Jack-8 Ultimate Starter Guide - Tekken 8

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hello and welcome this is Ruf Monger my friends this is your starter guide for Jack 8 in Tekken 8 so Jack's a very big boy but you might have some misconceptions about him out of the gate yes he's very large along with the Bears he is the biggest character in the game however he isn't necessarily your typical big boy fighting game character because his strengths don't necessarily lie in gigantic like overwhel eling attacks he has a couple really good ones don't get me wrong but where Jack is in the end is a super solid fundamentals poking character his poke game with basic pokes is among the best in the game and he really excels at it and excels at chipping you down with sort of lowlevel mix and by that I mean basically mixing you up with highs mids and lows but just singular poke form not so much the big fifth 50/50 into losing half your life now he may defy your expectations in one way and not so much in the other or when it comes to just the nature of the game in strictly 2D terms in terms of movement Jack is actually a fast character even his basic backdash is faster than some other people's like backdash cancelling like Korean back dashing right so he can move forward and backwards very good uh the thing 3D game being 3D he is very wide what with his gigantic torso and everything right so while he can certainly s side step certain moves it's a bit more difficult for him he will be hit by uh certain moves sidest stepping that other characters just simply will not so keep that in mind now being a big character yes he does have a lot of Advantage frames on block and also he has a new stance where he literally flexes on you and this is one of the best additions of the character by a lot uh we'll have multiple sections about the stance cuz both uh defensively it's powerful and offensively well it's got a thing or two to work with so yeah Jack In the End Big Boy cares a lot of the big boy strengths in that he has a lot of Advantage a lot of very very very long range moves you can kind of cover the screen in the way a lot of characters simply cannot but then again being big he's a little easier to hit in certain scenarios that other characters can more easily Escape now to kind of head into our next section here Tekken move lists they're always very big and you know what you don't need to necessarily know every move sure when you're a pro go for it right but for now let's focus on 10 essential moves for you to know so the first of our 10 moves that you really need to know about Jack is not going to blow you away it really isn't just downback one this is the machine gun blast I know this doesn't look like much but Jack is a poke based character and let me tell you this is the Poke the capital T he poke because I believe this is the single fastest slow in the game from the standing position it is 12 frames suffice to say most other lows even generic lows are much slower than this if you are not already blocking low you're going to get hit end of story simple as that and it gives you a single frame Advantage like literally plus one which is great because it leaves you in crouching and dra is amazing from Crouch it's going to get its own section later in the video uh bare minimum you can do it and you can hit like a wall standing four and if they dare hit a button they're going to get smacked uh and if for whatever very rare reason it would trade trust me the trade is going to be in your favor but while you're here and you got that one plus frame and they're scared to do anything because of that wall standing for then you can start getting really interesting you can start doing a lot of things from Crouch you can start bullying people or you can just go for more and more and more and he has so many good lows like those we're not going to talk about in this section necessarily uh you know like down back two is really good uh counter hits uh into a combo also leaves them crouching but it's also slower uh down back one plus two has almost 30 damage on hit both are lows however uh it's negative 70 on block so you know down back one a little more generous atga -2 you might eat it while standing for that's it but yeah as a poke based character you will threaten people with this all day long you will just chip away at them and there's very little people can do about it other than just a lucky guess this is really good also it does have multiple follow-ups here as you can see here so you can chain up to three times and go down back 11 one2 and if the enemies at the wall down back one is a natural combo by the way so if you're just looking to get some extra damage in uh from normally uh just you know anywhere else on the screen it pushes back too far but near the wall they'll get a free extra hit in so yeah I know it's not cool I know it's not sexy but trust me this is the stuff Empires are built on this is like the move for Jack back now next up keeping on that poke train just regular old stand 2 just a basic jaob now the thing about him and his basic Jabs is his are actually slower than just about everyone else in the game uh stand one is 12 frames compared to most people's 10 and his stand one is 11 frames but his stand two specifically has like three times the range of everyone else's stand two in the game so then becomes well like I said about poking it becomes a big old poke right and it's very advantage on hit and still Plus on block so rest assured hit or as long as it connects in any way shape or form it is effectively now your turn now from there do what you want do you want to do more sure you want to sneak in a quick poke sure you want to go for like a tick throw setup sure go for it whatever you want to do uh it behooves you to keep going also many strings come from this so there is 21 so 21 is high mid so if they duck the initial High they're almost certainly going to get hit by the mid and also the mid connecting leaves you up plus two frames as well even has some canned follow-ups here so 21 1 plus2 is a completely safe on block just kind of chain gun followup kind of resets the spacing and trust me even though it's a little negative resetting spacing is uh to your advantage or 2 one2 if they're expecting that followup and they try to duck it this is a mid and we'll Bop him and also well launch them as well and you will get a combo out of this also if you're looking for quick guaranteed damage in a situation where you happen to be plus 11 of which Jack can force as we'll talk about later in the video 23 as well so 23 is just a quick 28 damage now it's not safe on block so once again save this for situations where damage is guaranteed but if you need quick guaranteed damage it's not a bad source of it but in the end just amazing poke very solid once again on hit or on Block it's your turn and and from there you can keep poking away or enforce whatever mixup you want to enforce uh the range of the move is very large for what it is use an abuse once again this is a poking based character and this is one of the pokes you want to use now going with our next move we're going to get to more exciting moves don't worry but we got to keep the basics in mind cuz Jack is a fundamentals character in the end so just down forward two that's kind of like your generic launcher right and much the same you know like a lot of the cast you get your generic Launcher Cool it's combo time and just kind of go from there and you'll get whatever damage you get the thing about jacket's special and warrants inclusion on this list is just like so many other things the range he's got very long arms and you know from a lot of the casts like if they do their generic down 4 two from the round start position they'll just like barely hit now Jack can be a lot further away and still connect with his generic down for to so in positions once again with like his exceptional back dash and all that kind of stuff in positions where the enemy whiffs even a little bit just on reaction if anything whiffs boom just go for it don't think twice cuz you'll catch limbs you'll catch arms legs whatever you'll catch a lot of things that other characters simply cannot hit with their generic launcher Jack absolutely can so it's a little generic sure but as a generic tool it's one of the best generic tools in the game cuz he simply has like double the range the rest of the cast has now next is an important building block of the character and once again keeping with the Poke theme for Ford one the Jackhammer so the Jackhammer look at the distance between the two characters here right the Jackhammer got the range is what I'm trying to tell you it is a 15 frame startup so uh considering it can hit from you know roughly this far away 15 frames is actually amazing and hits mid so no ducking Shenanigans or anything like that and as a base hit it's fine leaves you at plus eight in their face if uh they connect and once again you got a lot of great pokes and you can kind of just do whatever off those advantage frames you know enforce your mix enforce your pressure and if it happens to say get blocked it creates an intense amount of push back you're -6 as you can see here by the numbers right negative 6 but at this distance with that push back negative 6 is a suggestion it doesn't actually matter in the real world you can kind of just do whatever you want so what I'm trying to tell you is it's very negligible if it happens to be blocked and if it's hitting great all reward and speaking of all reward on counter hit it just slats the enemy down to the ground and from here you get things like say down back one two completely guaranteed and completely guaranteed here add the damage okay the base hits 26 with the counter hit plus another 20 damage 46 damage off of 15 frame half screen counter hit sounds good to me also you can cancel into his new stance now on hit canceling into the stance is kind of like a zero sum but on block if the enemy blocks a move and you go into stance you're now Advantage frames Now The Stance a lot of The Stance moves are slower as we'll get into but if you just want to mix it up every now and then you do the move every now and then you do the move and go to The Stance you can keep the opponent guessing and also just like before on counter hit if you do go into stance you still get a little free guaranteed damage so that is very helpful so Workhorse of a move only thing is don't get too predictable with it out of range as it's an incredibly linear move and therefore if they see it coming they'll step it but you know what he's got things to catch people from from range with a step right like fourfold 1 plus2 regular 1 plus2 so you got options but just don't get too abusable with it now here's another fun move forward two so Jack having slower moves cuz he's a big boy forward two is an actual 10f framer so you know most people stand one stand two their 10 framers Jack it's forward two now unlike most people's his is punishable on block right it's ne2 on block so what's the deal here well one you're taking some element of risk if you want a fast attack that's just sort of the nature of the character right but also on counter hit this is like your big time panic button cuz on counter hit it just completely Splats the enemy down to the ground and Beauty here is specifically you get guaranteed damage off that so you can just go for four forward four and if you get that counter hit 4ward two boom 50 plus damage easy peasy right so when you're panicking you don't know what to do and like the enemy's pressure might as well go for your fastest attack right and specifically for him his fast attack is a big time bonus on counter hit so when you're panicking hit forward two and you know what you might hit which is great but you might counter hit which is even better and get gigantic reward it's just simply a really good Panic move really good at what it's designed to do and in situations where you need a 10f frame punish well this is your 10 frame move so there you go another very important move for Jack is side step two so even though he's not great at evasiveness he'll generally side step anyways just to create you know advantageous situations as far as like the angles of the stage go and the move itself is fairly quick it's a high so it is dockable but it's a monstrous plus n on block and also does an incredible amount of Chip damage while having an incredible amount of range as you can see here like you don't expect most moves to hit from this far Jack says no we're good we're going to hit from that far away so when people think they're out of range you're never out of range when it comes to Jack and the beauty is so Plus on block good chip damage good what if it hits and if it hits Splat City and just like we talked about a moment ago forward two and that forward two counter hit this doesn't need a counter hit it just triggers automatically if it connects and if it connects forward forward forward the big boot you get that bad boy and you get that pretty respectful damage off such a long range poke for what it is right so when you're doing the whole trying to outpace each other keep in mind you got some good stuff also he has more he does have side step one it's obviously a good deal slower as a launcher 30 plus frames but this bad boy is also advantage on block it is plus six but if they're just ducking in situations where say they're expecting this High you just go for this instead and then hey collect your free launcher I guess and just kind of go from there whatever you want to do the damage will work itself out right so side side step attacks for Jack pretty powerful another important button is down forward one this guy right here just kind of a quick punch to the gut so it's 14 frames as a mid is a little slower by the cast standards and hey it's kind of a running theme right he's got slower buttons like he does have back four but this is negative on hit let alone on block right so it's not the best check uh so this guy here uh plus three on Hit And if it's blocked it's only neg four so it's fine so the beauty about down forward one top of just being a good mid check and with a very respectable range as you can see once again kind of a theme with Jack right longrange pokes is uh you can kind of pressure and follow up after with some stagger pressure if they want to take their turn right after they block this or even if you hit right they can be in for world to hurt uh you have down forward 11 which comes in a little slower it's slightly punishable on Block it's not a natural combo necessarily right uh will combo on counter hit though but if they try to hit buttons even a quick 10f frame button they're going to lose and if the second hit by itself connects as a counter hit then it becomes a launcher and then you can kind of get whatever you want off that right you can just boot them you can kind of get more elaborate combos going on like whatever you want to do so it behooves them not to mash in this situation also you have the uh 21 followup so there is a more elaborate string here so this is down forward one 2 one this guy right here two punches and kind of the same deal if they hit buttons and you can see here it launches right but this also launches naturally doesn't even need a counter hit now you're not necessarily going to get like tons of damage off this particular string like the starter is not great it doesn't leave you in a great position for your most optimal juggles but damage is still damage right so just a base down forward one very strong poke mid- hitting keeps people honest and the threat of the follow-up specifically will keep people very honest cuz uh counter hit one way regular hit the other way combo time now another kind of basic move and once again I don't want to bum you guys out like not showing you all the cool moves but Jack's just a super fundamental poke based character right and like you need the core fundamental moves for this guy to win so run one plus two the big shoulder this is just a solid Workhorse move one it does hell of a lot of damage does 34 damage two if you're anywhere near a wall you better believe it's a Splat and a lot of guaranteed damage after the fact it does a lot a lot of Chip damage and it's Advantage on block what's not to love now it's not necessarily A best in-class run attack like our pal azusena here definitely better but you know not every attack has to be the best in the game to work right and with Jack you know playing neutral you're going to have a lot of plus frames anyways uh whenever people are scared to take their turn you know what say no I'm going to take another turn deal some guaranteed chip get more Advantage frames kind of work from there and if they're getting up or if you have any kind of advantage on them and once again it's a mid there's no evading this uh a lot of combos will leave people if it's not already on the wall leave them knock down with you with a lot of Advantage so it's good just kind of run up on them right it's just very solid Workhorse Dependable move now we're going back to the basic pokes again here but this is the foundation which Jack's kingdom is built so full Crouch so we have to be in Crouch already and then hit down back one it's just a quick little slap to the legs and and why is this good one uh fairly fast for what it is 14 frames and the range is incredible on this like it is just a quick sniper move and also it is1 and from the range it hits at and the fact that there's a bit of push back it can be truly unpunishable on block even if they know it's coming because the general punish for 11 frame low is while standing four and a lot of the characters at max range simply do not have the range to touch it so you can actually go low with impunity like they have to low Parry if they want anything a consequence on this so keep that in mind with like a lot of the other lows we've already talked about right this quick low poke game is just absolutely Savage not the least of which being in the uh full Crouch stance uh it just gives you a lot more to go with a lot to threaten the enemy did I get it cool it has a mid followup so I can go low the mid really quick or I can just go low and then just do it again right so two lows or is it going to be low and mid hope you guess right and also the low mid has a third followup another mid which is chargeable and if you get hit by the full charge version it'll do chip damage technically negative but with so much push back it doesn't really matter it's just really good another just massive Workhorse move so once again we get that down back one the first building block and we're already in crouching okay do we go for another low we go for some mids like what we doing here yeah world is your oyster so Jack is a character that's foundationally built on the pokes and this is a hell of a poke full Crouch down back one it just really compliments this game very very well okay now we've done a lot of pokes so let's end off this section with something big and stupid so upback 1 plus two this move is fantastic so it is a power Crush move which means it's armored against mids and highs that's really good has a singular big hit it's all right like does 30 damage not nothing also sends people effing flying if you happen to be mildly near the corner you better believe that's a Splat now depending on the angles it might throw them out of the corner right it'll always kind knock them into the screen if you will it always send them flying to Jack's right but besides that as long as you're roughly near the wall you'll splat them and the closer you are uh you might get that big boy hit and if you happen to get that big boy hit game over is basically what we got to say about that H 70 plus damage so armored full circle tracking no side stepping Jack on this bad boy good against the wall also for an armored move it's completely safe on block there is not many power Crush moves that are safe on Block in this game some have a small punish some have bigger punishes Jack and negative n is completely safe on block yes you lost your turn sure but considering the general uh Matrix of rewards you get out of this as a pressure tool as a defensive tool as like an anti-side stepping tool as like just everything and safe on block on top of that like it's a hell of a move now Jack has other good sources of armor as we'll get into but if you're ever feeling know you're a little bit of pressure backs to the wall or maybe they backs to the wall too right it's just a really good move just to smack people around with now let's talk Jack stance 3 + 4 the gamma how and he's literally very literally flexing on you so we're going to do two sections here one this one talking about the defensive aspects of it and also the second one talking about the offensive cuz it has a whole bunch of moves attached to it but now let's just talk the offense I know it's not as cool but it's important trust me so notice the flash when he does it right so this has power Crush properties so that means he can armor through stuff so he has other moves armor like uh the upback 1 plusus two which we talked about in the top 10 move section right but the thing is The Stance armor is better than that armor so how is gamma howl better than the regular traditional power Crush well one even though it doesn't explicitly state it it does kind of low profile at the startup which is very handy versus the other power crush is uh not so much so it actually has an invasive property kind of built into it at the very start which is nice now second obviously enough when you power pressure move you take some chip damage right uh so notice the amount of damage we take here now notice the amount of damage The Stance takes stance armor takes half as much chip as any other power Crush armor source so you're literally just better off defensively not the least of which you may notice he's making a little bit of an animation right that actually does matter CU it actually turbocharges some of your moves and those turbocharges can lead to very guaranteed combo damage this is no joke importantly for the armor the armor goes live faster than your fastest possible move so say azusena is just kind of going to bully us around here right so after the boot we're negative and then she goes for a move that's faster than anything we can do 10 frame wise like we can try to hit forward too that's our fastest move but it's not going to work and we're just going to get beat the armor though even after we get hit the armor will still go live cuz it goes live faster than 10 frames which is what our fastest moves go live in so if we know we're going to get bullied here fine great guaranteed punish for me cuz I can just kind of tank through all stuff I can't hit my fastest buttons cuz it's too tight but I can still armor through it and get a punish on the other end it's not airtight I believe it starts on frame seven so if you have any kind of Gap of seven frames or better you're able to just kind of armor your way through it and say in panic situations where you know something's coming but you don't believe yourself to be fast enough to stop it like say ausa's run 32 if you have a rough idea it's coming just armor through it as long as you're roughly on the ball it will work out and you can kind of just go from there now any combo off of this like uh say stance one or stance 4 plus one it already uses up your tornado so you're not going to get the biggest punish but you will get more damage in than your generic power Crush scenario and obviously a lot more screen car as well right so play around with it uh it can get guaranteed punishes off many things where he kind of just had to sit and wait or otherwise wait your turn the armor goes live faster than your fastest attacks and if you do successfully armor through something it'll enhance that state where you see him kind of flex and power up and from there you get some pretty big boy things so now let's talk offense for The Stance many moves transition into the stance forward three kind of being the most important of which where just hit 4 three and then hit down go into the stance many moves if you stance cancel you're going to be advantage on block and the very few that aren advantage on block like say for3 plus 4 uh it's not cuz you get a guaranteed grounded combo uh you can guaranteed low throw someone if it hits into stance cancel so that's why that one's negative on block you get a lot of fun moves from The Stance most importantly is stance one and stance two stance one is a full circle mid that means no side stepping no ducking now of these moves is one of the rare ones that's punishable it's negative 10 point blank so they'll get like a quick jab combo on you or something this is to dissuade you from all the other options start doing this one if they start avoiding everything else because we got the money maker like say stance 2 so stance 2 on its own is just a big F off right fist right no subtlety like we talk a lot about Jack and pokes and all that kind of stuff no this is the this is not poking people this is just crushing people it is a high yes it is also plus 11 on block 11 that's a lot to be plused by uh not many moves can approach anything close to that so I suffice it to say if it's blocked it is still very much your turn now the thing about these two specifically that power up these are the two moves that get powered up if you Flex a move both the one and the two one becomes safe on block now so it's -6 now instead of - 10 like it was before two becomes a guard break which means now with that plus 11 frames the guard break means you actually get legitimately guaranteed damage like 2 three now guaranteed because it's guaranteed damage it does scale a little bit just to keep things fair right but guaranteed damage is guaranteed damage they lost for blocking by blocking they made the wrong move which is usually not how it is in fighting games but Jack is a character that can enforce this and if it connects one just becomes a straight up launcher so normally it's just a basic hit but if you have the charge up is full on launched and win the combo as we showed earlier a guaranteed punish in many situations where you would Flex on somebody not every situation if it's just a quick poke y armored through nothing else they'll stop a chance to block but then it safe on block so whatever and two just becomes a giant F off hit right it does more damage so like it's not exactly a subtle move you just get more damage if it goes so those two moves specifically are powered up if you stance Parry a move now we still got a lot more to go stance three is a big old stomp it's uh basically is Ford Ford three but in The Stance big old stomping mid if it connects great if if it's a counter hit stomped guaranteed follow-up damage if it's blocked plus4 unblock great you're kind of always winning here stance four it's the boot this is like one of the moves so it's a heat engager in and of itself always handy it is 14 frames and plus on block so it's fast not many of the moves out of the stance are terribly fast uh but it is fast for The Stance ands Plus on block and does Chip damage so a lot to love here and generally speaking the threat of this move specifically is why someone would try to duck or try to S side step which is why you'll bust out stance one every now and then of the moves generally speaking this is the most important one this is the money maker move cuz other than the fact it's a high it is all upside and all Advantage it's fast it's Chip damage it's plus frames it's knock down on hit it's a heat engager if it hits raw what's not to love but we got more we have stance forward one so this is effectively the same move as like his windup punch where you go into this although you cannot do the blue spark fast version out of the move so the extra bonus damage no dice you just get the base damage good for combos causes the tornado State you'll be using this a lot in your just general combo structure as you can easily shift into stances and combos stance forward two big old drill deceptively safe on block for some of these moves as it's 13 but with a good amount of push back on block so unless people are like really ready with their moves uh specifically move that hit from that far away you can probably get away with it cuz like a lot of Jabs like they're not reaching like technically it's fast enough but like you also have to account for the distance right so it has to be 13 frames and also cover this exact distance and then we have stance 3 plus 4 so this is also a heat engager as you can see here he's like sort of like low heat going nuclear right just kind of giant electro shock around him so this move also has armored power Crush property so this move can also armor through stuff so if you're in a position where say you're in a stance for whatever reason you tried to bait something and nothing happened and then like you know they're button happy they're going to hit buttons you're going to say nah and armor through the next thing coming your way so like all armored moves you can be thrown all that kind of stuff there is some downside to it but this is a really good Panic move if your stance for whatever reason just didn't get what you needed out of it so that stance 3 plus 4 stance 1 plus two is a throw so it's always going to be a onew break there's like no gimmick or whatever it's just kind of catch people sleeping or perhaps catching people trying to armor through your moves or par your moves or whatever at which point it'll be a guaranteed move this is a lone move from gigas uh you might notice the eye flash there many moves with that eye Flash are basically moves uh borrowed from gas from Tekken 7 so stance 1 plus two is a big old throw and also if there's anywhere near the corner it's going to splat them on the wall and if you hit up back or up forward while you're in the stance you will basically just do a quick jet escape or jet launch forward so just a little bit of Mobility without having to wait for the move to kind of naturally conclude and then move on your own so you just need a quick burst of space it's a good way to do it lots of mov lead you into the stance like forward three once again really good one back three two hold down uh things like up forward three it's a jumping low that automatically puts you in The Stance at very heavy frame advantage on hit so there's a lot of ways to get in the stance and a lot of your gimmicks and pressure some real some fake some looks fake but is real some is real but looks fake like it's a big part of the game stance is super important for the character so play around with it defensively and offensively it's fantastic now let's talk Jack and heat mode heat mode very important for every character in the game Jack obviously no different than the rest but what does he specifically get you may notice his hands are glowing and when he's in heat mode the bonuses you would get from The Stance if you parried something in the stance are just forever live that means stance one is always a launcher when you're in heat no matter what and always safe on block when you're in heat very good and that means stance two is the big F off hit if it connects but more importantly an extra scary in heat mode that means stance 2 is always a True Guard break if it connects at all when you're in heat mode and this means things get scary cuz even the most basic quick stance cancel can lead to a guard break and then it can be whatever like they're blocking your Jabs think fast whoops you didn't think fast enough ha guaranteed damage You're Dead game over right so the threat of the omnipresent guard break while while you're in heat stance is really good not the least of which because when you're in heat mode everyone has their heat smash Jack his giant rail gun blows you away with it right really cool really cool the thing that's not immediately apparent until you look at the numbers though is that it's 10 frames it's the fastest in the game a 10f frame heat smash so now suffice it to say in those situations where you need the quick 10 frame punish you can do a little bit better than 42 now right 42 it does what it does what you need to do cuz Jack has slow moves but now no take 50 plus right pretty Savage now putting two and two together if I'm in heat mode and every stance two I do is a guard break and I have access to the single fastest heat Smash in the game oh so yeah it'll scale a bit cuz that's how it do but if you hit someone with stance 2 in heat the heat smash is guaranteed if they block so their reward for correctly blocking your move is eating 36 damage which bad feeling for them very good feeling for you now besides that you got a lot of the basics like all your normals are going to do chip all that kind of stuff right that's all well and good especially because you know you can start harassing with some of your better moves right get your chip in but the big deal is your stance is always the perab buff versions of stance one and two and you have the fastest heat smash attack in the game and because you have the fastest heat smash attack in the game stance two in heat being the auto guard break means you get Auto heat smash punish so yeah it's pretty all right is what I'm trying to say Jack is a bulldozzer when he's in heat mode cuz if you are just passive and block too much you will pay the price you can't cannot afford to just hold back and block against Jack in heat mode now let's talk Jack and Crouch Jack from Crouch has one of the best move sets in the game both with while standing moves like while Rising moves while you're getting up from the Crouch and moves while you're in the Crouch already and the thing is one of your most basic building blocks down back one once again here such an important tool will put you and Crouch kind of automatically and that's kind of the party starter here so while you're in crouching you get access to one of your best pokes down back one and we talked about earlier in the video it's very good for a lot of reasons you get down hold down 1 one double low and this is going to be a theme cuz you're going to get a lot of mix down one two while you're crouching is low mid you get down forward one 12 one which crumples the enemy and it's all a natural combo so if they're blocking too many of these lows here and they're worried about the low parade it's a good way to die pretty quick as is what I'm trying to tell you here cuz die you will if you didn't block mid right okay so we got low mids we got mid mids do we got mid lows you better believe it so full Crouch down forward two down one that is mid low so low low low mid mid low and mid mids and from Full Crouch down forward two we can do a lot of things so full Crouch down forward 2 one is a natural hitting mid mid combo and also from here we have down forward two forward one which is a high that sends people flying so if they're worried about you know a low near a wall the Splats some on the wall and I think even' been picking up what we' been putting down here for the last little bit here right like you're going to get that damage in and like okay we got all these little low pokes here what if we need a power low so while you're crouching down 1 plus two is the big old Jack double arm sweep which has a natural combo followup so so 37 damage that's a lot right so if you didn't block low almost 40 damage so power lows we got you right so we got power lows for big damage we got combo starters with mids we got all sorts of mid lows low lows mid mids mid lows basically what I'm trying to say is it's not mostly highs scale damage but Jack can blend you very well from the crouching position and once again down back one puts you in crouching automatically and from there that's kind of the big party starter now let's talk throws Jack has an above average throw game it's not as good as king no one's as good as king king's the king of the throws right but he's uh very serviceable so one he utilizes all three throw braks the most important ones for a one break quarle forward one this is kind of like the least important throw but it's just there cuz it's a one break and keeps like the mix going right so 40 damage that's all right it's serviceable next up he has multiple two breaks but this is kind of the easy goto one quarle back two so it's a big old back breaker and the beauty of this it already does 45 but does more damage but it guarantees down back 1 plus two There's No Escape so it's actually 65 damage cuz there's no way out of that guaranteed downback 1pl two after the fact and there's down back forward 1pl two which is another kind of pile driver and this does 50 damage so you got all three breaks accounted for one two and one plus two so that works and there's a lot of other throws yes but those are the core ones that will generally matter the most now fun bonus the one break is a groundbreaker so for the stages that matter like say this or the asteroid that matters and the other pile driver down back forward 1 plus 2 also much the same so for when it matters you're going to get the damage let's put it that way right you're going to do all right by yourself don't worry about that now another thing about throws for Jack specifically this is a good thing and a bad thing cuz Jack's arms are so much bigger than everyone else's trying to determine if it's a one break or a two break or a one plus two break his arms are a lot bigger it's just literally that much easier to visually see which break is going to be which cuz his arms are just so much more in the way so that can work against him but since his arms are a lot bigger he can grab you from further away than everyone else so that's really handy like from far range we talked about so much how you know the pokes are good right just a basic stand too from very far range when people are not expecting it you could go for like poke back breaker oh did you not guess did you not think that was going to happen and then deal some big time damage right so it's easier to tell when he's going for the grabs but it's also easier for him to grab people just to the sheer length of his arms also the note about Jack uh specifically when his back to the wall if you go for the generic 2 plus4 grab right none of the fancy grabs if you get it hey great whatever but if it gets tched then you switch sides so you're a little negative sure but you went for your basic grab they Tech now they're backs to the wall so that's very handy go for that one specifically cuz the OnePlus three grab does the same but it leaves you back turned which is much worse you don't want to do that and if you do happen to be near a wall the up forward 1 plus two down forward two throw becomes a more useful because it'll splat them against the wall so if you happen to be near the wall and you splat them against the wall then like so many other wall scenarios for Jack potentially a game over situation 85 damage right so generally the pile driver the OnePlus Two breaks better there but this OnePlus Two Break is better specifically against the wall all right now let's talk Jack and combos so I'm going to give you some basic combos some theory behind them and a couple just weird Oddities right let's start with your basic generic launcher combo as it's kind of the most important version I'll give you the basic version and one that does a bit more damage but is a little bit harder to do so that's sort of the generic Basics on the stages that have it not so much of this stage but on the stages that have it a wall carry is very easy and very good for Jack so to give you a basic example here we're just doing most of the basic combo and at this point here after the tornado flip we're already very close to the wall on a standard size stage if we're roughly around the middle so of which point this kind of do what you're going to do and then either hit back one which will put him up fairly High against the wall back three plus two if you're just a little further away you're still going to hit him against the wall as you see there Jack's got some range Jack's got some range and what are we looking for once we get them on the wall well generally there's one of two easy options they both are sort of the same just whatever you prefer however you manage to get him on the wall that's up you and then from there back 32 is kind of the goto and then from that point back 32 into the shoulder that's a down forward 3+ 4 so this is also one of his fastest mids but when it connects specifically on the wall in this way it'll have very relaxed scaling so you get 14 damage 50% of it so good way good chunk of damage for the combo Ender or much the same here once again back three two but we'll go into our stance and from The Stance we'll do forward two and forward two will get us just ever so slightly more damage than the other combo although the timing is a little bit more strict it's a little less lenient depending on where they are on the wall so use whichever one works for you that's the general Ender he had a more powerful one involving the blue uppercut but that got patched out now just for some rapid fire combo situations some basic some a bit more advanced you and that is the jack starter guide so Jack at first glance he might not be exactly the character you think he is right because he's exceptional at poking people and like lowlevel mixups constantly making you guess low and mid a million times over and kind of draining your life through a series of paper cuts right he does have the big home run swings every now and then but you probably think the big guy that's all he is and no he's actually just a super fundamentally sound character that rewards you well just by playing smart fighting game strategy that said though he's a cool big robot dude you know Everyone likes big robot dude does cool big robot dude things every now and then he's got big laser guns uh in my opinion has one of the cooler looking rage Arts it's just fluff it's just flare but still it matters right I like this kind of stuff right but yeah if you're looking for you know the standard big boy character that can do a lot of Big Boy things especially now with the addition of The Stance like armoring through stuff as Jack is the most important it's ever been and he also has like really good basic power Crush moves anyways which really helps and if you're just looking to beat people the oldfashioned way Jack is kind of low on the gimmicks not to say that there isn't any because everyone has them but he's kind of low on the gimmicks and when you beat someone Jack you kind of beat him the oldfashioned way right you're frustrated him with your uh mid low game and you kind of out poked and out neutral them so if you're looking for just kind of solid fighting game fundamentals character especially if you're coming from other fighting games and say Tekken is your first 3D fighter I think Jack will do very well by you so if that sounds good give him a shot and that said hope the video helped you out hope you had fun watching it leave a like if you could it does help out and otherwise that is the end of the video so thank you very much for watching hope this video has found you well and go out and play some Tekken yeah love Mak This is Love We Mak it
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Channel: rooflemonger
Views: 44,861
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Keywords: roofle, rooflemonger, tekken, tekken 8, tekken 8 guide, tekken 8 gameplay, jack-8, tekken 8 jack, tekken jack-8, jack guide, jack combos, jack-8 guide, jack starter guide, tekken 8 jack combos, tekken 8 jack guide, tekken 8 jack starter guide, tekken 8 jack beginner guide, jack-9 tips, jack tips, tekken 8 tips, tekken 8 jack tips, jack guide tekken 8, jack beginner guide, tekken 8 combos, tekken 8 beginners guide, tekken 8 characters, jack-8 combos, jack combo guide, jack 8
Id: j3jzGkcvRc4
Channel Id: undefined
Length: 46min 45sec (2805 seconds)
Published: Sat Feb 10 2024
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