Jack-8, official Tekken 8 character render
Render: Bandai Namco Entertainment
Tekken 8 frame data · character

Jack-8

129 moves you can start on your own, 70 follow-ups inside strings, and 8 stances they come out of. Ask the table a question rather than reading it top to bottom.

Moves
129
Launchers
54
Fastest
i10
Safe
88

You blocked it. What does Jack-8 get?

Pick how minus they were.

Blocked standing

The punish people take
  • df+3+4 28 +10a (+1)

Anything Jack-8 can start from neutral inside the window.

  • Back Throw 1+3 Spinal Crush throw i12 70
  • Back Throw 2+4 Throw Away throw i12 70
  • db,n,f+1+2 Pile Driver throw i11 50
  • qcb+2 Back Breaker throw i11 45
  • qcf+1 Pyramid Driver throw i11 40
  • uf+1+2,d,df+2 Lift Up Megaton Hit launch throw i11 40
  • f+2 Pinpoint Assault launch i10 22
  • d+1 i10 5

Blocked a low

The punish people take
  • FC.df+4,2 27 +4c
  • FC.db+2+4 [11] 25 +6d(Heat)

You are crouching, so the punish comes out while you rise — the ws moves.

  • ws4 Toe Smash i11 20

Sorted by damage, highest first, and the top one at each window is marked. Frames are necessary and not sufficient: pushback is not in the source, so a move listed here can still whiff at the distance the blocked attack left you at.

129 of 199 rows
Input Name Level Startup Block Hit CH Damage
d+1 sl i10 -5 6 5
f+2 Pinpoint Assault h i10 -12 5 +32a (+24) 22
H.2+3H Meteor Raid Heat Smash h,m,t i10 -9 -2d (-12) 50
2 Recovers 2f faster on hit or block (t29 r18) h i11 1 9 10
d+2 Alternate input FC.2 sl i11 -4 7 8
db,n,f+1+2 Pile Driver Throw Break 1+2 t i11 -6 -1d 50
db+2+3 Body Smash Throw Break 2 t i11 -2 +14c 25
df+2+4 Volcano Throw Break 2 t i11 -2 +26a 10
hFC.2hFC Alternate input d+2 sl i11 -4 7 8
qcb+2 Back Breaker Throw Break 2 t i11 -2 +5d 45
qcf+1 Pyramid Driver Throw Break 1 t i11 -2 -2d 40
uf+1+2 Ground Zero Throw Break 1+2 t i11 -6 -10d 35
uf+1+2,d,df+2 Lift Up Megaton Hit Throw Break 1+2 t i11, i61 -6 +19a (-7) 40
ws4 Toe Smash m i11 -6 5 20
(During Enemy wall stun) 1+3 Twin Drivers Wall throw (Unbreakable) t i12 ! +0d 33
1 Jab h i12 -2 6 9 10
1+3 Rotary Catapult Homing t i12 0 +1d 35
2+4 Piston Gun Back Breaker Homing t i12 -6 -3d 35
Back Throw 1+3 Spinal Crush Unbreakable t i12 ! +3d 70
Back Throw 2+4 Throw Away Balcony Break t i12 ! +17d 70
d+1+3 Gun Bomb Crouch Throw (Unbreakable) t i12 ! +0d 30
d+2+4 Iron Gunman Heat Engager t i12 ! +6d 25
db+1 l i12 -12 1 13
FC.df+4FC Knee m i12 -12 4 10
Left Throw Side Left Bomb Throw Break 1 t i12 -3 +1d 40
Right Throw Father's Love Throw Break 2 t i12 -3 +0d 40
b+4 Knee m i13 -13 -2 -2s 16
df+3+4 Dump Truck Balcony Break m i13 -23 +10a (+1) 28
b+1+2 Tyulpan Blast Heat Engager m i14 -19 -1d (-10) 28
df,DF+2+4 Volcano Blaster Throw Break 2 t i14 -2 +54a 10
df+1 m i14 -4 3 5 12
f+1 Effectively homing? m i14~15 -6 5 13
GMH.4GMH Full Metal Deathblow Heat Engager h i14~18 4 +21d (+11) 30
hFC.db+1hFC Can be done from Crouch Level 1 l i14 -11 3 14
ws2 Elbow m i14 -7 4 10
1+2 Tornado Punch Tornado m,m i15~16 -13 +67a (+51) 8,14
3 Knee m i15~16 -9 5 18
df+2 Programmed Uppercut m i15 -14 +31a (+21) 13
df+4 Mimesis Wrench Kick m i15 -9 5 +14c 17
f,F+1 Jackhammer Elbow m i15~16 -6 +8c +23d 22
f,F+1+2 Homing m i15 -15 +22cs 20
f+4~1,2 Sudden Elbow Elbow M i15 (66~) 8 +0d 30
GMH.1+3GMH Gun Bomb Crouch Throw (Unbreakable) t i15 ! +0d 30
GMH.2+4GMH Iron Gunman Heat Engager t i15 ! +6d 25
ws1 Killing Uppercut m i15 -13 +34a (+24) 14
2+3 Heat Burst Heat Burst m i16 1 +2c [12;12]
4 Right Kick Balcony Break h i16 -4 7 +32a (+22) 18
b+3 m i16 -9 2 14
d+4 Alternate input FC.d+4 l i16 -15 -4 10
db+4 Big Boot l i16 -13 -2 14
df+3 m i16 -9 2 16
f,F+4 Rocket Kick Tornado m i16 -10 +15d (+5) 32
GMH.1+2GMH Mimesis Overkill 57 Damage if opponent hits the wall th i16 -6 +0d 45 (57)
hFC.4hFC Alternate input d+4 l i16 -15 -4 10
1+4*,1 Gigaton Punch (2/3/4/5 spins) Balcony Break m i17(68/93/118~) ! +70d 35/45/55/199
f+4 Balcony Break h i17 -4 7 +32a (+22) 20
FC.df+2FC m i17 -13 -2 12
GMH.f+2GMH Megalodriller Balcony Break m i17 -13 +30a (+4) 34
ss2 Piston Gun Snipe Balcony Break h i17 9 +35d (+27) 20
uf+1 Sky Sweeper Tornado h i17 +71a (+55) 10
db+1+2 Megaton Earthquake Floor Break l,l i18 -70 -5d 8,21
f,F+2 Rocket Uppercut Strong Aerial Tailspin m i18 -16 +53a (+43) 23
b+2 Piston Gun Assault Heat Engager m i19 2 +2a 27
H.uf+3H Hyper Terrapulser Spike L i19 -12 +8c [16]
hFC.1hFC Can be done from Crouch Level 1 L i19~21 -8 3 10
SIT.1SIT l i19 -48 -37 10
u+1+2 Patriot Fist h i19 -13 +49a (+39) 23
1+4:df+1 Prime Windup Uppercut Tornado M i20~23 -17 +66a (+50) 30
b+1 m i20 -11 8 17
d+3 Alternate input FC.d+3 l i20 -17 -6 12
f,f,F+1+2 Mimesis Charging Tackle Balcony Break m i20~23 4 +7a (-2) 34
GMC.2GMC Exaton Blast - Gamma Tornado h i20 pc1 11 +31a (+5) 42
GMC.3+4GMC Particle Barrier - Gamma Heat Engager sm i20 pc6 -9 +14c 24
GMH.2GMH Exaton Blast Balcony Break h i20 +11g +21d (+11) 40
GMH.3+4GMH Particle Barrier Heat Engager SM i20 pc6 -13 +14c 20
GMH.f+1GMH Prime Windup Uppercut Tornado M i20 -17 +66a (+50) 26
HCF:df+1 Prime Windup Uppercut Tornado M i20~23 -17 +66a (+50) 36
hFC.3hFC Alternate input d+3 l i20 -17 -6 12
R.df+1+2R Terraforming Cannon Rage Art M,t i20 -18 +0d 55+
ub+1+2 Barrel Jacket Hammer Balcony Break h i20 -9 +23d 30
ws1+2 m i20 -15 +26a (+16) 14
db+3 Cossack Kick l i21 -20 -9 15
f,F+1+4 Sliding Attack i31~40 Low attack on landing M (L) i21~30 (i31~40) -82~-73 -88~-79 25
FC.df+3+4FC Atomic Shoulder Tackle Balcony Break m i21 -9 +6cg 28
GMH.uf+1+2GMH Make Some Noise Transition to GMH on hit or block m i21~22 +5 GMH +17c GMH 20
1+4 Alternate input hcf i22~
b,db,d,df+2 Megaton Blast Balcony Break m i22 -9 +31d (-5) 31
db+2 Power Shovel Can be charged to power up l i22 -18 +3c +33d 24
df+2+3 Megaton Blast Balcony Break m i22 -9 +31d (-5) 26
f,f,F+2 Cemaho Chop Chip damage on block (7) m i22 6 10 25
f+3+4 Merkabah Headbutt Head m i22 -11 +9c 24
GMC.1GMC Jaguar Hook - Gamma Strong Aerial Tailspin m i22 -6 +73a (+57) 22
GMH.1GMH Juggernaut Hook Homing m i22 -9 +25d 20
H.f+3+4H Hyper Merkabah Headbutt Head m i22~23 0 +9c 30
HCF Alternate input 1+4 i22~
FC.df+1FC m i23 -21 -11c 5
uf+3 Terrapulser Spike L i23 -12 +8c GMH [8]
GMH.3GMH Granite Stomp Floor Break M i24 4 +9c +22a 28
hFC.1+2hFC Alternate input FC.db+1+2 l i24 -15 +13d 21
SIT.1+2SIT Ground Assault m i24 -44 -12d 21
uf+2 Reactor Elbow Elbow m i24~25 +4c +13c +11d 25
b+3+4 Mimesis Rusty Nail Head m i25 +4c +12c 24
u+4 Balcony Break m i25 -16 +15a (+5) 25
f,F+3 Granite Stomping Transition to FC with D M i26 4 +9c +22a 22
d+1+2 Double Axe m i27 -18 +42a (+32) 28
f+1+2 Rolling Death Crusher Balcony Break m,m i27 -12 +32d (+6) 12,20
FUFT.d+1+2FUFT Get Up Punch Recovers in SIT, then stands up m i28 +18g +39d 18
b,db,d,df+1 Debugger Homing l i29 -37 +18d 28
df+1+3 Body Press Transition to 25dmg +3d high attack throw on close range standing hit SM i30~49 -18c~+1c +0a~+19a 20
FC.df+3+4*FC Atomic Shoulder Tackle (charged) Balcony Break m i30~35 -4 +21d (+13d) 32
ss1 Discharger M i32 +6c +59a 23
uf,n,2 m i32 -1c +10c 28
df+1+4 Debugger Homing L i34 -37 +18d 23
uf+3+4 Pancake Press Spike M i34 js8 +13cg +20d 23
b+2* Piston Gun Assault (charged) Heat Engager m i35 -2 +17a (+9) 40
db+2* Power Shovel (charged) Gain GMC on hit or block l i35~36 -33 +17d 30
uf+1* Sky Sweeper (charged) Tornado h i35 +69a (+53) 32
SIT.3+4SIT Extra Pancake Press Can access other SIT moves on recovery. M i54 +13cg +20d 35
f+4~1 Dark Greeting Unblockable h i65 ! 5 80
u+3+4 Giant Foot Stomp Unblockable m i94~100 ! +17d 40
1+2+3+4 Ki Charge
3+4 Gamma Howl (Gamma Charge) When timed with opponent attack, or absorbing an attack, gain GMC and recover in t35? r15 GMH
d+3+4 Sit Down Transitions to SIT (Sit Down)
f,F+2* Rocket Uppercut (charged) Tornado m 34 -15 +61a 35
GMH.fGMH Walking Fortress
GMH.ubGMH Breakout Fortress Recover in crouch js12
GMH.ufGMH Flying Fortress Recover in crouch js12
SIT.bSIT Backward Roll
SIT.fSIT Forward Roll

Move data and the published punish tables are imported once from a community frame-data project that releases its text into the public domain (CC0). Numbers are theirs; the grouping, the derived flags and any mistake in them are ours. Character renders are Bandai Namco Entertainment’s, shown to identify the fighter. TEKKEN is a trademark of Bandai Namco Entertainment Inc., which is not affiliated with this site. A dash means the source does not record that column for that move — it is not a zero, and the filters treat it as unknown.