GGST/Jack-O/Matchups

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Jack-O


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Matchups

  • Character Strategy pages generally have at least some basic counterplay.
  • Please keep in mind the matchup chart is subjective and not all players may agree

Matchup legend

Scale Matchup legend
Very Favorable Favorable Average Unfavorable Very Unfavorable

Anji

Anji Mito
(Average)
Strange matchup but it should be even if not slightly in Jack-o's favor
 
  • Jack-O cannot punish a well spaced Fujin~P without spending meter
  • Anji spinning through servants will force you to change up your gameplan
  • Kou(236S) can easily punish j.D if done at close range
  • WIP

Axl

Axl Low
(unfavorable/Average)
Axl's zoning makes it extremely difficult to approach while having decent normals to contest pressure
 
  • This matchup has varying opinions
  • After a servant has been summoned in neutral double jump throw can keep you out of range of Rensen([4]6S)
  • His 2K makes stagger pressure difficult
  • It is difficult to end a blockstring safely without a servant nearby, as 5P and 2S can cover her retreating options easily
  • WIP

Baiken

Baiken
(Favorable)
Despite her moveset, Baiken struggles on defense
Mother of three versus mother of one.
 
  • Hiiragi (236P) cannot parry servants nor Attack Command, and pressure frequently renders it ineffective.
  • Jack-O' needs an entirely new assortment of okizeme to handle Tether, Hiiragi, and the invincible Overdrive. But, they counter Baiken very effectively.
  • Baiken is extremely bad at anti-airing servants due to her low 5P.

Notable Interactions


Neutral Positions


Round Start
Her best counterplay tends to whiff you simply sitting still, giving her very few good options.

Primary Threats: 2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
, 6PGGST Baiken 6P.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-10
and Backdash

Round Start Matrix
Option Baiken's Round Start
2S 6P Backdash 236K 41236H 2H 2369S Block
Block Block Whiff Punish Neutral (+) Neutral (?) Block Block Whiff Punish Neutral
Backwalk Whiff Punish Whiff Punish Neutral (+) Neutral (?) Block Punished [3] Whiff Punish Neutral
f.S Trades Punished [3] Neutral (-12) Counters Counters Counters Counters Blocked
2D Trades (HKD) Counters Punished [3] Counters Counters Counters Punished [4] Blocked
Dash 5H Punished [3] Punished [3] Punishes Punished [4] Counters Trades Punished [4] Blocked
7j.D Neutral (?) Neutral (+) Neutral (?) Neutral (+) Neutral (+) Neutral (+) Punished [4] Blocked
Certain options win or lose if either player performs the action too slowly

Punished [3] represents a light punish while Punished [4] represents a heavy punish

Reasonably advantageous, Baiken is given few reliable tools to work with, due to Jack-O's speed and range with her basic options. While 2D covers any strong attacks, simply standing still will cause most to whiff and be punished, with backdashing being her only particularly safe option due to 2D whiffing, creating a dominant threat. By contrast, f.S is less rewarding, trading with 2S and is countered by 6P, in exchange for being safe against a backdash/block, making it overall less commital, especially as Baiken's 6P is much riskier than her backdash.

If Baiken wishes to callout Jack-O' being passive, she enters a smaller RPS. She can use 2S to enforce favorable RPS, but this will whiff Jack-O' walking back, which is only punihed by a risky 2H which is not even advantageous on blockWhile 2H theoretically leads into H Kabari, Jack-O' can actually respond to blocked 2H at this spacing trivially with 6P, only being barely tapped by Tatami Gaeshi and defeating Kabari, where Hiiragi becomes nessecary to actually be safe from this range.. H Kabari captures either of these, but is extremely exposed to all other round starts.

With very precise timing, a Dash 5H is able to catch and punish Baiken's backdash, but otherwise will only force her to block. Without this precise timing it is a very weak round start as her best options generally defeat it. Baiken can call it out with Tatami Gaeshi for a monstrous round start, but this is a very hard callout from her.

H KabariGGST Baiken 41236H.pngGuard:
All
Startup:
18
Recovery:
19
Advantage:
-3

Baikens main tool to start enforcing her scary RPS situations. At only -3 and normally not being in range of throw, makes this a very scary situation to be in when blocked. Depending on the spacing, Baiken can use 2S, Tatami, or backdash to control the space. When she has enough meter to RRC she will be more likely to commit to the followup which is -7 on block but safe when roman cancelled.

Post-Wallbreak
Throw Clash
S KabariGGST Baiken 41236S.pngGuard:
All
Startup:
31
Recovery:
16
Advantage:
+2

Plus on block but significant gap which can be punished. If blocked, Baiken is in a fantastic position but most often Baiken will check opponents with 5PGGST Baiken 5P.pngGuard:
All
Startup:
4
Recovery:
10
Advantage:
-2
.

Tethered Trade

Neutral


  • Cheer Servant On is nullified by Kenjyu. Baiken's Overdrive projectile, Kenjyu, hits extreme far, extremely fast, and hits the air. If you trigger Cheer Servant On in neutral you will immediately lose your turn and any nearby servants to this move. In most situations this can quickly lead to losing your buff, and simply exchange 50% Tension, while giving Baiken a slight lead. If you have the Tension lead, this can be a useful way to bait Baiken into wasting her Tension.

Pressure


  • Hiiragi is very easy to work around: Baiken's Hiiragi is uniquely terrible against Jack-O', because servants, including their Attack Command, count for projectiles and do not trigger the parry. Furthermore, Jack-O's large spacing in several corner pressure routes generally makes Hiiragi unable to harm Jack-O', merely stun her. From almost any position Jack-O' has the option to launch a servant or Attack Command which will disregard the parry and hit. The parry also does nothing to challenge otherwise risky resets like 236P > 5P, and Jack-O's slower but more rewarding pressure routing (e.g. Dash c.S instead of 2D in the corner) will cause Hiiragi to mistime and fail. The only time it is particularly relevant is when Jack-O' attempts to land a strike on okizeme, but there is a huge range of Hiiragi-safe okizeme routes that are just as good.
  • Completely unique okizeme: Both Baiken's parry, Hiiragi, and her invincible Overdrive, Tsurane, are both checked with okizeme that can safely avoid both, but you are given better options if you do not need to account for Tsurane. Combined with Baiken's tether, you get a huge range of situations for different okizeme to handle Baiken's options. Many of these options are still very good, but the overwhelming number of routes can make this difficult. Generally speaking, the tether will break conventional okizeme, but enable new routes in its place.
  • Baiken is safe in 236K RPS: Though nothing particularly special, Baiken's callouts to Jack-O's options are surprisingly versatile, with rising j.S and reversal 2H covering every option. Running away loses to 2H unless very well-spaced (or at the max range of 2D), jumping in any direction loses to rising j.S and j.D, performing an unsafe attack with 236K > 236[P] > 236K will be punished by j.P even after the j.S whiffs, and Defend Command is countered by 2H. Even if her punish fails, Baiken is rarely at a major disadvantage due to the fast recovery of j.S, and a forward jump entirely whiffs 2H.
Because Baiken is heavily incentivised to use rising j.S, a good callout is 236K > 236[P] > hs.K, but this does of course get counter hit by 2H and costs Servant Gauge.
  • Difficult to anti-air servants: Baiken's 5P is extremely low (matching her 2P), this gives her possibly the hardest time challenging thrown servants of any character in the game, as the timing and spacng is quite strict—a lot of the time she simply cannot do it at all. This lowers her options to 6P which is extremely risky. This isn't helped that her cancels are not very strong, with Hiiragi only working if she can correctly call out when you will hit her quite precisely, and Tatami Gaeshi is not especially fast off 6P. Though, if she does land Counter Hit Tatami Gaeshi it hits hard.

Defense and Punishes


  • 6P counters close Kabari frametraps: Jack-O' is among the lucky few where off any of Baiken's moves, especially 2H, Jack-O' can use 6P to counter Baiken's Kabari. Either the Kabari is so close as to true blockstring, or the 6P will Counter Hit Baiken. This only works if Baiken is too close: if the 6P whiffs, Baiken can whiff cancel into her H follow-up to punish, so do be mindful of the spacing.

Chipp

Chipp Zanuff
(Average)
 
  • 2S can cleanly beat his j.2K
  • 2K can low-profile his rekka overhead(Senshuu), also avoiding the subsequent pressure from a possible RRC
  • Shuriken(j.214P) can be surprisingly pesky either forcing you to block or destroying your minions mid-flight
  • WIP

Faust

Faust
(Average)
Both sides will rush in or zone out depending on the servants and items.
Nobody watching has a clue what's going on.
 
  • Her 6H can easily counter j.2K and Love(j.236P) performed at a distance
  • Her 2S can counter his overhead Scarecrow(214S) preventing him from continuing pressure with RRC
  • Defend command 214 can block bombs. It can also block meteors, but less reliably
  • WIP

Notable Interactions

  • Afro extends 6H range. (See also: 6H Range) While Jack-O's 6H can already hit Faust from very far away if he is standing, when wearing the Afro Faust can be hit standing from the absolute maximum range of 6H, making it extremely difficult to space against.

Defense and Punishes

  • Crouching Afro negates j.D: It is very common in okizeme and setplay when the opponent has an Afro for Faust to use rising j.D, as this is both a fast mixup, and even on block ignites the Afro. Jack-O's crouch lowers her head so much that Faust's rising j.D will in fact whiff the afro and fail to hit. If he does a falling or IAD j.D it becomes possible, but this is much slower and punishable by 2S.
  • 2S substitutes 6P with Afro: When wearing an Afro all 6Ps lose their upper-body invincibility, making them considerably bad as anti-airs. Jack-O's 2S however maintains its disjointed hitbox, giving Jack-O' a true disjointed anti-air even with the Afro, albeit still less versatile than 6P.

Round Start

  • Backwalk f.S: Counter to 2P. The timing is narrow, but can consistently punish Faust's most safe and reliable round start, by making it whiff and immediately punishing its recovery. It is fairly low reward, and can be heavily punished if called out, but can prevent Faust playing into an extremely safe round start.

Giovanna

Giovanna
(unknown)
Gio's 2D beats j.S which speak to how difficult this matchup can be
 
  • j.D is extremely useful in this matchup
  • Summoning servants in neutral is difficult due to Gio's speed, normals, and specials
  • RPS is heavily in her favor

Notable Interactions


  • Gio's 2D has the ability to shut down nearly all of jack-o's kit with it even being able to anti air or trade favorably with jack-o's j.S
  • Jack-o can punish VentaniaGGST Giovanna Ventania.pngGuard:
    All
    Startup:
    5+4
    Recovery:
    49
    Advantage:
    -37
    with 5[D]

neutral


Gio's speed, 5K, 5P, 236K, and 2D make it incredibly difficult and risky to setup servants in the matchup. Staying in the air and making use of j.D is one of the best options to give yourself the ability to setup servants. Being in the air can be a risk as j.D has an extended hurtbox and Gio's 623SGGST Giovanna Sol Nascente.pngGuard:
All
Startup:
7
Recovery:
21
Advantage:
-15
can easily tag Jack-o in the air. After Jack-o air blocks Gio's 623S, Gio will be at advantage.

pressure


Gio's pressure can be very scary but most of Gio's options have risks.

  • Corner 5H > 214SGGST Giovanna Sol Poente 1.pngGuard:
    All, High
    Startup:
    [4] 27
    Recovery:
    21
    Advantage:
    -5
    or 236KGGST Giovanna Trovao.pngGuard:
    All
    Startup:
    27
    Recovery:
    15
    Advantage:
    +4
    • Jack-o's 5H will CH punish both moves allowing for the combo CH 5H > c.S > j.K > airdash j.S > j.H > land > 5H
    • example
  • Corner 5H > 214SGGST Giovanna Sol Poente 1.pngGuard:
    All, High
    Startup:
    [4] 27
    Recovery:
    21
    Advantage:
    -5
    • Jack-o's c.S will allow for a more optimal punish and breaking the wall
    • combo CH c.S > dash under c.S > 236K > 236[P] > hs.236K > hs.D > 236K& > 236K& > 5H > FEDGGST JackO Forever Elysion Driver.pngGuard:
      Throw
      Startup:
      10+1
      Recovery:
      58
      Advantage:
      -
      or 5[D]
    • example
  • c.SGGST Giovanna cS.pngGuard:
    All
    Startup:
    7
    Recovery:
    10
    Advantage:
    +3
    pressure
    • For Gio's c.S pressure it is best to Faultless Defense Instant block her c.S to make it more difficult to continue her turn.
    • Faultless Defense (FD) as a whole is good to push Gio out to force her to take more risks but the only moves that should be FD'd are c.S and 2S if possible.
  • 214KGGST Giovanna Sepultura.pngGuard:
    All
    Startup:
    13
    Recovery:
    20
    Advantage:
    -4
    ender
    • If you are able to Instant Block(IB) this move this puts you in a much better position to start you turn as Giovanna will be -4.
    • After blocking 214K Gio's most common options will be backdash, 623S, nothing, or restart pressure
    • This is not a great range for Jack-o after blocking and the odds are heavily weighted in Gio's favor in this situation unless the move is IB'd.


Goldlewis

Goldlewis Dickinson
(Very Favorable)
Play safe in neutral and force him into the corner.
Jack-O's best matchup by a long shot.
 
  • He really struggles to fight her pressure, more than most in the game, due to a poor selection of abares.
  • His peerlessly awful mobility makes him one of the least threatening in the game for zoning and when escaping blockstrings.
  • Jack-O's 6H is suddenly one of the most abusable anti-airs and neutral tools in the game for this matchup.
  • Despite how easy it is to win interactions, you need to win a lot more of them than he does. Fear every hit like it's a Touch of Death. This matchup can go very bad very fast if you get called out.

Notable Interactions

  • Defend Command negates Skyfish. Defend Command into itself can be used as a perpetual shield against Skyfish, with each parry restoring the cost of use and eventually leaving Jack-O' extremely plus. For whatever reason Defend Command can only be used twice with 1 servant, only fully negating Lv. 1 Skyfish. With 2 servants, you can use it 3 times to defeat a Lv. 2 Skyfish or 4 times to defeat a Lv. 3 Skyfish.
  • 6H hits far. While Jack-O's 6H is normally niche, Goldlewis is uniquely bad against it, tied for the furthest hit when standing (tier 4) and tied for the furthest hit when dashing (tier 2), making it easily defeat approaches. It's also extremely good at clashing with every Behemoth Typhoon making it control a substantial amount of space quite safely. Furthermore, due to Goldlewis' hideously low jumps, he can be trivially anti-aired by 6H from almost any range, making it a devastating strong neutral option.


Round Start

Round start is where the flow of the entire round gets decided. 5H and 2D cover so many options with high value, but both share a major weakness in Goldlewis' very safe 2K, which can be troublesome as literally any hit from him can result in an immediate knockdown which threatens the entire round. Ultimately it can be too risky to simply rely on a good read, where you benefit largely from his poor mobility by simply backing off, which he has severe difficulty threatening, and once he is committed to approaching he is easily disrupted by the aggressive round starts.

  • Backdash: Safe start. A good option given any move Goldlewis has will whiff, and besides 2K and 5K he is either punishable or very minus. If he uses 2K he is -5, giving you a decent opportunity to summon. Given Jack-O's is advantaged in the neutral here this is actually one of her best round starts and should be abused.
  • Immediate 5H: Oppressive and aggressive. This move destroys everything Goldlewis has that isn't 6P or 2K, while trading with f.S. He can't even jump or backdash out of the way, forcing him to commit to an option, otherwise allowing her to begin the round with him pushed back and her advantageous. Unfortunately the weakness to 2K is a little difficult to cover.
  • Immediate 2D: Oppressive #2. Similar to 5H, except countering 6P and f.S while being weak to 5K. It also allows jumps and backdash to be safe, but more importantly still doesn't cover 2K.
  • Delayed 5H or 2D: A check for 2K, by delaying a fraction both options defeat 2K. If delayed too much, some niche options will begin to work such as 684 BT, but these are really not a large threat. You may also use f.S as an easier but slightly weaker alternative.

Do not jump. His BTs can not only obliterate backjump j.D, but you also get virtually nothing off it compared to backdashing. Even with a whiffed 2K he has time to anti-air you, so try to rely on your mobility, not on jumps. Try to avoid relying on aggression, his hits score much more value than yours, even his 2K is quite punishing, and the neutral is a lot safer overall especially once you set up.


Defense and Punishes

  • Gold Burst: At Lv. 2 Security you can be frametrapped by Skyfish. He can also use this to set up the Thunderbird drone.
  • Skyfish in neutral: Scary but entirely unsafe, you have time to do a dash jump for distance, if holding a servant, release it, then do an airdash at the peak of the jump, this will give you enough distance to punish with j.H from 100% screen. If you really can't jump in time, you're usually best just normal blocking it, wiggling back and forth for a few free Instant Blocks. If you have 2 servants placed, you can easily use Defend Command to leave yourself very plus (potentially even punishing him if close enough) while wasting his Security Gauge.

Happy Chaos

Happy Chaos
(Very unfavorable)
Neutral is extremely difficult, and you must rush him down to win.
The gun is mightier than the familiar.
 
  • Chaos' gun invalidates any summoning in neutral, making zoning impossible.
  • Steady Aim zoning is extremely annoying, and Jack-O' is sub-par at combatting it, though far from the worst.
  • His 2S is the perfect foil to Jack-O's entire moveset, and neutral is largely based on how well you can deal with it.
  • Jack-O' has to essentially play rushdown without specials or good normals, until she can score any knockdown.
  • Once Chaos has been knocked down, he is one of the worst at escaping her pressure. Make it count.

Notable Interactions


  • Jack-O's 5H meterlessly punishes Scapegoat. Due to being an advancing multi-hit, if done close enough the 5H can proceed to punish Chaos even after the first hit was negated.
  • Fire ignores Defend Command. Despite being a literal gun, both variants of Fire do not count as projectiles and thus cannot be blocked by Defend Command.
  • Jack-O's j.D is always reaction punishable using Deus Ex Machina, or Fire. Even if the gun is not active you have enough time to ready the gun, allow it to focus slightly, and Fire, before she leaves Recovery. This makes Jack-O's j.D extremely risky in all situations, and generally not useful in the matchup.
  • Holding a servant prevents escape from Deux Ex Machina. After the animation, Deus Ex Machina hits on Frame 7, making it impossible for Jack-O' to safely drop a servant she is holding. In fact, attempting to do so gets Counter Hit for an additional 10% damage. This makes Deus Ex Machina naturally a very strong response to any use of holding a servant in neutral.
  • Cheer Servant On is unsafe. Normally Jack-O' can use the S version in neutral to set up, with some RPS, especially when holding a servant. Against Chaos this is not the case: she has zero options to launch a servant and hit Chaos before he can shoot her with Steady Aim, trading so favorably he can still oki with a guard crushing Steady Aim shot, giving him substantial room to disregard the servant. If Jack-O' is Cursed, he can shoot her before she even launches the servant with a long-range move like 236K or 6P. If Chaos doesn't wish to even deal with the servant, without the use of Curse, he can use Deus Ex Machina to eliminate the servant entirely, while restoring Bullets and stalling out the Cheer Servant On S buff.

Neutral


Don't even try to summon until you've got him locked down.

Generally Neutral functions as a rushdown-zoner style. Chaos' 2S is oppressive for footsies, while any and all setups to attempt zoning automatically lose to Chaos' Steady Aim. As a result, Jack-O' has to rely on her comparatively bad normals in an extremely honest neutral, with the goal of landing a single hit, or generating enough Tension to force pressure on block. Once she has that knockdown, her gameplan smooths out as Chaos struggles to deal with her pressure, and she is a specialist at locking him into a corner where he is notably weak, but until then she is working with objectively worse tools.

  • Chaos' 2S is oppressive. The move is fast, long-range, low-hitting, low-profile, a disjoint, combos on hit, and leads into pressure on block. This move is the perfect counter to Jack-O's moveset. Your best counterplay is to fight from the ground and play into footsies with well-spaced f.S, which is barely longer range but much slower overall. Any other move either loses outright, is far too committal, or simply lacks the range. Stay outside of 2S range and play cautious, you cannot afford to whiff slow moves needlessly. If Chaos is being greedy or allowing you to approach, 5H and 2D can offer aggressive tools, but do not rely on these to combat his neutral. Whiff punishing 2S is only barely possible with 5H due to its speed and range, but a strong Chaos can use a well-timed Fire to stop you even trying. Your success is going to largely hinge on how well can you navigate it.
  • Fire invalidates summons in neutral. Summoning in neutral is practically useless, aside from the risks of being hit, you also cannot block a single bullet or you lose the summon. There is no way to launch a servant safely without being hit, and from any range Chaos can enter Steady Aim to shut down these attempts. Because Fire disregards range, this makes zoning virtually impossible. Conversely, if you somehow can land a servant on Chaos you will win the neutral extremely quickly and it is hugely advantageous, but chances are you won't be getting this opportunity to begin with, as even reacting to his Focus won't give you enough time to hit him with a servant. Some pressure might allow you establish servants onto the field, at which point summoning is more practical, but this is no longer 'neutral'.
  • Avoid jumps. Normally Jack-O' runs an impressive assortment of options from the air, here this is pretty dangerous, aside from being unable to summon to exploit servant options, her j.D is pretty atrocious, being reaction-punishable from any position. The only purpose to jump in neutral is to either call out Scapegoat, or for a jump-in mixup of sorts, but this is notably risky for not much reward, especially if a Chaos knows to watch for any air movement.
  • Any knockdown is a jackpot. Chaos has poor defenses against Jack-O's pressure. Given how oppressive neutral is, even the slightest opportunity to set up swings the round in Jack-O's favor. You do not need to play perfect, you just need to ensure you can land a knockdown to set up. This massively increases the value of simple pokes, like f.S and 5H. Once knocked down, Chaos can't use his gun for threat of Attack Command from a nearby servant, and his servant cancels are mediocre at best.
  • Burst is no victory. Usually Jack-O' can abuse Burst to set up in neutral, using setups like Burst > 236[P] > 236236S > 236K*, but in this case you cannot, Chaos can on-reaction punish these kind of setups trivially easily, unless you wish to burn Burst and 100% Tension to PRC after hitting the servant. You have to respect the reset into neutral. If you wish to use Burst to your advantage, try to place Chaos as close to the corner as possible, to allow you to reset pressure directly or at least limit his options.

Round Start


While not particularly high risk, round start is a difficult interaction to win, largely based on how well you can reaction punish. You are spaced perfectly for Chaos' 2S to hit any move, and it defeats or trades with any attack, and he has a myriad of alternative options including to jump, back off with Curse or Scapegoat, or approach with 6S. The optimal counter to this requires you to back off slightly and react from there, at which point many of Chaos' best round starts become fairly weak, but means completely surrendering space and allowing the Chaos to make the first move.

  • Micro backwalk > Micro dash: Your safest and best round start but very difficult to use. If Chaos uses 2S he will whiff, and you have barely enough time to react and whiff punish using f.S. If Chaos uses Curse, you have barely enough time to react and dash more forward into 5H. If Chaos uses 6S you will block, unless he times to catch the dash. If Chaos jumps forward into j.S you can anti-air with 6P. Otherwise, you are mostly safe in neutral, while limiting Chaos' responses. This is entirely hinged on your reactions, however, making it very difficult. Thankfully, even if you're too slow he will have to block from most responses, giving you at least some options against him.
  • Immediate 5H: A counter to 6S, comboing for good reward off round start. If Chaos uses 2S you will trade, leaving you +6 but at significant distance, making it the safest counter-measure to 6S. This also generally deals with most of Chaos' delay options. If Chaos jumps forward you can anti-air with a 5P, assuming he does not j.D.
  • Instant Airdash: A counter to Scapegoat. If Chaos uses Scapegoat, you can counter hit with j.S. If Chaos uses 2S or Curse you can attempt to attack, however depending on his reactions he still has time to block or even 6P you, making this slightly unsafe. The IAD will immediately lose to 6S and unfortunately doesn't punish Curse, and if he jumps forward he can Air Throw or j.P the airdash. This is generally not a very safe option, but is your only true answer to round start Scapegoat. Thankfully, this is not a very desirable round start option for him, so you will not need to commit to this very often.


Pressure


Mercifully, if you can set up pressure, you will find this particularly smooth sailing. Chaos has the worst defense in the game against Jack-O': lacking any invincible moves, a slow 2P and 2K, and a deceptively stubby 5K, he doesn't bring much in general. That said he has some of the highest conversion off jabs in the game, and being pushed back to neutral could be a death sentence, so while he is the easiest to pressure you must make sure he doesn't get an opportunity to use these options.

  • Wallbreak could be the end. Chaos is oppressive in neutral at the best of times, while having awful defensive tools. Jack-O' normally wishes to hold the corner, but here it is essential to defeating Chaos. Reset combos into pressure and don't allow him reprieve. Even if you have to burn meter to hold the corner, it is probably the right call. To that end, try to be mindful of not allowing the Chaos to get hit by high wall damaging movesDust and Attack Command deal 700 Wall Damage as opposed to the standard 300., such as confirming into a reset from 2K > 2D. Be considerate that Throw generates a staggering amount of Wall Damage, and can cause wallbreaks almost instantly if they get hit shortly after. If you do wallbreak and have meter to spare, it is extremely strong to abuse Drift BRC to close the gap and break through neutral.
  • No reversal, no worry. Similar to Zato, Chaos lacks any invincible moves, period. This means no matter how good his tension gain is the strongest tool he has is only YRC. Jack-O' can abuse this and implement larger gaps in pressureallowing more frametraps, but also helps throws become harder to fuzzy, and slightly stalls for Servant Gauge., play aggressive even when Chaos has 50% Tension, and prolong her pressure much more freely.
  • Safe but unrewarding 236K RPS. Chaos' options after blocked 236K are mediocre. His movement speed is poor and his moves cover little space making it not too difficult to be at a safe spacing, and with a total lack of invincible reversals there's very little stopping the 236K cancel. Unfortunately Chaos also has an extremely safe counterplay with Curse into Steady Aim or reaction anti-air a jump forward. This is surprisingly fast and will stop Jack-O' in her tracks from any route, except for an extremely hard callout of running forward with an attack. Neither side is at high risk, but Jack-O' is inevitably on the losing end as this usually resets into Chaos' zoning.
  • Spacing-dependant abares in 236K* pressure loop. Unlike most, Chaos has severe spacing dependency against the Servant Shoot pressure loop. His best abares, 5K and 2S, are both very spacing-dependent, with a major gap between those that cannot be abared at all. This makes it extremely important for the Chaos to minimize or maximize the pushback. He can counter 236& > 236[P] > 214K by using 2K to low profile the servant and be +3, but it still isn't a guaranteed to punish as Jack-O' has further options after it. One strength he has is even after blocking a servant he can directly call out a Throw Servant reset with 2S or 2D, giving him more options elsewhere in the string.
  • Servants in neutral lock Chaos down. Chaos has deceptively stubby options, making it more difficult to remove servants. Furthermore, the threat of Attack Command makes his gun completely unusable. Even if he could hit them easily, his cancel options are mediocre at best, with Curse and Scapegoat making no particular threat and backing off, and his other cancels give nothing of interest. It's reasonable to say if Chaos is forced to respect a servant, it very quickly wins the neutral on its own. Unfortunately, landing one at all is difficult, and will have to arrive from other situations such as a soft knockdown from an f.S.

Defense and Punishes


Jack-O' isn't particularly bad against Chaos' pressure like some others, but she is sub-par in a few aspects. Most of your defense against Chaos is fairly universal, with the exclusion of Jack-O's invincible Overdrive being unable to hit airborne, but does hit on crossup. She is also a bit slower against zoning.

  • Steady Aim zoning: If you block Chaos' Steady Aim as a Guard Crush, he can loop into another Guard Crush shot as a 5 frame gap from any distance without expending a bullet, or truly gapless if he uses a fast shot. For Jack-O' there is no character-specific gimmicks. Her only unique trait is her notably bad dash speed makes it take longer to get through the zoning than most. If you hard read he will approach to continue pressure with 2S, you can use a pre-emptive f.S as this outranges--but be extremely cautious as this will immediately lose to another shot and can even be punished if he did Focus into another Steady Aim shot while you are CursedDue to how fast he can cancel, the extremely long blockstun of Guard Crush shots, and how fast he can fire from Curse, there is only a 22F gap here, thus punishing the 32F duration of f.S.
    GGST Jack-O Matchup Chaos Defense.gif
    . If you wish to attack aggressively, such as Chaos using Focus nearby, 5H is your fastest and strongest option overall, particularly for the range it covers.
  • Midscreen pressure: Standard routing like 5K > (6K or 6S) > ]H[ is as-expected: you can Throw punish the 6K, and you can 6P the 6S. You cannot 2K under the 6S in this pressure. Unfortunately, Chaos has the option to do jump cancels into either j.S or IAD j.D for overhead options while being entirely safe from Forever Elysion Driver. Similarly, she cannot use Forever Elysion Driver to challenge j.2K, while 2S or 6P can be shut down by Fire. However, Forever Elysion Driver, even late, will work against Chaos' Roll, as it hits extremely far to crossups. Overall, Jack-O's Overdrive is easier to safely pressure against, but Chaos has a higher risk in using crossups.
  • Corner pressure: Mostly standard, very little unique. Jack-O' lacks a meterless invincible reversal, and has no unique abares and punishes. Thanks to her fast backdash, if you happen to backdash a shot from Steady Aim you will be +1 to +5 (assuming fastest reload cancel), making it guaranteed you will be advantaged to abare. Otherwise, try to learn the universal counterplay.

I-No

I-No
(Average)
 
  • WIP

Jack-O' (Mirror)

Jack-O'
(Average)
Mirror match
The one mirror match that can actually happen in canon.
 
  • Oldest Servant wins
  • Defend Command guard crush kills servants
  • Zoning favors the initiator
  • Jack-O' is fairly bad at handling her own corner pressure loops
  • FED must be kept in mind which makes TK servant shoot(j.236K) strong for oki

Notable Interactions

  • Oldest Servant wins. If two servants are launched at each-other, the one that was summoned first will win. This is irrespective of their actual duration and is solely based on when it was summoned. This is a completely unique mechanic to the Jack-O' mirror match.
  • Defend Command kills servants, this still classes as a 'hit', so Jack-O' loses her servants. However, a servant being thrown into Defend Command doesn't actually harm the servant.
  • 2D is a strong grounded low-profile, it can only lose to 2K, idle-height Attack Command, idle-height Defend Command, or a hilariously well-timed 2H. Everything else is low profiled, expect 2P which is a losing trade, and Servant Shoot which is a trade but slower than 2D. Amusingly, even a late-timed 2D trades into itself perfectly.


Neutral

Jack-O' has ironically bad neutral at tackling herself.

  • She continues to struggle with advancing low profiles, and 2D is no different. It low-profiles her entire kit while matching the speed of 5H (and still crushing it if the 5H was too early). Her only realistic moves to actually defeat 2D are 2K, a short servant bounceAchieved by hitting servants with 5P, 2P, or 5K., Defend Command, or Attack Command. While blocking a 2D is a favorable position, you will lose any prior set-up for blocking, and getting through the 236K frametrap and subsequent RPS with her sub-par options for low reward means it's probably better to force whiffs where possible. This leads into promoting more air mobility, as 2D naturally fails to any jump positions, especially with held servants. This could be challenged with moves like 5H and 6H, but they are a lesser threat and generally forces the opponent to stop advancing with 2D carelessly. If they pre-empt with those options, naturally, your own 2D can Counter Hit them. Conversely, you can rely on close-range servants, as short bounces and Defend Command are very fast and very safe, but you may lose opportunities if the opponent steps back out of range.
  • Zoning favors the initiator. In a completely unique matchup-specific interaction, the first person to summon a servant will always have their servant survive if they both clash (e.g. from Throw Servant). This means the first to commit to the zoning option has a natural advantage. This often creates a snowball effect as the first to launch the servant will make the opponent block or anti-air it, which means they are also the first to summon again. Generally, if zoning is about to happen, you want to always be the first to summon, even if not the first to launch the servant, placing a huge value on simply summoning in the neutral, even if you do not use it immediately (even if you pick up a servant later, it still retains that priority!). This also means once you lose a zoning interaction you need to break it up, usually by approaching at an angle they haven't covered.
  • When attacking servants, Jack-O' has bad cancels, this makes a lot of zoning quite nasty since she really hasn't got good options to work with. Even Servant Shoot and 2P manages to only trade with a run in 2D, and that's on prediction; though Servant Shoot does reset to neutral, which is nice. She can use Summon Servant Hold (236[P]) to retreat out of range, but with similar risk to her 236K RPS. Generally speaking, Jack-O' is not fond of heavily using 5P against thrown servants unless she is absolutely safe to do so. As a weird alternative, if she can 5K a servant she receives more options, including 2D, 6H, and jump cancels, but this is much less reliable.
  • Predictive anti-airs are easy, thanks to air Throw Servant and 6H hitting so high so easily. Jack-O's j.D is still extremely unsafe, and any air options using Release Servant causes a lot of stall in the air, usually being hit by air-to-airs and large anti-airs very well. Unfortunately, these options still offer low reward, but in this matchup you'll be grateful you're not the one being pressured. That said, it's worth trying to avoid allowing air options to act safely: even blocking a j.D presents huge problems as being even slightly minus means you will lose a zoning battle.

Generally 2D is a very centralizing tool, your defense is largely hinged on your ability to interrupt, punish, and avoid it. Once you get out of 2D range, the matchup becomes very zoning-driven usually deciding a winner before a servant has even been thrown.


Round Start

2D is an incredibly dominant attack especially at round start range, however its best check, 2K, is so safe as to make 2D weak. 2K is extremely hard to punish, often requiring opening yourself up to a very powerful callout if you attempt to. Jumping forward is a good way to mitigate some of the risks while being favorable to the grounded round starts, but it doesn't entirely remove this relationship of a very safe option versus a good punish with a very damaging callout. If all else fails, jumping back with j.D is extremely un-committal and safe to all but hard callouts.

  • Immediate 2K: an extremely safe opening for the matchup. The recovery has enough time to 2S against any IAD openings, it safely checks run up approaches, 5H, 2D, and even low profiles f.S. The biggest weakness is a punish from a delayed 2D, but this is risky for the opponent in other ways and won't score a combo. In the event of a clash, you lose the option to jump, but retain the same round start behaviors otherwise.
  • Immediate 2D: your best check to punish a delayed 2D, scoring a Counter Hit combo. It will still defeat 5H and f.S, and any jump option will not be able to punish its recovery. If the opponent uses 2K you will be knocked down into okizeme, but otherwise this move is hard to punish.
  • Delayed 2D: Your best punish to 2K, and still manages to be fairly safe overall.
  • Jump Forward: General counter strategy. If you see the 2D you can punish it with j.S. Otherwise, you can cover against 2K's options with a delayed j.D. Both are fairly low reward, but are notably low-risk against the dominant round start options. Be mindful if both players jump forward, you will likely need to Air Throw. If you wish to call out the jump, you can use a rising j.K and score a fairly large combo.
  • Back jump j.D: the safety option. Backwards j.D avoids 2K and 2D. While it can be countered easily if called out, it is surprisingly hard to do so without prediction: jumping forward and reacting with an airdash j.S (IAD Throw will whiff) is tight, and done too slowly can let them air throw your airdash. Whiffing 2K into a well-timed dash-up 2D can catch the landing but they have time to air backdash over it. The biggest drawback of this route is the total lack of value it offers on a good read, and is purely a safe way to open the round. The strongest callout is to run under and anti-air with c.S.


Pressure

Pressure is fairly standard for the most part, but some aspects really allow pressure to be hard to punish. Jack-O' lacks a DP, and her abares are nothing too special, allowing you to use the full kit fairly uninhibited. Furthermore, her best abares are never getting extra reward from Counter Hit, which is a hell of a lot safer to deal with than most characters.

  • Sandwich Charged Dust is safe, Jack-O's got surprisingly bad punishes at far range. Particularly, c.S&(Whiff) > 5[D] is not only a strong frametrap, but Jack-O' cannot even punish this on block. She can do 5K, but it can't combo into 2D due to the pushback spacing so far, making it trivial. Instant Blocking is pretty much required to punish this on block, but you're probably more concerned with the Throw or Backdash options.
  • TK Servant Shoot blockstring has a purpose now, Forever Elysion Driver continues to impress, as corner blockstrings with c.S > TK 236K > j.214K > j.S is totally safe from FED, making it useful as a way to continue pressure while checking for a super reversal. Could also be used in basic c.S and 5K pressure, albeit with weaker outcomes.
  • Corner Servant Shoot pressure loops are strong, while not unique to this matchup, Jack-O' is fairly bad at handling her own corner pressure loops. She has no direct punish to Attack Command cancelling, her only 6P cancel is spacing dependant, and in the standard loop she cannot punish Throw Servant or a 2D follow-up, making her pretty reliant on your universal options. Not the worst, but very subpar.
  • Trivial safejumps, contrary to popular belief you can still use universal safejumps against Forever Elysion Driver, by simply delaying your follow-up move to after Frame 10. You can also apply new pressure as safejumps, as any move that remains airborne for at least 11 frames from okizeme will be completely safe, this makes a lot of pressure completely viable even if the opponent has 50% Tension. Do note if you wish to jump in after a super wallbreak, you will need to delay slightly or use a high jump, otherwise you will land exactly as FED becomes active.


Defense and Punishes

  • 236K RPS: Jack-O' is particularly weak at covering multiple routes. Generally speaking, running forward immediately is the safest option. If the opponent jumps back, you can use 2S to anti-air most of their options, where airgrabbing is liable to fail if they delay a j.S slightly. If they ran away, you're going to struggle to catch them due to Jack-O's slow dash speed, and reversal 5H only works from a point-blank 2D > 236K, so it may be best to instead summon and play into the neutral from there. Jump forward is particularly hard to catch, with the most reliable punish being a j.K.
  • Corner 236K* loops: (See also: Strategy#Corner Pressure) Less options than most but still workable. Against 236K& > 236[P] > 236K* you can abare with 5K or an IAD j.H if the spacing allows a jump out. Against 236K& > 236[P] > 214K you can 6P the servant and cancel into 236K or 632146P to defeat follow-ups. If you stay blocking, you can also 6P the Throw Servant to defeat a reset into c.S, but be warned you will be Counter Hit if they choose to use 2D.
  • Cheer H loops: (See also: Strategy#Corner Pressure) As usual, the best counterplay is to always maintain at least 50% Tension during defense, as this will allow you to YRC out of the pressure loop and waste her meter. If not possible, use what meter you have to FD block the pressure, especially the strikes and not the Attack Commands to be most efficient. Be mindful of how the string begins, if she cancelled off a Lv 3 strike or lower, such as Servant Shoot, she is only +1 at most and you can likely abare with 2P or jump out. Off 2H, 5H, 6H(1), or a servant bounce, you are too minus to escape her K normals, but if she was pushed out of range you may be able to jump out.
  • FED Whiff: If you jump this you have time to land and still land a punish c.S into your preferred combo. Backdashing does not score any better reward for you. If she whiffed without you jumping, you can also punish with a Charged Dust.
  • Blocked 5H: Jack-O's 5H is only -6 if she doesn't summon cancel. She is able to frametrap with a delayed 236K leading in the standard 236K RPS, and on summon cancels she is fairly difficult to punish (refer to 236K RPS). If she does not cancel immediately and you do not expect the frametrap, you should punish with 5P, anything slower is subject to being punished by a linked Forever Elysion Driver. There is a timing where cancels will be too late to avoid 5P allowing you to essentially react and punish so long as you input early enough.

Ky

Ky Kiske
(unfavorable)
 
  • Kys strong normals and projectiles can make the match difficult
  • WIP

Pressure


  • Vapor Thrust is a trivial threat: While Ky comes equipped with a DP, it is by far the most irrelevant in the game for Jack-O', as not only is it slower, it is also low-profiled by both 2K and 2D. This means if Jack-O' wishes to continue pressure while checking for a DP she can simply spend 1 bar of Servant Gauge with 2K > 2D > 214K, continuing pressure while absolutely safe. If Ky uses Vapor Thrust, he will whiff and be punishable. It's so slow, in fact, if you use 5K with dash momentum, you can functionally Tick Throw his DP, despite how minus you normally would be.
  • Stun Dipper RRC crushes corner pressure: For much of Jack-O's pressure, Stun Dipper is uniquely good at abare, to the extent of being functionally his DP in some scenarios. This includes challenging both Servant Shoot and Attack Command after 236K* > 236[P] in the corner, while punishing a 236P reset, or even choosing to not cancel, instead requiring unique callouts such as to jump, run backwards (ending her pressure immediately), or use a Pick Up Whiff route such as 236K* > ns.2P (Whiff) > (2D or 5H) route (note it still defeats 2H and run-up Throw), but this is highly spacing sensitive. A lot of the spacings for corner pressure will make Stun Dipper fail to combo, requring an RRC, but in comparison to Ride The Lightning, he doesn't need to commit 50% Tension until confirming the hit, making it more efficient in these instances.
Some lighter okizeme also fails due to Stun Dipper, such as 236K > 236[P] > hs.6X, where it low profiles the servant, forcing less effective servant okizeme to counteract it. Jump cancelling into TK 236K will also whiff reversal Stun Dipper.


Defense and Punishes


  • Blockstring RPS: Unfortunately, both Dire Eclat and Stun Edge are always safe due to immense pushback and decent on-block frames respectively, regardless of Shock State, making it virtually impossible to punish any practical blockstring without an Instant Block. Instead she has pseudo-RPS to contend with. Jack-O's 2D and Ky's Stun Dipper are very versatile, covering any attack from the opponent, and trade with each-other (to Jack-O's advantage). But both options are exremely poor on block, especially as at many Dire Eclat spacings, a 236K cancel will naturally whiff off a blocked 2D, making Jack-O' very exposed. Ky's Backdash does lose to a dash f.S, and done correctly this dash actually makes Stun Dipper blockable on hit, but this is also risky due to
Dire Eclat Matrix
Option Ky's Dire Eclat RPS
236K Block Backdash 6P¹
2D Trade (HKD) Unsafe Punished Counters
Block Punish Neutral Neutral Whiff Punish
Dash f.S Punish² Safe Punish Punished
¹ Can use other moves like 2S if Shock State was applied.
² Can block 236K(2) after being hit.

Leo

Leo Whitefang
(Average)
 
  • Some of Leo's crossups can be hit by FED
  • He has a hard time dealing with zoning once you get started
  • WIP

May

May
(Average)
 
  • WIP

Notable Interactions

  • Dolphins penetrate unarmoured Servants: Every version of May's Mr. Dolphin will go through servants, only barely slowing down when hitting them, allowing her to essentially attack through them. However, if a Servant is under the effects of Cheer Servant On S, May will instead immediately bounce off them and stop moving.

Millia

Millia Rage
(Average)
 
  • Jack-o should be using 2S frequently in neutral to make millia consider her options
  • Millia has a much better air game than jack-o so challenge her in the air is unadvised.
  • Millia's mixup is potent and due to Jack-o's low life makes it even stronger against Jack-o

Nagoriyuki

Nagoriyuki
(Very unfavorable)
His Blood Gauge is your lifeline
Be grateful servants don't have blood
 
  • When Nagoriyuki's Blood Gauge is high, he has little to no answers to defeat Jack-O's zoning without entering Blood Rage.
  • When Nagoriyuki's Blood Gauge is low, zoning becomes incredibly hazardous and liable to be severely punished.
  • Round start is extremely Nagoriyuki favoured due to how oppressive his 623H is.
  • When Nagoriyuki has 50% Tension, Jack-O's 2D in neutral is a death sentence on block.

Notable Interactions


  • Servants give cancels, but not blood. While this allows Nagoriyuki to perform some strong options such as f.S in neutral and Fukyo out, he cannot regain blood from them, and must still hit Jack-O' herself.
  • 2D RPS collapses to Wasureyuki. Normally Jack-O's 2D on block can cancel into 236K for a frametrap or a wide variety of escape routes and callouts with 236[P]. Unfortunately, Nagoriyuki's invincible Overdrive, Wasureyuki (632146S) defeats all of them. It defeats frametrapping, it is too big to run from, too tall to jump out of, too fast to block, and ignores Defend Command. Normally 2D > 236[P] > 632146P is an option that on-reaction punishes dangerous Overdrives, if Jack-O' has meter. Unfortunately, Nagoriyuki's will hit the previously held servant and has immunity during active frames, meaning it will invuln through FED entirely and still punish. The only viable solutions are to RRC or PRC the 2D on prediction (wasting 50% meter if you are wrong), or do not cancel 2D at all and cancel into FED on-reaction (leaving you -19 and extremely exposed), and neither is possible without 50% Tension.

RPS Positions


Round Start
This will be how most of your round starts will look

Primary Threats: ShizuriukiGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7
, KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
, and Backdash 214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3

Primary Options: Crouch Block, Backdash, and f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9

Round Start Matrix
Option Nagoiyuki's Round Start
623H Backdash 214H 214H 236S dl 6K 6P 2S 5K
Block Safe Safe Safe Safe Safe Whiff punish Safe Whiff punish
Backdash Situational Whiff punish Punished [2] Safe Whiff punish Neutral (+13) Neutral (+12) Neutral (+2)
f.S Punished [3] Safe Counters Counters Counters Punished [4] Counters Punished [4]
2D Trades Punished [3] Counters Counters Counters Counters Counters Counters
Backwalk 5H Situational Punished [5] Punished [5] Punished [4] Punished [4] Whiff punish Punished [3] Opponent safe
Microdash 2K Hit Safe Hit Hit Punished [3] Hit Hit Whiff (-5?)

Brutally hazardous and centralizing on Nagoriyuki's ShizuriukiGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7
, as this will defeat virtually any option, and its biggest callouts are weak and risky at best. Blocking is one of your best moves, as there is very little else you can do, and at least it forces him to spend Blood Gauge. Once Nagoriyuki starts going for stronger round starts against block or backdash (like 2S and 214H respectively), you can begin to use other options to challenge this, with the best being f.S and 2D, both for their excellent coverage, but also trading with Shizuriyuki for less punishment on a bad readf.S: Nagoriyuki can do f.SS > 236K > 236K and still be able to meaty c.S.

2D: Nagoriuki is +20, allowing a meaty f.S, 214H, or use 236K > Throw to hit on Frame 7.
. Nagoriyuki also holds the choice to backdash, while seemingly unthreatening he can 214H and combo you extremely quickly, and use this backdash to examine your behavior at zero cost. Ultimately Jack-O' is either disadvantaged or taking a risk at being comboed for the majority of her health, while the ideal outcomes only reward a soft knockdown into basic midscreen pressure.

In addition to standard round starts, a very precise microdash 2K works as a low reward but universal check similar to Faust's 2P. Done correctly, this can defeat or trade evenly with other options, and being safe against Backdash 214H. Aside from its executional difficulty, this round start also has awful reward as it cannot combo into 2D, leaving you -2 on hit. This gives you the threat of a frametrap 2D, but you're still in a bad spacing. Additionally, the small amount of Tension given to Nagoriyuki would allow him to FD block the 2D making it even more risky if he understands the option. This option is a difficult check, but nothing more.

Post-Wallbreak
Shizuriyuki might be weakened, but now you have to contest with 2S at its optimal spacing.

Primary Threats: 2SNo results, KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
, and Backwalk

Primary Options: Backwalk, Backwalk 5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
, f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9

Post-wallbreak Matrix
Jack-O's Option Nagoiyuki's Post-Wallbreak
2S 214H Backwalk 623H 6K 2H 66.BRC 632146S
Backwalk Opponent safe Block Neutral Situational Neutral Whiff punish RPS Whiff punish
f.S Punished [4] Counters Neutral Punished [5] Counters Counters Punished [4] Punished [4]
2D Punished [4] Counters Punished [4] Punished [5] Counters Counters Punished [3] Punished [4]
Walk 2D Punished [4] Punished [5] Punished [4] Counters Punished [4] Counters Punished [3] Punished [4]
Backwalk 5H Punishes Punished [5] Punished [4] Situational Punishes Punished [4] Punished [3] Punished [4]
66.BRC Counters Counters RPS Counters Counters Counters RPS Block
Drift BRC Punishes
Nagoiyuki's Option Punish Notes
5K 6P Assumes you BRC frame perfectly. Any slower and you can do a microdash c.S whiff punish.
2S 6H Counter Hit.
2H Microdash c.S Counter Hit. 6H if you wish to avoid microdashing.
6K c.S Counter Hit.
Kamuriyuki (214H) c.S Counter Hit.
Shizuriyuki (623H) Throw Must begin BRC with tight timing, otherwise block.
Wasureyuki (632146S) Block Cannot make it whiff. This move is extremely subtle on startup, be extra careful if you cannot identify the move.
Backdash 2D

Much safer than Round Start, with a lot more ways to simply return to neutral and a generally lower threat of combos, especially if Nagoriyuki's Blood Gauge is already high. Unfortunately, still centralized, as Nagoriyuki's 2S covers the range perfectly and even on whiff is not reaction punishable. Depending on the current game status, you may simply wish to back off, allow the neutral position to occur, and play from there. If the Nagoriyuki is belligerent in forcing the offense, you have solid counterplay with f.S or 2D, where 2D is more rewarding but whiffs if Nagoriyuki backs off. Similar to before, a backwalk 5H can work as a callout to his dominant option, and thankfully 2S lacks a whiff rekka making this more reliable, Depending on the meter situation, you can also take full advantage of Drift BRC with good timing, as this will challenge anything he does, he simply lacks a good counterplay to it besides entirely respecting the option.

As a layer 2 counter, an extremely short forward walk before the 2D will defeat all of Nagoriyuki's best non-primary options, but loses to all primary options. It is a strong callout, but entirely reliant on Nagoriyuki to expose himself to it, and is likely not worth the risk without heavy conditioning or awareness for the Nagoriyuki.


Corner Throw Clash

Work in progress

Neutral


  • Zoning is not sustainable, but stalling is, the only time Jack-O' can be said to be safe is at 100% screen, but at this range she also lacks any meaningful options, and if Jack-O' sits too passively Nagoriyuki simply regains blood, and will start approaching. Jack-O' cannot rely on keepaway, his options are too fast and too dangerous, while Jack-O's reward on good reads will be pitiful. However, she can disrupt his options and abuse his blood gauge. ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuard:
    Mid
    Startup:
    18
    Recovery:
    Total 39
    Advantage:
    +5
    cannot combo against jumps and a good jump prevents his pressure while forcing him to waste over 44%Zarameyuki: 43.2 Blood
    Fukyo: 90 Blood
    Total blood: 133.2 / 300
    of his Blood Gauge. His Fukyo is easily caught by any bounced servantsGGST Jack-O Matchup Nagoriyuki TT1.gif, and all of his strong mid-range tools force him to begin pressure with significant blood spent. To force these, you will likely need to play into the mid to far-range, and use some zoning options to encourage aggression, but you do not need to make large commitments to make it expensive for him to abuse these options.
  • The air is lava.
    Space this correctly, or die. Don't forget the blood level.
    Further to the poor zoning, you also cannot waste your time in the air needlessly. Nagoriyuki's impressive anti-air tools are, while slow, a perfect fit for dealing with Jack-O's long range options such as j.D, launching servants with j.K and j.H, and air Throw Servant. Specifically his 2H covers the space Jack-O' normally likes to zone from. Getting any closer is not much better. Furthermore he has no particular concerns using 5P or 6P against airborne servants, due to his extremely good cancel options. Counter-intuitively, even Nagoriyuki's 5H can be an extremely powerful anti-air as when it hits a servant the active frames will defeat any jump-in except j.P, effectively lowering the range and strength of Jack-O's potential jump-ins. If you do wish to use jump options, it is vital to consider spacing from his 2H, which means careful attention to his Blood Level. Backjumping is also invaluable for backing off out of this range when you make these commitments.
  • When attacking servants, Nagoriyuki is slow but not disarmed.
    Don't be fooled, while his recovery will be absolutely enormous, by the time you airdash over he can already cancel.
    Off servants Nagoriyuki retains access to a fast disjoint and anti-air 623H, a command backdash 214K, an advancing low profile command dash 236K, a low-crushing 214H, and a full-screen projectile 236S making him entirely empowered to fight against all options you might use, alongside the natural 6K low crush gatling. However, almost all of these options cost blood, if Nagoriyuki does not wish to spend any blood, he will have no special cancels. In addition, many of Nagoruyki's best moves in neutral have an unusually high tendency to hit servants in neutral thanks to their huge range, such as f.S, 5H, and 2H, which are slowed extremely heavily, usually giving Jack-O' time to threaten with thrown servants or trivially whiff punish.
  • You're bringing children to a sword fight. While zoning is poor, the mid-range is bad too. Nagoriyuki's moveset generally outpace Jack-O's, even at Blood Level 1. This isn't helped that Jack-O's 2D low profiles nothing except 6P and 2H, giving her very few strong aggressive tools that could defeat 5H except airdashing in with j.P. This also makes summoning dangerous, as you will often be extremely punishable while setting up servants, and the price of being hit is the vast majority of your health, so be extremely cautious. However, once you do summon, it's a whole other process to get them to Nagoriyuki without being hit, where you can replace jump-ins with Throw Servant to get above most of his tools, and allow Jack-O's pressure to begin, but you will likely need to do this from outside 5H range, lest you get hit.
  • The shield is mightier than the sword. The lesser used Defend Command is very useful in neutral, not only can it parry Nagoriyuki from any range of 5H and 2H, it can disrupt every blood move, which can not only allow Jack-O' to approach from any range to avoid neutral interactions, but imposes the full blood cost, with none of the blood from you blocking it.
  • The blood gauge is your win condition, as mentioned throughout, the absolute saving grace of this matchup is the Blood Gauge. While his options in every situation is overwhelmingly strong, for every situation he doesn't have to commit he is having to spend a resource. When he is high blood, Nagoriyuki's options are pretty limited, as he lacks easy access to movement or strong cancels, this makes his defense against servants poor and only supported by his 5H, while Jack-O' has the capability to shut it down entirely on her approaches. When he reaches Blood Level 3 it is very realistic to push Nagoriyuki into the corner to begin pressure, while his abares simply do not threaten you as he cannot do a strong combo when the blood gauge is too high. This is also very easily exploitable by using Burst at a high blood level, pushing him towards the corner while too far to stop her setting this up from full-screen. This is what your gameplan relies upon, his options are strong, but if you can force him to waste the Blood Gauge needlessly he will eventually run out of options and be forced to surrender the neutral to Jack-O'.

Pressure


This is just about the worst possible position you could be in...
  • Dangerous meterless 236K RPS: Nagoriyuki can check most routes using KimuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuard:
    Mid
    Startup:
    14
    Recovery:
    17
    Advantage:
    -3
    : if Jack-O' runs away it will punish, if she jumps (in any direction) he can on-reaction anti-air afterwards. Its only weak to summoning for Defend Command, and 214P can at least block in time. Defend Command can still fail to ZaremeyukiGGST Nagoriyuki Zarameyuki1.pngGuard:
    Mid
    Startup:
    18
    Recovery:
    Total 39
    Advantage:
    +5
    and 5H, both of which can catch running away (5H only at Blood Lv. 3) but fail to jumps. Thankfully, Nagoriyuki lacks a solid option to catch both Defend Command and jumps, giving you at worst two options he has to choose between.
  • Suicidal on metered 2D RPS:. Nagoriyuki's invincible Overdrive, WasureyukiGGST Nagoriyuki Wasureyuki1.pngGuard:
    Mid
    Startup:
    7+(173 Flash)+2
    Recovery:
    54
    Advantage:
    -37
    is oppressively strong after blocking a 2D. It defeats frametrapping, it is too big to run from, too tall to jump out of, too fast to block, and ignores Defend Command. Normally cancelling into 236[P] allows using Forever Elysion Driver on-reaction to punish dangerous Overdrives. Unfortunately, Nagoriyuki's will hit the servant, extending its invulnerability. The only counterplay is to RRC or PRC the 2D on prediction (wasting 50% meter if you are wrong), or do not cancel 2D at all and cancel into FED on-reaction (leaving you -19 and extremely exposed), and neither is possible without 50% Tension.
  • Servant Shoot is better with Tiger Knee: Nagoriyuki's ZaremeyukiGGST Nagoriyuki Zarameyuki1.pngGuard:
    Mid
    Startup:
    18
    Recovery:
    Total 39
    Advantage:
    +5
    can hit and punish servant launches from full-screen, even comboing if he Fukyos with it. However, if you perform a TK Servant Shoot you will barely go above the attack. This can add some risky execution but when used successfully this turns potentially being combo'd into okizeme, into a chance to punish Nagoriyuki while causing him to gain a staggering amount of Blood Gauge, and maintaining servant pressure from any distance. This largely raises the bar on calling out and approaching Jack-O', giving her some room to do other things safely.
  • Faultless Defense strengthens your corner pressure: Nagoriyuki's abares are range-limited, with his only particularly good long-range abare being 2S. If he pushes you out during Servant Shoot pressure loops, he will have virtually no options, even 2S gets countered or loses in a trade unless at a very specific spacing, giving him very few options to exploit Faultless Defense to his advantage. So long as you remain within range of 6H and Shizuriyuki you will have a fairly normal pressure setplay, with the only notable traits being how high reward a successful abare is.
  • Blood Rage Deactivation in pressure If you combo or pressure Blood Raged Nagoriyuki for long enough to empty his Blood Gauge, he will deactive Blood Rage on Frame 1 out of wakeup, blockstun, or hitstun, assuming he is not blocking instantly. This means he functionally gets an Option Select against any non-gapless mixups and frametraps. A lot of Jack-O's okizeme can force mixups that hit Frame 1, which will not be stopped by this ability. However, do not attempt to use a gap for a risky mixup like Throw, he can simply see it happen.
You can functionally 'waste' this by opening any frametrap in pressure, as Nagoriyuki wouldn't be able to abare. Unless, he has 50% Tension, at which point if you do open a gap you must immediately respect his reversal super. One tech here is to land a move to hit Frame 1~2, then immediately Roman Cancel. If it hit, you get an RRC to extend pressure, if he uses super, you will instantly PRC and be able to block and punish. Without access to a Roman Cancel, you may just need to respect this option.
Given how much trouble this might give you, it can be better to just confirm into a strong combo and let the reset happen, since your pressure is functionally weakened in this state, but this largely depends on how much you can afford to play neutral again.

Defense and Punishes


Even if you Burst Nagoriyuki receives the full Blood Gauge cost of his moves.
  • Waste his Blood Gauge to win: Nagoriyuki's offense is largely hinged on the Blood Gauge. It determines his damage output, his pressure extensions, and so forth. Given how dangerous his pressure is, your primary goal on defense is to force Nagoriyuki into wasting that Blood Gauge as much as possible. To this end, focus heavily on evading the command grab: react to his Fukyo, and fuzzy jump from common Tick Throw positions like 5K, 2K, f.SS, and 214H. Forward Fukyo always leaves him minus. The two variants share similar animations, the difference is reactable, though difficult, however he is unlikely to back fukyo unless he can abuse 5H which requires Blood Level 2.
Faultless Defense will not prevent the vast majority of his frametraps, but it will make it impossible to land a Command Grab without Fukyo. Consider this at higher blood levels, as this forces Nagoriyuki into very few good options. To be efficient, try to avoid using Faultless Defense if you expect the next move to be c.S or f.S, as these do not threaten a tick throw.
While you may need to abare out of pressure to present threats for Nagoriyuki to frametrap with specials, do not do this lightly, you gain very little on defense, and you stand to lose the game off a good hit confirm. Try to minimise the chances of being hit, rather than maximising your threat against him.
  • Blood Rage defense: Nagoriyuki's Blood Rage is still a threat. The general approach is to simply FD block until it is over, because even his very minus attacks like 5H will be so far you cannot threaten him, and he can perform frametraps off 2S despite its huge range and speed. At close range, the pressure is not as bad, he will constantly push himself out and f.SS has poor cancels, making it hard to present a mixup threat. A strong Nagoriyuki will heavily stagger, and may use these gaps to simply walk forward, which may give opportunities to attack. If you do attack, spacing is very important. Between 2S staggers, your best punish is usually 2D, unless at more spacing where 5H becomes the best option. At the edge of 2S range (where it will push itself out of range) your only real option is an IAD on the assumption of a delayed 5H.
If he has 50% meter be very aware of him jumping, as a rising j.H will be a fast overhead, which can combo off RRC. Without it, he's very minus on rising hits, making it pretty unthreatening.
  • Burst out of pressure and combos late: Universal to Nagoriyuki matchups, if you Burst after he already used his specials, he will still incur the full Blood Gauge cost after Burst. This makes it extremely important to delay your use of Burst to after his specials in combos (though preferably before large normals like 2H and f.SSS}). Doing this at the right time essentially gives Jack-O' full control of neutral automatically.
  • Punishing Blood Rage: If you block Blood Rage you are only +7. At point blank you can c.S into an optimal combo, but with any spacing the best you can get is 5K > 2D, making it your priority to apply pressure. Thankfully you can safejump mixup against his Zansetsu, which may simply end the round there.
  • Punishing Bloodsucking Universe: Though unclear visually, if you jump this move you have time to land and Counter Hit c.S, in the corner a good read is to jump forward to side switch combo. If you fuzzy jump quite late, you do not have time to land and must instead use CH j.S. Paired with his weight, this leads to extremely poor combos even on sideswitch, but it's the best you get. If you backjumped from midscreen, you should be able to land j.S from high up in the jump, though also at substantially reduced reward. Backdashing, as usual, gives you more than enough time to begin an optimal Counter Hit punish.

Potemkin

Potemkin
(Favorable)
Zone him with a relentless barrage, but if he gets in you lose
Who would win, one giant man, or one hundred tiny children?
 
  • Must be patient and playing lame is the safest way to win
  • Staying airborne full screen is very strong and make sure to vary double jump and regular jump.
  • If pot does close the distance swapping to the other side of the screen is very easy with jack-o using hs.D > j.S/j.H air dash
  • WIP

Notable Interactions

  • Armor breaks to the many multi-hits. Armor absorbs only a single hit. Both 5H and j.H are multi-hit, any move that hits a servant is functionally a multi-hit, a launched servant into Attack Command is 2 hits, hitting more than one servant will deal multiple hits, and throwing a servant then following it up with a normal can defeat Hammer Fall. It is trivially easy for Potemkin's Hammer Fall and Slide Head to be defeated without needing to apply specific counterplay.
  • TK Servant Shoot launches while safe from Slide Head. By hitting a servant with TK Servant Shoot, Jack-O' is able to launch servants full-screen without committing to a jump, and without being vulnerable to Slide Head. This can even break Hammer Fall approaches, making it surprisingly safe to do so. This can easily extend pressure from a distance while shutting down Potemkin's best option to combat the zoning.
  • Forever Elysion Driver can punish Garuda Impact, unlike most supers. FED is not a strike (thus cannot clash) and has comparatively massive range, making it able to punish Garuda Impact even from its maximum range. Due to Garuda Impact being extremely reactable, Jack-O' can buffer FED off any wakeup and reaction punish Garuda Impact on okizeme.
  • Jack-O's j.D can be flicked on reaction. It is not particularly difficult for Potemkin to reflect j.D using his F.D.B. on-reaction. Depending on spacing this either shuts down her own zoning, giving him total control of the neutral, or it can directly punish and combo if she was too close. This move makes j.D far more risk than it is ever worth.
  • Attack Command can be flicked, though niche in application. If a servant is in front of Potemkin this can be used as a read to defeat Attack Command and take out the servant (the reflected attack instantly hits the servant), but this can be very risky to commit to as you expose Jack-O' to no particular threat even on a good read. If a servant is behind Potemkin and it triggers F.D.B., you actually shoot the attack forwards without it hitting the servant, allowing Potemkin to hit Jack-O' and shut down the zoning.

Ramlethal

Ramlethal Valentine
(very unfavorable)
 
  • Ramlethal's buttons, pressure, and damage means one mistake can cost you the round
  • MortobatoGGST Ramlethal Valentine Mortobato.pngGuard:
    All
    Startup:
    7+2
    Recovery:
    51
    Advantage:
    -38 [-38] {-43}
    is a massive threat and can be hard to deal with after hitting a servant
  • Due to jack-o being weak without servants means it's much easier for Ramlethal to go uncontested in certain RPS situations
  • WIP

Sol

Sol Badguy
(Average)
 
  • can 2K under Bandit Revolver(236K)
  • Servant summon can be risky due to Night Raid Vortex(214S) so watch out if sol has 50 meter
  • WIP

Testament

Testament
(Unknown)
 
  • Jack-o can 2D under CrowGGST Testament 214P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39
    Advantage:
    +1
    fairly often in neutral
  • Servant toss can beat Grave ReaperGGST Testament 236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    which makes it hard for Testament to setup a succubus
  • Testament has fairly slow buttons which makes it difficult for them to get out of Jack-o's corner pressure
  • WIP

Zato

Zato-1
(Average)
Both characters have similar gameplans
"I don't know what Jack-O' does" - PepperySplash, Arcrevo Canada Finals
 
  • Knowing when eddie pressure is real or not will save you
  • Zato does not have a double jump which can make him easy to anti air
  • WIP

Round Start


Extremely safe and but very passive, Zato-1 comes with a wide variety of moves of moves that do not challenge Jack-O' at all. Among her core kit, Jack-O's f.S and 2D already counter his moveset with great coverage, requiring no unique adaption. As a result his strongest tools are to simply backdash to whiff punish or call out aggressive options with 6P, giving Jack-O' a very favored risk-reward. Jack-O' also loses absolutely nothing from disengaging, whiff punishing his callouts or going into neutral safely, and Zato's best callout to this is to make you block 2S, which is barely a threat at all.

Primary Threats: 6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
and Backdash

Round Start Matrix
Option Zato-1's Round Start
f.S 6P 2P 2S Backdash Block
f.S Punished [1] Punished [3] Punishes Trades (+1) Neutral (-13) Blocked
2D Counters Counters Punished [1] Trades (+56) Punished [3] Blocked
Dash 2D Punished [1] Punished [3] Punished [1] Punished [1] Punishes Blocked
Backwalk Whiff punish Whiff punish Neutral Safe (disadv.) Neutral Neutral

Footnotes