Please feel free to make edits, but include edit summaries and sources where applicable.
Jack-O' is a momentum-based character who looks for opportunities to summon Servants that fight by her side. These Servants provide her with additional space control tools and enhance both her offensive and defensive capabilities.
Jack-O' starts the round without any Servants (AKA Minions or Summons) by her side. 5K and f.S are basic pokes that can create opportunities to safely Summon Servants and build up pressure. Her 2D is a long-ranged sweep with strong low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. properties. Other good normals include 6H, which is great for anti-airing, and j.H, which has a deceptively large hitbox and can cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them..
She can summon up to three Servants at once, but just one Servant is enough to change her from a risky character to an infectiously happy party-starter with many new options. Attack Command orders all summoned Servants to attack, empowering combos and blockstrings, whereas Defend Command grants all Servants shields that leave the opponent in a Guard Crush state if attacked. Jack-O' can use Servant Shoot or normals to hit the Servants and launch them like projectiles. She can also Pick Up Servants to reposition them or throw them, all while retaining access to Servant Shoot and Servant-based special moves while they're in her hands.
Jack-O's biggest flaw is her reliance on Servants to get going, which is made worse by Servants disappearing if either they or Jack-O' take a hit. Because of this, Jack-O' can struggle under pressure. Her abare options are mediocre at best and she’s quite frail, so a single mistake can be very punishing. These weaknesses can be overcome by making use of Jack-O's myriad of options, which requires creativity, plenty of lab time, and quick adaptation.
Whether you're a thrill-seeking daredevil with a bag of tricks, or a calculating tactician with a sure route to victory in mind, Jack-O' and her Servants have your back.
- Versatile: Jack-O' has a kit that can function as both a zoner and a close-range mixup character thanks to long pokes, an advancing sweep, and her minion setups.
- Servants: Jack-O's Servants allow for unique forms of pressure and zoning. She can mount an oppressive minion offensive at close range or set up a conga-line of minions at range to poke the opponent. Cheer Servant On further empowers Servants by giving Guard Point in the version or boosting the Servant gauge replenish speed in the version, bolstering their utility and overall potential.
- Strong Oki: Jack-O' gets strong knockdown pressure from most knockdowns due to her minions. The ability to safely invalidate reversals with Defend Command or keep pressure on with Attack Command makes Servants a force to be reckoned with on wakeup in the right hands.
- Chip Damage: Jack-O' has access to setups which yield strong damage through chip, or force the opponent to spend meter on FD and YRC.[1]
- Servant Gauge Management: Keeping track of her unique resource can be taxing. She can be severely punished for spending all her gauge at once or, conversely, not spending enough. All of Jack-O's specials aside from 236K involve the Servants, so without them you have to rely on your unsafe normals until you get to a situation where you can set them up safely.
- Fickle Servants: Jack-O's servants are easy to kill without proper use of either Cheer Servant On or Defend Command, both of which consume valuable resources. Even as projectiles, they lose to virtually any button on their own. They also disappear if unbuffed when Jack-O' blocks, and die to supers even if buffed.
- Poor on the Back Foot: Jack-O's kit is specialized for offense, and she loses access to almost all of her strong options on defense. When stripped of her servants and range, she can struggle.
- Servant Gauge
Jack-O' summons Servants (AKA "minions") to fight alongside her. The gauge refills passively, but Jack-O' can recall servants or spend Tension meter to restore it faster. The gauge can be spent to summon minions and give them commands. Each portion of the gauge represents one minion that she can summon or one command she can issue. The gauge is split into two parts:
- Summon gauge indicated by a glowing green bar. It is representative of the number of servants Jack-O' can currently summon. This bar will recharge independently.
- Command gauge indicated by a servant's face, with a grey bar seperating it from the summon gauge. It is representative of the number of servant commands Jack-O' can currently issue. Additionally, the summon guage is restricted to the command gauge, reducing her potential summons.
The two gauges recharge passively until they reach the lolipop at the end of the gauge. The rate at which each guage recharges is slowed down by the number of bars that gauge has filled, and if Jack-O's has any servants on the field. With no servants, the bars take approx. 1.7 / 2.1 / 2.8 seconds. With at least one servant the bars take approx. 2.1 / 2.8 / 4.2 seconds. The passive recharge may also be temporarily paused during some commands.
Jack-O' starts each round with one bar of both gauges. Gauge does not carry over between rounds.
- Servants
Summoned servants have numbers on their shields corresponding to their creation (1, 2 and 3). Jack-O' can have up to three servants out at once.
Servants disappear when Jack-O' is hit, blocks an attack, or after 8 seconds after being summoned. When a servant is hit by Jack-O', it loses half its total duration (4 seconds), meaning they can only be hit two times before they will disappear. Some of Jack-O's Special and Overdrive actions can pause this duration to extend their active time. If a servant is still being launched when their duration expires, they can still be issued a command, be picked up, or launched again, and will only disappear once their command ends or allowed to be idle.
If the edges of the screen moves, servants will follow to remain on-screen.
Jack-O' can send commands to her minions to make them attack, shield themselves, retreat to restore Servant Gauge, or explode after three seconds. The servants perform the commands independently of Jack-O' meaning she can be interrupted (e.g. by using PRC) and they will still perform the action issued.
Jack-O' and opponents hitting servants follows the rules for on-hit cancels, meaning you can jump, dash, gatling, special, and even Overdrive cancel out of interacting with minions depending on the move. Opponents will still freeze monentarily ('hitstop'), similar to hitting Jack-O', largely extending their attack's active duration. Conversely, if Jack-O' hits a servant, even if she hits an opponent at the same time, she will only freeze for 4 frames (5 when also hitting an opponent), functionally entering attack recovery 6~15 frames faster than normal. Assuming the servant does not apply a weaker blockstun as a result, this can make her moves extraordinarily safer on block.
Servants hit by Jack-O's attacks will be launched at various angles as projectiles, depending on the attack used. Servants may bounce off each other if they collide, transferring a similar speed and direction to the next servant to act as a projectile. Servants interrupted mid-launch may remain in different elevations, and will slowly move back to their default height while idle.Jack-O |
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P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.
Normal Moves
5P
- Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.
- Launches Servants in a short arc.
Jack-O's fastest abare button, whiffs on most crouching characters. Slightly faster overall than 5K, but less useful for launching servants overall due to it not being jump cancelable.
5K
- Launches Servants in a short arc.
- Jump cancelable.
- Can be useful as a fast, long-range anti-air, but weak to air-to-ground attacks.
A fast attack with good range, reward, and difficult to challenge cancel options, making it extremely versatile in neutral, for pressure, and as an abare.
Anti-airing someone with this move leads to decent reward, better than 6P.
c.S
- Launches Servants in a long arc.
- Combos into 6H, even if 6H(1) whiffs.
Fast, safe, and high reward. With a wide range of cancel options all able to act as frametraps, landing this gives Jack-O' full control of the situation, but she will rarely be able to use it without first establishing a knockdown or pressure. Can be used to maintain corner pressure, using its low pushback.
f.S
- Launches Servants in a long arc.
- Has a different hitspark for hitting later in the move's active frames.
- Reaches maximum range on frame 15.
More range but slower than 5K. Gets minimal reward, but is more reliable at stopping for dash-ins. Can be made difficult to punish by canceling into Summon Servant Hold (214[P]) or frametrapping with 5H.
5H
- Launches Servants in a long arc.
- Hits twice, launching on the 2nd hit.
A fast and large attack in neutral to catch backdashes. Difficult to punish when spaced, and extremely safe when canceled into Summon Servant Hold (236[P]). Can hit behind, allowing the attack to move far back servants to the front.
5D
- Uncharged Dust
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
- Launches Servants up in a high arc.
Universal overhead attack that's pretty fast. Unlike most characters, Jack-O' can perform a combo off Uncharged 5D without RC by striking servants or comboing into a Countdown (214H) explosion, making it a practical fast overhead. Can gatling into from 5K, 2K, or c.S for a mixup.
- Charged Dust
- Data in [] represents values when fully charged.
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate homing jump:
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
- Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
- Launches Servants up in the same arc as uncharged.
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Using her servants, she can make Charged 5D unpunishable or even advantageous on block, giving her more versatility to exploit its callouts.
6P
- Upper body invulnerable, excellent anti-air for opponents in front of Jack-O.
- Launches Servants in a long arc
Anti-air for eliminating approaches. Very good upper body immunity and decent speed. On counterhit will send opponents full-screen and allows her to okizeme with a thrown servant, making it a useful abare tool to create space and begin her pressure.
6H
- 6H(1) launches Servants up in a high arc.
- 6H(2) launches Servants in a long arc and whiffs vs. crouching opponents.
- 6H(2) reaches maximum range and height on frame 27.
- 6H(1) launches opponents on hit, 6H(2) does not.
A fast, close range strike, followed by a disjointed shot that hits at an upward angle for a mid-screen attack. It has virtually no combo potential, but it can effectively zone out the opponent from jumping out of servant pressure, forcing opponents into Jack-O's more effective ground tactics. Can be used as a strong poke to stall opponents while regaining servant gauge.
The initial strike hits high and fast, but is extremely unsafe on whiff and low reward, making it impractical for any standalone use. Combined with the high-hitting second hit, the move can be used defensively to simultaneously cover fast dash-ins and slower jump-ins with one move.
The effective range of the second hit on grounded opponents depends on their height. Short opponents such as Giovanna can be considerably close and have it whiff, while very tall opponents like Faust or Goldlewis can be struck from incredible distances, allowing her to pin down their movement with pokes. The second hit whiffs against crouching opponents (unless they're tall and very close), so be wary of the long total duration.
2P
- Launches Servants in a short arc.
- Inputs 1P and 3P will provide this attack even when positioned near a servant.
Not great as an abare tool, but hits crouchers where 5P does not. Due to it being 6 frames, it is too slow to defeat tick throws. Despite being low, extremely low profile attacks such as I-no's Stroke The Big Tree (236S/H) will still evade it.
2K
- Launches Servants in a short arc.
- Whiffs on servants at their default height.
- Extremely low profile.
A fast low, good for confirming into knockdown with 2D.
2K can go under various attacks such as 6P attacks, Sol 236K, and Ky 236H when timed correctly and/or with run momentum, making it particularly good during pressure, okizeme, and sometimes as an abare tool to limit the opponent's options.
2S
- Launches Servants up in a high arc.
- Low profile with high disjointed hitbox.
Alternative close-range anti-air, better for when opponents are directly above Jack-O such as during Chipp's j.2K and May's j.2H. Has a substantially better reward on hit when compared to 6P, allowing longer combos, but is riskier due to its narrow hitbox and larger hurtbox. Tiny horizontal hitbox makes this difficult to use in blockstrings.
2H
- Launches Servants into a ground bounce.
- Ground bounces on hit.
- Bounces opponents higher on Counter Hit.
- Moves forward during startup, for slightly less than the width of Jack-O's body.
A high-powered attack for maintaining pressure with frametraps, made safe by its large pushback. High damage and ground bounce makes it especially dangerous for opponents to be hit by this. Acts as a natural frame trap from 2S. The high pushback makes it safe on block unless very close. Its high blockstun makes it very safe when canceled into Summon Servant Hold (236[P]) or Cheer Servant On (236236S/H).
Can function as a high risk, high reward anti-air due to its large vertical hitbox and massive damage potential. Unfortunately its slower startup, small horizontal hitbox and extended vertical hurtbox give it very noticeable consistency issues when compared against 2S and 6P.
2D
- Launches Servants in a long arc.
- Whiffs on servants at their default height.
- Extremely low profile.
- Moves forward during startup and active frames, for over double Jack-O's body widith.
An extremely powerful tool, but risky up close. On hit allows Jack-O' to perform powerful okizeme with crossups and safejumps that immediately lead into a sandwiched pressure between herself and a servant, and can combo strongly off Counter Hits. When blocked, it can frametrap into Servant Shoot (236K) or escape through Summon Servant Hold (236[P]), but is generally unsafe.
Being a combination of an advancing normal with an extremely low profile makes this an extremely effective counter poke. Many pokes and pressure resets will completely whiff Jack-O's 2D, even more than her 2K, making it surprisingly safe as an abare tool despite its slower speed.
May fail to combo after 2K if performed from the max range of 2K on some characters.
j.P
- Launches Servants in a short arc.
An abare option in the air and another tool for hitting Servants. Good for hitting on descent after performing some air specials, but has extremely low reward on hit without servants.
Can become an instant-overhead option from a Roman Cancel, however it can only be used on standing opponents and will fail on several characters.
j.K
- Launches Servants in a short arc.
- Jump and Dash cancellable.
A fast air-to-air attack with good combo reward off airdash cancelling. Will easily whiff on crouching opponents.
j.S
- Launches Servants into a ground bounce.
- Jump and Dash cancellable.
- Can cross-up.
A strong attack with a large hitbox ideal for jump-in attacks. It can even hit crouching opponents and bypass upper body immunity when used low enough. Is usually preferable to j.H due to its higher damage, reward, and safety.
Particularly noteworthy for setups due to how it bounces servants off the ground, allowing a safer approach after landing.
j.H
- Launches Servants in a long arc.
- Jump and Dash cancellable.
- Can cross-up.
Wide cross-up hitbox, hitting low enough to catch crouching opponents, but the front hit leaves a lot to be desired. Can cover a good distance and catch backdashes, but also makes her easily hit by anti-air attacks.
j.D
- Launches Servants in a short arc.
- Jump and Dash cancellable.
- Slows down Jack-O's momentum, then pushes her slightly backwards.
- Extends hurtbox forward.
A slow projectile with a visible startup animation. Good for stalling opponents to regain servant gauge, lightly punishing full-screen attacks, and applying additional pressure from a safe distance. Very slow to land and easy for opponents to run under, making it weak when performed predictably.
66.PRC or 22.PRC from close-range after the fireball shoots out provides a safe aerial approach with a high-low mixup, but Jack-O' will fall straight down.
It is possible to perform j.D > airdash > j.S/j.H
as a pressure string if the j.D is performed at the correct height, or with rising momentum from the jump. This acts as a practical pressure string as the enemy can be crossed up, and performing a pre-emptive anti-air opens them up to whiff punishes if you instead choose to land normally.
Universal Mechanics
Ground Throw
6D or 4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 50% forced proration.
Universal throw. A powerful starter for mixups and safejumps, it is one of the primary tools of Jack-O's gameplan.
Unlike other characters, Jack-O' is able to perform a combo off Throw when timing it correctly with a Countdown (214H) explosion.
Air Throw
j.6D or j.4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 50% forced proration.
Special Moves
Servant Shoot
236K (Air OK)
Launch servents with incredible strength and continue pressure from blocked normals.
- Can be canceled into all other specials and Overdrives, but not or itself.
- Launches servants straight forwards at high speed as projectiles.
- Launched servants deal 45 damage.
- Servants launched by collision from a launched servant deal 50 damage.
- Can be used while servant is being held.
- When combined with Summon Servant (236P), it takes 40 frames to launch a servant.
Jack-O's primary 'projectile', launching minions across the arena. It is slow and the servants can be destroyed with basic jabs, but deals considerable damage and even combos into Attack Command (214K) at full-screen. If Jack-O' is holding a servant while in the air, she can perform Release Servant (5D) and shortly after Servant Shoot in the air to launch servants from any altitude.
Cancelling into Servant Shoot can act as a frametrap from any normal. It will not combo outside of the corner, but sends opponents a long distance with enough time to summon a servant. Aerial Servant Shoot is also able to act as a natural frametrap after all jumping normals except j.D. This can even defeat 6P attacks if slightly delayed. The blockstun and pushback is unpunishable, therefore allowing Jack-O' to safely use air attacks extremely early.
Summon Servant
236P (Hold OK)
Jack-O's character defining move. Summons a Servant in front of Jack-O' that she can manipulate with her normal and special moves.
- Requires Summon Servant Gauge to be used.
- Counter Hit state for the entire duration.
Forming the bread and butter of Jack-O's entire gameplan. Summoning servants plays an essential role in combos, okizeme, mixups, pressure, and even avoiding punishes after being blocked on unsafe attacks. See her servant commands for more information on their utilities. Servants are so valuable it is common to summon a servant instead of taking damage opportunities as the long-term benefits are substantial. However, to get this opportunity, Jack-O' will need to either knock the enemy down with Throw (4D/6D) or 2D, create enough space using 6H and Servant Shoot (236K), or summon unpredictably during pressure strings such as after 5K.
- 236P
Places servant directly in front of Jack-O'.
- Unsafe way to end blockstrings.
- If done extremely close, the servant can be placed behind an opponent.
- 236[P]
If you hold P button during the input, then Jack-O' will instead hold the servant in her hands.
- See the Pick Up Servant section for more details about the Held Servant stance.
- Performing this version of the move and immediately Release Servant (ws.D) takes an identical amount of time, but places the servant closer to Jack-O' and at an initially higher elevation for different launch angles.
A much faster summon, but can restrict access to vital attacks. It is the most reliable tool for escaping punish after any blockstring by either using Defend Command (ws.S), jumping, or dashing backwards before the enemy can punish. Due to its high speed, cancelling into a summon unpredictably is very safe. This also provides immediate access to Throw Servant (ws.6X) to launch servants at a much higher angle while maintaining their full duration.
Pick Up Servant
2P (near Servant)
Free re-use of your servants.
- Picks up the servant nearest to Jack-O'.
- Servants can still be picked up even when launched.
- If the picked up servant is destroyed, disappears, or moves out of range before the move can pick up the servant, it will not pick up any servant.
- This can be used to fast cancel any move by whiffing Pick Up Servant after launching a servant, this can allow some looped pressure and allow various moves to become incredibly safe on block.
Same speed as Summon Servant Hold (214[P]), making it only useful for Summon Servant Gauge efficiency. The held servant will not have full duration, making it functionally weaker for that lower cost.
- Held Servant
Jack-O' cannot block during the stance. She also loses her backdash along with its invulnerability, but in its place she gains a backwards run. Her air dashes remain unaffected.
- The held servant's timer is paused while held.
- She can still perform Servant Shoot (236K) and her Overdrives, and gains access to Throw Servant (ws.6X) and Release Servant (ws.5D).
- Each attack button now performs their respective servant command without the need of any motion inputs.
- P performs Recover Servant.
- K performs Attack Command.
- S performs Defend Command.
- H performs Countdown.
- D performs Release Servant.
- Any of these buttons with the 6 direction will perform Throw Servant.
- The held servant does not require Command Servant Guage to perform any of the commands, but it will still expend any remaining gauge that is available. Other non-held servants will not perform any action if there is not sufficient servant gauge.
- It is still possible to tech throw in this stance.
Jack-O's unusually weaker stance. She is extremely vulnerable in this state as she cannot block, and has no fast low-hitting attacks making her very susceptible to dash-in attacks. However she becomes extremely mobile, and with a servant ready the moment she performs Release Servant (D) she can turn it into a substantial offensive capability. As this stance is reached automatically off the faster Summon Servant, it can be used to avoid spending the duration static and grounded, and the potent mobility can be used as a way to avoid potential punishes with its uniquely fast backwards dash.
While the stance is generally weaker, a held servant provides Jack-O' some of the best anti-air capabilities in the game using Attack Command (K), Defend Command (S), and Throw Servant (6X).
Throw Servant
6P/K/S/H/D while holding Servant (Air OK)
Launch servants across the skies and get them behind your enemies!
- Jack-O throws the servant she is currently holding.
- Servants are thrown in an arc.
- Thrown servants slide down the wall.
A high-reaching projectile attack, capable of anti-airing jump-ins, and applying some pressure from full-screen. The servant moves slowly and can be destroyed with basic jabs. Thrown servants can whiff grounded opponents, and is easily defeated by running in, making it a poor neutral tool. However, it is excellent at quickly placing servants behind the opponent, especially when perormed in the air.
Release Servant
5D while holding Servant (Air OK)
- Jack-O drops the servant she is holding directly in front of her.
- Dropped servants behave like servants summoned by non-hold 236P.
- The servants fall slowly to the ground, meaning you can use this in the air to safely get a servant to a specific height.
Servant Commands
Jack-O' has 4 specials that issue a command to her active servants. They all use identical frame data and have shared properties, regardless of the command issued. Below are a list of general properties, any differences are mentioned on the moves below.
- Requires Command Servant Gauge to be used.
- Counter Hit state for the entire duration, and slightly extends hurtbox forward.
- The command is issued to servants on Frame 3. Even if Jack-O' is interuptted they will still continue to perform the action. Servant gauge will not be spent until the command has been issued.
- Performing in the air will interrupt Jack-O's air momentum.
- Pauses Servant Gauge recharge for 1 second when used with an active servant.
- Pauses for 0.5 seconds if only a held servant is active.
- Can be used when a servant is held with the corresponding attack button and be used with the held servant even without Command Servant Gauge (See Held Servant for more information).
Recover Servant
214P (Air OK)
Cheaper than using other commands, but that's about it. Costs more to use than it gets back.
- Recalls all servants.
- Refills the Command Servant Gauge by 0.5 bars per servant recovered.
- Refills the Summon Servant Gauge by 1 bar per servant recovered.
- Provides an additional 0.12 bars per second of both Servant Gauges until next summon, due to having no active servants.
- Does not pause Servant Gauge recharge.
An economical method of using servant commands for their on-block cancels framedata if there are no useful servants nearby. It is still very unsafe off most attacks, making it a risky and poor alternative to Summon Servant Hold (236[P]) when unable to summon.
The move is reactably slow, eliminates Jack-O's best options, and is a net-loss on Command Servant Gauge when recovering one servant, making it virtually never a positive outcome. In extremely niche use, Recover Servant can prevent a bounced servant causing unwanted wallbreaks, and stop opponents cancelling off a hit servant. Can also be used as an emergency stop of the Countdown (214H) detonation.
Attack Command
214K (Air OK)
Setplay, zoning, poking, the sky is the limit.
- Causes all servants on screen to attack, moving forward in the process.
- Jump cancelable on hit or block.
- Launches vertically on hit.
- Can interrupt a servant's movement mid-launch.
Jack-O's most powerful move. Attack Command is fast, high damage, and inescapably oppressive so long as Jack-O' has servants and servant gauge. It can be canceled into during pressure to create repeated frametraps and chip damage. Servants behind an opponent will push the opponent back towards Jack-O', nullifying the pushback from Faultless Defense and further enhancing her potential pressure options. Is a good combo starter and extension tool.
Defend Command
214S (Air OK)
An extremely secure parry, protecting your servants and locking down opponents.
- Causes servants to put up a shield that blocks attacks. Prevents the servant being destroyed.
- Powerful and multi-hit projectiles will be entirely destroyed by the shield. Some projectile attacks like Axl's Sickle Flash will be completely nullified upon hitting the shield, without interrupting the animation.
- Will work even if behind Jack-O' so long as the attack reaches the Defend shield.
- All Overdrives will be unaffected by Defend Command.
- Puts opponents who attack the shield's hitbox into Guard Crush state. They cannot be regular thrown but they can be thrown with Forever Elysion Driver.
- If a servant is dropped or picked up on the exact frame (allows input buffer) an enemy attacks the Defend hitbox, it will prevent the gaurd crush while eliminating the opponent's hitbox, allowing otherwise impossible punishes as the opponent will not be able to block.
- Projectiles (including Zato=1's Eddie) can still cause Guard Crush if the opponent's hurtbox overlaps the servant's defend hitbox.
- Can interrupt a servant's movement mid-launch.
- Active faster than Jack-O's basic 5P jab.
- The Defend shield can protect Jack-O' for up to 7 frames after her recovery.
Useful as a way to prevent opponents from hitting and killing servants. Usually outclassed by Attack Command (214K) due damage potential and benefits even on block. However, it is active extremely fast, preventing many attacks even on reaction, cannot be defeated even by invincible or massively disjointed attacks, and eliminates most projectile threats, while covering a larger effective range, making it more reliable and very low risk.
The Guard Crush provides time to move, summon more servants, or begin her preference of pressure and mixups in the time it takes them to recover. With 50% Tension, Guard Crush can lead into her Forever Elysion Driver (632146P) for an immediate 189 damage.
Defend Command can work as an alternative anti-air, with the massive hitbox of the shield it can catch attacks from long range and works against largely disjoined air-to-ground attacks such as Ramlethal's j.H, which would otherwise defeat Attack Command (214K) or Jack-O's 6P.
Countdown
214H (Air OK)
For extended combos and mixup setups, but at a high price. Not to be used unless a specific setup has been prepared.
- All currently active servants will begin a timer. After three seconds they will begin to explode, destroying the servant in the process.
- If a servant is held when the explosion begins, Jack-O' immediately exits her Held Servant stance.
- Servant gauge will not regenerate for the full duration of the countdown.
- When the explosion begins, the servant gauge will drop to 0, and begin refilling immediately.
- The explosion can hit Jack-O' as well as the opponent.
- Opponents stuck to the wall will not break through if hit by the explosion, instead falling back down to the floor, allowing for combo extensions and corner okizeme.
- The servant's duration timer is ignored when counting down.
- Therefore, Jack-O' can hit the servant any number of times without it disappearing.
- The explosion can be synchronised with Forever Elysion Driver, creating an unblockable attack combination
Countdown creates a gauranteed additional attack in the future, this attack can be used for converting hits into combos, making mixups safe, maintain pressure strings, and even perform an unblockable attack. However, it is virtually never effective in a neutral position and is solely a tool for extending and capitalising off specific setup positions when Jack-O' has full servant gauge. It is very expensive and potentially risky even when used successfully due to resetting the servant gauge.
By comboing so the enemy sticks to the wall before the Countdown is complete, the resulting explosion will make them to fall back down into the corner. This allows Jack-O' to convert corner combos into further corner pressure instead of resetting in a vulnerable neutral position. This forms the basis of her alternative combo routes.
Overdrives
Forever Elysion Driver
632146P
A flashy but flawed invincible command grab. Easy damage from guard crush, and even works as a counter to Faultess Defense.
- Data in [] refers to cinematic frames where all projectiles and the opponent will be completly frozen, however Jack-O' will continue to move forward and her servants will continue to move and act during this time.
- Command grab, cannot be blocked but cannot hit an opponent if they jump or are airborne.
- Can be jumped or backdashed after the super flash. Will also fail to hit opponents in airborne attacks (e.g. Leo's 2D).
- Opponents in Faultless Defense cannot jump out in time and will be hit.
- The only escape option when caught using Faultless Defense is to Gold Burst after the super flash.
- Opponents in Faultless Defense are only vulnerable to the first active frame, meaning the move has marginally less effective range against these targets.
- Unlike other command grabs, it can still land during the following states:
- Guard crush
- Wall stick
- During combos, even if the opponent is airborne.
- Hitting an opponent in the corner causes a Wall Break and leaves Jack-O' at +36 frame advantage afterwards.
- This can allow a safejump against any character with a 10F or slower reversal. Any faster cannot be safejumped from Wall Break.
Jack-O's invincible reversal. It is relatively short range, roughly comparable to her 5K; it will fail against any airborne attacks; and will even fail against late-timed command grabs, making it the most unreliable invincible reversal Overdrive in the game. However, it is also Jack-O's only invincible reversal and therefore of substantial value given her otherwise poor defensive capabilities. To compensate, it deals extremely high single-hit damage (thereby mitigating the effect of Guts), able to take many opponents out from 25% health when used raw.
It can be used during combos, but will not wallbreak unless very close to the wall and can whiff on some Wall Sticks that end high up. Due to being single-hit, it is severely affected by scaling, and with its terrible wallbreak range makes it a poor combo ender. Conversely, Wall breaks are normally a dubious option for Jack-O'. Breaking the wall with Forever Elysion Driver allows her the time to summon and throw a servant to prepare. However, it can also be preferable to save the Tension to use Blue Roman Cancel after the wallbreak, especially given Jack-O' cannot get a universal safejump off an Overdrive Wall Break.
Enemies in Guard Crush from Defend Command (214S) will be vulnerable to Forever Elysion Driver, dealing the full damage as a punish.
Cheer Servant On
236236S or 236236H
Empower servants to keep up the pressure. Grant a powerful buff for 5 seconds.
- Temporarily pauses Servants' duration, including allowing Jack-O' to hit them any number of times without disappearing or losing duration.
- Enables Servant Gauge recharge during Countdown.
- Has no Counter Hit state even during startup
- Can interrupt a servant's movement mid-launch.
- Both versions can be active at the same time, providing the benefits of both simultaneously. Their durations will wear-off independently of each-other.
The low startup and recovery of this means it can often be cancelled into during block strings and mid-combo, or during a knockdown before performing okizeme. By exploiting the paused duration of servants Jack-O' can perform many new pressure strings. Even if Jack-O' is interrupted from her optimal setups, the S version can maintain a persistent threat on the opponent, while the H version ensures the Servant Gauge will not be empty, allowing her to set up a new threat in neutral.
- 236236S
- Prevents Servents disappearing after Jack-O' blocks or is hit by an attack.
- Gives Servants infinite Guard Point, preventing them from disappearing when attacked.
- Servants will still disappear when hit by an Overdrive or Psyche Burst.
- Opponents still receive normal on-hit cancels as if they landed a hit.
- Opponents receive less hitstop when hitting servants, reducing it down to instead 4 frames, similar to Jack-O' hitting her own servants.
- Multi-hit projectiles such as Leo's Gravierte Würd will lose all hits when colliding with a servant.
- Based on positioning some projectiles may get past a servant before losing all hits.
Extremely effective for dominating neutral. Makes even a single servant a near inescapable threat for the opponent, and eliminates some moves entirely (i.e. projectiles). When thrown or launched at the enemy they become unbreakable projectiles, pinning the opponent down immediately. Opponents will usually be forced to wait out the duration, giving Jack-O' time to prepare setups and push opponents towards the corner. Due to the recovery time after the superflash, it can be quite vulnerable to use this in neutral if there is not already an active servant.
While Jack-O' cannot easily use a servant while defending, it functionally converts Attack Command (214K) into a 4 Frame attack to trade with any move so long as a servant is nearby, often disrupting dangerous pressure very quickly. A well-placed servant can also provide her access to Defend Command (214S) to defeat most strikes.
- 236236H
- Overrides Servant Gauge recharge rate to a continous 1.2 bars per seconds, regardless of current charge or active servants.
- Prevents Servant Gauge recharge being paused when using a servant command.
In the corner with one or more servants, this version can provide blockstring loops (e.g. c.S > 236K > 214K
) that provide an incredible amount of chip damage. Once established this can force opponents to use resources to escape, or anticipate the setup with Faultless Defense. This can also allow extremely long frametrap pressure to go into Throw resets with minimal risk.
Can complement Countdown (214H) fairly well, as it makes the opponent incapable of intercepting the explosion without using resources, while also allowing the Servant gauge to continue increasing. Unfortunately it does not prevent the Servent Gauge resetting, maintaining a lot of the same risks.