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
Lows
38
Mids
98
Highs
34
Homing
7
Tornado
0
Heat engagers
8
Fastest move
d+1

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.