Emo Tarquin (talk | contribs) (→Throw) |
Emo Tarquin (talk | contribs) (index (WIP, testing)) |
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| colspan=2 | <code>'''(Detonation)'''</code>|| colspan=2 | When a servant exploding from {{MiniMoveCard|game=GGST|chara=Jack-O|input=214H|label=Countdown}} explodes and hits the opponent ''e.g.'' <code>{{clr|4|214H}} > delay > (Detonation)</code> | | colspan=2 | <code>'''(Detonation)'''</code>|| colspan=2 | When a servant exploding from {{MiniMoveCard|game=GGST|chara=Jack-O|input=214H|label=Countdown}} explodes and hits the opponent ''e.g.'' <code>{{clr|4|214H}} > delay > (Detonation)</code> | ||
|} | |||
==Index== | |||
{| class="wikitable sortable" style="text-align: center;" | |||
! Name !! Starter !! Location !! Mixups? !! Safejump !! Servant safety !! Link | |||
|- | |||
| Throw Midscreen: Throw Servant safejump || Throw || Anywhere || None || Yes || No || [[{{PAGENAME}}#ThrowMid1|ThrowMid1]] | |||
|- | |||
| Throw Midscreen: Release Servant safejump || Throw || Midscreen || Left-Right || Yes || No || [[{{PAGENAME}}#ThrowMid2|ThrowMid2]] | |||
|} | |} | ||
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<div style="border: 1px solid grey; background-color: #F9F9F9; padding: 5px 5px 5px 20px; border-radius: 5px; max-width: 1500px"> | |||
<span style="float: right; margin-right: 20px; font-size: 1.2em; font-weight: bold;">Standard: ''{{clr|3|Medium}}'' / Crossup Safejump: ''{{clr|4|Hard}}''</span> | |||
<span style="font-size: 1.2em; font-weight: bold; margin-right: 10px;>Throw Midscreen: Release Servant safejump</span> ''Ambiguous cross-up safejump, at the cost of pressure.'' | |||
{| class='wikitable mw-collapsible mw-collapsed' style="text-align: center; margin: 0px auto 0px 0px;" | |||
{| class='wikitable mw-collapsible mw-collapsed' style="text-align: center; margin: 0px auto 0px | |||
|+ style="white-space:nowrap; text-align: left; margin-bottom: 5px; font-size: 1.1em;" colspan=4 | <code>Throw > {{clr|1|236[P]}} > 9 jump > {{clr|5|j.hs.D}} > dl {{clr|3|j.S}}</code> | |+ style="white-space:nowrap; text-align: left; margin-bottom: 5px; font-size: 1.1em;" colspan=4 | <code>Throw > {{clr|1|236[P]}} > 9 jump > {{clr|5|j.hs.D}} > dl {{clr|3|j.S}}</code> | ||
|- | |- | ||
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|} | |} | ||
Visually ambiguous left-right mixup that is safe from reversal, giving a stronger threat than Throw Servant safejumping. Furthermore the use of {{clr|3|j.S}} allows much more punishing combos for hit. By contrast, the servant will land on the starting side, and on crossup will always get hit, leading to weaker pressure on block regardless of side chosen. | : Visually ambiguous left-right mixup that is safe from reversal, giving a stronger threat than Throw Servant safejumping. Furthermore the use of {{clr|3|j.S}} allows much more punishing combos for hit. By contrast, the servant will land on the starting side, and on crossup will always get hit, leading to weaker pressure on block regardless of side chosen. | ||
While performing the crossup as a safejump is notably difficult, it isn't actually nessecary as all but {{Character Label|GGST|Leo Whitefang|label=Leo's}} invincible reversals are directional, meaning they still have to correctly decide which side you will land on. This also makes it much weaker oki against Leo unless you can safejump on both sides. | : While performing the crossup as a safejump is notably difficult, it isn't actually nessecary as all but {{Character Label|GGST|Leo Whitefang|label=Leo's}} invincible reversals are directional, meaning they still have to correctly decide which side you will land on. This also makes it much weaker oki against Leo unless you can safejump on both sides. | ||
It is viable to combine this okizeme with the ''Throw: Throw Servant safejump'', to give an optimal sameside and crossup on-block, at the cost of making the okizeme much more telegraphed. | : It is viable to combine this okizeme with the ''Throw: Throw Servant safejump'', to give an optimal sameside and crossup on-block, at the cost of making the okizeme much more telegraphed. | ||
{| class="wikitable mw-collapsible mw-collapsed" style="margin: 10px 0px 0px - | {| class="wikitable mw-collapsible mw-collapsed" style="margin: 10px 0px 0px 0px; margin-left: 0px" | ||
|+style="white-space:nowrap; text-align: left; margin-bottom: 5px;" colspan=4 | Recipes | |+style="white-space:nowrap; text-align: left; margin-bottom: 5px;" colspan=4 | Recipes | ||
|- | |- | ||
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| Frame 7 Low || 41944 || --- || ''{{clr|5|Very Hard}}'' || ''Completely impractical, but unique as a challenge.'' Try to hit fast enough to beat Potemkin's 8 Frame {{clr|1|2P}}.<br>Requires a Tiger Knee {{clr|5|j.hs.D}} (See [[{{BASEPAGENAME}}/Strategy#Tiger_Knees|Tiger Knees]] for more info) to FD mid-air enough to land in time. You will also need to input {{clr|2|2K}} > {{clr|5|2D}} ''extremely'' fast to gatling. | | Frame 7 Low || 41944 || --- || ''{{clr|5|Very Hard}}'' || ''Completely impractical, but unique as a challenge.'' Try to hit fast enough to beat Potemkin's 8 Frame {{clr|1|2P}}.<br>Requires a Tiger Knee {{clr|5|j.hs.D}} (See [[{{BASEPAGENAME}}/Strategy#Tiger_Knees|Tiger Knees]] for more info) to FD mid-air enough to land in time. You will also need to input {{clr|2|2K}} > {{clr|5|2D}} ''extremely'' fast to gatling. | ||
|- | |||
|} | |} | ||
</div> | </div> | ||
===Corner routes=== | ===Corner routes=== | ||
---- | ---- | ||
<div style="border: 1px solid grey; background-color: #F9F9F9; padding: 5px 5px 5px 20px; border-radius: 5px; max-width: 1500px"> | |||
<span style="float: right; margin-right: 20px;">'''''{{clr|2|Easy}}'''''</span> | |||
{| class='wikitable mw-collapsible mw-collapsed' style="text-align: center; margin: 0px auto 0px 0px;" | |||
{| class='wikitable mw-collapsible mw-collapsed' style="text-align: center; margin: 0px auto 0px | |||
|+ style="white-space:nowrap; text-align: left; margin-bottom: 5px;" colspan=4 | <code>Throw > {{clr|1|236[P]}} > TK.ws.{{clr|5|6X}} > Land > {{clr|2|2K}} </code> | |+ style="white-space:nowrap; text-align: left; margin-bottom: 5px;" colspan=4 | <code>Throw > {{clr|1|236[P]}} > TK.ws.{{clr|5|6X}} > Land > {{clr|2|2K}} </code> | ||
|- | |- | ||
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|} | |} | ||
: '''Throw Corner: Throw Servant Safejump.''' ''Corner safejump, with mixups, into optimal pressure.'' | |||
An executionally easy safejump with an extremely strong high/low mixup. The thrown servant falls on top of the opponent during wakeup, meaning they will always be hit meaty, and then the follow-up enforces a high-low mixup during blockstun. The follow-up {{clr|2|2K}} does not hit the servant, this means the mixup leads into a blockstring with a full duration servant, allowing easy corner pressure. This is generally the best option for corner okizeme, due to its versatility. | : An executionally easy safejump with an extremely strong high/low mixup. The thrown servant falls on top of the opponent during wakeup, meaning they will always be hit meaty, and then the follow-up enforces a high-low mixup during blockstun. The follow-up {{clr|2|2K}} does not hit the servant, this means the mixup leads into a blockstring with a full duration servant, allowing easy corner pressure. This is generally the best option for corner okizeme, due to its versatility. | ||
The ABD should be timed so the {{clr|3|j.S}} hits on frame 20~23, which requires delaying. An early ABD will still hit, but might allow fuzzy blocking against safejumped lows. The {{clr|2|2K}} should be massively delayed, to wait for any invincible reversals, being input during frames 13 or later. You can intentionally hit the {{clr|2|2K}} and {{clr|3|j.S}} earlier, but this sacrifices the safejump mixup for no particular benefit. | : The ABD should be timed so the {{clr|3|j.S}} hits on frame 20~23, which requires delaying. An early ABD will still hit, but might allow fuzzy blocking against safejumped lows. The {{clr|2|2K}} should be massively delayed, to wait for any invincible reversals, being input during frames 13 or later. You can intentionally hit the {{clr|2|2K}} and {{clr|3|j.S}} earlier, but this sacrifices the safejump mixup for no particular benefit. | ||
Unusually, if a servant is already there before you begin, the {{clr|2|2K}} option is throwable as it leaves a 2F gap. This is because the thrown servant collides into the other, and they do not become active hitboxes for another 5 frames, making them hit 1 frame too late to catch Throws. | : Unusually, if a servant is already there before you begin, the {{clr|2|2K}} option is throwable as it leaves a 2F gap. This is because the thrown servant collides into the other, and they do not become active hitboxes for another 5 frames, making them hit 1 frame too late to catch Throws. | ||
</div> | |||
<div style="border: 1px solid grey; background-color: #F9F9F9; padding: 5px 5px 5px 20px; border-radius: 5px; max-width: 1500px"> | |||
<span style="float: right; margin-right: 20px;">'''''{{clr|3|Medium}}'''''</span> | |||
{| class='wikitable mw-collapsible mw-collapsed' style="text-align: center; margin: 0px auto 0px 0px;" | |||
{| class='wikitable mw-collapsible mw-collapsed' style="text-align: center; margin: 0px auto 0px | |||
|+ style="white-space:nowrap; text-align: left; margin-bottom: 5px;" colspan=4 | <code>Throw, {{clr|1|236P}}, {{clr|3|c.S*}} > {{clr|1|236P}} > dl {{clr|2|2K}}</code> | |+ style="white-space:nowrap; text-align: left; margin-bottom: 5px;" colspan=4 | <code>Throw, {{clr|1|236P}}, {{clr|3|c.S*}} > {{clr|1|236P}} > dl {{clr|2|2K}}</code> | ||
|- | |- | ||
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|} | |} | ||
: '''Throw Corner: Double Summon Servant.''' ''Corner 'safejump', lack of mixups, but better pressure starter.'' | |||
Summoning twice at the loss of strong mixup okizeme. While you can still hit Charged Dust in a gapless string, it is more reactable and punishable if it fails, rather than simply going into pressure. The main benefit is that with two servants you can run a very powerful Cheer H pressure, as you can create a [[{{BASEPAGENAME}}/Strategy#Corner_Pressure|gapless, Faultless Defense safe, blockstring]], with additional R.I.S.C. gain and chip damage. For standard pressure, there is very little difference, and this is likely a waste of a good mixup. | : Summoning twice at the loss of strong mixup okizeme. While you can still hit Charged Dust in a gapless string, it is more reactable and punishable if it fails, rather than simply going into pressure. The main benefit is that with two servants you can run a very powerful Cheer H pressure, as you can create a [[{{BASEPAGENAME}}/Strategy#Corner_Pressure|gapless, Faultless Defense safe, blockstring]], with additional R.I.S.C. gain and chip damage. For standard pressure, there is very little difference, and this is likely a waste of a good mixup. | ||
Unlike the other okizeme, this is throw safe regardless of there being a servant already in the corner. | : Unlike the other okizeme, this is throw safe regardless of there being a servant already in the corner. | ||
The main difficulty of this okizeme is the speed, as you must do a linked summon, then cancel off the {{clr|3|c.S*}} very fast. Done perfectly, you will be +14 after their wakeup, leaving more than enough time to block reversals while being able to maintain the blockstring. | : The main difficulty of this okizeme is the speed, as you must do a linked summon, then cancel off the {{clr|3|c.S*}} very fast. Done perfectly, you will be +14 after their wakeup, leaving more than enough time to block reversals while being able to maintain the blockstring. | ||
</div> | |||
Revision as of 00:16, 18 May 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Glossary
- Move Notation
Jack-O' has a complex moveset, with Held Servant stance, and the option to hit and cancel off servants. For this reason some unique notation is utilised. The below chart provides all notation that is used on the Dustloop site, alongside commonly used alternatives. For the rest of this page, move strings will rely on this notation, and it can often be invaluable for concisely describing Jack-O's complex combos and blockstrings, so it is worth familiarising.
Index
Name | Starter | Location | Mixups? | Safejump | Servant safety | Link |
---|---|---|---|---|---|---|
Throw Midscreen: Throw Servant safejump | Throw | Anywhere | None | Yes | No | ThrowMid1 |
Throw Midscreen: Release Servant safejump | Throw | Midscreen | Left-Right | Yes | No | ThrowMid2 |
Throw
Throw is unique for Jack-O' has it has a fixed distance and frame advantage at midscreen, making it work consistently so long as you input accurately. This also leads into some of her best pressure.
Midscreen routes
Medium Throw Midscreen: Throw Servant safejump Great pressure from a safejump, but no mixups.
Option | Meaty | Inputs | Notes | |
---|---|---|---|---|
Overhead | Safejump | Throw > 236[P] > TK hs.6X > dl (j.P or j.K) |
The j.P must be delayed enough such that were it to connect it combos into the 2K.
j.P is much easier, but cannot true blockstring into 2K, making it still possible to lose to a reversal after being blocked. | |
Low | F10 | Throw > 236[P] > TK hs.6X > Land > 2K |
Extremely poor option. | |
Crossup | F9 | Throw > 236[P] > Dash > TK hs.6X > Land > 5P |
Extremely poor option. | |
Throw | F6 | Throw > 236[P] > TK hs.6X > Land > Throw |
Can be option selected from the overhead, by inputting j.P~4/6D or j.K~4/6D
| |
Note: Tiger Knee Throw Servant can be done by simply holding forward jump and pressing any attack button a few frames later. |
Leads into optimal sandwich pressure with a full duration servant, making it the best midscreen safejump on block. It has almost no viable mixup options as they are all notably slower making them easily fuzziable with punishes like Throw.
If Sol, Ky, Chipp, or Leo use their meterless invincible with 50% Tension, you can Option Select by inputting Throw (4/6D) immediately after the j.P/j.K (and before the 2K input) to Throw and prevent them using on-block PRC to reverse the situation and put you under pressure. However, this will lose to their Overdrives. This makes the safejump particularly threatening to meterless invincibles by creating a 50:50 guess on which one will escape pressure.
Name | Recipe Number | Difficulty | Notes | |
---|---|---|---|---|
PC | PS4/5 | |||
Safejump and punish | 41863 | --- | Easy | Safejump the fastest invincible reveral by holding back as you land. Note you will need to perform 236[P] fairly quickly to land in time. |
Meaty j.P confirm | 41861 | --- | Medium | Delay the hit to barely hit a crouching opponent meaty with j.P. The timing is later then you might think. |
Standard: Medium / Crossup Safejump: Hard Throw Midscreen: Release Servant safejump Ambiguous cross-up safejump, at the cost of pressure.
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead Sameside | Safejump | Throw > 236[P] > 9 jump > j.hs.D > dl j.S |
You must intentionally delay Release Servant to the rising arc of the jump, to avoid hitting the servant. If j.S hits the servant, it will not be a safejump, but does open new combo routes on hit. j.P is easier, but much lower reward. |
Overhead Crossup | Safejump | Throw > 236[P] > Dash > 9 jump > j.hs.D > dl j.S |
Same as the Overhead Sameside but includes a tiny (2F minimum) microdash to dash jump and crossup. Less strict on timing of Release Servant. |
Low Sameside | F7 | Throw > 236[P] > 9 jump > j.hs.D > FD FF > Land > 2K |
Very weak, very high execution. F9 without FD FF. Requires a true TK hs.D. 2K > 2D confirm is extremely fast due to hitstop cancelling. |
Low Crossup | F8 | Throw > 236[P] > Dash > 9 jump > j.hs.D > FD FF > Land > 2K |
Very weak, extremely high execution. F10 without FD FF. Requires a true TK hs.D. 2K > 2D confirm is extremely fast due to hitstop cancelling. Dash is 2F long. |
Throw | F6 | Throw > 236[P] > 9 jump > j.hs.D > Land > Throw |
If done frame-perfectly, you can actually be 1 frame early and need to delay. |
- Visually ambiguous left-right mixup that is safe from reversal, giving a stronger threat than Throw Servant safejumping. Furthermore the use of j.S allows much more punishing combos for hit. By contrast, the servant will land on the starting side, and on crossup will always get hit, leading to weaker pressure on block regardless of side chosen.
- While performing the crossup as a safejump is notably difficult, it isn't actually nessecary as all but Leo's invincible reversals are directional, meaning they still have to correctly decide which side you will land on. This also makes it much weaker oki against Leo unless you can safejump on both sides.
- It is viable to combine this okizeme with the Throw: Throw Servant safejump, to give an optimal sameside and crossup on-block, at the cost of making the okizeme much more telegraphed.
Name | Recipe Number | Difficulty | Notes | |
---|---|---|---|---|
PC | PS4/5 | |||
Sameside Safejump | 41920 | --- | Medium | Land fast enough to safejump the fastest invincible reversal. Input Release Servant on the rising arc of the jump, and wait until you're just below it. You will also need to summon and jump quickly. |
Crossup meaty | 41947 | --- | Medium | Crossup and meaty Sol, therefore punishing him for using a DP on wakeup. Don't worry about hitting the servant, it won't stop you hitting meaty. |
Crossup Safejump | 41963 | --- | Hard | Enforce a crossup mixup even against Leo's otherwise immune Eisensturm. Microdash has a little leniency, but you will need to do a tight link with 236P to jump fast enough. Also try to avoid doing j.S too early to not hit the servant mid-air. |
Frame 7 Low | 41944 | --- | Very Hard | Completely impractical, but unique as a challenge. Try to hit fast enough to beat Potemkin's 8 Frame 2P. Requires a Tiger Knee j.hs.D (See Tiger Knees for more info) to FD mid-air enough to land in time. You will also need to input 2K > 2D extremely fast to gatling. |
Corner routes
Easy
Option | Meaty | Inputs | Notes |
---|---|---|---|
Low | Safejump | Throw > 236[P] > TK.ws.6X > Land > dl 2K |
Loses to reversal Throw if a servant was already in the corner. |
Overhead | Safejump | Throw > 236[P] > TK.ws.6X > j.P |
Unreactable, fuzziable against the Low, lower damage. |
Delay overhead | Meaty | Throw > 236[P] > TK.ws.6X > dl AD > j.S |
Reactable, unfuzziable against the Low, higher damage. |
Throw | 6F | Throw > 236[P] > TK.ws.6X > Land > dl 4D/6D |
- Throw Corner: Throw Servant Safejump. Corner safejump, with mixups, into optimal pressure.
- An executionally easy safejump with an extremely strong high/low mixup. The thrown servant falls on top of the opponent during wakeup, meaning they will always be hit meaty, and then the follow-up enforces a high-low mixup during blockstun. The follow-up 2K does not hit the servant, this means the mixup leads into a blockstring with a full duration servant, allowing easy corner pressure. This is generally the best option for corner okizeme, due to its versatility.
- The ABD should be timed so the j.S hits on frame 20~23, which requires delaying. An early ABD will still hit, but might allow fuzzy blocking against safejumped lows. The 2K should be massively delayed, to wait for any invincible reversals, being input during frames 13 or later. You can intentionally hit the 2K and j.S earlier, but this sacrifices the safejump mixup for no particular benefit.
- Unusually, if a servant is already there before you begin, the 2K option is throwable as it leaves a 2F gap. This is because the thrown servant collides into the other, and they do not become active hitboxes for another 5 frames, making them hit 1 frame too late to catch Throws.
Medium
Option | Meaty | Inputs | Notes |
---|---|---|---|
Low | Safe | Throw, 236P, c.S* > 236P > dl 2K |
|
Overhead | Meaty | Throw, 236P, c.S* > 5[D] |
Reactable. Can use Uncharged Dust to be less reactable, for lower reward. |
Throw | Safe→6F | Throw, 236P, c.S* > 236P > dl Throw |
- Throw Corner: Double Summon Servant. Corner 'safejump', lack of mixups, but better pressure starter.
- Summoning twice at the loss of strong mixup okizeme. While you can still hit Charged Dust in a gapless string, it is more reactable and punishable if it fails, rather than simply going into pressure. The main benefit is that with two servants you can run a very powerful Cheer H pressure, as you can create a gapless, Faultless Defense safe, blockstring, with additional R.I.S.C. gain and chip damage. For standard pressure, there is very little difference, and this is likely a waste of a good mixup.
- Unlike the other okizeme, this is throw safe regardless of there being a servant already in the corner.
- The main difficulty of this okizeme is the speed, as you must do a linked summon, then cancel off the c.S* very fast. Done perfectly, you will be +14 after their wakeup, leaving more than enough time to block reversals while being able to maintain the blockstring.
Character-specific routes
Easy
Option | Meaty | Inputs | Notes |
---|---|---|---|
Sameside | Meaty | Throw > 236[P] > Forward Jump > j.hs.D > j.S* |
|
Crossup | Meaty | Throw > 236[P] > Dash > Forward Jump > j.hs.D > j.S* |
Depending on execution, may hit a j.S&. |
- Throw Midscreen: Parry Safe Okizeme. Works against Parries, meaties with a basic mixup.
- Weaker than other okizeme as it requires hitting the servant, for worse follow-up pressure. Leads into half-duration sandwich pressure on crossup, but not sameside. In exchange, this okizeme is entirely safe from Anji and Baiken's parries. On block, you can true blockstring into 2K or c.S, or meaty with j.H by cancelling off the servant.
- Against Baiken's HiiragiGuard-Startup1Recovery32Advantage- no delay is required, the servant will hit first. Against Anji's Kachoufuugetsu KaiGuardStartup1Recovery10Advantage- you need either a tiny delay before the jump or use a high jump, to ensure you're high up enough for his parry to whiff on wakeup.
- This okizeme still loses to Baiken's Tsurane Sanzu-watashiGuardAllStartup8+1Recovery48Advantage-32, but is visually ambiguous enough to make it difficult for the Baiken to know which reversal will work, even discounting the need to decide the left or right side. This is perfectly viable if Baiken lacks the 50% Tension.
- The crossup variant also has a niche as a knowledge check safejump against any character with its confusing visuals, even ones like Leo due to waking up facing sameside, and moving behind them. This doesn't work if you gatling into j.H, however, due to the extended hurtbox. However, with optimal play, it is not the best okizeme against them.
Easy
Option | Meaty | Inputs | Notes |
---|---|---|---|
Strike | Meaty | Throw > 236P > c.S* > 214K |
Parry safe. |
Overhead | Meaty | Throw > 236P > c.S* > dl 5D |
Requires a micro delay to avoid whiffing entirely. Charged Dust hits F6. |
Low | Meaty | Throw > 236P > c.S* > 2D |
Gatling can be delayed to make more ambiguous. |
Throw | F6 | Throw > 236P > c.S* > dl Throw |
- Throw Midscreen: Tethered Sandwich starter. Works when tethered, decent pressure, costs Servant Gauge.
- Versatile, but burns resources, an unfortunate trade-off enforced by the tether. Only the Attack Command varient is safe from HiiragiGuard-Startup1Recovery32Advantage-, but if she respects that you can enforce some mild High-Low-Throw options. On block, goes into half-duration sandwich pressure, making it more practical overall.
Sameside: Medium / Crossup: Hard
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead Sameside | Meaty, Gapless | Throw > 236P > Backward High Jump > 214K > dl (j.S& or j.H&) |
j.S offers marginally more damage and R.I.S.C. Gain, but is substantially harder to time. |
Overhead Crossup | ???, <4F | Throw > 236P > Back Walk > Backward High Jump > dl 214K > j.S& |
j.S& leaves a true frametrap, while j.H true blockstrings (cannot be delayed into frametrap) |
Throw | Meaty, 6F | Throw > 236P > Backward High Jump > 214K > Land > Throw |
|
Low Sameside | Meaty, 8F | Throw > 236P > Backward High Jump > 214K > Land > Throw |
Likely to be slower unless precisely timed. Very poor option. |
- Throw Midscreen: Tethered Optimal Safejump. The most versatile tethered option.
- Defeats both reversal HiiragiGuard-Startup1Recovery32Advantage- and Tsurane Sanzu-watashiGuardAllStartup8+1Recovery48Advantage-32, alongside any other reversal options, making it absolutely safe as pressure. It also true blockstrings into a half-duration sandwich pressure when done correctly, making it the best (of tethered options) for beginning pressure.
- The crossup variant is unusual. If you do a delayed Attack Command off the super jump, you exceed the tether's limit, pulling you into a crossup. However, to have enough air time to hit with at least a 1 frame gap to allow the crossup to it, you need a micro back walk before the jump. Done correctly, the j.S will strike the servant before frametrapping Baiken. The small delays will give Baiken considerable time to escape from wakeup, particularly with jump, making it nessecary to hit with oki consistently to avoid this response. While this micro back walk is a telegraph, you can also do this with a less delayed Attack Command to remain sameside, but be mindful how this offsets the okizeme timing.
Easy
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead Crossup | Safejump | Throw > 236P > Back walk > 5K* > backward jc > IAD > dl j.S |
Walk backwards for slightly less time to end crossup. |
Overhead Sameside | Safejump | Throw > 236P > Back walk > 5K* > backward jc > IAD > dl j.S |
Walk backwards for slightly more time to end sameside. |
Alternative Sameside | Safejump | Throw > 236P > Back walk > 5K* > forward jc > dl j.S |
Much less ambiguous, but substantially less precise. |
- Throw Midscreen: Basic Baiken-Safe okizeme. Safe from parry and overdrive, but sacrifices pressure and mixups.
- Much worse pressure outcomes, as it both hits the servant for half duration, and only leads into clean sandwich pressure on crossup after an Attack Command (unlike the parry safe oki, which does not), and can only set up a mixup by adding a gap, due to crossup protection mechanics. However, done correctly it meaties with a servant, breaking HiiragiGuard-Startup1Recovery32Advantage-, and goes above Baiken, avoiding Tsurane Sanzu-watashiGuardAllStartup8+1Recovery48Advantage-32.
- The move used immediately after the servant can true blockstring or frametrap. It is worth noting that in true blockstrings you cannot do a left-right mixup, as the opponent automatically blocks regardless so long as they stand. This means you can only accomplish this mixup if you add a gap. If done correctly, this will defeat 5P and 6P, but it will once again fail to HiiragiGuard-Startup1Recovery32Advantage- and Tsurane Sanzu-watashiGuardAllStartup8+1Recovery48Advantage-32.
Medium
Option | Meaty | Inputs | Notes |
---|---|---|---|
Sameside | Meaty | Throw > 236P > IAD > 214K |
|
Crossup | ??? | Throw > 236P > IAD > dl 214K |
- Throw Midscreen: Baiken-Safe mixup. Safe from parry and overdrive, with a mixup, at the cost of Servant Gauge.
- A highly specific setup, defeating both of Baiken's HiiragiGuard-Startup1Recovery32Advantage- and Tsurane Sanzu-watashiGuardAllStartup8+1Recovery48Advantage-32, while enforcing a left-right mixup. To do this, one or two Attack Commands are required, making this extremely expensive as okizeme.
- The timing for sameside and crossup is tight. The 214K should always be input from the starting side, and on the very edge of when the inputs would reverse; doing it any later (and hence using the inverse inputs) will be too late to catch jumps or a backwards 6P. Done correctly, this catches all reversal options.
- On block, while plus enough to frametrap with c.S, it isn't gapless, even with 2P. If you must have a gapless blockstring into the sandwich pressure, you will need to use a second Attack Command before you land, costing 2 bars of Command Gauge in total.
Sweep (2D)
Midscreen routes
Meaty: Easy / Safejump: Very Hard
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead Crossup | Safejump | 2D > 236[P] > fTK hs.D > delay > ABD > j.H |
The air backdash is not needed if the jump is delayed, but it introduces a feint sound to confuse reactions, and avoids telegraphing the option. |
Overhead Sameside | Safejump | 2D > 236[P] > fTK hs.D > delay > ABD > j.S |
The jump can be delayed to defeat Leo's EisensturmGuardAllStartup9Recovery33Advantage-28 being performed on wakeup without the tight safejump timings, at the cost of the attack no longer being meaty. |
Low Crossup | Meaty | 2D > 236[P] > fTK hs.D > Land > (2K or 2D) |
Does not require a strict Tiger Knee. |
Low Sameside | Meaty | 2D > 236[P] > nTK hs.D > Land > (2K or 2D) |
Does not require a strict Tiger Knee. Telegraphed by a slightly different jump trajectory, but avoids being fuzziable. |
Throw | F6 | 2D > 236[P] > fTK hs.D > Land > Throw |
|
Note: From further away it becomes nessecary to perform a micro dash before the jump. For ABD varients this makes the entire sequence even harder to safejump, but can be performed from almost any distance. |
- Sweep: Release Servant Safejump. Viable 4-way mixups. Greatly enhanced by perfect execution.
- A popular okizeme for basic use, the overheads are lenient for hitting meaty, enforcing a decent left-right mixup. On sameside (i.e. air backdashing back to the side you started on) it leads into sandwich pressure with a full duration servant for strong pressure. When done at a basic level, it is unlikely to safejump, this makes it uniquely bad at handling Leo's Eisensturm, which can be input regardless of direction.
- The difficulty of this okizeme is in making it a safejump. To make the jump small enough, you must Release Servant instantly upon jumping, without doing Throw Servant. This is incredibly difficult and perhaps her most advanced tech on input difficulty. When done correctly, you have enough time to safejump from both overheads with the air backdash, making it very oppressive okizeme. Furthermore, if done well enough, you still some time to do a microdash before the tiger knee, which allows both sides to be executed from any spacing of 2D, further enhancing the okizeme.
Overheads: Medium / Lows: Hard
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead Crossup | Safejump | 2D > 236P > c.S& OTG > forward jc > dl Airdash > dl j.S |
|
Overhead Sameside | Safejump | 2D > 236P > c.S& OTG > neutral jc > dl Airdash > j.S |
|
Low Crossup | 3F | 2D > 236P > c.S& OTG > forward jc > IAD > FD FF > Land > 2K |
Will defeat Chipp's Chipp's 5PGuardAllStartup3Recovery10Advantage-2. Wakeup throw will whiff this option. |
Low Sameside | 3F | 2D > 236P > c.S& OTG > neutral jc > IAD > FD FF > Land > 2K |
Will defeat Chipp's Chipp's 5PGuardAllStartup3Recovery10Advantage-2. Loses to a wakeup Throw. |
Throw | 6F | 2D > 236P > c.S& OTG > neutral jc > IAD > FD FF > Land > Throw |
Can be done from crossup but needs a run-up first. |
Note: 2D must land at close-range such that Jack-O' will perform a c.S. Adding a microdash after the servant summon can slightly extend this range, but is quite precise. |
- Sweep: OTG Airdash Safejump. Added damage for slightly worse mixup options, and weaker follow-up pressure.
- The overhead left-right mixup is fairly low execution, only particularly requiring learning the timing on the airdash, especially if you use j.H instead, making it excellent for securing an attack in offense. Unfortunately, it is easier to fuzzy, spacing dependent on the 2D, and the servant will always have half duration. Only leading into a sandwich pressure on crossup, this makes the follow-up pressure much weaker.
- If you do not properly apply the correct delays on both airdash and j.S, any character can 6P the overheads. The timing requires that you go a little high than an IAD, then wait until Jack-O' has descended slightly (on crossupes, she'll also turn around). This allows you still be on the ground in time to safejump, but hitting deep enough to catch 6P.
Corner routes
Coming soon
6P
Perhaps thankfully, hitting anti-air doesn't largely change Jack-O's okizeme. Generally speaking it launches them a bit further, and they wakeup a bit later, but not long enough to open any unique routes.
Normal Hit
Basic oki: Very Easy / With ns.2P: Easy
6P > 236P, 6P* > (ns.2P or dl 236K)
- 6P: Servant Bounce. Basic follow-up to create pressure at close range. Works after anti-air.
- When close enough, the launched servant will hit an opponent attempting to backdash, and jumps will immediately have to airblock. Fast low-profiles like Ky's Stun DipperGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] will be hit by the lower angle of the servant. Covers most options, however, it will fail if they are too far away.
- By fast cancelling with ns.2P, you will be +16~18 on block, allowing you to potentially set up a new threat, however there will be a large gap if you approach the entire distance and may need to utilise other options. Alternatively, if the servant is blocked and close enough, a delayed Servant Shoot will re-launch it, good for threatening at mid-screen without allowing abares to threaten you.
Very Easy
6P > 236[P], hs.6X
- 6P: Throw Servant. Basic follow-up to create pressure at long range. Works after anti-air.
- Servant will hit opponent at any range, and catches both reversal jump and backdash, but lacks any major utility. You are extremely plus on block, but likely too far to do much besides Summon Servant or play into neutral options. Fast low-profiles like
Ky's Stun DipperGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] will evade this and punish Jack-O', making this very poor at close range.
Very Easy
6P > 236P, 5K* > IAD > (j.S or j.H)
- 6P: Close-range IAD. Overhead follow-up after oki, from point-blank range. Does not work on anti-air.
- If 6P hit point-blank and grounded, the 5K* bounced servant will hit the opponent, but it cannot catch jump or backdash on wakeup. Good for combining with 6P* okizeme for high-low ambiguity, but is quite weak due to the large gaps and space dependency.
- j.S is better against anti-airs, as a blocked servant followed by j.S is a true blockstring, where j.H leaves a gap that can be hit by a 6P.
- j.H is better against jumps and backdashes, as j.H will immediatelly hit opponents that jumped out of the okizeme and reach further to catch backdashes, while j.S may hit late or whiff entirely.
Counter Hit
Forward TK: Easy / Neutral TK: Hard
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead Crossup | Safejump | 6P CH > 236[P] > fTK hs.6X, Airdash > j.H |
|
Low Crossup | ??? | 6P CH > 236[P] > fTK hs.6X, Airdash > FD FF > Land > 2K |
Extremely poor option. |
Overhead Sameside | Safejump | 6P CH > 236[P] > nTK hs.6X, Airdash > j.S |
Can also be accomplished with a delayed airdash. |
Low Sameside | Meaty | 6P CH > 236[P] > fTK hs.6X Land > 2D |
Telegraphed by lack of airdash |
Throw | 6F | 6P CH > 236[P] > fTK hs.6X > Land > Dash > Throw |
Telegraphed by lack of airdash |
Note: Distance dependent. At some ranges the crossup variations may hit sameside, and sameside variations will not reach. |
- Counter Hit 6P: Throw Servant Safejump. Sameside sandwich pressure.
- A strong safejump in a similar vain to the Throw Midscreen: Throw Servant safejump, leading into an optimised sandwich pressure with a full duration servant. Can accomplish an ambiguous crossup too, but at the loss of sandwich pressure and combos.
- Makes a good pair with the Counter Hit 6P: Release Servant Safejump. Telegraphed by the use of Throw Servant or Release Servant, both lead into very favourable pressure. If an opponent is reliant on this telegraph, you have mixup options to catch and punish it, making it ambiguous while always very favourable.
- Though the Tiger Knee does not need to be extremely strict, it is still particularly difficult due to the fast timing moving from a neutral jump to a forward direction.
Neutral TK: Easy / Forward TK: Hard
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead Crossup | Safejump | 6P CH > 236[P] > fTK hs.D, Airdash > j.H |
|
Low Crossup | ??? | 6P CH > 236[P] > fTK hs.D, Airdash > FD FF > Land > 2K |
Extremely poor option. |
Overhead Sameside | Safejump | 6P CH > 236[P] > nTK hs.D, Airdash > j.S |
Can also be accomplished with a delayed airdash. |
Low Sameside | Meaty | 6P CH > 236[P] > fTK hs.D > Land > 2D |
Telegraphed by lack of airdash |
Throw | 6F | 6P CH > 236[P] > fTK hs.D > Land > Dash > Throw |
Telegraphed by lack of airdash |
Note: Distance dependent. At some ranges the crossup variations may hit sameside, and sameside variations will not reach. |
- Counter Hit 6P: Release Servant Safejump. Crossup sandwich pressure.
- A strong safejump in a similar vain to the Throw Midscreen: Release Servant safejump, leading into an optimised sandwich pressure with a full duration servant. Can accomplish an ambiguous sameside too, but at the loss of sandwich pressure and combos.
- Makes a good pair with the Counter Hit 6P: Throw Servant Safejump. Telegraphed by the use of Throw Servant or Release Servant, both lead into very favourable pressure. If an opponent is reliant on this telegraph, you have mixup options to catch and punish it, making it ambiguous while always very favourable.
- Though the Tiger Knee does not need to be extremely strict, it is still particularly difficult due to the fast timing moving from a forward jump to a neutral position.
6H
Coming soon
Servant Shoot (236K)
Coming soon
Attack Command (214K)
Coming soon
Forever Elysion Driver (632146P)
Forever Elysion Driver is a strong combo ender and a useful reversal. Besides its high damage it can also lead into some okizeme options, though nothing particularly special.
Very Easy
Option | Meaty | Inputs | Notes |
---|---|---|---|
Sameside servant | F1 | 632146P > 236[P] > dl hs.6X |
|
Crossup servant | ?? | 632146P > 236[P], hs.6X > dl 214K |
Delay the Attack Command until the servant has just passed the opponent. Is still blocked from sameside, but will place the servant behind the opponent. |
- FED: Throw Servant. Simple okizeme at a safe distance.
- This is the most basic and uncommital oki option, but has zero mixups and low potential reward. Timed well this will leave you around +15 but very far, allowing you to prolong frametraps with the servant or approach how you choose. The primary benefit is this oki has zero risks against reversals while easily stalling for Command Gauge.
- If you throw the servant quickly and oki with an Attack Command, you can place the servant behind the opponent, allowing an approach to result in Sandwich Pressure. This is more difficult to time, however it can still frametrap dashing and will force jumps to airblock, making it completely safe as okizeme when done correctly.
Easy
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead | Safejump | 632146P > 236[P] > 9 High Jump IAD > j.hs.D > (j.P or j.K) |
j.P cannot true blockstring into 2K, making it still possible to lose to a reversal after being blocked. j.K will true blockstring, but will whiff against reversal 2P and 2K attacks due to being fully crouched Frame 1. j.P will whiff unless the jump includes dash momentum, making it much more difficult. |
Low | F7 | 632146P > 236[P] > 9 IAD > (j.hs.6X or j.hs.D) > Land > 2K |
While a large gap, this option allows the servant to be thrown instead, creating optimal sandwich pressure on block. |
Throw | F6 | 632146P > 236[P] > 9 IAD > (j.hs.6X or j.hs.D) > Land > Throw |
Can still use High Jump IAD and/or Throw Servant for visual ambiguity, without compromising the timing. |
- FED: Airdash Safejump. Safe pressure extender after Forever Elysion Driver. Works from anywhere.
- True safejump for relatively low execution after any Forever Elysion Driver. However, it offers comparatively weak mixups, given slow timing of the low. Fortunately, even on block, by using Throw Servant you can turn the Low 2K into a perfect Sandwich Pressure starter, while being relatively hard to react to. Where these options break down is fuzzy jumping the okizeme, which needs to be challenged by delaying the overhead oki slightly, and thus rendering it no longer reversal-safe. The difficulty of using j.P also makes it difficult to challenge fast 2P and 2K wakeups, which low profile j.K and outspeed 2K.
Wall Stick
The following okizeme can be used from a wall stick by precisely spacing Forever Elysion Driver such that it still hits the opponent, while being too far to wallbreak (See also: Non-Wallbreak FED). This is more advanced, but allows a stronger okizeme.
Easy
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead | Safejump | 632146P > 236[P] > Forward Jump > dl j.hs.D > j.S |
j.P has a more lenient timing of Release Servant, for lower damage and adding a gap to the 2K blockstring. |
Low | F11 | 632146P > 236[P] > Forward Jump > dl j.hs.D > Land > 2K |
Extremely poor option. |
Throw | ?? | 632146P > 236[P] > Forward Jump > dl j.hs.D > Dash > Throw |
Extremely poor option. |
- Non-wallbreak FED: Safejump. Optimal safejump pressure when used from a Wall Stick.
- More optimal okizeme for beginning pressure after Forever Elysion Driver, giving a true blockstring with the stronger j.S threat, but only possible in the corner.
- The Release Servant needs to be timed near the peak of the jump, such that j.S will whiff it. Otherwise, you will hit the servant, and no longer perform a safejump. While this can be done from any Forever Elysion Driver near the corner, the spacing requirement is extremely strict. If you are even slightly too far from the corner, the j.S cannot hit. You can add a dash jump to make it work from more ranges, however this massively increases the difficulty. Practically speaking, this is primarily just for after a Wall Stick, which will always be spaced correctly.
- If a servant is already on the opponent, this okizeme is no longer able to safejump.
Combo Resets
These okizeme can be performed from a combo confirm, usually sacrificing some combo damage for much better pressure outcomes. An important application of this is if the opponent is low health, the combo will not win the round but a reset could, therefore converting a combo into a potentially won round directly. You can also use these reset oki confirms into even further oki on hit. The most common time to use these is off a sandwich combo, as this allows easy access to mixups and can happen after a long combo where any damage lost is negligible at best.
Hard
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead | Safejump | ... > 2H > 236[P] > delay > forward jump > dl Airdash > j.hs.D > dl (j.P or j.K) |
j.P is much easier, but cannot true blockstring into 2K, making it still possible to lose to a reversal after being blocked. j.K will true blockstring, but will whiff against reversal 2P and 2K attacks due to being fully crouched Frame 1. |
Low | Meaty | ... > 2H > 236[P] > delay > forward jump > dl Airdash > j.hs.D > Land > 2K |
Delay jump timing slightly less than the overhead safejump. Some long combo strings make it impossible to hit in time. |
Throw | 6F | ... > 2H > 236[P] > delay > forward jump > dl Airdash > j.hs.D > Land > Throw |
Delay jump timing slightly less than the overhead safejump. Some long combo strings make it impossible to hit in time. |
Note: The delay before jumping is dependent on the combo used into this. The lengthier a combo and the heavier a character, the less delay must be used. |
- Combo reset: 2H Safejump. Variable timings. Confirms off the highest damage ender, with strong corner carry.
- Also known as the Kazunoko Safejump. It is possible to reset into a safejump off and combo ending in 2H, with the option for a high-low mixup. This is invaluable, as 2H does not launch very far, usually avoiding unwanted wallbreaks, and deals high damage before the reset. With the reversal-safe reset it can be potentially quite punishing, especially if it manages to corner carry and enables Jack-O' to begin corner pressure, which is a far bigger reward than a wallbreak. The variable and tight timing is problematic, making it extremely difficult to do a meaty safejump successfully, meaning usually either some abares or a fast invincible reversal will succeed.
- The airdash is delayed after a jump to get enough height to release a servant and still hit with a meaty attack. The delay before the airdash is timed such that you will arrived perfectly on time to hit meaty and still land to safejump. This window is only 3 frames wide, and changes depending on both the combo used (more hits increases the gravity, pulling the opponent to the floor faster, and land sooner) and weight class (heavier characters land sooner).
Medium
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead Crossup | F3 | ... > 6H(1) > 236[P] > forward jump > j.hs.D > Airdash > j.H |
|
Overhead Sameside | F3 | ... > 6H(1) > 236[P] > backward jump > j.hs.D > Airdash > j.S |
|
Note: The timing of the hit is variable, in some cases it may hit more or less meaty. |
- Combo reset: 6H Mixup. Left-right mixup, at the risk of failing to reversals.
- Work in progress.
Easy
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead Sameside | Safejump | ... > c.S AA > delay jc > IAD > j.H |
c.S must hit high. |
Low Sameside | Meaty | ... > c.S AA > jc > IAD > j.H (Whiff) > Land > (2K or 2D) |
c.S must hit very high. For unknown reasons it does not seem to work consistently, and likely needs a micro delay before jump cancel to work. |
Overhead Crossup | Safejump | ... > c.S AA > delay jc > IAD > j.H |
c.S must hit mid-height or lower. |
Low Crossup | Meaty | ... > c.S AA > jc > IAD > j.H (Whiff) > Land > (2K or 2D) |
c.S must hit mid-height or lower. |
Throw | F6 | ... > c.S AA > jc > IAD > j.H (Whiff) > Land > Dash > Throw |
c.S height unimportant, can Throw from either side. |
- Combo reset: c.S 4-Way Mixups. Ambiguous 4-way mixup with 2 safejumps, usually off sandwich combos.
- One of the best ways to end a sandwich combo. You must sacrifice some damage compared to a 2H reset, and you only get the full mixup from earlier in a combo to maintain the full height, but the resulting offense is extremely potent with 2 safejumps, and 4 distinct threats that all share extremely similiar tells, being one of Jack-O's best mixup setups. The biggest issue is a lack of pressure if it is blocked, as you will have no servant unless you prepared one during the combo (such as by using
c.S > 236236H, c.S
to prolong the comboing servant)
- If you aren't sure which way you are hitting, the input string
j.H > 2K > 2D
will cover all 4 outcomes with a hitconfirm.