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==Offense== | ==Offense== | ||
''.ws = with servant (while you hold servant above your head)'' | |||
===Okizeme=== | ===Okizeme=== | ||
====Throw==== | ====Throw==== |
Revision as of 03:14, 18 October 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Useful Links
- Resources and References
- Jack-O' Doc
A simple guide explaining the general gameplan and tools of Jack-O'. - Strive Jack-O' Compendium
Document of information on a variety of combos, setups, pressure strings, and matchup interactions. - Jack-O' Hitbox Reference (Strive Ver.1.09)
Video showcasing Jack-O's hitboxes in real-time. - Jack-O' Defend Command Interactions
A document listing the hitbox interactions of Defend Command in each matchup. - ComboTier/Jack-O
A collection of mid-screen combos, with videos.
- Combo and Setup Videos
- JACK-O' Beginner Combos – Guilty Gear Strive by ahmz1404
- 【GGST(Ver1.09)】必要十分!ジャック・オー(Jack-O)実用コンボ【vol.1】 by 初心者のための対戦ゲーム最短上達チャンネル
- 【GGST(Ver1.09)】必要十分!ジャック・オー(Jack-O)実用コンボ【vol.2】 by 初心者のための対戦ゲーム最短上達チャンネル
- ギルティギア ストライヴ ジャックオー 基本 コンボ【GUILTY GEAR STRIVE JACK-O' BASIC COMBOS】 by メノ(Meno)
- 【Guilty Gear Strive】実戦向けコンボ&セットプレイ集 ジャック・オーを使いたい人向け動画 by かずのこチャンネル (Kazunoko)
- 【GGST】JACK-O' Practical Combos & Mix-up 2 GUILTY GEAR -STRIVE-【ジャック・オー】 by SmileLanze
General Strategies
Servants
Servant Gauge
Summoning
Gameplan
Offense
.ws = with servant (while you hold servant above your head)
Okizeme
Throw
- Basic Servant Set
Throw > 236P > 66.2K
Throw (Meaty): Throw > 236P > 66.4/6D
Overhead (Meaty): Throw > 236P > 66.5D
The overhead varient takes a precise micro-dash, but if performed correctly is very advantageous on block, and combos. None of these varients are safe from invincible reversals.
The most basic okizeme possible. Very unsafe, relatively low reward on hit, but extremely easy to perform even even for the most novice of players once they get used to the meaty timings. It is recommended to move past this when possible, due to these flaws.
- Servant Meaty Crossup
Throw > 236P > dl.5K > jc > IAD > dl.j.H
Low Crossup (Non-meaty): Throw > 236P > dl.5K > jc > IAD > FD fast fall > Land > 2K
Throw (Non-meaty): Throw > 236P > dl.5K > jc > IAD > FD fast fall > Land > 4/6D
Sameside (Meaty, non-safejump): Throw > 236P > dl.5K > jc > IAD > 214K
Alt. Crossup (Non-safejump, OS safe): Throw > 236P > dl.5K > jc > IAD > dl.214K
Despite not strictly being a safejump, if the servant is bounced at the correct time, the IAD will be able to pass over before the wakeup DP is able to hit, due to their hitstop on servants. If the j.H is not appropriately delayed the enemy will be in a true blockstring, meaning they do not need to block the crossup. The enemy can still perform a 6P or invincible reversal to Counter Hit, but will lose to the sameside varient, and non-vincible anti-airs lose to the alternate crossup varient.
A very easy and versatile okizeme, especially at a novice level. Even when delays are performed at incorrect timings, it should be very safe unless the opponent uses an invincible reversal. The end outcome is sandwich pressure, with a half-duration servent, making it relatively good on-block, and on hit can easily combo into a sandwich combo giving good reward.
- Servant Throw Sandwich
Throw > 236[P] > TK.ws.6X > dl.j.P > Land > dl.2K
Low (Non-meaty): Throw > 236[P] > TK.ws.6X > Land > 2K
Throw (Non-meaty): Throw > 236[P] > TK.ws.6X > Land > 4/6D
Crossup (Non-meaty): Throw > 236[P] > 66 > TK.ws.6X > Land > 5P
Tiger Knee Throw Servant can be done by simply holding forward jump and pressing 6X a few frames later. The j.P must be delayed enough such that were it to connect it combos into the 2K.
Unlike most safejumps this one creates a sandwich setup between Jack-O' and the opponent, allowing it to trivially lead into sandwich pressure loops, making it one of the best safejumps on block. If the j.P connects, the 2K will combo and go into a sandwich combo, if the opponent uses any kind of reversal the 2K should not be able to happen, giving a simple block punish. Its mixup options are relatively weak as they are all notably slower and lose to simple reversals like Throw, and are fuzziable. making it quite weak for securing a hit.
- Left-Right Servant Drop
Throw > 236[P] > 9 jump > dl.j.ws.D > dl.j.S
Low (Non-meaty): Throw > 236[P] > 9 jump > dl.j.ws.D > Land > 2K
Throw (Non-meaty): Throw > 236[P] > 9 jump > dl.j.ws.D > Land > 4/6D
Crossup (Safejump): Throw > 236[P] > 66.9 jump > dl.j.ws.D > dl.j.S
Low Crossup (Non-meaty): Throw > 236[P] > 66.9 jump > dl.j.ws.D > Land > 2K
The servant release delay must be during the rising arc of the jump, such that as the move descends the servant will not come into contact with the j.S. If it hits the servant, it will not be a safejump, but does open new combo routes. j.P is easier, but much lower reward. Due to the tight timings, the crossup varient is significantly harder to perform than the sameside.
A much harder to perform safejump than the Throw Servant varient. On block the servant will land on the same side as Jack-O', giving weaker follow-up pressure. However, its crossup--while somewhat telegraphed--is safe, making it a viable mixup tool, furthermore the use of j.S allows much more punishing combos for hit, especially Counter Hit.
Sweep
Sandwich Pressure
Corner Pressure
Servant Pressure
Defense
Block-String Escapes
When Jack-O' is blocked from any unsafe move--which make up the majority of her kit--she is usually given a variety options to escape from being punished. When all are taken into account Jack-O' has the most complex options of escaping punish, which can be hugely difficult for her opponents. It is impossible to be completely safe, but by using a variety of these options you can make it extremely hard to challenge her repeatedly poking the enemy, especially when options are chosen based on their available tools and current habits. It is not nessecary or even practical to use all of these within a game, but knowing a few of them is invaluable.
Every option depends heavily upon her having Servant Gauge available, so it is important to understand that this safety comes at a cost, and the Servant Gauge should dictate when you will utilise unsafe normals that will need to be cancelled.
- 236K
The first is to incorporate Servant Shoot (236K) after an unsafe normal. Almost all of her normals naturally frametrap, while Lv 4 normals (5H, 2H, 6H(2)) true blockstring into it. On top of that, it adds substantial pushback and even chip damage, making it quite beneficial. Given it can cancel into any of the upcoming options, the only reason not to use this is to either take a reversal-safe route (especially against users with meterless invincible reversals), or as a way of complicating timings so the enemy does not know when the blockstrings will end.
- 236[P]
The core escape option. Summon Servant Hold cancelling is incredibly safe from all normals. The primary issue is you can no longer block, so we follow this up with a variety of options. Due to the framedata, you will also no longer be Counter Hit punishable at all, and if you escape successfully you have a prepared summon to restart pressure in neutral. Put simply, the enemy is now forced to catch your retreat on a read, they cannot react to your movements fast enough to make it a punish.
- 236[P] > Backwards Dash
The simplest and least commital summon varient. Will escape most punishes, even long-range moves like Ramlethal's f.S if done from some spacing (e.g. after 236K). If the enemy whiffs an attack, you can then perform Throw Servant, or Release Servant and run up to punish. This is most weak to enemies chasing you, as you often corner yourself and won't have time to release a servant safely. In these cases you are forced into a guessing game, using Defend Command, jump and Release Servent, or Release Servant and poke directly, but you are likely to lose this interaction. You can also choose to FED backwards, but this input is quite difficult to do quickly.
- 236[P] > Instant Air Backdash > j.ws.D
Slightly riskier due to being in an airborne state and ends in Counter Hit recovery. This will defeat a lot of fast run-up punishes and any low attacks. Can be defeated by anti-airs if performed fast, but is generally safe from meterless reversal attacks like Sol's Volcanic Viper. Will lose to a lot of metered reversals like Ky's Ride The Lightning. Enemies running up will probably be blocked, giving no reward but no immediate harm. Generally this is low reward unless the enemy whiffs a slow attack.
- 236[P] > Back Jump > j.ws.D > j.S
More of a callout than an escape, this move will go high up and counterattack with a servant. Defensively avoids a lot of punishes, even avoiding run-up 6P, but it is slow and tall anti-airs will get substantial reward. It is also completely unsafe to meterless reversals.
- 236[P] > ws.S > ws.D
A hard callout on the enemy going for a meterless reversal attack, or doing a high-reaching punish. By dropping the servant on the exact moment a meterless reversal is parried (you can mash the input, or get used to the timing of their reversal), their hitbox is completely nullified, without putting them into Guard Crush. This allows big Counter Hit punish combos on meterless reversals. Alternatively, allow the Guard Crush for an unburstable Forever Elysion Driver punish. This will lose to every other option they could go for, including Overdrives.
- 214S (When servant is nearby)
Sets up a shield, shutting down any punishes or abares the enemy could go for. This leaves Jack-O' extremely disadvantaged and is reactable so watch out for being in enemy grab range. However, the shield will last for up to 7 frames after Jack-O' has recovered, giving her enough time to begin new pressure with 5K without them being able to hurt her, even if they timed an attack perfectly. If they do get Guard Crushed, you can punish with Forever Elysion Driver or simply take it as an easy pressure reset. This will easily lose to fast Overdrives. This costs Command Servant Guage, so be careful of over-use.
- 214K (When servant is nearby)
The most obvious option. If a servent is in attack range, cancelling into Attack Command can act as a true blockstring, which prevents any form of punish being possible while dealing minimal chip damage, and even lets you reset your pressure. This has less effective range than 214S, and costs Command Servant Guage, so it will not always be a viable option. If used as a frametrap, it will only lose to invincible reversals, otherwise it is practically unreactable, thereby conditioning opponents to respect you on block.
- 214P (When no servant is near)
The poor man's escape. If you have any other option, I truly do not recommend this one to be used. The only realistic usecase is off 2D when you have no servants nearby and no Summon Servant Gauge to use, but this leaves you reactably very punishable in full Counter Hit recovery and is begging to be hurt. Badly. The only time this will work is if the enemy is severely conditioned to respect you. The 214P varient is functionally cheaper if it can recover servants in the process, making it usually a better choice, but when no servants are available all four commands are identical.
Below is a chart of the enemy's common punish options, and the general interaction with the escape options.
Option | Invincible reversal | Invincible Overdrive | Run up | Anti-air | Direct punish |
---|---|---|---|---|---|
236K | Punished (CH) | Punished (CH) | Safe | Safe | Safe |
236[P] > BD | Safe | Safe | Unsafe | Safe | Safe |
236[P] > IABD > j.ws.D | Safe | Safe | Unsafe | Punished | Safe |
236[P] > j > j.ws.D > j.S | Punished (CH) | Punished (CH) | Safe | Punished (CH) | Safe |
236[P] > ws.S > ws.D | Safe | Punished (CH) | Punished (CH) | Safe | Punished (CH) |
214S | Safe | Punished (CH) | Safe | Safe | Safe |
214K (Blockstring) | Safe | Safe | Safe | Safe | Safe |
214K (Frametrap) | Punished (CH) | Punished (CH) | Safe | Safe | Safe |
214P | Punished (CH) | Punished (CH) | Punished (CH) | Punished (CH) | Punished (CH) |
Counter-pokes
Abare
Anti-air
Jack-O's main control on opponents will derive from her grounded tools utilising servants, however she possess an extremely wide assortment of methods to control aerial opponents. The option will largely depend on available resources, servants, and the opponent's position. Unlike most characters, Jack-O' suffers greatly from even blocking air attacks, due to losing any active Servants, making it very important to avoid the situation. To this end it is often valuable to consider the Servant Gauge, as while many of her options provide little combo potential, they can allow her time to build space for neutral, recharge servant gauge, or deploy servants.
5P - Fast, short-range poke. Weak hurtbox, but is able to act faster than any other option, making it versatile at interrupting fast aerial approaches from close-range. Can combo into 6P for a full-screen knockdown, giving very low damage but time to set up servants.
6P - A very safe anti-air. Has full upper-body invulnerability. Among characters' 6P attacks, Jack-O's is especially versatile with an extremely short hurtbox and good speed, leading into knockdowns at full-screen. Low damage reward, but easily sets up more servants.
2S - Powerful anti-air for opponents directly above Jack-O'. Extremely strong hurtbox/hitbox and fast speed, but its extremely narrow range makes it only useful against attacks directly above her. It can provide substantially better combo potential for high damage output, but can be risky against enemies carefully spacing their attacks.
2H - High risk, high reward. It is a disjoint but has overall short range and is very slow, making it very difficult to land against most air-to-ground attacks. Usually better when an opponent jumps at close range. If it lands, however, the damage potential is immense due to its 100% proration and ground bounce.
6H - Jack-O's longest-range attack. Can anti-air from extraordinary distances with complete safety. However, it is very slow and does not cover above Jack-O', making it only useful against distant foes or pre-emptively attacking an opponent's jump. Has virtually no combo potential even on Counter Hit, but will send opponents full-screen to allow time to set up more servants.
Throw Servant (ws.6X) - If Jack-O' is already holding a servant, throwing it provides a very high projectile to disrupt air-approaches. Doing so sets a servant between herself and the opponent, or by comboing with Attack Command (214K) can set an opponent in the corner with a servant for pressure.
Defend Command (214S) - So long as Jack-O' has servants available, Defend Command acts as a low-commitment and very safe anti-air at the cost of Command Servant Gauge. The Defend Command shields are extremely large and able to catch many common air-to-ground attacks. Guard crushing an enemy in the air provides no damage, but gives Jack-O' time to begin pressure safely. Furthermore, the Defend Command has very low recovery time and protects Jack-O' even after her recovery, making it overall low commitment when dealing with highly mobile opponents with unpredictable air-approaches.
Attack Command (214K) - If Jack-O' has a servant at a high elevation, or is currently holding one, the Attack Command acts as an extremely high-reaching disjoint with decent combo-potential. This costs Command Servant Gauge but is easily her most powerful anti-air when the opportunity presents itself. Performing 236[P] > ws.K
is functionally very slow, but hits extremely high-up and will defeat almost any normal air-to-ground approach, particularly good against opponents using Superjump.
Air Throw (j.6D/j.4D) - A useful anti-air for all characters, especially against opponents that like to jump into block. Can be somewhat risky as Jack-O' will be vulnerable until she lands and will not have access to her servant commands.
Additional Info
Servant Trajectories
For playing neutral with Jack-o it is important to also know the trajectory of the minions after they have been hit.
- A
- 2P,5P,j.P,5K,j.K,j.D
- B
- 6P,f.S,j.H,5H
- C
- j.S, 2H*
- D
- 2S,5D,6H(1)
2H goes slightly higher than j.S
A and B will be the most commonly used for neutral.
Because of this you typically will be using 5P,5K, and 6P to hit the servants.
- 6P is useful because it can send it a bit further than normal and has fairly fast recovery
- 5K is jump cancelable which gives you many options and great for setups
- 5P fastest possible hit and allows you to combo in certain situations
Frame Traps
Unfortunately for Jack-O, exceptionally few of her normals naturally frame trap into other normals, so you're better off utilizing stagger pressure between normals. However, when it comes to cancelling into special moves from normals you will find that 214K or 236K are sufficiently delayed enough to cause natural frame traps. These frame traps are easy to perform, and since both of these special moves can be combo starters given the correct servant positioning, they have the potential for big and easy damage. Be wary of the frame traps based on Tiger Knee specials, as it is possible to accidentally delay them. Also, specifically for j.236K, frame traps involving this move can be beaten by 6P. The same is rare, but possible for 214K/j.214K while the servant is falling. When the servant is floating at their natural height, Attack Command cannot be dodged by 6P (needs testing on all characters).
To explain the significance of the Frame Gaps;
- 1-2f - Invulnerability of some sort is required to beat this frame trap.
- 3f - Sol's 5K and Chipp's 5P will trade with these frame traps.
- 4f - Sol's 5K and Chipp's 5P beats this, and Giovanna's 5P will trade.
- 5f - A majority of the cast can trade with this, but some characters with slower startups (MI, ZA, AX, FA, AN) still can't.
- 6f+ - By this point, almost all of the cast has an option that beats this frame trap. The rest of the characters (MI, ZA, AX, FA, AN) all have an option that trades. Essentially, this is the point where a string stops being a frame trap in this game.
String | Natural? | Frame Gap | Difficulty | Notes | Video |
---|---|---|---|---|---|
5P > 6P | Yes | ???f | Very Easy | Simple gatling. | |
2P > 6P | Yes | ???f | Very Easy | Simple gatling. | |
6P > 236K | Yes | 1-2f | Very Easy | Simple special cancel. | |
5K > 214K | Yes | 1-2f | Very Easy | Simple special cancel. | |
c.S > jc j.214K | Yes | 1-2f | Hard | Tiger Knee special cancel, leads to a free jumping normal overhead and further pressure. | |
2S > 236K | Yes | 1-2f | Easy | Simple special cancel, although it is hard to use this move in a blockstring. | |
2D > 236K | Yes | 1-2f | Very Easy | Simple special cancel. If you think the opponent won't press a button, use 236[P], 44 to cancel the 2D and escape. | |
j.K > j.214K | Yes | 1-2f | Easy | Simple special cancel. j.K whiffs on many crouching opponents, so this is only useful when you know the opponent will be stand blocking. | |
j.S > j.236K | Yes | 1-2f | Very Easy | Simple special cancel. | |
j.H(2nd) > j.236K | Yes | 1-2f | Very Easy | Simple special cancel. | |
2K > 214K | Yes | 3f | Very Easy | Simple special cancel. | |
c.S > jc j.236K | Yes | 3f | Hard | Tiger Knee special cancel, leads to j.214K into a free jumping normal overhead and further pressure. | |
f.S > 236K | Yes | 3f | Very Easy | Simple special cancel. | |
j.H(1st) > j.236K | Yes | 4f | Very Easy | Simple special cancel. Only works on exceptionally tall characters while standing (FA, PO, NA). |
Misc. Advanced Mechanics
These are additional details and quirks about Jack-O's moveset. They either do not provide a vital tactical use or are too specific to be noticed outside precise optimisations.
214P
- When one (non-held) servant is available, using Recover Servant will spend 0.86 ~ 1.10 bars less Command Servant Gauge and 1.36 ~ 1.60 bars less Summon Servant Gauge than using Defend Command (214S) or Attack Command (214K), followed by improved recharge rate.
- If Jack-O' hit a servant before recovering it, and only recovers one servant, it is impossible for her to break-even on the cost of using the command even when accounting for the improved Servant Gauge recharge rate.
- Due to the loss of Command Servant Gauge lowering the gauge limit, the Summon Servant Gauge restored will often be lower than the potential amount.
214S
- While it is +31 at minumum, it is unlikely to parry on the first frame, making it usually even more frame advantanged.
214H
- The Defend Command (214S) cannot prevent Jack-O's own Countdown explosion, and it will still hit Jack-O' and the opponent.
- When the explosion begins, the servants are immediately removed and cannot be interrupted. They have no collision, are fully invulnerable, and do not count as an active servant for Jack-O's Servant Gauge recharge. They will also disregard any further commands issued, including Recover Servant (214P).
632146P
- Opponents in Faultless Defense are only inescapably vulnerable to the first active frame, meaning the move has marginally less effective range against these targets.
236236H
- Will not remove a Servant Gauge pause from a servant command issued prior to using Cheer Servant On H.
Fighting Jack-O
Matchup Specific Interactions
Instant Overhead
By cancelling a drift Roman Cancel into j.P Jack-O' can perform an extremely fast overhead attack.
This will fail on some characters, as it will whiff on MA, CH, GI and JC due to their short heights.