This can be due to patches to the game, or developments in the metagame. You can help by updating it. Content may be written for Battle Version 1.09, while the game is currently in Battle Version 2.00.
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
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.
Okizeme Theory
Safejump Hitconfirming
Off any safejump okizeme, you cannot react to their wakeup option. To ensure that you can both deal a combo and not be caught by reversals, you need to manually delay the follow-up hit such that if the move connects you will still perform the follow-up in time, but if you whiff you'll be holding block during that period, preventing you being punished. The best moves to use on landing are 2K (works at spacing) and c.S (may become f.S especially against Faultless Defense). 2P can also work but for massively weakened combo potential and likely weaker pressure.
During all okizeme, after the opponent's wakeup you should hold block for the first 13 frames to avoid any invincible reversal. Strictly speaking this is 16 frames but due to Faultless Defense cancellingAny normal can kara cancel into Faultless Defense on its first 3 frames, as an effect of its input scheme, but this can also be used to prevent potential punishes. you are afforded more time. Thankfully while 13 is the minimum, some options such as j.S allow much longer, giving a wider window.
- j.P Cannot true blockstring into a 2K/c.S (but it can true blockstring into 2P if done perfectly). Therefore, it is not safe from a reversal after the first block. The latest frame you can input 2K and have it combo is Frame 17.
- j.K can only true blockstring if you input 2K/c.S immediately after landing recovery. The latest frame you can input 2K/c.S and have it blockstring is Frame 16, giving at most a 3 frame input window. Unfortunately, this cannot safejump against most 2P and 2K attacks, due to unusual hitbox interactionsCrouching on wakeup is not fully low profile, making it hittable from j.K for 1 frame.
Reversal 2P or 2K are usually at crouch height Frame 1, therefore low profiling j.K.. - j.S and j.H can true blockstring from as late as Frame 19, making it trivial to safejump confirm with these moves.
Airdash Cancel
In listed okizeme, there are grounded options off airdashes. These always assume the use of Airdash Cancels to fast fall. Using any attack will cancel an airdash and make Jack-O' fall faster. You can instantly kara into Faultless Defense if you so choose (simply hold two attack buttons slightly offset during the airdash, and not use the macro). This allows you to tighten the gap on grounded meaties after an airdash.
If a sequence specifcally needs to use the kara Faultless Defense, it will be listed with the notation FD. However, you can normally simply whiff a normal.
F-Shiki j.P Mixup
By hitting an opponent very low to the ground with j.K, j.S, or j.H, you F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. the opponent into allowing j.P to connect off a jump cancel. If the opponent is holding crouch, this will still hit them despite their character being hit standing. This creates an unreactable overhead while comboing into Attack Command, and at the same time simply landing with 2K is an unreactable low, creating the basis of the mixup.
Unusually, if the opponent crouches on the initial attack, and allow themselves to be hit, the jump cancel j.P will whiff (leaving Jack-O' at best +2 but stuck above the opponent). This automatically disrupts any follow-up pressure, making the overhead weaker than the low, and the true mixup happens before the jump cancel. The attack is virtually impossible to hitconfirm, presenting a flaw.
Knowing its foil, if you assume the opponent will try to defeat the overhead mixup by getting hit, you can also choose to land into c.S intead of 2K for better combo conversion. This won't even weaken any sandwich pressure you get, but it will whiff if they used Faultless Defense, so consider the opponent's habits wisely.
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. Because the Throw allows a direction to be input, the use of crossups are less valuable for their side-switch.
Generally speaking, the Throw Servant safejump is the optimal in most scenarios, for its mixups, pressure, and reward.
However, it requires some manual timing,
Midscreen routes
The Throw Servant safejump is standard okizeme route, for its strong pressure and good reward on any hit. However, to disrupt opponents further, you may also wish to crossup, which can be performed using the Release Servant safejump or Servant meaty crossup, both of which enforce a reversal-safe 4-way mixup when done correctly, at the cost of pressure and combo conversions.
Medium Throw Servant safejump Great on-block pressure and optimal damage on hit, but less mixups
Throw > Delay > 236[P] > 9 Jump > j.hs.6X > j.S > ...
Option | Meaty | Inputs | Notes | |
---|---|---|---|---|
Overhead | Safejump | Throw > Delay > 236[P] > 9 Jump > j.hs.6X > dl j.S > Land > 2K | Standard okizeme. Enables an F-shiki Mixup on block. Requires at least 1F of delay anywhere in the string. | |
Low | F7 | Throw > 236[P] > 9 Jump > j.hs.6X > Land > 2K | Weak option. Requires no delays | |
Throw | F6 | Throw > Delay > 236[P] > 9 Jump > j.hs.6X > Land > Throw | Requires at least 2F of delay anywhere in the string. | |
Note: Throw Servant can be done fast by simply holding forward jump and pressing any attack button a few frames later. |
Leads into full sandwich pressure, giving it the best on-block pressure and best combos on any hit. Tragically, not truly autotimed, early by only a single frame.
Enables an F-shiki mixup, but otherwise lacks any natural mixups as the low is quite slow, relying instead on its superior blockstring.
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
Release Servant safejump Side-switch mixups, but weaker combos and 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 > Land > 2K | Weak option. 2K > 2D confirm is extremely fast due to hitstop cancelling. |
Low Crossup | F9 | Throw > 236[P] > Dash > 9 jump > j.hs.D > Land > 2K | Weak option. 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 | Requires at least 1F of delay anywhere in the string. |
Additional mixup for a 4-way safejump mixup, but worse on-block pressure.
The side-switch is slightly telegraphed (unless you can perform a 1F dash jump), however it can be ambiguous enough to present a stronger threat. Both sides can safejump, and go into F-Shiki Mixups, giving functionally 4-way mixups when executed tightly. However, it is more executionally demanding, and its meterless combos are not as rewarding as the servant will always be hit.
This also has much weaker pressure on block, with half-duration sandwich pressure. This can make it a lot less versatile if the opponent is not caught out by the side-switches.
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. |
Easy Servant meaty crossup Side-switch 4-way mixups, easier to perform reversal-safe crossups.
Option | Meaty | Inputs | Notes | |
---|---|---|---|---|
Low | Safejump/Meaty | Throw > 236[P] > Dash > Forward Jump > j.hs.D > (Delay) > j.S* > Land 2K | Safe to all reversals. | |
Overhead | Safejump/Meaty | Throw > 236[P] > Dash > Forward Jump > j.hs.D > (Delay) > j.S* > j.H | Safe to low-hitting Overdrives. | |
Throw | Safejump → 6F | Throw > 236[P] > Dash > Forward Jump > j.hs.D > (Delay) > j.S* > Land > Throw | Can be done regardless of side servant hits on. | |
Note: The side the servant hits on depends on the length of the dash. A longer dash results in a crossup hit. Despite switching sides, input for Attack Command will still be j.214K. |
An easier to execute 4-way mixup, especially for crossup safejumping, but with some inherent flaws. The left-right is created by which side Jack-O' is on during wakeup. The high-low is performed by a multi-hit j.H gatling, making fuzzy blocking difficultOptimal fuzzy-block would be a High→Low, and to go back to High on reaction to the initial j.H startup, making it easy to fail.
In addition, this allows easier crossups while safe from most invincible reversals (including Leo's EisensturmGuardAllStartup9Recovery33Advantage-28), as the reversal will whiff in the wrong direction. While j.H will extend into tall hitboxes (i.e. DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s), it can provide a crossup overhead that is safe to some Overdrives.
Similar to the Release Servant safejump this sacrifices on-hit combo potential and on-block pressure, with a half-duration servant, and only enforcing sandwich pressure on the crossup.
Corner routes
Very Easy ~ Medium Throw Corner: Throw Servant Safejump Corner safejump, with mixups, into optimal pressure.
Option | Meaty | Inputs | Notes |
---|---|---|---|
Standard Safejump | Safejump | Throw > (Delay) > 236[P] > 9 Jump > j.hs.6X > Land > delay > (2K or Throw or 5D > RRC) | Initial delay optional. Can also slightly delay j.hs.6X to feint with the Okizeme Throw route. You can delay 2K or Throw for a very long time to check for reversal. Do not delay the initial jump to fully jail into 5D. iIf a servant is already on the opponent, delaying at all will result in being throwable due to the servants colliding. |
Delayed Overhead | Meaty | Throw > (Delay) > 236[P] > 9 Jump > j.hs.6X > dl ABD > j.S | Initial delay optional. Attack can be delayed even more with a forward Airdash, for catching some fuzzy attempts. |
F-Shiki Mixup | Safejump | Throw > Delay > 236[P] > 9 Jump > j.hs.6X > j.S > (9 jc > j.P or Land > 2K or Land > Throw) | |
F-Shiki Feint Mixups | Safejump | Throw > Delay > 236[P] > 9 Jump > j.hs.6X > j.S > Land > c.S > (2D or 5D or Dash Throw) | 5D combos without Tension. Both 5D and 2D combo if the j.S hits. |
Okizeme Throw | 6F | Throw > (Delay) > 236[P] > 9 Jump > dl j.hs.6X > Land > Throw | Initial delay optional. Can also use hs.D for easier setup, but is more telegraphed, and will not hit reversal jump/backdash. |
A more powerful extension of the Throw Midscreen: Throw Servant safejump. With all of the same options but additional ones to disrupt the opponent.
The thrown servants hits meaty, allowing Jack-O' to land for a Low while waiting for a reversal. She can also feint the servant by delaying it, to Throw on wakeup, while jailing people from jumping out, and making fuzzy Throw Clash unsafe due to the easily delayed low. She can even hit late with an Air Backdash j.S for a simple unfuzziable mixup. Because of the threat of the F-Shiki routes off a safejump j.S, and the presense of a mixup even with a landing into c.S to punish opponents crouching while sustaining a mixup, any defensive strategy will need to be very complex and well-timed, particularly as there are 3 Lows and 3 meterless Overheads and 4 Throws present in this one okizeme.
While this is never truly more complex than a Low-High-Throw mixup, each route covers for defenses of other routes. For example delayed low defeats fuzzy Throw Clash on wakeup, while F-Shiki Feint routes (which is still a mixup) automatically punishes an opponent trying to crouch to defeat the F-Shiki into overhead. This makes it hard to establish one strong defensive strategy, as Jack-O' has enough coverage to essentially force a mixup and sustain pressure in most of them.
While some of these routes are a little more difficult than others, a few routes are notably very easy, such as the delayed Low and Overhead routes, making it quite accessible even without using all options.
Medium Throw Corner: Double Summon Servant Corner 'safejump', lack of mixups, but better pressure starter.
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 |
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.
Sweep (2D)
Midscreen routes
Meaty: Easy / Safejump: Very Hard
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead Crossup | Safejump | 2D > 236[P] > 9 Jump > j.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] > 9 Jump > j.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] > 9 Jump > j.hs.D > Land > (2K or 2D) | |
Low Sameside | Meaty | 2D > 236[P] > 8 Jump > j.hs.D > Land > (2K or 2D) | Telegraphed by a slightly different jump trajectory, but avoids being fuzziable. |
Throw | F6 | >2D > 236[P] > 9 Jump > j.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 > 9 jc > dl Airdash > dl j.H | |
Overhead Sameside | Safejump | 2D > 236P > c.S& OTG > 8 jc > dl Airdash > j.H | |
Low Crossup | 3F | 2D > 236P > c.S& OTG > 9 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 > 8 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 > 8 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] > 9 TK hs.6X, Airdash > j.H | |
Low Crossup | ??? | 6P CH > 236[P] > 9 TK hs.6X, Airdash > FD FF > Land > 2K | Extremely poor option. |
Overhead Sameside | Safejump | 6P CH > 236[P] > 8 TK hs.6X, Airdash > j.S | Can also be accomplished with a delayed airdash. |
Low Sameside | Meaty | 6P CH > 236[P] > 9 TK hs.6X Land > 2D | Telegraphed by lack of airdash |
Throw | 6F | 6P CH > 236[P] > 9 TK 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] > 9 TK hs.D, Airdash > j.H | |
Low Crossup | ??? | 6P CH > 236[P] > 9 TK hs.D, Airdash > FD FF > Land > 2K | Extremely poor option. |
Overhead Sameside | Safejump | 6P CH > 236[P] > 8 TK hs.D, Airdash > j.S | Can also be accomplished with a delayed airdash. |
Low Sameside | Meaty | 6P CH > 236[P] > 9 TK hs.D > Land > 2D | Telegraphed by lack of airdash |
Throw | 6F | 6P CH > 236[P] > 9 TK 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.
Character-Specific
These are specific okizeme variants that are most optimal against specific characters, due to unique abilities or traits on the defender's side.
Note, even if an okizeme is listed here, it can still be used on other characters, especially as a knowledge check.
Anji Mito
Easy Throw Midscreen: Servant meaty Works against Parries, meaties and has a basic mixup
Option | Meaty | Inputs | Notes |
---|---|---|---|
Sameside | Parry-safe | Throw > 236[P] > delay > Forward Jump > j.hs.D > j.S* | Will not hit meaty on crouching wakeup, but it does not need to. |
Crossup | Parry-safe | Throw > 236[P] > delay > Dash > Forward Jump > j.hs.D > j.S* | Depending on execution, may hit as j.S&. |
Similar to the Throw Midscreen: Release Servant safejump, but weaker on hit and block, and is entirely safe from Kachoufuugetsu KaiGuardStartup1Recovery10Advantage-. Leads into half-duration sandwich pressure on crossup, but not sameside. On block, you can true blockstring into 2K or c.S, meaty with j.H by cancelling off the servant, or land into a tick throw, giving it decent, albeit fuzziable pessure.
You need either a tiny delay before the jump or use a High JumpTap down during summon input and jump as the animation ends., to ensure you're high up enough for his parry to whiff on wakeup. Though you can't nessecarily land j.S to hit Anji crouching on wakeup, the servant ensures he can't move or attack, and still needs to predict the left or right side.
Timed well, 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 is also more lenient for timing than the standard safejump. This doesn't work if you gatling into j.H, however, due to the extended hurtbox.
Medium Anji Sweep: Parry-Safe Mixup Sweep mixup to defeat Anji's parry, at the cost of Servant Gauge
Option | Meaty | Inputs | Notes |
---|---|---|---|
Overhead Crossup | Safejump | 2D > 236[P] > 8 Jump > hs.D > j.S* > Airdash > dl 214K | |
Overhead Sameside | Safejump | 2D > 236[P] > 8 Jump > hs.D > j.S* > dl Airdash > dl 214K | |
Low Sameside | Meaty | 2D > 236[P] > 8 Jump > hs.D > j.S* > Land > 2K | Does not cost Servant Gauge to enforce, more telegraphed. Does not side-switch. |
Note: From point-blank it is nessecary to do a 7 Jump (Backward jump). |
More expensive Sweep okizeme that always side-switches, but Kachoufuugetsu KaiGuardStartup1Recovery10Advantage- will whiff underneath Jack-O' while the servant hits meaty and enforcing a left-right mixup into pressure.
The side of the okizeme depends on the timing of your airdash. Airdashing immediately ensures Jack-O' is on the other side on wakeup, whereas doing it slightly later ensures she is still sameside during wakeup, only moving to the other side as the servant hits.
This okizeme is slightly spacing dependent. If you're too close, you need to jump backwards to gain enough distance.
Baiken
Untethered
Easy Baiken Throw Midscreen: Hiiragi-Safe Mixup Works against Hiiragi, meaties with a basic mixup.
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&. |
Similar to Anji's parry-safe okizeme, but a bit simpler. 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 Baiken's HiiragiGuard-Startup1Recovery32Advantage- on both sides. On block, you can true blockstring into 2K or c.S, or with j.H by cancelling off the servant (though this is not a true mixup as it can be fuzzy blocked).
This okizeme still loses to Baiken's Tsurane Sanzu-watashiGuardAllStartup8+1Recovery48Advantage-32, but is visually ambiguous enough with the standard Throw Midscreen: Release Servant safejump to make it difficult for the Baiken to know which reversal will work, even discounting the need to decide the left or right side, making both okizeme much safer overall.
Easy Baiken Throw Midscreen: Basic Reversal-Safe okizeme Safe from Hiiragi and Overdrive, but sacrifices pressure and mixups.
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. |
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 Baiken Throw Midscreen: Reversal-Safe mixup Safe from parry and overdrive, with a mixup, at the cost of Servant Gauge.
Option | Meaty | Inputs | Notes |
---|---|---|---|
Sameside | Meaty | Throw > 236P > IAD > 214K |
|
Crossup | ??? | Throw > 236P > IAD > dl 214K |
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.
Tethered
Easy Baiken Throw Midscreen: Tethered Sandwich starter Works when tethered, decent pressure, costs Servant Gauge.
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 |
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 Baiken Throw Midscreen: Tethered Optimal Safejump The most versatile tethered option.
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), therefore not crossing up but does sideswitch. |
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. |
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 if you do any amount of backwalk before jumping, 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.