Jack-8 movetable

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Revision as of 15:40, 7 March 2024 by Kaladin (talk | contribs) (Created page with "{{Navbox Jack-8}} {{Navbox movetable}} == Full MoveTable == {{MoveTable|strings=yes}} == String Extensions Excluded == {{MoveTable}}")
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Full MoveTable

Move Startup Hit Level Damage On Block On Hit On CH States Notes
Jack-8-1 i12 h 10 -2 +6 +9
Jack-8-1,1 i15 ,m ,22 -14c +4c +12d
Elbow
  • Combos from 1st hit
  • Transition to GMH with D
  • (+4 oB, +8c oH, +16d cH)
Jack-8-1+2 i15 m,m 8,14 -13 +67a (+51)
Tornado
  • Instant Tornado
Homing
Jack-8-1,2 i19 ,h ,24 -2 +30a Combos from 1st hit CH
Jack-8-1+3 i12 t 35 +0 +1d
  • Throw Break 1 or 2
  • Swaps positions on break
Jack-8-1+4 i22~
  • Alternate input hcf
  • Can be held for up to 5 spins
Jack-8-1+4*,1 i17(68/93/118~) m 35/45/55/199 ! +70d
Balcony Break
  • Unblockable
Jack-8-1+4,1 i17(43~) m 25 +21g +7a (-2) +39d (-8)
Balcony Break
  • Alternate input hcf,1 to power up
  • Chip damage on block (7)
Jack-8-1+4,df+1 i20~23 m 21 -17 +52a (+42)
Tornado
  • Non just frame version of 1+4:df+1
  • Alternate input hcf,df+1 to power up
Jack-8-1+4:df+1 i20~23 m 30 -17 +66a (+50)
Tornado
  • Instant Tornado
  • Just frame version of 1+4,df+1
  • Alternate input hcf:df+1 to power up
Jack-8-2 i11 h 10 +1 +9 Recovers 2f faster on hit or block (t29 r18)
Jack-8-2,1 i16 ,m ,12 -3 +2
Elbow
  • Combos from 1st hit
Jack-8-2,1,1+2 i33 ,h,h,h,h,h ,10,6,6,6,20 -4 +13d Jails
Jack-8-2,1,2 i33 ,m ,20 -12 +29a (+19)
Jack-8-2+3 i16 m (12) +1 +2c pc
Heat Burst
Jack-8-2,3 i19 ,m ,18 -13 +5 +30d (+22)
Knee
  • 2nd hit Balcony Break on CH
Jack-8-2+4 i12 t 35 -6 -3d
  • Throw Break 1 or 2
  • Swaps positions on break
  • Side Switch
Jack-8-3 i18 h 30 -14 +18d (+8)
Balcony Break
Jack-8-3+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
Jack-8-4 i16 h 18 -4 +7 +32d (+22) Balcony Break on CH
Jack-8-b+1 i20 m 17 -11 +8
Jack-8-b+1+2 i14 m 28 -19 -1d (-10)
Heat Engager
Heat Dash +5, +43d(+35)
Balcony Break
Jack-8-b+1,2 i26 ,m ,17 -14c +15d +47a
Spike
  • Combos from 1st hit
Jack-8-b+2 i19 m 27 +5 +2d
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
Jack-8-b+2* i35 m 40 -2 (+5 WC) +17a (+9)
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • Wall crush
  • Chip damage on block (16)
Jack-8-b+3 i16 m 14 -9 +2
Jack-8-b+3,2 i22 ,h 13 -4 +1
  • Transition to GMH with D
    • (+0 oB, +5 oH)
Jack-8-b+3,2,2 i25 ,h 20 -9 +44d (-14)
Balcony Break
  • Can be charged to power up
Jack-8-b+3,2,2* i67 ,m 40 -9 +13d (+5)
Balcony Break
Wall Crush +3 on block
  • Chip damage on block (16)
Jack-8-b+4 i13 m 16 -13 -2 -2a
Jack-8-b+4,4 i30 ,m 21 -4 -8d
  • Combos from 1st hit CH
  • When comboing from 1st hit:
Floor Break
Jack-8-Back Throw 1+3 i12 t 70 ! +3d
  • Unbreakable
Floor Break
Jack-8-Back Throw 2+4 i12 t 70 ! +17d
  • Unbreakable
Balcony Break
Jack-8-b,db,d,df+1 i29 l 28 -37 +18d
Homing
  • Alternate input df+1+4
Jack-8-b,db,d,df+2 i22 m 31 -9 +31d (-5)
Balcony Break
  • Alternate input df+2+3
Jack-8-d+1 i10 s 5 -5 +6 cs4
Jack-8-d+1+2 i27 m 28 -18 +42a (+32) cs6
Jack-8-d+1+3 i12 t 30 ! +0d
  • Crouch Throw (Unbreakable)
Floor Break
  • Can be done from crouch
  • Alternate input GMH.1+3
Jack-8-d+2 i11 s 8 -4 +7 cs4
  • Alternate input FC.d+2
Jack-8-d+2+4 i12 t 25 ! +6d
Heat Engager
  • Cannot cancel into Heat Dash
  • Crouch Throw (Unbreakable)
  • Can be done from crouch
  • Alternate input GMH.2+4
Jack-8-d+3 i20 l 12 -17 -6 cs4
  • Alternate input FC.d+3
Jack-8-d+3+4
  • Transitions to SIT (Sit Down)
Jack-8-d+4 i16 l 10 -15 -4 cs4
  • Alternate input FC.d+4
Jack-8-db+1 i12 l 13 -12 +1 cs
Jack-8-db+1,1 i16 ,l ,5 -12 -1 cs
  • Combos from 1st hit
Jack-8-db+1,1,1 i16 ,l ,5 -12 -1 cs
Jack-8-db+1,1,1,2 i19 ,m ,21 -11 +43a (-4)
Balcony Break
Jack-8-db1+2 i18 l,l 8,21 -70 -5d
Jack-8-db+2 i22 l 24 -18 +3c +33d cs6
  • Can be charged to power up
Jack-8-db+2* i36 l 30 -33 +17d
  • Chip damage on block (9)
Jack-8-db+2+3 i11 t 25 -2 +14c
  • Throw Break 2
Floor Break
Jack-8-db+3 i21 l 15 -20 -9
Jack-8-db+3,1+2 i34 ,h ,21 +14g +43a (-15)
Balcony Break
Jack-8-db+3,4 i27 ,l ,12 -16 -9
Jack-8-db+3,4,3 i27 ,l ,12 -19 -8
Jack-8-db+3,4,3,4 i27 ,l ,12 -16 -5
Jack-8-db+3,4,3,4,3 i27 ,l ,12 -19 -8
Jack-8-db+3,4,3,4,3,4 i27 ,l ,12 -16 -5
Jack-8-db+3,d+1+2 i34 ,m (th) ,4,5,5,5,5,21 0
  • Crouch throw (Unbreakable)
  • Can be executed after any hit of Cossack Kicks (DB+3,4,3...)
Jack-8-db+4 i16 l 14 -13 -2 cs6
Jack-8-db,n,f+1+2 i11 t 50 -6 -1d
  • Throw Break 1+2
Floor Break
Jack-8-df+1 i14 m 12 -4 +3 +5
Jack-8-df+1,1 i29 ,m -11 +21cg +72a (+56)
Tornado
Balcony Break
  • Combos from 1st hit CH
  • Delayable
Jack-8-df+1,2 i29 ,h 10 -12 -1
  • Jails
  • Combos from 1st hit CH
  • Delayable
Jack-8-df+1,2,1 i15 ,h ,2 -10 -2
  • Jails
  • On air hit +22a (+15)
  • Combos from 2nd hit
  • Combos from 1st hit CH
Jack-8-df+1,2,1,2 i9 ,h ,20 -18 +35d (-23)
Balcony Break
  • On air hit +12 (+5)
  • Combos from 2nd hit
  • Combos from 1st hit CH
Jack-8-df+1+3 i30~49 sm 20 -11 +0d~+19d {{}}
Jack-8-df+1+4 i34 l 23 -37 +18d
Homing
  • Alternate input b,db,d,df+1 to power up
Jack-8-df+2 i15 m 13 -14 +31a (+21)
Jack-8-df+2,1 i21 ,h ,16 -32 +40a (+22)
  • Transition to GMH with D
    • (+45a (+27) oH)
  • Can be charged to power up
Jack-8-df+2,1* i35 ,h ,16 -46 +69a (+53)
Tornado
  • Transition to GMH with D
    • (+70a (+54) oH))
Jack-8-df+2+3 i22 m 26 -9 +31d (-5)
Balcony Break
  • Alternate input b,db,d,df+2 to power up
Jack-8-df+2+4 i11 t 10 -2 +26a
  • Throw Break 2
Jack-8-df+3 i16 m 16 -9 +2
Jack-8-df+3,2 i20 ,h 20 -9 +25d
Balcony Break
Jack-8-df+3+4 i13 m 28 -23 +10a (+1)
Balcony Break
Jack-8-df+4 i15 m 17 -9 +5 +14c
Jack-8-df,DF+2+4 i14 t 10 -2 +54a
  • Throw Break 2
Jack-8-(During Enemy wall stun) 1+3 i12 t 33 ! +0d
  • Wall throw (Unbreakable)
  • Alternate input 2+4 or uf+1+2
Jack-8-f+1 i14 m 13 -6 +5
Jack-8-f+1,1 i25 ,h ,25 -7 +8d (-1) +40d (-7) Combos from 1st hit
Jack-8-f+1+2 i27 pc7 m,m 12,20 -12 +32d (+6) pc7
Balcony Break
  • Chip damage on block when absorbing an attack (12)
Jack-8-f+1,2 i22 ,h ,12 -6 +5 Combos from 1st hit
Jack-8-f+1,2,1 i26 ,m ,12 -12 +65a (+49)
Tornado
  • Instant Tornado
Jack-8-f+1,2,2 i33 ,m ,12 +6 +3d
  • Can be charged to power up
Jack-8-f+1,2,2* i61 ,m ,12 -12 (0 wall crush) +11d (-15)
Balcony Break
  • Wall crush
  • Chip damage on block (16)
Jack-8-f+2 i10 h 22 -12 +5 +32a (+24)
Jack-8-f+3 i15 m 18 -9 +5
Knee
  • Transition to GMH with D
    • (+2 oB, +16g oH, +16 ch)
  • Alternate input ws3
Jack-8-f+3,1+2 i25 ,m ,20 -11c +2d +48a
  • Combos from 1st hit CH
  • Alternate input ws3,1+2
Jack-8-f+3,2 i23 ,h ,20 -9 +44d (-14)
Balcony Break
  • Combos from 1st hit
  • Alternate input ws3,2
Jack-8-f+3+4 i22 m 24 -11 +9c
  • Headbutt
  • Transition to GMH with D
    • (-3 oB, +15c oH)
Jack-8-f+4 i17 m 20 -4 +7 +32d (+22) Balcony Break on CH
Jack-8-f+4~1 i65 h 80 ! +5 Unblockable
Jack-8-f+4~1,2 i15 (66~) m 30 +8 +0d
Elbow
Jack-8-FC.1 i19 l 10 -8 +3 cs1
Jack-8-FC.1,1 i31 ,l ,14 -12 +5 cs
Jack-8-FC.1+2 i24 l 21 -15 +13d cs1
  • Alternate input FC.db+1+2
Jack-8-FC.1,2 i32 ,m ,24 -11 +11a (+2) +43a (-4)
Balcony Break
Jack-8-FC.1+2,1+2 i40 ,m 23 -18 +42a (+32)
  • Combos from 1st hit
Jack-8-FC.2 i11 s 8 -4 +7 cs1
  • Alternate input d+2

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String Extensions Excluded

Move Startup Hit Level Damage On Block On Hit On CH States Notes
Jack-8-1 i12 h 10 -2 +6 +9
Jack-8-1+2 i15 m,m 8,14 -13 +67a (+51)
Tornado
  • Instant Tornado
Homing
Jack-8-1+3 i12 t 35 +0 +1d
  • Throw Break 1 or 2
  • Swaps positions on break
Jack-8-1+4 i22~
  • Alternate input hcf
  • Can be held for up to 5 spins
Jack-8-1+4*,1 i17(68/93/118~) m 35/45/55/199 ! +70d
Balcony Break
  • Unblockable
Jack-8-1+4:df+1 i20~23 m 30 -17 +66a (+50)
Tornado
  • Instant Tornado
  • Just frame version of 1+4,df+1
  • Alternate input hcf:df+1 to power up
Jack-8-2 i11 h 10 +1 +9 Recovers 2f faster on hit or block (t29 r18)
Jack-8-2+3 i16 m (12) +1 +2c pc
Heat Burst
Jack-8-2+4 i12 t 35 -6 -3d
  • Throw Break 1 or 2
  • Swaps positions on break
  • Side Switch
Jack-8-3 i18 h 30 -14 +18d (+8)
Balcony Break
Jack-8-3+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
Jack-8-4 i16 h 18 -4 +7 +32d (+22) Balcony Break on CH
Jack-8-b+1 i20 m 17 -11 +8
Jack-8-b+1+2 i14 m 28 -19 -1d (-10)
Heat Engager
Heat Dash +5, +43d(+35)
Balcony Break
Jack-8-b+2 i19 m 27 +5 +2d
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
Jack-8-b+2* i35 m 40 -2 (+5 WC) +17a (+9)
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • Wall crush
  • Chip damage on block (16)
Jack-8-b+3 i16 m 14 -9 +2
Jack-8-b+4 i13 m 16 -13 -2 -2a
Jack-8-Back Throw 1+3 i12 t 70 ! +3d
  • Unbreakable
Floor Break
Jack-8-Back Throw 2+4 i12 t 70 ! +17d
  • Unbreakable
Balcony Break
Jack-8-b,db,d,df+1 i29 l 28 -37 +18d
Homing
  • Alternate input df+1+4
Jack-8-b,db,d,df+2 i22 m 31 -9 +31d (-5)
Balcony Break
  • Alternate input df+2+3
Jack-8-d+1 i10 s 5 -5 +6 cs4
Jack-8-d+1+2 i27 m 28 -18 +42a (+32) cs6
Jack-8-d+1+3 i12 t 30 ! +0d
  • Crouch Throw (Unbreakable)
Floor Break
  • Can be done from crouch
  • Alternate input GMH.1+3
Jack-8-d+2 i11 s 8 -4 +7 cs4
  • Alternate input FC.d+2
Jack-8-d+2+4 i12 t 25 ! +6d
Heat Engager
  • Cannot cancel into Heat Dash
  • Crouch Throw (Unbreakable)
  • Can be done from crouch
  • Alternate input GMH.2+4
Jack-8-d+3 i20 l 12 -17 -6 cs4
  • Alternate input FC.d+3
Jack-8-d+3+4
  • Transitions to SIT (Sit Down)
Jack-8-d+4 i16 l 10 -15 -4 cs4
  • Alternate input FC.d+4
Jack-8-db+1 i12 l 13 -12 +1 cs
Jack-8-db1+2 i18 l,l 8,21 -70 -5d
Jack-8-db+2 i22 l 24 -18 +3c +33d cs6
  • Can be charged to power up
Jack-8-db+2* i36 l 30 -33 +17d
  • Chip damage on block (9)
Jack-8-db+2+3 i11 t 25 -2 +14c
  • Throw Break 2
Floor Break
Jack-8-db+3 i21 l 15 -20 -9
Jack-8-db+4 i16 l 14 -13 -2 cs6
Jack-8-db,n,f+1+2 i11 t 50 -6 -1d
  • Throw Break 1+2
Floor Break
Jack-8-df+1 i14 m 12 -4 +3 +5
Jack-8-df+1+3 i30~49 sm 20 -11 +0d~+19d {{}}
Jack-8-df+1+4 i34 l 23 -37 +18d
Homing
  • Alternate input b,db,d,df+1 to power up
Jack-8-df+2 i15 m 13 -14 +31a (+21)
Jack-8-df+2+3 i22 m 26 -9 +31d (-5)
Balcony Break
  • Alternate input b,db,d,df+2 to power up
Jack-8-df+2+4 i11 t 10 -2 +26a
  • Throw Break 2
Jack-8-df+3 i16 m 16 -9 +2
Jack-8-df+3+4 i13 m 28 -23 +10a (+1)
Balcony Break
Jack-8-df+4 i15 m 17 -9 +5 +14c
Jack-8-df,DF+2+4 i14 t 10 -2 +54a
  • Throw Break 2
Jack-8-(During Enemy wall stun) 1+3 i12 t 33 ! +0d
  • Wall throw (Unbreakable)
  • Alternate input 2+4 or uf+1+2
Jack-8-f+1 i14 m 13 -6 +5
Jack-8-f+1+2 i27 pc7 m,m 12,20 -12 +32d (+6) pc7
Balcony Break
  • Chip damage on block when absorbing an attack (12)
Jack-8-f+2 i10 h 22 -12 +5 +32a (+24)
Jack-8-f+3 i15 m 18 -9 +5
Knee
  • Transition to GMH with D
    • (+2 oB, +16g oH, +16 ch)
  • Alternate input ws3
Jack-8-f+3+4 i22 m 24 -11 +9c
  • Headbutt
  • Transition to GMH with D
    • (-3 oB, +15c oH)
Jack-8-f+4 i17 m 20 -4 +7 +32d (+22) Balcony Break on CH
Jack-8-f+4~1 i65 h 80 ! +5 Unblockable
Jack-8-f+4~1,2 i15 (66~) m 30 +8 +0d
Elbow
Jack-8-FC.1 i19 l 10 -8 +3 cs1
Jack-8-FC.1+2 i24 l 21 -15 +13d cs1
  • Alternate input FC.db+1+2
Jack-8-FC.2 i11 s 8 -4 +7 cs1
  • Alternate input d+2
Jack-8-FC.3 i20 l 12 -17 -6 cs1
  • Alternate input d+3
Jack-8-FC.4 i16 l 10 -15 -4 cs1
  • Alternate input d+4
Jack-8-FC.db+1 i14 l 14 -11 +3 cs1
Jack-8-FC.df+1 i23 m 5 -21 -11c
Jack-8-FC.df+2 i17 m 12 -13 -2 cs
Jack-8-FC.df+3+4 i21 m 28 -9 +1a (-8) +33a (-14)
Balcony Break
Jack-8-FC.df+4 i12 m 10 -12 +4
Jack-8-f,F+1 i15 m 22 -6 +8c +16d
  • Transition to GMH with D
  • (+4 oB, +8c oH, +16d cH)
Jack-8-f,F+1+2 i15 m 20 -15 +22cs
Homing
Jack-8-f,F+1+4 i21 m (l) 25 -82 -88 js
  • Low attack on landing
(-110 oB, -65 oH)
Jack-8-f,F+2 i18 m 23 -16 +53a (+43)
  • Can be charged to power up
Jack-8-f,F+2* 34 m 35 -15 +61a
Tornado
  • Chip damage on block (14)
Jack-8-f,F+3 i26 m 22 +4c +9c +22a
  • Transition to FC with D
Jack-8-f,F+4 i16 m 32 -10 +15d (+5)
Tornado
Balcony Break
  • Chip damage on block (12)
Jack-8-f,f,F+1+2 i20~23 m 34 +4 +7a (-2)
Balcony Break
  • Chip damage on block (10)
  • Alternate input wr1+2
Jack-8-f,f,F+2 i22 m 25 +6 +10
  • Chip damage on block (7)
  • Guarantees i10 moves on hit
  • Alternate input wr2
Jack-8-GMC.1 i22 m 22 -6 +73a (+57)
Homing
  • Partially uses remaining Heat time
  • Chip damage on block (4)
Jack-8-GMC.2 i20 pc1 h 42 +11 +31a (+5) pc1
Tornado
Guard Break
Balcony Break
  • Partially uses remaining Heat time
  • Chip damage on block (4)
Jack-8-GMH.1 i22 m 20 -9 +25d
Homing
Balcony Break
Jack-8-GMH.1+2 i16 th 45 (57) -6 +0d
  • 57 Damage if opponent hits the wall
  • Throw Break 1+2
  • Swaps positions on break
Jack-8-GMH.1+3 i15 t 30 ! +0d
  • Crouch Throw (Unbreakable)
Floor Break
  • Alternate input d+1+3
Jack-8-GMH.2 i20 h 40 +11g +21d (+11)
Balcony Break
Tornado
Jack-8-GMH.2+4 i15 t 25 ! +6d
Heat Engager
  • Cannot cancel into Heat Dash
  • Crouch Throw (Unbreakable)
  • Alternate input d+2+4
Jack-8-GMH.3 i24 m 28 +4 +9c +22a
  • Transition to FC with D
    • (+7 oH, +2 oB)
Jack-8-GMH.3+4 i20 pc6 sm 20 -13 +40d (-18) pc6
Heat Engager
Heat Dash +5, +36a(+26)
  • Chip damage on block when absorbing an attack (6)
Jack-8-GMH.4 i14~18 h 30 +4 +21d (+11)
Heat Engager
Heat Dash +5, +36a(+26)
Balcony Break
  • Chip damage on block (9)
Jack-8-GMH.f+1 i20 m 26 -17 +66a (+50)
Tornado
  • Instant Tornado
Jack-8-GMH.f+2 i17 m 34 -13 +30a (+4)
Balcony Break
Jack-8-GMH.ub js12 js12
  • Recover in crouch
Jack-8-GMH.uf js12 js12
  • Recover in crouch
Jack-8-Grounded face up d+1+2 i28 m 18 +18g +39d
  • Recovers in SIT, then stands up
Jack-8-H.2+3 i10 h,m,t 50 -9 -2d (-12)
Heat Smash
Balcony Break
  • Chip damage on block (19)
Jack-8-hcf i22~
  • Alternate input 1+4
  • Can be looped together in 360 motions for up to 5 spins
Jack-8-hcf:df+1 i20~23 m 36 -17 +66a (+50)
Tornado
  • Instant Tornado
  • Just frame version of hcf,df+1, for a normal version search "one"
  • Alternate input 1+4:df+1
Jack-8-Left Throw i12 t 40 -3 +1d
  • Throw Break 1
Balcony Break
Jack-8-qcb+2 i11 t 45 -2 +12d
  • Throw Break 2
Jack-8-qcf+1 i11 t 40 -2 -2d
  • Throw Break 1
Floor Break
Jack-8-R.df+1+2 i20 m,t 55+ -15 +0d pc8~
Rage Art
Removes Recoverable Health
  • Damage increases with lower health
Jack-8-Right Throw i12 t 40 -3 +0d
  • Throw Break 2
  • Side Swap
Jack-8-SIT.1 i19 l 10 -48 -37

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