GiantDojo ALPHAv0.01
Jack-8

Jack-8

Jack-8 - power/armor. Tools include i13 launcher.

powerarmor

Key Moves

df+2

i15 mid launcher. -14 on block, launches on hit.

db+2

i22 low high crush. -18 on block, +3c on hit.

b+1+2

i14 mid. -19 on block, -1d (-10) on hit.

f+1+2

i27 mid. -12 on block, +32d (+6) on hit.

df+3+4

i13 mid launcher. -23 on block, launches on hit.

f+4~1then2

i15 mid. +8 on block, +0d on hit.

db+1

i12 low. -12 on block, +1 on hit.

fthenF+1+2

i15 mid homing. -15 on block, +22cs on hit.

Overview

Jack-8 is classified as power, armor. Their toolkit includes homing options. Their fastest standing launcher comes out in 13 frames.

Strengths

  • Fast i13 standing launcher for whiff punishment
  • Multiple plus-on-block mids for safe pressure

Weaknesses

  • No CH-launch low - lows are for chip and frames only
  • No power crush listed in the data

Game Plan

  1. Hold neutral with b+1+2 as your quick mid check.
  2. Whiff-punish with df+2 (i15 launcher).
  3. On block, recheck pressure with f+4~1,2 (+8 on block).
  4. Mix in db+1 low to keep them honest.
  5. If they side-step, answer with f,F+1+2 (homing).

Defense

  • Panic launcher: d+1+2 (high crush, launches on hit) hops over jabs and lows when you read a string.
  • While-standing punisher: ws1 ducks highs and punishes from crouch.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Jack-8’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.