jack-8

jack-8

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Quick overview

Big plus frames, grappler, pokes, strings. Can't move well.
SSL for df1, db1, f3
SSR for df2, 2-jab (SWR for 2,1), db4, f2
f1, df4 seems homing. Both ways: ff1, 1,
Against GMH: A big SSL or small SWL if you're stepping.
The throw is homing, and has a mid homing attack as well.
GMH4 will most likely switch sides if you step.

HEAT

Heat powers: Gamma charge is always activated (GMH 2 is
armored and +11 guard crush, and GMH1 is a -6 launcher).
Heat engagers: b2 | b1+2 | GMH 4 | GMH 3+4 |d2+4 crouch throw
Heat smash: i10 high, mid, mid. Ends at -9, long range (neutral).

Stances

Gamma howl (GMH). Transitions (oB): ss2(+9) | uf3(+8 on hit)
ff1(+4) | 1,1(+4) | f3(+2) | b3,2(+0) | f3+4(-3) | df2,1(-37) |
Fastest high i14, mid i22, sm i20, GMH3+4 (i7 armor)
You can jab and still block shockwave from a +4 transition.
For worse transitions you can 1,2 / df1 / ... and still block.
If you absorb an attack with manual GMH transition (3+4, it's an
armor stance like old Gigas howl but much shorter), you gain
"Gamma charge" (see Heat section) and heal HP.

Standing block punishment

−15 pushback1+4,df1 / HCF,df1 / GMH f1(-17) | df,1,2,1,2(-18) | d1+2(-18) | b1+2(-19) | ff2(-16) | ff2*(-15) | SIT 1+2(-44) |
−15df3+4(-23) | ff1+2(-15) | ws1+2,1+2(-15, -16) |
−14df2 | FC df4,2 | FC db1,1,1 |
−132,3 | 1+2 | ws1(-13~11) | FC df2 | GMH 3+4 (force field) | GMH f2(pushback) |
−122,1,2 | f1,2,1 | f2 | f1+2 | FC df2,1,2 | FC df4 |
-11 / -10f3,1+2(-11) | f3+4(-11, use generic 1,2 for stance check) | df1,1(-11) | db1,1,1,2(-11) | b1(-11) | ff4(-10~-6) | ff1+2,2(-11)
-11 / -10FC1,2(-11) | FC df,1,2,1(-11) | b4(-13, but i10 gap before followup) | u1+2(-11 pushback)

While standing block punishment

−15df1+4 / debug1 (-37) | db2(-18), db2*(-33 pushback) | db3,4, ... (-16 or more) | db1+2(-70) | ff1+2,1+2(-19)
−15ff1+4 long range(-108) | ws1+2,1+2,1+2(-23, but see string section) | FC 1+2(-18) |
−141,1 (can go stance) | b1,2 | ws2,1 |
−13db4 |
−12db1,1,1(-12,-12,-12) | FC1,1 | uf3 |
−11 / -10FC df2,d1 (-11) | FC db1(-11) | ws3,1+2 / f3,1+2(-11) |

String handling

Sit strings: LP or float.
Cossack kicks: LP, or else he has an unbreakable crouch grab followup (but pretty slow).
ff1+2, 1+2/2: Hopkick beats both ff1+2 alone, and ff1+2,1+2(low). Mid followup i13 interrupt or SSR.
ws 1+2,1+2,1+2: Hopkick punish in between second and third hit.
FC df2,f1: Max delay is i10 interruptable, and first hit is -13. So you can try to punish first hit if they're really fishing. You will trade with
undelayed FC df2,df1.
FC df4,2: There's no interrupt or sidestep window even on max delay, so you just have to guess.
df1 extensions: You can SSL both options (df1,2,1 will whiff, last hit will realign)

Duckable highs

Plus on block

1+4,1 / HCF1(+21, unblockable after 2 spins) | db3,4, ... , 1+2(+14) | ss2(+9) | wr2(+6) | ss1(+6c) |
f1,2,2(+6, -12 at full charge...) | f4~1,2(+8) | b2(+5, -2 charged) | uf2(+4c) | ff3 / GMH3 (+4) |
wr1+2(+4~+7) | ws2,4 / GMH 4 (+4~+9) |

Low minus

Low hit advantage

db1(+1) | 2,1(+2) | FC db1(+3) |