Jack-8

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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
  • i14 – f1,1 (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)
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, a monster pressure tool in wr1+2 and a plethora of other new tools, Jack-8's new coat of paint makes this robot now truly feel like a truck-sized threat.

Strengths
  • Neutral Stop Signs: B2, df1, and b3 are all extremely effective ways to stop opponents from approaching in neutral, all of which are safe. Jack also has riskier options like df2, bd2, and f2 that lead to huge damage if they land.
  • Excellent Pressure: B2 and Jackhammer combine to give Jack scary plus frames, and many of Jack's pressure moves can transition into Gamma Howl for either stopping mashes or forcing a mixup.
  • Absurd, Easy Damage: Jack's combo structure and general gameplan are very easy to understand, and his launchers all lead to incredible damage. His combo structure is mechanically very simple and his basic combos work off of almost all of his major hits.
  • Great Heat: Jack has the fastest Heat Burst in the game at i10, allowing him to muscle through most things if he has Heat. His Heat Smash is similarly very strong, with good range and solid chip on block.
Weaknesses
  • Bad Counterhits: Jack doesn't have many counterhit tools, being mostly reliant on abusing plus frames with Jackhammer to set up for further pressure.
  • 'Huge and Slow: Jack lacks an i10 jab to mash with, making it difficult for him to press when he's being pressured. As well, he also has a particularly bad sidestep, allowing him to get easily clipped if he tries to step at the wrong time (or even the mostly correct time).
Prime Windup Uppercut
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Body Smash to Iron Gunman
importance
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value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
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rhythm
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External links