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.
- Zoner: Can creates pressure from any part of the screen.
- Strong Oki: Jack-O' gets strong pressure from most knockdowns.
- 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.
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
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. 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.
2P
- Launches the Summon in a short arc forward
2K
- Launches Summons in a low short arc forward.
- Decent low profile properties.
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 to 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.
- Enables Servant Throw and Release.
- P performs Recover Servant.
- K performs Attack Command.
- 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.
- Recalls all servants and refills the servant gauge.
Attack Command
214K (Air OK)
- Requires servant gauge to be used.
- 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 K whiff canceled it's a safer option because it moves farther and for example allows to avoid punish 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.
- Can be used while servant is being held.
- Causes all servants on screen to explode after three seconds.
- Picking up and throwing servants retains the timer.
- Explosion can hit Jack-O as well as the opponent.
Servant Shoot
236K (Air OK)
- 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
- Jack-O's reversal super.
- Small range, even for a command grab.
- Can be combo-ed into.
- Jumpable after the super flash.
- If the opponent is FDing during super freeze they cannot jump out of the grab
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.
Cheer Servant On
236236S or 236236H
- 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.