​h
1210
-12
-1
i29
  • Jails
  • Combos from 1st hit CH
  • Delayable

df+1,​2,1

m,​h,​h
1210,​2
-10
-2
i15
  • Jails
  • On air hit +22a (+15)
  • Combos from 2nd hit
  • Combos from 1st hit CH
Overdrive

df+1,​2,​1,2

m,​h,​h,​h
1210,​2,​20
-18
+35d (-23)
i9
Balcony Break
  • On air hit +12 (+5)
  • Combos from 2nd hit
  • Combos from 1st hit CH
Programmed Uppercut

df+2

m
13
-14
+31a (+21)
i15
Cosmic Sweeper

df+2,1

m,​h
13,​16
-32
+40a (+22)
i21
  • Transition to GMH with D
    • (+45a (+27) oH)
  • Can be charged to power up
Cosmic Sweeper (charged)

df+2,1*

m,​h
13,​16
-46
+69a (+53)
i35
Tornado
  • Transition to GMH with D
    • (+70a (+54) oH))

df+3

m
16
-9
+2
i16
Combine Harvester

df+3,2

m,​h
1620
-9
+25d
i20
Balcony Break
Mimesis Wrench Kick

df+4

m
17
-9
+5
+14c
i15
Dump Truck

df+3+4

m
28
-23
+10a (+1)
i13
Balcony Break
Body Press

df+1+3

sm
20
-11
+0d~+19d
i30~49
{{}}
Debugger

df+1+4

l
23
-37
+18d
i34
Homing
  • Alternate input b,db,d,df+1 to power up
Megaton Blast

df+2+3

m
26
-9
+31d (-5)
i22
Balcony Break
  • Alternate input b,db,d,df+2 to power up

d

d+1

s
5
-5
+6
i10
cs4
rFC

d+2

s
8
-4
+7
i11
cs4
rFC
  • Alternate input FC.d+2

d+3

l
12
-17
-6
i20
cs4
rFC
  • Alternate input FC.d+3

d+4

l
10
-15
-4
i16
cs4
rFC
  • Alternate input FC.d+4
Double Axe

d+1+2

m
28
-18
+42a (+32)
i27
cs6
Sit Down

d+3+4

SIT
  • Transitions to SIT (Sit Down)

db

db+1

l
13
-12
+1
i12
rFC

db+1,1

l,​l
13,​5
-12
-1
i16
rFC
  • Combos from 1st hit

db+1,​1,1

l,​l,​l
13,​5,​5
-12
-1
i16
rFC
Machinegun Blast

db+1,​1,​1,2

l,​l,​l,​m
13,​5,​5,​21
-11
+43a (-4)
i19
Balcony Break
Power Shovel

db+2

l
24
-18
+3c
+33d
i22
cs6
  • Can be charged to power up
Power Shovel (charged)

db+2*

l
30
-33
+17d
i36
  • Chip damage on block (9)
Cossack Kick

db+3

l
15
-20
-9
i21

db+3,4

l,​l
15,​12
-16
-9
i27

db+3,​4,3

l,​l,​l
15,​12,​12
-19
-8
i27

db+3,​4,​3,4

l,​l,​l,​l
15,​12,​12,​12
-16
-5
i27

db+3,​4,​3,​4,3

l,​l,​l,​l,​l
15,​12,​12,​12,​12
-19
-8
i27
Cossack Kicks

db+3,​4,​3,​4,​3,4

l,​l,​l,​l,​l,​l
15,​12,​12,​12,​12,​12
-16
-5
i27
Cossack Smash

db+3, ... 1+2

l,​h
15,​21
+14g
+43a (-15)
i34
Balcony Break
Big Boot

db+4

l
14
-13
-2
i16
cs6
rFC
Megaton Earthquake

db+1+2

l,​l
8,​21
-70
-5d
i18

b

b+1

m
17
-11
+8
i20
Double Biceps

b+1,2

m,​m
17,​17
-14c
+15d
+47a
i26
Spike
  • Combos from 1st hit
Piston Gun Assault

b+2

m
27
+5
+2d
i19
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
Piston Gun Assault (charged)

b+2*

m
40
-2 (+5 WC)
+17a (+9)
i35
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • Wall crush
  • Chip damage on block (16)

b+3

m
14
-9
+2
i16

b+3,2

m,​h
1413
-4
+1
i22
  • Transition to GMH with D
    • (+0 oB, +5 oH)
Mad Dozer

b+3,​2,2

m,​h,​h
141320
-9
+44d (-14)
i25
Balcony Break
  • Can be charged to power up
Mad Dozer (charged)

b+3,​2,2*

m,​h,​m
141340
-9
+13d (+5)
i67
Balcony Break
Wall Crush +3 on block
  • Chip damage on block (16)

b+4

m
16
-13
-2
-2a
i13
Sherman Stomp

b+4,4

m,​m
1621
-4
-8d
i30
  • Combos from 1st hit CH
  • When comboing from 1st hit:
Floor Break
Tyulpan Blast

b+1+2

m
28
-19
-1d (-10)
i14
Heat Engager
Heat Dash +5, +43d(+35)
Balcony Break

u

Barrel Jacket Hammer

ub+1+2

h
30
-9
+23d
i20 pc7
pc7
Balcony Break
Homing
  • Chip damage on block when absorbing an attack (12)

u+4

m
25
-16
+15a (+5)
i25
js
Balcony Break
  • Alternate input ub+4, uf+4
Patriot Fist

u+1+2

m
23
-13
+49a (+39)
i19
Giant Foot Stomp

u+3+4

m
40
!
+17d
i94~100
js
  • Unblockable
  • Can input additional 3+4 (up to 4 times) to fly farther and deal more damage
  • Alternate input ub+3+4
Sky Sweeper

uf+1

h
10
+71a (+55)
i17
Tornado
  • Only hits airborne opponents
  • Transition to GMH with D
    • (+75a (+59))
  • Can be charged to power up
  • Alternate input ub+1, u+1
Sky Sweeper (charged)

uf+1*

h
35
+69a (+53)
i35
Tornado
  • Only hits airborne opponents
  • Transition to GMH with D
    • (+70a (+54))
  • Alternate input ub+1*, u+1*
Reactor Elbow

uf+2

m
25
+4c
+7c
+11d
i24 js9
js9
Elbow

uf,n,2

m
28
-1c
+10c
i32
js
Terrapulser

uf+3

l
(8)
-12
+8c
i23 js9
js9
  • Automatically transitions to GMH on hit
  • Alternate input ub+3, u+3
Pancake Press

uf+3+4

m
23
+13cg
+20d
i34 js8
js8
  • Automatically transitions to SIT on hit or block

Motion Input

Jackhammer

f,F+1

m
22
-6
+8c
+16d
i15
  • Transition to GMH with D
  • (+4 oB, +8c oH, +16d cH)
Rocket Uppercut

f,F+2

m
23
-16
+53a (+43)
i18
  • Can be charged to power up
Rocket Uppercut (charged)

f,F+2*

m
35
-15
+61a
34
Tornado
  • Chip damage on block (14)
Granite Stomping

f,F+3

m
22
+4c
+9c
+22a
i26
  • Transition to FC with D
Rocket Kick

f,F+4

m
32
-10
+15d (+5)
i16
Tornado
Balcony Break
  • Chip damage on block (12)

f,F+1+2

m
20
-15
+22cs
i15
Homing
Cross Cut Blast

f,​F+1+2,2

m,​m
20,​24
-11
+11a (+2)
i32
Balcony Break
  • Combos from 1st hit
High and Low Cross Cut

f,​F+1+2,1+2

m,​l
20,​21
-19
+13d
i28
cs
Sliding Attack

f,F+1+4

m (l)
25
-82
-88
i21
js
  • Low attack on landing
(-110 oB, -65 oH)
Cemaho Chop

f,f,F+2

m
25
+6
+10
i22
  • Chip damage on block (7)
  • Guarantees i10 moves on hit
  • Alternate input wr2
Mimesis Charging Tackle

f,f,F+1+2

m
34
+4
+7a (-2)
i20~23
Balcony Break
  • Chip damage on block (10)
  • Alternate input wr1+2
Debugger

b,db,d,df+1

l
28
-37
+18d
i29
Homing
  • Alternate input df+1+4
Sometimes written debug
Megaton Blast

b,db,d,df+2

m
31
-9
+31d (-5)
i22
Balcony Break
  • Alternate input df+2+3

HCF

i22~
  • Alternate input 1+4
  • Can be looped together in 360 motions for up to 5 spins
Gigaton Punch

HCF,1

m
30
+21g
+7a (-2)
+39d (-8)
i17(43~)
Balcony Break
  • Alternate input 1+4,1
  • Chip damage on block (9)
Windup Uppercut

HCF,df+1

m
25
-17
+52a (+42)
i20~23
Tornado
  • Non blue spark version, for a just frame version search "emgf"
  • Alternate input 1+4,df+1
Sometimes written one
Prime Windup Uppercut

HCF:df+1

m
36
-17
+66a (+50)
i20~23
Tornado
  • Instant Tornado
  • Just frame version of hcf,df+1, for a normal version search "one"
  • Alternate input 1+4:df+1
Sometimes written emgf

Crouch

FC.1

l
10
-8
+3
i19
cs1
rFC
Double Low Hammer

FC.1,1

l,​l
10,​14
-12
+5
i31
cs
rFC
Megaton Strike

FC.1,2

l,​m
10,​24
-11
+11a (+2)
+43a (-4)
i32
rFC
Balcony Break

FC.2

s
8
-4
+7
i11
cs1
rFC
  • Alternate input d+2

FC.3

l
12
-17
-6
i20
cs1
rFC
  • Alternate input d+3

FC.4

l
10
-15
-4
i16
cs1
rFC
  • Alternate input d+4

FC.1+2

l
21
-15
+13d
i24
cs1
rFC
  • Alternate input FC.db+1+2
Low Cross Combo

FC.1+2,1+2

l,​m
2123
-18
+42a (+32)
i40
  • Combos from 1st hit

FC.df+1

m
5
-21
-11c
i23

FC.df+1,2

m,​m
5,​8
-21
-11c
i16
  • Combos from 1st hit

FC.df+1,​2,1

m,​m,​m
5,​8,​11
-11
+16cs
i16
  • Combos from 1st hit
Windmill Punches

FC.df+1,​2,​1,1

m,​m,​m,​h
5,​8,​11,​30
+15
+13BT
i21
Guard Break

FC.df+2

m
12
-13
-2
i17
cs
rFC

FC.df+2,1

m,​m
12,​10
-4
+7
i26
cs
rFC
Swing R Knuckle

FC.df+2,​1,2

m,​m,​m
12,​10,​10
-12
+29a (+19)
i27
cs
rFC
Swing R Knuckle High

FC.df+2,f+1

m,​h
12,​23
-4
+32a
i19
cs
rFC
Balcony Break
  • Combos from 1st hit
Swing R Knuckle Low

FC.df+2,d+1

m,​l
12,​8
-11
+0
i22
cs
rFC
Balcony Break
  • Combos from 1st hit

FC.df+4

m
10
-12
+4
i12
Mimesis Spike Press

FC.df+4,2

m,​m
10,​17
-14
+4c
+19d
i20
Atomic Shoulder Tackle

FC.df+3+4

m
28
-9
+1a (-8)
+33a (-14)
i21
Balcony Break

FC.db+1

l
14
-11
+3
i14
cs1
rFC

FC.db+1,1

l,​m
14,​10
-6
+5
i24
cs
rFC
Pulverizer

FC.db+1,​1,1

l,​m,​m
14,​10,​20
-14
+9a
i20
Balcony Break
  • Can be charged to power up
Pulverizer (charged)

FC.db+1,​1,1*

l,​m,​m
14,​10,​30
-6
+15a (+7)
i34
Balcony Break
  • Chip damage on block (12)

WS

Killing Uppercut

ws1

m
14
-13
+34a (+24)
i15

ws2

m
10
-7
+4
i14
V-Twin

ws2,1

m,​m
10,​17
-14c
+3d
+49a
i15
  • Combos from 1st hit
V-Deathblow

ws2,4

m,​h
10,​26
+4
+21a (+11)
i16
Balcony Break
  • Combos from 1st hit
  • Chip damage on block (7)
WS.3

f+3

m
18
-9
+5
i15
Knee
  • Transition to GMH with D
    • (+2 oB, +16g oH, +16 ch)
  • Alternate input ws3
Two-Step Die
WS.3,2

f+3,2

m,​h
18,​20
-9
+44d (-14)
i23
Balcony Break
  • Combos from 1st hit
  • Alternate input ws3,2
Machine Press
WS.3,1+2

f+3,1+2

m,​m
18,​20
-11c
+2d
+48a
i25
  • Combos from 1st hit CH
  • Alternate input ws3,1+2
Toe Smash

ws4

m
20
-6
+5
i11

ws1+2

m
14
-15
+26a (+16)
i20

ws1+2,1+2

m,​m
14,​12
-15
+15d
i17
Floor Break
  • Combos from 1st hit
Double Hammer Thrash

ws1+2,​1+2,1+2

m,​m,​l
14,​12,​14
-23
+6d
i27
Balcony Break
  • Combos from 1st hit

GMH (Gamma Howl)

Gamma Howl (Gamma Charge)

3+4

pc7
  • When timed with opponent attack, or absorbing an attack, shift to Gamma Charge
  • Powercrush active from 7f to 22f
  • Recover Heat and recoverable health when absorbing an attack
  • Gamma Charge is always in effect during Heat
  • Alternate input: ws3+4
Juggernaut Hook

GMH.1

m
20
-9
+25d
i22
Homing
Balcony Break
Exaton Blast

GMH.2

h
40
+11g
+21d (+11)
i20
Balcony Break
Tornado
Granite Stomp

GMH.3

m
28
+4
+9c
+22a
i24
  • Transition to FC with D
    • (+7 oH, +2 oB)
Full Metal Deathblow

GMH.4

h
30
+4
+21d (+11)
i14~18
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • Chip damage on block (9)
Gun Bomb

GMH.1+3

t
30
!
+0d
i15
  • Crouch Throw (Unbreakable)
Floor Break
  • Alternate input d+1+3
Iron Gunman

GMH.2+4

t
25
!
+6d
i15
Heat Engager
  • Cannot cancel into Heat Dash
  • Crouch Throw (Unbreakable)
  • Alternate input d+2+4
Mimesis Overkill

GMH.1+2

th
45 (57)
-6
+0d
i16
  • 57 Damage if opponent hits the wall
  • Throw Break 1+2
  • Swaps positions on break
Particle Barrier

GMH.3+4

sm
20
-13
+40d (-18)
i20 pc6
pc6
Heat Engager
Heat Dash +5, +36a(+26)
  • Chip damage on block when absorbing an attack (6)
Prime Windup Uppercut

GMH.f+1

m
26
-17
+66a (+50)
i20
Tornado
  • Instant Tornado
Megalodriller

GMH.f+2

m
34
-13
+30a (+4)
i17
Balcony Break
Breakout Fortress

GMH.ub

js12
js12
rFC
  • Recover in crouch
Flying Fortress

GMH.uf

js12
js12
rFC
  • Recover in crouch
Jaguar Hook - Gamma

GMC.1

m
22
-6
+73a (+57)
i22
Homing
  • Partially uses remaining Heat time
  • Chip damage on block (4)
Exaton Blast - Gamma

GMC.2

h
42
+11
+31a (+5)
i20 pc1
pc1
Tornado
Guard Break
Balcony Break
  • Partially uses remaining Heat time
  • Chip damage on block (4)

SIT (Sit Down)

Sit Down

d+3+4

SIT
  • Transitions to SIT (Sit Down)

SIT.1

l
10
-48
-37
i19
SIT

SIT.1,2

l,​l
1010
-47
-36
i15
SIT
  • Combos from 1st hit

SIT.1,​2,1

l,​l,​l
101010
-47
-36
i15
SIT
  • Combos from 1st hit
Sit Punches

SIT.1,​2,​1,2

l,​l,​l,​l
10101010
-47
-36
i15
SIT
  • Combos from 1st hit
  • Alternate input SIT.2,1,2,1
Ground Assault

SIT.1+2

m
21
-44
-12d
i24
SIT
Extra Pancake Press

SIT.3+4

m
35
+13cg
+20d
i54
js
SIT
Forward Roll

SIT.f

Backward Roll

SIT.b

SS

Discharger

ss1

m
23
+6c
+59a
i32
Piston Gun Snipe

ss2

h
20
+9
+35d (+27)
i17
Balcony Break
  • Transition to GMH with D
    • (+9 oB, +35d (+27) oH)
  • Chip damage on block (6)

While Down (Face Up)

Get Up Punch

d+1+2

m
18
+18g
+39d
i28
SIT
  • Recovers in SIT, then stands up

Others

Throws

Rotary Catapult

1+3

t
35
+0
+1d
i12
BT
  • Throw Break 1 or 2
  • Swaps positions on break
Piston Gun Back Breaker

2+4

t
35
-6
-3d
i12
  • Throw Break 1 or 2
  • Swaps positions on break
  • Side Switch
Side Left Bomb

Left Throw

t
40
-3
+1d
i12
  • Throw Break 1
Balcony Break
Father's Love

Right Throw

t
40
-3
+0d
i12
  • Throw Break 2
  • Side Swap
Spinal Crush

Back Throw 1+3

t
70
!
+3d
i12
  • Unbreakable
Floor Break
Throw Away

Back Throw 2+4

t
70
!
+17d
i12
  • Unbreakable
Balcony Break
Volcano

df+2+4

t
10
-2
+26a
i11
  • Throw Break 2
Volcano Blaster

df,DF+2+4

t
10
-2
+54a
i14
  • Throw Break 2
Body Smash

db+2+3

t
25
-2
+14c
i11
  • Throw Break 2
Floor Break
Ground Zero

uf+1+2

t
35
-6
-10d
i11
  • Throw Break 1+2
Floor Break
Lift Up Megaton hit

uf+1+2,d,df+2

t
40
-6
+19a (-7)
i11
  • Throw Break 1+2
Balcony Break
  • Wallsplats opponent
  • If blocked, does 20 chip dmg and is -2 oB
Pile Driver

db,n,f+1+2

t
50
-6
-1d
i11
  • Throw Break 1+2
Floor Break
Pyramid Driver

qcf+1

t
40
-2
-2d
i11
  • Throw Break 1
Floor Break
Back Breaker

qcb+2

t
45
-2
+12d
i11
  • Throw Break 2
Mimesis Overkill

GMH.1+2

th
45 (57)
-6
+0d
i16
  • 57 Damage if opponent hits the wall
  • Throw Break 1+2
  • Swaps positions on break
Gun Bomb

GMH.1+3

t
30
!
+0d
i15
  • Crouch Throw (Unbreakable)
Floor Break
  • Alternate input d+1+3
Iron Gunman

GMH.2+4

t
25
!
+6d
i15
Heat Engager
  • Cannot cancel into Heat Dash
  • Crouch Throw (Unbreakable)
  • Alternate input d+2+4
Gun Bomb

d+1+3

t
30
!
+0d
i12
  • Crouch Throw (Unbreakable)
Floor Break
  • Can be done from crouch
  • Alternate input GMH.1+3
Iron Gunman

d+2+4

t
25
!
+6d
i12
Heat Engager
  • Cannot cancel into Heat Dash
  • Crouch Throw (Unbreakable)
  • Can be done from crouch
  • Alternate input GMH.2+4
Cossack Compactor

db+3, ... d+1+2

l,​m (th)
15,​4,​5,​5,​5,​5,​21
0
i34
  • Crouch throw (Unbreakable)
  • Can be executed after any hit of Cossack Kicks (DB+3,4,3...)
Twin Drivers

(During Enemy wall stun) 1+3

t
33
!
+0d
i12
  • Wall throw (Unbreakable)
  • Alternate input 2+4 or uf+1+2

10 Strings

10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
d+2 sl 8 i11 -11 +0 Start
1 L 6 i24~26 -14 -3 Yes
1 L 5 i31~33 -21 -10 No
1 m 7 i26~27 -12 -1 Start
2 m 7 i27~28 -19 -8 Yes
1 m 6 i25 -21 -10 Start
2 m 6 i16~17 -22 -12 Yes
1 m 8 i16~17 -25 -11 Yes
1+2 m 21 i24~26 -27 -11 Start
1+2 m 25 i17~18 -26 +5a Yes