- Uses 10-15% Tension if you have the Tension
- Alternate ground combo ender, staple air combo ender
- Strike Grab that can be combo'd into
- You can determine the direction the opponent will be sent flying by inputting it on your stick/controller during animation
- Can be a (cheeky) opener depending on matchup
An alternate way to end your ground combos. Mostly used when you want to throw the opponent to the other side of the screen away from Jack-O or sideswap them into the corner. Be sure to confirm the current situation of your servants before attempting to use this in a combo. If they're too close to you and their next attack is timed just right, it could mess up trying to throw them away and instead force the opponent to air tech near you.
This is the usual air combo ender for Jack-O combos. When determining which direction to have the opponent spit out, be sure to verify the current situation. For instance, if your close to the corner, you'll probably want to toss them into the corner and proceed to try and have your servants lockdown the opponent. Other times if the right servants are nearby, it might be best to have the opponent spit out towards them to try and extend your combo.
It does need to be emphasized that, despite the move behaving in most regards like a throw, the initial hit behaves like a normal mid attack, meaning it can be blocked and punished from all positions.
It can also be used a somewhat cheeky opener, depending on the matchup and what the opponent chooses to lead with. If it does strike, it puts you in an excellent position as you absolutely have time to set down at least one Ghost and get Aegis Field up if the matchup calls for it. It is a risky opening, however, as a number of opposing openings will beat it in frames handily.
Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version.