GGST/Jack-O/Okizeme

From Dustloop Wiki



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

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.

Notation Full name Alternatives Meaning
ns.2P Near Servant 2-P Pick Up ServantGGST JackO Pick Up Servant.pngGuard-StartupRecoveryTotal 14Advantage-
hs. Held Servant sh., ws. Moves performed during the Held Servant stance, e.g. hs.K for Attack CommandGGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15.
j.hs. jumping Held Servant j.sh., j.ws. Moves performed while holding a servant in the air.
hs.6X hs.6P/K/S/H/D 6X Throw ServantGGST JackO Throw Servant.pngGuardAllStartup12RecoveryTotal 27Advantage+5. Can be performed using any attack button.
Servant notation
* Added to a move when it hits a servant, but not the opponent, e.g 5K*.
& Added to a move when it hits both a servant and the opponent, e.g 5K&.
~& Added to a move when it hits a servant after having already hit the opponent, not at the same time, e.g. 5[D]~&
(hit) and (whiff) Indicates if a struck servant collides with or whiffs the opponent, e.g. c.S&(Whiff), using c.S& but the servant whiffs.
(Servant hit) When a servant launched by an attack earlier in the string hits, e.g. 2S& > 236K > (Servant Hit)
(Detonation) When a servant exploding from CountdownGGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage- explodes and hits the opponent e.g. 214H > delay > (Detonation)

Throw

GGST JackO Ground Throw.png

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.

Throw > 236[P] > TK hs.6X > dl (j.P or j.K) 
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.
j.K will true blockstring, but will whiff against reversal 2P and 2K attacks due to being fully crouched Frame 1.

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.

Recipes
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.

Throw > 236[P] > 9 jump > j.hs.D > dl j.S 
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.
Recipes
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

Throw > 236[P] > TK.ws.6X > Land > 2K  
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

Throw, 236P, c.S* > 236P > dl 2K 
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

Throw > 236[P] > Forward Jump > j.hs.D > j.S* 
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 HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- no delay is required, the servant will hit first. Against  Anji's Kachoufuugetsu KaiGGST Anji Mito 632146S.pngGuardStartup1Recovery10Advantage- 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-watashiGGST Baiken 236236S.pngGuardAllStartup8+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

Throw > 236P > c.S* > 214K 
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 HiiragiGGST Baiken 236P 2.pngGuard-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

Throw > 236P > Backward High Jump > dl 214K > dl (j.S& or j.H&) 
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 HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- and Tsurane Sanzu-watashiGGST Baiken 236236S.pngGuardAllStartup8+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

Throw > 236P > Back walk > 5K* > backward jc > IAD > dl j.S 
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 HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-, and goes above Baiken, avoiding Tsurane Sanzu-watashiGGST Baiken 236236S.pngGuardAllStartup8+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 HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- and Tsurane Sanzu-watashiGGST Baiken 236236S.pngGuardAllStartup8+1Recovery48Advantage-32.


Medium

Throw > 236P > IAD > 214K 
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 HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- and Tsurane Sanzu-watashiGGST Baiken 236236S.pngGuardAllStartup8+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

2D > 236[P] > fTK hs.D > delay > ABD > j.H 
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 EisensturmGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup9Recovery33Advantage-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

2D > 236P > c.S& OTG > forward jc > dl Airdash > j.H 
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 5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-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 5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-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 DipperGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-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 DipperGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-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

6P CH > 236[P] > nTK hs.6X, Airdash > j.S 
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

6P CH > 236[P] > fTK hs.D, Airdash > j.H 
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

632146P > 236[P] > dl hs.6X 
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

632146P > 236[P] > 9 High Jump > IAD > j.hs.D > (j.P or j.K) 
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

632146P > 236[P] > Forward Jump > dl j.hs.D > j.S 
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

... > 2H > 236[P] > delay > forward jump > dl Airdash > j.hs.D > dl (j.P or j.K) 
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

... > 6H(1) > 236[P] > forward jump > j.hs.D > Airdash > j.H 
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

... > c.S AA > delay jc > IAD > j.H 
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.