GGST/Jack-O/Strategy

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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
  • Jack-O specific notation; ns.2P = Pick Up Servant (2P while near a servant). || ws.P/K/S/H/D = P/K/S/H/D while holding a servant. || ws.6X = Throw Servant with a button of your choice.
  • Some Jack-O specific notations have the possibility of being very cluttery, but may be needed to get specific information across. Try to use these only when truly necessary; 5K* = Hit a servant with 5K, but not the opponent. || 5K& = Use a 5K to hit both a servant and the opponent. || 236K*(hit)~214K = 236K a Servant. That servant projectile from 236K hits the opponent, then cancel into 214K.

Useful Links

Resources and References
Combo and Setup Videos

General Strategies

Servants

Servant Gauge

Summoning

Gameplan

Offense

.ws = with servant (while you hold servant above your head)

Okizeme

For the sake of brevity, the strings only list until the first mixup hit. From all aerial starters it is followed up by a dl.2K as a combo hitconfirm while still being able to block a reversal, while grounded starters except Throw may be followed up with 214K or 2D.

When a Throw (4/6D) is listed as hitting "Meaty", it means it hits on Frame 6. Due to the wakeup throw immunity of 5 frames it is impossible to defeat a wakeup jab with a throw, but this can always be used to defeat meterless invincible reversals as they lack throw immunity and take longer than 5 frames.

Throw


Throw is Jack-O's most straightforward method of gaining a strong okizeme. It is unfortunately not very frame advantaged compared to 2D, giving her access to much weaker options, but she can still accomplish many possibilties.

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. Unsafe to any invincible reversal, relatively low reward on hit, but extremely easy to perform 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-invincible 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.

The primary flaw of this okizeme is the nessecity to use Command Servant Gauge to be safe on mixup options, and it trivially fails against  Leo's EisensturmGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup9Recovery33Advantage-28, which can be input regardless of a crossup.
Servant Throw Sandwich
Throw > 236[P] > TK.ws.6X > dl.j.P

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 any attack button 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 with full duration, allowing it to trivially lead into strong sandwich pressure loops, making it the best safejump 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.

Sameside-Crossup Sequence Safejump
Throw > 236[P] > 66.9 jump > j.ws.D > j.S& > Land > 2K

Sameside Mid → Crossup Overhead (Safejump): Throw > 236[P] > 66.9 jump > j.ws.D > j.S& > j.H > Land > 2K

The servant must be hit such that it will cause a sameside okizeme before Jack-O' falls behind the opponent. By performing a timing incorrectly the game's throw protection will nullify this sequence entirely, as the first hit will be blockable from either direction.

A bizarre varient of safejump, by enforcing the enemy to wakeup facing sameside their only reversal options will whiff Jack-O'. It leads into a sandwich pressure with a half-duration servant, giving decent reward on block. Its primary strength is in the visual ambiguity, being extremely disceiving about the sequence which must be blocked sameside then crossup, it can easily confuse opponents. Even after solving this, the safejump comes with a natural high-low mixup which cannot be option selected, but can be fuzzied.

Sweep


Sweep (2D) is Jack-O's primary okizeme tool, with huge frame advantage and the option to OTG it opens up many possibilities, and is usually the main goal of Jack-O'. An interesting property of Sweep okizeme is any move that hits or confirms into 2K can immediately combo into 2D to restat the okizeme, sometimes using the additional summon to deal more damage on the second loop, though this loses the combo potential of the first okizeme, and gives more probability of failure.

Servant Drop Safejump with Fake-Out
2D > 236[P] > dl.9 jump > dl.j.ws.D > dl.j.H

Sameside Overhead (Meaty, non-safejump): 2D > 236[P] > dl.9 jump > dl.j.ws.D > ABD > j.S
Crossup Low (Meaty, non-safejump): 2D > 236[P] > 9 jump > j.ws.D > Land > 2K
Sameside Low (Meaty, non-safejump): 2D > 236[P] > 8 jump > j.ws.D > ABD > LAND > 2K
Throw (Meaty): 2D > 236[P] > 8 jump > j.ws.D > ABD > LAND > dl.4/6D

The follow-up to a hit sameside overhead is 214K. The sameside overhead can be delayed further to defeat  Leo's EisensturmGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup9Recovery33Advantage-28 being performed on wakeup, at the cost of the attack no longer being meaty. All other directional invincible reversals will be unaffected as they will not be able to input it until you are on the correct side.

A popular and somewhat lenient okizeme, the overhead options have lenient timings and the confusing left-right motions disrupt opponents. It allows a four-way mixup plus Throw when the jump timing is altered, but only one of them can be made universally safe from invincible reversals. On samesides it will lead into sandwich pressure, but not on crossups.

OTG Crossup Safejump
2D > 236P > c.S& OTG > 9 jc > dl.AD > j.H

Sameside Overhead (Safejump): 2D > 236P > c.S& OTG > 8 jc > dl.AD > j.H
Crossup Low (Frame 3, non-safejump): 2D > 236P > c.S& OTG > 9 jc > IAD > FD Fast Fall > Land > 2K
Sameside Low (Frame 3, non-safejump): 2D > 236P > c.S& OTG > 8 jc > IAD > FD Fast Fall > Land > 2K
Throw (Meaty): 2D > 236P > c.S& OTG > 8 jc > IAD > FD Fast Fall > Land > dl.4/6D

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.
Both low meaties strike frame 3, trading with  Sol's 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16, but will defeat  Chipp's 5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-2, however they will also lose to a wakeup Throw from any character.

A very potent 4-way mixup plus Throw, with the overhead left-right mixup being fairly low execution, making it excellent for securing an attack in offense, only held back by its requirement to be close range. Also deals 39 extra damage via the OTG attack. When performed as a crossup, leads into sandwich pressure, and all outcomes provide a half-duration servant, making sameside options particularly mediocre on block, but this block is also much less likely to happen.

Other


Jack-O' has several other ways of achieving a knockdown, be it from stray 6Ps or from combos. These rarely allow elaborately strong okizeme but are still useful to identify for maintaining pressure or even as a way to create resets.

Combo 2H Safejump
... > 2H > 236[P] > delay > 9 jump > AD > j.ws.D > dl.j.P

Low (Meaty, non-safejump): ... > 2H > 236[P] > delay > 9 jump > AD > j.ws.D > land > 2K
Throw (Meaty, non-safejump): ... > 2H > 236[P] > delay > 9 jump > AD > j.ws.D > land > 4/6D

The delay before jumping is dependent on the combo used into this. The lengthier a combo the less delay must be used. When performing a mixup varient, the delay can be reduced, to get a more meaty attack, but off some combos, even no delay will not provide adequate time.

By ending a combo early with a 2H, it becomes possible to reset into a safejump, with the option for a high-low and Throw mixup. This usually comes at the cost of losing a potential wallbreak for better damage, Positive bonus, and recovering any spare servants to regain gauge. It will usually leave Jack-O' on a pressure string with no servants and minimal gauge, making it not very strong as a pressure option usually. However, with ther reversal-safe reset it can be potentially quite punishing, especially if it manages to corner carry and enable Jack-O' to begin corner pressure, which is a far bigger reward than a wallbreak. The variable 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, further adding to the risk if the user's execution is not extremely tight.

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.

Block-String Escapes
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.

236P minion trajectory

  • A
    • 2P,5P,j.P,5K,j.K,j.D, f.S, c.S
  • B
    • 6P,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
  • As of patch 1.10. f.S and c.S changed from arc B to arc A. May be unintentional nerf but has been significant

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.

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