jack-8

jack-8

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
2+3m12 (12)i16+1+2c
Heat Burst
Power crush
H.2+3h,m,t50i10-9-2d (-12)
* Heat Smash
* Balcony Break
* Chip damage on block (19)
R.df+1+2m,t55+i20-15+0d
* Rage Art
* Damage increases with lower health
* Erases opponent's recoverable health on hit
Power crush 8~
1h10i12-2+6+9
1,1h,m10,22i15-14c+4c+12d
* Elbow
* Combos from 1st hit
* Transition to GMH with D
* (+4 oB, +8c oH, +16d cH)
1,2h,h10,24i19-2+30a
Combos from 1st hit CH
2h10i11+1+9
2,1h,m10,12i16-3+2
* Elbow
* Combos from 1st hit
2,1,2h,m,m10,12,20i33-12+29a (+19)
2,1,1+2h,m,h,h,h,h,h10,12,10,6,6,6,20i33-4+13d
Jails
2,3h,m10,18i19-13+5+30d (+22)
* Knee
* 2nd hit Balcony Break on CH
3h30i18-14+18d (+8)
Balcony Break
4h18i16-4+7+32d (+22)
Balcony Break on CH
1+2m,m8,14i15-13+67a (+51)
* Tornado
* Instant Tornado
* Homing
1+4i22~
* Alternate input hcf
* Can be held for up to 5 spins
1+4*,1m35/45/55/199i17(68/93/118~)!+70d
* Balcony Break
* Unblockable
1+4,1m25i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input hcf,1 to power up
* Chip damage on block (7)
1+4,df+1m21i20~23-17+52a (+42)
* Tornado
* Non just frame version of 1+4:df+1
* Alternate input hcf,df+1 to power up
1+4:df+1m30i20~23-17+66a (+50)
* Tornado
* Instant Tornado
* Just frame version of 1+4,df+1
* Alternate input hcf:df+1 to power up
3+4pc7
* 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
f+1m13i14-6+5
f+1,1m,h13,25i25-7+8d (-1)+40d (-7)
Combos from 1st hit
f+1,2m,h13,12i22-6+5
Combos from 1st hit
f+1,2,1m,h,m13,12,12i26-12+65a (+49)
* Tornado
* Instant Tornado
f+1,2,2m,h,m13,12,12i33+6+3d
* Can be charged to power up
f+1,2,2*m,h,m13,12,12i61-12 (0 wall crush)+11d (-15)
* Balcony Break
* Wall crush
* Chip damage on block (16)
f+2h22i10-12+5+32a (+24)
f+3m18i15-9+5
* Knee
* Transition to GMH with D
** (+2 oB, +16g oH, +16 ch)
* Alternate input ws3
f+3,2m,h18,20i23-9+44d (-14)
* Balcony Break
* Combos from 1st hit
* Alternate input ws3,2
f+3,1+2m,m18,20i25-11c+2d+48a
* Combos from 1st hit CH
* Alternate input ws3,1+2
f+4m20i17-4+7+32d (+22)
Balcony Break on CH
f+4~1h80i65!+5
Unblockable
f+4~1,2m30i15 (66~)+8+0d
Elbow
f+1+2m,m12,20i27 pc7-12+32d (+6)
* Balcony Break
* Chip damage on block when absorbing an attack (12)
Power crush 7
f+3+4m24i22-11+9c
* Headbutt
* Transition to GMH with D
** (-3 oB, +15c oH)
df+1m12i14-4+3+5
df+1,1m,m12i29-11+21cg+72a (+56)
* Tornado
* Balcony Break
* Combos from 1st hit CH
* Delayable
df+1,2m,h1210i29-12-1
*Jails
* Combos from 1st hit CH
* Delayable
df+1,2,1m,h,h1210,2i15-10-2
* Jails
* On air hit +22a (+15)
* Combos from 2nd hit
* Combos from 1st hit CH
df+1,2,1,2m,h,h,h1210,2,20i9-18+35d (-23)
* Balcony Break
* On air hit +12 (+5)
* Combos from 2nd hit
* Combos from 1st hit CH
df+1+3sm20i30~49-11+0d~+19d
{{}}
df+2m13i15-14+31a (+21)
df+2,1m,h13,16i21-32+40a (+22)
* Transition to GMH with D
** (+45a (+27) oH)
* Can be charged to power up
df+2,1*m,h13,16i35-46+69a (+53)
* Tornado
* Transition to GMH with D
** (+70a (+54) oH))
df+3m16i16-9+2
df+3,2m,h1620i20-9+25d
Balcony Break
df+4m17i15-9+5+14c
df+1+4l23i34-37+18d
* Homing
* Alternate input b,db,d,df+1 to power up
df+2+3m26i22-9+31d (-5)
* Balcony Break
* Alternate input b,db,d,df+2 to power up
df+3+4m28i13-23+10a (+1)
Balcony Break
d+1s5i10-5+6
*
High crush 4
d+2s8i11-4+7
* Alternate input FC.d+2
High crush 4
d+3l12i20-17-6
* Alternate input FC.d+3
High crush 4
d+4l10i16-15-4
* Alternate input FC.d+4
High crush 4
d+1+2m28i27-18+42a (+32)
*
High crush 6
d+1+2m18i28+18g+39d
* Recovers in SIT, then stands up
d+3+4
* Transitions to SIT (Sit Down)
db+1l13i12-12+1
*
High crush
db+1,1l,l13,5i16-12-1
* Combos from 1st hit
High crush
db+1,1,1l,l,l13,5,5i16-12-1
*
High crush
db+1,1,1,2l,l,l,m13,5,5,21i19-11+43a (-4)
* Balcony Break
db+2l24i22-18+3c+33d
* Can be charged to power up
High crush 6
db+2*l30i36-33+17d
* Chip damage on block (9)
db+3l15i21-20-9
*
db+3, ... 1+2l,h15,21i34+14g+43a (-15)
* Balcony Break
db+3, ... d+1+2l,m (th)15,4,5,5,5,5,21i340
* Crouch throw (Unbreakable)
* Can be executed after any hit of Cossack Kicks (DB+3,4,3...)
db+3,4l,l15,12i27-16-9
*
db+3,4,3l,l,l15,12,12i27-19-8
*
db+3,4,3,4l,l,l,l15,12,12,12i27-16-5
*
db+3,4,3,4,3l,l,l,l,l15,12,12,12,12i27-19-8
*
db+3,4,3,4,3,4l,l,l,l,l,l15,12,12,12,12,12i27-16-5
*
db+4l14i16-13-2
*
High crush 6
db+1+2l,l8,21i18-70-5d
*
b+1m17i20-11+8
*
b+1,2m,m17,17i26-14+15d+47a
* Spike
* Combos from 1st hit
b+2m27i19+5+2d
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
b+2*m40i35-2 (+5 WC)+17a (+9)
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Wall crush
* Chip damage on block (16)
b+3m14i16-9+2
*
b+3,2m,h1413i22-4+1
* Transition to GMH with D
** (+0 oB, +5 oH)
b+3,2,2m,h,h141320i25-9+44d (-14)
* Balcony Break
* Can be charged to power up
b+3,2,2*m,h,m141340i67-9+13d (+5)
* Balcony Break
* Wall Crush +3 on block
* Chip damage on block (16)
b+4m16i13-13-2-2a
*
b+4,4m,m1621i30-4-8d
* Combos from 1st hit CH
* When comboing from 1st hit:
Floor Break
b+1+2m28i14-19-1d (-10)
* Heat Engager
* Heat Dash +5, +43d(+35)
* Balcony Break
ub+1+2h30i20 pc7-9+23d
* Balcony Break
* Homing
* Chip damage on block when absorbing an attack (12)
Power crush 7
u+4m25i25-16+15a (+5)
* Balcony Break
* Alternate input ub+4, uf+4
Low crush
u+1+2m23i19-13+49a (+39)
*
u+3+4m40i94~100!+17d
* Unblockable
* Can input additional 3+4 (up to 4 times) to fly farther and deal more damage
* Alternate input ub+3+4
Low crush
uf+1h10i17+71a (+55)
* Tornado
* Only hits airborne opponents
* Transition to GMH with D
** (+75a (+59))
* Can be charged to power up
* Alternate input ub+1, u+1
uf+1*h35i35+69a (+53)
* Tornado
* Only hits airborne opponents
* Transition to GMH with D
** (+70a (+54))
* Alternate input ub+1*, u+1*
uf+2m25i24 js9+4c+7c+11d
* Elbow
Low crush 9
uf+3l(8)i23 js9-12+8c
* Automatically transitions to GMH on hit
* Alternate input ub+3, u+3
Low crush 9
uf+3+4m23i34 js8+13cg+20d
* Automatically transitions to SIT on hit or block
Low crush 8
HCFi22~
* Alternate input 1+4
* Can be looped together in 360 motions for up to 5 spins
HCF,1m30i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input 1+4,1
* Chip damage on block (9)
HCF,df+1m25i20~23-17+52a (+42)
* Tornado
* Non blue spark version, for a just frame version search "emgf"
* Alternate input 1+4,df+1
HCF:df+1m36i20~23-17+66a (+50)
* Tornado
* Instant Tornado
* Just frame version of hcf,df+1, for a normal version search "one"
* Alternate input 1+4:df+1
b,db,d,df+1l28i29-37+18d
* Homing
* Alternate input df+1+4
b,db,d,df+2m31i22-9+31d (-5)
* Balcony Break
* Alternate input df+2+3
f,F+1m22i15-6+8c+16d
* Transition to GMH with D
* (+4 oB, +8c oH, +16d cH)
f,F+2m23i18-16+53a (+43)
* Can be charged to power up
f,F+2*m3534-15+61a
* Tornado
* Chip damage on block (14)
f,F+3m22i26+4c+9c+22a
* Transition to FC with D
f,F+4m32i16-10+15d (+5)
* Tornado
* Balcony Break
* Chip damage on block (12)
f,F+1+2m20i15-15+22cs
*
Homing
f,F+1+2,2m,m20,24i32-11+11a (+2)
*
Balcony Break
* Combos from 1st hit
f,F+1+2,1+2m,l20,21i28-19+13d
High crush
f,F+1+4m (l)25i21-82-88
* Low attack on landing
(-110 oB, -65 oH)
Low crush
uf,n,2m28i32-1c+10c
*
Low crush
f,f,F+2m25i22+6+10
* Chip damage on block (7)
* Guarantees i10 moves on hit
* Alternate input wr2
f,f,F+1+2m34i20~23+4+7a (-2)
* Balcony Break
* Chip damage on block (10)
* Alternate input wr1+2
ws1m14i15-13+34a (+24)
*
ws2m10i14-7+4
*
ws2,1m,m10,17i15-14c+3d+49a
* Combos from 1st hit
ws2,4m,h10,26i16+4+21a (+11)
* Balcony Break
* Combos from 1st hit
* Chip damage on block (7)
ws3m18i15-9+5
* Knee
* Transition to GMH with D
** (+2 oB, +16g oH, +16 ch)
* Alternate input f+3
ws3,2m,h18,20i23-9+44d (-14)
* Balcony Break
* Combos from 1st hit
* Alternate input f+3,2
ws3,1+2m,m18,20i25-11c+2d+48a
* Combos from 1st hit CH
* Alternate input f+3,1+2
ws4m20i11-6+5
*
ws1+2m14i20-15+26a (+16)
*
ws1+2,1+2m,m14,12i17-15+15d
* Floor Break
* Combos from 1st hit
ws1+2,1+2,1+2m,m,l14,12,14i27-23+6d
* Balcony Break
* Combos from 1st hit
ss1m23i32+6c+59a
ss2h20i17+9+35d (+27)
* Balcony Break
* Transition to GMH with D
** (+9 oB, +35d (+27) oH)
* Chip damage on block (6)
FC.1l10i19-8+3
*
High crush 1
FC.1,1l,l10,14i31-12+5
*
High crush
FC.1,2l,m10,24i32-11+11a (+2)+43a (-4)
* Balcony Break
FC.2s8i11-4+7
* Alternate input d+2
High crush 1
FC.3l12i20-17-6
* Alternate input d+3
High crush 1
FC.4l10i16-15-4
* Alternate input d+4
High crush 1
FC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
High crush 1
FC.1+2,1+2l,m2123i40-18+42a (+32)
* Combos from 1st hit
FC.db+1l14i14-11+3
*
High crush 1
FC.db+1,1l,m14,10i24-6+5
*
High crush
FC.db+1,1,1l,m,m14,10,20i20-14+9a
* Balcony Break
* Can be charged to power up
FC.db+1,1,1*l,m,m14,10,30i34-6+15a (+7)
* Balcony Break
* Chip damage on block (12)
FC.df+1m5i23-21-11c
*
FC.df+1,2m,m5,8i16-21-11c
* Combos from 1st hit
FC.df+1,2,1m,m,m5,8,11i16-11+16cs
* Combos from 1st hit
FC.df+1,2,1,1m,m,m,h5,8,11,30i21+15+13BT
* Guard Break
FC.df+2m12i17-13-2
*
High crush
FC.df+2,1m,m12,10i26-13+7
*
High crush
FC.df+2,1,2m,m,m12,10,10i27-12+29a (+19)
*
High crush
FC.df+2,d+1m,l12,8i22-11+0
* Balcony Break
* Combos from 1st hit
High crush
FC.df+2,f+1m,h12,23i19-13+32a
* Balcony Break
* Combos from 1st hit
High crush
FC.df+4m10i12-12+4
*
FC.df+4,2m,m10,17i20-14+4c+19d
*
FC.df+3+4m28i21-9+1a (-8)+33a (-14)
* Balcony Break
GMC.1m22i22-6+73a (+57)
* Homing
* * Partially uses remaining Heat time
* Chip damage on block (4)
GMC.2h42i20 pc1+11+31a (+5)
* Tornado
* Guard Break
* Balcony Break
* Partially uses remaining Heat time
* Chip damage on block (4)
Power crush 1
GMH.1m20i22-9+25d
* Homing
* Balcony Break
GMH.2h40i20+11g+21d (+11)
* Balcony Break
* Tornado
GMH.3m28i24+4+9c+22a
* Transition to FC with D
** (+7 oH, +2 oB)
GMH.4h30i14~18+4+21d (+11)
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Chip damage on block (9)
GMH.3+4sm20i20 pc6-13+40d (-18)
* Heat Engager
* Heat Dash +5, +36a(+26)
* Chip damage on block when absorbing an attack (6)
Power crush 6
GMH.f+1m26i20-17+66a (+50)
* Tornado
* Instant Tornado
GMH.f+2m34i17-13+30a (+4)
* Balcony Break
GMH.ubjs12
*Recover in crouch
Low crush 12
GMH.ufjs12
*Recover in crouch
Low crush 12
SIT.1l10i19-48-37
*
SIT.1,2l,l1010i15-47-36
* Combos from 1st hit
SIT.1,2,1l,l,l101010i15-47-36
* Combos from 1st hit
SIT.1,2,1,2l,l,l,l10101010i15-47-36
* Combos from 1st hit
* Alternate input SIT.2,1,2,1
SIT.1+2m21i24-44-12d
*
SIT.3+4m35i54+13cg+20d
*
Low crush
SIT.b
*
SIT.f
*
(During Enemy wall stun) 1+3t33i12!+0d
* Wall throw (Unbreakable)
* Alternate input 2+4 or uf+1+2
1+3t35i12+0+1d
* Throw Break 1 or 2
* Swaps positions on break
2+4t35i12-6-3d
* Throw Break 1 or 2
* Swaps positions on break
* Side Switch
Back Throw 1+3t70i12!+3d
* Unbreakable
* Floor Break
Back Throw 2+4t70i12!+17d
* Unbreakable
* Balcony Break
GMH.1+3t30i15!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Alternate input d+1+3
GMH.2+4t25i15!+6d
* Heat Engager
* Cannot cancel into Heat Dash
* Crouch Throw (Unbreakable)
* Alternate input d+2+4
GMH.1+2th45 (57)i16-6+0d
* 57 Damage if opponent hits the wall
* Throw Break 1+2
* Swaps positions on break
Left Throwt40i12-3+1d
* Throw Break 1
* Balcony Break
Right Throwt40i12-3+0d
* Throw Break 2
* Side Swap
db,n,f+1+2t50i11-6-1d
* Throw Break 1+2
* Floor Break
db+2+3t25i11-2+14c
* Throw Break 2
* Floor Break
df,DF+2+4t10i14-2+54a
* Throw Break 2
*
df+2+4t10i11-2+26a
* Throw Break 2
*
d+1+3t30i12!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Can be done from crouch
* Alternate input GMH.1+3
d+2+4t25i12!+6d
* Heat Engager
* Cannot cancel into Heat Dash
* Crouch Throw (Unbreakable)
* Can be done from crouch
* Alternate input GMH.2+4
qcb+2t45i11-2+12d
* Throw Break 2
qcf+1t40i11-2-2d
* Throw Break 1
* Floor Break
uf+1+2t35i11-6-10d
* Throw Break 1+2
* Floor Break
uf+1+2,d,df+2t40i11-6+19a (-7)
* Throw Break 1+2
* Balcony Break
* Wallsplats opponent
* If blocked, does 20 chip dmg and is -2 oB