GGST/Jack-O/Strategy: Difference between revisions

From Dustloop Wiki
< GGST‎ | Jack-O
m (rearrange to have overview towards the top)
(→‎Super Wall-Break: Added Elphelt to table)
 
(173 intermediate revisions by 11 users not shown)
Line 1: Line 1:
<center>{{Character Label|GGST|Jack-O|45px|label=Jack-O'}}</center>
{{GGST/CharacterLinks}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{MFlag|update|clarifier=Content may be written for Battle Version 1.09, while the game is currently in Battle Version 2.00.|sticky=1}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|2}}
</div>
</div>
{{Combo Notation
==Introduction==
| game=GGST
<div id="home-content" class="home-grid">
{{card|width=4
|header=Introduction
|content=<center>{{#ev:youtube|Xp1d5aRfnbM|600}}</center>
 
 
Jack-O' is a technical Commander and Setplay character, well-known for her bombastic animations and complexity in play.
 
This page provides a fully-comprehensive resource on Jack-O's mechanics, tech, and gameplan. This page is very long and occasionally provides advanced information. If you are new to the character and want a simple primer, please read the [[{{BASEPAGENAME}}/Starter|'''Starter Guide''']].
 
For additional information, please also check out her [[{{BASEPAGENAME}}/Combos|'''Combos''']], [[{{BASEPAGENAME}}/Okizeme|'''Okizeme''']] and [[{{BASEPAGENAME}}/Resources|'''Further Resources''']] pages.
 
This page assumes you are familiar with the basic mechanics of Jack-O's moveset. Please refer to the [[{{BASEPAGENAME}}|'''Overview''']] if you are not sure how certain moves work.
}}
{{GGST/Infobox
| fastestAttack = [[#5P|5P]] (5F)<br/>[[#2P|2P]] (5F)
| reversal = [[#Forever Elysion Driver|Forever Elysion Driver]] (11F)
}}
}}
</div>


==Glossary==
==Glossary==
; Move Notation
; Move Notation
Jack-O' has a complex moveset, with Held Servant stance, and the option to hit and cancel off servants. For this reason some unique notation is utilised. The below chart provides all notation that is used on the Dustloop site, alongside commonly used alternatives. For the rest of this page, move strings will rely on this notation, and it can often be invaluable for concisely describing Jack-O's complex combos and blockstrings, so it is worth familiarising.
Jack-O' has a complex moveset, with Held Servant stance, and the option to hit and cancel off servants. For this reason some unique notation is utilised. The below chart provides all notation that is used on the Dustloop site. For the rest of this page, move strings will rely on this notation.
{|class="wikitable"
{|class="wikitable"
! Notation !! Full name !! Alternatives !! Meaning
! Notation !! Full name !! Meaning
|-
| <code>'''ns.{{clr|1|2P}}'''</code> || Near Servant || <code>{{clr|1|2-P}}</code> || {{MiniMoveCard|game=GGST|chara=Jack-O|input=2P (near Servant)|label=Pick Up Servant}}
|-
|-
| <code>'''hs.'''</code>  || Held Servant || <code>sh.</code>, <code>ws.</code> || Moves performed during the Held Servant stance, ''e.g.'' <code>hs.{{clr|2|K}}</code> for {{MiniMoveCard|game=GGST|chara=Jack-O|input=214K|label=Attack Command}}.
| {{ComboText|ns.{{clr|P|2P}}}} || Near Servant || {{MiniMoveCard|game=GGST|chara=Jack-O|input=2P (near Servant)|label=Pick Up Servant}}
|-
|-
| <code>'''j.hs.'''</code> || jumping Held Servant || <code>j.sh.</code>, <code>j.ws.</code> || Moves performed while holding a servant in the air.
| {{ComboText|hs.}} || Held Servant || Moves performed during the Held Servant stance, ''e.g.'' {{ComboText|hs.{{clr|K|K}}}} for {{MiniMoveCard|game=GGST|chara=Jack-O|input=214K|label=Attack Command}}.
|-
|-
| <code>'''hs.{{clr|5|6X}}'''</code> || <code>hs.6{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}}</code> || <code>6X</code> || {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant}}. Can be performed using any attack button.
| {{ComboText|j.hs.}} || jumping Held Servant || Moves performed while holding a servant in the air.
|-
|-
! colspan=4 | Servant notation
| {{ComboText|hs.{{clr|D|6X}}}} || {{ComboText|hs.6{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}/{{clr|5|D}}}} || {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant}}.
|-
|-
| colspan=2 | <code>'''*'''</code> || colspan=2 | Added to a move when it hits a servant, but not the opponent, ''e.g'' <code>{{clr|2|5K*}}</code>.
| colspan=2 | {{ComboText|*}} || Added to a move when it hits a servant, but not the opponent, ''e.g'' {{ComboText|{{clr|K|5K*}}}}.
|-
|-
| colspan=2 | <code>'''&'''</code> || colspan=2 | Added to a move when it hits both a servant and the opponent, ''e.g'' <code>{{clr|2|5K&}}</code>.
| colspan=2 | {{ComboText|&}} || Added to a move when it hits both a servant and the opponent, ''e.g'' {{ComboText|{{clr|K|5K&}}}}.
|-
|-
| colspan=2 | <code>'''~&'''</code> || colspan=2 | Added to a move when it hits a servant ''after'' having already hit the opponent, not at the same time, ''e.g.'' <code>{{clr|5|5[D]}}~&</code>
| colspan=2 | {{ComboText|(hit)}} and {{ComboText|(whiff)}} || Indicates if a struck servant collides with or whiffs the opponent, ''e.g.'' {{ComboText|{{clr|S|c.S&}}(Whiff)}}
|-
|-
| colspan=2 | <code>'''(hit)'''</code> and <code>'''(whiff)'''</code> || colspan=2 | Indicates if a struck servant collides with or whiffs the opponent, ''e.g.'' <code>{{clr|3|c.S&}}(Whiff)</code>, using {{clr|3|c.S&}} but the servant whiffs.
| colspan=2 | {{ComboText|(Servant hit)}} || When a servant launched by an attack earlier in the string hits.
|-
|-
| colspan=2 | <code>'''(Servant hit)'''</code>|| colspan=2 | When a servant launched by an attack earlier in the string hits, ''e.g.'' <code>{{clr|3|2S&}} > {{clr|2|236K}} > (Servant Hit)</code>
| colspan=2 | {{ComboText|(Detonation)}} || When a servant exploding from {{MiniMoveCard|game=GGST|chara=Jack-O|input=214H|label=Countdown}} explodes and hits the opponent.
|-
| colspan=2 | <code>'''(Detonation)'''</code>|| colspan=2 | When a servant exploding from {{MiniMoveCard|game=GGST|chara=Jack-O|input=214H|label=Countdown}} explodes and hits the opponent ''e.g.'' <code>{{clr|4|214H}} > delay > (Detonation)</code>
|}
|}


; Common Phrases
; Common Phrases
Aside from notation, some verbiage is often used and associated with the character. Below is a simple list of commonly found terminology, and what it means.
Aside from notation, some verbiage is often used and associated with the character. Below is a simple list of commonly found terminology.


{|class="wikitable"
{|class="wikitable"
! Phrase !! Meaning
! Phrase !! Meaning
|-
|-
| Cheer H || Short for {{MiniMoveCard|game=GGST|chara=Jack-O|input=236236H|label=Cheer Servant On {{clr|4|H}}}}.
| Cheer H || Short for {{MiniMoveCard|game=GGST|chara=Jack-O|input=236236H|label=Cheer Servant On {{clr|H|H}}}}.
|-
|-
| Cheer S || Short for {{MiniMoveCard|game=GGST|chara=Jack-O|input=236236S|label=Cheer Servant On {{clr|3|S}}}}.
| Cheer S || Short for {{MiniMoveCard|game=GGST|chara=Jack-O|input=236236S|label=Cheer Servant On {{clr|S|S}}}}.
|-
|-
| Command Gauge || AKA "White bar", the portion of the Servant Gauge used by Servant Commands, and works as a limiter to the Summon Gauge.
| Command Gauge || The portion of the Servant Gauge used by Servant Commands.
|-
|-
| Detonate || Either an alternative name for {{MiniMoveCard|game=GGST|chara=Jack-O|input=214H|label=Countdown}} or referring to the explosion created by Countdown.
| Detonate || An alternative name for {{MiniMoveCard|game=GGST|chara=Jack-O|input=214H|label=Countdown}}.
|-
|-
| FED || Short for {{MiniMoveCard|game=GGST|chara=Jack-O|input=632146P|label=Forever Elysion Driver}}.
| FED || Short for {{MiniMoveCard|game=GGST|chara=Jack-O|input=632146P|label=Forever Elysion Driver}}.
|-
|-
| Kazunoko Safejump || A safejump performed off combos using {{clr|4|2H}}. ''See [[{{PAGENAME}}#Okizeme| Okizeme]] for more details.''
|-
|-
| Kick Loop || A loopable combo string in the corner using <code>{{clr|2|236K}} > {{clr|1|236[P]}} > {{clr|2|236K}} > {{clr|5|hs.D}}.</code> ''See [[{{BASEPAGENAME}}/Combos| Combos]] for more details.''
| Parry || When an opponent is Guard Crushed after striking {{MiniMoveCard|game=GGST|chara=Jack-O|input=214S|label=Defend Command}}.
|-
| Parry || A technically incorrect name for when an opponent receives Guard Crush after striking {{MiniMoveCard|game=GGST|chara=Jack-O|input=214S|label=Defend Command}}.
|-
|-
| Recall || An alternative name for {{MiniMoveCard|game=GGST|chara=Jack-O|input=214P|label=Recover Servant}}.
| Recall || An alternative name for {{MiniMoveCard|game=GGST|chara=Jack-O|input=214P|label=Recover Servant}}.
|-
|-
| Shield || Either an alternative name for {{MiniMoveCard|game=GGST|chara=Jack-O|input=214S|label=Defend Command}} or referring to the servant's protective shield during Defend Command.
| Shield || Alternative name for {{MiniMoveCard|game=GGST|chara=Jack-O|input=214S|label=Defend Command}}.
|-
|-
| Summon Cancelling || To special cancel a move on hit or block into  {{MiniMoveCard|game=GGST|chara=Jack-O|input=236[P]|label={{clr|1|236[P]}}}}, sometimes {{MiniMoveCard|game=GGST|chara=Jack-O|input=236P|label={{clr|1|236P}}}}.
| Summon Cancelling || To special cancel a move on into  {{MiniMoveCard|game=GGST|chara=Jack-O|input=236[P]|label=Summon Servant}}.
|-
|-
| Summon Gauge || AKA "Green bar", the portion of the Servant Gauge used when using {{MiniMoveCard|game=GGST|chara=Jack-O|input=236P|label=Summon Servant}}.
| Summon Gauge || The portion of the Servant Gauge used by {{MiniMoveCard|game=GGST|chara=Jack-O|input=236P|label=Summon Servant}}.
|-
|-
|}
|}


; Combo Notation
If you are unfamiliar with standard Strive Combo Notation, details are provided below.


==<span style="font-size: 2em;">General Overview</span>==
{{Combo Notation
Jack-O' is a technical setplay and okizeme character, well-known for her bombastic animations and complexity to play. Her central gimmick are servants, without these she is the weakest character in the game, but by creating opportunities to prepare servants she is able to directly improve her attacks with better cancels, advantageous projectiles, and even altering her own frame-data, while giving her dominant screen control to lead into oppressive okizeme and setplay.
| game=GGST
}}


Momentum is the core of Jack-O's gameplay. Her primary objective is to knock down opponents and apply okizeme and setplay with her servants. With this momentum she has some of the longest and safest pressure in the game, and she loses very little for enforcing it. Without that established, she is spending a lot of her time setting up. On her own her attacks are mediocre at best, made only passable by her access to Summon Servant in a blockstring, without it she would be punishable on virtually any string. With servants, she can establish screen control, zoning, and safe neutral, to try and lead into that powerful pressure. However, on defense she lacks any momentum, and as a result is one of the least equipped to defend herself. Though she does have an invincible Overdrive it is competing for one of the worst in the entire game, and her other options are generally weaker.
==<span style="font-size: 2em;">Servant Mechanics</span>==
<div style="font-size: 0.9em; width: 1000px max-width: 100%; margin: 0px auto 0px auto;">
<gallery heights="200px" mode="nolines">
GGST_Jack-O_Servant_1.png
GGST_Jack-O_Servant_2.png
GGST_Jack-O_Servant_3.png
</gallery>
<center>''The core of everything powerful and confusing about Jack-O'''</center>
</div>
The core of Jack-O's entire gameplay, and perhaps the most complex single mechanic in the whole game. Once summoned, they can be used as projectiles with a limited timer and perform special commands. These are not all critical, but it can be helpful to understand ''exactly'' how servants work.


===Servants===
===Servants Leaving and Recalling===
----
Jack-O's servants are fickle, leaving just as soon as you summon them. It's important to maintain your servants as best as you can, and avoid losing them prematurely. However, servants will always eventually disappear, so make good use of them for the time you get.
The core of Jack-O's entire gameplay, but also perhaps the most complex single mechanic in the whole game.
<div class="tabber-shadows-fix">
{{clear}}
<tabber>
Servants Leaving =
{{card
|header=Servants Leaving
|content=
Certain situations instantly remove all servants without regaining any resources.
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_Strategy_Damaged.png
| '''Jack-O' being hit'''<br>Loses all servants immediately.
| File:GGST_Jack-O_Strategy_ServantBeingHit.png
| '''Servants being hit'''<br>Opponents can attack servants to destroy them.
| File:GGST_Jack-O_Strategy_ThrowClash.png
| '''Throw Clashes'''<br>Behaves similar to being hit.
| File:GGST_Jack-O_Strategy_ServantByeBye.png
| '''Running out of Duration'''<br>When the servant's timer runs out, they leave automatically.
}}


Servants are retrieved by using Summon Servant, placing them into Jack-O's hand (held {{clr|1|P}}) or directly in front of her (tap {{clr|1|P}}).
These are generally bad situations and should be avoided if possible. Taking damage at all is devastating to Jack-O' in neutral and on her offense, partly for the impact it has on her resources. It is impossible to prevent servants ''eventually'' running out of duration, however this also makes it important to not ''needlessly reduce servant duration'' by hitting them when it's not helpful.


; Servant Duration
Using {{MMC|input=236236S|label=Cheer Servant {{clr|S|S}}}} prevents servants leaving these ways (but can still be destroyed by Overdrives and Psych Burst), particularly to mitigate Yellow Roman Cancel.
Servants last a total of 8 seconds:
}}
|-|
Recalling Servants =
{{card
|header=Recalling Servants
|content=
Various situations will cause servants to '''Recall'''. Doing this removes them, similar to losing the servants when being hit, but will also return Servant Gauge to you, thereby allowing you to maintain your resources.


* Every time they are hit by Jack-O' they lose 3 seconds.
<center>'''All Recalls give +0.5 bars of Command Gauge and +1 bar of Summon Gauge per Servant recalled.'''</center>
* Being thrown at an opponent does not count as being hit by Jack-O'.
* The duration is paused when held by Jack-O'
* The duration is paused during Cheer Servant On
* The duration is paused during Countdown.


The duration is independent to every servant, and though not shown at all, this is a trait that is tracked by them individually.
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_Strategy_Blocking.png
| '''Blocking'''
| File:GGST_Jack-O_214P.png
| '''Recover Servant'''
| File:GGST_Jack-O_236D.png
| '''Wild Assault'''
| File:GGST_JackO_Forever_Elysion_Driver_Hit.png
| '''Forever Elysion Driver'''
| File:GGST_Jack-O_Strategy_Wallbreak.png
| '''Breaking the Wall'''
}}
At first glance this might seem equally bad to Jack-O', as you still lose servants. However the boost to Servant Gauge can make it easier to replace servants (such as after blocking projectiles), or gives you renewed value to restart your offense (such as ending a combo in Forever Elysion Driver). Because the Recall gives ''Command Gauge'', which isn't spent on Summon Servant, you can generate a new positive Command Gauge through Recalls.


Since it is not common to hit servants more than twice in 2 seconds, this will usually feel like servants can only be hit twice. However, as we will explore later, this duration is surprisingly abusable.
Importantly, a servant can be Recalled ''even after its duration hits zero'', thereby letting you retrieve resources from a servant that is already imminently leaving.


[[file:GGST_Jack-O_Strategy_ServantBye.png|thumb|right|120px|"Bye bye!"<br>Child labour just isn't what it used to be.]]
Even so, avoid doing Recalls needlessly without some plan of action, not all uses of it will benefit you. In addition, Recall only gives Servant Gauge if you have servants to Recall in the first place. Some of these options particularly benefit you if you can first summon a servant to assist you.
; Servants Leaving <span style="font-weight: normal">
}}
|-|
Servant Duration =
{{card
|header=Servant Duration
|content=
All servants begin with '''8 seconds''' of duration, when it runs out it will leave automatically, with a distinctive "Bye Bye!"


Servants will voluntarily disappear under certain circumstances:
Several factors can affect the duration remaining on a servant.
* If Jack-O' is hit or blocks ''any'' move.
{{Gallery
* If their duration reaches 0 and they go into an idle state.
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_Servant_1.png
| Servants begin with 8 seconds.
| File:GGST_Jack-O_6P.png
| Hitting a servant removes 3 seconds. Including hitting with other servants.
| File:GGST_JackO_Throw_Servant.png
| Throwing a servant ''does not'' affect duration.
| File:GGST_Jack-O_Held_Servant.png
| Holding a servant ''pauses'' their duration.
| File:GGST_JackO_Cheer_Servant_On_H.png
| Cheer Servant On also pauses their duration.
}}
Every time a servant is hit by Jack-O' or another servant, they lose 3 seconds. This will usually give you time for only 2 hits, as their duration also counts down during these attacks. The only exception to the rule is {{MMC|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant}}; even if it hits an opponent, does not reduce their duration.


A servant is "idle" once it touches the ground or ends its animation for Attack Command or Defend Command. You cannot perform another command during their final command, but you ''can'' hit them again before they land. Additionally, even at 0 duration, a servant be picked up, it will simply disappear Frame 1 once released.
The duration is ''paused'' when held by Jack-O', during Cheer Servant On, and during Countdown. This also means you may hit servants during Cheer Servant On without them losing any duration, even after the effect ends.
----
Once a servant's duration hits zero, it will attempt to leave the next time it is allowed to idle.
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_Servant_1.png
| When duration hits 0, idle servants leave automatically.
| File:GGST_Jack-O_236K.png
| You may still hit them indefinitely so long as they do not stop.
| File:GGST_Jack-O_214K.png
| You can issue 1 final command, but the servant will always leave afterwards.
}}
If a servant has been bounced/launched, it will not be able to leave until it recovers after hitting the ground. Until then, it can continue to be hit again to prevent it leaving. You can also issue it a command, however this will always allow it to leave immediately without a chance to interrupt it.


The important quirk this has is that a servant at 0 duration can only be issued 1 final command, but it can be hit an infinite number of times. There are many setups that exploit this property. However, the servant will only be prolonged so long as it is being hit, meaning any gap at all in these sequences will lose the servant.
Certain states will also prevent a servant leaving even after its duration runs out, including Cheer Servant On, Countdown, being picked up, and during any commands it's being issued.
}}
</tabber>
<div>


===Servant Gauge===
===Servant Gauge===
----
{{card
The Servant Gauge is, deceptively, two seperate resource bars at the same time. These are referred to as Summon Gauge and Command Gauge.
|header=Servant Gauge
|content=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 100
| File:GGST Jack-O ServantGauge.png
| '''Command Gauge'''<br>Used by Servant Commands.
| File:GGST Jack-O ServantGauge.png
| '''Summon Gauge'''<br>Used by Summon Servant. Can only fill to as high as the Command Gauge.
}}
The Servant Gauge is actually two seperate resource at the same time, the Summon Gauge and Command Gauge. You restore your Servant Gauge over time, limiting both how many times you can summon and use servant commands in quick succession.  


; Summon Gauge
The Summon Gauge is represented by the white area. This is used only for summoning servants. It is a lot easier to maintain and restore. However, it is much more essential to maintain at least 1 bar to provide nessecary access to Summon Servant.
[[File:GGST Jack-O ServantGauge.png|left|200px]]
This is represented by the green area of the Servant Gauge. This is used purely for summoning servants. {{Tt|For all intents and purposes|It ''can'' be restored by Recover Servant, but the move is so terrible
that you might as well forget this exists.}}, the only way to restore your Summon Gauge without using 50% Tension is to wait, putting a natural limit to how rapidly you can summon servants, making them a finite resource.


; Command Gauge
The Command Gauge is represented by the green area marked by a servant's face. It used by all servant commands, including {{MMC|input=214K|label=Attack Command}}, {{MMC|input=214S|label=Defend Command}}, {{MMC|input=214H|label=Countdown}}, and {{MMC|input=214P|label=Recover Servant}}. In addition to being more difficult to maintain, it acts as a limiter. The Summon Gauge can never exceed the Command Gauge's current level, and if it goes down then the Summon Gauge will also be lowered to match.
This is represented by the white area of the Servant Gauge, and the current level is indicated by a servant's face. This gauge doubles as a limiter to the Summon Gauge: the Summon Gauge can never exceed the current Command Gauge, and if it goes down then the Summon Gauge will also be lowered to match.
}}


This gauge is used for commands, including Attack Command, Defend Command, Countdown, and Recover Servant. Because it limits the Summon Gauge, this also makes commands functionally cost the Summon Gauge too, unless the Summon Gauge is already much lower.
===Servant Gauge Recharge===
{{card
|header=Servant Gauge Recharge
|content=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_Servant_1.png
| Servant Gauge naturally recharges over time.
| File:GGST_Jack-O_6P.png
| The more gauge you have, the slower it recharges.
| File:GGST_JackO_Pick_Up_Servant.png
| If you have a servant active, the gauge will charge even slower.
| File:GGST_JackO_Cheer_Servant_On_H.png
| Cheer Servant On {{clr|H|H}} ignores all of this and recharges at a flat rate.
| File:GGST_JackO_Forever_Elysion_Driver_Hit.png
| Recalling servants refills a flat amount immediately.
}}


; How does the recharge work?
The gauge recharges passively each frame. This amount is reduced for each gauge already filled, which is seperate between Command and Summon gauges.


The total gauge is 3000 units, made up of 3 bars of 1000 each.
In short, the first bar restores quickly, but the final bar is quite slow, making it very easy to sustain 1 bar, but reaching 3 bars requires a great deal of patience. If you have no servants at all (i.e. currently on defense) you will restore it a little faster, but you want servants available regardless.
For every frame that progresses, you restore some gauge. This amount actually depends on both the current Servant Gauge level and if you have any servants active. This is seperate between Command and Summon gauges.


In short, the first bar restores quickly, but the final bar is quite slow, making it very easy to sustain ''1'' bar of Servant Gauge, but reaching 3 bars requires a great deal of patience. If you have no servants at all (i.e. currently on defense) you will restore it a little faster, but you want servants available regardless.
{{{!}} class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
{{!}}+Servant Gauge Recharge Rate
{| class='wikitable sortable' style="text-align: center; margin: 1em auto 1em auto;"
{{!}}-
|+Servant Gauge Recharge Rate
!class="unsortable"{{!}} State !! Units Per Frame !! Time to fill 1 bar (seconds)
|-
{{!}}-
!class="unsortable"| State !! Units Per Frame !! Time to fill 1 bar (seconds)
|-
!0 bars filled
!0 bars filled
| 10 || 1.67
{{!}} 10 {{!}}{{!}} 1.67
|-
{{!}}-
!1 bar filled
!1 bar filled
| 8 || 2.08
{{!}} 8 {{!}}{{!}} 2.08
|-
{{!}}-
!2 bars filled
!2 bars filled
| 6 || 2.78
{{!}} 6 {{!}}{{!}} 2.78
|-
{{!}}-
!0 bars filled + servant
!0 bars filled + servant
| 8 || 2.08
{{!}} 8 {{!}}{{!}} 2.08
|-
{{!}}-
!1 bar filled + servant
!1 bar filled + servant
| 6 || 2.78
{{!}} 6 {{!}}{{!}} 2.78
|-
{{!}}-
!2 bars filled + servant
!2 bars filled + servant
| 4 || 4.17
{{!}} 4 {{!}}{{!}} 4.17
|-
{{!}}-
!{{MiniMoveCard|game=GGST|chara=Jack-O|input=236236H|label=Cheer Servant On H}}
!{{MiniMoveCard|game=GGST|chara=Jack-O|input=236236H|label=Cheer Servant On H}}
| 20 || 0.83
{{!}} 20 {{!}}{{!}} 0.83
|-
{{!}}-
|}
{{!}} colspan=3 {{!}} '''''Note:''' 1 Bar = 1000 units.''
{{!}}}


; Pausing the Servant Gauge
Seperately, any form of 'Recall' restores +1 Command Gauge and +0.5 Summon Gauge per servant. This includes {{MMC|input=214P|label=Recover Servant}}, {{MMC|input=632146P|label=Forever Elysion Driver}}, breaking the Wall, and Blocking an attack (not to be confused with getting hit).


Most commands actually freeze the Servant Gauge regeneration momentarily:
|header2=Pausing the Servant Gauge
* Attack Command and Defend Command pause Servant Gauge for 1 second (60 frames).
|content2=
* Using Attack Command or Defend Command with ''only'' a held servant will pause Servant Gauge for 0.5 seconds (30 frames).
{{Gallery
* Countdown pauses Servant Gauge for the entire duration of the countdown.
| align        = center
* Servant Gauge does not restore during Hitstop.
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_214K.png
| '''Servant Commands'''<br>Pause for 1 second<br>(excl. {{clr|P|214P}}).
| File:GGST_Jack-O_Held_Servant.png
| '''Held Servant Commands'''<br>Pause for only 0.5 seconds<br>(excl. {{clr|P|214P}}).
| File:GGST_Jack-O_214H.png
| '''Countdown'''<br>Pauses for the ''entire'' Countdown.
| File:GGST_JackO_Cheer_Servant_On_H.png
| '''Cheer Servant On {{clr|H|H}}'''<br>Prevents the gauge being paused by commands.
}}
Commands actually freeze the Servant Gauge regeneration momentarily. This also makes commands more expensive than they appear. Attack Command and Defend Command pause Servant Gauge for 1 second (60 frames), but this is halved if the only Servant to perform the command is held (30 frames). Similarly, recharge is paused during Countdown. Like most character systems, Servant Gauge does not restore during Hitstop frames.


Therefore, using commands in rapid succession will burn Servant Gauge quickly, and you must stagger the use of commands to begin restoring it. This also makes commands more expensive than they appear, as the command costs both 1 Bar and an entire second of recharge, which is worth 0.24 to 0.48 bars of Servant Gauge.
For reference, 1 second of pause is equialent to 0.24~0.48 bars of Servant Gauge.


There is a major exception to this rule, during Cheer Servant On {{clr|4|H}} all sources of pausing the Servant Gauge will be disabled. However, if you paused the servant gauge with Attack Command or Defend Command prior to using Cheer Servant On {{clr|4|H}}, you still need to wait out that pause before it will begin regenerating.
There is a major exception to this, during {{MMC|input=236236H|label=Cheer Servant On {{clr|H|H}}}} all new sources of pausing the Servant Gauge will be disabled. However, you still need to wait out any pause from Attack Command and Defend Command made prior.
 
}}
===Lanching Servants===
----
Any time Jack-O's attacks connect with a servant they are launched as a projectile towards the enemy. This can even happen if a previously launched servant hits another servant, transfering the effect.


On Dustloop, if this is done using any normal or with another servant it is said to "bounce" a servant, while Servant Shoot will "launch" a servant.
===Launching Servants===
{{card
|header=Launching Servants
|content=
Any time Jack-O's attacks connect with a servant they are launched as a projectile towards the enemy. This can even happen if a previously launched servant hits another servant, transfering the effect. If this is done using any normal or with another servant it may be said to "bounce" a servant, while Servant Shoot will "launch" a servant.


Every move has a different launch angle  
Every move has a different launch angle.


[[File:GGST_Jacko_236P_trajectory.png|600px|centre|236P minion trajectory]]
[[File:GGST_Jacko_236P_trajectory.png|600px|centre|236P minion trajectory]]
<br>
<br>
{| class="wikitable" style="margin: 0px auto 0px auto;"
{{{!}} class="wikitable" style="margin: 0px auto 0px auto;"
! Angle !! Moves !! Common use
! Angle !! Moves !! Common use
|-
{{!}}-
! {{clr|3|A}}
! {{clr|3|A}}
| {{clr|1|2P}}, {{clr|1|5P}}, {{clr|1|j.P}}, {{clr|2|5K}}, {{clr|2|j.K}}, {{clr|5|j.D}}, Servants
{{!}} {{clr|P|2P}}, {{clr|P|5P}}, {{clr|P|j.P}}, {{clr|K|5K}}, {{clr|K|j.K}}, {{clr|D|j.D}}, Servants
| Good for defensive coverage, with fast recovery and good for catching pesky dashes or low profiles.
{{!}} Good for defensive coverage, with fast recovery and good for catching pesky dashes or low profiles.
|-
{{!}}-
! {{clr|8|B}}
! {{clr|8|B}}
| {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|c.S}}, {{clr|4|j.H}}, {{clr|4|5H}}
{{!}} {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|c.S}}, {{clr|H|j.H}}, {{clr|H|5H}}
| Far-reaching, good for zoning at a shallow angle, or simply hitting opponents faster than with Throw Servant.
{{!}} Far-reaching, good for zoning at a shallow angle, or simply hitting opponents faster than with Throw Servant.
|-
{{!}}-
! {{clr|2|C}}
! {{clr|2|C}}
| {{clr|3|j.S}}, {{clr|4|2H}}
{{!}} {{clr|S|j.S}}, {{clr|H|2H}}
| Pre-emptive anti-air, setting up a servant slowly enough to allow you to either set up or approach from the ground while the air is covered.
{{!}} Pre-emptive anti-air, setting up a servant slowly enough to allow you to either set up or approach from the ground while the air is covered.
|-
{{!}}-
! {{clr|4|D}}
! {{clr|4|D}}
| {{clr|3|2S}}, {{clr|5|5D}}, {{clr|4|6H(1)}}
{{!}} {{clr|S|2S}}, {{clr|D|5D}}, {{clr|H|6H(1)}}
| Reactive anti-air, better for threatening airborne opponents. Also sees some niche usage in pressure for setting up servants mid-blockstring.
{{!}} Reactive anti-air, better for threatening airborne opponents. Also sees some niche usage in pressure for setting up servants mid-blockstring.
|-
{{!}}-
| colspan=3| '''''Notes:'''
{{!}} colspan=3{{!}} '''''Notes:'''
* ''{{clr|4|2H}} goes slightly higher than {{clr|3|j.S}}.''
* ''{{clr|S|2S}} launches extremely high, landing full-screen.''
* ''{{clr|2|236K}} goes in a straight horizontal line until it collides with the edge of the screen.''
* ''{{clr|H|2H}} goes slightly higher than {{clr|S|j.S}}.''
|}
* ''{{clr|K|236K}} goes in a straight horizontal line until it collides with the edge of the screen.''
{{!}}}


Aside from simply the angles they hit at, some moves are especially useful specifically for their interaction with servants, such as {{clr|2|5K}} which allows the use of a jump cancel off the servant, while {{clr|1|6P}} can be used to threaten in neutral but cover yourself safely if you whiff. Learning to manipulate servants with your moveset is a major part of Jack-O'.
Aside from simply the angles they hit at, some moves are especially useful specifically for their interaction with servants, such as {{clr|K|5K}} which allows the use of a jump cancel off the servant, while {{clr|P|6P}} can be used to threaten in neutral but cover yourself safely if you whiff. Learning to manipulate servants with your moveset is a major part of Jack-O'.
 
|header2=Clash Levels
; Clash Levels
|content2=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_6P.png
| Bounced servants have the standard clash level.
| File:GGST_JackO_Throw_Servant.png
| Thrown and Launched servants have a Lv. 2 protective shield to help them break projectiles.
}}
All projectiles have a Clash Level, not to be confused with Attack Level. This determines which projectiles beat which other projectiles, or if they both disappear when they collide.
All projectiles have a Clash Level, not to be confused with Attack Level. This determines which projectiles beat which other projectiles, or if they both disappear when they collide.


By default bounced servants have Clash Level 1, similar to the vast majority of projectiles in the game. If they collide, the projectile will be destroyed (multi-hit projectiles lose only 1 hit) and the servant will disappear wih it.
Bounced servants have Clash Level 1, similar to the vast majority of projectiles in the game. If they collide, the projectile will be destroyed (multi-hit projectiles lose only 1 hit) and the servant will disappear wih it.


If a servant is Thrown with Throw Servant, or Launched with Servant Shoot, it will instead have Clash Level 2, automatically defeating the vast majority of projectiles outright, even if they have multiple hits. This allows Jack-O' to work against zoning much more effectively with these specials.
If a servant is launched with Throw Servant or Servant Shoot, it will also have a Level 2 layer on top. This breaks through '''all''' hits of Level 1 projectiles (e.g. {{MMC|chara=Leo Whitefang|input=[4]6H|label=Gravierte Würde {{clr|H|H}}}}), or a single hit of Level 2 projectile (e.g. {{MMC|chara=I-No|input=214K|label=Chemical Love}}), while leaving the servant intact. This allows Jack-O' to work against zoning much more effectively with these specials.
}}


===Hitstop Cancels===
===Hitting Servants===
{{Card
|header=Hitting Servants
|content=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_Servant_1.png
| 5F hitstop is applied when hitting a servant.
| File:GGST_Jack-O_6P.png
| Hitting a servant enables on-hit cancels, even RRC.
| File:GGST_Jack-O_Servant_1.png
| Opponents hitting servants get the ''full'' hitstop of their attack.
 
}}
Besides the launch a servant receives, Jack-O' is also affected by launching servants. Jack-O' receives 5F Hitstop, even if it also hit an opponent. In addition this provides on-hit cancels similar to hitting a opponent, including special cancels and even Red Roman Cancel.
----
----
[[file:GGST_Jack-O_Strategy_HitstopCancelExample.png|thumb|right|400px|I promise you this is easier to use than it is to explain what is happening.]]
When an opponent hits a servant, similar to hitting {{Character Label|GGST|Zato-1|label=Zato-1's Eddie}} or {{Character Label|GGST|Happy Chaos|label=Chaos' Scapegoat}}, they receive the ''full hitstop'' of their attack. This means the active frames will be massively extended. This functionally gives enormous recovery on whiff, a hugely extended Counter Hit window, but maintains an attack Jack-O' may inadvertantly fall into.
:''"Why does hitting servants make her frame-data so good?"''


A completely unique mechanic where Jack-O's frame-data largely improves if she hits a servant. It is strange conceptually, but simple in practise. Put plainly, if you hit a servant and the opponent at the same time you recover faster. Your on-block and on-hit is massively improved by this. If the servant also whiffs, for most moves this is even better and is very plus.
Similar to Jack-O', opponents can also perform on-hit cancels inc. So while an opponent is often locked into their attack for longer, they can quickly follow it up with a unique move to prevent whatever Jack-O' may be doing.
}}


This has a few very specific applications:
===Hitstop Cancels===
{{Card
|header=Hitstop Cancels
|content=
[[file:GGST_Jack-O_Strategy_HitstopCancelExample.png|thumb|right|400px|Hitting a servant reduces your hitstop. That means faster recovery and cancels!]]


* If someone blocks a move in the corner which also launched a servant, you can very quickly cancel or gatling into other moves to enable tighter pressure, for example a {{clr|3|c.S}} in the corner is +3 and can cancel into a gapless {{clr|5|5D}}.
Jack-O' frame-data largely improves if she hits a servant at the same time as the opponent, by replacing her attack's hitstop with the servant's 5F hitstop. This massively improves her advantage on hit and block, and speeds up cancels. It is strange conceptually, but simple in practise.
* If someone blocks {{clr|3|c.S}} during a sandwich setup, where the servant was behind the opponent and therefore whiffs, you are +7 on block, allowing many new pressure options.


Many other uses exist, but these are the primary two you will encounter. Though, technically, hitstop cancelling happens far more often than you might think, and is an essential part of how Jack-O' works.
For Attack Level 0~1, it is better if the servant is blocked. Conversely for Attack Level 3~4 it is better if the servant whiffs.


; Notation
This has many applications:
If a move hits both the opponent and a servant ''at the same time'' it is notated with an '''&'''. For example '''{{clr|2|236K&}}''' is a {{clr|2|236K}} that hit a servant and the opponent at the same time. If this is ever listed it is a hitstop cancel, as hitstop cancels ''always'' happen in this circumstance.


Because there is actually an important distinction between if the servant also connects or not, we have two more specific variants: '''&(Whiff)''' and '''&(Blocked)'''. If the servant hits at some later timing, this might be given as just '''&''' and later the string will list '''(Servant hit)''' so you know when it should happen.
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_Servant_1.png
| '''YRC and Burst Baits'''<br>Almost every normal recovers fast enough to safely block.
| File:GGST_Jack-O_6P.png
| '''Sandwich Pressure'''<br>{{clr|S|c.S&}}(Whiff) is +10 on block, among other things.
| File:GGST_JackO_Pick_Up_Servant.png
| '''Cheer Servant On {{clr|H|H}}'''<br>Cancelling off a blocked servant leaves you +6.
| File:GGST_JackO_Cheer_Servant_On_H.png
| '''Pressure Resets'''<br>Smaller gaps when resetting pressure.
| File:GGST_JackO_Cheer_Servant_On_H.png
| '''Pichu Pressure'''<br>Cancelling from {{clr|K|236K&}} gives a loopable offense.
}}


; How does it work?
Many other uses exist, is happens far more often than you might think, as it is an essential part of how Jack-O' works.
Every move in the game has a mechanic called Hitstop, in most causes this is like a cinematic pause when you hit an opponent: it makes animations feel heavier, and makes reacting to your own hits a lot easier. The amount of pause varies by move. This also applies for projectiles, but only applying hitstop to the person being hit (functionally acting as blockstun and hitstun), and even happens when opponents hit your servants (more on that later).


Jack-O' uniquely has a ''fixed'' hitstop when hitting servants of only 4 Frames regardless of the move used. The weirdness comes that the game actually allows this to ''overide'' her current hitstop, meaning if Jack-O' hits both an opponent and a servant at the same time, she gets a total of 5 hitstop, no more, no less. This only applies to Jack-O', meaning she enters her recovery almost instantly, while her opponent remains stuck in hitstop. The end result is Jack-O' has magically recovered (or cancelled) faster than possible and leaving herself extremely advantaged.
If a move hits both the opponent and a servant ''at the same time'' it is notated with an '''&''', such as '''{{clr|K|236K&}}'''. If this is ever listed it is a hitstop cancel. Some clatification may be made on if the servants hit or not, such as '''{{clr|K|236K&}}(Whiff)'''.
----
''For a full list of all hitstop cancel Frame Data, please see the [[{{BASEPAGENAME}}/Frame_Data#Hitstop_Cancel_Data|Frame Data Page]].''
}}


On the note of whiff and blocked servants, that's because the servant itself overrides the attack's blockstun, at minimum 6 frames later. For most moves, the servant's blockstun is much worse than the original move's blockstun, so it's better if this doesn't happen, but that's harder to set up.
==<span style="font-size: 2em;">Neutral</span>==
 
===Footsies===
==Neutral==
===Zoning===
----
----
Zoning is never the gameplan for Jack-O', it is merely the prelude to set up for your pressure. This is important to emphasise, as Jack-O' ''cannot'' win with zoning alone, her reward is too low and the risk far too high, unless the opponent simply does not know how to challenge it in the first place. However, zoning is still an essential part of her, the use of zoning forces opponents to approach despite risks, what little reward it offers can still be invaluable if the opponent is not able to cover it at all times, and allows setting up from as safe a position as possible. When combined with the threat of more aggressive neutral, this can force opponents into difficult positions where any wrong call gives Jack-O' access to pressure.
Jack-O' is generally outclassed in footsie play, due to overall low reward and mediocre frame-data. However, she still brings in unique quirks, and the very threat of footsies is what drives Jack-O's ability to summon and set up. An opponent that predicts Jack-O's aggression may be too hesitant to stop her summoning a servant, the true goal of neutral.


; '''Air Release Servant'''
<div class="tabber-shadows-fix">
With a servant in hand, Jack-O's air options explode in variety, and would be impossible to comprehensively list all of them. Instead let's cover the most principle of these options.
{{clear}}
<tabber>
Close Range =
{{card
|header = Close Range
|content =
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_2K.png
| '''Amazing {{clr|K|2K}}'''<br>One of the best close-range pokes in the game.
| File:GGST_Jack-O_2P.png
| '''Good {{clr|P|2P}}'''<br>5F, solid range, and good Counter Hit reward.
| File:GGST_Jack-O_Backdash.png
| '''Strong Backdash'''<br>Uniquely short recovery while maintaining 5F invuln.
| File:GGST_Jack-O_Servant_1.png
| '''Bad Approach'''<br>An otherwise amazing kit hindered by little threat to enable approaching.
}}
Surprisingly adept, at close ranges Jack-O's {{MMC|input=2K|label={{clr|K|2K}}}} is the largest fast {{clr|K|2K}} in the game, while being too fast, too low, too safe for opponents to reliably challenge without some uniquely good low options. Furthermore, Jack-O' also comes with a 5F {{MMC|input=2P|label={{clr|P|2P}}}} with good range. Both {{clr|P|2P}} and {{clr|K|2K}} confirm into a linked {{clr|K|2K}} on Counter Hit, for easy neutral pokes. Though her on-block situations is not particularly special, with both {{clr|P|2P}} and {{clr|K|2K}} being -3 on block, and both {{clr|P|6P}} and {{clr|D|2D}} are somewhat unsafe gatlings on block.


: <code>Jump > {{clr|5|j.hs.D}} > ({{clr|2|j.K*}} or {{clr|4|j.H*}}) > Airdash > (Servant Hit) > {{clr|3|j.S}}</code> The most aggressive of the air options, Jack-O' is able to launch a servant while also approaching. This makes her jump-in extremely obvious, but this also forces large commitments, as the only safe option to cover both timings of the servant and Jack-O' are moves like {{clr|1|6P}}, which locks them into extremely long recovery due to servant hitstop. If they use {{clr|1|5P}}, they're liable to be hit on recovery. If they respect the pressure, this can also become an ambiguous crossup. Alternatively, if you're very far away, this is a good opportunity to use {{Tt|FD FF|Faultless Defense Fast Falling}} to set up a high-low mixup.
Jack-O' is also tied for fastest recovering of 5F-invuln backdashes at 18F, making it safer for her to escape this range if she wishes to.


: <code>Jump > {{clr|5|j.hs.D}} > ({{clr|2|j.K*}} or {{clr|3|j.S*}} or {{clr|4|j.H*}}) > Land > Dash > {{clr|5|2D}}</code> If they're planning to always {{clr|1|6P}}, you can abuse this by punishing with {{clr|5|2D}}. Just be mindful they can still cancel off the {{clr|1|6P}}, making it sometimes better to wait out of range and whiff punish. If they block the servant, you can potentially run a strike-throw after using an Attack Command.
Primarily, the difficulty of Jack-O' is not fighting at this range, but getting into it in the first place, as Jack-O' lacks reliable and threatening pokes that enable her to approach. Many of her best pokes like {{MMC|input=5H|label={{clr|H|5H}}}} are easily caught by low pokes, giving opponents little reason to not attack Jack-O' approaching besides avoiding her sluggish {{MMC|input=f.S|label={{clr|S|f.S}}}}. Combined with her poor movement speed means she can struggle to reach this range if opponents are forcefully covering with their own pokes. This can, however, work to your advantage.
}}
|-|
Mid Range =
{{card
|header= Mid Range
|content=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_5K.png
| '''Huge {{clr|K|5K}}'''<br>Quick and easy poke, great for catching jumps.
| File:GGST_Jack-O_fS.png
| '''Standard {{clr|S|f.S}}'''<br>Reliable poke and gets the job done.
| File:GGST_Jack-O_5H.png
| '''Powerful {{clr|H|5H}}'''<br>Far-reaching and safe on block.
| File:GGST_Jack-O_2D.png
| '''Aggressive {{clr|D|2D}}'''<br>Long-range and low-profile, but risky.
| File:GGST_Jack-O_Summon_Servant.png
| '''Risky Summons'''<br>Summoning at this range is very greedy, but rewarding.
}}
This is where Jack-O' struggles mosts, from poor movement, to poor coverage, low reward on hits, and higher recovery on many options, she does not win from an honest mid-range neutral.


: <code>Jump > {{clr|5|j.hs.D}} > ({{clr|2|j.K*}} or {{clr|3|j.S*}} or {{clr|4|j.H*}}) > Double Jump Cancel > dl {{clr|3|j.S}}</code> Another option is to bait the anti-air, but punish by going above. This is overall weaker at punishing a {{clr|1|6P}}, but at good positions this can ambiguously crossup even if they respect the servant. Additionally, this affords you more safety against extremely large anti-airs made in response to the jump, such as {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2H|label={{clr|4|2H}}}}
The core goal for Jack-O' is to summon a servant. This opens new neutral tools, enables zoning, turn pokes into combos, and even begin pressure. However, summoning is not safe, an approaching opponent can easily catch her off-guard. To make this possible, you must either create a threat to stop the opponent attacking, or land an attack yourself. Jack-O' can also try to approach to hold onto her the favourable {{clr|K|2K}} range, depending on matchup.


: <code>Jump > {{clr|5|j.hs.D}} > Land</code> Passively release a summon. If the opponent is too worried about approaches and simply countering your actions, they may allow you to easily control neutral by moving and summoning. This can quickly build or close space, gives you time to regain gauge, and play into the neutral.
If an opponent is simply dashing in to attack, you can poke their approach. {{MMC|input=f.S|label={{clr|S|f.S}}}} is her largest poke that is mostly safe to whiff. However opponents may stagger their approach. Varying pokes with with {{MMC|input=5K|label={{clr|K|5K}}}} for its speed and low recovery, dashing in with {{clr|K|2K}} for its low profile, or using her long-reaching {{MMC|input=5H|label={{clr|H|5H}}}} can cover opponents' movement and attacks. The strongest counterpokes an opponent has will often be their {{clr|S|2S}} as Jack-O's pokes either hit too high or get out-ranged. When this happens, you can stay back and summon safely, winning the interaction indirectly, or you can wait for the whiff and punish it, especially with {{MMC|input=5H|label={{clr|H|5H}}}}. This creates a basic neutral gameplan.  


: <code>Jump > {{clr|5|j.hs.D}} > {{clr|3|j.S*}} > {{clr|5|j.D}}</code> Defesenive retreat, while setting up a servant. The servant and {{clr|5|j.D}} create a wall of projectiles to cover you defensely, and leaves a servant in front of the opponent if they do not remove it. You could also skip the {{clr|3|j.S*}} and slightly delay a {{clr|5|j.D}}, to keep the servant nearer and speed up the string.
If an opponent is being very aggressive in their approach, or shimmying with backwalk to outspace any pokes, {{clr|H|5H}} and {{MMC|input=2D|label={{clr|D|2D}}}} are very powerful. {{clr|D|2D}} can catch opponents for not crouch-blocking and {{clr|H|5H}} is one of Jack-O's safest moves on block, while both get huge reward on Counter Hit. These are dangerous on whiff, and can be easily defeated by low pokes (Usually a {{clr|S|2S}}), but the huge range and fast startup make them a major threat for the opponent. This can slow an opponent down for fear of the attack, therefore giving Jack-O' more time to summon, build the space, or approach.
}}
|-|
Far Range =
{{card
|header = Far Range
|content =
Varies heavily by matchup.


; '''Launch and Throw Servants'''
Against non-zoners, Jack-O' can use the range to summon servants completely unchallenged, this makes it extremely easy to set up and threaten opponents. Since even long-range characters struggle to hit full-screen (e.g. {{Character Label|GGST|Testament|label=Testament's}} {{MMC|chara=Testament|input=214S|label=Arbiter Sign {{clr|S|S}}}}), the only reason Jack-O' need approach at all is to avoid cornering herself or to intimidate an opponent out of approaching. With dash momentum her {{MMC|input=5H|label={{clr|H|5H}}}} travels immensely far, making it a great counter-poke to commital approaching. Her ranged options become incredibly safe. Bizzarely, at long-range {{MMC|input=236K|label=Servant Shoot}} can anti-air low airdashes, and {{MMC|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant}} will hit a low height, making it slightly more difficult to jab out servants.
With servants around you can use them as projectiles directly.


; '''Rising {{clr|5|j.D}}'''
Against dedicated zoners like {{Character Label|GGST|Axl Low|label=Axl}}, {{Character Label|GGST|Happy Chaos|label=Chaos}}, and sometimes {{Character Label|GGST|Faust|label=Faust}} with the right items, Jack-O' has no easy opportunity to summon, and needs to either approach or otherwise utilise specific gaps in their pressure to get that opportunity. It can often be safer to just focus on approaching into a range her normals can threaten, as without it she can't force the opponent to give her safe openings.
Even without a servant you have a basic projectile.


==Offense==
Generally speaking long range is not actually something Jack-O' wants to maintain more than nessecary. As soon as she has a Servant, and has gotten it on the opponent, it is vastly more valuable to approach to establish pressure. Choosing to remain at this range gives her only extremely low reward options, while the risk of correct callouts from the opponent is extremely painful.
}}
</tabber>
</div>


===Okizeme===
=== Jump-Ins ===
----
----
[[File:GGST Jack-O 2D.png|thumb|right|300px|{{clr|5|2D}}, Jack-O's strongest Okizeme tool.]]
Jack-O' has a few main ways to threaten jump-ins, either by doing so normally with an Instant Airdash (IAD), or after launching a servant in the air (see [[{{PAGENAME}}#Zoning|Zoning]] for more information). While her jump-ins are not particularly strong, they can be essential to challenging some of the strongest low-hitting pokes you will face, and a good way to vary your movement.
[[File:GGST JackO Ground Throw.png|thumb|right|300px|Throw, Jack-O's most common Okizeme tool.]]
 
''Useful Links:''
<div class="tabber-shadows-fix">
* [https://www.youtube.com/watch?v=bITrnCLk2tw Practical combo & set play collection for Jack-O'] by Kazunoko
{{clear}}
<tabber>
Jump-In Normals =
{{card
| header= Jump-In Normals
| content=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_jH.png
| '''{{clr|H|j.H}}'''<br>All-around strongest jump-in for advantage and range.
| File:GGST_Jack-O_jS.png
| '''{{clr|S|j.S}}'''<br>Weaker advantage but much deeper hitting.
| File:GGST_Jack-O_jP.png
| '''{{clr|P|j.P}}'''<br>Fast and small, good to punish dangerous pokes.
}}
While mostly interchangable from an Instant Airdash (IAD), the three jump-ins come with distinct pros and cons.
 
{{clr|H|j.H}} is your most common, it is +5 on block allowing a frametrap {{clr|K|2K}}. It also has very large range, allowing you to threaten it from further out. The downside is the high hitbox means you can lose to a {{clr|P|6P}} incredibly late, and it functionally hits 3 frames later on crouching opponents.


Okizeme is the art of attacking an opponent during their wakeup. Jack-O' is a specialist in okizeme, giving her an incredible variety of ways to completely safely pressure an opponent after her offense is complete.
{{clr|S|j.S}} is a usually weaker alternative. While it hits deeper, it is shorter and only +3 on block, forcing you to bait Throws to continue offense.


In contrast to Millia, who is also specialist in okizeme, Jack-O' is more capable of [[Safe_Jump|safejumps]] and leading into her own [[{{PAGENAME}}#Sandwich Pressure |sandwich Pressure]], with less loopable damage output on mixups and generally simpler mixups to defend against. Jack-O' also has a lot more variety of okizeme with a variety of different strengths, weaknesses, and counterplay.  
{{clr|P|j.P}} is a powerful alternative. It only hits standing, and is very short, but it is extremely fast and a simple {{ComboText|IAD {{clr|P|j.P}} > {{clr|P|j.P}} > {{clr|P|j.P}}}} is +4-6 on block while pushing out of Throws, giving the best on-block advantage available. This is especially good against prominent mid-height pokes that can easily counter {{clr|S|j.S}} and {{clr|H|j.H}} such as {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal's}} {{MMC|game=GGST|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} and {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MMC|game=GGST|chara=Nagoriyuki|input=5H Level 1|label={{clr|H|5H}}}}
}}
|-|
Air Servant Shoot Cancel =
{{card
| header= Air Servant Shoot Cancel
| content=
Jack-O's Air Servant Shoot when cancelled into will virtually never actually hit the opponent. However, it slows your horizontal momentum just enough to often place you out of Throw range, especially if you walk backwards after. This is especially useful from IAD {{clr|S|j.S}} and {{clr|H|j.H}}(2) to more reliably maintain offense, while not affecting your On-block advantage. Done correctly, this allows IAD {{clr|H|j.H}} at +5 on block to safely frametrap with {{clr|S|c.S}} without risk of Throws. This exludes extended Throws from {{Character Label|GGST|Potemkin}} and {{Character Label|GGST|Nagoriyuki}}.


Jack-O's okizeme also comes in a huge variety for any situation, specific to the matchup, presense of supers, need for mixups, and more. While she has many options, you likely only need a few versatile options to be particularly ready. For more in-depth information on the theory and routes of Jack-O's okizeme, please visit her Okizeme page below.
This can also be used after a crossup IAD {{clr|H|j.H}}(1) to land closer, allowing combos into {{clr|K|2K}} when it would otherwise be impossible.


<div class="plainlinks" style="display: flex; align-items:center;flex-wrap: wrap; font-size:1.25em;">[[{{BASEPAGENAME}}/Okizeme|<div class="char-btn addShadow" style="font-color:white">Okizeme</div>]]</div>
In addition, you can cancel {{clr|H|j.H}}(1) to prevent the second hit. This allows an earlier Throw or low {{clr|K|2K}}, at the cost of opening a gap in your blockstring (+3 on block similar to {{clr|S|j.S}}). This is fuzzy blockable and not a strong mixup, but can easily disrupt opponents unprepared for it.
}}
|-|
High Jump-Ins =
{{card
| header= High Jump-Ins
| content=
From a very high jump-in it's possible to gatling {{ComboText|{{clr|S|j.S}} > {{clr|H|j.H}}}} and stay approximately '''+10 on block'''. This is very common when releasing a servant mid-air quickly and Airdash Cancelling (ADC) off the servant, giving an extremely high approach.


Generally speaking you do not need to use or know all of Jack-O's okizeme, however she can score decent okizeme off almost any situation, making it worthwhile to recognise at least one available route for each attack. You also do not require optimal okizeme to establish a strong threat, therefore you can be selective for okizeme you can perform consistently. For example it is perfectly functional to use a safejump with imperfect timing to hit meaty, you do not need to have it safejump to be useful.
Due to the distance needed to accomplish this, it's rarely practical after a {{clr|K|236K}} RPS without crossing over the opponent, and this will almost never work in the corner as the {{clr|H|j.H}} will whiff.
{{clear}}
}}
</tabber>
</div>


===Sandwich Pressure===
=== Anti-air ===
----
----
''Useful links:''
Jack-O' has a wide array of viable strategies to combat aerial opponents, many of which are quite strong. As a general rule, opponents are weaker when they're in the air than on the ground, as takes away their control of movement, and any hit is significantly more rewarding on them. While many of these options have significant overlap, choosing the right method can get more reward on hit, or more reliably avoids being hit by strong air-to-ground attacks.


* [https://www.youtube.com/watch?v=XQ7gGyCYAEU Jack-o Pressure Guide | Tactics and Application] by baccpack
<div class="tabber-shadows-fix">
{{clear}}
<tabber>
Anti-Air Normals =
{{Card
|header=Anti-Air Normals
|content=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_5P.png
| '''{{clr|P|5P}}'''<br>High hitting and very fast, good reward on hit.
| File:GGST_Jack-O_6P.png
| '''{{clr|P|6P}}'''<br>Upper-body invuln for safe and reliable anti-air.
| File:GGST_Jack-O_5K.png
| '''{{clr|K|5K}}'''<br>Huge range for long-distance anti-air.
| File:GGST_Jack-O_2S.png
| '''{{clr|S|2S}}'''<br>Catch opponents crossing over Jack-O'.
}}
With a large number of useful anti-airs, Jack-O' can combat nearly any aerial approach even without servants at her disposal. Each option serves to counter different kinds of aerial approaches the opponent may use.
* {{clr|P|6P}} is the universal anti-air. Its upper-body invuln allows it to defeat the vast majority of air approaches, but it offers much lower reward and can be punished on whiff.  
* {{clr|P|5P}} is the most usable on reaction, and allows a strong combo. It is best used against slow but deep-hitting air attacks which would defeat {{clr|P|6P}}, like {{Character Label|GGST|Testament|label=Testament's}} {{MMC|chara=Testament|input=j.H|label={{clr|H|j.H}}}}
* {{clr|K|5K}} one of the best pre-emptive anti-airs as it hits extremely far and fast, with low recovery on whiff. Best used with Dash Cancel, to potentially combo or begin pressure.
* {{clr|S|2S}} hits opponents crossing over or dropping directly on top of Jack-O'. Specialist to a fault, with potentially very high reward but only effective on very specific moves like {{Character Label|GGST|Millia Rage|label=Millia's}} {{MMC|chara=Millia Rage|input=j.236H|label=Kapel}}.
}}
|-|
Air-to-Air Attacks =
{{Card
|header=Air-to-Air Attacks
|content=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_JackO_Air_Throw.png
| '''Air Throw'''<br>All around strongest air-to-air option.
| File:GGST_Jack-O_jP.png
| '''{{clr|P|j.P}}'''<br>Good for defending from enemy air-to-airs.
| File:GGST_Jack-O_jK.png
| '''{{clr|K|j.K}}'''<br>Very high hitting and active, best for pre-emptive use.
| File:GGST_Jack-O_jH.png
| '''{{clr|H|j.H}}'''<br>Huge horizontal range, good after an airdash.
}}
In general, Jack-O' has some of the weakest air-to-air capacity, with weaker range, no disjoints, and dubious combo potential. This makes it much rarer for air-to-air to be optimal, unless in some way forced to by the opponent. Despite this, Jack-O' still has a large range of options each covering different use-cases.


[[file:GGST_Jack-O_Strategy_Sandwich.png|thumb|A simple sandwich position|400px]]
* Air Throw is incredibly fast and secures a knockdown. This is a very strong threat when opponents are lingering above Jack-O' as the opponent is forced to guess.
* {{clr|P|j.P}} hits very low down and fast, this makes it excellent to catch an opponent attempting to jump up from below Jack-O.
* {{clr|K|j.K}} with its hitbox and startup, a rising j.K hits almost any air option with ease. Best used from a dash jump, due to its short range. Unfortunately, very unreliable to combo with.
* {{clr|H|j.H}} with an airdash is an extremely commital but potentially very high reward callout to an opponent jumping, especially when used near the corner.
}}
|-|
Held Servant =
{{Card
|header=Held Servant
|content=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_214K_Held.png
| '''Attack Command'''<br>Hits ultra-high and disjointed, going into a full combo.
| File:GGST_JackO_Defend_Command_Held.png
| '''Defend Command'''<br>Functionally weaker, but much faster.
}}
Though very rare, when an opponent is incredibly high above Jack-O', it can often be easier to anti-air with a held servant than to jump up or use {{clr|S|2S}}. Held Attack Command is hugely disjointed and hits incredibly high up, this can even be done without any Servant Gauge left in reserve! This is particularly good against opponents who can linger mid-air for an extended period of time, causing other attacks to easily whiff.


Sandwich Pressure is a position of advantage when the opponent has a servant behind them and Jack-O' is in range to use her grounded normals. The "Sandwich" creates a position such that Jack-O' can indefinitely loop pressure , while remaining completely safe, and locking the opponent in place.
This is notably useful against {{Character Label|GGST|Millia Rage|label=Millia}}, {{Character Label|GGST|Chipp Zanuff|label=Chipp}} and {{Character Label|GGST|Zato-1|label=Zato}}; and very rarely against {{Character Label|GGST|Asuka R|label=Asuka}} and {{Character Label|GGST|Bedman|label=Bedman?}}
}}
</tabber>
</div>


Sandwich pressure often builds an incredible amount of RISC, while enforcing an oppressively strong Strike-Throw threat, as every blocked hit could be mixed up with a throw, and some moves allow potential Overhead and Crossup options. FD blocks are also less effective, as the pushback of the Attack Command will repeatedly move them closer to Jack-O'.
===Zoning===
----
Zoning is never the gameplan for Jack-O', it is merely the prelude to set up for your pressure. This is important to emphasise, as Jack-O' ''cannot'' win with zoning alone, her reward is too low and the risk far too high. However, zoning is still an essential part of her, the use of zoning creates new threats to ''force'' opponents to approach, and it can often allow setting up servants from as safe a position as possible. When combined with the threat of more aggressive neutral, this can force opponents into difficult positions where any wrong call gives Jack-O' access to pressure.


Despite being usually an extremely lengthy series of frametraps, it can also be safe from invincible reversals. If you intentionally speed up the string you can form true blockstrings, making it impossible to reversal, however they are still required to block lows if you use {{clr|2|2K}} or {{clr|5|2D}}, easily checking if they attempted a motion input.
<div class="tabber-shadows-fix">
{{clear}}
<tabber>
Long-Range Projectiles =
{{Card
|header=Long-Range Projectiles
|content=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_fS.png
| '''{{clr|S|f.S}}'''<br>A simple way to hit a servant far away.
| File:GGST_Jack-O_5H.png
| '''{{clr|H|5H}}'''<br>Launches a servant forward while advancing Jack-O'.
| File:GGST_Jack-O_6P.png
| '''{{clr|P|6P}}'''<br>Upper-body invuln is good against very large pokes.
| File:GGST_Jack-O_6H.png
| '''{{clr|H|6H}}(2)'''<br>Can be used to hit a servant extremely far away.
| File:GGST_Jack-O_236K.png
| '''Servant Shoot<br>'''Crushes enemy projectiles.
| File:GGST_JackO_Throw_Servant.png
| '''Throw Servant<br>'''Anti-air and very advantageous on block.
}}
Each of these moves send servants along far-reaching angles. These are your primary ways to launch from distance to establish a threat the opponet must move through. On hit, you can confirm into Attack Command for a knockdown to close in and set up more servants, on block you are usually able to transition into more summons or Attack Command to catch the opponent being aggressive, creating a strong advantage state.


Generally speaking, every hit in the pressure string can be one of the following:
Each option differs in some way, making them each fulfil a slightly different utility.
* {{clr|S|f.S}} works from long-range and is one of the safest ways to avoid dangerous low pokes, like {{Character Label|GGST|Ky Kiske|label=Ky's}} {{MMC|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}}
* {{clr|H|5H}} moves Jack-O' forward during the attack, making it a strong answer to opponents trying to run in to close range, or trying to back off with a backdash.
* {{clr|H|6H}}(2) can hit a servant from uniquely far away, while covering some airborne attacks.
* {{clr|P|6P}} has upper body invuln making it safer to extremely long anti-zoning pokes, like {{Character Label|GGST|Faust|label=Faust's}} {{MMC|chara=Faust|input=41236K|label=Thrust}}
* Servant Shoot is very slow, but especially good at combatting projectiles like {{Character Label|GGST|Leo Whitefang|label=Leo's}} {{MMC|chara=Leo Whitefang|input=[4]6H|label=Gravierte Würde {{clr|H|H}}}}
* Throw Servant helps cover airdashes and airborne attacks such as {{Character Label|GGST|I-No|label=I-No's}} {{MMC|chara=I-No|input=214K|label=Chemical Love}}
}}
|-|
Anti-Air Projectiles =
{{Card
|header=Anti-Air Projectiles
|content=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_2S.png
| '''{{clr|S|2S}}'''<br>Launches almost straight up, and back down at max-screen distance.
| File:GGST_JackO_6H_1.png
| '''{{clr|H|6H}}(1)'''<br>A slow and lingering arc to run under.
| File:GGST_Jack-O_2H.png
| '''{{clr|H|2H}}'''<br>Slightly delayed arc after ground bounce, allowing more time to set up before the servant is in the air.
| File:GGST_JackO_Throw_Servant.png
| '''Throw Servant<br>'''Long-range coverage of airdashes and lower height approaches.
}}
Each of these moves send servants along high-reaching angles. When you zone from a distance, it is usually easier for an opponent to jump in than run on the ground. These are your primary ways to use servants to cover opponents jumping in, both reactively and to pre-emptively block out their options while you set up. Beware, these almost always leave you open to grounded approaches. Thankfully, on hit you can potentilly score big damage as Jack-O' will have time to run underneath to start a combo.


* Frametrap
Each option differs in some way, usually to cover different types of aerial movement.
* True Blockstring (especially lows)
* {{clr|H|6H}}(1) is the fastest to create a strong lingering arc, this is good against jumping in from almost any overhead angle.
* Throw mixup
* {{clr|H|2H}} behaves very similarly to {{clr|H|6H}}(1) but takes longer to hit the servant and longer for the servant to bounce into the air. This is good against slower approaches, so Jack-O' has more time to set up or advance on the opponent.
* Overhead mixup
* {{clr|S|2S}} shoots at an extreme angle, this is usually best for extremely high approaches such as from {{Character Label|GGST|Millia Rage|label=Millia's}} {{MMC|chara=Millia Rage|input=j.236H|label=Kapel}}
* Throw Servant helps cover airdashes from long-range but usually whiffs to jumping up higher.


Additionally, strikes have the option of either being one that can hit the servant, or whiff the servant. These will alter the routes of the pressure string.
Though uncommon knowledge, air blocking projectiles (including Servants and Attack Command) does ''not'' affect blockstun like strikes do. This means opponents usually recover mid-air and can actually jump out of attempted setups from your advantage.
}}
|-|
Summon Cancels =
{{Card
|header=Summon Cancels
|content=
When hitting servants, you can cancel the attack. Luckily, every launching move can cancel into Summon Servant. This is especially good in zoning as it allows Jack-O' to cycle through servants at a much faster rate to suppress the opponent or cover multiple options quicker, especially with Throw Servant due to its fast startup (14F Summon into 12F Throw Servant).


This can be quite modular and adaptive. Later we discuss a few strings to help introduce the basics and how these can be applied.
At the minimum you will be locked into 25 frames unable to block. While the servant you launch can affect the enemy, this makes it easier to be punished if the opponent has already avoided it. However it's usually best to cancel regardless for some moves where the recovery is especially bad.


====Beginning Pressure====
Many moves change functionality effectively when cancelled this way, as Jack-O' will end the animation ''instantly''. This can be helpful or a hinderance. This is a standard part of cancel mechanics, but it can reveal niche situations you may want to avoid cancelling immediately, especially for {{clr|P|6P}}.
To establish sandwich pressure you need Jack-O' to first reach the opponent. Generally, you will do this after they block an Attack Command, but Jack-O' can also be the one to start the string. A general-use starter is <code>{{clr|2|214K}} > Dash > {{clr|2|5K}} > {{clr|5|2D}} > {{clr|2|214K}}</code> for its good range. However, if the servant is too close it may fall out of the sandwich position, in these cases <code>{{clr|2|214K}} > Dash > ({{clr|2|5K}} or {{clr|5|2D}}) > {{clr|2|214K}}</code> are safer.
* {{clr|P|6P}} loses its upper-body invuln.
* {{clr|S|f.S}} retracts its hurtbox significantly.
* {{clr|H|5H}} will stop moving forward and not perform the second hit.
* {{clr|H|6H}}(1) will not perform the second hit.
* {{clr|D|2D}} will stop moving forward.
}}
|-|
Blocked Servant RPS =
{{Card
|header=Blocked Servant RPS
|content=
Though fairly subtle, when an opponent blocks a servant, there is an implicit RPS that can happen. The opponent is likely to either jump out, run past, or hit the servant with a very fast jab, however Jack-O' is plus enough to frametrap with Attack Command. It wastes a lot of resources to use an Attack Command needlessly, but on hit knocks down for a chance to get okizeme, especially near the corner. There are a variety of options available.


If the opponent is too far away, you can utilise the servant to enable your approach, as the servant naturally exerts the threat of Attack Command trapping them, while leaving you with a lot of time to approach after they block it. Pacing your Servant Gauge is important, as this will determine what kind of approaches you can use and the kind of pressure you will get at the end.
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 140
| height      = 140
| File:GGST_Jack-O_214K.png
| '''Attack Command'''<br>Frametrap the opponent for a knockdown.
| File:GGST_Jack-O_214S.png
| '''Defend Command'''<br>Catches even heavily delayed attacks, but will not stop the opponent running past.
| File:GGST_JackO_2D.png
| '''Dash up {{clr|D|2D}}'''<br>Running to attack the opponent punishes more commital attacks like {{clr|P|6P}} or begins pressure.
| File:GGST_Jack-O_Summon_Servant.png
| '''Summon Servant'''<br>Reset the zoning pressure while the opponent is distracted.
}}


====Pressure Routing====
These can all be staggered too, especially by dashing forward for a moment before beginning Attack Command or Defend Command, to close the distance on opponents waiting for a more significant opening.
Your pressure is structured around the servant and your servant cancel. Any time you use Attack Command you are plus enough to begin a new loop, and is a common endpoint for each loop. Even when the servant is no longer around, you can still perform one last of pressure, though with less safety. For the majority of situations, you will want to immediately follow up with a dash {{clr|3|c.S&}}(Whiff), which provides Jack-O's most powerful mixup opportunities possible, and is the primary goal of this pressure.
}}
|-|
Air Release Servant =
{{Card
|header=Air Release Servant
|content=
Releasing a servant while rising with a jump creates a low-commitement position. Hitting the servant with {{clr|P|j.P}}, {{clr|K|j.K}}, and {{clr|D|j.D}} covers against anti-airs; {{clr|S|j.S}} creates a lingering barrier against running under Jack-O'; and {{clr|H|j.H}} and {{clr|K|j.236K}} provide a conventional long-range projectile. All of these (except {{clr|K|j.236K}})  maintain cancels, making it easy to reposition immediately with Double Jump or an Airdash, or even another attack to cover your descent.


It can also be useful to not bounce the servant you release. This is good against opponents pre-emptively trying to catch servants mid-air, letting you summon in place while prompting the opponent to hesitate. It is also useful if the opponent is directly below you, allowing you to defensively drop a servant to use Defend Command or Attack Command.


;<code>{{clr|3|c.S&}}(Whiff), {{clr|2|2K}} > {{clr|5|2D}} > {{clr|2|214K}}</code>
Performing a delayed airdash after {{clr|H|j.H}} can  be quite threatening to punish an opponent for using {{clr|P|5P}} on the servant. An opponent using {{clr|P|6P}} can counter this, but at the risk of much longer recovery.
[[file:GGST_Jack-O_Strategy_Sandwich_bnb.mp4|thumb|right|380px|Sandwich BnB route demonstration]]
}}
: '''Bread and Butter string.''' Hits low, good corner carry, loopable. The entire string can true blockstring if desired while hitting low multiple times, good for threatening invincible reversal buffers.
|-|
Whiff Pick Up Cancel =
{{Card
|header=Whiff Pick Up Cancel
|content=
One of the easiest applications of "Whiff Pick Up cancel" tech is in zoning, as it allows you to cancel off a servant into an empty recovery to act or begin blocking much faster than otherwise possible.


: If the opponent uses Faultless Defense, it is likely <code>{{clr|2|2K}} > {{clr|5|2D}}</code> will not be gapless.
This is very easy to set up as it can be automated. By either hitting a servant ''immediately'' after releasing it, or from the exact spacing after setting it down with {{clr|P|236P}}. The below chart lists all moves that are ''autotimed'' assuming inputs are buffered.


: If the servant is gone, this leads into an [[{{PAGENAME}}#Block-String_Escapes|unsafe RPS]] on block.
{{{!}} class="wikitable"
! Summon Servant {{clr|P|236P}} !! Release Servant {{clr|D|hs.D}}
{{!}}-
{{!}} {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|S|f.S}}, {{clr|S|c.S}}, {{clr|H|5H}}, {{clr|H|6H}}, {{clr|K|236K}}
{{!}} {{clr|S|2S}}, {{clr|H|6H}}, {{clr|K|236K}}
{{!}}}


This can be accomplished with other moves or other spacings, but requires ''manual timing'', ranging from easy to difficult.


;<code>{{clr|3|c.S&}}(Whiff) > dl Throw</code>
This always provides 14F recovery after the servant has been launched if buffered immediately. The amount of benefit differs largely by move. For {{clr|P|5P}} and {{clr|P|2P}} this is pointless, but has a huge impact on {{clr|P|6P}}, {{clr|S|2S}}, {{clr|H|6H}}, and {{clr|K|236K}}.
;<code>{{clr|2|214K}} > dl Throw</code>
}}
: '''Throw mixup.''' Jack-O' has many good opportunities for Strike-Throw. Any time after Attack Command or {{clr|3|c.S&}} she is plus, this allows her to set up a Throw on the earliest possible frame, while not being punishable from reversal Throws in return.
</tabber>
</div>


==<span style="font-size: 2em;">Offense</span>==


;<code>{{clr|3|c.S&}}(Whiff) > {{clr|5|5[D]}}</code>
===Okizeme===
: '''Overhead mixup.''' Reactable but surprisingly good oki coverage. This creates a ''Frame 4 frametrap'', and takes priority over strikes. At extremely close range it will catch backdashes, but lose to Throws, and vice versa with any slight spacing, making it slightly ambiguous for punishing.
----
[[File:GGST Jack-O 2D.png|thumb|right|300px|{{clr|D|2D}}, Jack-O's strongest Okizeme tool.]]
[[File:GGST JackO Ground Throw.png|thumb|right|300px|Throw, Jack-O's most common Okizeme tool.]]
''Useful Links:''
* [https://www.youtube.com/watch?v=bITrnCLk2tw Practical combo & set play collection for Jack-O'] by Kazunoko


: While Uncharged Dust is still very low value on hit, it can also uniquely hit from within a true blockstring, making a delayed Uncharged Dust an ''unfuzziable, unreversalable'' high-low mixup when paired with a linked {{clr|2|2K}}, an especially good way to end a round with {{clr|8|RRC}}.
Okizeme is the art of attacking an opponent during their wakeup. Jack-O' is a specialist in okizeme, giving her an incredible variety of ways to completely safely pressure an opponent after her offense is complete.


In contrast to Millia, who is also specialist in okizeme, Jack-O' is more capable of [[Safe_Jump|safejumps]] and leading into her own [[{{PAGENAME}}#Sandwich Pressure |sandwich Pressure]], with less loopable damage output on mixups and generally simpler mixups to defend against. Jack-O' also has a lot more variety of okizeme with a variety of different strengths, weaknesses, and counterplay.


;<code>{{clr|3|c.S&}}(Whiff) > fTK {{clr|2|214K}} > (dl {{clr|4|j.H}} or {{clr|3|j.S*~&}}) > {{clr|2|2K}} > ...</code>
Jack-O's okizeme also comes in a huge variety for any situation, specific to the matchup, presense of supers, need for mixups, and more. While she has many options, you likely only need a few versatile options to be particularly ready. For more in-depth information on the theory and routes of Jack-O's okizeme, please visit her Okizeme page below.
[[file:GGST_Jack-O_Strategy_Sandwich_Crossup.mp4|thumb|right|380px|Sandwich crossup route demonstration]]
: '''Crossup mixup.''' Also an overhead. Slower and reactable but plus on block. Unless you have a servant on both sides, this will end the sandwich pressure, but can continue into a generic {{clr|2|2K}} pressure string.


: A delayed {{clr|4|j.H}} is better, as it can hit faster, create a true frametrap, and does not hit the servant (allowing some sameside pressure), but doing it too early will not allow the opponent to be hit by the crossup as they will be in blockstun
<div class="plainlinks" style="display: flex; align-items:center;flex-wrap: wrap; font-size:1.25em;">[[{{BASEPAGENAME}}/Okizeme|<div class="char-btn addShadow" style="font-color:white">Okizeme</div>]]</div>


Generally speaking you do not need to use or know all of Jack-O's okizeme, however she can score decent okizeme off almost any situation, making it worthwhile to recognise at least one available route for each attack. You also do not require optimal okizeme to establish a strong threat, therefore you can be selective for okizeme you can perform consistently. For example it is perfectly functional to use a safejump with imperfect timing to hit meaty, you do not need to have it safejump to be useful.
{{clear}}


;<code>{{clr|3|c.S&}}(Whiff), {{clr|3|c.S}} > ...</code>
===Servantless Pressure===
: '''Pressure stagger.''' By linking into a second {{clr|3|c.S}} you can maintain a true blockstring while with more mixup options open, more reward on a hit frametrap, and generate more R.I.S.C. Can naturally replace a {{clr|2|2K}} in the BnB string, at the loss of hitting low, while pushing back less distance.
----
Without any Servants to her aid, Jack-O' has some of the weakest blockstring threats in the game. Do not disregard it, however. Any strong hit through this offense can be game-deciding from the incredible setplay it can lead into. This is the time to either set up servants aggressively to convert into strong pressure, or bait out attacks to land that Counter Hit.


: Due to a lack of hitstop cancels your options are naturally weaker. <code>{{clr|3|c.S}} > {{clr|5|5D}}</code> is still a 4F frametrap but without the high reward on hit, attempts to Tick Throw can be Throw punished as you are -2 on block. The fTK {{clr|2|214K}} crossup cannot be done but it can be replaced with an IAD {{clr|4|j.H}}, due to the pushback.
<div class="tabber-shadows-fix">
{{clear}}
<tabber>
Basic Blockstring =
{{Card
|header=Basic Blockstrings
|content=
[[file:GGST_Jack-O_StarterGuide_cSBlockstring.webm|Autoplay|Loop|Muted|thumb|right|Jack-O's basic blockstring. Delay for the final {{clr|K|236K}} to hit.]]
Your core pressure strings is {{ComboText|{{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > Delay {{clr|K|236K}}}}, giving the central route to stall for Servant Gauge, gain R.I.S.C. and corner carry, and create a mixup opportunity using {{clr|S|c.S}}. There is very minimal threat to a defensive opponent after the {{clr|S|c.S}}, given the weak frame data on {{clr|S|f.S}} and {{clr|H|5H}} being weak to {{clr|P|6P}} attacks. However, adding delays helps stall for Servant Gauge and support the use of pressure resets like Summon Servant.


The Servant Shoot is very spacing reliant and can easily whiff. In these instances, instead use Recover Servant to stay -1 on block, or Summon Servant to exploit the safe distance. The longer you delay, the more you move forward and the easier it will hit, but this opens the risk of abare.


;<code>{{clr|3|c.S&}}(Whiff) >  {{clr|4|236236H}} > {{clr|3|c.S&}}(Whiff) > ...</code>
{{clear}}
: '''Cheer H starter.''' If you do a fast servant cancel ''(See also: [[{{PAGENAME}}#Input Buffering|Input Buffering]])'', not only can you set up Cheer Servant On {{clr|4|H}}, but you are +10 with the servant still within {{clr|3|c.S}} range. At this point your pressure can loop for an extremely long time.
}}
|-|
K Normals Blockstring =
{{Card
|header={{clr|K|K}} Normals Blockstring
|content=
A much weaker string for {{clr|K|K}} normals. The core string is {{ComboText|({{clr|K|5K}} or {{clr|K|2K}}) > {{clr|D|2D}} > {{clr|K|236K}} }}. The string is hindered by a few problems and is quickly forced into a [[#Ending_Blockstring_RPS|dangerous RPS]].


: From this setup there are two major loops worth considering, the previously stated BnB loop, or <code>{{clr|4|5H&}} > {{clr|2|214K}}</code> which has huge corner carry and R.I.S.C. Gain, while punishing Faultless Defense with high Tension damage. This has less mixup potential, but easily forces [[{{PAGENAME}}#Corner Pressure|Corner Pressure]].
While it seems unimportant, starting with {{clr|K|5K}} is much stronger than {{clr|K|2K}}, due to having ''double'' the cancel window. A {{ComboText|{{clr|K|2K}} > {{clr|D|2D}}}} frametrap is a ''frame perfect'' input and {{ComboText|{{clr|K|2K}} > {{clr|K|236K}}}} sacrifices any hitconfirm off {{clr|K|2K}}, making it very easy to challenge for the opponent. With {{clr|K|5K}} you can delay to catch opponents being aggressive.


====Ending the Pressure====
Using {{ComboText|{{clr|D|2D}} > {{clr|K|236K}}}} is dangerous but it's your only frametrap. It can be backdashed if you don't delay, it can be thrown if you had dash momentum, it naturally opens a gap to reversals, and may be blocked to lock you into the aforementioned RPS. Every option is risky, there is no truly safe route here.


''Also see:'' [[{{BASEPAGENAME}}#Block-String_Escapes|Block-String Escapes]]
The below table lists characters with ''easily applicable'' tools to punish {{clr|K|236K}} without engaging with the RPS on block.
{{{!}} class="wikitable"
! {{Tt|Backdash and Punish|Backdashing the {{clr|K|236K}}, assuming no delay on the backdash or {{clr|K|236K}}.<br>Characters labeled * do not get an advantage state from their punish.}} !! {{Tt|Throw|Interupt the {{clr|K|236K}} with Throw. This assumes Jack-O' had some amount of dash momentum.}} !! Meterless reversal !! {{Tt|None|The character has no ''easily applicable'' punishes and is usually forced to block, IB into Throw, or rely on invuln Overdrives.}}
{{!}}-
{{!}} {{Character Label|GGST|Sol Badguy|label=Sol}} {{Character Label|GGST|Ky Kiske|label=Ky}} {{Character Label|GGST|Axl Low|label=Axl}} {{Character Label|GGST|Chipp Zanuff|label=Chipp}} {{Character Label|GGST|Faust|label=Faust}} {{Character Label|GGST|Zato-1|label=Zato*}} {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} {{Character Label|GGST|Giovanna|label=Giovanna}} {{Character Label|GGST|I-No|label=I-No}} {{Character Label|GGST|Jack-O|label=Jack-O'}} {{Character Label|GGST|I-No|label=I-No}} {{Character Label|GGST|Happy Chaos|label=Chaos}} {{Character Label|GGST|Baiken|label=Baiken*}} {{Character Label|GGST|Testament|label=Testament*}} {{Character Label|GGST|Johnny|label=Johnny}}
{{!}} {{Character Label|GGST|Potemkin|label=Potemkin}} {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}
{{!}} {{Character Label|GGST|Sol Badguy|label=Sol}} {{Character Label|GGST|Ky Kiske|label=Ky}} {{Character Label|GGST|Leo Whitefang|label=Leo}} {{Character Label|GGST|Chipp Zanuff|label=Chipp}} {{Character Label|GGST|Baiken|label=Baiken}} {{Character Label|GGST|Bridget|label=Bridget}} {{Character Label|GGST|Sin Kiske|label=Sin}}
{{!}} {{Character Label|GGST|May|label=May}} {{Character Label|GGST|Millia Rage|label=Millia}} {{Character Label|GGST|Anji Mito|label=Anji}} {{Character Label|GGST|Goldlewis|label=Goldlewis}} {{Character Label|GGST|Bedman|label=Bedman?}} {{Character Label|GGST|Asuka R|label=Asuka}}
{{!}}}


Eventually the sandwich will end if you do not land a hit or Throw. Jack-O' is naturally a dangerous character to end a string with, so it's worth understanding her unique options, beyond her standard selection.
This is not your only option. The {{clr|D|2D}} should be treated similar to {{clr|K|236K}}, and also use a variety of options from  [[#Ending_Blockstring_RPS|Jack-O's defensive RPS]].
}}
</tabber>
</div>


Summon cancelling off a blocked {{clr|3|c.S&}} is +7, this makes it one of the safest ways to leave any blockstring. However, doing this sacrifices all mixup potential you have from {{clr|3|c.S&}}. This depends on how valuable the mixup is, and how your Tension compares (e.g. if the opponent has 100% Tension, they can reversal Overdrive safely) and how your Health compares (e.g. if you're one hit from losing the round, it's  a big risk).
===Summon Servant Pressure Resets===
While servantless pressure is why by itself, with a slow reset or access to resources there are a large number of ways to convert it into new pressure with a servant. This is a particularly powerful use of Tension and Burst gauges as they offer new pressure far stronger than what you had before, thereby being a lot more powerful than a conventional pressure reset.


Naturally, ending on any Dust ({{clr|5|5D}} or {{clr|5|5[D]}}) attack is extremely poor when blocked, as you will either be extremely negative or must commit to a Roman Cancel. Similarly, Throw is extremely vulnerable to punish, making it important to use a PRC Option Select if the punish is a major risk.
<div class="tabber-shadows-fix">
{{clear}}
<tabber>
Wild Assault =
{{Card
|header=Wild Assault
|content=
One of the easiest ways to set up servants from servantless pressure is to use {{ComboText|{{clr|H|5H}} > {{clr|D|236D}} > {{clr|P|236P}}}}. This is a 2F frametrap, losing ''only to Throw'' and reversals, an extremely high-risk callout for the opponent. This doubles as a way to frametrap when Servant Shoot would whiff.


With more plain options, {{clr|3|f.S}}, {{clr|4|5H}}, and Servant Shoot ({{clr|2|236K}}) all make good enders, as they can summon cancel and be relatively safe due to their pushback. {{clr|5|2d}} is significantly worse as an ender due to its substantially lower blockstun, but can hit at a good range and does threaten a Low attack.
Even on uncharged Wild Assault, Jack-O' is left +9 on block, giving a true blockstring {{clr|K|2K}}, an autotimed frametrap with {{clr|D|2D}}, and enough time to Tick Throw, enhanced by the Guard Crush. On hit, the only possible combo from {{clr|P|236P}} is with {{clr|K|2K}} if the opponent ''does not stagger recover at all''. However, Wild Assault can be surprising enough for this to be a realistic combo confirm.
}}
|-|
Dash Cancel BRC =
{{Card
|header=Dash Cancel BRC
|content=
From {{clr|K|5K}} and {{clr|S|c.S}} you can perform a Dash Cancel and ''immediately'' perform Blue Roman Cancel from it. Thanks to the huge slowdown effect, you are able to trap an opponent in blockstun for so long you can summon without opening a gap with {{ComboText|({{clr|S|c.S}} or {{clr|K|5K}}) > dc~BRC > {{clr|S|c.S}} > {{clr|P|236P}} > {{clr|K|2K}}}}. The main drawback is this must be done immediately from {{clr|S|c.S}} or {{clr|K|5K}} and not later into the blockstring to allow stalling for Servant Gauge.


====Sandwich Strategy====
Notably if you perform a ''fast Blue Roman Cancel'', while the slowdown is shorter it's not enough to leave openings for most characters as you are +2 on block (+3 if you fBRC with perfect timing), allowing you to perform the same string for ''much'' less Tension cost or Tension Penalty. This will however require a {{clr|P|2P}} to frametrap certain abare like {{Character Label|GGST|Millia Rage|label=Millia's}} {{MMC|game=GGST|chara=Millia Rage|input=2P|label={{clr|P|2P}}}}, and a just frame fBRC is needed to challenge {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MMC|game=GGST|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}}.
Strategically, one must balance a few factors, and it is complex enough that no singular answer exists, there will always be exceptions and edge-cases to consider.
}}
|-|
Summon RRC =
{{Card
|header=Summon RRC
|content=  
Cancelling any move into a forward-drift Red Roman Cancel will leave Jack-O' advantaged enough to summon a servant and reset pressure with {{clr|S|c.S&}}, {{clr|K|2K}}, or tick throw immediately, while the RRC leaves you spaced just enough to be safe from most Throws. Due to using a Red Roman Cancel, this has the greatest impact on your Tension and is generally not efficient.


If the servant has already been hit or on the field for more than a few seconds, your pressure strings will be much shorter. In these cases you need to consider the value in hitting the servant at all. It might be be worthwhile to utilise Cheer Servant On H to simply keep it active if its position already enables a longer string. Conversely you can end with a shorter string, giving less total pressure. You should be very careful to not allow the servant to leave when you input Attack Command, as this allows the opponent to massively punish you. You are also limited by Servant Gauge and if you run out then your final attack may be unsafe as you have no summon cancels (See: [[{{BASEPAGENAME}}#Block-String_Escapes|Block-String Escapes]]). Resetting the string with normals can be beneficial to be economical, especially given you can recharge gauge if you have not used Attack Command ({{clr|2|214K}} in the last 60 frames.
* <u>Do not forward drift in the corner.</u> You will always be in Throw range, weakening your offense severely.
* {{Character Label|GGST|Potemkin}} and {{Character Label|GGST|Nagoriyuki}} can usually throw you even from midscreen.
* {{Character Label|GGST|Sol Badguy|label=Sol}} can reliably use {{MMC|chara=Sol Badguy|game=GGST|input=5K|label={{clr|K|5K}}}} to break the setup.
----
You are -1 on block, but the opponent is under the effects of slowdown, meaning their options are severely limited. This has some unusual maths, so the below table provides some simplifications.
{{{!}} class="wikitable"
! Attack used !! Trades with !! Countered by
{{!}}-
{{!}} {{clr|P|2P}} {{!!}} N/A {{!!}} 3F or faster
{{!}}-
{{!}} {{clr|K|2K}} {{!!}} 4F {{!!}} 3F or faster
{{!}}-
{{!}} {{clr|S|c.S}} {{!!}} N/A {{!!}} 4F or faster
{{!}}}


You also need to be mindful of the servant's position. If it falls in front of the opponent, the sandwich automatically ends, meaning some moves may fail to keep the string going based solely on positioning. However, you can still use this opportunity for a mixup or a safe exit, with the power of a final {{clr|3|c.S&}} or similar move.
Notably, this means you cannot ever outspeed {{Character Label|GGST|Sol Badguy|label=Sol's}} {{clr|K|5K}}, nor low-profile it with Jack-O's {{clr|K|2K}}.
}}
|-|
Summon BRC =
{{Card
|header=Summon BRC
|content=
By performing a Roman Cancel ''immediately'' after completing Summon Servant (Hold), you will get a Blue Roman Cancel. This has several benefits:


Stable sandwich pressure is best thought as an adaptable and situationally changing pressure, with a large number of approaches that can dynamically switch between each-other, especially using the {{clr|2|214K}} as an easy transition:
* Hugely extended slowdown for stronger offense.
* Tension Penalty reduced from 4 seconds to 2 seconds.
* Able to bait out and punish reversals by opening a gap.
* Compared to Summon RRC, this has a better frame advantage situation.


* If your opponent uses Faultless Defense, you can punish them with safe string extenders that deal lots of Tension damage.
Done perfectly, this has 20F before the Roman Cancel begins (14F summon, 6F roman cancel). This means the opponent always has an opportunity to act. If they use a risky move like a slow punish or an invuln reversal, you get a high value punish. However, if they pressed a fast jab it might prevent you pressuring them after the Roman Cancel, wasting the resources.
* If your opponent is prone to using reversals you can rely on true blockstring lows to catch their input buffers.
* If your opponent is prone to jumping out or using jabs, you can set up many frametraps easily.
* If your opponent is low health, you can force chip damage to break them down.
* If your opponent is over-respecting the pressure, you can mixup into Charged Dust ({{clr|5|5[D]}}) and Throw.


Sandwich pressure is a diverse, creative set of options. It's a foundational part of Jack-O's gameplan due to the extremely advantageous position and allows her complete control on the situation. It's also a good opportunity for experimentation, due to how variable it can get, giving a lot of freedom in your approach to a situation, and the amount of complexity you put into your use of the strategy.
Unlike Summon RRC, this is heavily impacted by spacing and pushback. If you are heavily pushed out, it is usually better to drift forward. However at close range, especially in the corner, it is better to not do this, to avoid being Thrown or abared by fast attacks.
 
===Corner Pressure===
----
----
Jack-O's corner pressure is one of the most powerful and diverse positions of any character. With the right execution, she has access to indefinite pressure, with high-low mixups, chip damage strings, unblockable combos, and more.
If the opponent did not already act, you are functionally +0, but the opponent is under the effects of slowdown, meaning their options are severely limited. This has some unusual maths, so the below table provides some simplifications.
{{{!}} class="wikitable"
! Attack used !! Trades with !! Countered by
{{!}}-
{{!}} {{clr|P|2P}} {{!!}} 3F {{!!}} 2F or faster
{{!}}-
{{!}} {{clr|K|2K}} {{!!}} N/A {{!!}} 3F or faster
{{!}}-
{{!}} {{clr|S|c.S}} {{!!}} 4F {{!!}} 3F or faster
{{!}}}


====Pressure conditions====
Notably, this means you cannot ever outspeed {{Character Label|GGST|Sol Badguy|label=Sol's}} {{clr|K|5K}}, nor low-profile it with Jack-O's {{clr|K|2K}}.
Some of Jack-O's routes require certain conditions to be met to be used, or are improved by including them. As Jack-O' is very set-up and resource focused a lot of the neutral play and mid-screen pressure should look towards these as an objective. Some routes also fulfill this conditions for further pressure.
}}
|-|
Summon PRC =
{{Card
|header=Summon PRC
|content=
The most difficult variant of Summon RC, but is potentially extremely effective in the corner. Cancelling Summon Servant (either version) after Frame 10, the servant will remain while you begin a Roman Cancel as early as Frame 16. This is so fast that it can used from a lot of pressure completely safely.


* ''Active Servant''
This is usually preferred with a ''Fast Roman Cancel'', as there is not much change to the pressure situation regardless, and makes it the most efficient form of Summon RC listed.
: A servant must be placed nearby, though preferably not directly on top of the opponent, so as to allow cancel options to strike it while being pushed back from the opponent's block. Without this, there are almost no reliable or threatening pressure options. Though most routes only require 1 servant, the critical requirement is to not whiff the servant, therefore having 2 might allow more coverage against amounts of pushback (i.e. Instant Block and Faultless Defense). Additionally more servants improves chip damage and Tension gain slightly. Thankfully, there are ways to spend Tension or perform okizeme (See: [[{{PAGENAME}}#Okizeme|Okizeme]]) to prepare a servant if one is not available.


*  ''Servant Gauge''
Due to the shorter distance it travels when fast cancelled, while leaving the servant behind Jack-O', this is usually better in the corner after {{clr|H|2H}} or {{clr|H|5H}}, as the pressure mid-screen is not very substantial regardless. The short drift on fast cancelling actually can cause Throws to whiff regardless,  
: All of Jack-O's options are influenced by the availability of her Command and Summon Servant Gauges. Each route offers an amount of gain or loss on each type of gauge, so options can often be balanced to reflect what resources you have and need. Generally, you requiure Command Gauge to use Attack Command, this offers safe frametraps to change routes, and allow easy resets even against heavy pushback. If you have no gauge, your options are very weak, and even with Tension it is difficult to delay a string long enough to generate more gauge--though it is doable.
----
If done perfectly from an {{Tt|Attack Level 4 move|{{clr|H|5H}}, {{clr|H|2H}}, and {{clr|H|6H}}(2)}}, you are +4 on block. If timed a frame off, you will be only +2 on block. The opponent is under the effects of slowdown, meaning their options are severely limited. This has some unusual maths, so the below table provides some simplifications.
{{{!}} class="wikitable"
! rowspan=2{{!}} Attack used !! colspan=2{{!}} +4 on block !! colspan=2{{!}} +2 on block
{{!}}-
! Trades with !! Countered by !! Trades with !! Countered by
{{!}}-
{{!}} {{clr|P|2P}} {{!!}} N/A {{!!}} N/A {{!!}} N/A {{!!}} Throw
{{!}}-
{{!}} {{clr|K|2K}} {{!!}} N/A {{!!}} N/A {{!!}} N/A {{!!}} Throw
{{!}}-
{{!}} {{clr|S|c.S}} {{!!}} N/A {{!!}} Throw {{!!}} 3F {{!!}} Throw
{{!}}}


* ''R.I.S.C. and Tension''
Notably, this makes Throw difficult but not impossible to counter. If your timing is perfect, {{clr|K|2K}} can work. However, you may not need to if the fast PRC does not drift into Throw range, allowing safe use of {{clr|S|c.S}} under most circumstances.
: It is important if the opponent is at a high R.I.S.C. and/or has not got substantial Tension. R.I.S.C. largely increases the reward for a successful strike but also massively enhances the value of Cheer Servant On H, where 100% R.I.S.C. enables Uncharged Dust combos. The opponent using YRC is a natural deterrant and counteracts all meterred choices, and it is very rewarding to apply pressure when the enemy is below 50% Tension.
}}
</tabber>
</div>


====Corner Pressure Routes====
===Sandwich Pressure===
Below is discussed Jack-O's primary routing for corner pressure. Generally, this covers most practical and useful options. There is also an extremely niche and advanced unblockable in the corner (See also: [[{{PAGENAME}}#Unblockable_Damage |Unblockable Damage]]). However, corner pressure may always need to adapt based on how it started for cancels and gatlings and servant positionings. These routes can each be complicated in functionality due to unique nature of Jack-O' often allowing unusual counterplay: but this does not reflect the difficulty in applying them.
----


[[file:GGST_Jack-O_Strategy_Sandwich.png|thumb|right|A simple sandwich position|400px]]


; <code>... > {{clr|1|236P}}~PRC > {{clr|2|2K&}} > {{clr|5|2D}} > {{clr|2|214K}} > Dash > {{clr|3|c.S}}</code>&nbsp;&nbsp; ''{{clr|2|Easy}}'' [[file:Jack-O_Strategy_Summon_PRC.mp4|thumb|right|380px|Summon PRC route demonstration]]
Sandwich Pressure is a position of advantage when the opponent has a servant behind them and Jack-O' is in range to use her grounded normals. The "Sandwich" creates a position such that Jack-O' can safely loop pressure for an extended period of time, often building an incredible amount of R.I.S.C., while enforcing an oppressively strong Strike-Throw threat, and some moves allow potential Overhead and Crossup options. Faultless Defense is also less effective, as the pushback of the Attack Command will repeatedly move the opponent closer to Jack-O'.
: ''Requirements: 50% Tension, 1 bar of Command Gauge''
: '''Summon PRC.''' Off any attack you can cancel into {{clr|1|236P}}~PRC to get a servant ready at the cost of Tension. This is extremely useful as it allows Jack-O' to force optimal corner pressure even without any prior setup. Due to the slowdown effect, most fast moves will frametrap against anything reacting after the PRC, meanwhile if the opponent input before the PRC it will allow you to see if they used a reversal and use most effective punish. Unfortunately you cannot true blockstring, meaning you are always guessing if the opponent intends to use an invincible move or not.


: Even when cancelled off {{Tt|Lv. 4 moves|This includes {{clr|4|5H}}, {{clr|4|2H}}, and {{clr|4|6H}}(1)}}, a Drift PRC into {{clr|3|c.S}} can always be Thrown on reaction, making it not particularly useful (however you can backdash as a throw bait). As a result you will likely need to use 1 bar of Command Gauge to reset into the {{clr|3|c.S}}.
This offense is usually achieved through [[{{PAGENAME}}#Okizeme|Okizeme]] or [[{{PAGENAME}}#Zoning|Zoning]], to get a servat over the opponent. Once Jack-O' is in range, any attack can be used in tandem with Attack Command to begin the pressure.


: If the opponent FD blocks and you cancel off {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|1|6P}}, or {{clr|2|236K}}, you will whiff {{clr|2|2K}} and should instead only use {{clr|5|2D}}, this can be easily done on reaction. Drift PRC is still throw-unsafe on reaction as it drifts very far,
This is the largest application of [[{{PAGENAME}}#Hitstop Cancels|Hitstop Cancels]], as a hit servant whiffing allows for even better frame data.
<div class="tabber-shadows-fix">
{{clear}}
<tabber>
Sandwich Pressure Routing =
{{Card
|header=Sandwich Pressure Routing
|content=
Once in range, the biggest tool at your disposal is a [[{{PAGENAME}}#Hitstop Cancels|Hitstop Cancelled]] {{clr|S|c.S}} hitting the servant behind the opponent (notated as {{ComboText|{{clr|S|c.S&}}(Whiff)}}). This launches the servant back, letting you keep the sandwich pressure, and leaves you +10 on block, while able to do many new pressure options.


There's a couple loops that are frequently used for sandwich pressure:


; <code>{{clr|2|236K&}} > {{clr|1|236[P]}} > {{clr|2|236K*}} > {{clr|5|hs.6X}} > Dash > {{clr|3|c.S}}</code>&nbsp;&nbsp; ''{{clr|4|Hard}}''
* {{ComboText|{{clr|S|c.S&}} > Dash {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|K|214K}}}} Standard route off which most sandwich pressure is built.
: ''Requirements: Servant, 1 bar of Summon Gauge''
* {{ComboText|{{clr|S|c.S}} > {{clr|H|5H&}}}} Alternative route good for corner carry when Servant Gauge is very low and when {{clr|S|c.S}} can't be hitstop cancelled.
: '''Servant Shoot pressure loops.''' A series of frametraps resetting into pressure with a servant available, allowing it chain into itself indefinitely. Primarily useful for resource management, as you can generate a lot of R.I.S.C., Tension, Command Gauge, and reset the servant's duration, allowing you to go into other options very easily. However, the string is interruptible and provides little to no mixups. The routing is very complex, but overall incredibly favorable.


: While there are two gaps, discussed below, each is heavily altered by distance. If the second {{clr|2|236K}} occurs very close, the first gap can be defeated by a {{clr|1|5P}} without trading, in exchange it will catch an opponent trying to jump out, this massively weakens the first gap but does strengthen the second gap. From too far away it becomes impossible to enforce a dash-up reset, but the pressure remains mostly unaffected. Starters like <code>{{clr|3|c.S}} > {{clr|4|2H}}</code> and <code>{{clr|3|f.S}} > {{clr|4|5H}}</code> reach a good position, however if <code>{{clr|3|c.S}} > {{clr|4|2H}}</code> is crouch blocked it will remain in 5P range, while <code>{{clr|3|f.S}} > {{clr|4|5H}}</code> will go very far on Faultless Defense. If the opponent is using Faultless Defense, then simply using only {{clr|3|f.S}} will give an appropriate distance ({{clr|3|c.S}} also works, but fails if they don't Faultless Defense), but this is difficult to confirm and on normal block leaves you within {{clr|1|5P}} range, making it somewhat read-based.
The main goal is to enforce the threat of {{clr|S|c.S}} and especially {{clr|S|c.S&}}(Whiff) as much as possible. When hitstop cancelled this way it offers many different options:
* Dash {{clr|S|c.S}} if a very threatening frametrap.
* {{clr|D|5D}} is a gapless overhead.
* {{clr|D|2D}} can be safely delayed to match the {{clr|D|5D}} timing.
* Tick throw is very easy even against Faultless Defense.
* Forward jump cancel into {{keyword|IAS}} Attack Command crosses up. Using {{clr|S|j.S}} hits the servant for an autotimed 4F gap, but manually timed {{clr|H|j.H}} can be faster at the risk of making the opponent auto-block.
* Neutral jump cancel into IAS Attack Command enforces a potential [[{{PAGENAME}}#F-Shiki_Overhead|F-Shiki {{clr|P|j.P}} mixup]].
* Dash Cancel can be used to counter Deflect Shield while staying +3 on block.
}}
|-|
Sandwich Cheer H =
{{card
| header= Sandwich Cheer {{clr|H|H}}
| content=
If you run out of servant gauge and wish to continue the offence, you may use a fast servant cancel with {{clr|H|5H}} (Note this ''doesn't'' require heavy [[{{PAGENAME}}#Input Buffering|input buffering]]), to set up Cheer Servant On {{clr|H|H}}.


: <div>The first gap is from <code>{{clr|2|236K&}} > {{clr|1|236[P]}} > {{clr|2|236K&}}</code>, giving an 8F frametrap, however this can be spaced in such a way most frame 7 moves cannot hit Jack-O' before the {{clr|2|236K}} becomes active, usually trading rather than punishing. With {{clr|2|236K}} counter hit launching the opponent, these trades leave Jack-O' advantageous, albeit without a servant. If there is enough spacing, Jack-O' can instead replace the {{clr|2|236K*}} with Release Servant, causing the enemy to whiff and allow a whiff punish. If she's within {{clr|1|5P}} range, her only true callout is to walk backwards out of range (she has time to do so) then use Attack Command, or in some very select cases (e.g. {{Character Label|GGST|Ky Kiske|label=Ky's}} {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236K|label=Stun Dipper}}), to jump over it. On the upside, from too close, an opponent jumping out will be forced to block the Servant Shoot, preventing any jump-outs from the second gap.</div>
This is usually done with {{ComboText|{{clr|K|214K}} > {{clr|4|5H&}}(Whiff) > {{clr|H|236236H}} > {{clr|K|214K}} > ...}}. If the cancel is done fast enough (+13 on block), this is a true blockstring. You can even microdash the {{clr|H|5H}} to defeat Faultless Defense, without opening a gap.


: The second gap is from <code>{{clr|2|236K*}} > {{clr|5|hs.6X}}</code>. Any opponent can crouch to massively delay when the servant will hit, however standing opponents (Except {{Character Label|GGST|Giovanna|label=Giovanna}}) can be caught in a frametrap, or even a true blockstring if they're particularly tall. Even crouching opponents may have very limited options for abare if Jack-O' is out of range, but this is extremely matchup dependent. Universally, every opponent can crouch block into a {{clr|1|6P}}. Even on whiff, {{clr|1|6P}} will hit the servant, allowing cancel options to give them a significant opportunity for escape. Again, replacing the Throw Servant with either Release Servant (leaving you +10~12 based on spacing) or a fast Attack Command allows catching this option, at either the loss of allowing a jump-out, or at the cost of Servant Gauge. From Release Servant, you can easily catch fast abares (even {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5K|label={{clr|2|5K}}}}, as {{clr|4|2H}} is a disjoint) with {{clr|4|2H}} and {{clr|5|2D}}, where {{clr|5|2D}} is a safer frametrap at point-blank, but {{clr|4|2H}} allows resetting the loop for free on-block, but their {{clr|1|6P}} should also always lose to a Dash {{clr|3|c.S}}. If an enemy jumped out after the first gap earlier, using Throw Servant or Attack Command with the held servant can usually catch them if you're fast enough, however it will reliably defeat meterless frametraps against a {{clr|1|6P}}. Generally, this position is extremely favorable, as the opponent has very few reliable options, many come with more risk than they do reward, and your options maintain Jack-O's pressure easily. It's worth noting if the opponent does block this, their position affects the reset. If they stand block, some tall characters cannot be put into a true blockstring from <code>{{clr|5|hs.6X}} > Dash > {{clr|3|c.S}}</code>, while it is a frametrap it allows an invincible reversal. In these cases, your only true blockstring to reset the loop is <code>{{clr|5|hs.6X}}, {{clr|3|f.S}} > {{clr|4|5H}}</code>, but this provides less routing options. If they are using Faultless Defense, you can also reset the loop with a dash up {{clr|3|f.S}} as discussed earlier.
On top of the standard pressure routing, for additional corner carry you can also use {{ComboText|{{clr|H|5H&}}(2) > {{clr|K|214K}}}} from close spacings, while remaining gapless against Faultless Defense.


: The full loop, including a starting {{clr|4|2H}}, provides 4500 R.I.S.C. (approx. 35%), 1900 Tension (19%), and 109 frames (0.44 ~ 0.88 bars) of Command Gauge, giving it a very good reward if the opponent fully blocks the string. This is substantially better than other possible loops in almost all resources. Due to the massive matchup variability and complexity of this one route, further matchup-specific information is given later in the section.
Similar to corner Cheer {{clr|H|H}} pressure, be mindful of heavy use of Faultless Defense and the use of Yellow Roman Cancel disrupting the pressure after Jack-O' has already spent her Tension. Additionally, the use of {{clr|S|f.S}} and {{clr|H|5H}} can easily lose to {{clr|P|6P}} if a gap is opened.
}}
</tabber>
</div>


===Corner Pressure===
----
[[file:GGST Jack-O Strategy CornerPressure.jpg|400px|right|thumb|Your opponent's single biggest nightmare. Show them no quarter.]]
Jack-O's corner pressure is one of the most powerful and diverse positions of any character, and is the core goal of her gameplan. Due to its huge value compared with her riskier neutral. She has access to extremely lengthy tick throw pressure, with huge Tension gain. Its greatest strength is safety, Jack-O' can repeatedly true frametrap many many times before needing to open a single gap, making it hard to get out of. By contrast, it is low damage, with comparatively softer combos and a heavy use Throws, demanding the opponent be locked down continuously.


; <code>... > {{clr|4|236236H}} > {{clr|2|5K}} > {{clr|5|2D}} > {{clr|2|214K}} > Dash > [{{clr|2|5K}} > {{clr|5|2D}} > {{clr|2|214K}} > Dash]×N </code>&nbsp;&nbsp; ''{{clr|3|Medium}}'' [[file:GGST Jack-O Strategy Cheer H Loop.mp4|thumb|right|380px|Cheer H route demonstration]]
<div class="tabber-shadows-fix">
: ''Requirements: Servant, 50% Tension, 1+ bars of Command Gauge''
{{clear}}
: '''Cheer H Loops.''' At the cost of Tension, Jack-O' can force an extreme amount of chip damage and generate high R.I.S.C., completely safely. This allows some of the most aggressive pressure in the game.
<tabber>
Standard Corner Pressure =
{{card
| header=Standard Corner Pressure
| content=
Jack-O's basic pressure ''with a servant'' is quite good for how long it can be, and offers a surprisingly large range of options.


: There are three major loop strings to consider: <code>{{clr|3|c.S}} > {{clr|2|236K}} > {{clr|2|214K}} > Dash</code> is optimal: as a true blockstring it is entirely safe from invincible reversals, while giving the most chip damage, R.I.S.C. gain, and is faster, making it harder to predict mixup timings. Unfortunately, this is pushed out by Faultless Defense after one loop. If this happens, you can on-reaction replace it with a different loop, <code>{{clr|2|5K}} > {{clr|5|2D}} > {{clr|2|214K}} > Dash</code>. This is weaker as it loses fast Throw mixups but it cannot fail to Faultless Defense, and can rotate back into the former loop if the opponent stops using Faultless Defense. This loop also loses the true blockstring, as eventually the servant will fall too far to hit immediately (though when this happens is very hard to predict as it is affected by its initial starting position), unless there is a second servant already on the opponent (as this will not be moved by the {{clr|2|5K}}). Lastly, there is : <code>{{clr|5|2D}} > {{clr|2|214K}} > Dash</code>, by far the weakest string in all aspects, but maintains a permanent true blockstring even against Faultless Defense with only a single servant. It is even a true blockstring against Instant Faultless Defense for up to 5 loops. This is a tactic to safely remove Tension, with zero opening for reversal.
Generally your goal is to avoid losing the servant from Jack-O' hitting it unnessecarily. A full duration servant can be hit up to 2 times before leaving. Your goal is to build R.I.S.C. and present tick throws. Due to the servant's very limited duration, stagger pressure is less valuable. Conversely building R.I.S.C. is quite easy.


: Aside from the obvious innumerable frametrap opportunities, you can also trivially go into a Throw after every {{clr|3|c.S}} and {{clr|2|214K}}. If the opponent's R.I.S.C. reaches maximum—and it very easily can—then {{clr|2|5K}} (if not FD blocked) and {{clr|3|c.S}} can gatling into a Uncharged Dust ({{clr|5|5D}}), which on-hit allows a high damage, meterless wallbreak combo, because any hit gives the Large Counter Hit. {{clr|3|c.S}} can also safely gatling into {{clr|5|2D}} for surprise lows, to stop an opponent pre-emptively stand-blocking after every {{clr|3|c.S}}. Unfortunately, the Uncharged Dust can never be in a true blockstring, so the opponent will always have some opportunity to use an invincible reversal, particularly as the string will generate a lot of Tension for them. Because the Uncharged Dust can only combo from max R.I.S.C., the opportunities for mixups increases the more R.I.S.C. the enemy has already accumulated, and reduced (or even prevented entirely) the more meter the opponent spends on Faultless Defense.
Optimal routing will usually use some part of the {{ComboText|{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|K|214K}}}} blockstring, ommitting parts to avoid hitting the servant more than nessecary (e.g. cancelling {{clr|S|c.S}} into {{clr|K|236K}}), or using {{ComboText|{{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|214K}}}} to avoid hitting the servant at all. This is very nuanced and situational, requiring some understanding of pushback on block to control when you would hit the servant.  


: If you true blockstring consistently, the opponent can trivially alternate back-and-forth to randomly Instant Block a lot of the string, this largely reduces the chip damage, but ''not'' the R.I.S.C., however it also makes Instant Faultless Defense a realistic threat. It can be defeated by manually allowing delays, and with some attacks you can offset the timing without even opening up a gap. Alternatively, replacing a {{clr|2|5K}} with {{clr|2|2K}}, to whiff a servant (or hit one that's at a low height), as hitstop cancelling will disrupt the timing of the next attack. Generally leaving gaps will allow the opponent to be caught unexpectedly.
You can build even more R.I.S.C. with {{ComboText|{{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|2H}}}}, but this creates a throwable gap. While {{ComboText|{{clr|K|236K&}} > {{clr|K|214K}}}} can frametrap, to ensure the servant is spaced out to do another loop, you will need to delay and open a gap where the opponent can abare.


: During Positve Bonus, the 6 seconds of Tension reduction from Cheer Servant On {{Clr|4|H}} is lowered to 1 second. This means if you can begin this string during Positive Bonus, you almost instantly gain back 100% Tension. Given that this string can loop back into more Cheer H pressure, this can theoretically allow 4 Cheer H loops in a row, making it disproportionately valuable in Positive Bonus if you can get corner pressure.
''Example Blockstrings:''


: From {{Tt|Lv. 4 moves|This includes {{clr|4|5H}}, {{clr|4|2H}}, and {{clr|4|6H}}(1)}} a {{clr|2|5K}} acts as a 4F frametrap to begin the string, however this leaves you open to an opponent using an invincible reversal to defeat the setup, wasting the Tension spent. If you cancel off a servant, it becomes barely possible to make a true blockstring with tight execution, meaning the opponent is forced to sustain the full chip damage or meter loss. This is most easily done with {{clr|2|236K}}, giving an optimal starter of <code>... > {{clr|2|236K&}} > {{clr|4|236236H}} > {{clr|1|2P}} > {{clr|2|214K}} > ... </code>. This will fail against Faultless Defense unless the {{clr|2|236K&}} is performed at point-blank range.
''All examples assume a ''full duration'' servant blocked in the corner by Throw Servant''
* <code>Dash {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K&}} > dl {{clr|K|214K}} > Dash {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K&}} > dl {{clr|K|214K}} > Dash {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}}</code> (Gaps on delayed Attack Commands) High R.I.S.C. gain, simple pressure.


* <code>Dash {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K&}} > {{clr|K|214K}} > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|214K}} > {{clr|S|c.S&}} > {{clr|H|5H}}(1) > {{clr|K|214K}} > Dash {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}}</code> (Gapless; unsafe on block at the end).


; <code>{{clr|3|c.S}} > [{{clr|5|2D}}] or [{{clr|3|f.S}} > {{clr|4|5H}}] > ({{clr|2|236K}}) > {{clr|1|236[P]}}</code>&nbsp;&nbsp; ''{{clr|1|Very Easy}}''
* <code>Dash {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|K|236K}} > {{clr|K|214K}} > Dash {{clr|S|c.S&}}, {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|K|236K}} > {{clr|K|214K}} > Dash {{clr|S|c.S&}}, {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}}</code> (Backdashable {{clr|K|236K}} attacks; gauge remaining to cancel the {{clr|H|5H}}) {{clr|S|c.S}} stagger string, with high Tension gain. Very strict timings.
: ''Requirements: None''
}}
: '''Basic blockstring and cancels.''' Unfortunately, without servants, there is very little pressure Jack-O' can do. At bestshe has the universal mixup options of Throw and Charged Dust off {{clr|3|c.S}}. The {{clr|5|2D}} is generally unsafe, depending on matchup (See also: [[{{PAGENAME}}#Block-String Escapes| Block-String Escapes]]). The safest option is <code>{{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|1|236[P]}}</code>, potentially mixing in a <code>{{clr|4|5H}} > {{clr|2|236K}}</code> frametrap, but this string is minimal threat to the opponent. If you're slightly short on Tension, you can use <code>{{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > dl {{clr|2|236K}}</code> to lead into the Summon PRC route. If you have a servant already, it's probably best to instead rely on her Servant Shoot pressure loops.
|-|
Held Servant Pressure =
{{card
| header=Held Servant Pressure
| content=
''Colloquially known as the "Pichu Pressure" after its discoverer NotPichu''.
----
By cancelling off the servant into {{MMC|input=236[P]|label=Summon Servant (Hold)}} (usually from {{clr|K|236K&}}), Jack-O' is able to prolong her pressure with one of the strongest forms of pressure reset possible. When combined with her standard pressure, this can balance her finite resources more efficiently. The full loop, including a starting {{clr|H|2H}}, provides:


: One very risky option is to cancel any part of the string <code>{{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > dl {{clr|2|236K}}</code> into <code>{{clr|1|236P}} > {{clr|1|5P&}}</code> as a reset with a servant, as a meterless entry into the Servant Shoot pressure loop. This is 29 frames, making it very reactable, but potentially able to work on an opponent focused on potential frametraps.
* 4500 R.I.S.C. (approx. 35% R.I.S.C. Gauge)
* Approx. 23% Tension
* {{Tt|0.44 ~ 0.88 bars of Command Gauge|Varies based on current Command Servant Gauge level.}}.  


====Strategy====
It should be noted this pressure is not by itself a mixup and won't further your offense directly, it is a supporting utility to ''reset pressure'' and ''generate resources''.
Overall Jack-O's strategy hinges on having a servant placed nearby. Without it, she has almost no worthwhile corner pressure, and all of her strings are risky. While Jack-O' ''can'' summon a servant off a normal, it is still very slow. Using meter to set up a servant is good, but it also inhibits Cheer H pressure and access to the Unblockable. Jack-O' either needs to take risks or expend valuable Tension to enforce her pressure. Sometimes, it can be better to simply return to mid-screen and try again; the opponent is still in a corner, it is on them to escape it.


When a servant is ready, the Servant Shoot pressure loop is easily her best pressure option overall. It provides huge resource gains, and the opponent has to make risky commitments to escape. The longer it goes on, the easier Cheer Servant On {{clr|4|H}} becomes to set up, and the more powerful its threat will become as the heightened R.I.S.C. will allow earlier Uncharged Dust combos. It's worth remembering that even though she can loop it indefinitely, nothing stops her going for a sudden Throw, {{clr|5|2D}}, or even Charged Dust at various points in the loop. While this does give the enemy some Tension too, it's not even comparable to the amount Jack-O' can generate for herself.
The core structure looks like {{ComboText|{{clr|K|236K&}} > {{clr|P|236[P]}} > {{clr|K|236K*}} > {{clr|D|hs.6X}} > Dash > {{clr|S|c.S}}}}. This is usually set up from {{ComboText|{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}}} for its resiliance to not whiff the servant after FD block. There's two main components, summonning the servant, and releasing the servant. Done correctly, even if a servant is at zero duration after the first {{clr|K|236K}}, it can be hit again before it can idle, only requiring the servant be hittable at the start.
----
The second {{MMC|input=236K|label={{clr|K|236K}}}} usually whiffs, but its leaves an active hitbox on '''Frame 8''', requiring unique counterplay to abare. This is '''favoured on trade''' and combos very well on hit, making it dangerous for opponents. Deviating from this route can punish opponents trying to abare.


While Cheer H provides a huge threat, you must consider your opponent's Tension. Even if you do manage a true blockstring into Cheer Servant On {{clr|4|H}}, it only takes a single YRC to entirely cancel out your pressure: not only nullifying your threat but also likely putting you at risk and entirely wasting your Tension. This is almost impossible to call out due to the sheer quantity of attacks in the string. For this reason, Cheer H is generally best used when the opponent cannot already YRC out of the situation. If they're saving their meter, it can be difficult to force extended pressure, however they won't be FD blocking, allowing the more optimal <code>{{clr|3|c.S}} > {{clr|2|236K}} > {{clr|2|214K}} > Dash</code> loop. Additionally, you can end the string early with the usual {{clr|3|c.S}} mixups, preventing a late YRC escape.
* {{ComboText|{{clr|K|236K&}} > {{clr|P|236[P]}} > {{clr|K|hs.K}}}} Replacing with Attack Command catches (almost) any abare.
* {{ComboText|{{clr|K|236K&}} > {{clr|P|236[P]}} > {{clr|D|hs.D}} > {{clr|D|2D}}}} Release Servant resets the offense early, and by not extending any hurtbox can cause the opponent to whiff.
* {{ComboText|{{clr|K|236K&}} > {{clr|P|236[P]}} > Backward Dash}} Spacing out can cause the opponent to whiff, and is your primary answer after Instant Blocks.
----
The second gap at {{MMC|input=6P/6K/6S/6H/6D while holding Servant|label={{clr|D|hs.6X}}}} attempts to fully reset the pressure, even jailing jump attempts. The opponent stand blocking will leave Jack-O' less plus, opening a tiny gap in her reset (potentially allowing a Throw). Some crouching attacks can hit Jack-O' before the servant lands, assuming she is in range. Universally, anyone can use {{clr|P|6P}} to catch her dash in.


====Counter Strategy====
To answer these options Jack-O' must once again deviate from the string.
<div>If Jack-O' lacks a servant her pressure is inherently quite weak. Aside from the standard Low, Throw, or Charged Dust off {{clr|3|c.S}} it is important to watch for {{MiniMoveCard|game=GGST|chara=Jack-O|input=236P|label=Summon Servant (Set)}} which is always unsafe. From there, she simply wishes to not be punished for the extension (See: [[{{PAGENAME}}#Block-String Escapes|Block String Escapes]]).</div>
* {{ComboText|{{clr|K|236K&}} > {{clr|P|236[P]}} > {{clr|K|236K*}} > {{clr|D|hs.6X}} > {{clr|D|2D}}}} Simply replacing {{clr|S|c.S}} with {{clr|D|2D}} punishes any abare at the end, but this weakens the reset as you must spend another Attack Command.
* {{ComboText|{{clr|K|236K&}} > {{clr|P|236[P]}} > {{clr|K|236K*}} > {{clr|D|hs.D}} > {{clr|D|2D}} or {{clr|H|2H}}}} Releasing the servant instead of throwing it leaves you +10~12. In theory {{clr|H|2H}} is the better frametrap option but {{clr|D|2D}} is less spacing-sensitive. Both give enormous reward on hit.
}}
|-|
c.S Hitstop Cancel Pressure =
{{card
| header={{clr|S|c.S}} Hitstop Cancel Pressure
| content=
When hitting the servant in the corner with {{clr|S|c.S}}, Jack-O' is left +6 on block thanks to Hitstop Cancelling off the servant. Due to a quirk of {{clr|S|c.S}} inputs you can't true frametrap into another {{clr|S|c.S}}, but this still presents an extremely strong position to apply Stagger Pressure regardless.
* {{clr|K|5K}} true frametraps for a combo.
* {{clr|S|c.S}} staggering into another {{clr|S|c.S}} generates more R.I.S.C. without losing the standard pressure.
* {{clr|D|5D}} gatling can hit without opening a gap.
* Tick throws are very easy with its low pushback and high frame advantage.
* A Dash Cancel perfectly times for a Tick Throw (-1 on block) while almost entirely mitigating the effects of Deflect Shield or IBFD.
}}
|-|
Meterless Dust Combo =
{{card
| header=Meterless Dust Combo
| content=
If a servant is spaced slightly away from the servant (e.g. after blocking Throw Servant), by precisely using {{clr|D|5D}} you can hit the opponent and have the servant launch them. This has a few outcomes:
* Knocks down with time to summon a servant.
* At high Wall Damage results in an immediate Wall Stick.
* If correctly spaced, Jack-O' can combo into {{ComboText|{{clr|P|2P}} > {{clr|P|6P}}}} or even {{ComboText|{{clr|K|2K}} > {{clr|H|6H}}}} and pick up into a wallbreak combo meterlessly.


: '''Meterred pressure'''
To get an idea of spacing, the green explosion of the Dust Attack should visually appear between the servant and the opponent.
The most powerful option for defeating Jack-O's meterred pressure is the use of YRC after any meterred option. Summon PRC and Cheer H both require Jack-O' to spend meter, which can be immediately nullified by the use of YRC. Furthermore, her strings usually place her very close allowing an easy strike-throw mixup off the YRC. Given that's the case it is incredibly strong defensively to hold onto at least 50% Tension as there is very little Jack-O' can do to utilise her own meter effectively without being forced to at least remove your own first. To this end, while it can be useful to Faultless Defense, losing access to YRC is a major loss.


If you are stuck in a Cheer H loop and lack the YRC to escape, one of your best defensive tools is to Instant Block repeatedly. If the pressure is gapless there is no risk to this, and if you do it correctly you massively reduce not only the chip damage but also generate Tension and enable IBFDs to largely disrupt an unsuspecting player. Regardless, your biggest threat is Strike-Throw; you can learn a rhythmn to fuzzying her pressure or simply abare once she opens a gap. Once you hit 100% R.I.S.C. the Uncharged Dust becomes the biggest threat: you can pre-emptively fuzzy a stand block after {{clr|2|5K}} and {{clr|3|c.S}}, as 2D is 9 frames faster when point-blank. If you have a meterless invincible, it is worth knowing Uncharged Dust will always leave a gap. Once again, the use of Instant Block makes it difficult to make this unfuzziable. You are ultimately extremely vulnerable in this position, even if she doesn't vary the pressure rhythmn or leave gaps. Your best defense is to avoid it even starting to begin with.
This can often be threatened after Throw Servant, the opponent is expecting a threatening frametrap, and this gives ample opportunity to dash into the spacing.
}}
|-|
Whiff Pick Up cancel =
{{card
| header=Whiff Pick Up cancel
| content=
If the spacing is ''just'' right when launching a servant forward, using {{MMC|input=2P (near Servant)|label=Pick Up Servant}} will fail, giving a fast cancel. This makes you +7 without holding a servant, allowing a fast Tick Throw or frametrap with {{clr|D|2D}}, dramatically enhancing the potential threat and preventing opponents abaring on the pressure reset. However, the spacing is so sensitive, it can be broken by just the opponent stand or crouch blocking.


: '''Servant Shoot pressure loop'''
For example the following will reliably work from a dash after Throw Servant, making it one such setup, but only if not FD blocked, and requires careful timing to not be throwable. {{comboText|Dash {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|236K&}} > {{clr|P|ns.2P}} (Whiff) > (Dash Throw or {{clr|D|2D}})}}.
When pushed into the looping Servant Shoot pressure, every character has a unique situation, some matchups are ''much'' stronger than others; where {{Character Label|GGST|Ky Kiske|label=Ky}} can break out with ease, {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} requires advanced awareness to not be looped infinitely. The pressure is long, don't get hasty and try to be aware of when she presents gaps.


Some abare options become open only if Jack-O' is close or far enough, sometimes this can be caused by just crouch or stand blocking for different pushback, but can be largely increased by Faultless Defense and Instant Block. If she is using an opener to avoid the reduction from crouch block, you can use Faultless Defense to try and cause her to whiff her own servant. Any 7F or faster move if too far away will trade, but almost everyone has a preferable alternative (see below).
If too far, no cancel happens, if too close, you will pick the servant and be left horribly disadvantageous.
}}
</tabber>
</div>


From the second gap, you will need to crouch block. If you do not, you will be stuck standing and therefore block the Throw Servant much earlier, usually locking you into a safe reset (and will true blockstring, in the case of taller characters). Universally, any character can hit the servant with {{clr|1|6P}} and catch most resets, but will be caught by Jack-O's {{clr|5|2D}}, therefore other options are usually safer (see below).
===Sameside Pressure===
In contrast to Sandwich Pressure, if a servant is on the same side as Jack-O' it is called Sameside Pressure. This is much weaker than sandwich pressure, as it becomes difficult to keep both Jack-O' and the servant in range at the same time. But it is a lot more accessible as it can often be achieved directly off an opponent blocking a servant.


You may also choose to jump the {{clr|2|236K*}}. If Jack-O' continues her pressure as normal you will usually be able to use some air movement (particularly off superjumps) to reset to neutral. However, you are still vulnerable, Jack-O' can pressure your descent, especially if you can't get very far away, however, you will be out of the corner and back to a midscreen where Jack-O' will not have servants. If Jack-O' is expecting this, she may alter her route to lock you into the corner, therefore safely resetting.
<div class="tabber-shadows-fix">
{{clear}}
<tabber>
5H Summon Reset =
{{Card
|header={{clr|H|5H}} Summon Reset
|content=
''Colloquially known as the "SUS", discovered by Eddventure''.
----
When hitting a servant ''behind'' Jack-O' with the back of {{clr|H|5H}}, its launch can take so long to hit the opponent you are left extraordinarily plus on cancels. Done perfectly, {{ComboText|{{clr|H|5H&}} > {{clr|P|236P}}}} can be as much as +3 on block.


''The below chart summarises the available options for every character. "Close" assumes the distance created by <code>Dash > {{clr|3|c.S}} > {{clr|4|2H}}</code> when crouch blocked, while "Far" assumes this was stand blocked: closer or further respectively should still work as expected. "Very close" assumes an extremely low pushback opener like {{clr|3|f.S}} or if the opener is Instant Blocked; "Very Far" assumes the use of Faultless Defense". An "indirect" punish means that the attack continues and punishes follow-ups but theoretically Jack-O' can avoid the attack if she does not continue.''
The further back the servant, the more plus you will be. Jack-O's position does not not matter, as long as {{clr|H|5H}} hits both the servant and the opponent at the same time.


{| class="mw-collapsible mw-collapsed wikitable"
If servant is too close, this can actually leave you minus. The visual indication for this is very ambiguous, so you may reset safely despite this, due to the lack of visual indicator to the opponent on when it is safe.
|+ style=white-space:nowrap | Servant Shoot pressure loop abare overview
}}
|-
|-|
! rowspan=2| Character !! colspan=4  style="border-right: solid 2px;"| <code>{{clr|2|236K&}} > {{clr|1|236[P]}} > ...</code> !! colspan=4 | <code>{{clr|2|236K*}} > ...</code> !! Notes
IAS Sameside Mixup =
|-
{{card
! {{clr|2|236K*}} extension !! {{clr|5|hs.D}} check !! {{clr|2|214K}} frametrap !! style="border-right: solid 2px;"| {{Tt|Jumpable?|Assuming no Faultless Defense, can this character jump out of the pressure string? Some characters are larger when airborne, making this impossible.}} !! {{Tt|{{clr|5|hs.6X}} punishes|On prediction of the {{clr|5|hs.6X}} this move will always score a Counter Hit, being much safer as an option.}} !! {{Tt|{{clr|5|hs.6X}} reset interrupts|The move won't outright punish {{clr|5|hs.6X}} but will win if the Jack-O' immediately approaches. This will, however, be punished if the Jack-O' intentionally moves backwards to cause a whiff and/or blocks the abare.}} !! {{Tt|Air reset?|If jumped on the previous gap, can this character get out of the way and return to some form of RPS from the air?}} !! {{Tt|Dash under|Can the character dash under the servant to perform a safe strike-throw punish? This is usually done by waiting until the apex of the servant's trajectory. Will safely catch Jack-O' fuzzying vs. other punishes, but is much more precise.}} !! Dash {{clr|3|c.S}} Reset gap
| header= IAS Sameside Mixup
|-
| content=
| {{Character Label|GGST|Sol Badguy|label=Sol}}
<code>{{clr|S|c.S&}} > jc > TK {{clr|K|214K}} > {{clr|S|j.S&}} > (ADC > {{clr|P|j.P}} or Land > dl {{clr|K|2K}})</code>
| {{clr|1|6P}}, {{clr|3|623S}}/{{clr|4|H}} || || {{clr|1|6P}} ''(hits servant)'', {{clr|3|214S}} ||style="border-right: solid 2px;"| Yes || {{clr|3|214S}} || {{clr|1|6P}} ''(Loses to {{clr|5|2D}})'' || Yes || Yes
: '''Close-range High-Low Mixup.''' Difficult to set up, reliant on both a fresh servant with just the right spacing. It creates a true blockstring into a difficult to react to high-low mixup that can be made unfuzziable. Unfortunately, both routes will likely end in the {{clr|D|2D}} RPS, for lack of a servant to support Jack-O'.
|-
| {{Character Label|GGST|Ky Kiske|label=Ky}}
| {{clr|1|2P}} ''(Close only)'', {{clr|3|623S}}/{{clr|4|H}}, {{clr|2|236K}}, Jump || || {{clr|1|2P}} / {{clr|1|6P}} ''(hits servant)'', {{clr|2|236K}} ||style="border-right: solid 2px;"| Yes || {{clr|2|236K}} || || Yes || Yes
|-
| {{Character Label|GGST|May|label=May}}
| {{clr|4|5H}} || || {{clr|1|5P}} / {{clr|1|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| Yes || ''None'' || {{clr|3|2S}}, {{clr|2|3K}} || Yes || Yes
|-
| {{Character Label|GGST|Axl Low|label=Axl}}
| {{clr|2|5K}}, {{clr|3|214S}}, {{clr|4|214H}} || || {{clr|2|2K}} ''(servant whiffs, Axl left -1)'', {{clr|1|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| Yes || ''None'' || <code>Dash > {{clr|2|2K}}</code> || Yes || Yes
|-
| {{Character Label|GGST|Chipp Zanuff|label=Chipp}}
| {{clr|2|5K}} ''(Close only)'', {{clr|3|623S}} || ||  {{clr|1|5P}} / {{clr|1|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| Yes || <code>Dash > {{clr|1|5P}}</code> || || Yes || Yes
|-
| {{Character Label|GGST|Potemkin|label=Potemkin}}
| {{clr|1|5P}}, {{clr|1|6P}}, {{clr|1|236P}}, {{clr|1|214P}} || || {{clr|1|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| No || ''None'' || {{clr|1|6P}} ''(Loses to {{clr|5|2D}})'' || Yes || No
|-
| {{Character Label|GGST|Faust|label=Faust}}
| {{clr|1|5P}}, {{clr|2|5K}}, {{clr|1|2P}} || || {{clr|1|5P}} ''(hits servant)'', {{clr|1|6P}} ||style="border-right: solid 2px;"| No || {{clr|1|2P}} || {{clr|1|6P}} ''(Loses to {{clr|5|2D}})'' || Yes || Yes
|-
| {{Character Label|GGST|Millia Rage|label=Millia}}
| {{clr|1|6P}} || || {{clr|1|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| Yes || ''None'' || || Yes || Yes
|-
| {{Character Label|GGST|Zato-1|label=Zato-1}}
| {{clr|1|5P}} / {{clr|1|2P}} ''(Close only)'', {{clr|5|j.D}}, {{clr|2|214[K]}} || || {{clr|1|6P}} ''(hits servant)' ||style="border-right: solid 2px;"| Yes || {{clr|1|2P}} || || Yes || No
|-
| {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}
| {{clr|2|5K}}, TK {{clr|2|214S}} ''(Far only)'',  || || {{clr|1|5P}} / {{clr|1|6P}} ''(hits servant) ||style="border-right: solid 2px;"| Far only || {{clr|2|j.214K}} ''(Air only)'' || || Yes || Yes
|-
| {{Character Label|GGST|Leo Whitefang|label=Leo}}
| {{clr|2|2K}} ''(Close only)'', {{clr|3|2S}}, {{clr|3|[2]8S}}/{{clr|4|H|}} || ||{{clr|1|6P}} ''(hits servant)'', {{clr|3|[2]8S}}/{{clr|4|H|}} ''(Close only)''  ||style="border-right: solid 2px;"| Far only || ''None'' || || Yes || Yes
|-
| {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}
| {{clr|2|5K}}, {{clr|4|6H}} ''(Trades for HKD)'', {{clr|4|623H}} || || {{clr|1|6P}} ||style="border-right: solid 2px;"| Yes || ''None'' || {{clr|2|2K}}, {{clr|4|623H}} ''(Trades, launches)'' || No || No
|-
| {{Character Label|GGST|Giovanna|label=Giovanna}}
| {{clr|2|5K}} ''(Close only)'', {{clr|3|623S}} ''(Trades into reset)''  || || {{clr|1|5P}} / {{clr|1|6P}} / {{clr|3|623S}} ''(hits servant)'' ||style="border-right: solid 2px;"| Yes || ''None'' || || Yes || No
|-
| {{Character Label|GGST|Anji Mito|label=Anji}}
|  {{clr|1|5P}}, {{clr|2|236K}}/{{clr|3|[S]}}{{clr|4|[H]}} ''(Doesn't directly punish)'' || || {{clr|1|6P}} ''(hits servant), {{clr|5|2D}} ||style="border-right: solid 2px;"| Yes || {{clr|1|2P}} || || Yes || Yes
|-
| {{Character Label|GGST|I-No|label=I-No}}
| {{clr|2|5K}} ''(Close only)'', {{clr|4|5H}}, {{clr|2|214K}} || || {{clr|1|6P}} ''(Close only OR indirect)'', {{clr|3|236S}} ||style="border-right: solid 2px;"| Yes || {{clr|3|236S}} / {{clr|4|236H}} ''(Air only)''||  || Yes || No
|-
| {{Character Label|GGST|Goldlewis|label=Goldlewis}}
| {{clr|1|2P}} ''(Very close only)'' || || {{clr|1|2P}} / {{clr|1|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| Far only || ''None''|| {{clr|5|2D}} ''(Trades for HKD)''  || No || No
|-
| {{Character Label|GGST|Jack-O|label=Jack-O'}}
| {{clr|1|5P}} / {{clr|2|2K}} ''(Close only)'', {{clr|2|5K}} || || {{clr|1|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| Yes || ''None'' || || Yes || Yes
|-
| {{Character Label|GGST|Happy Chaos|label=Chaos}}
| {{clr|3|2S}} ''(Far only)'' || || {{clr|1|6P}} ''(hits servant)'', {{clr|2|2K}} ''(servant whiffs, Chaos left +3)'' ||style="border-right: solid 2px;"| Yes || {{clr|3|2S}}, {{clr|5|2D}} || || Yes || Yes
|}


====Training Recipes====
: This can also be done from further away using {{clr|K|5K*}}. Unfortunately, this will make {{clr|S|j.S*}} leave a gap based on how close the servant was. Additionally, based on Jack-O's spacing you may need to add a small delay before the {{clr|K|214K}}, to ensure the servant bounces back into {{clr|S|j.S}} range.
Below is a list of recipies for learning to apply and counter a variety of these routes.


{|class="wikitable"
: Creating a {{clr|S|c.S&}} is difficult, this is because most servants if blocked will be too far from the opponent. For example, Throw Servant > Attack Command does not place it close enough. This makes it very situational. A good way to force this is by using Attack Command before or immediately during a servant being blocked, reducing the pushback to keep it in position.
|+Training Recipes
}}
|-
</tabber>
! rowspan=2| Name !! colspan=2| Recipe Number !! rowspan=2| Difficulty !! rowspan=2| Notes
</div>
|-
! PC !! PS4/5
|-
|'''Summon PRC:''' frametrap post-PRC || 16286 || 12723 || ''{{clr|3|Medium}}'' || Sol will {{clr|2|5K}} very shortly after block. You will need to time your PRC precisely to the exact moment the servant appears, and not fast cancel the PRC (to allow the slow down).
|-
|'''Summon PRC:''' react to reversals || 16783 || 11728 || ''{{clr|1|Very Easy}}'' || Use the freeze from PRC to react to an unsafe reversal.
|-
| '''Cheer H:''' {{clr|3|c.S}} loop || 20008 || 12759 || ''{{clr|5|Very Hard}}'' || You will need to apply a dashes after every Attack Command to stay in range.
|-
|'''Cheer H:''' {{clr|2|5K}} loop with 1 servant || --- || --- || ''{{clr|4|Hard}}'' || This will leave very small gaps, try to avoid leaving bigger openings. The timing changes if you hit the servant, but this won't happen every time.
|-
| '''Cheer H:''' {{clr|2|5K}} loop with 2 Servants || 16508 || --- || ''{{clr|3|Medium}}'' || Has a consistent rhythmn, see how the additional servant improves the string.
|-
| '''Servant Shoot:''' pressure loop || 16592 || 11711 || ''{{clr|2|Easy}}'' || {{clr|2|236K*}} does not need to be very fast for this challenge. Hold the {{clr|1|P}} input while you buffer {{clr|2|236K}}, to make this ''much'' easier.
|-
|''' Servant Shoot:''' {{clr|2|214K}} frametrap|| 16623 || 11692 || ''{{clr|2|Easy}}'' || Quickly link into {{clr|2|214K}} to frametrap Ramlethal's {{clr|2|5K}}, which otherwise defeats a {{clr|2|236K*}}.
|-
|''' Servant Shoot:''' {{clr|4|2H}} frametrap|| 16773 || 11702 || ''{{clr|2|Easy}}'' || Instead of throwing the servant, release it and frametrap with a {{clr|4|2H}}, to punish the abare.
|-
|''' Servant Shoot:''' catch the jump|| 16751 || 11683 || ''{{clr|3|Medium}}'' || Some opponents are hard to catch in the air, but can still be challenged.
|}


{|class="wikitable"
===Super Wall-Break===
|+Counter Strategy Recipes
----
|-
[[file:GGST Jack-O Strategy SuperWallbreak.jpg|400px|right|thumb|Your approach here will differ based on their character and Tension. Make sure to check beforehand.]]
! rowspan=2| Character !! rowspan=2| Name !! colspan=2| Recipe Number !! rowspan=2| Difficulty !! rowspan=2| Notes
When Jack-O' breaks the wall using {{MMC|input=632146P|label=Forever Elysion Driver}} or {{MMC|input=236D|label=Wild Assault}}, the opponent will be knocked down for +36 advantage.  
|-
! PC !! PS4/5
|-
| Universal || '''Summon PRC:''' punish drift PRC || 16801 || --- || ''{{clr|1|Very Easy}}'' || This will also work against {{clr|1|5P}} even if you do not crouch.
|-
| Universal || '''Servant Shoot:''' IB and punish the {{clr|2|236K&}} || 17650 || --- ||  ''{{clr|4|Hard}}'' || You will need to use an Instant Block to accomplish this. Most important for {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} and {{Character Label|GGST|Happy Chaos|label=Chaos}}
|-
| Universal || '''basic Cancels:''' fuzzy block the overhead || 17713 || --- ||  ''{{clr|2|Easy}}'' || You can do this challenge predictively, but use it as a good opportunity to practise your fuzzy blocks.
|-
| {{Character Label|GGST|Axl Low|label=Axl}} || '''Servant Shoot:''' evade the {{clr|2|214K}} frametraps || 16825 || --- ||  ''{{clr|3|Medium}}'' || You cannot reversal {{clr|2|2K}}, add a very small delay.
|-
| {{Character Label|GGST|Chipp Zanuff|label=Chipp}} || '''Servant Shoot:''' punish the {{clr|5|hs.6X}} || 17552 || --- ||  ''{{clr|5|Very Hard}}'' || You need an incredibly precise microdash to have {{clr|1|5P}} reach while being fast enough to punish without leaving a gap.
|-
| {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} || '''Servant Shoot:''' jump and punish {{clr|5|hs.6X}} || 17570 || --- ||  ''{{clr|2|Easy}}'' || You need to stand block to get enough distance to be able to jump out.
|-
| {{Character Label|GGST|I-No|label=I-No}} || '''Servant Shoot:''' jump and punish {{clr|5|hs.6X}} || 17583 || --- ||  ''{{clr|2|Easy}}'' || You will need to be relatively quick to punish in time.
|-
| {{Character Label|GGST|Happy Chaos|label=Chaos}} || '''Servant Shoot:''' evade the {{clr|2|214K}} frametraps || 25450 || --- ||  ''{{clr|3|Medium}}'' || You cannot reversal {{clr|2|2K}}, add a very small delay.
|}


===Sameside Pressure===
While this is often nessecary, Jack-O' has a very poor Super Wall-Break, and is a large reason why Jack-O' dislikes needless wall-breaks in favour of corner pressure. While she is advantageous, Jack-O' must usually play around RPS to begin any significant pressure. On the positive side, the near-corner position turns almost any meaty hit into a full combo, and Positive Bonus allows converting even basic blockstrings into devastating corner pressure very quickly.
In contrast to Sandwich Pressure, if a servant is on the same side as Jack-O' it is called Sameside Pressure. This is much weaker than sandwich pressure, but is a lot more accessible as it can often be achieved directly off an opponent blocking a servant.


Generally speaking Jack-O's pressure structure doesn't change much with the inclusion of the servant, and due to the servant and Jack-O' both being pushed out over time, the pressure cannot loop safely. But with the improved framedata from hitstop cancelling a few options are opened up or enhanced.
There's two main approaches to okizeme from this position, usually based on the matchup.


====Beginning Sameside Pressure====
<div class="tabber-shadows-fix">
{{clear}}
<tabber>
Super Wall-Break: Instant Air Dash j.H =
{{card
|header=Super Wall-Break: Instant Air Dash {{clr|H|j.H}}
|content=
''This option is recommended for most characters.''
----
''(See also: [[{{PAGENAME}}#Jump-Ins|Jump-Ins]])''


====Sameside Pressure Routing====
A common option creating decent pressure on block and advances on the opponent.


''Work in progress''
Unfortunately, Jack-O's jump and airdash cancels are floaty, meaning she takes longer to land than most. This rather upsettingly means ''Jack-O' cannot safejump'' fast reversals here, getting hit by any 9F reversal.


<code>{{clr|3|c.S&}} > jc > TK {{clr|2|214K}} > {{clr|3|j.S&}} > (ADC > {{clr|1|j.P}} or Land > dl {{clr|2|2K}})</code>
{{{!}} class="wikitable"
: '''Close-range High-Low Mixup.''' Difficult to set up, reliant on both a fresh servant with just the right spacing. It creates a true blockstring into a difficult to react to high-low mixup that can be made unfuzziable. Unfortunately, both routes will likely end in the {{clr|5|2D}} RPS, for lack of a servant to support Jack-O'.
! Meterless 9F Reversals !! 50% Tension 9F Reversals !! No 9F Reversal
{{!}}-
{{!}} {{Character Label|GGST|Sol Badguy|label=Sol}} {{Character Label|GGST|Leo Whitefang|label=Leo}} {{Character Label|GGST|Chipp Zanuff|label=Chipp}} {{Character Label|GGST|Baiken|label=Baiken}} {{Character Label|GGST|Bridget|label=Bridget}} {{Character Label|GGST|Sin Kiske|label=Sin}}
{{!}} {{Character Label|GGST|Ky Kiske|label=Ky}} {{Character Label|GGST|May|label=May}} {{Character Label|GGST|Giovanna|label=Giovanna}} {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} {{Character Label|GGST|Millia Rage|label=Millia}} {{Character Label|GGST|I-No|label=I-No}} {{Character Label|GGST|Anji Mito|label=Anji}}
{{!}} {{Character Label|GGST|Axl Low|label=Axl}} {{Character Label|GGST|Potemkin|label=Potemkin}} {{Character Label|GGST|Faust|label=Faust}} {{Character Label|GGST|Zato-1|label=Zato}} {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} {{Character Label|GGST|Jack-O|label=Jack-O'}} {{Character Label|GGST|Happy Chaos|label=Chaos}} {{Character Label|GGST|Testament|label=Testament}} {{Character Label|GGST|Bedman|label=Bedman?}} {{Character Label|GGST|Asuka R|label=Asuka}} {{Character Label|GGST|Johnny|label=Johnny}} {{Character Label|GGST|Elphelt Valentine|label=Elphelt}}
{{!}}-
{{!}}}


: This can also be done from further away using {{clr|2|5K*}}. Unfortunately, this will make {{clr|3|j.S*}} leave a gap based on how close the servant was. Additionally, based on Jack-O's spacing you may need to add a small delay before the {{clr|2|214K}}, to ensure the servant bounces back into {{clr|3|j.S}} range.
Generally if the opponent can use an invulnerable reversal, it is not advisable to use this as baiting is notably risky and takes away the main advantages of jumping in.


: Creating a {{clr|3|c.S&}} is difficult, this is because most servants if blocked will be too far from the opponent. For example, Throw Servant > Attack Command does not place it close enough. This makes it very situational. A good way to force this is by using Attack Command before or immediately during a servant being blocked, reducing the pushback to keep it in position.
In addition, any {{clr|P|6P}} will cause it to whiff, or even punish depending on startup. You can use an Option Select {{clr|D|6D}} to throw slow {{clr|P|6P}} attacks at the cost of performing a {{clr|D|j.D}} gatling on hit/block. This weakens your advantage (+6 → +1), but outspaces Throw, usually keeping a good offensive position.


==<span style="font-size: 2em;">Defense and blockstrings</span>==
{{{!}} class="wikitable"
===Ending Blockstrings===
! Punished by {{clr|P|6P}} !! Can block {{clr|P|6P}} !! Can throw {{clr|P|6P}}
----
{{!}}-
When Jack-O' is blocked from any unsafe move—which make up the majority of her kit—she given a variety options to escape punishes and reset to neutral.
{{!}} {{Character Label|GGST|Sol Badguy|label=Sol}} {{Character Label|GGST|Ky Kiske|label=Ky}} {{Character Label|GGST|Chipp Zanuff|label=Chipp}} {{Character Label|GGST|Faust|label=Faust}} {{Character Label|GGST|Millia|label=Millia}} {{Character Label|GGST|Ramlethal|label=Ramlethal}} {{Character Label|GGST|I-No|label=I-No}} {{Character Label|GGST|Happy Chaos|label=Chaos}} {{Character Label|GGST|Baiken|label=Baiken}} {{Character Label|GGST|Elphelt Valentine|label=Elphelt}}
{{!}} {{Character Label|GGST|Leo Whitefang|label=Leo}} {{Character Label|GGST|Anji Mito|label=Anji}} {{Character Label|GGST|Jack-O|label=Jack-O'}} {{Character Label|GGST|Bridget|label=Bridget}}
{{!}} {{Character Label|GGST|May|label=May}} {{Character Label|GGST|Axl Low|label=Axl}} {{Character Label|GGST|Potemkin|label=Potemkin}} {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} {{Character Label|GGST|Giovanna|label=Giovanna}} {{Character Label|GGST|Zato-1|label=Zato}} {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} {{Character Label|GGST|Testament|label=Testament}} {{Character Label|GGST|Sin Kiske|label=Sin}} {{Character Label|GGST|Bedman|label=Bedman?}} {{Character Label|GGST|Asuka R|label=Asuka}} {{Character Label|GGST|Johnny|label=Johnny}}
{{!}}}


When all are taken into account Jack-O' has the most complex RPS in such an interaction, and it varies for every single move. 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. It is not necessary or even practical to use all of these within a game, but knowing a few of them is invaluable.
You can also call out a {{clr|P|6P}} by using {{clr|S|j.S}}, but this has very poor pressure on block, and is throwable out of all attacking options.
}}
|-|
Super Wall-Break: Run Up c.S =
{{card
|header=Super Wall-Break: Run Up {{clr|S|c.S}}
|content=
The best answer to characters with a strong reversal, going into an RPS with generally stronger risk-reward, especially when backed with meter.


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 utilize unsafe normals that will need to be cancelled.
Jack-O's very slow dash means she can only ''barely'' hit {{clr|S|c.S}} safely with tight timing. This is throwable if even {{Tt|slightly early|Done early you get {{clr|S|f.S}}, with dash momentum this easily gets thrown.}} or late on the input. This compounds to some other issues. Jack-O' is unable to easily threaten a tight {{MMC|input=5D|label=Uncharged Dust Attack}}, and has almost no counterplay to Backdashes without committing to much weaker options (e.g. dashing in further). Generally, Jack-O's advantage doesn't translate to any new tools here.


====How Safe Is a Normal====
If you score this knockdown with spare Tension or Burst, you may use Dash Cancel BRC or Wild Assault to set up. The Positive Bonus will allow you to make up for any of these costs, and often go into Cheer {{clr|H|H}} before it ends (almost entirely removing the Tension Penalty), easily refilling your entire Tension Gauge.
Because every option revolves around a cancel, there's 3 factors we need to know:
* Distance, how far does it leave Jack-O' after she cancels.
* Frame advantage, this is down the move's blockstun, which is linked to its Attack Level. See [[{{BASEPAGENAME}}/Frame_Data|Full Frame Data]] for more information.
* Frametraps, how much can we force the opponent to hesitate, and not act immediately, functionally giving free Frame Advantage.


Some moves like {{clr|H|2H|game=GGST}} maintain good frame advantage, making it safer, while moves like {{clr|D|2D|game=GGST}} move Jack-O' into the opponent with minimal blockstun, making it extremely dangerous. {{clr|S|f.S}} is quite safe due to the {{clr|H|5H|game=GGST}} coverage while Servant Shoot has no cancels to make the opponent hesitate. Generally, continuing a blockstring improves the distance through added pushback, but will slowly use up your frametrap threats.
You may Summon Servant before reaching the opponent, this has a side-effect of being a reversal and backdash bait functionally, and is a situation many will not react to. However this will almost always leave you negative.
}}
</tabber>
</div>


{{clr|H|5H|game=GGST}} is unique, it has so much pushback to compensate for its lingering momentum, so cancelling off it gives huge distance, and continuing the blockstring means ending in a much closer Servant Shoot, which is a lot less safe. Faultless Defense can also result in huge pushback on any normal, which can actually work to Jack-O's favour, so long as you're attentive enough to not whiff an attack.
==<span style="font-size: 2em;">Defense and blockstrings</span>==
===Ending Blockstring RPS===
----
When Jack-O' is blocked from any unsafe move—which make up the majority of her kit—she is given a variety of options to escape punishes and reset to neutral.


====The danger of {{clr|D|2D|game=GGST}}====
Jack-O' may wish to cancel from any normal to avoid punish, but some are much safer than others. {{clr|H|5H|game=GGST}} is the safest, it has huge pushback on cancels, high blockstun (attack lv. 4), and has a practical cancel into Servant Shoot. Conversely, {{clr|D|2D|game=GGST}} has bad blockstun (Attack Lv. 2), leaves Jack-O' extremely close, and while it has a frametrap, you have less time to hitconfirm to avoid wasting okizeme. Servant Shoot, despite middling pushback and blockstun, is also not particularly safe as the opponent has no further frametraps to avoid
The biggest outlier of all is {{clr|D|2D|game=GGST}}, this has by far some of the worst blockstun (Attack Lv. 2), leaves Jack-O' extremely close, and while it has a frametrap, you should ''avoid'' using it in many cases.


If you lack 50% Tension to {{clr|8|RRC}}, the only way to score significant value with {{clr|D|2D|game=GGST}} is to use the Hard Knockdown into okizeme, which is very valuable, otherwise you took a risky move for barely any gain. You ''can'' blockconfirm this off {{clr|K|5K|game=GGST}} and {{clr|K|2K|game=GGST}}, but you will need to practise this, and it's not viable off raw {{clr|D|2D|game=GGST}}. As a result, it is one of the riskiest moves Jack-O' has on block, simply because there is no incentive to make it safer.
Jack-O' needs to end the blockstring safely. There's many many ways to go about this, you are only limited to Jack-O's movement, and the timing of releasing her servant. However, counterplay is usually shared between routes based on their general patterns. Below are these patterns, but do remember that variations within them may slightly alter interactions of matchups.
 
====Blockstring End Routes====
So we need to end the blockstring safely. There's many many ways to go about this, you are only limited to Jack-O's movement, and the timing of releasing her servant. However, counterplay is usually shared between routes based on their general patterns. Below are these patterns, but do remember that variations within them may slightly alter interactions of matchups.


{{TheoryBox
{{TheoryBox
| Title = Block
| Title = Block
| Oneliner = Avoid being punished, but allows the opponent to begin pressure.
| Oneliner = Avoid being punished, but allows the opponent to begin pressure.
| Recipe = ... > {{clr|1|214P}}
| Recipe = ... > {{clr|P|214P}}
| content = By cancelling into Recover Servant Jack-O' is left minus, but only barely, in fact she's only realistically punishable of a close-range {{clr|D|2D|game=GGST}} with a reversal {{clr|P|2P|game=GGST}} or {{clr|K|2K|game=GGST}}. The problem with this approach is that you automatically surrender to the opponent's pressure, not only does this remove Jack-O's momentum and prevent setting up a servant, but she may need to handle dangerous pressure imminently. However, this will prevent you being directly punished and comboed like other routes.
| Video = GGST_Jack-O_Strategy_Blockstring_Ender_3.webm
| Autoplay = yes
| content = Only normally punishable off a close-range {{clr|D|2D|game=GGST}}. However, you immediately surrender to the opponent's pressure, not only does this remove Jack-O's momentum, but she may need to handle dangerous pressure imminently. This is one of the least-dangerous options, but with no particular potential for reward.


This is also the simplest way to be safe from problematic reversals, like {{MiniMoveCard|chara=Leo Whitefang|input=[2]8S|label=Leo's&nbsp;Eisensturm}} or {{MiniMoveCard|chara=Ramlethal Valentine|input=236236S|label=Ramlethal's Mortobato}}.
This is also the simplest way to be safe from problematic reversals, like {{MiniMoveCard|chara=Leo Whitefang|input=[2]8S|label=Leo's&nbsp;Eisensturm}} or {{MiniMoveCard|chara=Ramlethal Valentine|input=236236S|label=Ramlethal's Mortobato}}.
Line 643: Line 1,225:
| Title = Run Away
| Title = Run Away
| Oneliner = Avoid short-range punishes, better with distance
| Oneliner = Avoid short-range punishes, better with distance
| Recipe = ... > {{clr|1|214[P]}} > Backward Dash
| Recipe = ... > {{clr|P|236[P]}} > Backward Dash
| content = Running away will make most reversals whiff, this is excellent as most character's best counterplay is to commit to running forward, giving Jack-O' time to see this, and enter another RPS: jumping over a punish, attacking the opponent before they can react, or just running. However, if the opponent is very fast, like {{Character Label|GGST|Ky Kiske|label=Ky}}, Jack-O' may have less time to react or make a decision.
| Video = GGST_Jack-O_Strategy_Blockstring_Ender_2.webm
| Autoplay = yes
| content = Excellent, as most character's best counterplay is to commit to running forward, giving Jack-O' time to react by jumping over a punish or attacking the opponent before they can react. However, if the opponent is very fast, like {{Character Label|GGST|Ky Kiske|label=Ky}}, Jack-O' may have less time to react or make a decision.


This method is most susceptible to spacing. {{clr|D|2D|game=GGST}} is ''always'' punishable by a reversal attack if Jack-O' was too close. Additionally, spacing affects how long it takes for an opponent to catch up.
This method is most susceptible to spacing. {{clr|D|2D|game=GGST}} is ''always'' punishable by a reversal attack if Jack-O' was too close. Additionally, spacing affects how long it takes for an opponent to catch up.
Line 653: Line 1,237:
{{TheoryBox
{{TheoryBox
| Title = Jump
| Title = Jump
| Oneliner = Avoid low-hitting punishes
| Oneliner = Avoid low-hitting punishes, better with higher attack level
| Recipe = ... > {{clr|1|214[P]}} > Jump > ... > {{clr|D|hs.D|game=GGST}} > ...
| Recipe = ... > {{clr|P|236[P]}} > Jump > ... > {{clr|D|hs.D|game=GGST}} > ...
| content = Probably the most varied route, Jack-O' can position herself many ways into the air, with a back jump, an instant Air Backdash, a forward jump, even double jumping. However, because Jack-O' must first release the servant, she is usually unable to act for a moment, giving opponents strong air-to-air punishes, or big anti-airs. Characters usually have stronger punishes if they can predict the direction of the jump, but many characters have a universal anti-jump punish.
| Video = GGST_Jack-O_Strategy_Blockstring_Ender_4.webm
| Autoplay = yes
| content = The most varied route, Jack-O' can position herself many ways into the air: back jump, instant Air Backdash, forward jump, even double jumping. However, because Jack-O' must first release the servant, she is exposed to strong air-to-air and anti-air punishes. Some characters can even call out the direction of a jump for even better reward.


This is broadly-speaking the most dangerous route, as being Counter Hit in the air leads into many powerful combos. It is the most potentially rewarding, as Jack-O' can launch the servant to attack the opponent (especially with {{clr|K|j.K|game=GGST}} or {{clr|S|j.S|game=GGST}}, and she can even airdash off the servant to begin pressure anew.
Being Counter Hit in the air leads into many powerful combos. It is the most potentially rewarding, as Jack-O' can launch the servant or reset pressure with an airdash, but this comes with significant risk.
}}
}}


{{TheoryBox
{{TheoryBox
| Title = Reset Attack
| Title = Attack
| Oneliner = Reset pressure against slower punishes
| Oneliner = Reset pressure against slower punishes, better with higher attack level
| Recipe = ... > {{clr|P|214P|game=GGST}} > {{clr|K|2K|game=GGST}}&nbsp;&nbsp;&nbsp;or&nbsp;&nbsp;&nbsp;... > {{clr|P|214[P]|game=GGST}} > {{clr|K|236K|game=GGST}}
| Recipe = ... > {{clr|P|214P|game=GGST}} > {{clr|K|2K|game=GGST}}&nbsp;&nbsp;&nbsp;or&nbsp;&nbsp;&nbsp;... > {{clr|P|236[P]|game=GGST}} > {{clr|K|236K|game=GGST}}
| content = This is particularly good off higher attack levels, reducing the gap for options that can work, and potentially encouraging opponents to rely on faster, smaller attacks. This also benefits from ''low'' pushback, to remain in range to attack the opponent. The Recover Servant route is potentially a very tight gap, while resetting into Servant Shoot offers more potetial pressure and combo potential.
| Video = GGST_Jack-O_Strategy_Blockstring_Ender_1.webm
 
| Autoplay = yes
This also works as a great counterplay to running forward, as the Summon Servant feints with other routes and the kick is unreactable, causing opponents to be unable to anticipate it in time, regardless of their actual speed.
| content = Less a blockstring ender and more a form of stagger pressure. Attacking the opponent quickly can often outspeed their usual punishes to other routes.
 
The obvious danger is being called out on this leads to a close-range Counter Hit, potentially giving the opponent a combo when they were already fully intent on attacking.
}}


{{TheoryBox
This can often be disrupted by Faultless Defense or prior spacing, as it will push Jack-O' out of range, but this ''benefits'' her other defensive options.
| Title = Defend Command
| Oneliner = Parry high-hitting punishes
| Recipe = ... > {{clr|P|214[P]|game=GGST}} > {{clr|S|hs.S|game=GGST}}
| content = Niche, and generally outclassed as an option for coverage, but Defend Command can directly punish large anti-airs like {{MiniMoveCard|chara=Faust|input=6H|label=Faust's {{clr|H|6H|game=GGST}}}}, and avoid blocking on strong DPs like {{MiniMoveCard|chara=Leo Whitefang|input=[2]8S|label=Leo's Eisensturm}} to avoid a Roman Cancel out of the punish. This also activates very quickly, making it able to challenge just about any move that hits a held servant. However, be warned the entire Defend Command state is Counter Hit, making even slow mid-height punishes very damaging.


This can also make use of the [[{{PAGENAME}}#Hitbox Nullifying|Hitbox Nullifying]] tech to potentially score big punishes while still preventing cancels.
This is much better at close ranges off higher Attack Levels, narrowing the gap in pressure.
}}
}}


====Strategy====
This tactic is most important for {{clr|D|2D}} and {{clr|K|236K}}, as these are the most unsafe of Jack-O's moveset, however some risk exists with any move, even {{clr|H|5H|game=GGST}}.
Primarily, this tactic is critically important for {{clr|5|2D}} and {{clr|2|236K}}, as these are the most unsafe of Jack-O's moveset. For many other moves, there are either gatling blockstrings into safer options (including {{clr|2|236K}}) or are significantly safer, such as {{clr|4|5H}}. Regardless, this is very disadvantageous and dangerous for Jack-O', it is important to simply avoid this situation happening needlessly.


Varying your options can be very practical. Most characters have ''hard'' punishes to any particular route, but these can easily falter to other routes. Varying these will force opponents to generalise their punishes, which are much lower risk overall. However, matchups often lean heavily into specific punishes, for example {{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=5H|label=Ramlethal's {{clr|H|5H|game=GGST}}}} is extremely good for catching run away attempts but she lacks particularly rewarding pressure if blocked, while {{MiniMoveCard|GGST|chara=Potemkin|input=5H|label=Potemkin's {{clr|S|f.S|game=GGST}}}} easily covers jump attempts but his {{MiniMoveCard|GGST|chara=Potemkin|input=[4]6H|label=Hammer Fall}} is very poor for catching running away. Do also consider the starter, where jumps usually favour high blockstun moves like {{clr|H|2H|game=GGST}}, and running away favours pushback like from {{clr|H|5H|game=GGST}}, while 2D is bad for both of these.
Most characters have ''hard'' punishes to any particular route, but these can easily falter to other routes. Varying these will force opponents to generalise their options, which are much lower risk overall. Additionally, most punishes rely on the opponent to act fast, cancelling off early into a blockstring will allow Jack-O' to escape safely, as the opponent is forced to respect potential frametraps.


Unfortunatelly you cannot simultanously hitconfirm raw {{clr|5|2D}} into okizeme, and blockconfirm into a fast frametrap with Servant Shoot. For this reason, you should try to make hitconfirming possible with {{clr|K|5K|game=GGST}} or {{clr|K|2K|game=GGST}}, and on raw {{clr|5|2D}} consider your strategy in advance, perhaps Servant Shoot provides enough reward, or is so low reward as to make the risks of Summon Servant (Hold) preferable.
Matchups often lean heavily into specific punishes, for example {{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=5H|label=Ramlethal's {{clr|H|5H|game=GGST}}}} is extremely good for catching run away attempts but she lacks particularly rewarding pressure if blocked, while {{MiniMoveCard|GGST|chara=Potemkin|input=f.S|label=Potemkin's {{clr|S|f.S|game=GGST}}}} easily covers jump attempts but his {{MiniMoveCard|GGST|chara=Potemkin|input=[4]6H|label=Hammer Fall}} is very poor for catching running away.


====Counterplay====
The primary rule is Jack-O' is disadvantageous. It is essential to any matchup that these interactions be played into, to ensure Jack-O' is threatened. Failure to do so essentially removes the risks from some of her strongest moves.
Every character has a 'punish' (even if that comes in the form of pressure) for every route. It is nessecary to understand your character's options, especially if they have very powerful callouts or can easily cover several options at once.


===Counter-pokes===
===Counter-pokes===
===Abare===
=== Abare and Escaping Pressure ===
===Anti-air===
Jack-O' has a unique mechanic losing her servants any time she's blocking, and hence on defense. When an opponent is pressuring you, it is nearly impossible to set up, and your goal is to steal back that momentum. Her invincible Overdrive, {{MMC|input=632146P|label=Forever Elysion Driver}} also suffers from bizarre weaknesses and can't be fully relied upon. This means you will need to understand Jack-O's strengths in universal mechanics to defend correctly.
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.


'''{{clr|1|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 {{clr|1|6P}} for a full-screen knockdown, giving very low damage but time to set up servants.
<div class="tabber-shadows-fix">
{{clear}}
<tabber>
Abare Normals =
{{Card
|header=Abare Normals
|content=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| File:GGST_Jack-O_2P.png
| '''{{clr|P|2P}}'''<br>Fast enough to stop tick throws while hitting low down, and quick to recover if it misses.
| File:GGST_Jack-O_2K.png
| '''{{clr|K|2K}}'''<br>Very fast, but ''also'' low profile with a ''fantastic'' reach. Great for mid-range abare and punishes.
| File:GGST_Jack-O_6P.png
| '''{{clr|P|6P}}'''<br>Crushes mid-height attacks with its extremely fast upper-body invulnerability.
}}
None of Jack-O's normals will outright disrespect a ''good frametrap'', but when small gaps open or the opponent uses alternative resets, these moves cover a lot of options. The biggest highlight for Jack-O' is both her {{clr|P|2P}} and {{clr|K|2K}}. These can be buffered while holding down-back {{Ni|1}} to stay crouch-blocking. They also have generally good speed (5F and 6F respectively) and good range, which can make them easier to use alongside Faultless Defense. In addition, {{clr|P|2P}} on Counter Hit even links into {{ComboText|{{clr|K|2K}} > {{clr|D|2D}}}}, and {{clr|K|2K}} is low-profile for its ''entire recovery'', being much harder to whiff punish.


'''{{clr|1|6P}}''' - A very safe anti-air. Has full upper-body invulnerability. Among characters' {{clr|1|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.
In select situations you may need to use {{clr|P|6P}} to crush high-hitting attacks faster than your other options can attack. While not outstanding, it has a faster-than-average invuln, making it a lot harder for high-hitting attacks to frametrap it early. Be aware it does not maintain this upper-body invuln for long however, making it very susceptiable against even moderately delayed strikes.
}}
|-|
Other Defensive Mechanics =
{{Card
|header=Other Defensive Mechanics
|content=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| File:GGST_Jack-O_Strategy_FaultlessDefense.png
| '''Faultless Defense'''<br>Abundant Tension to spend as you like.
| File:GGST_Jack-O_Backdash.png
| '''Backdash'''<br>Fast recovery for a backdash, great for evasion midscreen.
| File:GGST_Jack-O_Jump.png
| '''Jump'''<br>Jump out at low risk. High Jump to get a safer Air Dash!
| File:GGST_Jack-O_Strategy_Blocking.png
| '''Low R.I.S.C. Gain'''<br>Jack-O' gains as much R.I.S.C. as Potemkin. Be patient!
}}
Jack-O' has a ''very'' good Tension Gain from everything she does, conversely she is a terrible user of Yellow Roman Cancel and some attacks call out her invulnerable Overdrive. This makes her a ''big'' spender with Faultless Defense, as returning to neutral helps her regain the Tension. Combined with her massive {{clr|K|2K}}, it can be really easy to push opponents too far to keep attacking, but still being able to punish them.


'''{{clr|3|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.
On top of this, Jack-O' is tied for the ''fastest recovering backdash with the standard 5F Invuln''. This creates a strong combination as you can use Faultless Defense to push out the opponent, then backdash any follow-up they might use. The low recovery sometimes gives unique backdash opportunities not available to other characters and is a lot harder to punish this way.


'''{{clr|4|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.
In the corner it can be useful to jump. This is generally lower risk as you are only hittable for 4 frames on prejump. In the air, you can react with a double jump, Air Dash, or {{clr|D|j.D}} which can potentally slow the opponent's offense. Unfortunately for Jack-O' she has a long jump duration and her air options are generally weaker. It can often be helpful to instead ''High Jump'', as this gives a much safer Air Dash out of the corner.


'''{{clr|4|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.
Though more a stat than a move, Jack-O' takes 12.5% less than the standard R.I.S.C. This helpfully means you can afford to be on defense for much longer than otherwise for her low health. Use this to your advantage and wait out the pressure more comfortably, without taking high-risk options.
}}
|-|
Forever Elysion Driver =
{{Card
|header=Forever Elysion Driver
|content=
[[File:GGST_JackO_Forever_Elysion_Driver_Hit.png|thumb|right|Hits very hard, but beware its strange weaknesses!]]
Jack-O's invulnerable Reversal, '''Forever Elysion Driver''', is perhaps among the most bizarre reversals in regards counterplay. It is useful to recognise what options will cause the attack to fail, as it has a lot of them.


'''Throw Servant ({{clr|5|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 ({{clr|2|214K}}) can set an opponent in the corner with a servant for pressure.
* If the opponent is too far forward ''above'' Jack-O', she will advance past the opponent and whiff.
* Crossups avoid the attack completely, such as {{Character Label|GGST|Leo Whitefang|label=Leo's}} {{MMC|chara=Leo Whitefang|game=GGST|input=236H|label=Zweites Kaltes Gestöber}}
* Due to slower startup, moves with low recovery hit very meaty can recover in time to block, such as {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MMC|chara=Nagoriyuki|game=GGST|input=2K|labe={{clr|K|2K}}}}
* Parries work against the attack as normal.


'''Defend Command ({{clr|3|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.
While the move has notoriously ''very'' long range if the opponent extended a hurtbox, such as against {{Character Label|GGST|Axl Low|label=Axl's}} {{MMC|chara=Axl Low|game=GGST|input=2H|labe={{clr|H|2H}}}}, if they have meter to Roman Cancel they can retract the hurtbox Frame 1, thereby causing it to fail. This makes it only function against extended hurtboxes if the opponent lacks the meter to Roman Cancel.
----
Unlike most Overdrives, Jack-O' can Option Select with a Roman Cancel. If the attack lands, it will put her in a cinematic Frame 2, locking it out. If the attack was blocked, you will instead Red Roman Cancel immediately. You can even Option Select with a ''Fast Roman Cancel'', as none of the inputs will occur if the super hit.


'''Attack Command ({{clr|2|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 <code>{{clr|1|236[P]}} > {{clr|2|ws.K}}</code> 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.
Thanks to the ''zero hitstop'', you can ambiguously set up a mixup with an additional Roman Cancel, in the event the attack fails.
 
* Fast PRC into a Throw before the move would hit. Requires some precise timing on the Roman Cancel.
'''Air Throw ({{clr|5|j.6D}}/{{clr|5|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.
* Fast RRC into a high, usually {{clr|S|j.S}}. Only works on Crouch block at close range. Delay the Roman Cancel ''slightly'' to get airborne.
* Fast RRC down into a low, usually {{clr|D|2D}}.
}}
</tabber>
</div>


==Additional Info==
==Additional Info==
===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 {{clr|2|214K}} or {{clr|2|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 {{clr|2|j.236K}}, frame traps involving this move can be beaten by {{clr|1|6P}}. The same is rare, but possible for {{clr|2|214K}}/{{clr|2|j.214K}} while the servant is falling. When the servant is floating at their natural height, [[GGST/Jack-O#Attack_Command|Attack Command]] cannot be dodged by {{clr|1|6P}} (needs testing on all characters).
To explain the significance of the Frame Gaps, certain moves will win or trade based on the size of the gap. Note these only apply if the move in question can hit, so a gap does not always mean it will always fail;
*1f - Invulnerability of some sort is required to beat this frame trap.
*2f - Throws can defeat this frametrap (throws takes priority over strikes)
*3f - Sol's {{clr|2|5K}} and Chipp's {{clr|1|5P}} will trade with these frame traps.
*4f - Sol's {{clr|2|5K}} and Chipp's {{clr|1|5P}} will beat this frametrap, and Giovanna's {{clr|1|5P}} will trade.
*5f -  Giovanna's {{clr|1|5P}} will beat the frametrap, and any character can at least trade with the frametrap.
*6f+ - Every character has an option that beats this frame trap. This is the point where a string stops being a frame trap in this game (but can be useful to catch slower options).
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
! String !! Natural? !! Frame Gap !! Difficulty !! Notes !! Video
|-
|| {{clr|1|5P}} > {{clr|1|6P}} || Yes || ???f || {{clr|1|Very Easy}} || Simple gatling. ||
|-
|| {{clr|1|2P}} > {{clr|1|6P}} || Yes || ???f || {{clr|1|Very Easy}} || Simple gatling. ||
|-
|| {{clr|1|6P}} > {{clr|2|236K}} || Yes || 1-2f || {{clr|1|Very Easy}} || Simple special cancel. ||
|-
|| {{clr|2|5K}} > {{clr|2|214K}} || Yes || 1-2f || {{clr|1|Very Easy}} || Simple special cancel. ||
|-
|| {{clr|3|c.S}} > jc {{clr|2|j.214K}} || Yes || 1-2f || {{clr|4|Hard}} || Tiger Knee special cancel, leads to a free jumping normal overhead and further pressure. ||
|-
|| {{clr|3|2S}} > {{clr|2|236K}} || Yes || 1-2f || {{clr|2|Easy}} || Simple special cancel, although it is hard to use this move in a blockstring. ||
|-
|| {{clr|5|2D}} > {{clr|2|236K}} || Yes || 2f || {{clr|1|Very Easy}} || With dash momentum it will lose to long-range Throws from {{Character Label|GGST|Potemkin|label=Potemkin}}, {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, and {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}. ||
|-
|| {{clr|2|j.K}} > {{clr|2|j.214K}} || Yes || 1-2f || {{clr|2|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. ||
|-
|| {{clr|3|j.S}} > {{clr|2|j.236K}} || Yes || 1-2f || {{clr|1|Very Easy}} || Simple special cancel. ||
|-
|| {{clr|4|j.H}}(2nd) > {{clr|2|j.236K}} || Yes || 1-2f || {{clr|1|Very Easy}} || Simple special cancel. ||
|-
|| {{clr|2|2K}} > {{clr|2|214K}} || Yes || 3f || {{clr|1|Very Easy}} || Simple special cancel. ||
|-
|| {{clr|3|c.S}} > jc {{clr|2|j.236K}} || Yes || 3f || {{clr|4|Hard}} || Tiger Knee special cancel, leads to {{clr|2|j.214K}} into a free jumping normal overhead and further pressure. ||
|-
|| {{clr|3|f.S}} > {{clr|2|236K}} || Yes || 3f || {{clr|1|Very Easy}} || Simple special cancel. ||
|-
|| {{clr|4|j.H}}(1st) > {{clr|2|j.236K}} || Yes || 4f || {{clr|1|Very Easy}} || Simple special cancel. Only works on exceptionally tall characters while standing (FA, PO, NA). ||
|}
===6H Range===
===6H Range===
----
----
The second hit of 6H ("6H(2)") applies a chain of hitboxes in sequence, each one is higher up and further away. The below table demonstrates at what ranges this move will work on specific characters and the timings of these hits.
The second hit of {{clr|H|6H}} (notated as "{{clr|H|6H}}(2)") applies a chain of hitboxes in sequence, each one is higher up and further away. The below table demonstrates at what ranges this move will work on specific characters and the timings of these hits.


{|class="wikitable" style="margin: 1em auto 1em auto;"
{|class="wikitable" style="margin: 1em auto 1em auto;"
! Hitbox number !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
! Hitbox number !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
|-
|-
! Total range<br>''<span style="font-weight: normal;">(Pixels, 1080p)</span>''
! Range from center
| 307 || 487 || 637 || 787 || 937 || 1087
| 260 || 380 || 480 || 580 || 680 || 780
|-
|-
! Active Frames
! Active Frames
| 19~20 || 19~22 || 21~24 || 23~26 || 25~29 || 27~29
| 19~20 || 19~22 || 21~24 || 23~26 || 25~29 || 27~29
|-
|-
! Highest hit on characters<br>Standing
! Highest hit on characters standing
| {{Character Label|GGST|Giovanna|label=Giovanna}}
| {{Character Label|GGST|Giovanna|label=Giovanna}} {{Character Label|GGST|Baiken|label=Baiken}}
| {{Character Label|GGST|Jack-O|label=Jack-O'}}<br>{{Character Label|GGST|May|label=May}}<br>{{Character Label|GGST|Chipp Zanuff|label=Chipp}}
| {{Character Label|GGST|Jack-O|label=Jack-O'}} {{Character Label|GGST|May|label=May}} {{Character Label|GGST|Chipp Zanuff|label=Chipp}} {{Character Label|GGST|Bridget|label=Bridget}}
| {{Character Label|GGST|Sol Badguy|label=Sol}}<br>{{Character Label|GGST|Ky Kiske|label=Ky}}<br>{{Character Label|GGST|Axl Low|label=Axl}}<br>{{Character Label|GGST|Millia Rage|label=Milla}}<br>{{Character Label|GGST|Zato-1|label=Zato-1}}<br>{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}<br>{{Character Label|GGST|Leo Whitefang|label=Leo}}<br>{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}<br>{{Character Label|GGST|Anji Mito|label=Anji}}<br>{{Character Label|GGST|I-No|label=I-No}}<br>{{Character Label|GGST|Happy Chaos|label=Chaos}}
| {{Character Label|GGST|Sol Badguy|label=Sol}} {{Character Label|GGST|Ky Kiske|label=Ky}} {{Character Label|GGST|Axl Low|label=Axl}} {{Character Label|GGST|Millia Rage|label=Milla}} {{Character Label|GGST|Zato-1|label=Zato-1}} {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} {{Character Label|GGST|Leo Whitefang|label=Leo}} {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} {{Character Label|GGST|Anji Mito|label=Anji}} {{Character Label|GGST|I-No|label=I-No}} {{Character Label|GGST|Happy Chaos|label=Chaos}} {{Character Label|GGST|Testament|label=Testament}} {{Character Label|GGST|Sin Kiske|label=Sin}} {{Character Label|GGST|Asuka R|label=Asuka}}
| {{Character Label|GGST|Potemkin|label=Potemkin}}<br>{{Character Label|GGST|Faust|label=Faust}}<br>{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}
| {{Character Label|GGST|Potemkin|label=Potemkin}} {{Character Label|GGST|Faust|label=Faust}} {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} {{Character Label|GGST|Bedman|label=Bedman?}}
| colspan=2 | None
| colspan=2 | None
|-
|-
! Dashing
! Dashing
| {{Character Label|GGST|Giovanna|label=Giovanna}}<br>{{Character Label|GGST|Jack-O|label=Jack-O'}}<br>{{Character Label|GGST|May|label=May}}<br>{{Character Label|GGST|Chipp Zanuff|label=Chipp}}<br>{{Character Label|GGST|Ky Kiske|label=Ky}}<br>{{Character Label|GGST|Millia Rage|label=Milla}}<br>{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}<br>{{Character Label|GGST|Leo Whitefang|label=Leo}}<br>{{Character Label|GGST|Anji Mito|label=Anji}}<br>{{Character Label|GGST|Happy Chaos|label=Chaos}}
| {{Character Label|GGST|Giovanna|label=Giovanna}} {{Character Label|GGST|Jack-O|label=Jack-O'}} {{Character Label|GGST|May|label=May}} {{Character Label|GGST|Chipp Zanuff|label=Chipp}} {{Character Label|GGST|Ky Kiske|label=Ky}} {{Character Label|GGST|Millia Rage|label=Milla}} {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} {{Character Label|GGST|Leo Whitefang|label=Leo}} {{Character Label|GGST|Anji Mito|label=Anji}} {{Character Label|GGST|Happy Chaos|label=Chaos}} {{Character Label|GGST|Baiken|label=Baiken}} {{Character Label|GGST|Testament|label=Testament}} {{Character Label|GGST|Bedman|label=Bedman?}} {{Character Label|GGST|Asuka R|label=Asuka}} {{Character Label|GGST|Johnny|label=Johnny}}
|{{Character Label|GGST|Zato-1|label=Zato-1}}<br>{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}
|{{Character Label|GGST|Zato-1|label=Zato-1}} {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} {{Character Label|GGST|Bridget|label=Bridget}} {{Character Label|GGST|Sin Kiske|label=Sin}} {{Character Label|GGST|Johnny|label=Johnny}}
|None
|None
|{{Character Label|GGST|I-No|label=I-No}}
|{{Character Label|GGST|I-No|label=I-No}}
Line 790: Line 1,375:
|-
|-
! Additional notes
! Additional notes
| colspan=6 | ''{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=236K|label={{clr|2|Fukyo}}}} low profiles the entirety of 6H(2).<br>{{Character Label|GGST|Millia Rage|label=Millia's}} {{MiniMoveCard|game=GGST|chara=Millia Rage|input=214K|label={{clr|2|Mirazh}}}} low profiles the entirety of 6H(2).<br>{{Character Label|GGST|Potemkin|label=Potemkin}} has no dash equivalent.<br>{{Character Label|GGST|Faust|label=Faust}} can be hit by the 6th hitbox when he is standing while wearing an {{MiniMoveCard|game=GGST|chara=Faust|input=236P Afro|label=Afro}}.''
| colspan=6 | ''{{Character Label|GGST|Sol Badguy|label=Sol}}, {{Character Label|GGST|Axl Low|label=Axl}}, and {{Character Label|GGST|Faust|label=Faust}} when dashing low profile the entirety of {{clr|H|6H}}(2)<br>{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=236K|label={{clr|K|Fukyo}}}} low profiles the entirety of {{clr|H|6H}}(2).<br>{{Character Label|GGST|Millia Rage|label=Millia's}} {{MiniMoveCard|game=GGST|chara=Millia Rage|input=214K|label={{clr|K|Mirazh}}}} low profiles the entirety of {{clr|H|6H}}(2).<br>{{Character Label|GGST|Potemkin|label=Potemkin}} has no dash equivalent.<br>{{Character Label|GGST|Faust|label=Faust}} can be hit by the 6th hitbox when he is standing while wearing an {{MiniMoveCard|game=GGST|chara=Faust|input=236P Afro|label=Afro}}.''
|}
|}


====Notable Interactions====
While {{clr|H|6H}} is rarely much use in neutral, a few exceptions are noteworthy:
 
* Short characters like {{Character Label|GGST|Jack-O|label=Jack-O'}}, {{Character Label|GGST|May|label=May}}, {{Character Label|GGST|Chipp Zanuff|label=Chipp}}, and especially {{Character Label|GGST|Giovanna|label=Giovanna}} are incredibly difficult to hit, even if they do not move. Combined with their relatively fast movement, using it in neutral is therefore extremely risky.
* {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} is exceptionally easy to hit, as even when dashing he can be hit from significantly further away, and any attack he has is likely to stand up and be hit, especially given his otherwise poor crouching moves.
* {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} is exceptionally easy to hit, as even when dashing he can be hit from significantly further away, and any attack he has is likely to stand up and be hit, especially given his otherwise poor crouching moves.
* {{Character Label|GGST|Faust|label=Faust}} with an Afro is particularly exposed. His only benefit is the use of {{MiniMoveCard|game=GGST|chara=Faust|input=j.236P (With Afro)|label={{clr|1|Love}}}} which will be hit from {{clr|4|6H}} easily, and any standing move can be hit from extraordinarily far away.
* {{Character Label|GGST|Faust|label=Faust}} with an Afro is particularly exposed. His only benefit is the use of {{MiniMoveCard|game=GGST|chara=Faust|input=j.236P (With Afro)|label={{clr|P|Love}}}} which will be hit from {{clr|H|6H}} easily, and any standing move can be hit from extraordinarily far away.
* {{Character Label|GGST|I-No|label=I-No}} has an extremely unsafe range against {{clr|4|6H}}, where it can catch her hoverdash and all aerial attacks, but it cannot be hit by anything grounded, not even {{MiniMoveCard|game=GGST|chara=I-No|input=236H|label={{clr|4|Stroke The Big Tree H}}}}.
* {{Character Label|GGST|I-No|label=I-No}} suffers a strong range where it can catch her hoverdash and all aerial attacks, but it cannot be hit by anything grounded, not even {{MiniMoveCard|game=GGST|chara=I-No|input=236H|label=Stroke The Big Tree {{clr|H|H}}}}.
* Despite appearances, {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} is surprisingly safe from {{clr|4|6H}}, only hitting at the standard height when standing, and cannot be hit at all during his best movement option, {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=236K|label={{clr|2|Fukyo}}}}.
 
 
===Knowledge Checks===
----
 
 
====Okizeme====
{| class='wikitable mw-collapsible mw-collapsed' style="text-align: center; margin: 0px auto 0px 0px;"
|+ style="white-space:nowrap; text-align: left; margin-bottom: 5px;" colspan=4 | <code>Throw > {{clr|1|236[P]}} > 66.9 jump > {{clr|5|j.ws.D}} > {{clr|3|j.S&}} > Land > {{clr|2|2K}}</code>&nbsp; ''{{clr|3|Medium}}''&nbsp;
|-
! Option !! Meaty !! Inputs !! Notes
|-
| Sameside Mid → Crossup Low || Safejump || style="text-align: left;" | <code>Throw > {{clr|1|236[P]}} > 66.9 jump > {{clr|5|j.ws.D}} > {{clr|3|j.S&}} > Land > {{clr|2|2K}}</code> ||
|-
| Sameside Mid → Crossup Overhead || Safejump || style="text-align: left;" | <code>Throw > {{clr|1|236[P]}} > 66.9 jump > {{clr|5|j.ws.D}} > {{clr|3|j.S&}} > {{clr|4|j.H}}</code> ||
|-
| colspan=4 | '''''Note:''' The servant must be hit such that it will cause a sameside okizeme before Jack-O' falls behind the opponent.<br>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.''
|}
: '''Throw Midscreen: Sameside-Crossup sequence safejump.''' A bizarre variant 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 less reward on block. Its primary strength is in the visual ambiguity, being extremely deceiving 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.


===Input Buffering===
===Input Buffering===
Line 827: Line 1,390:
! Move string !! Input sequence
! Move string !! Input sequence
|-
|-
| <code>{{clr|3|c.S&}} > {{clr|4|236236H}}</code> || <code>236{{clr|3|S}}236{{clr|4|H}}</code>
| <code>{{clr|S|c.S&}} > {{clr|H|236236H}}</code> || <code>236{{clr|S|S}}236{{clr|H|H}}</code>
|-
|-
| <code>{{clr|4|2H&}} > {{clr|4|236236H}}</code> || <code>2362{{clr|4|H}}36{{clr|4|H}}</code>
| <code>{{clr|H|2H&}} > {{clr|H|236236H}}</code> || <code>2362{{clr|H|H}}36{{clr|H|H}}</code>
|-
|-
| <code>{{clr|4|5H&}} > {{clr|4|236236H}}</code> || <code>236{{clr|4|H}}236{{clr|4|H}}</code>
| <code>{{clr|H|5H&}} > {{clr|H|236236H}}</code> || <code>236{{clr|H|H}}236{{clr|H|H}}</code>
|-
|-
|<code>{{clr|2|236K&}} > {{clr|4|236236H}}</code> || <code>236{{clr|2|K}}236{{clr|4|H}}</code>
|<code>{{clr|K|236K&}} > {{clr|H|236236H}}</code> || <code>236{{clr|K|K}}236{{clr|H|H}}</code>
|-
|-
| <code>{{clr|1|236[P]}}, {{clr|4|236236H}}</code> || <code>236{{clr|1|[P]}}236{{clr|4|H}}</code>
| <code>{{clr|P|236[P]}}, {{clr|H|236236H}}</code> || <code>236{{clr|P|[P]}}236{{clr|H|H}}</code>
|-
|-
| <code>{{clr|1|236[P]}}, {{clr|2|236K}}</code> || <code>236{{clr|1|[P]}}236{{clr|2|K}}</code>
| <code>{{clr|P|236[P]}}, {{clr|K|236K}}</code> || <code>236{{clr|P|[P]}}236{{clr|K|K}}</code>
|}
|}


Line 844: Line 1,407:
* [[{{PAGENAME}}#Sandwich Pressures|Sandwich Pressure]]
* [[{{PAGENAME}}#Sandwich Pressures|Sandwich Pressure]]
* [[{{PAGENAME}}#Corner Pressures|Corner Pressure]]
* [[{{PAGENAME}}#Corner Pressures|Corner Pressure]]
===Controller Layout===
This is not nessecary to play Jack-O' well, and any layout that is comfortable is a good one, but if you're looking for the easiest layout to play, a few basic checks can help ensure you will be comfortable performing the majority of tech you may learn.
{{Card
|header=Controller Layout
|content=
Jack-O' has a couple very fast moves, including {{MMC|input=236[P]|label=Summon Servant (Hold)}} on the {{Prompt|GGST|P}} button, and {{MMC|input=D while holding servant|label=Release Servant}} on the {{Prompt|GGST|D}} button  that can make it difficult to quickly go into her next attack, particularly with {{MMC|input=236K|label=Servant Shoot}} ({{Ni|236}} {{prompt|GGST|K}}) for combos and pressure.
We recommend your layout comfortably allows you to:
* Hold Dust {{Prompt|GGST|D}} and press any other attack button {{Prompt|GGST|P}} {{Prompt|GGST|K}} {{Prompt|GGST|S}} {{Prompt|GGST|H}} (similar to performing a Burst).
* Hold Punch {{Prompt|GGST|P}} and press Kick {{Prompt|GGST|K}}.
** ''It can rarely be helpful to hold Punch {{Prompt|GGST|P}} and press Slash {{Prompt|GGST|S}} or Heavy Slash {{Prompt|GGST|H}}, but this is much less important.''
Below is a couple examples of layouts.
<gallery heights="160px" mode="packed">
GGST_Jack-O_StarterGuide_ButtonLayout.png|A layout for arcade sticks and hitboxes, with Punch, Kick, and Dust on seperate fingers.
GGST Jack-O StarterGuide PadLayout.png|A layout for gamepads, with Dust on the shoulder button.
</gallery>
Keep in mind any other things you may need, such as if you are not using a Roman Cancel {{Prompt|GGST|RC}} button you will want to be able to press some combination of three attack buttons, e.g. {{Prompt|GGST|P}} {{Prompt|GGST|K}} {{Prompt|GGST|S}}.
}}


==Universal Tech==
==Universal Tech==
Line 852: Line 1,435:
* [https://www.youtube.com/watch?v=ITpge25mzm8 Creating Instant Overheads and Mixups with Blue Roman Cancels! - Guilty Gear Strive] by rooflemonger
* [https://www.youtube.com/watch?v=ITpge25mzm8 Creating Instant Overheads and Mixups with Blue Roman Cancels! - Guilty Gear Strive] by rooflemonger


<div>By cancelling a backdash into a forward drift BRC and fast cancel into {{clr|1|j.P}}, Jack-O' can perform a fast overhead attack. On hit this combos into {{clr|2|2K}}. This is difficult to react to compared compared to jumps and {{MiniMoveCard|game=GGST|chara=Jack-O|input=5[D]|label=Charged Dust}}, and is still safe, however has generally lower reward.</div>
<div>By cancelling a backdash into a forward drift BRC and fast cancel into {{clr|P|j.P}}, Jack-O' can perform a fast overhead attack. On hit this combos into {{clr|K|2K}}. This is difficult to react to compared compared to jumps and {{MiniMoveCard|game=GGST|chara=Jack-O|input=5[D]|label=Charged Dust}}, and is still safe, however has generally lower reward.</div>


On block it cannot lead into a true blockstring due to the immediate landing recovery and lack of blockstun. While it is advantaged, it doesn't avoid invincible reversals.
On block it cannot lead into a true blockstring due to the immediate landing recovery and lack of blockstun. While it is advantaged, it doesn't avoid invincible reversals.


Executionally this is quite difficult as the window to input {{clr|1|j.P}} is very tight. When done incorrectly, Jack-O' will land before it becomes active.
Executionally this is quite difficult as the window to input {{clr|P|j.P}} is very tight. When done incorrectly, Jack-O' will land before it becomes active.


==={{clr|3|c.S}} BRC Cancel===
==={{clr|S|c.S}} BRC Cancel===
----
----
It is possible to perform a Blue Roman Cancel during the prejump frames of a jump cancel. This means <code>{{clr|3|c.S}} > jc~BRC</code> will result in a grounded BRC cancel, leaving you extremely plus while the enemy is locked in a slowdown. During this time you can hit a Sweep ({{clr|5|2D}}) or Uncharged Dust ({{clr|5|5D}}) as a true blockstring, creating a reversal-safe unfuzziable high-low mixup. Even better, both options can still combo without further use of Tension, due to the BRC slowdown.
It is possible to perform a Blue Roman Cancel during the prejump frames of a jump cancel. This means <code>{{clr|S|c.S}} > jc~BRC</code> will result in a grounded BRC cancel, leaving you extremely plus while the enemy is locked in a slowdown. During this time you can hit a Sweep ({{clr|D|2D}}) or Uncharged Dust ({{clr|D|5D}}) as a true blockstring, creating a reversal-safe unfuzziable high-low mixup. Even better, both options can still combo without further use of Tension, due to the BRC slowdown.


Jack-O' is unable to perform a meterless wallbreak (assuming no prior wall damage) off the Dust without a servant already summoned, however she can still do considerable damage into okizeme with a servant. Even on block, due to BRC slowdown you remain +5, and can frametrap with {{clr|3|c.S}}.
Jack-O' is unable to perform a meterless wallbreak (assuming no prior wall damage) off the Dust without a servant already summoned, however she can still do considerable damage into okizeme with a servant. Even on block, due to BRC slowdown you remain +5, and can frametrap with {{clr|S|c.S}}.


Additonally, Jack-O' can true blockstring summon off any {{Tt|Lv. 1 or higher|Any normal except {{clr|1|5P}} or {{clr|1|2P}}}} normal, with the string <code>{{clr|3|c.S}} > jc 66.{{clr|8|BRC}} > ({{clr|3|c.S}} or {{clr|5|2D}} or {{clr|4|5H}}) > {{clr|1|236P}} > {{clr|2|2K}}</code>, as a potent alternative to Summon PRC.
Additonally, Jack-O' can true blockstring summon off any {{Tt|Lv. 1 or higher|Any normal except {{clr|P|5P}} or {{clr|P|2P}}}} normal, with the string <code>{{clr|S|c.S}} > jc 66.{{clr|8|BRC}} > ({{clr|S|c.S}} or {{clr|D|2D}} or {{clr|H|5H}}) > {{clr|P|236P}} > {{clr|K|2K}}</code>, as a potent alternative to Summon PRC.


===Tiger Knees===
===Tiger Knees===
----
----
A "Tiger Knee" (abbreviated to TK) is a special kind of input where you perform an aerial special on the first frame of a jump, being the fastest way to perform a move, but also usually occuring extremely low to the ground, giving it new usability and functionality. Jack-O' can TK a lot of her specials, for sometimes unusual benefits:
A "Tiger Knee" (abbreviated to TK) is a special kind of input where you perform an aerial special on the first frame of a jump, being the fastest way to perform a move, but also usually occuring extremely low to the ground, giving it new usability and functionality. Jack-O' can TK a lot of her specials, for sometimes unusual benefits:
* '''{{clr|1|214P}} / {{clr|2|214K}} / {{clr|3|214S}} / {{clr|4|214H}}''' Servant Commands can be performed as a TK to be made airborne, such as for dodging low-hitting moves like {{MiniMoveCard|game=GGST|chara=Potemkin|input=236S|label=Slide Head}} and {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=236S|label=Zarameyuki}} in neutral.
* '''{{clr|P|214P}} / {{clr|K|214K}} / {{clr|S|214S}} / {{clr|H|214H}}''' Servant Commands can be performed as a TK to be made airborne, such as for dodging low-hitting moves like {{MiniMoveCard|game=GGST|chara=Potemkin|input=236S|label=Slide Head}} and {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=236S|label=Zarameyuki}} in neutral.
* '''{{clr|2|214K}}''' Off Sandwich Pressure you can TK Attack Command to set up crossups while still frametrapping opponents.
* '''{{clr|K|214K}}''' Off Sandwich Pressure you can TK Attack Command to set up crossups while still frametrapping opponents.
* '''{{clr|3|214S}}''' When Defend Command is TK'd you can parry oncoming strikes while evading run-up grabs, defensively covering against both in neutral.
* '''{{clr|S|214S}}''' When Defend Command is TK'd you can parry oncoming strikes while evading run-up grabs, defensively covering against both in neutral.
* '''{{clr|2|236K}}''' Servant Shoot can still launch servants when TK'd, and can be used in pressure from a jump cancel to maintain blockstrings while staying airborne against Forever Elysion Driver in the mirror match. For launching servants, you will need to ''not'' High Jump this.
* '''{{clr|K|236K}}''' Servant Shoot can still launch servants when TK'd, and can be used in pressure from a jump cancel to maintain blockstrings while staying airborne against Forever Elysion Driver in the mirror match. For launching servants, you will need to ''not'' High Jump this.
* '''{{clr|5|hs.6X}}''' Throw Servant can be TK'd to throw it at the earliest time to get more time to attack, due to its long recovery time. The motion isn't a "TK" motion but it behaves the same.
* '''{{clr|D|hs.6X}}''' Throw Servant can be TK'd to throw it at the earliest time to get more time to attack, due to its long recovery time. The motion isn't a "TK" motion but it behaves the same.
* '''{{clr|5|hs.D}}''' Performing Release Servant earlier allows you to block potential punishes or use air specials slightly faster. The motion isn't a "TK" motion but it behaves the same.
* '''{{clr|D|hs.D}}''' Performing Release Servant earlier allows you to block potential punishes or use air specials slightly faster. The motion isn't a "TK" motion but it behaves the same.


;Inputting a Tiger Knee
;Inputting a Tiger Knee
For most quarter circles you can simply extend the motion of the input into the jump, and slightly delay the attack button to just as you leave the ground, such as a {{clr|2|2369K}}. Some cases may behave differently, as explained further below.
For most quarter circles you can simply extend the motion of the input into the jump, and slightly delay the attack button to just as you leave the ground, such as a {{clr|K|2369K}}. Some cases may behave differently, as explained further below.


* '''TK Throw Servant:''' Throw Servant is unique as it has no motion, so simply inputting {{clr|5|hs.9X}} will result in a TK. This is still important, but extremely to perform.
* '''TK Throw Servant:''' Throw Servant is unique as it has no motion, so simply inputting {{clr|D|hs.9X}} will result in a TK. This is still important, but extremely to perform.


* '''Manual direction TK:''' If you need to control the direction of the TK, you will need to do this while avoiding the unwanted jump directions, for example to neutral jump {{clr|2|236K}} we need to input {{clr|2|2368K}}, which can be done as {{clr|2|23658K}} but ''not'' {{clr|2|23698K}}, as the 9 would simply make you jump forward.
* '''Manual direction TK:''' If you need to control the direction of the TK, you will need to do this while avoiding the unwanted jump directions, for example to neutral jump {{clr|K|236K}} we need to input {{clr|K|2368K}}, which can be done as {{clr|K|23658K}} but ''not'' {{clr|K|23698K}}, as the 9 would simply make you jump forward.


* '''Low TK:''' Normally a 2369 motion results in a High Jump, as you do a down input before an up, this can indirectly cause your moves to go higher than you expect. In the case of TK {{clr|2|236K}} this height will make you whiff servants. To avoid this there is two solutions. You can perform {{clr|2|2369K}} with a ''extremely small'' delay before the 9 to stop it being a High Jump but still in time for the move buffer, or input the motion 9236, where you perform the entire {{clr|2|236K}} input during prejump. This is not too difficult from a jump cancel, as you can buffer the jump giving you time to perform the TK, but in neutral this is the hardest motion possible.
* '''Low TK:''' Normally a 2369 motion results in a High Jump, as you do a down input before an up, this can indirectly cause your moves to go higher than you expect. In the case of TK {{clr|K|236K}} this height will make you whiff servants. To avoid this there is two solutions. You can perform {{clr|K|2369K}} with a ''extremely small'' delay before the 9 to stop it being a High Jump but still in time for the move buffer, or input the motion 9236, where you perform the entire {{clr|K|236K}} input during prejump. This is not too difficult from a jump cancel, as you can buffer the jump giving you time to perform the TK, but in neutral this is the hardest motion possible.


* '''TK {{clr|5|hs.D}} and TK {{clr|5|hs.6X}}:''' Throw Servant and Release Servant have no motion, so simply inputting a jump {{clr|5|hs.9X}} will result in a TK. This is trivially simple for backwards Release Servant ({{clr|5|hs.7X}}), neutral Release Servant ({{clr|5|hs.8X}}), and forward Throw Servant ({{clr|5|hs.6x}}). However, due to the overlap, if you wish to do a forward jump with TK Release Servant or neutral/backward jump Throw Servant you must change the direction during prejump.
* '''TK {{clr|D|hs.D}} and TK {{clr|D|hs.6X}}:''' Throw Servant and Release Servant have no motion, so simply inputting a jump {{clr|D|hs.9X}} will result in a TK. This is trivially simple for backwards Release Servant ({{clr|D|hs.7X}}), neutral Release Servant ({{clr|D|hs.8X}}), and forward Throw Servant ({{clr|D|hs.6x}}). However, due to the overlap, if you wish to do a forward jump with TK Release Servant or neutral/backward jump Throw Servant you must change the direction during prejump.


: Unlike the other TKs, a TK Release Servant is about how quickly you ''release'' the forward direction, not how quickly you can ''press'' an input. Interestingly, you can still input {{clr|5|hs.9X}} and it will Release Servant so long as you are no longer holding forward by the time prejump ends.
: Unlike the other TKs, a TK Release Servant is about how quickly you ''release'' the forward direction, not how quickly you can ''press'' an input. Interestingly, you can still input {{clr|D|hs.9X}} and it will Release Servant so long as you are no longer holding forward by the time prejump ends.


===Delay Gatlings===
===Delay Gatlings===
Line 899: Line 1,482:
For the last point, Jack-O's Servant Gauge refills ''automatically'' even during her own pressure strings, therefore by slowing down the cancels you can allow yourself to regain more Servant Gauge.
For the last point, Jack-O's Servant Gauge refills ''automatically'' even during her own pressure strings, therefore by slowing down the cancels you can allow yourself to regain more Servant Gauge.


Take for example <span style="font-family: monospace;">{{clr|2|214K}}, {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}}</span>. The initial Attack Command freezes the Servant Gauge for 60 frames. If we wish to use this as a loop into another Attack Command and ''leave zero gaps'' it will be difficult to not lose Servant Gauge rapidly. With the fastest possible inputs it will regain Servant Gauge for {{Tt|only 3 frames|Equivalent to 0.018~0.024 bars of Servant Gauge.}}. If you delay every attack perfecctly you can gain up to {{Tt|19 frames|Equivalent to 0.114~0.152 bars of Servant Gauge}}, while still leaving it truly gapless. It isn't much but this can make the difference in a pinch.
Take for example <span style="font-family: monospace;">{{clr|K|214K}}, {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}}</span>. The initial Attack Command freezes the Servant Gauge for 60 frames. If we wish to use this as a loop into another Attack Command and ''leave zero gaps'' it will be difficult to not lose Servant Gauge rapidly. With the fastest possible inputs it will regain Servant Gauge for {{Tt|only 3 frames|Equivalent to 0.018~0.024 bars of Servant Gauge.}}. If you delay every attack perfecctly you can gain up to {{Tt|19 frames|Equivalent to 0.114~0.152 bars of Servant Gauge}}, while still leaving it truly gapless. It isn't much but this can make the difference in a pinch.


This can, of course, be taken further. Intentionally opening larger gaps in pressure is not only useful as covered above, but also stalls for even more Servant Gauge.
This can, of course, be taken further. Intentionally opening larger gaps in pressure is not only useful as covered above, but also stalls for even more Servant Gauge.
Line 906: Line 1,489:
This section discusses a wide range of tech and mechanics Jack-O' has access to. The application of each is largely different.
This section discusses a wide range of tech and mechanics Jack-O' has access to. The application of each is largely different.


===Misc. Mechanics===
===F-Shiki Overhead===
----
In some setups Jack-O' can perform a unique overhead with a rising {{clr|P|j.P}}. This is not the same as other true high-low mixups, but it still enables powerful pressure.
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.
{{Card
 
| header = F-Shiki {{clr|P|j.P}} Mixup
; {{MiniMoveCard|game=GGST|chara=Jack-O|input=236P|label={{clr|1|236P}}}}
| content =
* In the mirror match, the servant that has been summoned for longer will always win in a clash. This is irrespective of their actual duration, and only depends on when it was first summoned.
To perform an F-Shiki, the opponent must block a falling overhead ({{clr|K|j.K}}, {{clr|S|j.S}}, or {{clr|H|j.H}}) then quickly jump and hit {{clr|P|j.P}} while they're stuck in a standing animation. You {{keyword|F-Shiki}} the opponent into allowing {{clr|P|j.P}} to connect off a jump cancel or rising jump, creating an unreactable mixup. If the {{clr|P|j.P}} connects, you combo by cancelling into Attack Command immediately, on block this leaves you advantageous.
* The servant is summoned on Frame 10.
* The servant's duration ticks down after Frame 10 even during Summon Servant's animation, giving {{clr|1|236[P]}} 4 frames less duration, and {{clr|1|236P}} 21 frames less duration.
 
; {{MiniMoveCard|game=GGST|chara=Jack-O|input=236K|label={{clr|2|236K}}}}
* The air version ({{clr|2|j.236K}}) will only launch servants if it strikes their collision box, not their hurtbox.
 
; {{MiniMoveCard|game=GGST|chara=Jack-O|input=D while holding servant|label={{clr|5|hs.D}}}}
* Performing the air version will still receive Empty Jump landing recovery, unless Jack-O' performs another action.
 
; {{MiniMoveCard|game=GGST|chara=Jack-O|input=214P|label={{clr|1|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 ({{clr|3|214S}}) or Attack Command ({{clr|2|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.
 
; {{MiniMoveCard|game=GGST|chara=Jack-O|input=214S|label={{clr|3|214S}}}}
* On successful parry, the command spends a total 0.24 ~ 0.48 bars of Command Servant Gauge, because the recharge rate is still paused.
** 0.12 ~ 0.24 bars if only a Held Servant is used.
* While it is +31 at minimum, it is unlikely to parry on the first frame, this means it will typically be more advantageous than +31.
* Unlike all other Guard Crush attacks, Defend Command counts for the first hit of a combo. This means its proration and RISC reduction will influence all follow-up attacks.
* When used, Servant Gauge will be regained for 1 frame before freezing it.
 
; {{MiniMoveCard|game=GGST|chara=Jack-O|input=214H|label={{clr|4|214H}}}}
 
* The Defend Command ({{clr|3|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 ({{clr|1|214P}}).
* Countdown is paused during either player's Overdrives, until the user has fully recovered.
* When used, Servant Gauge will be regained for 1 frame before freezing it.
 
; {{MiniMoveCard|game=GGST|chara=Jack-O|input=214K|label={{clr|2|214K}}}}
 
* When used, Servant Gauge will be regained for 1 frame before freezing it.


; {{MiniMoveCard|game=GGST|chara=Jack-O|input=632146P|label={{clr|1|632146P}}}}
This is usually set up for either through an okizeme safejump, hitting very deep to allow a jump cancel {{clr|P|j.P}} to hit, or by using {{ComboText|({{clr|S|c.S}} or {{clr|K|5K}}) > Jump Cancel > TK {{clr|K|214K}} > dl {{clr|S|j.S}}}} to set up the mixup from sandwich pressure.
* Opponents in Faultless Defense cannot escape the first active frame, however they can escape the second active frame, giving it marginally less effective range.


; {{MiniMoveCard|game=GGST|chara=Jack-O|input=236236S|label={{clr|3|236236S}}}}
Unusually, if the opponent crouches and is hit by the initial attack, the jump cancel {{clr|P|j.P}} will whiff, leaving Jack-O' at best +2 but stuck above the opponent. Meaning the decision-making happens ''before'' the jump cancel begins. It costs Servant Gauge to combo, and when the opponent reads the mixup, you will lose pressure. The attack is virtually impossible to hitconfirm, nor is it viable to make the attack a safejump while buffering a forward jump cancel. If the opponent willingly takes the hit, the 'low' option combos automatically.
* If a Psych Burst hits Jack-O' on the same frame or any frame before it hits a servant, the servant will ''not'' be removed.
 
; {{MiniMoveCard|game=GGST|chara=Jack-O|input=236236H|label={{clr|4|236236H}}}}
* Will not remove a Servant Gauge pause from a servant command issued prior to using Cheer Servant On {{clr|4|H}}.
 
===Unblockable Damage===
----
----
Jack-O' actually has multiple methods to set up an unblockable. In these setups, Jack-O' prepares a servant to hit the opponent at the exact same moment after she would land Forever Elysion Driver, thereby creating both a Grab and a Strike at the same moment, which forces inescapable damage. However, this can be defeated by certain options.
The difficulty varies by opponent, as character's standing height makes for differences in how viable it is against them, and the timing of your attack before a jump cancel will determine how high the {{clr|P|j.P}} will hit. In addition a jump cancel {{clr|P|j.P}} at the lowest height is not the same as a rising {{clr|P|j.P}} from the ground.


A correctly executed unblockable:
{{{!}} class="wikitable"
* '''Cannot''' be blocked.
! Cannot be hit by {{clr|P|j.P}} !! Only Jump Cancel {{clr|P|j.P}} !! Jump Cancel {{clr|P|j.P}} and Rising {{clr|P|j.P}}
* '''Cannot''' be safely jumped out from.
{{!}}-
* '''Cannot''' be safely backdashed.
{{!}} {{Character Label|GGST|Giovanna}} {{Character Label|GGST|Chipp Zanuff|label=Chipp}}
* '''Can''' be defeated by invincible reversals.
{{!}} {{Character Label|GGST|May}} {{Character Label|GGST|Jack-O|label=Jack-O'}} {{Character Label|GGST|Happy Chaos|label=Chaos}} {{Character Label|GGST|Baiken}} {{Character Label|GGST|Bridget}}
* '''Can''' be Burst out of.
{{!}} {{Character Label|GGST|Sol Badguy|label=Sol}} {{Character Label|GGST|Ky Kiske|label=Ky}} {{Character Label|GGST|Axl Low|label=Axl}} {{Character Label|GGST|Potemkin}} {{Character Label|GGST|Faust}} {{Character Label|GGST|Millia Rage|label=Millia}} {{Character Label|GGST|Zato-1|label=Zato}} {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} {{Character Label|GGST|Leo Whitefang|label=Leo}} {{Character Label|GGST|Nagoriyuki}} {{Character Label|GGST|Anji Mito|label=Anji}} {{Character Label|GGST|I-No}} {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} {{Character Label|GGST|Testament}} {{Character Label|GGST|Sin Kiske|label=Sin}} {{Character Label|GGST|Bedman|label=Bedman?}} {{Character Label|GGST|Asuka R|label=Asuka}} {{Character Label|GGST|Johnny}}
 
{{!}}}
====Strike Timing====
}}
The key to all unblockables is the strike component must land during the 2 active frames of Forever Elysion Driver, such that if it lands, they instantly combo into Forever Elysion Driver. Below is a basic list of outcomes based on when the strike lands:
 
* '''Frames 0 or earlier:''' Strike can be blocked safely.
* '''Frames 1~2:''' Strike combos into Forever Elysion Driver.
* '''Frames 3~4:''' Strike is an unblockable ''(Up to Frame 5 for Potemkin, Nagoriyuki, and Goldlewis)''. A Purple Roman Cancel is required to combo.
* '''Frames 5+:''' Strike can be safely jump blocked, but will still hit backdashes. A Purple Roman Cancel is required to combo.
 
The timing is extremely tight, however having a late strike (i.e. early Forever Elysion Driver) is still preferable as it provides some reward. Even very late strikes can be good, if the opponent is scared of the risk of trying to jump from a well-timed unblockable (the timing is visually incredibly ambiguous, and it is always safer than an early strike (i.e. late Forever Elysion Driver).
 
One major quirk is that '''servants move during Forever Elysion Driver's cinematic''' for 10 frames (this does NOT include its startup and active frames), this means you actually need to time it much earlier than you think. Additionally, since the opponent cannot jump or backdash during this time, they will naturally automatically block it if they're holding back and the servant strikes during this time, so an early strike is never effective.
 
====Unblockable Variants====
''Countdown Setups:''
* [https://twitter.com/BadoorSNK/status/1435783206486396931 BadoorSNK midscreen oki]
 
; Countdown
: Countdown unblockables utilize the delayed damage of a Countdown explosion. This is usually done by performing a setup such that the Countdown has begun and the opponent is in a true blockstring until the explosion is about to occur, preventing their escape completely. The explosion hits in time to hit their prejump, but is active and large enough to also catch backdashes.
 
: In most setups, backdashing ''will'' interfere heavily, as Jack-O' will fall into her own Countdown. As a result both the opponent and herself receive an 80 damage hit and reset to neutral. This can still be more optimal than her metered combo options, but it makes it extremely low value for general purpose. If the setup in question (of which none have been found for this page) places the servant far back enough to not affect Jack-O', it forces 80 damage, which can be further comboed if Jack-O' had 100% Tension, otherwise it safely resets back to neutral. This also removes all servant gauge, making it explicitly very bad for her pressure immediately after, solidifying it as a round-ending option rather than a pressure tool.


: Some advantages include better backdash coverage for midscreen use, and the forced damage is much higher at 80, making it viable even without 100% Tension to combo further.
; <code>{{clr|3|c.S}} > {{clr|3|2S&}} > {{clr|1|632146P}} > (Servant hit) > ... </code>&nbsp;&nbsp; ''{{clr|5|Very Hard}}''
: '''2S& Servant Unblockable.''' Extremely finnicky option in the corner to pull off as it needs a lot of things to work correctly. The timing is also very fast and strict. However, if performed correctly, the servant will bounce into the opponent while they attempt to escape the command grab, giving you time to PRC and combo into a wallbreak, for a completely unblockable combo. In contrast to the Cheer H Loops (See also: [[{{PAGENAME}}#Corner_Pressure | Corner Pressure]]), this one has higher damage output and does not require Servant Gauge, making it a more potent round-ender. Due to its difficulty and ultra-specific requirements, it is unrealistic for the majority of games, but does offer an alternative round ender.
: In total this setup requires:
<div style="padding-left: 3em;">
* A nearby servant spaced slightly (e.g. from a blocked Throw Servant)
* 100% Tension
* Dash momentum
* The opponent must crouch block the {{clr|3|2S}}.
* The opponent must ''not'' use Faultless Defense.
* The opponent must ''not'' stand or jump after {{clr|3|2S}} blockstun ends.
* The opponent must ''not'' have Burst available.
* The opponent must ''not'' have 50% Tension '''or''' lack an invincible Overdrive.</div>
: If you lack dash momentum, or the opponent uses Faultless Defense, the {{clr|3|2S}} will whiff the opponent. The unblockable can still be performed but there will be a very large gap.
: Because this is telegraphed by the {{clr|3|c.S}}, an opponent can fuzzy a stand block to happen after the {{clr|2|2S}} while avoiding a {{clr|5|2D}} gatling. If they pre-emptively jump, this will lose to a frametrap with <code>{{clr|3|c.S}} > {{clr|3|2S&}} > {{clr|2|236K}}</code>. This is going to be low reward in this position, but can be comboed with the remaining Tension.
====Strategy====
The unblockable is hugely situational and probably not particularly important. Against anyone except {{Character Label|GGST|Zato-1|label=Zato}}, {{Character Label|GGST|Chipp Zanuff|label=Chipp}}, and {{Character Label|GGST|Happy Chaos|label=Chaos}} you cannot use it unless they have below 50% Tension, otherwise they will be able to use an invincible Overdrive to escape. Regardless of matchup, they also must not have Burst.
The 2S& Servant Unblockable is comparable to a corner Cheer H loop. In contrast, it cannot be reacted out of once it begins, but an opponent can fuzzy stand block after the {{clr|3|2S}} in such a way as to be completely safe. It is also possible to react to the {{clr|3|2S&}} within 24 frames of the first startup, but predicting and/or seeing this is likely to be extremely difficult. The other problem is Faultless Defense, making it whiff which can either lose to a predictive call-out, or late fuzzying an option on the off-chance you cancelled into {{clr|3|2S}}. In most cases, Cheer H is simply the safer, better option, but if the unblockable could end the round it adds even more firepower to your pressure.
====Training Recipies====
Below is a list of recipies for learning to apply and counter unblockable damage setups
{|class="wikitable"
|+Training Recipes
|-
! rowspan=2| Name !! colspan=2| Recipe Number !! rowspan=2| Difficulty !! rowspan=2| Notes
|-
! PC !! PS4/5
|-
|''' 2S& Servant Unblockable:''' perform a perfect unblockable || --- || --- || ''{{clr|5|Very Hard}}'' || If you are too early, their 7 will auto-block, if you are too late, you will not grab off the servant hitting.
|-
|''' 2S& Servant Unblockable:''' combo off a backdash || --- || --- || ''{{clr|5|Very Hard}}'' || More lenient timing for the unblockable.
|}
{|class="wikitable"
|+Counter Strategy Recipes
|-
! rowspan=2| Character !! rowspan=2| Name !! colspan=2| Recipe Number !! rowspan=2| Difficulty !! rowspan=2| Notes
|-
! PC !! PS4/5
|-
| Universal || '''Unblockables:''' backdash to minimise damage || --- || --- ||  ''{{clr|4|Hard}}'' || Backdashing cannot be buffered as easily as supers and jump.
|-
| Universal || '''2S& Servant Unblockable:''' fuzzy stand block || --- || --- ||  ''{{clr|2|Easy}}'' || Crouch block the {{clr|3|2S}} then stand block after.
|}


===Non-Wallbreak FED===
===Non-Wallbreak FED===
----
----
An unusual quirk of Forever Elysion Driver's lenient range is its ability to reach an opponent stuck to the wall from a distance where it will not cause a Wall Break, allowing any Wall Stick combo to potentially lead back into corner okizeme.


An unusual quirk of its range buffs in Battle Version 1.05 is Forever Elysion Driver can now reach an opponent stuck to the wall from a distance where it will not cause a wallbreak, allowing any wall stick combo to immediately lead into a corner okizeme, at the cost of 50% Tension.
{{Card
|header=Non-Wallbreak Forever Elysion Driver
|content=
If spaced very well, Jack-O's Forever Elysion Driver can hit an opponent stuck to the wall without sending them through the wall. This allows you to maintain corner pressure and okizeme without resetting to the less favourable "Super Wallbreak" position. To ensure you maintain strong okizeme it is recommended to learn Forever Elysion Driver okizeme before utilising this.


While many setups exist for this, the only requirement is the ability to reach a specific position in time to use Forever Elysion Driver. The positioning is incredibly tight. If too close, Forever Elysion Driver will cause a wallbreak. If too far, Forever Elysion Driver will whiff and the opponent will escape the wall.
This is best used when an opponent is low health but the Wall Break won't kill, where Positive Bonus is not essential and the improved okizeme and corner pressure enables a better chance of landing a hit to win the round. It's less effective early into a round, as the Wall remains heavily damaged and risks sacrificing the Wall Break if the opponent escapes the pressure.
----
The spacing is relatively diffcult and far away. Not all confirms allow it and the precision often makes it very hard to score manually. Below is a visual guide to the positioning needed to get this effect


A good visual guide is the timer. The black arrow at the base of the timer should line up with the back of Jack-O's head.
[[file:GGST_Jack-O_Strategy_NonWallbreakFED_Diagram.jpg|400px|center|thumb|The position needed to cause a Non-Wallbreak FED. Use the timer graphic to line up Jack-O's position.]]
 
}}
====Corner Okizeme====
 
One weakness of this okizeme is a lack of time to set up servants while also performing strong okizeme. Therefore, this setup is most valuable with either already placed servants, or by setting up servants before using Forever Elysion Driver. Note that because you can Forever Elysion Driver, you need only 14 frames to get an additional servant.
 
While the pressure can be very potent, unfortunately the wall damage will likely be extremely high, meaning any hit will almost immediately break the wall. With Jack-O's unfortunate lack of "wall slump" combos, this usually makes her reward very low. This is still superior damage to the original Forever Elysion Driver wallbreak, but it largely reduces the potential value that can be earned, unless the opponent remains in the corner for some time. Alternatively, it allows her to spend an additional 50% Tension on a second Forever Elysion Driver, functionally resetting the combo for an extremely high damage reward.
 
; <code>{{clr|1|632146P}}, {{clr|1|236[P]}} > 9 > {{clr|5|j.hs.D}} > dl {{clr|3|j.S}}</code>.
 
: '''Servant summon and safejump.''' The benefit of this string is that it immediately leads into safe corner pressure and blockstrings with a full-duration servant while auto-timing for a safejump, allowing more potential mixups, while being reversal-safe. Despite the seeming lack of mixups at face-value, it directly provides more overall value than a basic strike-throw.
 
: If you lack Servant Gauge to perform this, you can either pick up a servant instead of summoning (same frame-data), or use <code>{{clr|1|632146P}}, {{clr|1|5P}} (whiff) > 9 > > dl {{clr|3|j.S}}</code>. The {{clr|1|5P}} acts as a frame-kill, however it mustn't hit a servant to work, and offers much worse corner pressure options.


===Hitbox Nullifying===
===Hitbox Nullifying===
Line 1,063: Line 1,533:
* [https://www.youtube.com/watch?v=r7HBE1ohipM Guilty Snacks: Jack-O Tips and Tricks] by Ari Manne
* [https://www.youtube.com/watch?v=r7HBE1ohipM Guilty Snacks: Jack-O Tips and Tricks] by Ari Manne


[[file:GGST_Jack-O_Strategy_Hitbox_Nullifying.webm|right|350px|]]
Known by many names, when using {{MMC|input=214S|label=Defend Command}}, if the servant is released or picked up 1 Frame after (with 5F input buffer) the enemy strikes the defend hitbox, the servant will ''not'' perform a Guard Crush, instead the hitbox will be nullified without ending their animation. This can enable a lot of unique punishes.


When using Defend Command ({{clr|3|214S}}), if the servant is released or picked up on the same frame (input buffering enabled) as the enemy strikes the defend hitbox, the servant will ''not'' perform a guard crush, instead the hitbox will be nullified without ending their animation. This can enable a lot of unique punishes.
{{TheoryBox
 
| Title = Hitbox Nullifying
Usefully, you cannot drop a servant during the Defend Command animation unless this occurs, so you can Defend Command ({{clr|3|214S}}) and rapidly press {{clr|5|D}} until it parries.
| Oneliner = Interrupt the Guard Crush for a full punish
 
| Recipe = {{clr|S|214S}} > {{clr|P|ns.2P}} or {{clr|S|hs.S}} > {{clr|D|hs.D}}
This technique is used primarily as an extension of the <code>{{clr|1|236[P]}} > {{clr|3|214S}}</code> string, to provide meterless punishes, especially against invincible reversals. The only drawbacks are that you cannot regain Command Servant Gauge, since you did not apply Guard Crush, and moves with very fast recovery may not be easily punished. If you intend to punish with Forever Elysion Driver ({{clr|1|632146P}}) then there is no benefit to this technique.
| Difficulty = {{clr|4|Hard}}
 
| Video = GGST_Jack-O_Strategy_Hitbox_Nullifying.webm
This technique is utilized in the following sections:
| content =
 
By releasing or picking up a servant instantly as it parries the attack, the hitbox is nufflified without stopping the attack (and therefore recovery). This allows fully punishing the opponent with a high damage combo meterlessly, especially against {{keyword|DP}} attacks and slow {{clr|H|H}} normals.
* [[{{PAGENAME}}#Block-String Escapes|Block-String Escapes]]
 
===Unscaled Countdown===
----
When using Countdown ({{clr|4|214H}}) under certain conditions it is possible to combo into the explosion, and have the explosion deal the same amount of damage as it would had no combo happened. One example can be found [https://twitter.com/TopHaTurtle/status/1466945453476519942 here].
 
When used in combos this allows a massively increased damage output, as it will deal equivalent to 80 damage, alongside its ability to reset an opponent from Wall Stick and remain in a combo state.
 
It is not yet confirmed why this happens, or what conditions will cause it.
 
===Whiff Pick Up Cancelling===
 
==Fighting Jack-O==
 
===Moveset Overview===
----
 
; <big>{{clr|1|5P}}</big>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_5P.png|
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_5P_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Jack-O" and input="5P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
 
* On-block 1F frametraps into {{clr|1|6P}}.
* Whiffs against crouching opponents, except {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, {{Character Label|GGST|Potemkin|label=Potemkin}} and {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}.
 
Due to whiffing crouching, you can easily pressure with crouching moves to avoid a 5F reversal.
</div>
</div>


By interrupting the Guard Crush you lose the 33 damage, and do not regain 1 bar of Servant Gauge. Additionally, this only nullifies the first hit: multi-hit attacks such as {{MMC|chara=Leo Whitefang|input=[2]8S|label=Eisensturm}} will simply hit immediately after. Additionally, moves with short recoveries are likely to be be safe.


;<big>{{clr|2|5K}}</big>
You cannot drop a servant during the Defend Command animation unless it parries, so you can buffer the {{clr|D|hs.D}} input on prediction. This is not possible when picking up a servant, but its shield lingers as picked up, making it not frame-perfect.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_5K.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_5K_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Jack-O" and input="5K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}


* Crushed by {{clr|1|6P}}.
Interestingly, even if you intend to only punish with {{MMC|input=632146P|label=Forever Elysion Driver}}, it is still more optimal to use this, as the Guard Crush normally causes combo scaling and proration for significantly less total damage.
* Blockstrings into {{clr|5|2D}}; may leave a gap if spaced.


On-block only real follow-up is {{clr|5|2D}}, leading into an [[{{PAGENAME}}#Block-String_Escapes|unsafe RPS]]. Just watch out for her doing an early summon cancel.
<div style="font-size: 0.9em;">
''This technique is utilized in the following sections:''


'''{{Character Label|GGST|Sol Badguy|label=Sol}}, {{Character Label|GGST|Chipp Zanuff|label=Chipp}}, {{Character Label|GGST|Leo Whitefang|label=Leo}}:''' due to leaving a gap with spacing, you can also situationally use a 7F DP as a both a punish and to defeat frametrapping.
* [[{{PAGENAME}}##Ending_Blockstrings|Ending Blockstrings]]
 
Can be trivially low-profiled by most characters ''(See also: [[{{PAGENAME}}#low_profiling|Low Profiling]])''.
</div>
</div>
</div>


 
===Unscaled Countdown===
;<big>{{clr|3|c.S}}</big>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =  
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_cS.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_cS_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Jack-O" and input="c.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
 
* Throw punishable on recovery.
 
Despite being her best on-block normal this is pretty weak without servants. Her best pressure string is <code>{{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}}</code>. Just mind the usual frametraps and resets.
 
----
----
; {{clr|3|c.S&}}(Blocked)
{{Note|The Unscaled Countdown behaviour is generally assumed to be a bug and may be removed in the future.|warn}}


* '''+3 on block.'''
When using {{MMC|input=214H|label=Countdown}}, if the explosion hits Jack-O' ''before'' hitting the opponent, the explosion will deal damage with ''no combo scaling'' besides proration, resulting in an enormous damage boost to a combo, at the loss of some of Jack-O's health.
* Links into {{clr|3|c.S}} as a 4F Frametrap.
* Cancels into Uncharged Dust as a true blockstring


Common upgrade when she has servants. Only slightly improves mixups.
{{TheoryBox
 
| Title = Unscaled Countdown
'''{{Character Label|GGST|Sol Badguy|label=Sol}} and {{Character Label|GGST|Chipp Zanuff|label=Chipp}}:''' Using a 3F reversal prevents going for a reset and stops a Throw, but this is risky.
| Oneliner = End a combo with a staggering 80 extra unscaled damage, but beware the self-harm.
 
| Recipe =
----
| Difficulty = Variable
; {{clr|3|c.S&}}(Whiff)
| Video =
 
| content =
* '''+7 on block.'''
By routing a combo to set up a servant to hit Jack-O' before the opponent, you can deal an enormous amount more damage. This is key to some of Jack-O's highest damage combos, however on top of removing all Servant Gauge, this also resets to neutral, and deals 80 damage to Jack-O' (and able to lethal herself).
* Links into {{clr|2|2K}} and {{clr|3|c.S}} as a true blockstring.
* Cancels into Uncharged Dust as a true blockstring
* Cancels into Charged Dust as a 4F Frametrap.
* Cancel into TK Attack Command sets up an overhead crossup.
 
Exclusive to sandwich pressure, this is an oppressive move. There is no simple option, but generally blocking low then reacting to highs is the safest approach. She can't loop forever, so be patient.
</div>
</div>


;<big>{{clr|3|f.S}}</big>
This is usually set up by having the opponent launched high while the servant explodes near the ground, to give as much time as possible for the opponent to avoid the explosion until after it has hit Jack-O'. The servant can be hit into the ground using {{clr|S|2S}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|S|j.S}}, or bouncing it off a wall. You can also use Attack Command to hold it at a low position for longer.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_fS.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="180px" mode="nolines">
GGST Jack-O far Slash Hitbox_1.png|First active frame
GGST Jack-O far Slash Hitbox_2.png|Max range
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Jack-O" and input="f.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}


* Crushed by {{clr|1|6P}}.
Due to the precision of spacing and timing involved, this is reserved for very pre-planned combos routes, and is not realistic to improvise into a combo.
* Cancels into {{clr|4|5H}} as a true blockstring, may frametrap at spacing.


Has minimal reward on hit, so just be mindful of its range and speed.
While this is in theory even more expensive than usual Countdown combos, for its self-harm and neutral reset; given most Countdown combos are not worth using unless it kills, this is often just a more optimal use of Countdown—assuming the explosion doesn't take out Jack-O' in the process. If this happens it ''does'' result in her losing the round, it will not be a draw.
</div>
</div>


<div style="font-size: 0.9em;">
''This technique is utilized in the following sections:''


;<big>{{clr|4|5H}}</big>
* [[{{BASEPAGENAME}}/Combos|Combos]]
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_5H.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_5H_1_Hitbox.png|
GGST_JackO_5H_2_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Jack-O" and input="5H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}


* Crushed by {{clr|1|6P}}.
===Whiff Pick Up Cancelling===
 
Her farthest reaching move, a disjoint, and her safest move on block, you should absolutely respect this in neutral. It is a little stubby and somewhat slow, however. Many crouching moves (even if they don't truly low profile) will defeat it. If you can make it whiff, she will be extremely punishable.
 
Can be low-profiled by some characters ''(See also: [[{{PAGENAME}}#low_profiling|Low Profiling]])''.
</div>
</div>
 
 
;<big>{{clr|5|5D}}</big>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =  
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_5D.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_5D_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=name,damage,guard,startup,active,recovery,onBlock
|where=chara="Jack-O" and (input="5D" or input="5[D]")
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
 
Same as any other character's Dust, watch for the orange glow and block high, but she has more situations to use this practically.
----
----
; Uncharged Dust
Jack-O's {{MMC|input=2P (near Servant)|label=Pick Up Servant}} is possible to activate when near a servant, but it will not pick up the servant immediately, and if the servant disappears or goes out of range, the move will whiff. This gives Jack-O' a 14F special cancel which ''does not'' place her into Held Servant stance, allowing her to recover extraordinarily fast from many moves, for pressure and zoning.
* Is a true blockstring after {{clr|3|c.S&}}(Blocked) or {{clr|3|c.S&}}(Whiff).
{{TheoryBox
* Can be 2-hit comboed in the corner with {{clr|5|5D&}}.
| Title = Whiff Pick Up cancel
 
| Oneliner = Fail to pick up a servant to fast cancel off move.
If you're in the corner, after a {{clr|2|2K}} or {{clr|2|5K}}, make sure to fuzzy block the {{clr|5|2D}} and {{clr|5|5D}}, as she can easily score meterless wallbreaks with this.
| Recipe = {{clr|P|236P}} > {{clr|K|236K*}} > {{clr|P|ns.2P}} (Whiff)
 
| Difficulty = {{clr|2|Easy}}
During her Cheer H pressure, if your R.I.S.C. hits 100%, expect this move, and try your best to fuzzy block and/or react.
| Video =
 
| content =
----
By inputting {{MMC|input=2P (near Servant)|label=Pick Up Servant}} as you hit a servant, Jack-O' is able to cancel any move into a 14F recovery. This can be done with ''any'' special-cancellable, not just {{clr|K|236K}}. This is most easily set up with {{clr|P|236P}} to get the perfect spacing, but adding a ''slight'' delay can allow it to be done from <span style="font-family: monospace;">{{clr|P|236[P]}} > {{clr|D|hs.D}}</span> too.
; Charged Dust
* Is a 4F frametrap after {{clr|3|c.S&}}(Whiff).
 
If you blocked {{clr|3|c.S&}}(Whiff), backdash if you're slightly spaced or use Throw if point-blank. Otherwise, just block it.
 
'''{{Character Label|GGST|Sol Badguy|label=Sol}} and {{Character Label|GGST|Chipp Zanuff|label=Chipp}}:''' Using a 3F reversal will always win, even after a {{clr|3|c.S&}}(Whiff).


</div>
When zoning, using this allows Jack-O' to launch servants while giving herself more time to catch jump-ins, run-unders, defend against potential punishes, or approach behind the servant.
</div>


In corner pressure, this can open new frametrap and Tick Throw opportunities, but is difficult to set up due to unreliable pushback spacing.


;<big>{{clr|1|6P}}</big>
Because the window between picking up and whiffing the servant is quite narrow, spacing is important. Off some hits it may be required to do a ''delayed'' cancel. Additionally the detection range is not limitless, far reaching hits may not allow Pick Up Servant at all. In the corner, it is possible for a servant to never leave its range due to the wall.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_6P.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_6P_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Jack-O" and input="6P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
A particularly good 6P, as it has upper body immunity faster than most. It is still like most 6Ps: use low-hitting moves or bait her into whiffing, its range is stubby for neutral play, and the recovery can be punished from the air if you make your timing unpredictable.


'''{{Character Label|GGST|Millia Rage|label=Millia}}''': Jack-O's {{clr|1|6P}} ''can'' attack out of H Disc setups, more than most. Be mindful of this abare option and her potential to option select.
Pick Up Servant shares identical frame data to {{MMC|input=236[P]|label=Summon Servant (Hold)}}. When the servant hits an opponent immediately this is +7 ''minimum'', making it very advantageous given Jack-O' has full use of Normals, Throw, and can block.
</div>
<div style="font-size: 0.9em;">
</div>
''This technique is utilized in the following sections:''


 
* [[{{PAGENAME}}#Zoning|Zoning]]
;<big>{{clr|4|6H}}</big>
* [[{{PAGENAME}}#Corner_Pressure|Corner Pressure]]
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_6H_1.png |
GGST_JackO_6H.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_6H_1_Hitbox.png |First hit
GGST_JackO_6H_2_short_Hitbox.png |Second hit, lowest height.
GGST_JackO_6H_2_long_Hitbox.png |Second hit, maximum reach.
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Jack-O" and input="6H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
* See also: [[{{PAGENAME}}#6H_Range|6H Range]].
* Despite the large '''Counter''' visual, there is ''no'' combos on Counter Hit without prior setup in the corner. Yes, really.
First hit can catch run-ins but otherwise nothing special. The second hit is functionally a giant long-range anti-air, however the angle makes it unable to hit most mid-range jumps, only functioning from further away. If you're being caught by this, it's almost certainly on prediction, so try to vary your approach. Its reward is low, so this is not a large threat overall, but you want to avoid being carried into the corner by it repeatedly.
The second hit always whiffs crouching, and has long recovery due to its huge active time. This move is very bad in neutral against any crouching approaches.
'''{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}:''' his huge size and tiny jumps makes him pretty much the only character that can be reliably reaction anti-aired with this move.
</div>
</div>
;<big>{{clr|1|2P}}</big>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_2P.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_2P_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Jack-O" and input="2P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
* On-block 1F frametraps into {{clr|1|6P}}.
Her fastest abare against crouching. 6 Frames, making it fairly simple to deal with, as it can even be thrown.
</div>
</div>
;<big>{{clr|2|2K}}</big>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_2K.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_2K_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Jack-O" and input="2K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
* Very low profile, taller at the back than the front.
* Blockstrings into {{clr|5|2D}}; may leave a gap if spaced.
Similar to {{clr|2|5K}} but shorter, and a little safer to recover.
This move is very good at low profiling, but contrary to popular belief it is not as low profile as other moves like {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} due to the back edge being much taller making it lose to a lot more interactions.
</div>
</div>
;<big>{{clr|3|2S}}</big>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_2S.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_2S_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Jack-O" and input="2S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
* Vertical disjoint, but does not lower the hurtbox past crouching stance.
Absolutely worthless against grounded opponents. This is only relevant as an anti-air.
The horizontal range is stubby, this means it usually fails to air attacks that fall to the sides, even if they are going straight down. Careful use of your attacks to only hit the sides will avoid this move.
This move is particularly good against aerial ambiguous crossups, as both sides will usually extend the hurtbox into the {{clr|3|2S}}. You will likely need to adapt the mixups in these situations.
</div>
</div>
;<big>{{clr|4|2H}}</big>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_2H.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_Jack-O_2H_Hitbox.png | Frame 15~17
GGST_Jack-O_2H_Hitbox_2.png | Frame 18~20
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Jack-O" and input="2H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
Not particularly special, this move is very slow and stubby both as an anti-air and to catch neutral moves. It is mostly blockstring and combo filler for the Jack-O' to worry about.
<code>{{clr|3|f.S}} > {{clr|4|2H}}</code> is a frametrap that almost always loses to a reversal Throw, unless spaced perfectly.
</div>
</div>
;<big>{{clr|5|2D}}</big>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_JackO_2D.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="180px" mode="nolines">
GGST_Jack-O_2D_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Jack-O" and input="2D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
* Very low profile, taller at the back than the front.
* Leads into an [[{{PAGENAME}}#Block-String Escapes|unsafe RPS]] on block, unless supported by servants.
Similar to {{clr|2|2K}}, it is quite low-profile making it good for crushing moves in neutral. However, it loses to more moves than you would expect. Behaves similar to {{clr|4|5H}}, it is functionally slow at a distance, and is very whiff punishable. It is not a disjoint, and can lose to low-hitting moves easily.
This move is a very strong knowledge check early on. It is almost always a bad idea for Jack-O' to allow you to block this, and you are empowered to punish her. Review the RPS she has both before and after a Servant Shoot, as Jack-O' has no way to sustain pressure.
'''{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}, {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}:''' on block, can use their invincible Overdrive and always win. Can only lose if Jack-O' uses a pre-emptive PRC during {{clr|5|2D}}.
'''{{Character Label|GGST|Ky Kiske|label=Ky}}, {{Character Label|GGST|Giovanna|label=Giovanna}}, {{Character Label|GGST|Leo Whitefang|label=Leo}}, {{Character Label|GGST|Baiken|label=Baiken}}:''' if Jack-O' lacks 50% Tension, on block, can use their invincible Overdrive and always win. If Jack-O' has 50% Tension, she has on-reaction routes to punish it.
</div>
</div>
===Low Profiling===
Jack-O's {{clr|2|5K}}, {{clr|3|f.S}}, and {{clr|4|5H}} all hit high enough to be consistently low-profiled, forming a major flaw in Jack-O's neutral game she has to largely compensate. Below is a chart of every move that can low-profile these three moves.
{|class="wikitable"be
{| class="mw-collapsible mw-collapsed wikitable"
|-
|+ style=white-space:nowrap | '''Low Profling Jack-O''''
|-
!Character !! Move !! {{clr|2|5K}} !! {{clr|3|f.S}} !! {{clr|4|5H}} !! Notes
|-
| {{Character Label|GGST|Sol Badguy|label=Sol}} || {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓
|-
| {{Character Label|GGST|Ky Kiske|label=Ky}} || {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=214K|label=Stun Dipper}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ || Will fail to {{clr|4|5H}} at point-blank range.
|-
| rowspan=2|{{Character Label|GGST|May|label=May}} || {{MiniMoveCard|game=GGST|chara=May|input=3K|label={{clr|2|3K}}}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ ||
|-
| {{MiniMoveCard|game=GGST|chara=May|input=2K|label={{clr|2|2K}}}} and {{MiniMoveCard|game=GGST|chara=May|input=2D|label={{clr|5|2D}}}}  || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X || style="background-color: #FFC3C3"|  X || Only from mid-range of {{clr|2|5K}}.
|-
| {{Character Label|GGST|Axl Low|label=Axl}} || {{MiniMoveCard|game=GGST|chara=Axl Low|input=2K|label={{clr|2|2K}}}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ || style="background-color: #FFC3C3"| X ||
|-
| {{Character Label|GGST|Chipp Zanuff|label=Chipp}} || style="background-color: #EAECF0" colspan=5| None
|-
| {{Character Label|GGST|Potemkin|label=Potemkin}} || style="background-color: #EAECF0" colspan=5| None
|-
| {{Character Label|GGST|Faust|label=Faust}} || Crawl || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ || style="background-color: #FFC3C3"| X ||
|-
| rowspan=2|{{Character Label|GGST|Millia Rage|label=Millia}} || {{MiniMoveCard|game=GGST|chara=Millia Rage|input=214K|label=Mirazh}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ ||
|-
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=2K|label=2K}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #FFC3C3"| X || style="background-color: #FFC3C3"| X ||
|-
| {{Character Label|GGST|Zato-1|label=Zato-1}} || {{MiniMoveCard|game=GGST|chara=Zato-1|input=214K|label=Break The Law}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓
|-
| {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} || {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=2K|label={{clr|2|2K}}}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Techniocally avoids {{clr|3|f.S}} at far range with perfect timing.
|-
| {{Character Label|GGST|Leo Whitefang|label=Leo}} || {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=2K|label={{clr|3|2S}}}} || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|2|5K}}.
|-
| {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} || {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2K|label={{clr|2|2K}}}} || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Only from max range of {{clr|2|5K}}.
|-
| rowspan=3| {{Character Label|GGST|Giovanna|label=Giovanna}} || Crouching, {{MiniMoveCard|game=GGST|chara=Giovanna|input=2P|label={{clr|1|2P}}}}, {{MiniMoveCard|game=GGST|chara=Giovanna|input=2S|label={{clr|3|2S}}}} || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|2|5K}}.
|-
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=2K|label={{clr|2|2K}}}} || style="background-color: #C6E0B4"| ✓ ||style="background-color: #EAECF0"| ~ ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|3|f.S}}.
|-
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=623S|label=Sol Nascente}} || style="background-color: #C6E0B4"| ✓ ||style="background-color: #C6E0B4"| ✓ || style="background-color: #EAECF0"| ~ || Only from mid-range of {{clr|4|5H}}.
|-
| rowspan=2|{{Character Label|GGST|Anji Mito|label=Anji}} || {{MiniMoveCard|game=GGST|chara=Anji Mito|input=2S|label={{clr|3|2S}}}} || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|2|5K}}.
|-
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=2D|label={{clr|5|2D}}}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ ||  style="background-color: #FFC3C3"| X ||
|-
| rowspan=3|{{Character Label|GGST|I-No|label=I-No}} || {{MiniMoveCard|game=GGST|chara=I-No|input=236S|label=Stroke The Big Tree}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ ||
|-
| {{MiniMoveCard|game=GGST|chara=I-No|input=2K|label={{clr|2|2K}}}} || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|2|5K}}.
|-
| {{MiniMoveCard|game=GGST|chara=I-No|input=2S|label={{clr|3|2S}}}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #EAECF0"| ~ ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|3|f.S}}.
|-
| {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} || {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=2D|label={{clr|5|2D}}}} || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Only from max range of {{clr|2|5K}}.
|-
| {{Character Label|GGST|Jack-O|label=Jack-O'}} || {{MiniMoveCard|game=GGST|chara=Jack-O'|input=2K|label={{clr|2|2K}}}} and {{MiniMoveCard|game=GGST|chara=Jack-O'|input=2D|label={{clr|5|2D}}}} || style="background-color: #C6E0B4"| ✓ ||style="background-color: #C6E0B4"| ✓ || style="background-color: #EAECF0"| ~ || Only from mid-range of {{clr|4|5H}}.
|-
| rowspan=2|{{Character Label|GGST|Happy Chaos|label=Chaos}} || {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=214K|label=Roll}} || style="background-color: #C6E0B4"| ✓ ||style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ ||
|-
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=2K|label={{clr|2|2K}}}} || style="background-color: #C6E0B4"| ✓ ||style="background-color: #C6E0B4"| ✓ || style="background-color: #EAECF0"| ~ || Only from mid-range of {{clr|4|5H}}.
|-
| rowspan=2|{{Character Label|GGST|Baiken|label=Baiken}} || {{MiniMoveCard|game=GGST|chara=Baiken|input=2H|label={{clr|4|2H}}}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #EAECF0"| ~ ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|3|f.S}}.
|}


==Matchups==
==Matchups==
Line 1,668: Line 1,630:
! colspan=6 style="text-align: left; padding-top: 10px; padding-left: 130px"| Corner Pressure
! colspan=6 style="text-align: left; padding-top: 10px; padding-left: 130px"| Corner Pressure
|-
|-
|'''Summon PRC:''' frametrap post-PRC || 16286 || 12723 || ''{{clr|3|Medium}}'' || Sol will {{clr|2|5K}} very shortly after block. You will need to time your PRC precisely to the exact moment the servant appears, and not fast cancel the PRC (to allow the slow down).
|'''Summon PRC:''' frametrap post-PRC || 16286 || 12723 || ''{{clr|3|Medium}}'' || Sol will {{clr|K|5K}} very shortly after block. You will need to time your PRC precisely to the exact moment the servant appears, and not fast cancel the PRC (to allow the slow down).
|-
|-
|'''Summon PRC:''' react to reversals || 16783 || 11728 || ''{{clr|1|Very Easy}}'' || Use the freeze from PRC to react to an unsafe reversal.
|'''Summon PRC:''' react to reversals || 16783 || 11728 || ''{{clr|1|Very Easy}}'' || Use the freeze from PRC to react to an unsafe reversal.
|-
|-
| '''Cheer H:''' {{clr|3|c.S}} loop || 20008 || 12759 || ''{{clr|5|Very Hard}}'' || You will need to apply a dashes after every Attack Command to stay in range.
| '''Cheer H:''' {{clr|S|c.S}} loop || 20008 || 12759 || ''{{clr|5|Very Hard}}'' || You will need to apply a dashes after every Attack Command to stay in range.
|-
|-
|'''Cheer H:''' {{clr|2|5K}} loop with 1 servant || --- || --- || ''{{clr|4|Hard}}'' || This will leave very small gaps, try to avoid leaving bigger openings. The timing changes if you hit the servant, but this won't happen every time.
|'''Cheer H:''' {{clr|K|5K}} loop with 1 servant || --- || --- || ''{{clr|4|Hard}}'' || This will leave very small gaps, try to avoid leaving bigger openings. The timing changes if you hit the servant, but this won't happen every time.
|-
|-
| '''Cheer H:''' {{clr|2|5K}} loop with 2 Servants || 16508 || --- || ''{{clr|3|Medium}}'' || Has a consistent rhythmn, see how the additional servant improves the string.
| '''Cheer H:''' {{clr|K|5K}} loop with 2 Servants || 16508 || --- || ''{{clr|3|Medium}}'' || Has a consistent rhythmn, see how the additional servant improves the string.
|-
|-
| '''Servant Shoot:''' pressure loop || 16592 || 11711 || ''{{clr|2|Easy}}'' || {{clr|2|236K*}} does not need to be very fast for this challenge. Hold the {{clr|1|P}} input while you buffer {{clr|2|236K}}, to make this ''much'' easier.
| '''Servant Shoot:''' pressure loop || 16592 || 11711 || ''{{clr|2|Easy}}'' || {{clr|K|236K*}} does not need to be very fast for this challenge. Hold the {{clr|P|P}} input while you buffer {{clr|K|236K}}, to make this ''much'' easier.
|-
|-
|''' Servant Shoot:''' {{clr|2|214K}} frametrap|| 16623 || 11692 || ''{{clr|2|Easy}}'' || Quickly link into {{clr|2|214K}} to frametrap Ramlethal's {{clr|2|5K}}, which otherwise defeats a {{clr|2|236K*}}.
|''' Servant Shoot:''' {{clr|K|214K}} frametrap|| 16623 || 11692 || ''{{clr|2|Easy}}'' || Quickly link into {{clr|K|214K}} to frametrap Ramlethal's {{clr|K|5K}}, which otherwise defeats a {{clr|K|236K*}}.
|-
|-
|''' Servant Shoot:''' {{clr|4|2H}} frametrap|| 16773 || 11702 || ''{{clr|2|Easy}}'' || Instead of throwing the servant, release it and frametrap with a {{clr|4|2H}}, to punish the abare.
|''' Servant Shoot:''' {{clr|H|2H}} frametrap|| 16773 || 11702 || ''{{clr|2|Easy}}'' || Instead of throwing the servant, release it and frametrap with a {{clr|H|2H}}, to punish the abare.
|-
|-
|''' Servant Shoot:''' catch the jump|| 16751 || 11683 || ''{{clr|3|Medium}}'' || Some opponents are hard to catch in the air, but can still be challenged.
|''' Servant Shoot:''' catch the jump|| 16751 || 11683 || ''{{clr|3|Medium}}'' || Some opponents are hard to catch in the air, but can still be challenged.
Line 1,704: Line 1,666:
! colspan=6 style="text-align: left; padding-top: 10px; padding-left: 130px"| Corner Pressure
! colspan=6 style="text-align: left; padding-top: 10px; padding-left: 130px"| Corner Pressure
|-
|-
| Universal || '''Summon PRC:''' punish drift PRC || 16801 || 13916 || ''{{clr|1|Very Easy}}'' || This will also work against {{clr|1|5P}} even if you do not crouch.
| Universal || '''Summon PRC:''' punish drift PRC || 16801 || 13916 || ''{{clr|1|Very Easy}}'' || This will also work against {{clr|P|5P}} even if you do not crouch.
|-
|-
| Universal || '''Servant Shoot:''' IB and punish the {{clr|2|236K&}} || 17650 || 13895 ||  ''{{clr|4|Hard}}'' || You will need to use an Instant Block to accomplish this. Most important for {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} and {{Character Label|GGST|Happy Chaos|label=Chaos}}
| Universal || '''Servant Shoot:''' IB and punish the {{clr|K|236K&}} || 17650 || 13895 ||  ''{{clr|4|Hard}}'' || You will need to use an Instant Block to accomplish this. Most important for {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} and {{Character Label|GGST|Happy Chaos|label=Chaos}}
|-
|-
| Universal || '''basic Cancels:''' fuzzy block the overhead || 17713 || --- ||  ''{{clr|2|Easy}}'' || You can do this challenge predictively, but use it as a good opportunity to practise your fuzzy blocks.
| Universal || '''basic Cancels:''' fuzzy block the overhead || 17713 || --- ||  ''{{clr|2|Easy}}'' || You can do this challenge predictively, but use it as a good opportunity to practise your fuzzy blocks.
|-
|-
| {{Character Label|GGST|Axl Low|label=Axl}} || '''Servant Shoot:''' evade the {{clr|2|214K}} frametraps || 16825 || 13943 ||  ''{{clr|3|Medium}}'' || You cannot reversal {{clr|2|2K}}, add a very small delay.
| {{Character Label|GGST|Axl Low|label=Axl}} || '''Servant Shoot:''' evade the {{clr|K|214K}} frametraps || 16825 || 13943 ||  ''{{clr|3|Medium}}'' || You cannot reversal {{clr|K|2K}}, add a very small delay.
|-
|-
| {{Character Label|GGST|Chipp Zanuff|label=Chipp}} || '''Servant Shoot:''' punish the {{clr|5|hs.6X}} || 17552 || 14015 ||  ''{{clr|5|Very Hard}}'' || You need an incredibly precise microdash to have {{clr|1|5P}} reach while being fast enough to punish without leaving a gap.
| {{Character Label|GGST|Chipp Zanuff|label=Chipp}} || '''Servant Shoot:''' punish the {{clr|D|hs.6X}} || 17552 || 14015 ||  ''{{clr|5|Very Hard}}'' || You need an incredibly precise microdash to have {{clr|P|5P}} reach while being fast enough to punish without leaving a gap.
|-
|-
| {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} || '''Servant Shoot:''' jump and punish {{clr|5|hs.6X}} || 17570 || 13960 ||  ''{{clr|2|Easy}}'' || You need to stand block to get enough distance to be able to jump out.
| {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} || '''Servant Shoot:''' jump and punish {{clr|D|hs.6X}} || 17570 || 13960 ||  ''{{clr|2|Easy}}'' || You need to stand block to get enough distance to be able to jump out.
|-
|-
| {{Character Label|GGST|I-No|label=I-No}} || '''Servant Shoot:''' jump and punish {{clr|5|hs.6X}} || 17583 || 13970 ||  ''{{clr|2|Easy}}'' || You will need to be relatively quick to punish in time.
| {{Character Label|GGST|I-No|label=I-No}} || '''Servant Shoot:''' jump and punish {{clr|D|hs.6X}} || 17583 || 13970 ||  ''{{clr|2|Easy}}'' || You will need to be relatively quick to punish in time.
|-
|-
| {{Character Label|GGST|Happy Chaos|label=Chaos}} || '''Servant Shoot:''' evade the {{clr|2|214K}} frametraps || 25450 || --- ||  ''{{clr|3|Medium}}'' || You cannot reversal {{clr|2|2K}}, add a very small delay.
| {{Character Label|GGST|Happy Chaos|label=Chaos}} || '''Servant Shoot:''' evade the {{clr|K|214K}} frametraps || 25450 || --- ||  ''{{clr|3|Medium}}'' || You cannot reversal {{clr|K|2K}}, add a very small delay.
|-
|-
! colspan=6 style="text-align: left; padding-top: 10px; padding-left: 130px"| Advanced Tech
! colspan=6 style="text-align: left; padding-top: 10px; padding-left: 130px"| Advanced Tech
Line 1,724: Line 1,686:
| Universal || '''Unblockables:''' backdash to minimise damage || --- || --- ||  ''{{clr|4|Hard}}'' || Backdashing cannot be buffered as easily as supers and jump.
| Universal || '''Unblockables:''' backdash to minimise damage || --- || --- ||  ''{{clr|4|Hard}}'' || Backdashing cannot be buffered as easily as supers and jump.
|-
|-
| Universal || '''2S& Servant Unblockable:''' fuzzy stand block || --- || --- ||  ''{{clr|2|Easy}}'' || Crouch block the {{clr|3|2S}} then stand block after.
| Universal || '''2S& Servant Unblockable:''' fuzzy stand block || --- || --- ||  ''{{clr|2|Easy}}'' || Crouch block the {{clr|S|2S}} then stand block after.
|}
|}


Line 1,736: Line 1,698:
* [https://twitter.com/MeliTrayus @MeliTrayus] and [https://www.reddit.com/user/Meli_Trayus/ /u/Meli_Trayus]<br>Twitter and Reddit accounts hosting Everyday Halloween, a series of bitesize tech and setup videos.
* [https://twitter.com/MeliTrayus @MeliTrayus] and [https://www.reddit.com/user/Meli_Trayus/ /u/Meli_Trayus]<br>Twitter and Reddit accounts hosting Everyday Halloween, a series of bitesize tech and setup videos.
* [https://twitter.com/search?q=%23GGST_JC|Twitter #GGST_JC]<br>Twitter tag for Jack-O' content, where many players share tech, combos, and clips.
* [https://twitter.com/search?q=%23GGST_JC|Twitter #GGST_JC]<br>Twitter tag for Jack-O' content, where many players share tech, combos, and clips.
* [https://www.youtube.com/watch?v=Xp1d5aRfnbM GGST Jack-o Pro Guide | Part 1: Fundamentals]<br>A detailed guide on the character and her toolsets.
; Combo and Setup Videos
; Combo and Setup Videos
* [https://www.youtube.com/watch?v=k0dhkhprfFU JACK-O' Beginner Combos – Guilty Gear Strive] by ahmz1404
* [https://www.youtube.com/watch?v=k0dhkhprfFU JACK-O' Beginner Combos – Guilty Gear Strive] by ahmz1404
Line 1,751: Line 1,714:


==Navigation==
==Navigation==
<center>{{Character Label|GGST|Jack-O|45px|label=Jack-O'}}</center>
{{GGST/Navigation}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:GGST/Navigation}}

Latest revision as of 03:20, 24 January 2024



Introduction

Introduction


Jack-O' is a technical Commander and Setplay character, well-known for her bombastic animations and complexity in play.

This page provides a fully-comprehensive resource on Jack-O's mechanics, tech, and gameplan. This page is very long and occasionally provides advanced information. If you are new to the character and want a simple primer, please read the Starter Guide.

For additional information, please also check out her Combos, Okizeme and Further Resources pages.

This page assumes you are familiar with the basic mechanics of Jack-O's moveset. Please refer to the Overview if you are not sure how certain moves work.
Jack-O
GGST Jack-O' Portrait.png
Damage Received Mod
×1.12
Guts Rating
2
Prejump
4F
Backdash
18F Duration
1-5F Invuln
1-13F Airborne
Fastest Attack
5P (5F)
2P (5F)
Reversals
Forever Elysion Driver (11F)

Glossary

Move Notation

Jack-O' has a complex moveset, with Held Servant stance, and the option to hit and cancel off servants. For this reason some unique notation is utilised. The below chart provides all notation that is used on the Dustloop site. For the rest of this page, move strings will rely on this notation.

Notation Full name Meaning
ns.2P Near Servant Pick Up ServantGGST JackO Pick Up Servant.pngGuardStartupRecoveryTotal 14Advantage-
hs. Held Servant Moves performed during the Held Servant stance, e.g. hs.K for Attack CommandGGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15.
j.hs. jumping Held Servant Moves performed while holding a servant in the air.
hs.6X hs.6P/K/S/H/D Throw ServantGGST JackO Throw Servant.pngGuardAllStartup12RecoveryTotal 27Advantage+5.
* Added to a move when it hits a servant, but not the opponent, e.g 5K*.
& Added to a move when it hits both a servant and the opponent, e.g 5K&.
(hit) and (whiff) Indicates if a struck servant collides with or whiffs the opponent, e.g. c.S&(Whiff)
(Servant hit) When a servant launched by an attack earlier in the string hits.
(Detonation) When a servant exploding from CountdownGGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage- explodes and hits the opponent.
Common Phrases

Aside from notation, some verbiage is often used and associated with the character. Below is a simple list of commonly found terminology.

Phrase Meaning
Cheer H Short for Cheer Servant On HGGST JackO Cheer Servant On H Buff.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes.
Cheer S Short for Cheer Servant On SGGST JackO Cheer Servant On S Buff.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes.
Command Gauge The portion of the Servant Gauge used by Servant Commands.
Detonate An alternative name for CountdownGGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage-.
FED Short for Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41.
Parry When an opponent is Guard Crushed after striking Defend CommandGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25.
Recall An alternative name for Recover ServantGGST Jack-O 214P.pngGuardStartup10RecoveryTotal 19Advantage-.
Shield Alternative name for Defend CommandGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25.
Summon Cancelling To special cancel a move on into Summon ServantGGST Jack-O Summon Servant.pngGuardStartupRecoveryTotal 14Advantage-.
Summon Gauge The portion of the Servant Gauge used by Summon ServantGGST Jack-O Summon Servant.pngGuardStartup10RecoveryTotal 25Advantage-.
Combo Notation

If you are unfamiliar with standard Strive Combo Notation, details are provided below.

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

Servant Mechanics

The core of everything powerful and confusing about Jack-O'

The core of Jack-O's entire gameplay, and perhaps the most complex single mechanic in the whole game. Once summoned, they can be used as projectiles with a limited timer and perform special commands. These are not all critical, but it can be helpful to understand exactly how servants work.

Servants Leaving and Recalling

Jack-O's servants are fickle, leaving just as soon as you summon them. It's important to maintain your servants as best as you can, and avoid losing them prematurely. However, servants will always eventually disappear, so make good use of them for the time you get.

Servants Leaving

Certain situations instantly remove all servants without regaining any resources.

These are generally bad situations and should be avoided if possible. Taking damage at all is devastating to Jack-O' in neutral and on her offense, partly for the impact it has on her resources. It is impossible to prevent servants eventually running out of duration, however this also makes it important to not needlessly reduce servant duration by hitting them when it's not helpful.

Using Cheer Servant SGGST JackO Cheer Servant On S Buff.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes prevents servants leaving these ways (but can still be destroyed by Overdrives and Psych Burst), particularly to mitigate Yellow Roman Cancel.

Recalling Servants

Various situations will cause servants to Recall. Doing this removes them, similar to losing the servants when being hit, but will also return Servant Gauge to you, thereby allowing you to maintain your resources.

All Recalls give +0.5 bars of Command Gauge and +1 bar of Summon Gauge per Servant recalled.

At first glance this might seem equally bad to Jack-O', as you still lose servants. However the boost to Servant Gauge can make it easier to replace servants (such as after blocking projectiles), or gives you renewed value to restart your offense (such as ending a combo in Forever Elysion Driver). Because the Recall gives Command Gauge, which isn't spent on Summon Servant, you can generate a new positive Command Gauge through Recalls.

Importantly, a servant can be Recalled even after its duration hits zero, thereby letting you retrieve resources from a servant that is already imminently leaving.

Even so, avoid doing Recalls needlessly without some plan of action, not all uses of it will benefit you. In addition, Recall only gives Servant Gauge if you have servants to Recall in the first place. Some of these options particularly benefit you if you can first summon a servant to assist you.

Servant Duration

All servants begin with 8 seconds of duration, when it runs out it will leave automatically, with a distinctive "Bye Bye!"

Several factors can affect the duration remaining on a servant.

Every time a servant is hit by Jack-O' or another servant, they lose 3 seconds. This will usually give you time for only 2 hits, as their duration also counts down during these attacks. The only exception to the rule is Throw ServantGGST JackO Throw Servant.pngGuardAllStartup12RecoveryTotal 27Advantage+5; even if it hits an opponent, does not reduce their duration.

The duration is paused when held by Jack-O', during Cheer Servant On, and during Countdown. This also means you may hit servants during Cheer Servant On without them losing any duration, even after the effect ends.


Once a servant's duration hits zero, it will attempt to leave the next time it is allowed to idle.

If a servant has been bounced/launched, it will not be able to leave until it recovers after hitting the ground. Until then, it can continue to be hit again to prevent it leaving. You can also issue it a command, however this will always allow it to leave immediately without a chance to interrupt it.

Certain states will also prevent a servant leaving even after its duration runs out, including Cheer Servant On, Countdown, being picked up, and during any commands it's being issued.

Servant Gauge

Servant Gauge

The Servant Gauge is actually two seperate resource at the same time, the Summon Gauge and Command Gauge. You restore your Servant Gauge over time, limiting both how many times you can summon and use servant commands in quick succession.

The Summon Gauge is represented by the white area. This is used only for summoning servants. It is a lot easier to maintain and restore. However, it is much more essential to maintain at least 1 bar to provide nessecary access to Summon Servant.

The Command Gauge is represented by the green area marked by a servant's face. It used by all servant commands, including Attack CommandGGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15, Defend CommandGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25, CountdownGGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage-, and Recover ServantGGST Jack-O 214P.pngGuardStartup10RecoveryTotal 19Advantage-. In addition to being more difficult to maintain, it acts as a limiter. The Summon Gauge can never exceed the Command Gauge's current level, and if it goes down then the Summon Gauge will also be lowered to match.

Servant Gauge Recharge

Servant Gauge Recharge

The gauge recharges passively each frame. This amount is reduced for each gauge already filled, which is seperate between Command and Summon gauges.

In short, the first bar restores quickly, but the final bar is quite slow, making it very easy to sustain 1 bar, but reaching 3 bars requires a great deal of patience. If you have no servants at all (i.e. currently on defense) you will restore it a little faster, but you want servants available regardless.

Servant Gauge Recharge Rate
State Units Per Frame Time to fill 1 bar (seconds)
0 bars filled 10 1.67
1 bar filled 8 2.08
2 bars filled 6 2.78
0 bars filled + servant 8 2.08
1 bar filled + servant 6 2.78
2 bars filled + servant 4 4.17
Cheer Servant On HGGST JackO Cheer Servant On H Buff.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes 20 0.83
Note: 1 Bar = 1000 units.
Seperately, any form of 'Recall' restores +1 Command Gauge and +0.5 Summon Gauge per servant. This includes Recover ServantGGST Jack-O 214P.pngGuardStartup10RecoveryTotal 19Advantage-, Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41, breaking the Wall, and Blocking an attack (not to be confused with getting hit).
Pausing the Servant Gauge

Commands actually freeze the Servant Gauge regeneration momentarily. This also makes commands more expensive than they appear. Attack Command and Defend Command pause Servant Gauge for 1 second (60 frames), but this is halved if the only Servant to perform the command is held (30 frames). Similarly, recharge is paused during Countdown. Like most character systems, Servant Gauge does not restore during Hitstop frames.

For reference, 1 second of pause is equialent to 0.24~0.48 bars of Servant Gauge.

There is a major exception to this, during Cheer Servant On HGGST JackO Cheer Servant On H Buff.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes all new sources of pausing the Servant Gauge will be disabled. However, you still need to wait out any pause from Attack Command and Defend Command made prior.

Launching Servants

Launching Servants

Any time Jack-O's attacks connect with a servant they are launched as a projectile towards the enemy. This can even happen if a previously launched servant hits another servant, transfering the effect. If this is done using any normal or with another servant it may be said to "bounce" a servant, while Servant Shoot will "launch" a servant.

Every move has a different launch angle.

236P minion trajectory


Angle Moves Common use
A 2P, 5P, j.P, 5K, j.K, j.D, Servants Good for defensive coverage, with fast recovery and good for catching pesky dashes or low profiles.
B 6P, f.S, c.S, j.H, 5H Far-reaching, good for zoning at a shallow angle, or simply hitting opponents faster than with Throw Servant.
C j.S, 2H Pre-emptive anti-air, setting up a servant slowly enough to allow you to either set up or approach from the ground while the air is covered.
D 2S, 5D, 6H(1) Reactive anti-air, better for threatening airborne opponents. Also sees some niche usage in pressure for setting up servants mid-blockstring.
Notes:
  • 2S launches extremely high, landing full-screen.
  • 2H goes slightly higher than j.S.
  • 236K goes in a straight horizontal line until it collides with the edge of the screen.
Aside from simply the angles they hit at, some moves are especially useful specifically for their interaction with servants, such as 5K which allows the use of a jump cancel off the servant, while 6P can be used to threaten in neutral but cover yourself safely if you whiff. Learning to manipulate servants with your moveset is a major part of Jack-O'.
Clash Levels

All projectiles have a Clash Level, not to be confused with Attack Level. This determines which projectiles beat which other projectiles, or if they both disappear when they collide.

Bounced servants have Clash Level 1, similar to the vast majority of projectiles in the game. If they collide, the projectile will be destroyed (multi-hit projectiles lose only 1 hit) and the servant will disappear wih it.

If a servant is launched with Throw Servant or Servant Shoot, it will also have a Level 2 layer on top. This breaks through all hits of Level 1 projectiles (e.g. Gravierte Würde HGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17), or a single hit of Level 2 projectile (e.g. Chemical LoveGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9), while leaving the servant intact. This allows Jack-O' to work against zoning much more effectively with these specials.

Hitting Servants

Hitting Servants

Besides the launch a servant receives, Jack-O' is also affected by launching servants. Jack-O' receives 5F Hitstop, even if it also hit an opponent. In addition this provides on-hit cancels similar to hitting a opponent, including special cancels and even Red Roman Cancel.


When an opponent hits a servant, similar to hitting  Zato-1's Eddie or  Chaos' Scapegoat, they receive the full hitstop of their attack. This means the active frames will be massively extended. This functionally gives enormous recovery on whiff, a hugely extended Counter Hit window, but maintains an attack Jack-O' may inadvertantly fall into.

Similar to Jack-O', opponents can also perform on-hit cancels inc. So while an opponent is often locked into their attack for longer, they can quickly follow it up with a unique move to prevent whatever Jack-O' may be doing.

Hitstop Cancels

Hitstop Cancels
Hitting a servant reduces your hitstop. That means faster recovery and cancels!

Jack-O' frame-data largely improves if she hits a servant at the same time as the opponent, by replacing her attack's hitstop with the servant's 5F hitstop. This massively improves her advantage on hit and block, and speeds up cancels. It is strange conceptually, but simple in practise.

For Attack Level 0~1, it is better if the servant is blocked. Conversely for Attack Level 3~4 it is better if the servant whiffs.

This has many applications:

Many other uses exist, is happens far more often than you might think, as it is an essential part of how Jack-O' works.

If a move hits both the opponent and a servant at the same time it is notated with an &, such as 236K&. If this is ever listed it is a hitstop cancel. Some clatification may be made on if the servants hit or not, such as 236K&(Whiff).


For a full list of all hitstop cancel Frame Data, please see the Frame Data Page.

Neutral

Footsies


Jack-O' is generally outclassed in footsie play, due to overall low reward and mediocre frame-data. However, she still brings in unique quirks, and the very threat of footsies is what drives Jack-O's ability to summon and set up. An opponent that predicts Jack-O's aggression may be too hesitant to stop her summoning a servant, the true goal of neutral.

Close Range

Surprisingly adept, at close ranges Jack-O's 2KGGST Jack-O 2K.pngGuardLowStartup6Recovery12Advantage-3 is the largest fast 2K in the game, while being too fast, too low, too safe for opponents to reliably challenge without some uniquely good low options. Furthermore, Jack-O' also comes with a 5F 2PGGST Jack-O 2P.pngGuardAllStartup5Recovery9Advantage-3 with good range. Both 2P and 2K confirm into a linked 2K on Counter Hit, for easy neutral pokes. Though her on-block situations is not particularly special, with both 2P and 2K being -3 on block, and both 6P and 2D are somewhat unsafe gatlings on block.

Jack-O' is also tied for fastest recovering of 5F-invuln backdashes at 18F, making it safer for her to escape this range if she wishes to.

Primarily, the difficulty of Jack-O' is not fighting at this range, but getting into it in the first place, as Jack-O' lacks reliable and threatening pokes that enable her to approach. Many of her best pokes like 5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6 are easily caught by low pokes, giving opponents little reason to not attack Jack-O' approaching besides avoiding her sluggish f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9. Combined with her poor movement speed means she can struggle to reach this range if opponents are forcefully covering with their own pokes. This can, however, work to your advantage.

Mid Range

This is where Jack-O' struggles mosts, from poor movement, to poor coverage, low reward on hits, and higher recovery on many options, she does not win from an honest mid-range neutral.

The core goal for Jack-O' is to summon a servant. This opens new neutral tools, enables zoning, turn pokes into combos, and even begin pressure. However, summoning is not safe, an approaching opponent can easily catch her off-guard. To make this possible, you must either create a threat to stop the opponent attacking, or land an attack yourself. Jack-O' can also try to approach to hold onto her the favourable 2K range, depending on matchup.

If an opponent is simply dashing in to attack, you can poke their approach. f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9 is her largest poke that is mostly safe to whiff. However opponents may stagger their approach. Varying pokes with with 5KGGST Jack-O 5K.pngGuardAllStartup7Recovery10Advantage-4 for its speed and low recovery, dashing in with 2K for its low profile, or using her long-reaching 5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6 can cover opponents' movement and attacks. The strongest counterpokes an opponent has will often be their 2S as Jack-O's pokes either hit too high or get out-ranged. When this happens, you can stay back and summon safely, winning the interaction indirectly, or you can wait for the whiff and punish it, especially with 5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6. This creates a basic neutral gameplan.

If an opponent is being very aggressive in their approach, or shimmying with backwalk to outspace any pokes, 5H and 2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19 are very powerful. 2D can catch opponents for not crouch-blocking and 5H is one of Jack-O's safest moves on block, while both get huge reward on Counter Hit. These are dangerous on whiff, and can be easily defeated by low pokes (Usually a 2S), but the huge range and fast startup make them a major threat for the opponent. This can slow an opponent down for fear of the attack, therefore giving Jack-O' more time to summon, build the space, or approach.

Far Range

Varies heavily by matchup.

Against non-zoners, Jack-O' can use the range to summon servants completely unchallenged, this makes it extremely easy to set up and threaten opponents. Since even long-range characters struggle to hit full-screen (e.g.  Testament's Arbiter Sign SGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12), the only reason Jack-O' need approach at all is to avoid cornering herself or to intimidate an opponent out of approaching. With dash momentum her 5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6 travels immensely far, making it a great counter-poke to commital approaching. Her ranged options become incredibly safe. Bizzarely, at long-range Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 can anti-air low airdashes, and Throw ServantGGST JackO Throw Servant.pngGuardAllStartup12RecoveryTotal 27Advantage+5 will hit a low height, making it slightly more difficult to jab out servants.

Against dedicated zoners like  Axl,  Chaos, and sometimes  Faust with the right items, Jack-O' has no easy opportunity to summon, and needs to either approach or otherwise utilise specific gaps in their pressure to get that opportunity. It can often be safer to just focus on approaching into a range her normals can threaten, as without it she can't force the opponent to give her safe openings.

Generally speaking long range is not actually something Jack-O' wants to maintain more than nessecary. As soon as she has a Servant, and has gotten it on the opponent, it is vastly more valuable to approach to establish pressure. Choosing to remain at this range gives her only extremely low reward options, while the risk of correct callouts from the opponent is extremely painful.

Jump-Ins


Jack-O' has a few main ways to threaten jump-ins, either by doing so normally with an Instant Airdash (IAD), or after launching a servant in the air (see Zoning for more information). While her jump-ins are not particularly strong, they can be essential to challenging some of the strongest low-hitting pokes you will face, and a good way to vary your movement.

Jump-In Normals

While mostly interchangable from an Instant Airdash (IAD), the three jump-ins come with distinct pros and cons.

j.H is your most common, it is +5 on block allowing a frametrap 2K. It also has very large range, allowing you to threaten it from further out. The downside is the high hitbox means you can lose to a 6P incredibly late, and it functionally hits 3 frames later on crouching opponents.

j.S is a usually weaker alternative. While it hits deeper, it is shorter and only +3 on block, forcing you to bait Throws to continue offense.

j.P is a powerful alternative. It only hits standing, and is very short, but it is extremely fast and a simple IAD j.P > j.P > j.P is +4-6 on block while pushing out of Throws, giving the best on-block advantage available. This is especially good against prominent mid-height pokes that can easily counter j.S and j.H such as  Ramlethal's f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13] and  Nagoriyuki's 5HGGST Nagoriyuki 5HComparison.pngGuardAllStartup20Recovery27Advantage-14

Air Servant Shoot Cancel

Jack-O's Air Servant Shoot when cancelled into will virtually never actually hit the opponent. However, it slows your horizontal momentum just enough to often place you out of Throw range, especially if you walk backwards after. This is especially useful from IAD j.S and j.H(2) to more reliably maintain offense, while not affecting your On-block advantage. Done correctly, this allows IAD j.H at +5 on block to safely frametrap with c.S without risk of Throws. This exludes extended Throws from  Potemkin and  Nagoriyuki.

This can also be used after a crossup IAD j.H(1) to land closer, allowing combos into 2K when it would otherwise be impossible.

In addition, you can cancel j.H(1) to prevent the second hit. This allows an earlier Throw or low 2K, at the cost of opening a gap in your blockstring (+3 on block similar to j.S). This is fuzzy blockable and not a strong mixup, but can easily disrupt opponents unprepared for it.

High Jump-Ins

From a very high jump-in it's possible to gatling j.S > j.H and stay approximately +10 on block. This is very common when releasing a servant mid-air quickly and Airdash Cancelling (ADC) off the servant, giving an extremely high approach.

Due to the distance needed to accomplish this, it's rarely practical after a 236K RPS without crossing over the opponent, and this will almost never work in the corner as the j.H will whiff.

Anti-air


Jack-O' has a wide array of viable strategies to combat aerial opponents, many of which are quite strong. As a general rule, opponents are weaker when they're in the air than on the ground, as takes away their control of movement, and any hit is significantly more rewarding on them. While many of these options have significant overlap, choosing the right method can get more reward on hit, or more reliably avoids being hit by strong air-to-ground attacks.

Anti-Air Normals

With a large number of useful anti-airs, Jack-O' can combat nearly any aerial approach even without servants at her disposal. Each option serves to counter different kinds of aerial approaches the opponent may use.

  • 6P is the universal anti-air. Its upper-body invuln allows it to defeat the vast majority of air approaches, but it offers much lower reward and can be punished on whiff.
  • 5P is the most usable on reaction, and allows a strong combo. It is best used against slow but deep-hitting air attacks which would defeat 6P, like  Testament's j.HGGST Testament jH.pngGuardHighStartup13Recovery16Advantage+5 (IAD)
  • 5K one of the best pre-emptive anti-airs as it hits extremely far and fast, with low recovery on whiff. Best used with Dash Cancel, to potentially combo or begin pressure.
  • 2S hits opponents crossing over or dropping directly on top of Jack-O'. Specialist to a fault, with potentially very high reward but only effective on very specific moves like  Millia's KapelGGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS).

Air-to-Air Attacks

In general, Jack-O' has some of the weakest air-to-air capacity, with weaker range, no disjoints, and dubious combo potential. This makes it much rarer for air-to-air to be optimal, unless in some way forced to by the opponent. Despite this, Jack-O' still has a large range of options each covering different use-cases.

  • Air Throw is incredibly fast and secures a knockdown. This is a very strong threat when opponents are lingering above Jack-O' as the opponent is forced to guess.
  • j.P hits very low down and fast, this makes it excellent to catch an opponent attempting to jump up from below Jack-O.
  • j.K with its hitbox and startup, a rising j.K hits almost any air option with ease. Best used from a dash jump, due to its short range. Unfortunately, very unreliable to combo with.
  • j.H with an airdash is an extremely commital but potentially very high reward callout to an opponent jumping, especially when used near the corner.

Held Servant

Though very rare, when an opponent is incredibly high above Jack-O', it can often be easier to anti-air with a held servant than to jump up or use 2S. Held Attack Command is hugely disjointed and hits incredibly high up, this can even be done without any Servant Gauge left in reserve! This is particularly good against opponents who can linger mid-air for an extended period of time, causing other attacks to easily whiff.

This is notably useful against  Millia,  Chipp and  Zato; and very rarely against  Asuka and  Bedman?

Zoning


Zoning is never the gameplan for Jack-O', it is merely the prelude to set up for your pressure. This is important to emphasise, as Jack-O' cannot win with zoning alone, her reward is too low and the risk far too high. However, zoning is still an essential part of her, the use of zoning creates new threats to force opponents to approach, and it can often allow setting up servants from as safe a position as possible. When combined with the threat of more aggressive neutral, this can force opponents into difficult positions where any wrong call gives Jack-O' access to pressure.

Long-Range Projectiles

Each of these moves send servants along far-reaching angles. These are your primary ways to launch from distance to establish a threat the opponet must move through. On hit, you can confirm into Attack Command for a knockdown to close in and set up more servants, on block you are usually able to transition into more summons or Attack Command to catch the opponent being aggressive, creating a strong advantage state.

Each option differs in some way, making them each fulfil a slightly different utility.

  • f.S works from long-range and is one of the safest ways to avoid dangerous low pokes, like  Ky's 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8
  • 5H moves Jack-O' forward during the attack, making it a strong answer to opponents trying to run in to close range, or trying to back off with a backdash.
  • 6H(2) can hit a servant from uniquely far away, while covering some airborne attacks.
  • 6P has upper body invuln making it safer to extremely long anti-zoning pokes, like  Faust's ThrustGGST Faust 41236K.pngGuardAllStartup26~37Recovery19Advantage-12
  • Servant Shoot is very slow, but especially good at combatting projectiles like  Leo's Gravierte Würde HGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17
  • Throw Servant helps cover airdashes and airborne attacks such as  I-No's Chemical LoveGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9

Anti-Air Projectiles

Each of these moves send servants along high-reaching angles. When you zone from a distance, it is usually easier for an opponent to jump in than run on the ground. These are your primary ways to use servants to cover opponents jumping in, both reactively and to pre-emptively block out their options while you set up. Beware, these almost always leave you open to grounded approaches. Thankfully, on hit you can potentilly score big damage as Jack-O' will have time to run underneath to start a combo.

Each option differs in some way, usually to cover different types of aerial movement.

  • 6H(1) is the fastest to create a strong lingering arc, this is good against jumping in from almost any overhead angle.
  • 2H behaves very similarly to 6H(1) but takes longer to hit the servant and longer for the servant to bounce into the air. This is good against slower approaches, so Jack-O' has more time to set up or advance on the opponent.
  • 2S shoots at an extreme angle, this is usually best for extremely high approaches such as from  Millia's KapelGGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS)
  • Throw Servant helps cover airdashes from long-range but usually whiffs to jumping up higher.
Though uncommon knowledge, air blocking projectiles (including Servants and Attack Command) does not affect blockstun like strikes do. This means opponents usually recover mid-air and can actually jump out of attempted setups from your advantage.

Summon Cancels

When hitting servants, you can cancel the attack. Luckily, every launching move can cancel into Summon Servant. This is especially good in zoning as it allows Jack-O' to cycle through servants at a much faster rate to suppress the opponent or cover multiple options quicker, especially with Throw Servant due to its fast startup (14F Summon into 12F Throw Servant).

At the minimum you will be locked into 25 frames unable to block. While the servant you launch can affect the enemy, this makes it easier to be punished if the opponent has already avoided it. However it's usually best to cancel regardless for some moves where the recovery is especially bad.

Many moves change functionality effectively when cancelled this way, as Jack-O' will end the animation instantly. This can be helpful or a hinderance. This is a standard part of cancel mechanics, but it can reveal niche situations you may want to avoid cancelling immediately, especially for 6P.

  • 6P loses its upper-body invuln.
  • f.S retracts its hurtbox significantly.
  • 5H will stop moving forward and not perform the second hit.
  • 6H(1) will not perform the second hit.
  • 2D will stop moving forward.

Blocked Servant RPS

Though fairly subtle, when an opponent blocks a servant, there is an implicit RPS that can happen. The opponent is likely to either jump out, run past, or hit the servant with a very fast jab, however Jack-O' is plus enough to frametrap with Attack Command. It wastes a lot of resources to use an Attack Command needlessly, but on hit knocks down for a chance to get okizeme, especially near the corner. There are a variety of options available.

These can all be staggered too, especially by dashing forward for a moment before beginning Attack Command or Defend Command, to close the distance on opponents waiting for a more significant opening.

Air Release Servant

Releasing a servant while rising with a jump creates a low-commitement position. Hitting the servant with j.P, j.K, and j.D covers against anti-airs; j.S creates a lingering barrier against running under Jack-O'; and j.H and j.236K provide a conventional long-range projectile. All of these (except j.236K) maintain cancels, making it easy to reposition immediately with Double Jump or an Airdash, or even another attack to cover your descent.

It can also be useful to not bounce the servant you release. This is good against opponents pre-emptively trying to catch servants mid-air, letting you summon in place while prompting the opponent to hesitate. It is also useful if the opponent is directly below you, allowing you to defensively drop a servant to use Defend Command or Attack Command.

Performing a delayed airdash after j.H can be quite threatening to punish an opponent for using 5P on the servant. An opponent using 6P can counter this, but at the risk of much longer recovery.

Whiff Pick Up Cancel

One of the easiest applications of "Whiff Pick Up cancel" tech is in zoning, as it allows you to cancel off a servant into an empty recovery to act or begin blocking much faster than otherwise possible.

This is very easy to set up as it can be automated. By either hitting a servant immediately after releasing it, or from the exact spacing after setting it down with 236P. The below chart lists all moves that are autotimed assuming inputs are buffered.

Summon Servant 236P Release Servant hs.D
5P, 2P, 6P, 5K, f.S, c.S, 5H, 6H, 236K 2S, 6H, 236K

This can be accomplished with other moves or other spacings, but requires manual timing, ranging from easy to difficult.

This always provides 14F recovery after the servant has been launched if buffered immediately. The amount of benefit differs largely by move. For 5P and 2P this is pointless, but has a huge impact on 6P, 2S, 6H, and 236K.

Offense

Okizeme


2D, Jack-O's strongest Okizeme tool.
Throw, Jack-O's most common Okizeme tool.

Useful Links:

Okizeme is the art of attacking an opponent during their wakeup. Jack-O' is a specialist in okizeme, giving her an incredible variety of ways to completely safely pressure an opponent after her offense is complete.

In contrast to Millia, who is also specialist in okizeme, Jack-O' is more capable of safejumps and leading into her own sandwich Pressure, with less loopable damage output on mixups and generally simpler mixups to defend against. Jack-O' also has a lot more variety of okizeme with a variety of different strengths, weaknesses, and counterplay.

Jack-O's okizeme also comes in a huge variety for any situation, specific to the matchup, presense of supers, need for mixups, and more. While she has many options, you likely only need a few versatile options to be particularly ready. For more in-depth information on the theory and routes of Jack-O's okizeme, please visit her Okizeme page below.

Generally speaking you do not need to use or know all of Jack-O's okizeme, however she can score decent okizeme off almost any situation, making it worthwhile to recognise at least one available route for each attack. You also do not require optimal okizeme to establish a strong threat, therefore you can be selective for okizeme you can perform consistently. For example it is perfectly functional to use a safejump with imperfect timing to hit meaty, you do not need to have it safejump to be useful.

Servantless Pressure


Without any Servants to her aid, Jack-O' has some of the weakest blockstring threats in the game. Do not disregard it, however. Any strong hit through this offense can be game-deciding from the incredible setplay it can lead into. This is the time to either set up servants aggressively to convert into strong pressure, or bait out attacks to land that Counter Hit.

Basic Blockstrings
Jack-O's basic blockstring. Delay for the final 236K to hit.

Your core pressure strings is c.S > f.S > 5H > Delay 236K, giving the central route to stall for Servant Gauge, gain R.I.S.C. and corner carry, and create a mixup opportunity using c.S. There is very minimal threat to a defensive opponent after the c.S, given the weak frame data on f.S and 5H being weak to 6P attacks. However, adding delays helps stall for Servant Gauge and support the use of pressure resets like Summon Servant.

The Servant Shoot is very spacing reliant and can easily whiff. In these instances, instead use Recover Servant to stay -1 on block, or Summon Servant to exploit the safe distance. The longer you delay, the more you move forward and the easier it will hit, but this opens the risk of abare.

K Normals Blockstring

A much weaker string for K normals. The core string is (5K or 2K) > 2D > 236K . The string is hindered by a few problems and is quickly forced into a dangerous RPS.

While it seems unimportant, starting with 5K is much stronger than 2K, due to having double the cancel window. A 2K > 2D frametrap is a frame perfect input and 2K > 236K sacrifices any hitconfirm off 2K, making it very easy to challenge for the opponent. With 5K you can delay to catch opponents being aggressive.

Using 2D > 236K is dangerous but it's your only frametrap. It can be backdashed if you don't delay, it can be thrown if you had dash momentum, it naturally opens a gap to reversals, and may be blocked to lock you into the aforementioned RPS. Every option is risky, there is no truly safe route here.

The below table lists characters with easily applicable tools to punish 236K without engaging with the RPS on block.

Backdash and PunishBackdashing the 236K, assuming no delay on the backdash or 236K.
Characters labeled * do not get an advantage state from their punish.
ThrowInterupt the 236K with Throw. This assumes Jack-O' had some amount of dash momentum. Meterless reversal NoneThe character has no easily applicable punishes and is usually forced to block, IB into Throw, or rely on invuln Overdrives.
 Sol  Ky  Axl  Chipp  Faust  Zato*  Ramlethal  Giovanna  I-No  Jack-O'  I-No  Chaos  Baiken*  Testament*  Johnny  Potemkin  Nagoriyuki  Sol  Ky  Leo  Chipp  Baiken  Bridget  Sin  May  Millia  Anji  Goldlewis  Bedman?  Asuka
This is not your only option. The 2D should be treated similar to 236K, and also use a variety of options from Jack-O's defensive RPS.

Summon Servant Pressure Resets

While servantless pressure is why by itself, with a slow reset or access to resources there are a large number of ways to convert it into new pressure with a servant. This is a particularly powerful use of Tension and Burst gauges as they offer new pressure far stronger than what you had before, thereby being a lot more powerful than a conventional pressure reset.

Wild Assault

One of the easiest ways to set up servants from servantless pressure is to use 5H > 236D > 236P. This is a 2F frametrap, losing only to Throw and reversals, an extremely high-risk callout for the opponent. This doubles as a way to frametrap when Servant Shoot would whiff.

Even on uncharged Wild Assault, Jack-O' is left +9 on block, giving a true blockstring 2K, an autotimed frametrap with 2D, and enough time to Tick Throw, enhanced by the Guard Crush. On hit, the only possible combo from 236P is with 2K if the opponent does not stagger recover at all. However, Wild Assault can be surprising enough for this to be a realistic combo confirm.

Dash Cancel BRC

From 5K and c.S you can perform a Dash Cancel and immediately perform Blue Roman Cancel from it. Thanks to the huge slowdown effect, you are able to trap an opponent in blockstun for so long you can summon without opening a gap with (c.S or 5K) > dc~BRC > c.S > 236P > 2K. The main drawback is this must be done immediately from c.S or 5K and not later into the blockstring to allow stalling for Servant Gauge.

Notably if you perform a fast Blue Roman Cancel, while the slowdown is shorter it's not enough to leave openings for most characters as you are +2 on block (+3 if you fBRC with perfect timing), allowing you to perform the same string for much less Tension cost or Tension Penalty. This will however require a 2P to frametrap certain abare like  Millia's 2PGGST Millia Rage 2P.pngGuardAllStartup4Recovery10Advantage-2, and a just frame fBRC is needed to challenge  Sol's 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16.

Summon RRC

Cancelling any move into a forward-drift Red Roman Cancel will leave Jack-O' advantaged enough to summon a servant and reset pressure with c.S&, 2K, or tick throw immediately, while the RRC leaves you spaced just enough to be safe from most Throws. Due to using a Red Roman Cancel, this has the greatest impact on your Tension and is generally not efficient.

  • Do not forward drift in the corner. You will always be in Throw range, weakening your offense severely.
  •  Potemkin and  Nagoriyuki can usually throw you even from midscreen.
  •  Sol can reliably use 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16 to break the setup.

You are -1 on block, but the opponent is under the effects of slowdown, meaning their options are severely limited. This has some unusual maths, so the below table provides some simplifications.

Attack used Trades with Countered by
2P N/A 3F or faster
2K 4F 3F or faster
c.S N/A 4F or faster
Notably, this means you cannot ever outspeed  Sol's 5K, nor low-profile it with Jack-O's 2K.

Summon BRC

By performing a Roman Cancel immediately after completing Summon Servant (Hold), you will get a Blue Roman Cancel. This has several benefits:

  • Hugely extended slowdown for stronger offense.
  • Tension Penalty reduced from 4 seconds to 2 seconds.
  • Able to bait out and punish reversals by opening a gap.
  • Compared to Summon RRC, this has a better frame advantage situation.

Done perfectly, this has 20F before the Roman Cancel begins (14F summon, 6F roman cancel). This means the opponent always has an opportunity to act. If they use a risky move like a slow punish or an invuln reversal, you get a high value punish. However, if they pressed a fast jab it might prevent you pressuring them after the Roman Cancel, wasting the resources.

Unlike Summon RRC, this is heavily impacted by spacing and pushback. If you are heavily pushed out, it is usually better to drift forward. However at close range, especially in the corner, it is better to not do this, to avoid being Thrown or abared by fast attacks.


If the opponent did not already act, you are functionally +0, but the opponent is under the effects of slowdown, meaning their options are severely limited. This has some unusual maths, so the below table provides some simplifications.

Attack used Trades with Countered by
2P 3F 2F or faster
2K N/A 3F or faster
c.S 4F 3F or faster
Notably, this means you cannot ever outspeed  Sol's 5K, nor low-profile it with Jack-O's 2K.

Summon PRC

The most difficult variant of Summon RC, but is potentially extremely effective in the corner. Cancelling Summon Servant (either version) after Frame 10, the servant will remain while you begin a Roman Cancel as early as Frame 16. This is so fast that it can used from a lot of pressure completely safely.

This is usually preferred with a Fast Roman Cancel, as there is not much change to the pressure situation regardless, and makes it the most efficient form of Summon RC listed.

Due to the shorter distance it travels when fast cancelled, while leaving the servant behind Jack-O', this is usually better in the corner after 2H or 5H, as the pressure mid-screen is not very substantial regardless. The short drift on fast cancelling actually can cause Throws to whiff regardless,


If done perfectly from an Attack Level 4 move5H, 2H, and 6H(2), you are +4 on block. If timed a frame off, you will be only +2 on block. The opponent is under the effects of slowdown, meaning their options are severely limited. This has some unusual maths, so the below table provides some simplifications.

Attack used +4 on block +2 on block
Trades with Countered by Trades with Countered by
2P N/A N/A N/A Throw
2K N/A N/A N/A Throw
c.S N/A Throw 3F Throw
Notably, this makes Throw difficult but not impossible to counter. If your timing is perfect, 2K can work. However, you may not need to if the fast PRC does not drift into Throw range, allowing safe use of c.S under most circumstances.

Sandwich Pressure


A simple sandwich position

Sandwich Pressure is a position of advantage when the opponent has a servant behind them and Jack-O' is in range to use her grounded normals. The "Sandwich" creates a position such that Jack-O' can safely loop pressure for an extended period of time, often building an incredible amount of R.I.S.C., while enforcing an oppressively strong Strike-Throw threat, and some moves allow potential Overhead and Crossup options. Faultless Defense is also less effective, as the pushback of the Attack Command will repeatedly move the opponent closer to Jack-O'.

This offense is usually achieved through Okizeme or Zoning, to get a servat over the opponent. Once Jack-O' is in range, any attack can be used in tandem with Attack Command to begin the pressure.

This is the largest application of Hitstop Cancels, as a hit servant whiffing allows for even better frame data.

Sandwich Pressure Routing

Once in range, the biggest tool at your disposal is a Hitstop Cancelled c.S hitting the servant behind the opponent (notated as c.S&(Whiff)). This launches the servant back, letting you keep the sandwich pressure, and leaves you +10 on block, while able to do many new pressure options.

There's a couple loops that are frequently used for sandwich pressure:

  • c.S& > Dash c.S > 2D > 214K Standard route off which most sandwich pressure is built.
  • c.S > 5H& Alternative route good for corner carry when Servant Gauge is very low and when c.S can't be hitstop cancelled.

The main goal is to enforce the threat of c.S and especially c.S&(Whiff) as much as possible. When hitstop cancelled this way it offers many different options:

  • Dash c.S if a very threatening frametrap.
  • 5D is a gapless overhead.
  • 2D can be safely delayed to match the 5D timing.
  • Tick throw is very easy even against Faultless Defense.
  • Forward jump cancel into IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    Attack Command crosses up. Using j.S hits the servant for an autotimed 4F gap, but manually timed j.H can be faster at the risk of making the opponent auto-block.
  • Neutral jump cancel into IAS Attack Command enforces a potential F-Shiki j.P mixup.
  • Dash Cancel can be used to counter Deflect Shield while staying +3 on block.

Sandwich Cheer H

If you run out of servant gauge and wish to continue the offence, you may use a fast servant cancel with 5H (Note this doesn't require heavy input buffering), to set up Cheer Servant On H.

This is usually done with 214K > 5H&(Whiff) > 236236H > 214K > .... If the cancel is done fast enough (+13 on block), this is a true blockstring. You can even microdash the 5H to defeat Faultless Defense, without opening a gap.

On top of the standard pressure routing, for additional corner carry you can also use 5H&(2) > 214K from close spacings, while remaining gapless against Faultless Defense.

Similar to corner Cheer H pressure, be mindful of heavy use of Faultless Defense and the use of Yellow Roman Cancel disrupting the pressure after Jack-O' has already spent her Tension. Additionally, the use of f.S and 5H can easily lose to 6P if a gap is opened.

Corner Pressure


Your opponent's single biggest nightmare. Show them no quarter.

Jack-O's corner pressure is one of the most powerful and diverse positions of any character, and is the core goal of her gameplan. Due to its huge value compared with her riskier neutral. She has access to extremely lengthy tick throw pressure, with huge Tension gain. Its greatest strength is safety, Jack-O' can repeatedly true frametrap many many times before needing to open a single gap, making it hard to get out of. By contrast, it is low damage, with comparatively softer combos and a heavy use Throws, demanding the opponent be locked down continuously.

Standard Corner Pressure

Jack-O's basic pressure with a servant is quite good for how long it can be, and offers a surprisingly large range of options.

Generally your goal is to avoid losing the servant from Jack-O' hitting it unnessecarily. A full duration servant can be hit up to 2 times before leaving. Your goal is to build R.I.S.C. and present tick throws. Due to the servant's very limited duration, stagger pressure is less valuable. Conversely building R.I.S.C. is quite easy.

Optimal routing will usually use some part of the c.S > 2H > 236K > 214K blockstring, ommitting parts to avoid hitting the servant more than nessecary (e.g. cancelling c.S into 236K), or using 2K > 2D > 214K to avoid hitting the servant at all. This is very nuanced and situational, requiring some understanding of pushback on block to control when you would hit the servant.

You can build even more R.I.S.C. with c.S > f.S > 2H, but this creates a throwable gap. While 236K& > 214K can frametrap, to ensure the servant is spaced out to do another loop, you will need to delay and open a gap where the opponent can abare.

Example Blockstrings:

All examples assume a full duration servant blocked in the corner by Throw Servant

  • Dash c.S > 2H > 236K& > dl 214K > Dash c.S > 2H > 236K& > dl 214K > Dash c.S > f.S > 5H (Gaps on delayed Attack Commands) High R.I.S.C. gain, simple pressure.
  • Dash c.S > 2H > 236K& > 214K > 2K > 2D > 214K > c.S& > 5H(1) > 214K > Dash c.S > f.S > 5H (Gapless; unsafe on block at the end).
  • Dash c.S > 2D > 236K > 214K > Dash c.S&, c.S > 2D > 236K > 214K > Dash c.S&, c.S > f.S > 5H (Backdashable 236K attacks; gauge remaining to cancel the 5H) c.S stagger string, with high Tension gain. Very strict timings.

Held Servant Pressure

Colloquially known as the "Pichu Pressure" after its discoverer NotPichu.


By cancelling off the servant into Summon Servant (Hold)GGST Jack-O Summon Servant.pngGuardStartupRecoveryTotal 14Advantage- (usually from 236K&), Jack-O' is able to prolong her pressure with one of the strongest forms of pressure reset possible. When combined with her standard pressure, this can balance her finite resources more efficiently. The full loop, including a starting 2H, provides:

  • 4500 R.I.S.C. (approx. 35% R.I.S.C. Gauge)
  • Approx. 23% Tension
  • 0.44 ~ 0.88 bars of Command GaugeVaries based on current Command Servant Gauge level..

It should be noted this pressure is not by itself a mixup and won't further your offense directly, it is a supporting utility to reset pressure and generate resources.

The core structure looks like 236K& > 236[P] > 236K* > hs.6X > Dash > c.S. This is usually set up from c.S > 2H > 236K for its resiliance to not whiff the servant after FD block. There's two main components, summonning the servant, and releasing the servant. Done correctly, even if a servant is at zero duration after the first 236K, it can be hit again before it can idle, only requiring the servant be hittable at the start.


The second 236KGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 usually whiffs, but its leaves an active hitbox on Frame 8, requiring unique counterplay to abare. This is favoured on trade and combos very well on hit, making it dangerous for opponents. Deviating from this route can punish opponents trying to abare.

  • 236K& > 236[P] > hs.K Replacing with Attack Command catches (almost) any abare.
  • 236K& > 236[P] > hs.D > 2D Release Servant resets the offense early, and by not extending any hurtbox can cause the opponent to whiff.
  • 236K& > 236[P] > Backward Dash Spacing out can cause the opponent to whiff, and is your primary answer after Instant Blocks.

The second gap at hs.6XGGST JackO Throw Servant.pngGuardAllStartup12RecoveryTotal 27Advantage+5 attempts to fully reset the pressure, even jailing jump attempts. The opponent stand blocking will leave Jack-O' less plus, opening a tiny gap in her reset (potentially allowing a Throw). Some crouching attacks can hit Jack-O' before the servant lands, assuming she is in range. Universally, anyone can use 6P to catch her dash in.

To answer these options Jack-O' must once again deviate from the string.

  • 236K& > 236[P] > 236K* > hs.6X > 2D Simply replacing c.S with 2D punishes any abare at the end, but this weakens the reset as you must spend another Attack Command.
  • 236K& > 236[P] > 236K* > hs.D > 2D or 2H Releasing the servant instead of throwing it leaves you +10~12. In theory 2H is the better frametrap option but 2D is less spacing-sensitive. Both give enormous reward on hit.

c.S Hitstop Cancel Pressure

When hitting the servant in the corner with c.S, Jack-O' is left +6 on block thanks to Hitstop Cancelling off the servant. Due to a quirk of c.S inputs you can't true frametrap into another c.S, but this still presents an extremely strong position to apply Stagger Pressure regardless.

  • 5K true frametraps for a combo.
  • c.S staggering into another c.S generates more R.I.S.C. without losing the standard pressure.
  • 5D gatling can hit without opening a gap.
  • Tick throws are very easy with its low pushback and high frame advantage.
  • A Dash Cancel perfectly times for a Tick Throw (-1 on block) while almost entirely mitigating the effects of Deflect Shield or IBFD.

Meterless Dust Combo

If a servant is spaced slightly away from the servant (e.g. after blocking Throw Servant), by precisely using 5D you can hit the opponent and have the servant launch them. This has a few outcomes:

  • Knocks down with time to summon a servant.
  • At high Wall Damage results in an immediate Wall Stick.
  • If correctly spaced, Jack-O' can combo into 2P > 6P or even 2K > 6H and pick up into a wallbreak combo meterlessly.

To get an idea of spacing, the green explosion of the Dust Attack should visually appear between the servant and the opponent.

This can often be threatened after Throw Servant, the opponent is expecting a threatening frametrap, and this gives ample opportunity to dash into the spacing.

Whiff Pick Up cancel

If the spacing is just right when launching a servant forward, using Pick Up ServantGGST JackO Pick Up Servant.pngGuardStartupRecoveryTotal 14Advantage- will fail, giving a fast cancel. This makes you +7 without holding a servant, allowing a fast Tick Throw or frametrap with 2D, dramatically enhancing the potential threat and preventing opponents abaring on the pressure reset. However, the spacing is so sensitive, it can be broken by just the opponent stand or crouch blocking.

For example the following will reliably work from a dash after Throw Servant, making it one such setup, but only if not FD blocked, and requires careful timing to not be throwable. Dash c.S > f.S > 2H > 236K& > ns.2P (Whiff) > (Dash Throw or 2D).

If too far, no cancel happens, if too close, you will pick the servant and be left horribly disadvantageous.

Sameside Pressure

In contrast to Sandwich Pressure, if a servant is on the same side as Jack-O' it is called Sameside Pressure. This is much weaker than sandwich pressure, as it becomes difficult to keep both Jack-O' and the servant in range at the same time. But it is a lot more accessible as it can often be achieved directly off an opponent blocking a servant.

5H Summon Reset

Colloquially known as the "SUS", discovered by Eddventure.


When hitting a servant behind Jack-O' with the back of 5H, its launch can take so long to hit the opponent you are left extraordinarily plus on cancels. Done perfectly, 5H& > 236P can be as much as +3 on block.

The further back the servant, the more plus you will be. Jack-O's position does not not matter, as long as 5H hits both the servant and the opponent at the same time.

If servant is too close, this can actually leave you minus. The visual indication for this is very ambiguous, so you may reset safely despite this, due to the lack of visual indicator to the opponent on when it is safe.

IAS Sameside Mixup

c.S& > jc > TK 214K > j.S& > (ADC > j.P or Land > dl 2K)

Close-range High-Low Mixup. Difficult to set up, reliant on both a fresh servant with just the right spacing. It creates a true blockstring into a difficult to react to high-low mixup that can be made unfuzziable. Unfortunately, both routes will likely end in the 2D RPS, for lack of a servant to support Jack-O'.
This can also be done from further away using 5K*. Unfortunately, this will make j.S* leave a gap based on how close the servant was. Additionally, based on Jack-O's spacing you may need to add a small delay before the 214K, to ensure the servant bounces back into j.S range.
Creating a c.S& is difficult, this is because most servants if blocked will be too far from the opponent. For example, Throw Servant > Attack Command does not place it close enough. This makes it very situational. A good way to force this is by using Attack Command before or immediately during a servant being blocked, reducing the pushback to keep it in position.

Super Wall-Break


Your approach here will differ based on their character and Tension. Make sure to check beforehand.

When Jack-O' breaks the wall using Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41 or Wild AssaultGGST Jack-O 236D.pngGuardAll (Guard Crush)Startup20~31Recovery20Advantage+13, the opponent will be knocked down for +36 advantage.

While this is often nessecary, Jack-O' has a very poor Super Wall-Break, and is a large reason why Jack-O' dislikes needless wall-breaks in favour of corner pressure. While she is advantageous, Jack-O' must usually play around RPS to begin any significant pressure. On the positive side, the near-corner position turns almost any meaty hit into a full combo, and Positive Bonus allows converting even basic blockstrings into devastating corner pressure very quickly.

There's two main approaches to okizeme from this position, usually based on the matchup.

Super Wall-Break: Instant Air Dash j.H

This option is recommended for most characters.


(See also: Jump-Ins)

A common option creating decent pressure on block and advances on the opponent.

Unfortunately, Jack-O's jump and airdash cancels are floaty, meaning she takes longer to land than most. This rather upsettingly means Jack-O' cannot safejump fast reversals here, getting hit by any 9F reversal.

Meterless 9F Reversals 50% Tension 9F Reversals No 9F Reversal
 Sol  Leo  Chipp  Baiken  Bridget  Sin  Ky  May  Giovanna  Nagoriyuki  Ramlethal  Millia  I-No  Anji  Axl  Potemkin  Faust  Zato  Goldlewis  Jack-O'  Chaos  Testament  Bedman?  Asuka  Johnny  Elphelt

Generally if the opponent can use an invulnerable reversal, it is not advisable to use this as baiting is notably risky and takes away the main advantages of jumping in.

In addition, any 6P will cause it to whiff, or even punish depending on startup. You can use an Option Select 6D to throw slow 6P attacks at the cost of performing a j.D gatling on hit/block. This weakens your advantage (+6 → +1), but outspaces Throw, usually keeping a good offensive position.

Punished by 6P Can block 6P Can throw 6P
 Sol  Ky  Chipp  Faust  Millia  Ramlethal  I-No  Chaos  Baiken  Elphelt  Leo  Anji  Jack-O'  Bridget  May  Axl  Potemkin  Nagoriyuki  Giovanna  Zato  Goldlewis  Testament  Sin  Bedman?  Asuka  Johnny
You can also call out a 6P by using j.S, but this has very poor pressure on block, and is throwable out of all attacking options.

Super Wall-Break: Run Up c.S

The best answer to characters with a strong reversal, going into an RPS with generally stronger risk-reward, especially when backed with meter.

Jack-O's very slow dash means she can only barely hit c.S safely with tight timing. This is throwable if even slightly earlyDone early you get f.S, with dash momentum this easily gets thrown. or late on the input. This compounds to some other issues. Jack-O' is unable to easily threaten a tight Uncharged Dust AttackGGST Jack-O 5D.pngGuardHighStartup20Recovery26Advantage-15, and has almost no counterplay to Backdashes without committing to much weaker options (e.g. dashing in further). Generally, Jack-O's advantage doesn't translate to any new tools here.

If you score this knockdown with spare Tension or Burst, you may use Dash Cancel BRC or Wild Assault to set up. The Positive Bonus will allow you to make up for any of these costs, and often go into Cheer H before it ends (almost entirely removing the Tension Penalty), easily refilling your entire Tension Gauge.

You may Summon Servant before reaching the opponent, this has a side-effect of being a reversal and backdash bait functionally, and is a situation many will not react to. However this will almost always leave you negative.

Defense and blockstrings

Ending Blockstring RPS


When Jack-O' is blocked from any unsafe move—which make up the majority of her kit—she is given a variety of options to escape punishes and reset to neutral.

Jack-O' may wish to cancel from any normal to avoid punish, but some are much safer than others. 5H is the safest, it has huge pushback on cancels, high blockstun (attack lv. 4), and has a practical cancel into Servant Shoot. Conversely, 2D has bad blockstun (Attack Lv. 2), leaves Jack-O' extremely close, and while it has a frametrap, you have less time to hitconfirm to avoid wasting okizeme. Servant Shoot, despite middling pushback and blockstun, is also not particularly safe as the opponent has no further frametraps to avoid

Jack-O' needs to end the blockstring safely. There's many many ways to go about this, you are only limited to Jack-O's movement, and the timing of releasing her servant. However, counterplay is usually shared between routes based on their general patterns. Below are these patterns, but do remember that variations within them may slightly alter interactions of matchups.


BlockAvoid being punished, but allows the opponent to begin pressure.

... > 214P
Only normally punishable off a close-range 2D. However, you immediately surrender to the opponent's pressure, not only does this remove Jack-O's momentum, but she may need to handle dangerous pressure imminently. This is one of the least-dangerous options, but with no particular potential for reward.

This is also the simplest way to be safe from problematic reversals, like Leo's EisensturmGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup9Recovery33Advantage-28 or Ramlethal's MortobatoGGST Ramlethal Valentine 236236S 2.pngGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43}.


Run AwayAvoid short-range punishes, better with distance

... > 236[P] > Backward Dash
Excellent, as most character's best counterplay is to commit to running forward, giving Jack-O' time to react by jumping over a punish or attacking the opponent before they can react. However, if the opponent is very fast, like  Ky, Jack-O' may have less time to react or make a decision.

This method is most susceptible to spacing. 2D is always punishable by a reversal attack if Jack-O' was too close. Additionally, spacing affects how long it takes for an opponent to catch up.

If Jack-O' has 50% Tension, this also challenges particularly dangerous Overdrives like Giovanna's VentaniaGGST Giovanna Ventania.pngGuardAllStartup5+4Recovery49Advantage-37, as Jack-O' can react with her own Forever Elysion Driver.


JumpAvoid low-hitting punishes, better with higher attack level

... > 236[P] > Jump > ... > hs.D > ...
The most varied route, Jack-O' can position herself many ways into the air: back jump, instant Air Backdash, forward jump, even double jumping. However, because Jack-O' must first release the servant, she is exposed to strong air-to-air and anti-air punishes. Some characters can even call out the direction of a jump for even better reward.

Being Counter Hit in the air leads into many powerful combos. It is the most potentially rewarding, as Jack-O' can launch the servant or reset pressure with an airdash, but this comes with significant risk.


AttackReset pressure against slower punishes, better with higher attack level

... > 214P > 2K   or   ... > 236[P] > 236K
Less a blockstring ender and more a form of stagger pressure. Attacking the opponent quickly can often outspeed their usual punishes to other routes.

This can often be disrupted by Faultless Defense or prior spacing, as it will push Jack-O' out of range, but this benefits her other defensive options.

This is much better at close ranges off higher Attack Levels, narrowing the gap in pressure.

This tactic is most important for 2D and 236K, as these are the most unsafe of Jack-O's moveset, however some risk exists with any move, even 5H.

Most characters have hard punishes to any particular route, but these can easily falter to other routes. Varying these will force opponents to generalise their options, which are much lower risk overall. Additionally, most punishes rely on the opponent to act fast, cancelling off early into a blockstring will allow Jack-O' to escape safely, as the opponent is forced to respect potential frametraps.

Matchups often lean heavily into specific punishes, for example Ramlethal's 5HGGST Ramlethal Valentine 5H.pngGuardAllStartup12Recovery28Advantage-12 [-13] is extremely good for catching run away attempts but she lacks particularly rewarding pressure if blocked, while Potemkin's f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8 easily covers jump attempts but his Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 is very poor for catching running away.


Counter-pokes

Abare and Escaping Pressure

Jack-O' has a unique mechanic losing her servants any time she's blocking, and hence on defense. When an opponent is pressuring you, it is nearly impossible to set up, and your goal is to steal back that momentum. Her invincible Overdrive, Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41 also suffers from bizarre weaknesses and can't be fully relied upon. This means you will need to understand Jack-O's strengths in universal mechanics to defend correctly.

Abare Normals

None of Jack-O's normals will outright disrespect a good frametrap, but when small gaps open or the opponent uses alternative resets, these moves cover a lot of options. The biggest highlight for Jack-O' is both her 2P and 2K. These can be buffered while holding down-back 1 to stay crouch-blocking. They also have generally good speed (5F and 6F respectively) and good range, which can make them easier to use alongside Faultless Defense. In addition, 2P on Counter Hit even links into 2K > 2D, and 2K is low-profile for its entire recovery, being much harder to whiff punish.

In select situations you may need to use 6P to crush high-hitting attacks faster than your other options can attack. While not outstanding, it has a faster-than-average invuln, making it a lot harder for high-hitting attacks to frametrap it early. Be aware it does not maintain this upper-body invuln for long however, making it very susceptiable against even moderately delayed strikes.

Other Defensive Mechanics

Jack-O' has a very good Tension Gain from everything she does, conversely she is a terrible user of Yellow Roman Cancel and some attacks call out her invulnerable Overdrive. This makes her a big spender with Faultless Defense, as returning to neutral helps her regain the Tension. Combined with her massive 2K, it can be really easy to push opponents too far to keep attacking, but still being able to punish them.

On top of this, Jack-O' is tied for the fastest recovering backdash with the standard 5F Invuln. This creates a strong combination as you can use Faultless Defense to push out the opponent, then backdash any follow-up they might use. The low recovery sometimes gives unique backdash opportunities not available to other characters and is a lot harder to punish this way.

In the corner it can be useful to jump. This is generally lower risk as you are only hittable for 4 frames on prejump. In the air, you can react with a double jump, Air Dash, or j.D which can potentally slow the opponent's offense. Unfortunately for Jack-O' she has a long jump duration and her air options are generally weaker. It can often be helpful to instead High Jump, as this gives a much safer Air Dash out of the corner.

Though more a stat than a move, Jack-O' takes 12.5% less than the standard R.I.S.C. This helpfully means you can afford to be on defense for much longer than otherwise for her low health. Use this to your advantage and wait out the pressure more comfortably, without taking high-risk options.

Forever Elysion Driver
Hits very hard, but beware its strange weaknesses!

Jack-O's invulnerable Reversal, Forever Elysion Driver, is perhaps among the most bizarre reversals in regards counterplay. It is useful to recognise what options will cause the attack to fail, as it has a lot of them.

  • If the opponent is too far forward above Jack-O', she will advance past the opponent and whiff.
  • Crossups avoid the attack completely, such as  Leo's Zweites Kaltes GestöberGGST Leo Whitefang Kaltes Gestober Zweit.pngGuardAllStartup25 [25]Recovery22 [15]Advantage-6 [+2]
  • Due to slower startup, moves with low recovery hit very meaty can recover in time to block, such as  Nagoriyuki's 2KGGST Nagoriyuki 2K.pngGuardLowStartup7Recovery8Advantage-1
  • Parries work against the attack as normal.

While the move has notoriously very long range if the opponent extended a hurtbox, such as against  Axl's 2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8], if they have meter to Roman Cancel they can retract the hurtbox Frame 1, thereby causing it to fail. This makes it only function against extended hurtboxes if the opponent lacks the meter to Roman Cancel.


Unlike most Overdrives, Jack-O' can Option Select with a Roman Cancel. If the attack lands, it will put her in a cinematic Frame 2, locking it out. If the attack was blocked, you will instead Red Roman Cancel immediately. You can even Option Select with a Fast Roman Cancel, as none of the inputs will occur if the super hit.

Thanks to the zero hitstop, you can ambiguously set up a mixup with an additional Roman Cancel, in the event the attack fails.

  • Fast PRC into a Throw before the move would hit. Requires some precise timing on the Roman Cancel.
  • Fast RRC into a high, usually j.S. Only works on Crouch block at close range. Delay the Roman Cancel slightly to get airborne.
  • Fast RRC down into a low, usually 2D.

Additional Info

6H Range


The second hit of 6H (notated as "6H(2)") applies a chain of hitboxes in sequence, each one is higher up and further away. The below table demonstrates at what ranges this move will work on specific characters and the timings of these hits.

Hitbox number 1 2 3 4 5 6
Range from center 260 380 480 580 680 780
Active Frames 19~20 19~22 21~24 23~26 25~29 27~29
Highest hit on characters standing  Giovanna  Baiken  Jack-O'  May  Chipp  Bridget  Sol  Ky  Axl  Milla  Zato-1  Ramlethal  Leo  Nagoriyuki  Anji  I-No  Chaos  Testament  Sin  Asuka  Potemkin  Faust  Goldlewis  Bedman? None
Dashing  Giovanna  Jack-O'  May  Chipp  Ky  Milla  Ramlethal  Leo  Anji  Chaos  Baiken  Testament  Bedman?  Asuka  Johnny  Zato-1  Goldlewis  Bridget  Sin  Johnny None  I-No None
Crouching None
Additional notes  Sol,  Axl, and  Faust when dashing low profile the entirety of 6H(2)
 Nagoriyuki's FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A low profiles the entirety of 6H(2).
 Millia's MirazhGGST Millia Rage Mirazh.pngGuard-Startup-RecoveryTotal 26Advantage- low profiles the entirety of 6H(2).
 Potemkin has no dash equivalent.
 Faust can be hit by the 6th hitbox when he is standing while wearing an AfroGGST Faust Afro.pngGuardNoneStartup110 To LandRecoveryAdvantage-.

While 6H is rarely much use in neutral, a few exceptions are noteworthy:

  •  Goldlewis is exceptionally easy to hit, as even when dashing he can be hit from significantly further away, and any attack he has is likely to stand up and be hit, especially given his otherwise poor crouching moves.
  •  Faust with an Afro is particularly exposed. His only benefit is the use of LoveGGST Faust j236P.pngGuardAll (Guard Crush)Startup27RecoveryTotal 48Advantage- which will be hit from 6H easily, and any standing move can be hit from extraordinarily far away.
  •  I-No suffers a strong range where it can catch her hoverdash and all aerial attacks, but it cannot be hit by anything grounded, not even Stroke The Big Tree HGGST I-No Stroke the Big Tree.pngGuardLowStartup28Recovery16Advantage-2.

Input Buffering


Input Buffering is a common technique where you input some of a complex motion early, and then complete it later. This is because some motions are too lengthy to do quickly. In Jack-O's case this is most valuable with her Cheer Servant OnGGST JackO Cheer Servant On H Buff.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes Overdrive when cancelling off a servant, because a servant removes so much hitstop as to make it extremely difficult to input fast enough to cancel immediately. Below are some practical examples of this.
Move string Input sequence
c.S& > 236236H 236S236H
2H& > 236236H 2362H36H
5H& > 236236H 236H236H
236K& > 236236H 236K236H
236[P], 236236H 236[P]236H
236[P], 236K 236[P]236K

This technique is utilized in the following sections:

Controller Layout

This is not nessecary to play Jack-O' well, and any layout that is comfortable is a good one, but if you're looking for the easiest layout to play, a few basic checks can help ensure you will be comfortable performing the majority of tech you may learn.

Controller Layout

Jack-O' has a couple very fast moves, including Summon Servant (Hold)GGST Jack-O Summon Servant.pngGuardStartupRecoveryTotal 14Advantage- on the P button, and Release ServantGGST JackO Release Servant.pngGuardStartupRecoveryTotal 11Advantage- on the D button that can make it difficult to quickly go into her next attack, particularly with Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 (236 K) for combos and pressure.

We recommend your layout comfortably allows you to:

  • Hold Dust D and press any other attack button P K S H (similar to performing a Burst).
  • Hold Punch P and press Kick K.
    • It can rarely be helpful to hold Punch P and press Slash S or Heavy Slash H, but this is much less important.

Below is a couple examples of layouts.

Keep in mind any other things you may need, such as if you are not using a Roman Cancel RC button you will want to be able to press some combination of three attack buttons, e.g. P K S.

Universal Tech

This is all tech that is accessible by some or all other characters, Jack-O' included.

BRC Instant Overhead


Useful Links:

By cancelling a backdash into a forward drift BRC and fast cancel into j.P, Jack-O' can perform a fast overhead attack. On hit this combos into 2K. This is difficult to react to compared compared to jumps and Charged DustGGST Jack-O 5D.pngGuardHighStartup28Recovery26Advantage-10, and is still safe, however has generally lower reward.

On block it cannot lead into a true blockstring due to the immediate landing recovery and lack of blockstun. While it is advantaged, it doesn't avoid invincible reversals.

Executionally this is quite difficult as the window to input j.P is very tight. When done incorrectly, Jack-O' will land before it becomes active.

c.S BRC Cancel


It is possible to perform a Blue Roman Cancel during the prejump frames of a jump cancel. This means c.S > jc~BRC will result in a grounded BRC cancel, leaving you extremely plus while the enemy is locked in a slowdown. During this time you can hit a Sweep (2D) or Uncharged Dust (5D) as a true blockstring, creating a reversal-safe unfuzziable high-low mixup. Even better, both options can still combo without further use of Tension, due to the BRC slowdown.

Jack-O' is unable to perform a meterless wallbreak (assuming no prior wall damage) off the Dust without a servant already summoned, however she can still do considerable damage into okizeme with a servant. Even on block, due to BRC slowdown you remain +5, and can frametrap with c.S.

Additonally, Jack-O' can true blockstring summon off any Lv. 1 or higherAny normal except 5P or 2P normal, with the string c.S > jc 66.BRC > (c.S or 2D or 5H) > 236P > 2K, as a potent alternative to Summon PRC.

Tiger Knees


A "Tiger Knee" (abbreviated to TK) is a special kind of input where you perform an aerial special on the first frame of a jump, being the fastest way to perform a move, but also usually occuring extremely low to the ground, giving it new usability and functionality. Jack-O' can TK a lot of her specials, for sometimes unusual benefits:

  • 214P / 214K / 214S / 214H Servant Commands can be performed as a TK to be made airborne, such as for dodging low-hitting moves like Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0 and ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5 in neutral.
  • 214K Off Sandwich Pressure you can TK Attack Command to set up crossups while still frametrapping opponents.
  • 214S When Defend Command is TK'd you can parry oncoming strikes while evading run-up grabs, defensively covering against both in neutral.
  • 236K Servant Shoot can still launch servants when TK'd, and can be used in pressure from a jump cancel to maintain blockstrings while staying airborne against Forever Elysion Driver in the mirror match. For launching servants, you will need to not High Jump this.
  • hs.6X Throw Servant can be TK'd to throw it at the earliest time to get more time to attack, due to its long recovery time. The motion isn't a "TK" motion but it behaves the same.
  • hs.D Performing Release Servant earlier allows you to block potential punishes or use air specials slightly faster. The motion isn't a "TK" motion but it behaves the same.
Inputting a Tiger Knee

For most quarter circles you can simply extend the motion of the input into the jump, and slightly delay the attack button to just as you leave the ground, such as a 2369K. Some cases may behave differently, as explained further below.

  • TK Throw Servant: Throw Servant is unique as it has no motion, so simply inputting hs.9X will result in a TK. This is still important, but extremely to perform.
  • Manual direction TK: If you need to control the direction of the TK, you will need to do this while avoiding the unwanted jump directions, for example to neutral jump 236K we need to input 2368K, which can be done as 23658K but not 23698K, as the 9 would simply make you jump forward.
  • Low TK: Normally a 2369 motion results in a High Jump, as you do a down input before an up, this can indirectly cause your moves to go higher than you expect. In the case of TK 236K this height will make you whiff servants. To avoid this there is two solutions. You can perform 2369K with a extremely small delay before the 9 to stop it being a High Jump but still in time for the move buffer, or input the motion 9236, where you perform the entire 236K input during prejump. This is not too difficult from a jump cancel, as you can buffer the jump giving you time to perform the TK, but in neutral this is the hardest motion possible.
  • TK hs.D and TK hs.6X: Throw Servant and Release Servant have no motion, so simply inputting a jump hs.9X will result in a TK. This is trivially simple for backwards Release Servant (hs.7X), neutral Release Servant (hs.8X), and forward Throw Servant (hs.6x). However, due to the overlap, if you wish to do a forward jump with TK Release Servant or neutral/backward jump Throw Servant you must change the direction during prejump.
Unlike the other TKs, a TK Release Servant is about how quickly you release the forward direction, not how quickly you can press an input. Interestingly, you can still input hs.9X and it will Release Servant so long as you are no longer holding forward by the time prejump ends.

Delay Gatlings

Many gatlings and cancels are commonly used to assert pressure. There is many reasons why you might delay your cancels:

  • Open a frametrap from a true blockstring.
  • Widen the gap to catch fuzzy options.
  • Make mixups more ambiguous (e.g. the recovery animation stops being a telegraph of Throw).
  • To evade an opponent's Instant Block timing.
  • Generate more Servant Gauge

For the last point, Jack-O's Servant Gauge refills automatically even during her own pressure strings, therefore by slowing down the cancels you can allow yourself to regain more Servant Gauge.

Take for example 214K, c.S > f.S > 5H. The initial Attack Command freezes the Servant Gauge for 60 frames. If we wish to use this as a loop into another Attack Command and leave zero gaps it will be difficult to not lose Servant Gauge rapidly. With the fastest possible inputs it will regain Servant Gauge for only 3 framesEquivalent to 0.018~0.024 bars of Servant Gauge.. If you delay every attack perfecctly you can gain up to 19 framesEquivalent to 0.114~0.152 bars of Servant Gauge, while still leaving it truly gapless. It isn't much but this can make the difference in a pinch.

This can, of course, be taken further. Intentionally opening larger gaps in pressure is not only useful as covered above, but also stalls for even more Servant Gauge.

Advanced Tech

This section discusses a wide range of tech and mechanics Jack-O' has access to. The application of each is largely different.

F-Shiki Overhead

In some setups Jack-O' can perform a unique overhead with a rising j.P. This is not the same as other true high-low mixups, but it still enables powerful pressure.

F-Shiki j.P Mixup

To perform an F-Shiki, the opponent must block a falling overhead (j.K, j.S, or j.H) then quickly jump and hit j.P while they're stuck in a standing animation. You F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. the opponent into allowing j.P to connect off a jump cancel or rising jump, creating an unreactable mixup. If the j.P connects, you combo by cancelling into Attack Command immediately, on block this leaves you advantageous.

This is usually set up for either through an okizeme safejump, hitting very deep to allow a jump cancel j.P to hit, or by using (c.S or 5K) > Jump Cancel > TK 214K > dl j.S to set up the mixup from sandwich pressure.

Unusually, if the opponent crouches and is hit by the initial attack, the jump cancel j.P will whiff, leaving Jack-O' at best +2 but stuck above the opponent. Meaning the decision-making happens before the jump cancel begins. It costs Servant Gauge to combo, and when the opponent reads the mixup, you will lose pressure. The attack is virtually impossible to hitconfirm, nor is it viable to make the attack a safejump while buffering a forward jump cancel. If the opponent willingly takes the hit, the 'low' option combos automatically.


The difficulty varies by opponent, as character's standing height makes for differences in how viable it is against them, and the timing of your attack before a jump cancel will determine how high the j.P will hit. In addition a jump cancel j.P at the lowest height is not the same as a rising j.P from the ground.

Cannot be hit by j.P Only Jump Cancel j.P Jump Cancel j.P and Rising j.P
 Giovanna  Chipp  May  Jack-O'  Chaos  Baiken  Bridget  Sol  Ky  Axl  Potemkin  Faust  Millia  Zato  Ramlethal  Leo  Nagoriyuki  Anji  I-No  Goldlewis  Testament  Sin  Bedman?  Asuka  Johnny


Non-Wallbreak FED


An unusual quirk of Forever Elysion Driver's lenient range is its ability to reach an opponent stuck to the wall from a distance where it will not cause a Wall Break, allowing any Wall Stick combo to potentially lead back into corner okizeme.


Non-Wallbreak Forever Elysion Driver

If spaced very well, Jack-O's Forever Elysion Driver can hit an opponent stuck to the wall without sending them through the wall. This allows you to maintain corner pressure and okizeme without resetting to the less favourable "Super Wallbreak" position. To ensure you maintain strong okizeme it is recommended to learn Forever Elysion Driver okizeme before utilising this.

This is best used when an opponent is low health but the Wall Break won't kill, where Positive Bonus is not essential and the improved okizeme and corner pressure enables a better chance of landing a hit to win the round. It's less effective early into a round, as the Wall remains heavily damaged and risks sacrificing the Wall Break if the opponent escapes the pressure.


The spacing is relatively diffcult and far away. Not all confirms allow it and the precision often makes it very hard to score manually. Below is a visual guide to the positioning needed to get this effect

The position needed to cause a Non-Wallbreak FED. Use the timer graphic to line up Jack-O's position.

Hitbox Nullifying


Useful Links:

Known by many names, when using Defend CommandGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25, if the servant is released or picked up 1 Frame after (with 5F input buffer) the enemy strikes the defend hitbox, the servant will not perform a Guard Crush, instead the hitbox will be nullified without ending their animation. This can enable a lot of unique punishes.


Hitbox NullifyingInterrupt the Guard Crush for a full punish
Hard

214S > ns.2P or hs.S > hs.D
By releasing or picking up a servant instantly as it parries the attack, the hitbox is nufflified without stopping the attack (and therefore recovery). This allows fully punishing the opponent with a high damage combo meterlessly, especially against DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. attacks and slow H normals.

By interrupting the Guard Crush you lose the 33 damage, and do not regain 1 bar of Servant Gauge. Additionally, this only nullifies the first hit: multi-hit attacks such as EisensturmGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup9Recovery33Advantage-28 will simply hit immediately after. Additionally, moves with short recoveries are likely to be be safe.

You cannot drop a servant during the Defend Command animation unless it parries, so you can buffer the hs.D input on prediction. This is not possible when picking up a servant, but its shield lingers as picked up, making it not frame-perfect.

Interestingly, even if you intend to only punish with Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41, it is still more optimal to use this, as the Guard Crush normally causes combo scaling and proration for significantly less total damage.

This technique is utilized in the following sections:

Unscaled Countdown


The Unscaled Countdown behaviour is generally assumed to be a bug and may be removed in the future.

When using CountdownGGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage-, if the explosion hits Jack-O' before hitting the opponent, the explosion will deal damage with no combo scaling besides proration, resulting in an enormous damage boost to a combo, at the loss of some of Jack-O's health.


Unscaled CountdownEnd a combo with a staggering 80 extra unscaled damage, but beware the self-harm.
Variable


By routing a combo to set up a servant to hit Jack-O' before the opponent, you can deal an enormous amount more damage. This is key to some of Jack-O's highest damage combos, however on top of removing all Servant Gauge, this also resets to neutral, and deals 80 damage to Jack-O' (and able to lethal herself).

This is usually set up by having the opponent launched high while the servant explodes near the ground, to give as much time as possible for the opponent to avoid the explosion until after it has hit Jack-O'. The servant can be hit into the ground using 2S, 2H, 6H, j.S, or bouncing it off a wall. You can also use Attack Command to hold it at a low position for longer.

Due to the precision of spacing and timing involved, this is reserved for very pre-planned combos routes, and is not realistic to improvise into a combo.

While this is in theory even more expensive than usual Countdown combos, for its self-harm and neutral reset; given most Countdown combos are not worth using unless it kills, this is often just a more optimal use of Countdown—assuming the explosion doesn't take out Jack-O' in the process. If this happens it does result in her losing the round, it will not be a draw.

This technique is utilized in the following sections:

Whiff Pick Up Cancelling


Jack-O's Pick Up ServantGGST JackO Pick Up Servant.pngGuardStartupRecoveryTotal 14Advantage- is possible to activate when near a servant, but it will not pick up the servant immediately, and if the servant disappears or goes out of range, the move will whiff. This gives Jack-O' a 14F special cancel which does not place her into Held Servant stance, allowing her to recover extraordinarily fast from many moves, for pressure and zoning.

Whiff Pick Up cancelFail to pick up a servant to fast cancel off move.
Easy


236P > 236K* > ns.2P (Whiff)
By inputting Pick Up ServantGGST JackO Pick Up Servant.pngGuardStartupRecoveryTotal 14Advantage- as you hit a servant, Jack-O' is able to cancel any move into a 14F recovery. This can be done with any special-cancellable, not just 236K. This is most easily set up with 236P to get the perfect spacing, but adding a slight delay can allow it to be done from 236[P] > hs.D too.

When zoning, using this allows Jack-O' to launch servants while giving herself more time to catch jump-ins, run-unders, defend against potential punishes, or approach behind the servant.

In corner pressure, this can open new frametrap and Tick Throw opportunities, but is difficult to set up due to unreliable pushback spacing.

Because the window between picking up and whiffing the servant is quite narrow, spacing is important. Off some hits it may be required to do a delayed cancel. Additionally the detection range is not limitless, far reaching hits may not allow Pick Up Servant at all. In the corner, it is possible for a servant to never leave its range due to the wall.

Pick Up Servant shares identical frame data to Summon Servant (Hold)GGST Jack-O Summon Servant.pngGuardStartupRecoveryTotal 14Advantage-. When the servant hits an opponent immediately this is +7 minimum, making it very advantageous given Jack-O' has full use of Normals, Throw, and can block.

This technique is utilized in the following sections:

Matchups

Every matchup is unique and detailed. To better cover this, there is a seperate section on specific matchups.


Training Recipes

Below is a list of every training recipe included on this page.

Learning Jack-O'

Training Recipes
Name Recipe Number Difficulty Notes
PC PS4/5
Corner Pressure
Summon PRC: frametrap post-PRC 16286 12723 Medium Sol will 5K very shortly after block. You will need to time your PRC precisely to the exact moment the servant appears, and not fast cancel the PRC (to allow the slow down).
Summon PRC: react to reversals 16783 11728 Very Easy Use the freeze from PRC to react to an unsafe reversal.
Cheer H: c.S loop 20008 12759 Very Hard You will need to apply a dashes after every Attack Command to stay in range.
Cheer H: 5K loop with 1 servant --- --- Hard This will leave very small gaps, try to avoid leaving bigger openings. The timing changes if you hit the servant, but this won't happen every time.
Cheer H: 5K loop with 2 Servants 16508 --- Medium Has a consistent rhythmn, see how the additional servant improves the string.
Servant Shoot: pressure loop 16592 11711 Easy 236K* does not need to be very fast for this challenge. Hold the P input while you buffer 236K, to make this much easier.
Servant Shoot: 214K frametrap 16623 11692 Easy Quickly link into 214K to frametrap Ramlethal's 5K, which otherwise defeats a 236K*.
Servant Shoot: 2H frametrap 16773 11702 Easy Instead of throwing the servant, release it and frametrap with a 2H, to punish the abare.
Servant Shoot: catch the jump 16751 11683 Medium Some opponents are hard to catch in the air, but can still be challenged.
Advanced Tech
2S& Servant Unblockable: perform a perfect unblockable --- --- Very Hard If you are too early, their 7 will auto-block, if you are too late, you will not grab off the servant hitting.
2S& Servant Unblockable: combo off a backdash --- --- Very Hard More lenient timing for the unblockable.

Learning Counterplay

Counter Strategy Recipes
Character Name Recipe Number Difficulty Notes
PC PS4/5
Corner Pressure
Universal Summon PRC: punish drift PRC 16801 13916 Very Easy This will also work against 5P even if you do not crouch.
Universal Servant Shoot: IB and punish the 236K& 17650 13895 Hard You will need to use an Instant Block to accomplish this. Most important for  Goldlewis and  Chaos
Universal basic Cancels: fuzzy block the overhead 17713 --- Easy You can do this challenge predictively, but use it as a good opportunity to practise your fuzzy blocks.
 Axl Servant Shoot: evade the 214K frametraps 16825 13943 Medium You cannot reversal 2K, add a very small delay.
 Chipp Servant Shoot: punish the hs.6X 17552 14015 Very Hard You need an incredibly precise microdash to have 5P reach while being fast enough to punish without leaving a gap.
 Ramlethal Servant Shoot: jump and punish hs.6X 17570 13960 Easy You need to stand block to get enough distance to be able to jump out.
 I-No Servant Shoot: jump and punish hs.6X 17583 13970 Easy You will need to be relatively quick to punish in time.
 Chaos Servant Shoot: evade the 214K frametraps 25450 --- Medium You cannot reversal 2K, add a very small delay.
Advanced Tech
Universal Unblockables: backdash to minimise damage --- --- Hard Backdashing cannot be buffered as easily as supers and jump.
Universal 2S& Servant Unblockable: fuzzy stand block --- --- Easy Crouch block the 2S then stand block after.

Useful Links

Resources and References
Combo and Setup Videos
Notable Player Content

Navigation

Systems Pages
Application & Advanced Information
Archived Information