GGXRD-R2/Jack-O/Okizeme

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 Jack-O


NOTICE: THIS PAGE IS A SKELETON. THE CONTENT ON THIS PAGE IS TO GUIDE WRITERS IN CREATING NEW CONTENT FOR THE PAGE.

Introduction

Jack-O's okizeme is all about set ups, but because we're playing Guilty Gear, you don't want to sacrifice pinning the opponent down on wake-up if you don't have to. Her different knockdowns facilitate different amounts of set-ups depending on how you get it and knowing your options is important.

3H knockdown:

Probably the worst of her knockdowns due to 1) being range dependent what you can do with it and 2) having the least amount of time to set-up and still get tight oki. In general off a 3H hit you have 4 options.

  • Two set-ups (house set or organ command) and zero oki.
  • One set-up and meaty, usually 2K or a spaced c.S. 2K is hard to time due to its small amount of active frames, but being a low with good range makes learning to do it valuable. c.S must be spaced or the opponent is free to throw you out of it. The downside to this is it's pretty easy to space yourself too far and get a f.S but the options you have from a meaty c.S are vast and very potent.
  • No set-ups and a safe jump, usually with j.H which allows you to do a cross up safe jump.
  • OTG with 2K > 5PxN > 5K. This is often what you'll use against characters with a DP, but the downside is obviously you return to neutral and if they tech forward or in place you're vulnerable while setting up.

2H knockdown:

A really good knockdown for Jack-O' because you get a set-up AND a safe jump.

4D knockdown:

The sky's the limit with this knockdown due to your ability to direct it in all 8 directions. If you don't want the minions to OTG your knockdown spit them directly downwards or downwards at an angle. If your confident in winning neutral, direct them towards the closest corner. If you wanna continue the combo direct them in an upwards direction.

Example Routes

This is the equivalent of the combo list from the combo page but for oki.

Categorize this section based off of the type of knockdown, and break down your options from that knockdown. Be sure to explain the strengths and weaknesses of each oki route. For Example: Oki #1 gives a left/right mixup and leaves you + on block, but loses to a well timed wakeup throw, and to IB throw.

Close range 2D Knockdown

Meaty Button

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Meaty Projectile

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Empty Jump Throw

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Long Range 6H Knockdown

Meaty Projectile

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Choosing an Oki Route

Explain the thought process that goes into picking an oki route.

This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.

Video Examples

Either embed individual videos, or link off to playlists of videos which cover oki.

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