# Jack-8 # Character Overview #### Strategy ##### Gameplan Jack has a lot of abusable and spammable highs like GMH 4 that make your opponent want to duck at which point Jack has access to a ton of great mids Jack wants to be up close to his opponent, can spam 2 jab from range to get in. Up close db1 is very important. To catch people stepping a safe way is df1, big payoff is ff1+2. Can stop jabbing and side stepping with FC 1+2 At the wall very powerful: b2 CH df4 EMGF W! OR CH df4 f1,1 W! EMGF 3,2~d GMH 2 Jack is mostly spamming 2, b2, db1 into FC/mid mixups and slowly pushing them to the wall where he gets scary abusing plus frames from on block moves like b2 and WR 1+2 without the pushback ##### Mixups db1 -> FC db1(,1) -> FC db1,1 loops / ws4 / ws2 / FC 1+2 > db1+2 (guaranteed) Main mixup for lows is df1 up close for safety. You can also mixup db1 and ff1 if you use them from dashing in to make the timing similar. Can also use b1+2 since its a fast mid but you can only take advantage of the plus frames on block if they're at the wall due to pushback. It is punishable but at max range difficult. It is also a heat engager and WR 1+2 is a good followup. Alternatively you can use WR2 which is slow but guarantees a free hit afterwards at +10 (e.g. heat smash or f2). Another good move to use is b2. ##### Frame traps asd #### Combos ##### Normal Combos df2 f4 b3,2 b3,2~d GMH f1 T! f3~d GMH 4 (66) ws1 f4 b3,2 b3,2~d GMH f1 T! f3~d GMH 4 (67) ff2 b1 b3,2 b3,2~d GMH f1 T! f3~d GMH 4 (73) ss1 b1 b3,2 b3,2~d GMH f1 T! f3~d GMH 4 (64) ff1+2 df1 b3,2 b3,2~d GMH f1 T! f3~d GMH 4 (67) ws1+2 2 b3,2 b3,2~d GMH f1 T! f3~d GMH 4 (60) (2,1),2 ws2 b3,2 b3,2~d GMH f1 T! f3~d GMH 4 (66) df,df2+4 (throw) ff2 b3,2~d GMH f1 T! f1,2,1 (61) df2,1\* (run) f4 b1 f1,2,1 (76) 1+2 f4 b1 f1,2,1 (50) GMH f1 ff2 b1 b3,2~d GMH 4 (67) GMC 1 ff2 b1 b3,2~d GMH 4 Low Parry ff2 b1 b3,2~d GMH 4 ##### Counterhit Combos CH 4 b3,2~d GMH f1 T! b3,2~d GMH 4 (58) CH (df1),1 ff2 b1 b3,2~d GMH 4 (65) CH df1,2,1 df1 b3,2~d GMH f1 T! f3~d GMH 4 (60) CH FC df2,1,2 ws2 b3,2 b3,2~d GMH f1 T! f3~d GMH 4 (73) CH (b1),2 f4 b3,2 b3,2~d GMH f1 T! f3~d GMH 4 (66) CH (f3),1+2 f4 b3,2 b3,2~d GMH f1 T! f3~d GMH 4 (72) CH GMH 3 b3,2 b3,2~d GMH f1 T! f3~d GMH 4 (76) ##### Wall Combos High wallsplat b3,2~d GMH 2 Low wallsplat db1,1,1,2 backdash b1 EMGF d1 FC df4,2 backdash b1 EMGF 1+3 ssl df2,1~d GMH 2 b3,2~d GMH 2 With T! available ff4 T! b3,2~d GMH 2 df1,1 T! f3~d GMH 2 ##### Heat Combos asd ##### Guaranteed Followups f3+4~d GMH 2+4 (guaranteed crouch throw if f3+4 hits) CH f2 ff4 OR EMGF (super hard) CH ff1 EMGF #### Punishment ##### Block Punishment
**Startup****Standing****Crouching**
**i10**f2
**i11**2,3ws4
**i12**1,1FC df4,2
**i13**df3+4
**i14**f1,1 b1+2ws2,1 ws2,4
**i15**df2,1\*ws1
##### Whiff Punishment b1+2 i14 m KND/-19 great range, fast, heat engage, pushback on block (so they *might* not know how to punish) df2 f2 #### Moves RA = df1+2 EMGF = Blue upper = hcf, df+2 shoulder = WR 1+2 Seed Planter = db1+2 ##### High/Mid Pokes 2 i11 h +9/+1 tracks pretty well to his weak side (left), slower than most jabs but has way more range 2,1 h,m +2/-3 quick high mid check 2,3 h,m +5/-13 you can catch them with CH (2),3 ff4 or shoulder if you think they will mash but it is unsafe, mostly punish 2,1,2 h,m,m JGL/-12 if they start ducking the 1+2 followup you can launch them with this 2,1,1+2 h,m,h,h,h,h KND/-4 is good to catch people pressing buttons because its safe and sick damage, might have followups ss2 i17 h KND/+9 they take chip damage from blocking, on hit there are followups, can also go into GMH mixups e.g. ss2~d GMH 4 (i14 KND/+3) you are still on plus frames and did 16 chip damage df1 i14 m +3/-4 good range, low hitbox df1,1 m,m KND/-11 on CH (df1),1 this launches, can catch people who start pressing or duck the second hit of df1,2 df1,2 - df1,2,1 m,h,h -2/-10 on CH this launches df1,2,1,2 - f1 i14 m +5/-6 tracks pretty well f1,1 m,h KND/-7 NC great damage, can be used as i14 punish or to catch them pressing after the first hit f1,2 - f1,2,1 - f1,2,2 - f1,2,2\* - ff1 i15 m +8FC/-6 great pushback e.g. 2 ff1, KND on CH with blue upper followup for great damage, good to use solo but ff1~d can also go into GMH (at +4) into GMH 2 (guard break) or GMH 3 (+ob mid) -> force them to start pressing buttons GMH 4 to catch interrupts (trades with jabs!!) or GMH 3+4 if they mash b4,4 i13 m,m KND/-4 FC NCc F! always finish the second hit, uninterruptible, safe, puts him in FC at -4 df4 i15 m +5/-9 fish for CH only (+14) into b1+2 (heat engage) or at the wall f1,1 into combo for crazy damage, good tracking **f3** i15 m +5/-9 fastest move that transitions into GMH (spammable), good tracking to the right, knee, on CH GMH f4 NC (on heat it launches) f3~d GMH f3,2 m,h KND/-9 safe high with W! and NC, good at the wall f3,1+2 m,m KND/-11FC NCc if they mash when you go into GMH you can use this extension to catch them: CH (f3),1+2 launches, on regular hit b3 might be guaranteed or else d2 **ws3** is exactly the same as f3 but from crouch ws3~d GMH **ws2** i14 m +4/-7 you can use this on its own! mix it up ws2,4 m,h KND/+3 NC and YOU CAN HITCONFIRM THIS, if you mess up it just doesnt come out and is safe W! e.g. at the wall db1 poking into ws2,4 hit confirm W! for crazy damage ws2,1 m,m KND/-14FC NC unsafe so use it only to mixup ws2,4 if they start ducking, CH (ws2),1 launches, on regular hit b3 oki ws4 i11 m +4/-6 just a good, safe mixup from crouch eg with db1, FC db1 ##### Low Pokes **db1** i12 low +1/-12 **FC db1** i14 low +3/-11 hits grounded, spam this at the wall until they get up FC db1,1 l,m +5/-6 once they start blocking it you can start using the mid strings that interrupt, stays in FC making it super spammable, e.g. FC db1,1 FC db1,1 ws3,4 cannot be jabbed while spamming this move FC db1,1,1 l,m,m KND/-14 W! use this to catch people pressing after FC db1,1 - dont use all the time, it is unsafe FC db1,1,1\* deals 12 chip damage extra (for 26 damage including the low) and makes it safe, forces them to start pressing buttons db4 i16 low -2/-13 good range, hits grounded, high crush from standing, e.g. 2 db4 beats jab retaliation, good pushback on block e.g. if you use it from tip range and they try to punish they often whiff and can be punished in return d4 i16 low -4/-15 not the best move on paper but it tracks ##### Other Notable Moves WR 1+2 ixx ? (??/+3) great to use after combos when the opponent is trying to get up ##### Homing moves asd ##### Defensive Moves Panic button = f2, on CH guaranteed ff4 ##### Situational Moves uf2 low crush uf3? ##### Frame advantage b2 i14 m KND/+5 has a lot of pushback so you can really only use it at the wall ##### Throws
**Input****Escape****Damage****Notes**
qcf1140
qcb2245
df2+42JGL
df,df2+42JGLBlue spark version?
db2+3225
uf1+21+235Switch sides
db,f1+21+250
GMH f1+21+245
##### Strings asd ##### At the Wall b2 i14 m KND/+5 scary b2\* ##### Okizeme EMGF ff4 f3+4~d GMH 4 ff1~d GMH 4 ff1 db2 db1+2 EMGF (max damage) ss2 ~d GMH f1 ~d GMH 3 FC db1,1 ff4 EMGF (max damage) Grounded opponents: b3 FC db1 b2\* #### Stances ##### Gamma Howl (GMH) Enter via 3+4 When you don't have heat, GMH becomes annoying at best as you don't really have a way to open them up except for the throw, if they don't know how to break it (1+2). Your only option here is GMH 4 to make them start ducking as he doesn't have any lows, pushing them to the wall in the process and dealing a bit of chip damage. You are +3 and can keep up pressure / stay in GMH. Once they start ducking you can use GMH 1 (i22 m, KND/-10 homing), if it hits you can followup with EMGF or db1+2 or db2... Or you can use GMH 3+4 if they sidestep, mash, dickjab,... its a flash that activates heat and allows you to continue pressure, e.g. followup with WR 1+2 after the heat engage leaving you at +3. In heat Jack has access to GMC 2 (i20 h KND/+11) which guarantees Heat Smash ON BLOCK. Crazy at the wall e.g. with wall bounce followup possibilities etc. You can mix this up with GMC 1 (JGL/-6) which launches on hit (instant T!) and is homing and deals 8 chip damage. Both GMC moves use up the heat bar however. In heat you can use GMH 4~F and GMH 3+4~F which essentially turns it into a launcher as well. ##### Sit Down (SIT) Enter via d3+4 #### Heat During Heat: Use Gamma Howl 3+4 has followups (?) wip 3+4,2 3+4,1 3+4,3+4 ##### Heat Engagers A good followup after a heat engage is WR 1+2 being a safe uninterruptible mid check with KND/+3 and W! and 14 chip damage Most Heat Engagers turn into a launcher while on heat: GMH 3+4~f GMH 4~f b2~f BUT NOT b1+2! (do EMGF) b1+2 i14 m KND/-19 good damage, quickest heat engager, good pushback, good range -> good whiff punish but not such a great move in neutral otherwise (unless they don't know how to punish it due to pushback) b2 i19 m KND/+5 good damage, pushback, plus on block (really good at the wall, hard to use in neutral) b2\* -2/-2 or +5/+5 at the wall mega damage (40), 16 chip damage on block (after they get up!), can be stepped GMH 4 i14 h KND/+3 deals 9 chip damage, super spammable move, pushes them (a lot) to the wall, W! GMH 3+4 i20 s.mid KND/-13 used mainly to catch people wanting to e.g. jab interrupt your GMH mixup, can burn heat to make it safe (with ~F???) GMH d2+4 i12~13 unescapable throw that hits crouching opponents, e.g f3+4~d GMH d2+4 and you can hit confirm whether the f3+4 hit (FC) to make this a guaranteed followup (he also has GMH d1+3 for more damage but no heat engage) \--- I think its actually just d2+4 but GMH is used in the example above as it can be used from GMH and gives the frames to make it guaranteed??? 2+3 i16 m +2FC/+1 good range, pseudo armor, at the wall you can immediately heat smash for crazy damage and full combo 2+3~b,b if you dont want to do the attack (would whiff) but activate heat ##### Heat Smash H.2+3 i10 h,m,t -2/-9 at the wall this activates any wall bounce, balcony break etc for full combo, deals 50 damage on its own, insane range, can be done from FC to punish any -10 low WR 2 H.2+3 is a NC so WR 2 becomes insane when you have heat (we're talking 100 damage at the wall) #### Resources [https://www.youtube.com/watch?v=ozuszcUdEz8](https://www.youtube.com/watch?v=ozuszcUdEz8) [https://www.youtube.com/watch?v=H4V-m16rbsA](https://www.youtube.com/watch?v=H4V-m16rbsA) [https://www.youtube.com/watch?v=c5CWOte6S9U](https://www.youtube.com/watch?v=c5CWOte6S9U) [https://www.youtube.com/@Joey\_Fury/videos](https://www.youtube.com/@Joey_Fury/videos) [https://www.youtube.com/watch?v=j3jzGkcvRc4](https://www.youtube.com/watch?v=j3jzGkcvRc4) # Movelist #### Normal moves 1 i12 h +6/-2 1,1 h,m +4/-14, FC NC, KND on CH 1,1~d 1,2 h,h KND/-2 NCc 2 i11 h +9/+1 2,1 h,m +2/-3 NC 2,1,2 h,m,m JGL/-12 2,1,1+2 h,m,h,h,h,h KND/-4 2,3 h,m +5/-13 1+2 m,m i15 JGL/-13 homing 3+4 or ws 3+4 Gamma Howl absorb an attack to activate Gamma Charge (always active in heat) 1+4,1 m i17 KND/+21 (guarded stagger) 1+4,1\* unblockable if charged at least to two hcf alterantive input for 1+4 with 5 more damage, can somehow be charged but i dont get it 1+4,df1 m i21 JGL/-17 1+4:df1 just frame version for more damage, causes instant T! however f1 i14 m +5/-6 f1,1 m,h KND/-7 NC f1,2 m,h +5/-6 NC and jails f1,2,1 m,h,m JGL/-12 instant T! f1,2,2 m,h,m KND/+6 NOT NC f1,2,2\* charged up causes wall crush f2 i10 high +5/-12 KND on CH with guaranteed followups (10frame punish potential?) f3 i15 m +5/-9 (seems good at the wall) f3~d Gamma Howl f3,2 or ws3,2 m,h KND/-9 NC safe W! f3,1+2 or w3,1+2 m,m KND/-11 FC, NCc f4~1 i65 h unblockable with followups f4~1,2 m KND/+8 (why???) f1+2 i27 m,m powercrush KND/-12 f3+4 i22 m +9 FC/-11 f3+4~d Gamma Howl df1 i14 m +3/-4 df1,1 m,m KND/-11 NCc launches if CH (df1),1 delayable df1,2 m,h -1/-12 NCc df1,2,1 m,h,h -2/-10 NC after df1,2 else NCc df1,2,1,2 m,h,h,h KND/-18 NC after df1,2 else NCc df2 i15 m JGL/-14 df2,1 m,h JGL/-32 df2,1\* m,h JGL/-46 df2,1~d Gamma Howl df3 i16 m +2/-9 df3,2 m,h KND/-9 W! df4 i15 m +5/-9 on CH FC +14 safe poke but bit slow? df3+4 i13 m KND/-23 W! quick whiff punish, good at wall? terrible if it gets blocked df1+3 slow ass move that is s.mid from far range, throw on close range and leaves you on the floor df1+3,1+2 unescapable tackle df1+4 i34 low KND/-37 homing or hcdf1 to powerup (i29) df2+3 i22 m KND/-9 W! or hcdf2 to powerup d1 i10 s.low +6/-5 d2 i11 s.low +7/-4 (= FC d2) d3 i20 low -6/-17 (= FC d3) d4 i16 low -4/-15 (=FC d4) d1+2 i27 m JGL/-18 high crush d3+4 Sit Down stance db1 i13 low +1/-12 db1,1 -1/-12 NC followups dont hit due to pushback but nice at the wall db1,1,1 -1/-12 NC db1,1,1,2 l,l,l,m KND/-11 W! db1s cannot be blocked but if they still try they will get caught by this and W! db2 i22 low +3/-18 KND on CH and high crush - seems good against jab abusers db2\* KND/-33 chip damage on block, increases range, some pushback db3 i21 -9/-20 db3,4 -9/-16 db3,4,3 all very minus on hit and block db3,4,3,4 db3,4,3,4,3 db3,4,3,4,3,4 db3,4, ... ,1+2 HIGH KND/+14 W! (can this be interrupted?) db3,4, ... ,d1+2 throws crouching opponents, unbreakable db4 i16 low -2/-13 recovers crouching! db1+2 i18 l.l KND/-70 CARE if used from too far (second hit whiffs) its -63 b1 i20 m +8/-11 b1,2 m,m KND/-14, NC launches if CH (b1),2 and absurd range (whiff punish?) b2 i19 m KND/+5 on hit KND or heat engage if possible, knocks back on block b2\* -2 or +5 if wall crush/-2 or +5 at the wall chip dmg on block b3 i16 m +2/-9 b3,2 m,h +1/-4 jailing b3,2~d Gamma Howl b3,2,2 m,h,h KND/-9 W! last hit can be ducked b3,2,2\* m,h,m KND/-9 can follow with W! at the wall b4 i13 m -2/-13 b4,4 m,m KND/-4 FC NCc F! (if both hit) b1+2 i14 m KND/-19 heat engager minor pushback on block ub1+2 i20 h KND/-9 powercrush homing chip damage u1+2 i19 m JGL/-13 u3+4 KND/unblockable you fly in the air and hope your opponent is intimidated can use ub/u/uf+3+4 to fly further u1 KND T! only hits airborne u1\* KND T! only hits airborne or ub1 or uf1 u1~d Gamma Howl u2 i24 m +7/+4 FC probably low crush, KND on CH or ub2 or uf2 u3 i23 low +8FC/-17 automatically goes into gamma howl or ub3 or uf3 uf3+4 i34 m KND/+13FC automatically goes into sit ff1 i15 m +8FC/-6 KND on CH ff1~d Gamma howl with +4 on block or +8 on hit ff2 i18 m JGL/-16 ff2\* still -16 ff3 i26 m +9/+4 FC CH launcher ff3~d goes into FC ff4 i16 m KND/-10 W! good range, and fast, seems like a good whiff punish but no pushback in neutral too easy to punish ff1+2 i15 m JGL/-15 homing ff1+2,1+2 m,l KND/-19 (alternative input: FC d1+2) ff1+2,2 m,m KND/-11 NC ff1+4 i21 KND/-80 you end up laying on the floor - mid or low attack depending on how far you are, stupid range WR2 i22 m +6/+10 good range WR1+2 i20 m KND/+3 W! d2,1,1,1,2,1,2,1,1+2,1+2 10 hit combo s.low, low, low, m,m,m,m,m,m or ws2,... d2,1,1,1,2,1,2,1,d1+2,1+2 10 hit combo 2 s.low, low, low, m,m,m,m,LOW,m 1+2+4 TAUNT, EXTREMELY IMPORTANT!! 🤡 ws1 i15 m JGL/-13 i15 ws punish launcher ws2 i14 +4/-7 ws2,1 m,m KND/-14FC ws2,4 m,h KND/+3 NC W! seems like a strong move at the wall, mixup potential with ws2,1, has chip damage ws4 i11 m +5/-6 generic i11 ws4 ws1+2 i20 m JGL/-15 ws1+2,1+2 m,m KND/-15 F! NC ws1+2,1+2,1+2 m,m,l KND/-23 NC FC 1 i19 low +3/-8 FC 1,1 l,l +5/-12 FC 1,2 l,m KND/-11 W! FC 1+2 i24 low KND/-15 FC 1+2,1+2 l,m KND/-18 NC FC df1 i23 m -11/-21 FC df1,2 m,m -11/-21 FC df1,2,1 m,m,m +16 crumble/-11 NC FC df1,2,1,1 m,m,m,h +13/+15 if the first 3 are hits then the last attack just whiffs, if its blocked they end up in BT FC df2 i17 m -2/-13 FC df2,1 m,m +7/-13 FC df2,1,2 m,m,m JGL/-12 FC df2,f1 m,h KND/-13 NC W! FC df2,d1 m,l 0/-11 NC FC df4 i12 m +4/-12 FC df4,2 m,m +4 FC/-14 KND on CH (df4),2 FC df3+4 i21 KND/-9 W! long range and safe FC db1 i14 low +3/-11 FC db1,1 l,m +5/-6 FC db1,1,1 l,m,m KND/-14 W! FC db1,1,1\* KND/-6 ss1 i32 m JGL/+6 FC ss2 i17 h KND/+9 W! ss2~d Gamma Howl ss2~d, GH 2 W! seems sick at the wall d3+4 Sit down stance SIT,f roll SIT,b roll SIT 1 i19 low -37/-48 SIT 1,2 l,l -36/-47 NC SIT 1,2,1 l,l,l -36/-47 NC SIT 1,2,1,2 l,l,l,l -36/-47 NC SIT 1+2 i24 m KND/-44 SIT 3+4 i54 m KND/+13FC 3+4 Gamma Howl (or ~d df after certain moves) if he absorbs an attack during this time goes into Gamme Charge GMC (always during heat) GMH ub to jump back GMH uf to jump foward GMH 1 i22 m KND/-10 homing chip GMC 1 i22 m JGL/-6 homing chip GMH 2 i20 h KND/+11 W! GMC 2 i20 h KND/+11 W! GUARD BREAK +11 (cant block) GMH 3 i24 m +9FC/+4 KND on CH GMH 3~d goes into FC (+7 on hit) GMH 4 i14 h KND/+3 heat engage W! GMH 3+4 i20 s.mid KND/-13 heat engage GMH f1 i20 m JGL/-17 instant T! GMH f2 i29 m KND/-13 W! **GMH 1+2 Throw 1+2 break** GMH 1+3 throws crouching opponent, unbreakable or d1+3 can also use 2 throw **df2+4 Throw 2 break (JGL?)** df,DF2+4 ??? db2+3 Throw 2 break F! (+14 FC otherwise) 25 dmg uf1+2 Throw 1+2 break F! 35dmg side switch uf1+2,d,df2 W! instead of F! **db,n,f1+2 Throw 1+2 break F! 50 dmg** **qcf1 Throw 1 break 40 dmg** **qcb2 Throw 2 break 45 dmg** W! 1+3 or 2+4 or uf1+2 wall throw, cannot escape # Anti Jack