Ironfist Insights
no data — import yours

Jack-8 — character information

Every Jack-8 move in Tekken 8: 80 rows, 13 lows, 13 throws, 9 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Jack-8 is throw-heavy (13 throws from neutral) and low-heavy (20.3% of the movelist is lows), with 5 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws132nd of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Jack-8: 13 throws from neutral — 2nd of 41. The roster median is 4.

  • Plus on block12.3%13th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Jack-8: 12.3% of the movelist is plus on block — 13th of 41. The roster median is 11%.

  • Lows20.3%1st of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Jack-8: 20.3% of the movelist is lows — 1st of 41. The roster median is 13.8%.

  • CH launchers1028th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Jack-8: 10 moves launch on counter hit — 28th of 41. The roster median is 12.

  • Stances216th of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Jack-8: 2 stances: GMC, GMH — 16th of 41. The roster median is 2.

  • Homing52nd of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Jack-8: 5 homing strikes — 2nd of 41. The roster median is 3.

  • Wall / balcony23.5%25th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Jack-8: 23.5% of the movelist carries a balcony break or wall crush — 25th of 41. The roster median is 24.8%.

  • Floor breakers512th of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Jack-8: 5 strikes break the floor — 12th of 41. The roster median is 2.

  • Side switches311th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Jack-8: 3 moves switch sides on hit — 11th of 41. The roster median is 2.

  • Chip damage16%18th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Jack-8: 16% do chip damage on block — 18th of 41. The roster median is 14.5%.

  • Power crushes71st of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Jack-8: 7 power crushes — 1st of 41. The roster median is 3.

  • Fast mids217th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Jack-8: 2 mids at i13 or faster — 17th of 41. The roster median is 2.

  • Parries / sabaki035th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Jack-8: 0 parries or sabaki — 35th of 41. The roster median is 2.

  • Launchable lows60.5%3rd of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Jack-8: 60.5% of their lows are -15 or worse — 3rd of 41. The roster median is 37.5%.

  • Launchable mids/highs22.3%2nd of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Jack-8: 22.3% of their highs and mids are -15 or worse — 2nd of 41. The roster median is 10.9%.

  • Turn-keeping pokes30.8%31st of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Jack-8: 30.8% of their pokes stay plus on hit and safe on block — 31st of 41. The roster median is 35.5%.

  • Duckable highs17.1%33rd of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Jack-8: 17.1% of the movelist is highs — 33rd of 41. The roster median is 21.3%.

  • Low crushes10.2%32nd of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Jack-8: 10.2% of the movelist jumps over lows — 32nd of 41. The roster median is 12.8%.

  • High crushes11.8%13th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Jack-8: 11.8% of the movelist ducks under highs — 13th of 41. The roster median is 9.7%.

  • Safe evasions50%10th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Jack-8: 50% of their evasive moves are still safe when blocked — 10th of 41. The roster median is 45.5%.

  • Fast plus on block1.6%26th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Jack-8: 1.6% of the movelist is plus on block at i15 or faster — 26th of 41. The roster median is 2%.

  • Safe poke damage15.24th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Jack-8: their average safe poke does 15.2 damage — 4th of 41. The roster median is 13.2.

  • Follow-ups per move0.7215th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Jack-8: 0.72 follow-ups per standalone move — 15th of 41. The roster median is 0.61.

Shading shows where Jack-8 sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Jack-8 reaches it on 7 of 23.

Your back to the wall

23.5% of their moves carry wall or balcony properties, below the roster middle.

Their back to the wall

3 moves switch sides on hit, a little above the roster middle, so they have an out but not a reliable one.

Centre stage

5 homing strikes, among the highest on the roster, of which 2 are mids. Those are the ones that beat a step without giving you a ducking answer.

On a breakable floor

5 strikes break the floor, a little above the roster middle.

Key Jack-8 moves

Plus on block

  • FC.df+1,2,1,1Windmill Punchessituationalfrom FC.df+1 (i23), high, +15 on block
  • GMC.2Exaton Blast - Gammastancei20, high, +11 on block, needs Heat
  • ss2Piston Gun Snipesituationali17, high, +9 on block
  • f+4~1,2Sudden Elbowi15, mid, +8 on block

Plus you cannot ignore

  • f+4~1,2Sudden Elbowi15, mid, +8 on block
  • b+2Piston Gun Assaulti19, mid, +2 on block
  • f,f,F+1+2Mimesis Charging Tacklei20, mid, +4 on block

Fastest mids

  • b+4i13, mid, -13 on block
  • df+3+4Dump Trucki13, mid, -23 on block

Lows, safest first

  • hFC.1situationali19, low, -8 on block, too fast to see coming
  • hFC.db+1situationali14, low, -11 on block, too fast to see coming
  • FC.df+2,d+1Swing R Knuckle Lowsituationalfrom FC.df+2 (i17), low, -11 on block
  • db+1i12, low, -12 on block, too fast to see coming

Special lows

  • d+2i11, special low, -4 on block, too fast to see coming
  • hFC.2situationali11, special low, -4 on block, too fast to see coming
  • d+1i10, special low, -5 on block, too fast to see coming

Panic buttons

  • ub+1+2Barrel Jacket Hammeri20, absorbs a hit, -9 on block
  • f+1+2Rolling Death Crusheri27, absorbs a hit, -12 on block
  • 3+4Gamma Howl (Gamma Charge)absorbs a hit, block frames unpublished
  • uf+3Terrapulseri23, jumps lows, -12 on block

Launches on counter-hit

  • df+1,1Overheatfrom df+1 (i14), counter-hit +72a (+56)
  • ws2,1V-Twinsituationalfrom ws2 (i14), counter-hit +49a
  • 3,1+2Machine Pressfrom 3 (i15), counter-hit +48a
  • b+1,2Double Bicepsfrom b+1 (i20), counter-hit +47a

Homing

  • GMC.1Jaguar Hook - Gammastancei22, homing, -6 on block, needs Heat
  • ub+1+2Barrel Jacket Hammeri20, homing, -9 on block
  • GMH.1Juggernaut Hookstancei22, homing, -9 on block
  • 1+2Tornado Punchi15, homing, -13 on block

Free launches for you

  • f,F+1+2i15, -15 on block
  • d+4i16, -15 on block
  • hFC.4situationali16, -15 on block
  • ws1+2situationali20, -15 on block
What Jack-8 punishes you with
Jack-8’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worsef+222—
−12 or worse1,132ws420
−13 or worse1,132ws420
−15 or worse1+222 launchesws2,436 launches
What you get to do about Jack-8’s strings

All high, but you have to block first

  • df+22 follow-ups, all high
  • f+12 follow-ups, all high

Fuzzy guard candidates

  • b+3,2,2high, 42f before b+3,2,2*
  • FC.df+2,f+1high, 3f before 2 slower branches
  • 3,2high, 2f before 3,1+2

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Documented gaps you can hit

  • b+4,4interrupt with i10
  • FC.df+3+4*,uf+1+2interrupt with i10
  • 2,1,uf+1+2interrupt with i13
  • FC.df+3+4,uf+1+2interrupt with i15
  • b+3,2,2*interrupt with i47

Do not try to duck these

  • 2,1jails — you stay in blockstun
  • 2,1,1+2jails — you stay in blockstun
  • df+1,2jails — you stay in blockstun
  • df+1,2,1jails — you stay in blockstun

Jailing is unrecorded on 95% of Jack-8’s string continuations, so a string missing from the last list was probably never checked.

Getting into Jack-8’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Jack-8 there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

GMH — 14 moves out of it

  • 2,1,uf+1+2Make Some Noisefrom 2 (i11), +5 on block
  • 1,1Jab > Jackhammerfrom 1 (i12), -14 on block
  • 3i15, -9 on block
  • df+2,1Cosmic Sweeperfrom df+2 (i15), -32 on block
  • df+2,1*Cosmic Sweeper (charged)from df+2 (i15), -46 on block
  • f,F+1Jackhammeri15, -6 on block
  • …and 11 more

GMC — 3 moves out of it

No move in the movelist names GMC as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

1 of 2 stances in Jack-8’s movelist has a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Jack-8 has 13 throws that can start from neutral.

Default break: 2. It covers 6 of 10 breakable throws (60%).

What 2 does not cover, most damaging first:

  • db,n,f+1+2 Pile Driver — breaks with 1+2, 50 damage
  • qcf+1 Pyramid Driver — breaks with 1, 40 damage
  • uf+1+2,d,df+2 Lift Up Megaton Hit — breaks with 1+2, 40 damage
  • uf+1+2 Ground Zero — breaks with 1+2, 35 damage

3 of their throws cannot be broken at all ((During Enemy wall stun) 1+3, d+1+3, d+2+4). No break input helps — the counterplay is not being in the state that lets them land it.

Jack-8 neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
(During Enemy wall stun) 1+3Twin Driversunbreakable33——
1+3Rotary Catapult1 or 235—Against sidestepping
2+4Piston Gun Back Breaker1 or 235—Against sidesteppingTo escape a corner
d+1+3Gun Bombunbreakable30—On a breakable floor
d+2+4Iron Gunmanunbreakable25—To enter Heat
db,n,f+1+2Pile Driver1+250—On a breakable floor
db+2+3Body Smash225—On a breakable floor
df,DF+2+4Volcano Blaster210——
df+2+4Volcano210——
qcb+2Back Breaker245——
qcf+1Pyramid Driver140—On a breakable floor
uf+1+2Ground Zero1+235—On a breakable floor
uf+1+2,d,df+2Lift Up Megaton Hit1+240—At a wall

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 207 moves
Level
Properties

207 moves

Search any column from its heading.

Jack-8 frame data — 207 moves
DetailsProperties
(During Enemy wall stun) 1+3Twin DriversThrow12!+0d—33—
1JabHigh12-2+6+910
1,1Jab > JackhammerMidi15 rel-14+4c+19d,22
1,2Jab > Stunning HookHighi19 rel-2+30a—,24—
1+2Tornado PunchMid ⋯15-13+67a (+51)—8,14
1+2+3+4Ki Charge———————
1+3Rotary CatapultThrow12+0+1d—35
1+4——22—————
1+4,1Gigaton PunchMidi17(43~) rel+21 g+7a (-2)+39d (-8)25
1+4,df+1Windup UppercutMidi20~23 rel-17+52a (+42)—21
1+4:df+1Prime Windup UppercutMid20~23-17+66a (+50)—30
1+4*,1Gigaton Punch (2/3/4/5 spins)Mid17!+70d—35/45/55/199
2—High11+1+9—10
2,1—Midi16 rel-3+2—,12
2,1,1+2Piston Gun FusilladeHigh ⋯i33~36i8~14i3~6i7~13i5~6 rel-4+13d—,10,6,6,6,20
2,1,2Jab Elbow SmashMidi33 rel-12+29a (+19)—,20—
2,1,ufFlying Fortress—— rel+1+6——
2,1,uf+1+2Make Some NoiseMidi21~22 rel+5+17c GMH—,20
2,3Mimesis Savage KneeMidi19 rel-13+5+30d (+22),18
2+3Heat BurstMid16+1+2c—[12;12]
2+4Piston Gun Back BreakerThrow12-6-3d—35
3—Mid15-9+5—18
3,1+2Machine PressMidi25 rel-11+2d+48a,20—
3,2Two-Step DieHighi23 rel-9+44d (-14)—,20
3+4Gamma Howl (Gamma Charge)——————
4Right KickHigh16-4+7+32a (+22)18—
b,db,d,df+1DebuggerLow29-37+18d—28
b,db,d,df+2Megaton BlastMid22-9+31d (-5)—31
b+1—Mid20-11+8—17—
b+1,2Double BicepsMidi26 rel-14+15d+47a,17
b+1+2Tyulpan BlastMid14-19 HD-1d (-10)—28
b+2Piston Gun AssaultMid19+2+2a—27
b+2*Piston Gun Assault (charged)Mid35-2 HD+17a (+9)—40
b+3—Mid16-9+2—14—
b+3,2—Highi22 rel-4+1—13—
b+3,2,2Mad DozerHighi25 rel-9+44d (-14)—20
b+3,2,2*Mad Dozer (charged)Midi67 rel-7+13d (+5)—40
b+3+4Mimesis Rusty NailMid25+4+12c—24—
b+4—Mid13-13-2-2s16
b+4,4Sherman StompMidi30 rel-4+3d—,21
Back Throw 1+3Spinal CrushThrow12!+3d—70
Back Throw 2+4Throw AwayThrow12!+17d—70
d+1—Low sl10-5+6—5
d+1+2Double AxeMid27-18+42a (+32)—28
d+1+3Gun BombThrow12!+0d—30
d+2—Low sl11-4+7—8
d+2,1—Lowi24 rel-14-3—,6—
d+2,1,1—Lowi31~33 rel-21-10—,5—
d+2,1,1,1—Midi26~27 rel-12-1—,7—
d+2,1,1,1,2—Midi27~28 rel-19-8—,7—
d+2,1,1,1,2,1—Midi25 rel-21-10—,6—
d+2,1,1,1,2,1,2—Midi16~17 rel-22-12—,6—
d+2,1,1,1,2,1,2,1—Midi16~17 rel-25-11—,8—
d+2,1,1,1,2,1,2,1,1+2—Midi24~26 rel-27-11—,21—
d+2,1,1,1,2,1,2,1,1+2,1+2—Midi17~18 rel-26+5a—,25—
d+2+4Iron GunmanThrow12!+6d—25
d+3—Low20-17-6—12
d+3+4Sit Down———————
d+4—Low16-15-4—10
db,n,f+1+2Pile DriverThrow11-6-1d—50
db+1—Low12-12+1—13—
db+1,1—Lowi16 rel-12-1—,5—
db+1,1,1—Lowi16 rel-12-1—,5—
db+1,1,1,2Machinegun BlastMidi19 rel-11+43a (-4)—,21
db+2Power ShovelLow22-18+3c+33d24
db+2*Power Shovel (charged)Low35~36-33+17d—30
db+2+3Body SmashThrow11-2+14c—25
db+3Cossack KickLow21-20-9—15—
db+3,1+2Cossack SmashHighi34 rel+14 g+17c—,21
db+3,4—Lowi27 rel-16-9—,12—
db+3,4,3—Lowi27 rel-19-8—,12—
db+3,4,3,4—Lowi27 rel-16-5—,12—
db+3,4,3,4,3—Lowi27 rel-19-8—,12—
db+3,4,3,4,3,4Cossack KicksLowi27 rel-16-5—,12—
db+3,d+1+2Cossack CompactorMid ⋯i34 rel—0—,4,5,5,5,5,21—
db+4Big BootLow16-13-2—14
db1+2Megaton EarthquakeLow ⋯18-70-5d—8,21
df,DF+2+4Volcano BlasterThrow14-2+54a—10—
df+1—Mid14-4+3+512—
df+1,1OverheatMidi29 rel-11+21cg+72a (+56),20
df+1,2—Highi29 rel-12-1—10—
df+1,2,1—Highi15 rel-10-2—,2—
df+1,2,1,2OverdriveHighi9 rel-18+35d (-23)—,20
df+1+3Body PressMid sm30~49-18 to +1+0a~+19a—20
df+1+4DebuggerLow34-37+18d—23
df+2Programmed UppercutMid15-14+31a (+21)—13—
df+2,1Cosmic SweeperHighi21 rel-32+40a (+22)—,16 (24)—
df+2,1*Cosmic Sweeper (charged)Highi35 rel-46+69a (+53)—,22 (32)
df+2+3Megaton BlastMid22-9+31d (-5)—26
df+2+4VolcanoThrow11-2+26a—10—
df+3—Mid16-9+2—16—
df+3,2Combine HarvesterHighi20 rel-7+25d—20
df+3+4Dump TruckMid13-23+10a (+1)—28
df+4Mimesis Wrench KickMid15-9+5+14c17—
f,f,F+1+2Mimesis Charging TackleMid20~23+4+7a (-2)—34
f,f,F+2Cemaho ChopMid22+6+10—25
f,F+1JackhammerMid15~16-6+8c+23d22
f,F+1+2—Mid15-15+22cs—20
f,F+1+2,1+2High and Low Cross CutLowi28 rel-19+13d—,21
f,F+1+2,2Cross Cut BlastMidi32 rel-9+11a (+2)—,24
f,F+1+4Sliding AttackMid21~30-82~-73-88~-79—25
f,F+2Rocket UppercutMid18-16+53a (+43)—23
f,F+2*Rocket Uppercut (charged)Mid34-15+61a—35
f,F+3Granite StompingMid26+4+9c+22a22—
f,F+4Rocket KickMid16-10+15d (+5)—32
f+1—Mid14-6+5—13
f+1,1Impact DriverHighi25 rel-7+8d (-1)+40d (-7),25—
f+1,2—Highi22 rel-6+5—,12—
f+1,2,1Drilling EngineMidi26 rel-12+65a (+49)—,20
f+1,2,2Piston Gun BlasterMidi33 rel+6+3a—,22—
f+1,2,2*Piston Gun Blaster (charged)Midi61 rel-10+13d (-13)—,40
f+1+2Rolling Death CrusherMid ⋯27-12+32d (+6)—12,20
f+2Pinpoint AssaultHigh10-12+5+32a (+24)22
f+3+4Merkabah HeadbuttMid22-11+9c—24—
f+4—High17-4+7+32a (+22)20
f+4~1Dark GreetingHigh65!+5—80—
f+4~1,2Sudden ElbowMid15+8+0d—30
FC.df+1—Mid23-21-11c—5—
FC.df+1,2—Midi16 rel-21-11c—,8—
FC.df+1,2,1—Midi16 rel-11+16cs—,11—
FC.df+1,2,1,1Windmill PunchesHighi21 rel+15+13BT—,30
FC.df+2—Mid17-13-2—12
FC.df+2,1—Midi26 rel-4+7—,10
FC.df+2,1,2Swing R KnuckleMidi27 rel-12+29a (+19)—,10
FC.df+2,d+1Swing R Knuckle LowLowi22 rel-11+0—,8
FC.df+2,f+1Swing R Knuckle HighHighi19 rel-4+32a—,23
FC.df+3+4Atomic Shoulder TackleMid21-9+6g—28
FC.df+3+4,ufFlying Fortress—— rel-1+14g——
FC.df+3+4,uf+1+2Make Some NoiseMidi21~22 rel+5+17c GMH—,20
FC.df+3+4*Atomic Shoulder Tackle (charged)Mid30~35-4+21d (+13d)—32
FC.df+3+4*,ufFlying Fortress—— rel+4+29d (+21d)——
FC.df+3+4*,uf+1+2Make Some NoiseMidi21~22 rel+5+17c GMH—,20
FC.df+4—Mid12-12+4—10
FC.df+4,2Mimesis Spike PressMidi20 rel-14+4c+19d,17
FUFT.d+1+2Get Up PunchMid28+18 g+39d—18—
GMC.1Jaguar Hook - GammaMid22-6+73a (+57)—22
GMC.2Exaton Blast - GammaHigh20+11+31a (+5)—42
GMC.3+4Particle Barrier - GammaMid sm20-9 HD+14c—24
GMH.1Juggernaut HookMid22-9+25d—20
GMH.1+2Mimesis OverkillThrow16-6+0d—45 (57)—
GMH.1+3Gun BombThrow15!+0d—30
GMH.2Exaton BlastHigh20+11 g+21d (+11)—40
GMH.2+4Iron GunmanThrow15!+6d—25
GMH.3Granite StompMid24+4+9c+22a28
GMH.3+4Particle BarrierMid sm20-13 HD+14c—20
GMH.4Full Metal DeathblowHigh14~18+4+21d (+11)—30
GMH.fWalking Fortress———————
GMH.f+1Prime Windup UppercutMid20-17+66a (+50)—26
GMH.f+2MegalodrillerMid17-13+30a (+4)—34
GMH.ubBreakout Fortress—12————
GMH.ufFlying Fortress—12————
GMH.uf+1+2Make Some NoiseMid21~22+5+17c GMH—20
H.2+3Meteor RaidHigh10-9-2d (-12)—50
H.f+3+4Hyper Merkabah HeadbuttMid22~23+0+9c—30
H.uf+3Hyper TerrapulserLow19-12+8c—[16]
hcf——22—————
hcf,1Gigaton PunchMidi17(43~) rel+21 g+7a (-2)+39d (-8)30
hcf,df+1Windup UppercutMidi20~23 rel-17+52a (+42)—25
hcf:df+1Prime Windup UppercutMid20~23-17+66a (+50)—36
hFC.1—Low19-8+3—10
hFC.1,1Double Low HammerLowi31 rel-12+5—,14
hFC.1,2Megaton StrikeMidi32 rel-11+11a (+2)+43a (-4),24
hFC.1+2—Low24-15+13d—21
hFC.1+2,1+2Low Cross ComboMidi40 rel-18+42a (+32)—23—
hFC.2—Low sl11-4+7—8
hFC.2,1—Lowi24 rel-14-3—,6—
hFC.3—Low20-17-6—12
hFC.4—Low16-15-4—10
hFC.db+1—Low14-11+3—14
hFC.db+1,1—Midi24 rel-6+5—,10
hFC.db+1,1,1PulverizerMidi20 rel-14+9a—,20
hFC.db+1,1,1*Pulverizer (charged)Midi34~35 rel-6+15a (+7)—,30
Left ThrowSide Left BombThrow12-3+1d—40
qcb+2Back BreakerThrow11-2+5d—45—
qcf+1Pyramid DriverThrow11-2-2d—40
R.df+1+2Terraforming CannonMid20-18+0d—55+
Right ThrowFather's LoveThrow12-3+0d—40—
SIT.1—Low19-48-37—10
SIT.1,2—Lowi15 rel-47-36—10
SIT.1,2,1—Lowi15 rel-47-36—10
SIT.1,2,1,2Sit PunchesLowi15 rel-47-36—10
SIT.1+2Ground AssaultMid24-44-12d—21
SIT.3+4Extra Pancake PressMid54+13 g+20d—35
SIT.bBackward Roll——————
SIT.fForward Roll——————
ss1DischargerMid32+6+59a—23—
ss2Piston Gun SnipeHigh17+9+35d (+27)—20
u+1+2Patriot FistHigh19-13+49a (+39)—23—
u+3+4Giant Foot StompMid94~100!+17d—40
u+4—Mid25-16+15a (+5)—25
ub+1+2Barrel Jacket HammerHigh20-9+23d—30
uf,n,2—Mid32-1+10c—28
uf+1Sky SweeperHigh17—+71a (+55)—10
uf+1*Sky Sweeper (charged)High35—+69a (+53)—32
uf+1+2Ground ZeroThrow11-6-10d—35
uf+1+2,d,df+2Lift Up Megaton HitThrow11-6+19a (-7)—40
uf+2Reactor ElbowMid24~25+4+13c+11d25
uf+3TerrapulserLow23-12+8c GMH—[8]
uf+3+4Pancake PressMid34+13 g+20d—23
ws1Killing UppercutMid15-13+34a (+24)—14—
ws1+2—Mid20-15+26a (+16)—14—
ws1+2,1+2—Midi17 rel-15+15d—,12
ws1+2,1+2,1+2Double Hammer ThrashLowi27 rel-23+6d—,14
ws2—Mid14-7+4—10
ws2,1V-TwinMidi15 rel-14+3d+49a,17—
ws2,4V-DeathblowHighi16 rel+4+21a (+11)—,26
ws4Toe SmashMid11-6+5—20—