Jack-2/Tekken Tag Tournament Movelist
- If you are unfamiliar with this type of setup, read the legend first.
Jack-2/Tekken Tag Tournament Movelist is a list of all the moves that Jack-2 can perform in Tekken Tag Tournament.
Contents
Throws[edit]
Throw Name | Command | Type | Damage | Escape | Properties |
---|---|---|---|---|---|
Body Press1 | 1+3 | Front | 25 | None | |
From 1Hammer | 1+2 | 10 | None | ||
Body Slam | 2+4 | Front | 30 | 2 | |
Backbone Breaker | 2+4 | Left | 40 | 2 | |
Spiral Drop Bomb | 2+4 | Right | 40 | 1 | |
Death Shoot | 2+4 | Behind | 70 | None | |
Reverse Throw | BT+2+4 | Any | Depends on type | 2 | |
Back Breaker | qcb+2 | Front | 45 | 2 | |
Pyramid Driver | qcf+1 | Front | 40 | 1 | |
Catapult | d/f+2+4 | Front | 30 | 2 | |
Rising Hell | d,d/f+1 | Front | 30 | 2 | |
Pile Driver | d/b,f+1+2 | Front | 58 | 1+2 |
Moves[edit]
Move Name | Command | Stance | Damage | Hit Range | Properties |
---|---|---|---|---|---|
Jack Hammer | 1,1,1 | 18,15,18 | hhm | KND | |
Jack Elbow Smash | 2,1,2 | 12,15,20 | hmm | JG | |
Double Hammer | 1+2<1+2 | 21,17 | mm | KND | |
Power Scissors | f+1+2 | 17 | m | KND | |
Power Scissors to Meltdown | f+1+2,1+2 | 17,12 | mL | KND | |
Cut Saw Blast | f+1+2,D/F+2 | 17,20 | mm | KND | |
Atomic Shoulder Tackle | f+3+4 | 28 | m | KND | |
Double Ax | d+1+2 | 45 | m | JG | |
Sit1 | 3+4 | 0 | None | ||
From 1Pancake Press | 3+4 | Sit | 35 | M | |
From 1Sit Punches 1 | 1,2,1,2 | Sit | 10,10,10,10 | LLLL | MS |
From 1Sit Punches 2 | 2,1,2,1 | Sit | 10,10,10,10 | LLLL | MS |
Pancake Press | u/f+3+4 | 26 | M | ||
Get Up Smash | d+1+2 | #1 | 12 | m | |
Rushing Uppercut Left | d/f+1,2,1,2 | 10,15,10,15 | mmmm | ||
Rushing Uppercut Right | d/f+2,1,2,1 | 12,10,6,7 | mmmm | JG | |
Machinegun Blast | d/b+1,1,1,1,1,2 | 12,15,?,?,?,40 | lllllm | KND | |
Cossack Kicks | d/b+3,4,3,4,3,4 | 18,12,10,12,12,12 | LLLLLL | ||
Atomic Hook | f,f+2 | 27 | h | KND | |
Granite Stomping | f,f+3 | 22 | M | GB | |
Melt Down | FC+1+2 | 21 | l | KND | |
Megaton Strike | FC+1,2 | 10,25 | Lm | KND | |
Hammer Rush 1 Low | FC+1,1,1,2,D+1 | 10,8,12,12,8 | LLmmL | ||
Hammer Rush 1 Mid | FC+1,1,1,2,D/F+1 | 10,8,12,12,15 | LLmmm | ||
Hammer Rush 1 High | FC+1,1,1,2,F+1 | 10,8,12,12,12 | LLmmh | ||
Hammer Rush 2 Low | FC+D/F+1,2,D+1 | 15,12,8 | mmL | ||
Hammer Rush 2 Mid | FC+D/F+1,2,D/F+1 | 15,12,15 | mmm | ||
Hammer Rush 2 High | FC+D/F+1,2,F+1 | 15,12,12 | mmh | ||
Hammer Rush 3 Low | FC+D/F+2,D+1 | 10,8 | mL | ||
Hammer Rush 3 Mid | FC+D/F+2,D/F+1 | 15,10 | mm | ||
Hammer Rush 3 High | FC+D/F+2,F+1 | 15,12 | mh | ||
Swing R Knuckle | FC+d/f+2,1,2 | 15,10,15 | mmm | ||
Windmill Punch | FC+d/f+1,2,1,1 | 12,15,15,30 | mmmh | KND,GB | |
Killing Uppercut | WS+1 | 20 | m | JG | |
Double Hammer Alternate | WS+1+2,1+2 | 21,13 | mM | JG,KND | |
Discharger | SS+1 | 20 | M | JG | |
Barrel Jacket Hammer | SS+1+2 | 35 | h | KND,GB | |
Debugger | b,d/b,d,D/F+1 | 25 | L | KND | |
Megaton Blast | b,d/b,d,D/F+2 | 33 | m | KND | |
Supercharger | 1+2+3+4 | 0 | None |
#1 User must be lying face up on the ground with feet towards opponent
String Hits[edit]
Command | Hits | Damage | Hit Range |
---|---|---|---|
d+2,1,1,1,2,1,2,1,1+2,1+2 | 10 | 10,6,5,7,7,6,6,8,21,25 | SmLLmmmmmmm |
d+2,1,1,1,2,1,2,1,d+1+2,1+2 | 10 | 10,6,5,7,7,6,6,8,12,28 | SmLLmmmmmlm |
u/f+1,1,4,3,4,1,2,1,1+2,1+2 | 10 | 15,8,5,5,5,8,6,8,21,25 | mmLLLmmmmm |
u/f+1,1,4,3,4,1,2,1,d+1+2,1+2 | 10 | 15,8,5,5,5,8,6,8,12,28 | mmLLLmmmlm |
Unblockables[edit]
Move Name | Command | Stance | Damage | Hit Range | Properties |
---|---|---|---|---|---|
Gigaton Punch | b,B+1(followed by lever spin)+1 #1 | (20_40_60_80_199) #2 | (m_!) | #3 |
#1 By "Lever Spin", the user must press d,d/b,b,u/b,u,u/f,f,d/f which is a full rotation on the game pad and repeat up to 6 times. If the user rotates 6 times, Jack will continue the "windup" animation for a little longer but will not be able to attack.
#2 Damage depends on how many times the user rotates the pad. with each successful windup animation, the potential damage will increase by 20 - unless the user reaches "5" in which damage jumps to 199
#3 Ending the windup animation after the first windup will make the attack blockable, but with Guard Break properties