Jack-6 Frame Data

*NOTE: Below damages are listed as hitting for 120%; (Opp Down) moves and throws are listed as hitting for 100%. See Damage Scaling Guide.

Special Thanks: Brahma, inatekken, and Tekken Zaibatsu Jack-6 Forums

Notes Convention

JG = Juggle SIT = Sit Stance
KND = Knockdown CSK = During Cossack Kicks
SLD = Slide RC = Recover Crouching
FCD = Facedown OC = Opponent Recover Crouching
PLD = Playdead B! = Causes  Bound

Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 16 13 -2 +9 +9
2 h 12 11 +1 +9 +9
3 h 36 18 -13 KND KND
4 h 24 16 -4 +7? JG

Advancing

INPUT RANGE DMG SPEED BLOCK HIT CH
f+1 m 15 14 -10 0 0
f+2 h 18 10 -12 +5 +5
f+3 h 42 19 -11 KND KND
f+4 h 30 17 -4 +7? JG

Dashing

INPUT RANGE DMG SPEED BLOCK HIT CH
f,f+1 m 33 15 -6 KND B! KND B!
f,f+2 m 25 18 -16 JG JG
f,f+3 M 19 25 +2 SLD B! SLD B!
f,f+4 m 42 16 -9 KND KND

Poking

INPUT RANGE DMG SPEED BLOCK HIT CH
d/f+1 m 14 14 -7 +4 +4
d/f+2 m 15 15 -14 JG JG
d/f+3 m 19 16 -9 +2 +2
d/f+4 M 18 12 -4 +7 +7

Standing to Crouch

INPUT RANGE DMG SPEED BLOCK HIT CH
d+1 Sm 6 10 -10 RC +4 RC +4 RC
d/b+1 l 15 12 -12 RC +2 RC +2 RC
d+2 Sm 9 11 -9 RC +5 RC +5 RC
d/b+2 L 25 22 -23 SLD SLD
d+3 L 14 20 -15 RC -1 RC -1 RC
d/b+3 L 21 21 -20 -9 -9
d+4 l 12 16 -9 RC +2 RC +2 RC
d/b+4 L 16 16 -13 RC -2 RC -2 RC

While Crouching

INPUT RANGE DMG SPEED BLOCK HIT CH
FC+1 L 12 19 -8 RC +2 RC +2 RC
FC+2 Sm 9 11 -9 RC +5 RC +5 RC
FC+3 L 14 20 -15 RC -1 RC -1 RC
FC+4 L 16 16 -9 RC +2 RC +2 RC

While Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
WS+1 m 21 16 -12 JG JG
WS+2 m 15 15 -10 JG JG
WS+3 m 19 16 -9 +2 +2
WS+4 m 24 11 -6 +5 +5

Jumping

INPUT RANGE DMG SPEED BLOCK HIT CH
u/f+1 m 18 27 -24 -13 -13
u/f+2 m 30 24 +2 OC +6 OC +7 OC
u/f+3 m 42 25 -17 KND KND
u/f+4 m 30 25 -16 KND KND

Sidestep

INPUT RANGE DMG SPEED BLOCK HIT CH
SS+1 m 27 31 +3 JG JG
SS+2 h 26 22 +11 KND KND
SS+3 h 36 18 -13 KND KND
SS+4 h 24 16 -4 +7? JG

Special Attacks

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 16 13 -2 +9 +9
1,1 hm 16,33 -11 OC KND B! KND B!
1,2 hh 16,28 -2 FCD FCD
2 h 12 11 +1 +9 +9
2,1 hm 12,14 -1 +2 +2
2,1,2 hmm 12,14,24 -12 JG JG
1+2 mm 14,14 16 -7 +6 +7
1+2,1+2 mmm 14,14,24 -8 JG JG
3+4 (M!) 72 KND KND
3+4(x2) (M!) 84 KND KND
3+4(x3) (M!) 96 KND KND
3+4(x4) (M!) 120 KND KND
3+4(x5) (M!) 144 KND KND
f+1 m 15 14 -10 0 0
f+1,2 mh 15,15 -6 +5 +5
f+1,2,2 mhm 15,15,24 +6 KND KND
f+1,2,2(hold) mh(m!) 15,15,36 KND KND
f+2 h 18 10 -12 +5 +5
f+4~1 (h!) 121 65 KND KND
f+4~1,2 M 36 +12 SLD SLD
f+1+2 m 24 15 -18 KND KND
f+3+4
(or FC,d/f+3+4)
m 33 21 -12 KND KND
d/f+1 m 14 14 -7 +4 +4
d/f+1,2 mh 14,12 -? +? +?
d/f+1,2,1 mhh 14,12,1 -? +? +?
d/f+1,2,1,2 mhhh 14,12,1,1,10 +? KND KND
d/f+2 m 15 15 -14 JG JG
d/f+2,1 mm 15,10 -6 RC +5 RC +5 RC
d/f+2,1,2 mmm 15,10,6 -9 RC +2 RC +2 RC
d/f+2,1,2,f+1 mmmh 15,10,6,11 -16 FCD FCD
d/f+2,1,2,d/f+1 mmmm 15,10,6,7 -2 RC +9 RC +9 RC
d/f+2,1,2,d+1 mmmL 15,10,6,9 -17 RC +0 RC +0 RC
d/f+3 (or WS+3) m 19 16 -9 +2 +2
d/f+3,2
(or WS+3,2)
mh 19,30 -13? FCD FCD
d/f+1+2 LL 9,25 18 -70 SLD SLD
d/f+1+2 (1hit only) L 9 -82 SLD SLD
d/f+3+4 m 36 13 -22 KND KND
d/f+1+3 SM 25 20~29? Throw Throw Throw
d/f+1+3(throw),1+2 25,10 KND KND KND
d/f+1+3(far) SM 24 OC Jack SLD KND Jack SLD KND Jack SLD
d+1+2 m 33 30 -23? JG JG
d+3+4 SIT SIT SIT
d+3+4,3+4 M 42 OC SIT SLD SIT SLD SIT
d/b+1 l 15 12 -12 RC +2 RC +2 RC
d/b+1,1 ll 15,6 -12 RC +2 RC +2 RC
d/b+1,1,1 lll 15,6,6 -12 RC +2 RC +2 RC
d/b+1,1,1,2 lllm 15,6,6,25 -13 RC KND RC KND RC
d/b+2 L 25 22 -23 SLD SLD
d/b+2(hold) L 36 -? SLD SLD
d/b+4 L 16 16 -13 RC -2 RC -2 RC
d/b+1+2 m 16 16 -16? -4? +3
d/b+1+2,1+2 mm 16,25 -13 JG JG
d/b+1+2,3+4 SIT SIT SIT
d/b+1+2,3+4,3+4 mM 16,42 OC SIT SLD SIT SLD SIT
b+1 m 16 16 -5 OC RC -2 OC RC -2 OC RC
b+1,1 mm 16,24 -15 KND KND
b+1,1(hold) mm 16,42 -? KND KND
b+2 m 32 19 +5 KND KND
b+2(hold) m 54 +? KND KND
b+3 m 16 16 -? +? +?
b+3,2 mh 16,15 -11? +7? +?
b+3,2,2 mhh 16,15,24 -? KND KND
b+3,2,2(hold) mh(m!) 16,15,42 KND KND
b+4 m 18 16 -15? +? +?
b+4,4 mM 18,25 -8 OC SLD SLD
b+1+2 hhhhh 6,3,3,3,24 20 -1 KND KND
u/b+1+2 h 42 19 -6 FCD FCD
u+1+2 h 27 23 -? JG JG
u/f+2 m 30 24 +2 OC +6 OC +7 OC
u/f+3+4 M 27 34 +13 OC SIT SLD SIT SLD SIT
u/f+3+4,3+4 MM 27,42 +4 OC SIT SLD SIT SLD SIT
f,f+1 m 33 15 -6 KND B! KND B!
f,f+2 m 25 18 -16 JG JG
f,f+2(hold) m 36,(5) 34 -27 JG JG
f,f+3 M 19 25 +2 SLD B! SLD B!
f,f+4 m 42 16 -9 KND KND
f,f+1+2 m 24 17 -15 KND KND
f,f+1+2,2 mm 24,18 -14 RC KND RC KND RC
f,f+1+2,1+2 ml 24,9 -19 KND KND
f,f+3+4 M 30 21~30 -82 SLD SLD
f,f+3+4(far) L 30 -110 PLD PLD
b,f+2 h 32 19 -2 FCD FCD
f,f,f+2 m 30 25 +10 +13 +13
b,d/b,d,d/f+1 L 32 23 -41 RC KND RC KND RC
b,d/b,d,d/f+2 m 27 21 -14 RC KND RC KND RC
HCF,d/f+1 M 26 39 -17 JG JG
HCF+1 m 36 41 +9 KND KND
HCF(2spin)+1 (m!) 48 KND KND
HCF(3spin)+1 (m!) 72 KND KND
HCF(4spin)+1 (m!) 96 KND KND
HCF(5spin)+1 (m!) 238 KND KND
WS+1 m 21 16 -12 JG JG
WS+1+2 m 18 20 -17 JG JG
WS+1+2,1+2 mm 18,10 -16 KND B! KND B!
WS+1+2,1+2,1+2 mmL 18,10,24 -23 SLD SLD
WS,f+1 m 18 17 -6 RC +5 RC +5 RC
WS,f+1,2 mm 18,14 -9 RC +2 RC +2 RC
WS,f+1,2,f+1 mmh 18,14,27 -16 FCD FCD
WS,f+1,2,d/f+1 mmm 18,14,18 -2 RC +9 RC +9 RC
WS,f+1,2,d+1 mmL 18,14,9 -17 RC +0 RC +0 RC
FC+1 L 12 19 -8 RC +2 RC +2 RC
FC+1,1 LL 12,9 +1 RC +12 RC +12 RC
FC+1,1,1 LLm 12,9,14 -13 RC -2 RC -2 RC
FC+1,1,1,2 LLmm 12,9,14,14 -9 RC +2 RC +2 RC
FC+1,1,1,2,f+1 LLmmh 12,9,14,14,27 -16 +1 +1
FC+1,1,1,2,d/f+1 LLmmm 12,9,14,14,18 -2 RC +9 RC +9 RC
FC+1,1,1,2,d+1 LLmmL 12,9,14,14,9 -17 RC +0 RC +0 RC
FC+1,2 Lm 12,33 -9 RC KND RC KND RC
FC,d/f+1 m 14 24 -22 -12 -12
FC,d/f+1,2 mm 14,14 -22 -12 -12
FC,d/f+1,2,1 mmm 14,14,14 -9 KND KND
FC,d/f+1,2,1,1 mmmh 14,14,14,36 +21 +14 +14
FC,d/f+2 m 14 18 -13 RC -2 RC -2 RC
FC,d/f+2,f+1 mh 14,27 -9 FCD FCD
FC,d/f+2,d/f+1 mm 14,12 -5 +6 +6
FC,d/f+2,d/f+1,2 mmm 14,12,12 -9 RC +2 RC +2 RC
FC,d/f+2,d+1 mL 14,9 RC RC RC
FC,d/f+1+2 l 25 24 -18 RC KND RC KND RC
FC,d/b+1 l 18 12 -2 RC +9 RC +9 RC
FC,d/b+1,1 ll 18,12 -2 RC +9 RC +9 RC
FC,d/b+1,1,1 lll 18,12,12 -4 RC +9 RC +9 RC
FC,d/b+1,1,1,2 lllm 18,12,12,36 -15 KND KND
SS+1 m 27 31 +3 JG JG
SS+2 h 26 22 +11 KND KND
KND d+1+2 M 21 28 +10 SIT KND SIT KND SIT
b,b,u/b (wall jump) m 25 ? KND KND

Sit Stance

INPUT RANGE DMG SPEED BLOCK HIT CH
d+3+4 SIT SIT SIT
SIT 1 l 12 -44 -34 -34
SIT 1,2 ll (12×2) -42 -31 -31
SIT 1,2,1 lll (12×3) -43 -32 -32
SIT 1,2,1,2 llll (12×4) -42 -31 -31
SIT 2 l 12 -44 -34 -34
SIT 2,1 ll (12×2) -43 -32 -32
SIT 2,1,2 lll (12×3) -42 -31 -31
SIT 2,1,2,1 llll (12×4) -43 -32 -32
SIT 1+2 m 25 -40 KND KND

Cossack Kicks

INPUT RANGE DMG SPEED BLOCK HIT CH
d/b+3 L 21 21 -20 -9 -9
d/b+3,4 LL 21,14 -21 -10 -10
d/b+3,4,3 LLL 21,(14×2) -19 -8 -8
d/b+3,4,3,4 LLLL 21,(14×3) -21 -10 -10
d/b+3,4,3,4,3 LLLLL 21,(14×4) -19 -8 -8
d/b+3,4,3,4,3,4 LLLLLL 21,(14×5) -21 -10 -10
CSK 1+2 h 25 +? KND KND
CSK d+1+2 45 Throw Throw Throw

Throws

INPUT SIDE DMG SPEED BREAK NOTE
1+3 (or f+1+3) Front 35 12(15) 1 PLD
2+4 (or f+2+4) Front 35 12(15) 2 FCD
Any Throw Left 40 1 KND
Any Throw Right 40 2 SLD
1+3 (or f+1+3) Back 70 No Break PLD
Any Other Throw Back 70 No Break KND
d/f+2+4 Front 5,5,(15) 2 JG
d/f,d/f+2+4 Front 7,4,4,(15) 2 JG
d/b+2+3 Front 25 2 OC
u/f+1+2 Front 35 1+2 PLD
u/f+1+2,d,d/f+2 48 b KND
QCF+1 Front 45 1 KND
QCB+2 Front 45 2 KND
d/b,f+1+2 Front 58 1+2 PLD
d+1+3 Crouch 40 1 PLD
d+2+4 Crouch 45 2 PLD
CSK d+1+2 (after 3 kick) Crouch 40 1 Same as d+1+3
CSK d+1+2 (after 4 kick) Crouch 45 2 Same as d+2+4

Item Moves

INPUT RANGE DMG ITEM COST NOTE
1+2+3 (h!) 48 Jack Cannons (Any Color) 450,000 Back
Fires Jack Cannons, hits high, knocks down on hit
1+2+4(hold) (m!) 48 Hyper Exhaust 700,000 Back
Jack-6 charges up then explodes; knocks down on hit; Jack-6 suffers 14dmg
b+1+3+4 M 20 Sledgehammer 500,000 Back
Swings Sledgehammer overhead; OC on block, hits grounded
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8 thoughts on “Jack-6 Frame Data

  1. cant wait for the frame data of all characters ,, sdtekken framedata for t5dr helped alot ,, the best place to find frame data ,, all other sites just confuse you .. thier format is not userfriendlyy …

    go sdtekken best of luck

  2. I believe EMGF is only -16 on block. Bob’s hopkick is i17 so when I tried it against Jack’s EMGF on block with hit analysis on, the block frames come out just before the hopkick’s impact.

  3. Is this the final list or is it still being updated?
    What about the holes and the questionsmarks?

    Thanks for the good job, by the way!

    1. Holy crap, dude!

      If you don’t even know what those numbers mean then I don’t think frame data guide is the thing for you!

      Go to Tekkenzaibatsu and read up on the legends and conventions.

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