Jack-8

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Revision as of 16:45, 7 February 2024 by Movie (talk | contribs)
Jack-8
Heat
  • Gamma Charge moves are always active.
Heat Smash High, i10, -9
Heat Engagers
  • b+2
  • b+1+2
  • GMH.4
  • GMH.3+4
  • d+2+4
Stances
  • GMH (Gamma Howl) – 3+4
  • GMC (Gamma Charge) – 3+4 (absorb a hit)
Fastest
Launch
  • i15 – df+2
CH launch
  • Womp Womp
Wall splat
  • i13 – df+3+4 (standing)
  • i14 – ws2,4 (crouching)
  • i19 – b+2 (standing)
Archetypal moves
Sabaki GMH (3+4)
Mid check
  • f+1 (standing)
  • df+1 (standing)
  • df+4 (standing)
  • f+3,d (standing)
Power low
  • db+2
  • b,db,d,df+1 (debugger)
Clef cannon df+1,2,1
Slash kick wr1+2
Generic moves
Remapped (none)
Missing (none)
External links
Lore {{{lore}}}
Twitter #T8_Jack

Jack-8 is arguably Tekken's most potent character in the midrange. Through strong pokes, incredible range on lows and launchers and great whiff punish options, Jack allows you to dominate the neutral game and force your opponent to take risks to come to you.

His clunky sidestep and lack of a safe i10 jab make his defense difficult to master, but his solid backdash and new Gamma Howl stance (which power crushes if done raw) give him some options to bail him out of rough spots.

With strong mixup options from Gamma Howl/Charge, a new tracking df+4 mid check and a monster pressure tool in wr1+2, Jack-8's new coat of paint makes this robot now truly feel like a truck-sized threat.

Strengths
  • Great range on pokes, lows and launchers
  • Some of the best neutral tools in the game
  • Complete throw game
  • Built-in mixups from Gamma Howl stance
  • Fastest Heat Burst in the game (i10)
Weaknesses
  • Poor counter hit game
  • Bad sidestep
  • Lacks an i10 standing jab
Prime Windup Uppercut
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜†โ˜†โ˜†โ˜†
Body Smash to Iron Gunman
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…

External links