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* Requires servant gauge to be used. | * Requires servant gauge to be used. | ||
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit). | * Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit). | ||
* Jump cancelable on hit or block. | |||
* Can be used while servant is being held. | * Can be used while servant is being held. | ||
* Causes all servants on screen to attack. | * Causes all servants on screen to attack. |
Revision as of 03:19, 29 August 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Builds her strategy by relying on servants and tries to set the pace of the match with it.
P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.
- Versatile: Jack-O' has a kit that can function as both a zoner and a close-range mixup character thanks to long pokes, an advancing sweep, and her minion setups.
- Minions: Jack-O's summonable minions allow her to set up unconventional pressure and zoning scenarios depending on the situation and matchup. Jack-O' can either mount a minion offensive at close range by tossing a minion behind an opponent returning to neutral from knockdown, or set up a conga-line of minions at range to poke the opponent and approach.
- Overdrives: Forever Elysion Driver and Cheer Servant On are both powerful ways to burn meter. The former is an invincible-on-startup command grab that can end combos, steal a turn, get knockdown anywhere onscreen, and can facilitate both long-range minion gameplay in neutral and close-range minion pressure when done close to the corner. The latter is a buff to her minions with two different forms: the S version grants minions invincibility, while the H version refills the servant gauge constantly, meaning Jack-O can command her minions much more frequently while the buff is active.
- Strong Oki: Jack-O' gets strong pressure from most knockdowns due to her minions.
- Meter-reliant: Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.
- Where are my specials?: All of Jack-O's specials aside from 236K involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.
- Defense: Jack-O has no meterless invincible reversal and an average speed jab for escaping pressure.
Jack-O |
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Normal Moves
5P
- Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.
- Launches Summons in a short arc forward.
Jack-O's fastest abare button when near summons, as 2P picks up servants with no hitbox. To make matters worse, this whiffs on most crouching characters. Gatling Options: 5P, 2P, 6P, 6H
5K
- Launches Summons forward in a short arc.
- Jump cancelable.
- Can be useful as a far anti-air.
5K can be useful for setups and pressure due to it being jump cancelable. Anti-airing someone with this move also leads to decent reward for Jack-O.
c.S
- Launches Summons in a long arc forward.
- Combos into 6H, even if 6H(1) whiffs.
Lots of gatling options and being relatively safe at -2 gives Jack-O a lot of leeway on what she does afterwards. Delay cancels can make any of her moves into frametraps, and once her opponent respects that she can start stealing turns.
f.S
- Launches Summons in a long arc forward.
- Has a different hitspark for hitting later in the move's active frames.
Functionally a bigger and slower 5K. Easily converts into a combo or knockdown with its cancel options and can be made somewhat more difficult to punish by canceling into her summon.
5H
- Launches Summons in a long arc forward
- Hits twice, launching on the 2nd hit.
5D
- Data in [] represents values when fully charged.
- Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
- Deals more damage when fully charged, launches opponent on hit if combo'd into.
- Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
- 80% proration if not fully charged.
- Launches Summons up in a high arc forward
6P
- Head invulnerable, excellent anti-air for opponents in front of Jack-O.
- Launches Summons in a long arc forward
6H
- 6H(1) launches summons up in a high arc.
- 6H(2) launches summons in a long arc forward
- 6H(1) launches opponents on hit, 6H(2) does not.
A two hit move, comparable in usage to I-no's own 6H. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack. Deals high damage and launches if both hits connect, letting Jack-O set up a servant midscreen or continue a combo with 236K in the corner.
2P
- Launches the Summon in a short arc forward.
Not great as an abare tool, but hits crouchers where 5P does not. Turns into Pick Up Servant when close to one, making it more difficult to use in pressure. Also due to it being 6 frames, it will lose to tick throws where 5P wins.
2K
- Launches Summons in a low short arc forward.
- Extremely low profile.
2K can go under various pokes, Sol 236K, and even Ky 236H if timed correctly.
2S
- Launches Summons in a high arc up
Another anti-air, better for when opponents are directly above Jack-O.
2H
- Launches Summons down into a high upward bounce.
- Ground bounces on hit.
- Bounces higher on CH with enough time to sneak in a Summon and continue a combo.
2D
- Launches Summons in a long arc forward
Highly unsafe up close, but can be made safer when spaced or canceled into special move.
j.P
- Launches Summons in a short arc forward
j.K
- Launches Summons in a short arc forward.
- Jump cancellable
j.S
- Launches Summons down into a high ground bounce up.
- Can cross-up.
Particularly noteworthy for setups due to how it launches servants. Its large hitbox makes it ideal as a jump in, as it will hit crouching opponents much more easily than j.H.
j.H
- Can cross-up.
- Launches Summons in a long arc forward
Move performs two hits. First hit may often whiff if move performed too early.
j.D
- Launches Summons at a small arc forward.
- Freezes Jack-O's momentum, then pushes her slightly backwards.
Universal Mechanics
Ground Throw
- Placeholder
Air Throw
- Placeholder
Special Moves
Summon Servant
236P
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.
- Requires servant gauge to be used.
- If you hold P button for a while, then Jack-O' will continue to hold servant in her hands.
- See Pick Up Servant section for more details about attack buttons in this state.
- Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).
- Jack-O' retains access to Servant Shoot while holding a servant.
Pick Up Servant
2P (near Servant)
- Picks up the servant nearest to Jack-O'.
- Jack-O' cannot block during the stance, but she can dash and perform 236K.
- It's little slower than K when also performed immediately after 214[P].
- In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.
- It possible to tech throw in this stance.
- Can be canceled into from any normal and 236K on hit and block.
- Enables Servant Throw and Release.
- P performs Recover Servant.
- K performs Attack Command. +2 oB even off K~D but whiffs on crouchers
- S performs Defend Command.
- H performs Countdown.
- D performs Release.
- Any of this buttons with 6 direction will perform Throw Servant.
Throw Servant
6P/K/S/H/D while holding Servant (Air OK)
- Jack-O throws the servant she is currently holding.
- Servants are thrown in an arc.
- Thrown servants slide down the wall.
Release Servant
5D while holding Servant (Air OK)
- Jack-O drops the servant she is holding directly in front of her.
- Dropped servants behave like servants summoned by non-hold 236P.
Recover Servant
214P (Air OK)
- Requires servant gauge to be used.
- Has -6 frame advantage on whiff when canceled from 5H, 2H, 6H (2nd hit) and -8 frame advantage after 236K, 5S, 6H (1st hit).
- Recalls all servants and refills the servant gauge.
Attack Command
214K (Air OK)
- Requires servant gauge to be used.
- Has -6 frame advantage on whiff when canceled from 5H, 2H, 6H (2nd hit) and -8 frame advantage after 236K, 5S, 6H (1st hit).
- Jump cancelable on hit or block.
- Can be used while servant is being held.
- Causes all servants on screen to attack.
- Quick startup and recovery.
- Launches on hit.
Setplay, zoning, poking, the sky is the limit.
Defend Command
214S (Air OK)
- Requires servant gauge to be used.
- Has -6 frame advantage on whiff when canceled from 5H, 2H, 6H (2nd hit) and -8 frame advantage after 236K, 5S, 6H (1st hit).
- When 214S is used for cancel into whiff it's a safer option because it moves farther and allows to avoid punish e.g from Sol's 5K after Jack-O's 2H.
- Can be used while servant is being held.
- Causes servants to put up a shield that blocks attacks.
- Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with Forever Elysion Driver.
- Guard Crush state trigger depends on the distance between the opponent and the shield.
Useful as a way to prevent opponents from hitting and killing servants.
Countdown
214H (Air OK)
- Requires servant gauge to be used.
- Has -6 frame advantage on whiff when canceled from 5H, 2H, 6H (2nd hit) and -8 frame advantage after 236K, 5S, 6H (1st hit).
- Can be used while servant is being held.
- Picking up and throwing servants retains the timer.
- Causes all servants on screen to explode after three seconds.
- Explosion can hit Jack-O as well as the opponent.
- Explosion causes the opponent to fall off the wall allowing for resets and combo extensions.
- Explosion causes 30 frames of blockstun.
Another extremely useful summon option, even if it doesn't look that way on the surface. 214K cannot be input during moves like Throw, but timing a throw so the explosion hits while the opponent is in the air lets Jack-O continue a combo meterlessly.
Servant Shoot
236K (Air OK)
- Can be canceled into whiff 214K for safer ending in blockstring.
- Can be used while servant is being held.
- Cancelable into other servant moves.
- Launches servants straight forwards at high speed as projectiles, dealing 45 damage on hit.
Overdrives
Forever Elysion Driver
632146P
- Jumpable after the super flash unless the opponent is using Faultless Defense.
- Will still hit opponents wall stuck at ground level, given they are in range.
- Hitting an opponent in the corner causes a Wall Break and leaves Jack-O' +36 afterwards.
Jack-O's reversal super. Also quite useful when an opponent is Guard Crushed by Defend Command. Even though it's a throw, it can be used as a combo ender (e.g. with c.S > 2H/2D).
Cheer Servant On
236236S or 236236H
- Both versions temporarily pauses Servants despawn timer and allows Jack-O to hit them infinitely
- S version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.
- Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.
- H version temporarily makes the Servant gauge recover very quickly.
- Servants are still just as vulnerable as before.
Both versions can be active at the same time.