
jack-8
jack-8 Tekken 8 Season 3 Guide


Introduction
Jack-8 specializes in poking and rushdown using his powerful lows such as db+1 and hFC.db+1 to chip away at opponents. He has strong approach tools, including his long-reaching 2 jab, while his threatening FC mix and Gamma Howl (GMH) stance give him multiple ways to maintain pressure once he's in. He also has an above average backdash and a full throw game (qcb+2, qcf+1, uf+1+2).
Jack-8 has a straightforward game plan, making him a solid pick for people who enjoy frustrating opponents with quick lows, aggressive pressure, and high damage.
While Jack has a threatening offence, he can struggle defending against certain playstyles and characters due to having one of the weakest sidesteps and a huge hurtbox. His homing moves are also risky, as 1+2 and f,F+1+2 are unsafe, and ub+1+2 being a high powercrush leaves him with lackluster options when needing a simple homing check.
Strengths
Weaknesses
- Weak sidestep with big overall hurtbox.
- Lack of solid homing check.
- Only i13 mid is b+4,4, which is mostly just a frametrap tool.
Heat System
- Jack-8 gains access to H.f+3+4 and H.uf+3, which are enhanced versions of the original moves. He also gains access to his Gamma Charge moves (GMC.1, GMC.2, GMC.3+4).
- Jack-8 can also gain a stack of Gamma Charge by doing a charge move such as b+2*, f,f+2* etc, giving him access to perform one Gamma Charge move.
- On wall-break stages, GMC.2 is threatening, as Jack-8 can follow up with his heatsmash afterwards to break the wall for a combo. Jack-8's red bubble GMC.3+4 is a strong general option due to being a homing powercrush that heals even with no grey health and does chip to the opponent. Otherwise, it is important to utilize b+1+2 as it is a high-coverage heat dash option with its tracking and speed, and Jack-8's heat smash as a punish or frametrap.
Game Plan
Generally, you want to get close and play around your fast buttons. I would say core buttons are 2, db+1, 3 and 1,1, with 2 and db+1 being especially important. The goal is to have many interactions with these moves against the opponent to see their reactions and find out what you can abuse. Always remember to try throws and use lots of lows.
Top 10 Moves
Punishers
Standing
Long-range i10 that reaches hard-to-punish moves such as Bryan "B+4".
The "go-to" punish in most situations. Since the move is +5 on hit, if you do "df+4", it'll trade if they mash jab, and you can combo with "f,F+1+2".
More damage than "2,3" but has range issues, so only do this over "2,3" if you know it works.
Specific punish for situations requiring a mid such as "b+1" from bears. Also useful at wall as a punish that gives wallsplat.
Wallsplatting i14 punish.
Long range punish and heat engager.
Launcher, commit to follow up if you are confident in the punish landing.
Specific long-range punish vs moves such as Asuka "b+3"
Crouching
Solid 20 damage.
Leaves opponents in FC.
Wallsplats from far range.
Launcher
Whiff punishers
For smaller whiffs
Long range heat engager, strong general whiff punish.
Big punish for big whiffs.
Launcher for long range situations.