Jack-8
TEKKEN 8 fighter

Jack-8

Mix-Ups
What beats Jack-8?44% of this movelist is punishable
Moves
199
Punishable
87
Defining strength
Neutral Stop Signs

b+2, df+1, and b+3 are all extremely effective and safe ways to stop opponents from approaching in neutral. Jack also has riskier options like df+2, db+2, and f+2 that lead to huge damage if they land.

Best on block
+21
highest on-block advantage in the movelist
Mix-Ups
What defines them
Neutral Stop Signs

b+2, df+1, and b+3 are all extremely effective and safe ways to stop opponents from approaching in neutral. Jack also has riskier options like df+2, db+2, and f+2 that lead to huge damage if they land.

Where they lose
Huge and Slow

Jack lacks an i10 jab from both standing and crouch, making it difficult to press when he's being pressured. He also has a bad sidestep which makes it hard for him to evade attacks at close ranges. Proper use of his new Gamma Howl armor can help with this issue.

Stances

  • GMH (Gamma Howl) – 3+4
  • GMC (Gamma Charge) – 3+4 (absorb a hit), or land hold moves on hit/block

Heat Smash

High, i10, -9

  • Gamma Charge moves are always active.

Strengths

  • Neutral Stop Signs

    b+2, df+1, and b+3 are all extremely effective and safe ways to stop opponents from approaching in neutral. Jack also has riskier options like df+2, db+2, and f+2 that lead to huge damage if they land.

  • Excellent Pressure

    Jack has good ways to access scary plus frames, and many of Jack's pressure moves can transition into Gamma Howl for either stopping mashes or forcing a mixup.

  • Easy Bake Mixups

    Gamma Howl gives Jack several highly rewarding mixup options. Outside of Gamma Howl, Jack has a complete throw game and several devastating power mids to play around with.

  • Absurd Damage

    Jack's combos and power mids hits like a truck

  • Heat Smash

    Jack has the fastest Heat Smash in the game at i10, making it a very powerful block/whiff punisher. It also has good range and chip on block.

Weaknesses

  • Huge and Slow

    Jack lacks an i10 jab from both standing and crouch, making it difficult to press when he's being pressured. He also has a bad sidestep which makes it hard for him to evade attacks at close ranges. Proper use of his new Gamma Howl armor can help with this issue.

  • Mediocre Lows

    Jack's low pokes give middling reward, and his bigger lows are slow and/or launch punishable.

Moves to learn first

Signature and situational picks come from the guide; the fastest launcher and best unpunishable poke are derived from this character's own frame data.

  • Parry✕○

    3+4 (high or mid attacks)

    Gamma Howl (Gamma Charge)

  • Signaturewr□△

    wr1+2

  • Launcher↘△

    i15 · 13 dmg · -14 on block

    Programmed Uppercut

  • Wall splat↘✕○

    i13 · 28 dmg · -23 on block

    Dump Truck

  • Wall splat↓△○

    i16 · 10 dmg · +4 on block

    V-Deathblow

  • Counter-hit launcher↘□△□

    i15 · 12 dmg · -10 on block

  • Counter-hit launcher○

    i16 · 18 dmg · -4 on block

    Right Kick

  • Heat engager←△

    i19 · 27 dmg · +2 on block

    Piston Gun Assault

  • Heat engager←□△

    i14 · 28 dmg · -19 on block

    Tyulpan Blast

  • Heat engagerGMH○

    i14 · 30 dmg · +4 on block

    Full Metal Deathblow

  • Fastest launcherGMC△

    i1 · 42 dmg · +11 on block

    Exaton Blast - Gamma

  • Safe on blockGMC△

    i1 · 42 dmg · +11 on block

    Exaton Blast - Gamma

Missing generics: FC 1

Watch the guide

Video guides for this character, linked to the sections that matter most. Notation on this site comes from the frame data; these show the technique.

mwkan772 — all-in-one guide
Jack 8 Ultimate All in 1 Guide for Tekken 8
8 Apr 2024·16:39

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