GGST/Jack-O/Strategy: Difference between revisions

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< GGST‎ | Jack-O
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<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|P|2P}}'''</code> || Near Servant || <code>{{clr|P|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|K|K}}</code> for {{MiniMoveCard|game=GGST|chara=Jack-O|input=214K|label=Attack Command}}.
|-
|-
| <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|ns.{{clr|P|2P}}}} || Near Servant || {{MiniMoveCard|game=GGST|chara=Jack-O|input=2P (near Servant)|label=Pick Up Servant}}
|-
|-
| <code>'''hs.{{clr|D|6X}}'''</code> || <code>hs.6{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|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|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}}.
|-
|-
! colspan=4 | Servant notation
| {{ComboText|j.hs.}}  || jumping Held Servant || Moves performed while holding a servant in the air.
|-
|-
| colspan=2 | <code>'''*'''</code>  || colspan=2 | Added to a move when it hits a servant, but not the opponent, ''e.g'' <code>{{clr|K|5K*}}</code>.
| {{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 both a servant and the opponent, ''e.g'' <code>{{clr|K|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 a servant ''after'' having already hit the opponent, not at the same time, ''e.g.'' <code>{{clr|D|5[D]}}~&</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>'''(hit)'''</code> and <code>'''(whiff)'''</code> || colspan=2 | Indicates if a struck servant collides with or whiffs the opponent, ''e.g.'' <code>{{clr|S|c.S&}}(Whiff)</code>, using {{clr|S|c.S&}} but the servant whiffs.
| 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>'''(Servant hit)'''</code>|| colspan=2 | When a servant launched by an attack earlier in the string hits, ''e.g.'' <code>{{clr|S|2S&}} > {{clr|K|236K}} > (Servant Hit)</code>
| colspan=2 | {{ComboText|(Servant hit)}} || When a servant launched by an attack earlier in the string hits.
|-
|-
| 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|H|214H}} > delay > (Detonation)</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.
|}
|}


; 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"
Line 49: Line 59:
| Cheer S || Short for {{MiniMoveCard|game=GGST|chara=Jack-O|input=236236S|label=Cheer Servant On {{clr|S|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|H|2H}}. ''See [[{{PAGENAME}}#Okizeme| Okizeme]] for more details.''
|-
|-
| Kick Loop || A loopable combo string in the corner using <code>{{clr|K|236K}} > {{clr|P|236[P]}} > {{clr|K|236K}} > {{clr|D|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|P|236[P]}}}}, sometimes {{MiniMoveCard|game=GGST|chara=Jack-O|input=236P|label={{clr|P|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 (Hold {{prompt|GGST|P}}) or directly in front of her (Tap and release {{prompt|GGST|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 with {{MMC|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant}} 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 overriden by 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, this duration is 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 by 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 can 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 is 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|H|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|H|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===
===Launching Servants===
----
{{card
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.
|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.


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.
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|P|2P}}, {{clr|P|5P}}, {{clr|P|j.P}}, {{clr|K|5K}}, {{clr|K|j.K}}, {{clr|D|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|P|6P}}, {{clr|S|f.S}}, {{clr|S|c.S}}, {{clr|H|j.H}}, {{clr|H|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|S|j.S}}, {{clr|H|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|S|2S}}, {{clr|D|5D}}, {{clr|H|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|S|2S}} launches extremely high, landing full-screen.''
* ''{{clr|H|2H}} goes slightly higher than {{clr|S|j.S}}.''
* ''{{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.''
* ''{{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|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'.
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.
}}


===Opponents Hitting Servants===
===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.
----
----
Similar to hitting Zato=1's Eddie, an opponent hitting a Servant will receive the full hitstop of their attack. This means the active frames will be massively extended. This has some unusual effects:
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.
* Moves are made extremely active, able to hit Jack-O' extremely late.
* Moves have functionally '''enormous''' recovery on whiff.
* The available time to Counter Hit the move is hugely extended.


It is very easy for novice Jack-O's to forget this active time increases and still run into the attack. However, used correctly, this makes it extremely risky for an opponent to hit a servant with anything more than a {{clr|P|5P}}/{{clr|P|2P}} or {{clr|K|5K}}/{{clr|K|2K}}.
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.
 
}}
The other caveat is Jack-O' and opponents can perform on-hit cancels including jump cancels, dash cancels, gatlings, special cancels, and even Red Roman Cancel. 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===
----
{{Card
[[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.]]
|header=Hitstop Cancels
:''"Why does hitting servants make her frame-data so good?"''
|content=
[[file:GGST_Jack-O_Strategy_HitstopCancelExample.png|thumb|right|400px|Hitting a servant reduces your hitstop. That means faster recovery and cancels!]]


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.
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.


This has a few very specific applications:
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.


* 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|S|c.S}} in the corner is +3 and can cancel into a gapless {{clr|D|5D}}.
This has many applications:
* If someone blocks {{clr|S|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.
{{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.
}}


; Notation
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 '''&'''. For example '''{{clr|K|236K&}}''' is a {{clr|K|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.
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)'''.
 
----
; How does it work?
''For a full list of all hitstop cancel Frame Data, please see the [[{{BASEPAGENAME}}/Frame_Data#Hitstop_Cancel_Data|Frame Data Page]].''
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.
 
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>==
==<span style="font-size: 2em;">Neutral</span>==
===Footsies===
===Footsies===
----
----
Footsies are a state of game where both characters remain grounded and manuever to attack the opponent while making their attack miss to retaliate. It is the very core of fighting games, so it is important to also read up on footsies outside of this page.
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.


Jack-O' is generally outclassed in footsie play, due to overall low reward and high commitment with her atacks. However, she still brings in unique quirks, and this must not be neglected simply in favour of her unique tools.
<div class="tabber-shadows-fix">
{{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.


The very threat of footsies is what drives Jack-O's ability to summon. An opponent that predicts Jack-O's aggressive may be too hesitant to stop her summoning a servant. Once a servant is summoned, it offers huge value and many more options.
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.


==== Close Range ====
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.
 
}}
Surprisingly adept, at close ranges Jack-O's {{MMC|input=2K|label={{clr|K|2K}}}} is too fast, too low, and too safe for an opponent to really be challenging without some uniquely good low options. This is the largest {{clr|K|2K}} in the game making it particularly strong. Furthermore, Jack-O' also comes with a 5F {{MMC|input=2P|label={{clr|P|2P}}}} which allows her to outclass opponents whose only 5F option is {{clr|P|5P}}.
|-|
 
Mid Range =
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. Unfortunately her on-block 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. She also cannot realistically summon at this range, it will almost certainly get her countered.
{{card
 
|header= Mid Range
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 large pokes, with a weak {{clr|S|f.S}} poke and her {{clr|K|5K}} only covering a little more range, and while scary her {{MMC|input=5H|label={{clr|H|5H}}}}'s advancing movement is easily caught by low pokes. 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.
|content=
 
{{Gallery
==== Mid Range ====
| 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.
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 servante. 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.
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.


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 {{MMC|input=2K|label={{clr|K|2K}}}} for its low profile, or using her long-reaching {{MMC|input=5H|label={{clr|H|5H}}}} can be 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.  
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.  


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.
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.


==== Far Range ====
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.
Varies 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. {{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. Bizarely, 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.


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.
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.


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.
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>


=== Jump-Ins ===
=== Jump-Ins ===
----
----
Jack-O' has 2 main ways to threaten jump-ins, either by doing so normally with {{MMC|input=j.S|label={{clr|S|j.S}}}} or {{MMC|input=j.H|label={{clr|H|j.H}}}}, or after launching a servant in the air (see [[{{PAGENAME}}#Zoning|Zoning]] for more information).
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.
 
<div class="tabber-shadows-fix">
{{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.


IAD {{MMC|input=j.H|label={{clr|H|j.H}}}} is the preferred jump-in for its superior range, and on block leads perfectly into {{clr|K|2K}}. Additionally, by cancelling the first hit into {{MMC|input=236K|label=Air Servant Shoot}} you land earlier, creating additional pressure options. This is one of the best on-block pressures of a conventional jump-in simply for variability.
{{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.


{{TheoryBox
{{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.
| Title = IAD {{clr|H|j.H}} Pressure
| Oneliner = A short, useful, setplay achieved off a simple jump-in
| Recipe = IAD > {{clr|H|j.H}} > Land > {{clr|K|2K}} or IAD > {{clr|H|j.H}}(1) > {{clr|K|j.236K}} (Whiff) > Land > {{clr|K|2K}}
| Autoplay = yes
| content =
By cancelling the first hit into {{MMC|input=236K|label=Air Servant Shoot}}, you cancel the attack and momentum, to land earlier and slightly further, creating a {{Tt|pseudo-High-Low-Throw|It can be fuzzied, making it not a true mixup, but this fuzzy is also exploitable to allow safer pressure.}} as the opponent still needs to stand-block the second hit of {{clr|H|j.H}} normally.


'''{{clr|H|j.H}}(2) is +5''', making a {{clr|K|2K}} a ''true frametrap''. While {{clr|S|c.S}} is throwable, it provides better pressure on block.
{{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}}.


'''{{clr|H|j.H}}(1) > {{clr|K|j.236K}} (Whiff) is +3''', but will be further spaced out. Depending on how close it hit, {{clr|K|2K}} will be throwable, backwalking slightly can make Throws whiff while maintaining {{clr|S|c.S}} range; unless you land too close and/or the opponent has a large Throw range.
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.


A similar effect can be accomplished with {{clr|S|j.S}} > {{clr|K|j.236K}} to get a safer spacing despite its weaker on-block, but this will naturally be easier to challange.
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.


Where this falls short is the slowness. IAD {{MMC|input=j.H|label={{clr|H|j.H}}}} takes 32 frames to hit, 35 if the opponent was crouching, making it very easy to {{clr|P|6P}} as it will immediately whiff through the upper-body invulnerability. In contrast, IAD {{MMC|input=j.S|label={{clr|S|j.S}}}} hits deeper, making it harder to {{clr|P|6P}} and hits crouchers 3 frames faster (Frame 32). However, it has less range, worse pressure on block, and worse combos on hit, making it a substantial trade-off.
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.
}}
</tabber>
</div>


=== Anti-air ===
=== Anti-air ===
----
----
Jack-O' has a ''vast'' array of viable anti-airs, many of which are quite strong. Below is an overview of her most versatile anti-airs.
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.


'''{{clr|P|6P}}''' - As is standard, the universal {{clr|P|6P}} anti-air is your bread and butter, it is the safest and most consistent anti-air. In Jack-O's case its hurtbox is tied for the fastest lowering in the game, making it easier to respond with on reaction without being caught on startup. The largest problem is a general lack of reward, only comboing in select cases, and giving minimal value on block.
<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.


'''{{clr|S|2S}}''' - Powerful anti-air for opponents directly above Jack-O'. This is for covering angles that {{clr|P|6P}} normally cannot, including vertically moving attacks like {{Character Label|GGST|May|label=May's}} {{MMC|chara=May|input=j.2H|label={{clr|H|j.2H}}}} and {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MMC|chara=Potemkin|input=j.D|label={{clr|D|j.D}}}}, and cross-over maneuvers such as {{Character Label|GGST|Millia Rage|label=Millia's}} {{MMC|chara=Millia Rage|input=j.236H|label=Kapel}} or<br>{{Character Label|GGST|Happy Chaos|label=Chaos'}} {{MMC|chara=Happy Chaos|input=j.D|label=IAD {{clr|D|j.D}}}}. It will be apparent this move is specialist to a fault, as it challenges one highly specific option the opponent has (or may not have at all), and almost nothing else. But for that utility, it is very good at its job.
* 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|S|214S}}''' - With a servant active, {{MMC|input=214S|label=Defend Command}} becomes an extremely potent pre-emptive anti-air. Not only can the massive shield catch even 100% Screen IAD jump-ins, but on successful parry it gives a rewarding left-right mixup. Due to the Defend Command's huge active time, it extremely hard to stagger air movements to bait and avoid it, and even if they do so, they can't punish Jack-O' more than wasting her resources.
* {{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.
{{TheoryBox
}}
| Title = Anti-Air Defend Command Mixup
|-|
| Oneliner = Anti-air parry leading into a high reward 50:50 mixup
Held Servant =
| Recipe = {{clr|S|214S}} > Dash > {{clr|S|c.S}}
{{Card
| content =
|header=Held Servant
By running under an opponent as they are Guard Crushed, Jack-O' can set up an ambiguous left-right mixup based on which side she will remain. Dash more to end crossup and slightly less to remain sameside. Done correctly this can be so ambiguous even the user won't know which side they're hitting, and the opponent will be Guard Crushed for the entire duration making it impossible for them to avoid the mixup. Even if they block correctly, Jack-O' remains extremely plus due to the air block, and builds extra RISC.
|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.


While the Defend Command heavily scales the combo, anti-air {{clr|S|c.S}} leads into strong combos. Combined with the 33 Defend Command damage it nets a potentially sizable reward for an anti-air.
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>
'''{{clr|D|ws.6X}}''' - Throw Servant is less an intentional anti-air tool, and more designed for pre-emptively covering the airspace while setting up for pressure. It doesn't often give much value on hit, but it's so readily available that require use can easily shut down jump-ins, especially on slower opponents.
</div>


===Zoning===
===Zoning===
Line 332: Line 649:
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.
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.


====Setting up a Servant====
<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.


The general goal of zoning is to place a servant into a threatening position near the opponent. There's two general types: a sameside servant, and a crossup servant.
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.


* ''Sameside Servants'' are much easier to accomplish, simply make the opponent block any servant. Their position prevents the opponent approaching safely, and gives Jack-O' access to her sameside pressure strings.
Each option differs in some way, usually to cover different types of aerial movement.
* ''Crossup servants'' are only achieved with commital options by getting a servant to fall completely over the opponent. This usually leaves the opponent able to approach more easily as the servant may whiff Attack Command, but if this is used to start pressure it provides the extremely rewarding Sandwich Pressure.
* {{clr|H|6H}}(1) is the fastest to create a strong lingering arc, this is good against jumping in from almost any overhead angle.
* {{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.
* {{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.


Most options provide the easy and safe sameside servant. Despite the greater risks, a crossup servant is generally more rewarding. Even with less Servant Gauge at your disposal as it enables more mixups and stronger Hitstop Cancels.
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).


====Servant Zoning====
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.
{{TheoryBox
| Title = Grounded Servant Launches
| Oneliner = Easy neutral coverage, your bread and butter use of servants.
| Recipe = {{clr|P|5P*}} or {{clr|P|6P*}} or {{clr|H|5H*}} or {{clr|H|6H}}(1)* or {{clr|K|236K*}} or {{clr|D|hs.6X}}
| content =
While {{MMC|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant}} and {{MMC|input=236K|label=Servant Shoot}} are obvious ways to launch servants, you can actually cover many more angles using Jack-O's normals.


* Throw Servant is very advantageous when blocked, can easily anti-air, and reaches near max-screen distance, but easily whiffs dash-ins. Also crushes projectiles.
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}}.
* Servant Shoot easily crushes opponent projectiles for anti-zoning and hits from max-screen distance, but can be low profiled. Can slightly anti-air at far range.
* {{clr|P|6P}} loses its upper-body invuln.
* {{clr|H|5H}} gives fast long-range launches for placed down servants, while hitting low enough to be difficult to low-profile.
* {{clr|S|f.S}} retracts its hurtbox significantly.
* {{clr|P|6P}} is similar to {{clr|H|5H}} but is safer against long pokes, and hits faster and further from Release Servant.
* {{clr|H|5H}} will stop moving forward and not perform the second hit.
* {{clr|P|5P}} hits very short range, good for shutting out extremely-low-profiles quickly and safely.
* {{clr|H|6H}}(1) will not perform the second hit.
* {{clr|H|6H}}(1) can be used to shoot up a servant for pre-emptive anti-air and can be ran under for total coverage in neutral.
* {{clr|D|2D}} will stop moving forward.
There is many more ways to use servants with normals. Please see the [[{{BASEPAGENAME}}|Overview]] for more lengthy explanations of the neutral utility for every normal.
}}
|-|
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.


In addition to simply launching servants, using any normal allows cancels. Cancelling into {{MMC|input=236[P]|label=Summon Servant (Hold)}} allows quickly snowballing with more summons for more zoning. If the spacing is good you can also [[{{PAGENAME}}#Whiff_Pick_Up_Cancelling|Whiff Pick Up]] cancel to recover very quickly.
{{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.
}}
}}


{{TheoryBox
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.
| Title = Air Release Servant
}}
| Oneliner = Threaten a jump-in or stall for time.
|-|
| Recipe = {{clr|P|236[P]}} > Jump > {{clr|D|hs.D}} > ...
Air Release Servant =
| content =
{{Card
Releasing a servant while rising with a jump creates an extrmely safe position. Hitting the servant with {{MMC|input=j.P|label={{clr|P|j.P}}}}, {{MMC|input=j.K|label={{clr|K|j.K}}}} and {{MMC|input=j.D|label={{clr|D|j.D}}}} covers against anti-airs, {{MMC|input=j.S|label={{clr|S|j.S}}}} creates a lingering barrier against running under Jack-O', and {{MMC|input=j.H|label={{clr|H|j.H}}}} has long-range as a conventional air projectile.
|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.


All of these maintain cancels, making it easier to escape with a jump or airdash if an opponent approaches from below. You can also threaten a faster jump-in with an airdash. Especially with {{clr|H|j.H}}, a slightly delayed airdash can punish an opponent for using {{clr|P|5P}} on the servant, and while hitting the servant with {{clr|P|6P}} will almost always catch the jump-in (due to hitstop extending the active frames), this commitment to a {{clr|P|6P}} can allow grounded punishes/pressure, give Jack-O' time to summon, or reach a better position.
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.


If very far away, an airdash cancel off {{clr|H|j.H}} can be Faultess Defense Cancelled to set up a high/low mixup that is made safer by the servant.
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.
}}
}}
|-|
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.


{{TheoryBox
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.
| Title = Rising {{clr|D|j.D}}
 
| Oneliner = Back off and stall for servant gauge.
{{{!}} class="wikitable"
| Recipe = Jump > {{clr|D|j.D}}
! Summon Servant {{clr|P|236P}} !! Release Servant {{clr|D|hs.D}}
| content =
{{!}}-
The least threatening and least rewarding option of them all. {{clr|D|j.D}} is {{Tt|virtually incapable of comboing|It is theoretically possible, but it requires 50% and cannot be hitconfirmed.<br><br>This is done with <code>ADC > ({{clr|8|66.BRC}}~{{clr|S|j.S}} or {{clr|8|66.BRC}}~{{clr|H|j.H}})</code>}}, does low damage, and can even be minus on hit. It is fully Counter Hit recovery meaning any punish at all nets huge reward for the opponent. So why do it?
{{!}} {{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}}
{{!}}}


The long air time and slow projectile shot gives a lot of time to regain Servant Gauge before resetting to neutral off the large distance it creates, this makes it great for avoiding a close neutral with no summons available. It is also, despite how vulnerable it is, really difficult to challenge without ''specifically trying to counter it''. This can make it great as a substitute for backdashes as a way to build space without risk from powerful grounded approaches. However, due to its slowness, {{clr|D|j.D}} is extremely matchup dependent, some may be unable to challenge it without bigger commitments, while other matchups make it virtually useless.
This can be accomplished with other moves or other spacings, but requires ''manual timing'', ranging from easy to difficult.


If the opponent is ''very low health'', the low reward ceases to be a problem, and becomes an extremely annoying poke that furthers Jack-O's gameplan and wins off any hit.
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}}.
}}
}}
 
</tabber>
====Zoning Counter Strategy====
</div>
Like any zoning it takes commitments, there's some gap Jack-O' fails to cover, either for being slow to start or leaving some area safe (i.e. jumping or low profiling). Servants do '''not''' prevent attacks, meaning so long as an attack can still hit Jack-O' it ''will'' cancel out the servant. ''If Jack-O' blocks an attack she loses her servants instantly'', this makes many projectiles able to counter-zone, and advancing attacks (especially paired with a Roman Cancel) can be especially difficult to handle.
 
The biggest weakness of Jack-O's options is low profiles. Moves like {{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} completely invalidate almost any option ''except'' staggering the zoning (giving more gaps to approach) or using her much weaker low-range options like {{clr|P|5P*}}. If you have one of these, it is essential to exploit it to bypass her zoning. Additionally, powerful projectiles like {{MMC|chara=Nagoriyuki|input=236S|label=Zarameyuki}} can blast through zoning attempts.
 
Another important strategy is to ''jab servants mid-air''. Servants have genorous hurtboxes, every {{clr|P|5P}}/{{clr|P|2P}} can be used to remove them fairly easily before they even reach you, often before Jack-O' even has a chance to issue a command, making it low risk when done well. Not only does this make you more advantaged than blocking a servant, but it prevents her Attack Command pressure, and it wastes her Servant Gauge (which is nessecary to summon servants and zone in the first place). While {{clr|P|6P}} is easier, the hitstop will lock you for extremely long, making it easy to get Counter Hit punished by her {{clr|H|5H}} or {{clr|D|2D}}. Lastly, you can cancel off the servant, this is important to challenge Jack-O' approaching after you jab a servant, many characters have ways to play into an RPS against her approach.


==<span style="font-size: 2em;">Offense</span>==
==<span style="font-size: 2em;">Offense</span>==
Line 411: Line 810:
{{clear}}
{{clear}}


===Pressure Tech===
===Servantless Pressure===
----
----
While Jack-O's pressure is largely contextual on her servants and positioning, a variety of techniques are usable in many situations. Their value shifts based on situation, still, but it is better to understand the tech as broad additions to her tools.
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.


; Pressure Reset Roman Cancels
<div class="tabber-shadows-fix">
The primary tool of Roman Cancels are to reset Jack-O's pressure while summoning a servant. This converts her basic blockstrings into strong pressure. With surplus Tension, you can even take a basic blockstring all the way to Cheer {{clr|H|H}} pressure, using these to force the servant into position. Fast Roman Cancels are difficult, demanding tight precision, but the reward is less Tension cost and hugely reduced Tension Penalty, which allows Jack-O' to regain the resources of her pressure
{{clear}}
{{TheoryBox
<tabber>
| Title = Summon {{clr|8|RRC}}
Basic Blockstring =
| Oneliner = Spend Tension to reset and improve mid-screen pressure
{{Card
| Recipe = ... > {{clr|8|88.RRC}}, {{clr|P|236P}}~{{clr|S|c.S&}}
|header=Basic Blockstrings
| Difficulty = {{clr|2|Easy}}
|content=
| Video =
[[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.]]
| content =
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.
Cancelling any move into a forward-drift {{clr|8|RRC}} (outside of the corner) will leave her advantaged enough to summon a servant and reset pressure with {{clr|S|c.S&}}, or tick throw immediately, while spaced just enough to be safe from most Throws.


Against {{Character Label|GGST|Potemkin}} and {{Character Label|GGST|Nagoriyuki}}, you will remain in their Throw range. Off most moves (including {{clr|D|2D}}) there's little option besides backdash/jump. With further spacing from far range of {{clr|S|f.S}} or {{clr|H|5H}}, a micro-backwalk will outspace it while still being fast enough to frametrap other abare.
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.


If you instead ''fast cancel'' the {{clr|8|RRC}}, you will spend less Tension, but will require the starting move to have higher blockstun to avoid reversal jabs, and to be close enough to reset pressure, often requiring {{clr|K|2K}} to hit at all. This can give much weaker pressure, but its sudden speed and lower cost are distinct advantages, especially from <span style="font-family: monospace;">{{clr|S|c.S}} > {{clr|H|5H}}</span>. This is {{clr|5|Very Hard}} to perform.
{{clear}}
}}
}}
|-|
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]].


{{TheoryBox
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.
| Title = Summon {{clr|8|PRC}}
 
| Oneliner = Spend as little as 36% Tension to convert a blockstring into full corner 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.
| Recipe = ... > {{clr|P|236P}}~{{clr|8|88.PRC}}~{{clr|S|c.S}}
| Difficulty = {{clr|5|Very Hard}}
| Video =
| content =
By using fast-cancelled, forward-drift {{clr|8|PRC}} after Frame 10 of {{MMC|input=236P|label=Summon Servant (either)}}, you can safely convert into new pressure with a servant. This is exceptionally useful to set up an optimal corner pressure starter. Off {{clr|H|5H}} and {{clr|H|2H}} this frametraps ''any'' attack, and outspaces all Throw ranges, making it completely true pressure.


While other attacks may open a gap prior to the {{clr|8|PRC}}, it cannot be reacted to, making it unlikely to happen. Additionally, if pushed further out, you may need to instead use {{clr|K|2K}} as a frametrap, or do ''not'' fast cancel the {{clr|8|PRC}} to get further distance.
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}}
{{!}}}


There is no buffer, the timing is extremely tight and any delay will open room for reversals to interupt the pressure. Being too early will result in no servant being summoned. Good timing on the {{clr|8|PRC}} cancel also rewards with less Tension cost. These make optimal use very execution-demanding.
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>


; Pressure Mixups
===Summon Servant Pressure Resets===
While Jack-O' lacks conventional mixups, she does in fact have access to a unique one. This is not the same as other true high-low mixups, but it still enables very powerful pressure.
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.


{{TheoryBox
<div class="tabber-shadows-fix">
| Title = F-Shiki {{clr|P|j.P}} Mixup
{{clear}}
| Oneliner = A pseudo-High-Low mixup usable when a servant is nearby.
<tabber>
| Recipe = ... > {{clr|S|j.S}} or {{clr|H|j.H}}) > Jump Cancel > {{clr|P|j.P}} > {{clr|K|j.214K}}
Wild Assault =
| Difficulty = {{clr|4|Hard}} (Variable)
{{Card
| Video =  
|header=Wild Assault
| content =
|content=  
By hitting an opponent very low to the ground with {{clr|K|j.K}}, {{clr|S|j.S}}, or {{clr|H|j.H}}, you {{keyword|F-Shiki}} the opponent into allowing {{clr|P|j.P}} to connect off a jump cancel, creating an unreactable mixup when combined with landing into {{clr|K|2K}}.
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.


This is usually set up for either through an okizeme safejump, or by using <code>({{clr|S|c.S}} or {{clr|K|5K}}) > Jump Cancel > TK {{clr|K|214K}} > dl {{clr|S|j.S}}</code> to set up the mixup from sandwich pressure.
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.


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 you assume the opponent will try to defeat the overhead mixup by getting hit, you can land into {{clr|S|c.S}} better combo conversion. This won't even weaken any pressure you get, but it will whiff if they used Faultless Defense.
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}}}}.
 
The difficulty varies by opponent. {{Character Label|GGST|Giovanna|label=Giovanna}} is ''impossible'' to hit with the mixup, and {{Character Label|GGST|Baiken|label=Baiken}} is possible but requires an extremely good timing of the initial jump attack to be able to hit the {{clr|P|j.P}}. By contrast, {{Character Label|GGST|Potemkin|label=Potemkin}} is trivially forgiving on the timing.
}}
}}
|-|
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.


===Sandwich Pressure===
* <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.
----
----
''Useful links:''
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
{{!}}}


* [https://www.youtube.com/watch?v=XQ7gGyCYAEU Jack-o Pressure Guide | Tactics and Application] by baccpack
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:


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


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.
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.


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'.
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.
{{{!}} 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
{{!}}}


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|K|2K}} or {{clr|D|2D}}, easily checking if they attempted a motion input.
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 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.


Generally speaking, every hit in the pressure string can be one of the following:
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.


* Frametrap
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,
* True Blockstring (especially lows)
----
* Throw mixup
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.
* Overhead mixup
{{{!}} 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
{{!}}}


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.
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.
}}
</tabber>
</div>


This can be quite modular and adaptive. Later we discuss a few strings to help introduce the basics and how these can be applied.
===Sandwich Pressure===
----


====Beginning Pressure====
[[file:GGST_Jack-O_Strategy_Sandwich.png|thumb|right|A simple sandwich position|400px]]
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|K|214K}} > Dash > {{clr|K|5K}} > {{clr|D|2D}} > {{clr|K|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|K|214K}} > Dash > ({{clr|K|5K}} or {{clr|D|2D}}) > {{clr|K|214K}}</code> are safer.


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.
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'.


====Pressure Routing====
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.
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|S|c.S&}}(Whiff), which provides Jack-O's most powerful mixup opportunities possible, and is the primary goal of this pressure.


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.


;<code>{{clr|S|c.S&}}(Whiff), {{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|214K}}</code>
There's a couple loops that are frequently used for sandwich pressure:
[[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.


: If the opponent uses Faultless Defense, it is likely <code>{{clr|K|2K}} > {{clr|D|2D}}</code> will not be gapless.
* {{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.
* {{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.


: If the servant is gone, this leads into an [[{{PAGENAME}}#Block-String_Escapes|unsafe RPS]] on block.
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}}.


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.


;<code>{{clr|S|c.S&}}(Whiff) > dl Throw</code>
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.
;<code>{{clr|K|214K}} > dl Throw</code>
: '''Throw mixup.''' Jack-O' has many good opportunities for Strike-Throw. Any time after Attack Command or {{clr|S|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.


 
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.
;<code>{{clr|S|c.S&}}(Whiff) > {{clr|D|5[D]}}</code>
}}
: '''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.
</tabber>
 
</div>
: 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|K|2K}}, an especially good way to end a round with {{clr|8|RRC}}.
 
 
;<code>{{clr|S|c.S&}}(Whiff) > fTK {{clr|K|214K}} > (dl {{clr|H|j.H}} or {{clr|S|j.S*~&}}) > {{clr|K|2K}} > ...</code>
[[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|K|2K}} pressure string.
 
: A delayed {{clr|H|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
 
 
;<code>{{clr|S|c.S&}}(Whiff),  {{clr|S|c.S}} > ...</code>
: '''Pressure stagger.''' By linking into a second {{clr|S|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|K|2K}} in the BnB string, at the loss of hitting low, while pushing back less distance.
 
: Due to a lack of hitstop cancels your options are naturally weaker. <code>{{clr|S|c.S}} > {{clr|D|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|K|214K}} crossup cannot be done but it can be replaced with an IAD {{clr|H|j.H}}, due to the pushback.
 
 
;<code>{{clr|S|c.S&}}(Whiff) >  {{clr|H|236236H}} > {{clr|S|c.S&}}(Whiff) > ...</code>
: '''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|H|H}}, but you are +10 with the servant still within {{clr|S|c.S}} range. At this point your pressure can loop for an extremely long time.
 
: From this setup there are two major loops worth considering, the previously stated BnB loop, or <code>{{clr|H|5H&}} > {{clr|K|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]].
 
====Ending the Pressure====
 
''Also see:'' [[{{BASEPAGENAME}}#Block-String_Escapes|Block-String Escapes]]
 
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.
 
Summon cancelling off a blocked {{clr|S|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|S|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).
 
Naturally, ending on any Dust ({{clr|D|5D}} or {{clr|D|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.
 
With more plain options, {{clr|S|f.S}}, {{clr|H|5H}}, and Servant Shoot ({{clr|K|236K}}) all make good enders, as they can summon cancel and be relatively safe due to their pushback. {{clr|D|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.
 
====Sandwich Strategy====
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.
 
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|K|214K}} in the last 60 frames.
 
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|S|c.S&}} or similar move.
 
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|K|214K}} as an easy transition:
 
* If your opponent uses Faultless Defense, you can punish them with safe string extenders that deal lots of Tension damage.
* 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|D|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.


===Corner Pressure===
===Corner Pressure===
----
----
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's low damage, with comparatively softer combos and a heavy use Throws, demanding the opponent be locked down continuously.
[[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.


These are some useful tools in the corner:
<div class="tabber-shadows-fix">
* [[{{PAGENAME}}#Hitstop Cancel|Hitting a servant with {{clr|S|c.S}} or {{clr|K|5K}}]] leaves you +6, able to stagger into another {{clr|S|c.S}}, and jails into an {{MMC|input=5D|label=Uncharged Dust}} for {{clr|D|5D}}/{{clr|D|2D}} mixups.
{{clear}}
* {{clr|S|c.S}} is +1 on block, making it safe to Tick Throw with. {{clr|P|2P}} and {{clr|K|2K}} are -3 on block, but can service as Tick Throws due to their short recovery being hard to react to.
<tabber>
* If {{clr|H|2H}} slides back into hitting a servant after hitting the opponent, it will be +0.
Standard Corner Pressure =
* With precise spacing, {{MMC|input=5D|label=Uncharged Dust}} can combo meterlessly if it hits a servant spaced away from the opponent.
{{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.


====Standard Pressure====
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.
With no extra frills, Jack-O's basic pressure ''with a servant'' is quite good for how long it can be.


Generally your goal is to avoid losing the servant from hitting it unnessecarily, a full duration servant be hit only once while still giving 3 (useful) Attack Commands. Your goal is to build R.I.S.C. and present tick throws. Due to its very limited duration, stagger pressure is less valuable (albeit stagger {{clr|S|c.S}} maintains tick throw threats), conversely building R.I.S.C. is quite easy.
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.  


Optimal routing will usually use some part of the <code>{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|K|214K}}</code> blockstring, ommitting parts to avoid hitting the servant more than nessecary (e.g. cancelling {{clr|S|c.S}} into {{clr|K|236K}}), or using <code>{{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|214K}}</code> to avoid hitting the servant at all. This is very nuanced and situational, requiring some understanding of pushback on block. You can build even more R.I.S.C. with <code>{{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|2H}}</code>, but this creates a throwable gap. While <code>{{clr|K|236K&}} > {{clr|K|214K}}</code> 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.
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.


''Example Blockstrings:''
''Example Blockstrings:''
Line 590: Line 1,036:


* <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.
* <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.
}}
|-|
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:


====Held Servant Pressure====
* 4500 R.I.S.C. (approx. 35% R.I.S.C. Gauge)
Colloquially known as the "Pichu Pressure" loop, 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 for more R.I.S.C. and Tension, replacing the servant, and potentially being net-positive for Command Servant Gauge. When combined with her standard pressure, this can balance her finite resources more efficiently. 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''.
* Approx. 23% Tension
* {{Tt|0.44 ~ 0.88 bars of Command Gauge|Varies based on current Command Servant Gauge level.}}.  


There's two main components, the summon servant, and the releasing the servant.
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''.


{{TheoryBox
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.
| Title = Corner Pressure Loop
----
| Oneliner = Resource-generating pressure loop and reset, but opens gaps
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.
| Recipe = {{clr|K|236K&}} > {{clr|P|236[P]}} > {{clr|K|236K*}} > {{clr|D|hs.6X}} > Dash > {{clr|S|c.S}}
| Difficulty = {{clr|3|Medium}}
| content =
Generates Tension, R.I.S.C., and even Command Servant Gauge, while resetting pressure with a new servant. This is, however, risky, but its counterplay is very specific. 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 first gap at {{MMC|input=236K|label={{clr|K|236K}}}} usually whiffs, but its leaves an active hitbox on F8 and is covered by the servant. From spacing, Jack-O' can either use {{MMC|input=214K|label=Attack Command}} instead, catching (almost) any abare, or {{MMC|input=D while holding Servant|label=Release Servant}} to force a whiff. If Jack-O' is unfortunatelly at point-blank range, her only option to escape a jab is to move out of range. These can all be called out too, if Jack-O's checks are predictable. The servant can also be jumped, but only certain characters can escape pressure, and Jack-O' may react with her own counterplay.
* {{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.
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. Stand blocking will leave Jack-O' less plus, opening a gap in her reset. Some crouching attacks can hit Jack-O' before the servant lands, assuming she is in range and universally anyone can use {{clr|P|6P}} to catch her dash in. Jack-O' can instead cancel into {{MMC|input=D while holding Servant|label=Release Servant}} to be +10~12, allowing a true frametrap {{clr|H|2H}} or {{clr|D|2D}} but requiring servant gauge to reset the pressure. She can also use {{clr|D|2D}} after Throw Servant to catch {{clr|P|6P}} attempts, or reset with {{clr|S|f.S}} to reduce the gap but weakening the follow-up pressure.
* {{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.


The full loop, including a starting {{clr|H|2H}}, provides {{Tt|4500 R.I.S.C.|Approximately 35% R.I.S.C. Gauge.}}, approx. 23% Tension, and {{Tt|109 frames of Command Gauge|Total 0.44 ~ 0.88 bars<br>''Varies based on current Command Servant Gauge level.''}}, giving it a very good reward if the opponent fully blocks the string.  
To answer these options Jack-O' must once again deviate from the string.
* {{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.
}}
}}
 
|-|
As explained, there's many counterplays to the abarable gaps, meaning despite the weaknesses the opponent is often pressured into respecting the blockstring.
c.S Hitstop Cancel Pressure =
 
{{card
Centrally, the most important aspect is distance. At too close range, challenging {{clr|P|5P}}/{{clr|P|2P}} abares is very difficult. While this does allow jailing jump-outs it's not very important. By contrast, being pushed too far out makes resetting the pressure difficult without opening a gap. Furthermore, you will wish to cancel off a servant, if you are pushed out of position to hit the servant, you will whiff and be unable to fast cancel (or cancel at all if you whiff the opponent). This can be complicated, so it is best to normalise spacings. Throw Servant blocked always has the same position for the servant in the corner. Additionally, <code>{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}</code> will always hit a servant at this spacing, ignoring {{Tt|IB|Instant Blocks}} and {{Tt|IBFD|Instant Faultless Defense}}, however higher/lower pushback can be useful based on matchup.
| header={{clr|S|c.S}} Hitstop Cancel Pressure
 
| content=
==== Whiff Pick Up====
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.
Expanding on the previous section, if the spacing is ''just'' right, using {{MMC|input=2P (near Servant)|label=Pick Up Servant}} will whiff after launching a servant with {{clr|K|236K&}}. This allows you to be +7 without holding a servant, allowing a fast Tick Throw or true 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 the opponent stand or crouch blocking.
* {{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.
{{TheoryBox
* {{clr|D|5D}} gatling can hit without opening a gap.
| Title = Whiff Pick Up cancel pressure
* Tick throws are very easy with its low pushback and high frame advantage.
| Oneliner = Add a new tick throw and frametrap, but with extreme spacing requirements
* A Dash Cancel perfectly times for a Tick Throw (-1 on block) while almost entirely mitigating the effects of Deflect Shield or IBFD.
| Recipe = ... > {{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}})
| Difficulty = {{clr|5|Very Hard}}
| Video =
| content =
The goal is to ''whiff'' {{MMC|input=2P (near Servant)|label=Pick Up Servant}}. If too far, no cancel happens, if too close, you will pick the servant and be left horribly disadvantageous.
 
The correct spacing is precise. Minor differences in spacing, even from the opponent standing or crouching for different pushbacks can break this. The given string of <code>{{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|2H}}</code> is one of the only consistent strings after a blocked {{MMC|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant}}, and only if not FD blocked. This can be made Throw-safe even from a dash {{clr|S|c.S}} while keeping the whiff, such as after a Throw Servant, but it requires precise timing, making it especially risky.
}}
}}
|-|
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.


A variety of other strings exist, but almost all have one or more vulnerabilities. This will therefore largely rely on situational awareness and an understanding for pushback to make reliable.
To get an idea of spacing, the green explosion of the Dust Attack should visually appear between the servant and the opponent.
 
==== Cheer {{clr|H|H}} Setplay ====
One of the best uses of Tension is to begin {{MMC|input=236236H|label=Cheer Servant On {{clr|H|H}}}}. With the endless Servant Gauge, Jack-O' can ''gaplessly'' prolong an extremely long blockstring for enormous R.I.S.C. gain, chip damage, many Tick Throw opportunities, and a potential mixup. Since any corner pressure can lead into Cheer {{clr|H|H}}, this is a central goal for Jack-O'.
 
To begin the string you will usually want to cancel off a Servant for maximum blockstun, leaving you +6 (so long as the servant connected), and forming a true blockstring into {{clr|K|2K}}. To cancel this fast you will need to [[{{PAGENAME}}#Input_Buffering|Input Buffer]], which is most easily done from {{clr|K|236K}}, giving a standard blockstring of <code>... > {{clr|K|236K&}} > {{clr|H|236236H}} > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|214K}}</code>. ''Do note Servant Gauge pause from Attack Command is not removed immediately, meaning you may require a spare bar to begin the pressure.''
 
{{TheoryBox
| Title = Cheer {{clr|H|H}} Loops
| Oneliner = Spending tension for easy value.
| Recipe = ... > {{clr|H|236236H}} > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|214K}} > [Dash {{clr|K|5K}} > {{clr|D|2D}} > {{clr|K|214K}}]×6
| Difficulty = {{clr|3|Medium}} ~ {{clr|5|Very Hard}}
| Video = GGST Jack-O Strategy Cheer H Loop.mp4
| content =
Using {{MMC|input=236236H|label=Cheer Servant On {{clr|H|H}}}} you can create lengthy, looping pressure. There are two common looping strings used.
* <code>{{clr|K|5K}} > {{clr|D|2D}} > {{clr|K|214K}} > Dash</code> is gapless even against Faultless Defense.
* <code>{{clr|S|c.S}} > {{clr|K|236K&}} > dl {{clr|K|214K}} > Dash</code> will eventually be pushed out by Faultless Defense, but racks up more R.I.S.C., chip damage, and allows a better {{clr|D|5D}} confirm.
Even if you are pushed out, you can change the blockstring between loops safely based on how much they use Faultless Defense. This allows you to responsively optimise the blockstring. For advanced optimisation you can Dash Cancel kara {{clr|K|236K}} off {{clr|K|5K}} or {{clr|S|c.S}} to enhance pressure while largely resisting pushback, but this is ''very'' challenging.


While you can Tick Throw, this is often poor as it massively penalises accrued R.I.S.C., making it wasteful use of Cheer {{clr|H|H}}. At 100% R.I.S.C., an {{MMC|input=5D|label=Uncharged Dust Attack}} can fully combo meterlessly. Combined with {{clr|D|2D}} continuing the pressure, this allows {{clr|S|c.S&}} (which jails into {{clr|D|5D}}) to create an extremely powerful mixup.
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.


This is one of the few scenarios additional servants help. It can it severe pushback trivial by using {{clr|K|5K}} from far away, while further increasing R.I.S.C. and chip damage, and fresh servants will maintain their full 8 second duration after Cheer {{clr|H|H}} ends. This means there is value in using {{MMC|input=236P|label=Summon Servant (Place)}} mid-pressure, or beginning a Held Servant loop to get more servants.
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}})}}.


Unfortunately baiting a {{clr|8|YRC}} is extremely difficult in this setplay, and for having already spent 50% Tension it is in their interests to do so. Making this setplay usually limited to when ''an opponent has under 50% Tension''. Any residual Tension will likely be used for Faultless Defense, which can prevent {{clr|D|5D}} mixups, making this pressure's strength scale to the opponent's current available Tension.
If too far, no cancel happens, if too close, you will pick the servant and be left horribly disadvantageous.
 
During Positve Bonus, the 7 2⁄3 seconds of Tension reduction from Cheer {{Clr|4|H}} is lowered to 46 Frames. This means if you can begin this string during Positive Bonus, you almost instantly gain back 100% Tension. Given this string can loop back into another Cheer {{clr|H|H}}, this can easily result in 3~4 Cheer {{clr|H|H}} loops in a row, which is borderline a checkmate scenario.
 
===={{clr|8|BRC}} Mixup====
An alternative use of Tension is to set up a jail into a high-low mixup using Blue Roman Cancel. Not only can this be hard to react to, but it even resets pressure on block.
 
{{TheoryBox
| Title = {{clr|8|BRC}} Mixup
| Oneliner = Spend 50% Tension for a very strong mixup.
| Recipe = {{clr|S|c.S}} > (jc~{{clr|8|BRC}} or dc~{{clr|8|BRC}}), ({{clr|D|2D}} or {{clr|D|5D}})
| Difficulty = {{clr|4|Hard}}
| Video =
| content =
By cancelling a Jump Cancel or Dash Cancel with {{clr|8|BRC}} extremely fast, Jack-O' can be advantaged enough to jail completely into {{clr|D|5D}}, and combo from it. On-block, Jack-O' is +1, but the lingering slowdown ensures {{clr|K|2K}} defeats any abare (except Sol's {{clr|2|5K}} which can be defeated by {{clr|P|2P}}).
 
The low mixup {{clr|D|2D}} is also very strong. On block it will ''true blockstring'' with <span style="font-family: monospace;>{{clr|D|2D}} > {{clr|P|236P}} > {{clr|K|2K}}</span>, giving a total pressure reset on a blocked low.
 
The timing is very precise and any delay is throwable, creating the difficulty. While Jump Cancel can allow some spacings to be out of range of Throw to make it easier, missing the prejump timing will cause an unwanted jump.
}}
}}
 
</tabber>
This ''can'' also be done from {{clr|K|5K}}, but you will not jail into the {{clr|D|5D}}. The only way to then stop a reversal Throw or jab would be to frametrap, such as using {{clr|D|2D}} or {{clr|S|c.S}} (note frametrapping Throw is easier during the slowdown). But this won't guarantee a safe mixup, making it much less valuable.
</div>
 
====Corner Pressure Counter Strategy====
The largest difficulty facing Jack-O' is the long and safe nature of it. For this reason, it is nessecary to shift perspective on goals.
* Ending her pressure is more important than directly punishing it. If you can simply wait out the pressure, it is better than needlessly getting hit and starting from square one.
* Jack-O' lacks natural overheads or a command grab. Her Tick Throws can be {{Tt|fuzzy Throw Clashed|Inputting Throw when being thrown results in Throw Clash. From the end of blockstun the latest frame you can input to clash the earliest possible tick throw is Frame 10, making it hard to bait without opening large gaps.}}. Jack-O' even loses her servants on Throw Clash. Try to lean on simple fuzzy defense more than calling out gaps with jabs and backdashes.
* It is ''very long'' pressure even without meter or a single gap. Gambling on one possible gap is risky, when Jack-O' has no need to nessecarily open any gaps for a while.
* Faultless Defense presents a mostly minor annoyance, but {{clr|8|YRC}} is extremely valuable, try to avoid wasting Tension even before getting placed in the corner.
 
: '''Cheer {{clr|H|H}} Counter Strategy'''
During Cheer {{clr|H|H}} setplay it can appear like there is no options without a gap, but there are many.
* {{clr|8|YRC}} is ''extremely'' hard to bait without weakening the entire purpose of the setplay. If you have 50% Tension, consider using it.
* Even if you have below 50% Tension, you can use Faultless Defense to avoid 100% R.I.S.C. As long as you are below that, there is very little mixup potential.
* If you do hit 100% R.I.S.C., anticipate the Uncharged Dust. It ''can'' be reacted to, albeit with difficulty, or you can fuzzy block between {{clr|D|2D}} and {{clr|D|5D}}, or even just predict it.
* You have many attempts to use IBFD, which can easily open a gap on an unprepared Jack-O'.
 
Additionally, if there's 3 servants, there is an unusual strategy of using Faultless Defense then intentionally taking the {{clr|D|2D}} hit. With ''any'' wall damage, the Attack Command will instantly Wall Stick, resulting in less damage than the chip damage could have done, and forces a wall break. However, be careful taking needless hits, as Jack-O' can reset her pressure off any hit that doesn't immediately Wall Stick.
 
: '''Servant Hold Pressure Counter Strategy'''
When pushed into the looping 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.
 
Abare is somewhat complicated. The servant deals tiny blockstun, so you must input quickly after the block to not be slow. Your abare options are completely specific to your character. Not every character has an abare to every part of the string. The below table documents abares require no Instant Block to be used, depending on the gap opened. Any 7F or faster move if too far away will trade, but almost everyone has a preferable alternative.
 
{| class="wikitable" style="margin:0px auto 0px auto;"
|+ style=white-space:nowrap | Servant Shoot pressure loop abare overview
|-
! rowspan=2| Character !! colspan=4  style="border-right: solid 2px;"| <code>{{clr|K|236K&}} > {{clr|P|236[P]}} > ...</code> !! colspan=4 | <code>{{clr|K|236K*}} > ...</code> !! Notes
|-
! {{clr|K|236K*}} extension !! {{clr|D|hs.D}} check !! {{clr|K|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|D|hs.6X}} punishes|On prediction of the {{clr|D|hs.6X}} this move will always score a Counter Hit, being much safer as an option.}} !! {{Tt|{{clr|D|hs.6X}} reset interrupts|The move won't outright punish {{clr|D|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|S|c.S}} Reset gap
|-
| {{Character Label|GGST|Sol Badguy|label=Sol}}
| {{clr|P|6P}}, {{clr|S|623S}}/{{clr|H|H}} || || {{clr|P|6P}} ''(hits servant)'', {{clr|S|214S}} ||style="border-right: solid 2px;"| Yes || {{clr|S|214S}} || {{clr|P|6P}} ''(Loses to {{clr|D|2D}})'' || Yes || Yes
|-
| {{Character Label|GGST|Ky Kiske|label=Ky}}
| {{clr|P|2P}} ''(Close only)'', {{clr|S|623S}}/{{clr|H|H}}, {{clr|K|236K}}, Jump || || {{clr|P|2P}} / {{clr|P|6P}} ''(hits servant)'', {{clr|K|236K}} ||style="border-right: solid 2px;"| Yes || {{clr|K|236K}} || || Yes || Yes
|-
| {{Character Label|GGST|May|label=May}}
| {{clr|H|5H}} || || {{clr|P|5P}} / {{clr|P|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| Yes || ''None'' || {{clr|S|2S}}, {{clr|K|3K}} || Yes || Yes
|-
| {{Character Label|GGST|Axl Low|label=Axl}}
| {{clr|K|5K}}, {{clr|S|214S}}, {{clr|H|214H}} || || {{clr|K|2K}} ''(servant whiffs, Axl left -1)'', {{clr|P|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| Yes || ''None'' || <code>Dash > {{clr|K|2K}}</code> || Yes || Yes
|-
| {{Character Label|GGST|Chipp Zanuff|label=Chipp}}
| {{clr|K|5K}} ''(Close only)'', {{clr|S|623S}} || ||  {{clr|P|5P}} / {{clr|P|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| Yes || <code>Dash > {{clr|P|5P}}</code> || || Yes || Yes
|-
| {{Character Label|GGST|Potemkin|label=Potemkin}}
| {{clr|P|5P}}, {{clr|P|6P}}, {{clr|P|236P}}, {{clr|P|214P}} || || {{clr|P|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| No || ''None'' || {{clr|P|6P}} ''(Loses to {{clr|D|2D}})'' || Yes || No
|-
| {{Character Label|GGST|Faust|label=Faust}}
| {{clr|P|5P}}, {{clr|K|5K}}, {{clr|P|2P}} || || {{clr|P|5P}} ''(hits servant)'', {{clr|P|6P}} ||style="border-right: solid 2px;"| No || {{clr|P|2P}} || {{clr|P|6P}} ''(Loses to {{clr|D|2D}})'' || Yes || Yes
|-
| {{Character Label|GGST|Millia Rage|label=Millia}}
| {{clr|P|6P}} || || {{clr|P|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| Yes || ''None'' || || Yes || Yes
|-
| {{Character Label|GGST|Zato-1|label=Zato-1}}
| {{clr|P|5P}} / {{clr|P|2P}} ''(Close only)'', {{clr|D|j.D}}, {{clr|K|214[K]}} || || {{clr|P|6P}} ''(hits servant)' ||style="border-right: solid 2px;"| Yes || {{clr|P|2P}} || || Yes || No
|-
| {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}
| {{clr|K|5K}}, TK {{clr|S|214S}} ''(Far only)'',  || || {{clr|P|5P}} / {{clr|P|6P}} ''(hits servant) ||style="border-right: solid 2px;"| Far only || {{clr|K|j.214K}} ''(Air only)'' || || Yes || Yes
|-
| {{Character Label|GGST|Leo Whitefang|label=Leo}}
| {{clr|K|2K}} ''(Close only)'', {{clr|S|2S}}, {{clr|S|[2]8S}}/{{clr|H|H}} || ||{{clr|P|6P}} ''(hits servant)'', {{clr|S|[2]8S}}/{{clr|H|H}} ''(Close only)''  ||style="border-right: solid 2px;"| Far only || ''None'' || || Yes || Yes
|-
| {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}
| {{clr|K|5K}}, {{clr|H|6H}} ''(Trades for HKD)'', {{clr|H|623H}} || || {{clr|P|6P}} ||style="border-right: solid 2px;"| Yes || ''None'' || {{clr|K|2K}}, {{clr|H|623H}} ''(Trades, launches)'' || No || No
|-
| {{Character Label|GGST|Giovanna|label=Giovanna}}
| {{clr|K|5K}} ''(Close only)'', {{clr|S|623S}} ''(Trades into reset)''  || || {{clr|P|5P}} / {{clr|P|6P}} / {{clr|S|623S}} ''(hits servant)'' ||style="border-right: solid 2px;"| Yes || ''None'' || || Yes || No
|-
| {{Character Label|GGST|Anji Mito|label=Anji}}
|  {{clr|P|5P}}, {{clr|K|236K}}/{{clr|S|[S]}}{{clr|H|[H]}} ''(Doesn't directly punish)'' || || {{clr|P|6P}} ''(hits servant), {{clr|D|2D}} ||style="border-right: solid 2px;"| Yes || {{clr|P|2P}} || || Yes || Yes
|-
| {{Character Label|GGST|I-No|label=I-No}}
| {{clr|K|5K}} ''(Close only)'', {{clr|H|5H}}, {{clr|K|214K}} || || {{clr|P|6P}} ''(Close only OR indirect)'', {{clr|S|236S}} ||style="border-right: solid 2px;"| Yes || {{clr|S|236S}} / {{clr|H|236H}} ''(Air only)''||  || Yes || No
|-
| {{Character Label|GGST|Goldlewis|label=Goldlewis}}
| {{clr|P|2P}} ''(Very close only)'' || || {{clr|P|2P}} / {{clr|P|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| Far only || ''None''|| {{clr|D|2D}} ''(Trades for HKD)''  || No || No
|-
| {{Character Label|GGST|Jack-O|label=Jack-O'}}
| {{clr|P|5P}} / {{clr|K|2K}} ''(Close only)'', {{clr|K|5K}} || || {{clr|P|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| Yes || ''None'' || || Yes || Yes
|-
| {{Character Label|GGST|Happy Chaos|label=Chaos}}
| {{clr|S|2S}} ''(Far only)'' || || {{clr|P|6P}} ''(hits servant)'', {{clr|K|2K}} ''(servant whiffs, Chaos left +3)'' ||style="border-right: solid 2px;"| Yes || {{clr|S|2S}}, {{clr|D|2D}} || || Yes || Yes
|-
| {{Character Label|GGST|Baiken|label=Baiken}}
| {{clr|P|236P}}, TK {{clr|S|236S}}, {{clr|K|236K}} ''(Far only)'', {{clr|P|6P}} ''(Far only)'' || || {{clr|P|6P}} ''(hits servant)'' ||style="border-right: solid 2px;"| Yes || ''None'' || || Yes || Yes
|-
|colspan=10| '''Note:''' The chart documents the available options depending on distance of {{Tt|Very Close|Assumes an extremely low pushback opener like {{clr|S|f.S}} or if the opener is Instant Blocked}}, {{Tt|Close|Assumes the distance created by <code>Dash > {{clr|S|c.S}} > {{clr|H|2H}}</code> when crouch blocked}}, {{Tt|Far|Assumes the distance created by <code>Dash > {{clr|S|c.S}} > {{clr|H|2H}}</code> when stand blocked}}, and {{Tt|Very Far|Assumes the use of Faultless Defense}}.<br>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.
|}
 
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.
 
You may also choose to jump the {{clr|K|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 (i.e. with an air grab).
 
====Training Recipes====
Below is a list of recipies for learning to apply and counter a variety of these routes.
 
{|class="wikitable"
|+Training Recipes
|-
! rowspan=2| Name !! colspan=2| Recipe Number !! rowspan=2| Difficulty !! rowspan=2| Notes
|-
! PC !! PS4/5
|-
|'''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.
|-
| '''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|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|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|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|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|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.
|}
 
{|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 || '''Summon PRC:''' punish drift PRC || 16801 || --- || ''{{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|K|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|K|214K}} frametraps || 16825 || --- ||  ''{{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|D|hs.6X}} || 17552 || --- ||  ''{{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|D|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|D|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|K|214K}} frametraps || 25450 || --- ||  ''{{clr|3|Medium}}'' || You cannot reversal {{clr|K|2K}}, add a very small delay.
|}


===Sameside Pressure===
===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, but is a lot more accessible as it can often be achieved directly off an opponent blocking a servant.
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.


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.
<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.


====Beginning Sameside Pressure====
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.
 
====Sameside Pressure Routing====
 
''Work in progress''


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 =
{{card
| header= IAS Sameside Mixup
| content=
<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>
<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>
: '''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'.
: '''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'.
Line 839: Line 1,135:


: 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.
: 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.
}}
</tabber>
</div>


===Super Wall-Break===
===Super Wall-Break===
----
----
When Jack-O' breaks the wall using {{MMC|input=632146P|label=Forever Elysion Driver}} the opponent will be knocked down for +36 advantage. Unfortunately, Jack-O' has one of the worst Super Wall-Breaks in the game, and is a large reason why Jack-O' dislikes needless wall-breaks. While she is advantageous, Jack-O' has no particularly potent options, all of which outclassed by her competitors and usually still demanding reliance on RPS to begin any worthwhile pressure.
[[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.]]
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.  


There's several approaches to okizeme from his position.
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.
====Instant Airdash====
A lesser-known fact about Jack-O' is her Airdash Cancels are floaty, she takes longer to land than most. This rather upsettingly means ''Jack-O' cannot safejump'' here, getting hit by any reversal 9F or faster (All except {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis'}} {{MMC|chara=Goldlewis Dickinson|input=632146P|label=Down With The System}} and {{Character Label|GGST|Jack-O|label=Jack-O's}} {{MMC|input=632146P|label=Forever Elysion Driver}}). If the opponent expects you to do nothing, they can wakeup {{clr|P|6P}}, do a fast Air Throw to punish you, or even use an {{clr|H|H}} DP to hit your landing recovery as is it will time perfectly to hit this.


Assuming the opponent will not or cannot reversal, the best pressure you have is an IAD {{clr|H|j.H}} (see: [[{{PAGENAME}}#Jump-Ins|Jump-Ins]]), which is not bad, but not especially high reward. Additionally, if the opponent expects you ''will'' use {{clr|H|j.H}}, they can use wakeup {{clr|P|6P}}. This is blockable, unless<br>{{Tt|the {{clr|P|6P}} is 9F|List of 9F {{clr|P|6P}} attacks<br>{{Character Label|GGST|Sol Badguy|label=Sol}}<br>{{Character Label|GGST|Ky Kiske|label=Ky}}<br> {{Character Label|GGST|Chipp Zanuff|label=Chipp}}<br>{{Character Label|GGST|Faust|label=Faust}}<br>{{Character Label|GGST|Millia Rage|label=Millia}}<br>{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}<br>{{Character Label|GGST|I-No|label=I-No}}<br>{{Character Label|GGST|Happy Chaos|label=Chaos}}<br>{{Character Label|GGST|Baiken|label=Baiken}}}}. This is defeated by IAD {{clr|S|j.S}}, at the cost of some on-block pressure.
There's two main approaches to okizeme from this position, usually based on the matchup.


====Run-up====
<div class="tabber-shadows-fix">
Another lesser-known fact about Jack-O' is she is among one of the slowest dashers in the game. She's only ''barely'' able to hit {{clr|S|c.S}} meaty with tight timing from her dash, always being Throwable if even {{Tt|sligtly early|Done early you get {{clr|S|f.S}}, with dash momentum this easily gets thrown.}} or late on the input.
{{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]])''


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 commiting to much weaker options (e.g. {{clr|S|f.S}}). Generally, Jack-O's advantage doesn't translate to any new tools here, due to her particularly slow movement.
A common option creating decent pressure on block and advances on the opponent.


The biggest advantage is if you score this knockdown with 100% Tension. By using {{clr|8|BRC}} after {{clr|S|c.S}}, it is possible to true blockstring an opponent into the corner and set up a Cheer {{clr|H|H}} with Postive Bonus (almost entirely removing the Tension Penalty), setting up for a ''devastating amount'' of chip damage
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.


{{TheoryBox
{{{!}} class="wikitable"
| Title = {{clr|8|BRC}} Jail into Positive Bonus Cheer {{clr|H|H}}
! Meterless 9F Reversals !! 50% Tension 9F Reversals !! No 9F Reversal
| Oneliner = Cash in a 100% Tension Wall-Break for enormous pressure.
{{!}}-
| Recipe = Wall Stick > {{clr|P|632146P}}, Dash {{clr|S|c.S}} (Blocked) > dc~{{clr|8|BRC}}, {{clr|H|5H}} > {{clr|P|236P}} > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|214K}}, Dash {{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|214K}}, {{clr|K|236K&}} > {{clr|H|236236H}} > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|214K}} > ...
{{!}} {{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}}
| Difficulty = {{clr|4|Hard}}
{{!}} {{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}}
| content =
{{!}} {{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}}
From the Wall Break position, a {{clr|S|c.S}} into {{clr|8|BRC}} will reliably allow a full corner blockstring, and with Positive Bonus generates enough Tension to enable Cheer {{clr|H|H}} with no additional Tension prior to the string. This is even safe against Faultless Defense, forcing the opponent to rely on either Instant Faultless Defense (IBFD), a {{clr|8|YRC}}, or to have prevented the {{clr|S|c.S}} okizeme in the first place.
{{!}}-
{{!}}}
 
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 {{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.
 
{{{!}} class="wikitable"
! Punished by {{clr|P|6P}} !! Can block {{clr|P|6P}} !! Can throw {{clr|P|6P}}
{{!}}-
{{!}} {{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}}
{{!}}}


Assuming the opponent does nothing to mitigate the Cheer {{clr|H|H}} pressure, the Positive Bonus will allow it to loop so many times you can generate enough Tension Pulse to get another Positive Bonus before it ends, giving an ''infinite blockstring''.
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.


As strong as this is, it still relies on the opponent to respect the okizeme, and if you had a spare 50% Tension, you probably could have spent it in the corner without the wall break for similar results.
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.


====Summon Servant====
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.
The only reliable option, and not a very impressive one. Immediately after Wall-Break, Jack-O' can {{MMC|input=236P|label=Summon Servant (Place)}}, leaving her with a servant and +11 frame advantage. This is ''not'' enough time to hit someone, usually allowing them the option to jump, attack, or backdash out of the position.


It has no mixups and mostly just a way to establish a safer neutral, while benefiting from Positive Bonus. As a result it's not particularly special. Generally, <span style="font-family: monospace;">{{clr|P|236P}} > {{clr|P|6P*}} > {{clr|P|ns.2P}} (Whiff)</span> is the safest option for coverage while recovering fast enough to be safe from the opponent jumping in.
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>


==<span style="font-size: 2em;">Defense and blockstrings</span>==
==<span style="font-size: 2em;">Defense and blockstrings</span>==
===Ending Blockstrings===
===Ending Blockstring RPS===
----
----
When Jack-O' is blocked from any unsafe move—which make up the majority of her kit—she given a variety of options to escape punishes and reset to neutral.
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.
 
Every option depends heavily upon her having Servant Gauge available, so it is important to understand that this safety comes at a cost.
 
====How Safe Is a Normal====
Jack-O' may wish to cancel from any normal to avoid punish, but some are much safer than others.


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}} gatling, while Servant Shoot has no cancels to make the opponent hesitate.
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


{{clr|H|5H|game=GGST}} is the safest, it has huge pushback on cancel, high blockstung (attack lv. 4), and has a practical cancel into Servant Shoot, which is a lot less safe. Conversely, {{clr|D|2D|game=GGST}} has bad blockstun (Attack Lv. 2), leaves Jack-O' extremely close, and while it has a frametrap, you need to limit usage as you do not get Hard Knockdown okizeme if you did hit. Servant Shoot, despite middling pushback and blocktun, is also not particularly safe as the opponent has no further frametraps to avoid.
====Blockstring End Routes====
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.
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.


Line 922: Line 1,241:
| Video = GGST_Jack-O_Strategy_Blockstring_Ender_4.webm
| Video = GGST_Jack-O_Strategy_Blockstring_Ender_4.webm
| Autoplay = yes
| 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, making her exposed to strong air-to-air anti-air punishes. Some characters can even call out the direction of a jump for better reward.
| 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.


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.
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.
Line 933: Line 1,252:
| Video = GGST_Jack-O_Strategy_Blockstring_Ender_1.webm
| Video = GGST_Jack-O_Strategy_Blockstring_Ender_1.webm
| Autoplay = yes
| Autoplay = yes
| content = Less a blockstring ender and more a form of stagger pressure. Attacking the opponent quickly, often able to outspeed their usual punishes to other routes.
| 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.


This can often be disrupted by Faultless Defense or prior spacing, as it will push Jack-O' out of range, but this ''benefits'' her defensive options.
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 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|D|2D}} and {{clr|K|236K}}, as these are the most unsafe of Jack-O's moveset, however some risk exists with any move, including {{clr|H|5H|game=GGST}}.


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.
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 {{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.
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.
 
 
===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, {{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.
 
<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.
 
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.
 
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.


====Counterplay====
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.
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.
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.
 
* 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.
 
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.
 
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 {{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>


===Counter-pokes===
===Abare===
==Additional Info==
==Additional Info==
===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 986: 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|K|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|K|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|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|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|H|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|H|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|H|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|K|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|P|236[P]}} > 66.9 jump > {{clr|D|j.ws.D}} > {{clr|S|j.S&}} > Land > {{clr|K|2K}}</code>&nbsp; ''{{clr|3|Medium}}''&nbsp;
|-
! Option !! Meaty !! Inputs !! Notes
|-
| Sameside Mid → Crossup Low || Safejump || style="text-align: left;" | <code>Throw > {{clr|P|236[P]}} > 66.9 jump > {{clr|D|j.ws.D}} > {{clr|S|j.S&}} > Land > {{clr|K|2K}}</code> ||
|-
| Sameside Mid → Crossup Overhead || Safejump || style="text-align: left;" | <code>Throw > {{clr|P|236[P]}} > 66.9 jump > {{clr|D|j.ws.D}} > {{clr|S|j.S&}} > {{clr|H|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 1,040: 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 1,102: 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|P|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|P|236[P]}} 4 frames less duration, and {{clr|P|236P}} 21 frames less duration.
 
; {{MiniMoveCard|game=GGST|chara=Jack-O|input=236K|label={{clr|K|236K}}}}
* The air version ({{clr|K|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|D|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|P|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|S|214S}}) or Attack Command ({{clr|K|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|S|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|H|214H}}}}
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.


* The Defend Command ({{clr|S|214S}}) cannot prevent Jack-O's own Countdown explosion, and it will still hit Jack-O' and the opponent.
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.
* 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|P|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|K|214K}}}}
 
* When used, Servant Gauge will be regained for 1 frame before freezing it.
 
; {{MiniMoveCard|game=GGST|chara=Jack-O|input=632146P|label={{clr|P|632146P}}}}
* 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|S|236236S}}}}
* 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|H|236236H}}}}
* Will not remove a Servant Gauge pause from a servant command issued prior to using Cheer Servant On {{clr|H|H}}.
 
===Unblockable Damage===
----
----
''Useful Links:''
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.
* [https://twitter.com/BadoorSNK/status/1435783206486396931 midscreen oki] by BadoorSNK
Jack-O' can set up an unblockable attack. 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 exact same moment, which forces inescapable damage. However, this can be defeated by certain options.
 
A correctly executed unblockable cannot be blocked, or jumped, but can be defeated by (throw immune) invincible reversals and Burst. However, because of backdash immunity, an opponent can always backdash on reaction to avoid being comboed by Forever Elysion Driver and only be hit by the Countdown.
 
{{TheoryBox
| Title = Countdown Unblockable
| Oneliner = Expensive, difficult, self-harming, and niche. But very unique.
| Recipe =
| Autoplay = yes
| content =
By performing {{MMC|input=632146P|label=Forever Elysion Driver}} during the detonation of {{MMC|input=214H|label=Countdown}}, the opponent is put into an unblockable attack. Jumping or backdashing will be hit by the explosion. Because the opponent can always backdash, this means the best outcome is 80 damage, and a reset to neutral. Depending on positioning, this will also harm Jack-O'.
 
For all intents and purposes, this functions like a long-range unreactable command grab, as the opponent can jump prior to the grab, and deals 80 damage 'on hit'.
 
If Jack-O' has 100% Tension to {{clr|8|PRC}}, and was not hit by it, she can immediately combo off the Countdown hit for significantly higher reward. However, this is very difficult to actually set up due to the space required.


{{{!}} class="wikitable"
! 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}}
{{!}}-
{{!}} {{Character Label|GGST|Giovanna}} {{Character Label|GGST|Chipp Zanuff|label=Chipp}}
{{!}} {{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}}
{{!}} {{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}}
{{!}}}
}}
}}


The timing of the Forever Elysion Driver is important. The strike component must land during or slightly after the Forever Elysion Driver becomes active. While strictly speaking the attack only combos into Countdown if it lands on Frames 1~2, because the opponent can backdash regardless it is only nessecary to hit early enough to prevent a jump block. Because the servant will act for 10 frames during the cinematic, it can hit early before the opponent can jump or backdash, causing them to block and be safe.


===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|P|632146P}}, {{clr|P|236[P]}} > 9 > {{clr|D|j.hs.D}} > dl {{clr|S|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|P|632146P}}, {{clr|P|5P}} (whiff) > 9 > > dl {{clr|S|j.S}}</code>. The {{clr|P|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 1,277: Line 1,611:
* [[{{PAGENAME}}#Corner_Pressure|Corner Pressure]]
* [[{{PAGENAME}}#Corner_Pressure|Corner Pressure]]
</div>
</div>
==Fighting Jack-O==
===Key strategies===
'''Servants''' [[file:GGST_jack-o_gauge_demonstration.mp4|thumb|right|380px|Servant gauge demonstration]]
Servants are a crucial part of Jack-O's gameplan and without them she is one of the weakest characters in the game. Because of this, preventing Jack-o from setting up servants is one of the best way to stop her from establishing momentum. Tied to her servants is the '''Servant Gauge'''.
[[File:GGST Jack-O ServantGauge.png|left|200px]]
<br><br>
When summoning a servant it takes 1 yellow bar while leaving behind a gray bar which can be used for commands. When Jack-o performs a command (Attack, Defend, Countdown) it consumes 1 gray bar. If jack-o has no gray bar it will consume 1 yellow without leaving behind a gray bar. If Jack-o has no gauge she cannot summon servants or perform attack commands.
'''Avoiding or destroying servants''' [[file:Anti jacko neutral 1.mp4|thumb|right|380px|Demonstration of destroying servants]]
Servants disappear after a set amount of time, being hit twice by Jack-o, Jack-o blocks, or you destroy them. There is more nuisance about servants that be found [[GGST/Jack-O/Strategy#Servants|here]].
Generally for neutral it's best to destroy servants with {{clr|P|5P}}, {{clr|K|5K}}, {{clr|P|2P}}, and {{clr|P|6P}} depending on the character. Servants can be hit while idle or while in flight. So if Jack-o tosses a servant or even kicks a servant it is possible to hit the servant before it reaches you. As well servants are special cancelable which can be useful for jump/dash/special cancels. The other options is to run past servants which is best when Jack-O tosses the servant in the air.
'''Jack-o's blockstring without servants are weak'''
Jack-o has fairly weak blockstrings without servants and has to rely heavily on delays or lack of knowledge from the opponent. More often than not, Jack-o will end her blockstring with {{MiniMoveCard|game=GGST|chara=Jack-o|input=236P|label={{clr|P|236P}}, {{clr|P|236[P]}}}}, or {{MiniMoveCard|game=GGST|chara=Jack-o|input=214P|label={{clr|P|214P}}}}. Most options can be punished by {{clr|P|5P}},{{clr|P|2P}}, or {{clr|P|6P}} but after {{clr|H|5H}} it can be very difficult or impossible to punish. To put it in perspective, here is a small table from the moves Jack-o is most likely to cancel
{| class="mw-collapsible mw-collapsed wikitable"
|+On-Block Cancels
|-
! Cancelled Move !! {{MiniMoveCard|game=GGST|chara=Jack-O|input=236[P]|label={{clr|P|236[P]}}}} !! {{MiniMoveCard|game=GGST|chara=Jack-O|input=214P|label={{clr|P|214P}}}} !! {{MiniMoveCard|game=GGST|chara=Jack-O|input=214K|label={{clr|K|214K}}}} !! {{MiniMoveCard|game=GGST|chara=Jack-O|input=236P|label={{clr|P|236P}}}}
|-
!{{clr|S|f.S}}, {{clr|P|6P}}, {{clr|D|2D}}
| -1 || -6 || -10 || -12
|-
!{{clr|S|c.S}} or {{MiniMoveCard|game=GGST|chara=Jack-O|input=236K|label={{clr|K|236K}}}}
| +2 || -3 || -7 || -9
|-
!{{clr|H|5H}} or {{clr|H|2H}}
| +4 || -1 || -5 || -7
|-
|}
'''Blocking jack-o'''
Jack-o when servants are out can be scary but after initial mixup from okizeme the main thing to worry about is throw. If you block the initial high low mixup from Jack-o she has to rely on 5D
Jack-o's mixup relies on the initial hits for mixup which can be high, low, or left/right. After this has been done her mixup becomes significantly weaker and relies on frame traps and throws to open the opponent up.
'''Cheer H Super''' [[file:GGST FD Jacko to avoid cheer.mp4|thumb|right|380px|{{clr|S|c.S}} > {{clr|H|2H}} > {{MiniMoveCard|game=GGST|chara=Jack-O|input=236236H|label=Cheer H}} ~ regular block vs FD ]]
{{MiniMoveCard|game=GGST|chara=Jack-O|input=236236H|label=Cheer H}} is notorious due to its high chip damage and making the opponent feel trapped. The best counterplay to this is to burst or YRC after blocking a {{MiniMoveCard|game=GGST|chara=Jack-O|input=236K|label={{clr|K|236K}}}} because it's not possible to bait without spending additional meter. If you have enough health to take the hit, it can be good to intentionally get hit to force the wallbreak situation to reset neutral and avoid R.I.S.C being maxed out. The reason for this it can be difficult for jack-o to not break the wall and the damage she gets with the servants out is not that high.
Cheer H super at best will be +6 from {{clr|K|236K}} + servant or +3 after {{clr|H|5H}}/{{clr|H|2H}}. However even with that there are ways out of it by FD blocking early on.
Most Jack-o players would try and setup cheer H super by using {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} + servant but if the first two hits were FD blocked Jack-o is out of range for her {{MiniMoveCard|game=GGST|chara=Jack-O|input=2K|label={{clr|K|2K}}}} and her {{MiniMoveCard|game=GGST|chara=Jack-O|input=5K|label={{clr|K|5K}}}} can be hit by {{clr|P|6P}}
'''Defend command'''
Defend command is a powerful tool and can be useful to make the opponent second guess hitting servants. It can be difficult to punish jack-o using defend command but it is easy to run through the defend command and throw her. Certain characters, such as {{MiniMoveCard|game=GGST|chara=Baiken|input=2H|label=Baiken's {{clr|H|2H}}}} and {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236K|label=Ky's Stun Dipper}}, have the ability to low profile defend command entirely.
'''misc notes'''
{{clr|S|c.S}} > {{clr|S|f.S}} > {{MiniMoveCard|game=GGST|chara=Jack-O|input=5H|label={{clr|H|5H}}}}. if you FD block the first two hits you often can punish her {{clr|H|5H}} with {{clr|P|6P}} or a low profile moves
===Moveset Overview===
----
; <big>{{clr|P|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|P|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>
;<big>{{clr|K|5K}}</big>
<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|P|6P}}.
* Blockstrings into {{clr|D|2D}}; may leave a gap if spaced.
On-block only real follow-up is {{clr|D|2D}}, leading into an [[{{PAGENAME}}#Block-String_Escapes|unsafe RPS]]. Just watch out for her doing an early summon cancel.
'''{{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.
Can be trivially low-profiled by most characters ''(See also: [[{{PAGENAME}}#low_profiling|Low Profiling]])''.
</div>
</div>
;<big>{{clr|S|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|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}}</code>. Just mind the usual frametraps and resets.
----
; {{clr|S|c.S&}}(Blocked)
* '''+3 on block.'''
* Links into {{clr|S|c.S}} as a 4F Frametrap.
* Cancels into Uncharged Dust as a true blockstring
Common upgrade when she has servants. Only slightly improves mixups.
'''{{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.
----
; {{clr|S|c.S&}}(Whiff)
* '''+7 on block.'''
* Links into {{clr|K|2K}} and {{clr|S|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|S|f.S}}</big>
<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|P|6P}}.
* Cancels into {{clr|H|5H}} as a true blockstring, may frametrap at spacing.
Has minimal reward on hit, so just be mindful of its range and speed.
</div>
</div>
;<big>{{clr|H|5H}}</big>
<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 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|P|6P}}.
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|D|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
* Is a true blockstring after {{clr|S|c.S&}}(Blocked) or {{clr|S|c.S&}}(Whiff).
* Can be 2-hit comboed in the corner with {{clr|D|5D&}}.
If you're in the corner, after a {{clr|K|2K}} or {{clr|K|5K}}, make sure to fuzzy block the {{clr|D|2D}} and {{clr|D|5D}}, as she can easily score meterless wallbreaks with this.
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.
----
; Charged Dust
* Is a 4F frametrap after {{clr|S|c.S&}}(Whiff).
If you blocked {{clr|S|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|S|c.S&}}(Whiff).
</div>
</div>
;<big>{{clr|P|6P}}</big>
<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|P|6P}} ''can'' attack out of H Disc setups, more than most. Be mindful of this abare option and her potential to option select.
</div>
</div>
;<big>{{clr|H|6H}}</big>
<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 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|P|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|P|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|K|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|D|2D}}; may leave a gap if spaced.
Similar to {{clr|K|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|S|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|S|2S}}. You will likely need to adapt the mixups in these situations.
</div>
</div>
;<big>{{clr|H|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|S|f.S}} > {{clr|H|2H}}</code> is a frametrap that almost always loses to a reversal Throw, unless spaced perfectly.
</div>
</div>
;<big>{{clr|D|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|K|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|H|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|D|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|K|5K}}, {{clr|S|f.S}}, and {{clr|H|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="mw-collapsible mw-collapsed wikitable"
|-
|+ style=white-space:nowrap | '''Low Profling Jack-O''''
|-
!Character !! Move !! {{clr|K|5K}} !! {{clr|S|f.S}} !! {{clr|H|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|H|5H}} at point-blank range.
|-
| rowspan=2|{{Character Label|GGST|May|label=May}} || {{MiniMoveCard|game=GGST|chara=May|input=3K|label={{clr|K|3K}}}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ || style="background-color: #C6E0B4"| ✓ ||
|-
| {{MiniMoveCard|game=GGST|chara=May|input=2K|label={{clr|K|2K}}}} and {{MiniMoveCard|game=GGST|chara=May|input=2D|label={{clr|D|2D}}}}  || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X || style="background-color: #FFC3C3"|  X || Only from mid-range of {{clr|K|5K}}.
|-
| {{Character Label|GGST|Axl Low|label=Axl}} || {{MiniMoveCard|game=GGST|chara=Axl Low|input=2K|label={{clr|K|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|K|2K}}}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Techniocally avoids {{clr|S|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|S|2S}}}} || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|K|5K}}.
|-
| {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} || {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2K|label={{clr|K|2K}}}} || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Only from max range of {{clr|K|5K}}.
|-
| rowspan=3| {{Character Label|GGST|Giovanna|label=Giovanna}} || Crouching, {{MiniMoveCard|game=GGST|chara=Giovanna|input=2P|label={{clr|P|2P}}}}, {{MiniMoveCard|game=GGST|chara=Giovanna|input=2S|label={{clr|S|2S}}}} || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|K|5K}}.
|-
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=2K|label={{clr|K|2K}}}} || style="background-color: #C6E0B4"| ✓ ||style="background-color: #EAECF0"| ~ ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|S|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|H|5H}}.
|-
| rowspan=2|{{Character Label|GGST|Anji Mito|label=Anji}} || {{MiniMoveCard|game=GGST|chara=Anji Mito|input=2S|label={{clr|S|2S}}}} || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|K|5K}}.
|-
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=2D|label={{clr|D|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|K|2K}}}} || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|K|5K}}.
|-
| {{MiniMoveCard|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #EAECF0"| ~ ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|S|f.S}}.
|-
| {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} || {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=2D|label={{clr|D|2D}}}} || style="background-color: #EAECF0"| ~ || style="background-color: #FFC3C3"| X ||  style="background-color: #FFC3C3"| X || Only from max range of {{clr|K|5K}}.
|-
| {{Character Label|GGST|Jack-O|label=Jack-O'}} || {{MiniMoveCard|game=GGST|chara=Jack-O'|input=2K|label={{clr|K|2K}}}} and {{MiniMoveCard|game=GGST|chara=Jack-O'|input=2D|label={{clr|D|2D}}}} || style="background-color: #C6E0B4"| ✓ ||style="background-color: #C6E0B4"| ✓ || style="background-color: #EAECF0"| ~ || Only from mid-range of {{clr|H|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|K|2K}}}} || style="background-color: #C6E0B4"| ✓ ||style="background-color: #C6E0B4"| ✓ || style="background-color: #EAECF0"| ~ || Only from mid-range of {{clr|H|5H}}.
|-
| rowspan=2|{{Character Label|GGST|Baiken|label=Baiken}} || {{MiniMoveCard|game=GGST|chara=Baiken|input=2H|label={{clr|H|2H}}}} || style="background-color: #C6E0B4"| ✓ || style="background-color: #EAECF0"| ~ ||  style="background-color: #FFC3C3"| X || Only from mid-range of {{clr|S|f.S}}.
|}


==Matchups==
==Matchups==
Line 1,982: 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 1,997: 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.pngGuard-StartupRecoveryTotal 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.pngGuard-Startup3RecoveryTotal 15AdvantageSee Notes.
Cheer S Short for Cheer Servant On SGGST JackO Cheer Servant On S Buff.pngGuard-Startup3RecoveryTotal 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.pngGuard-Startup10RecoveryTotal 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.pngGuard-StartupRecoveryTotal 14Advantage-.
Summon Gauge The portion of the Servant Gauge used by Summon ServantGGST Jack-O Summon Servant.pngGuard-Startup10RecoveryTotal 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.pngGuard-Startup3RecoveryTotal 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.pngGuard-Startup10RecoveryTotal 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.pngGuard-Startup3RecoveryTotal 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.pngGuard-Startup10RecoveryTotal 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.pngGuard-Startup3RecoveryTotal 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.pngGuard-StartupRecoveryTotal 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.pngGuard-StartupRecoveryTotal 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.pngGuardAllStartup20~31Recovery20Advantage+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.pngGuard-Startup3RecoveryTotal 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.pngGuard-StartupRecoveryTotal 14Advantage- on the P button, and Release ServantGGST JackO Release Servant.pngGuard-StartupRecoveryTotal 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.pngGuard-StartupRecoveryTotal 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.pngGuard-StartupRecoveryTotal 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.pngGuard-StartupRecoveryTotal 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

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