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| 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. | | 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. |
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| ===Servants Leaving=== | | ===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. |
| | <div class="tabber-shadows-fix"> |
| | {{clear}} |
| | <tabber> |
| | Servants Leaving = |
| {{card | | {{card |
| |header=Servants Leaving | | |header=Servants Leaving |
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| | width = 140 | | | width = 140 |
| | height = 140 | | | height = 140 |
| | File:GGST_Jack-O_Servant_1.png | | | File:GGST_Jack-O_Strategy_Damaged.png |
| | '''Blocking'''<br>Recalls all servants, giving some Servant Gauge back. | | | '''Jack-O' being hit'''<br>Loses all servants immediately. |
| | File:GGST_Jack-O_Servant_1.png | | | File:GGST_Jack-O_Strategy_ServantBeingHit.png |
| | '''Being hit'''<br>Lose all servants immediately. | | | '''Servants being hit'''<br>Opponents can attack servants to destroy them. |
| | File:GGST_Jack-O_Servant_1.png | | | File:GGST_Jack-O_Strategy_ThrowClash.png |
| | '''Throw Clashes'''<br>Lose all servants immediately. | | | '''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. |
| | }} |
| | |
| | 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. |
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| | 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. |
| }} | | }} |
| {{MMC|input=236236S|label=Cheer Servant {{clr|S|S}}}} prevents servants leaving these ways, particularly to mitigate YRC and Psych Burst, and easily reset after having an opponent tech out of a Throw.
| | |-| |
| | 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. |
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| While both lose you servants, Blocking an attack actually ''recalls'' servants, this grants Servant Gauge back, reducing the overall punishment.
| | <center>'''All Recalls give +0.5 bars of Command Gauge and +1 bar of Summon Gauge per Servant recalled.'''</center> |
| | |
| | {{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. |
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| | 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. |
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| ===Servant Duration===
| | 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 = |
| {{card | | {{card |
| |header=Servant Duration | | |header=Servant Duration |
| |content= | | |content= |
| | 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. |
| {{Gallery | | {{Gallery |
| | align = center | | | align = center |
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| | height = 140 | | | height = 140 |
| | File:GGST_Jack-O_Servant_1.png | | | File:GGST_Jack-O_Servant_1.png |
| | Servants remain for 8 seconds. | | | Servants begin with 8 seconds. |
| | File:GGST_Jack-O_6P.png | | | File:GGST_Jack-O_6P.png |
| | Hitting a servant removes 3 seconds. | | | Hitting a servant removes 3 seconds. Including hitting with other servants. |
| | File:GGST_JackO_Throw_Servant.png | | | File:GGST_JackO_Throw_Servant.png |
| | Throwing a servant doesn't affect duration. | | | Throwing a servant ''does not'' affect duration. |
| | File:GGST_Jack-O_Held_Servant.png | | | File:GGST_Jack-O_Held_Servant.png |
| | Holding a servant pauses their duration. | | | Holding a servant ''pauses'' their duration. |
| | File:GGST_JackO_Cheer_Servant_On_H.png | | | File:GGST_JackO_Cheer_Servant_On_H.png |
| | Cheer Servant On pauses their duration. | | | Cheer Servant On also pauses their duration. |
| }} | | }} |
| Each servants as a timer of 8 seconds, and each servant handles their timer individually. Every time a servant is hit by Jack-O' (does not include {{MMC|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant}} they lose 3 seconds. This will usually give you time for 2 hits.
| | 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. |
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| The duration is ''paused'' when held by Jack-O', during Cheer Servant On, and during Countdown. | | 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 | | {{Gallery |
| | align = center | | | align = center |
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| | You can issue 1 final command, but the servant will always leave afterwards. | | | You can issue 1 final command, but the servant will always leave afterwards. |
| }} | | }} |
| If a servant's duration reaches 0 it will leave after either recovering from hitting the ground or finishing a command. | | 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. |
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| Before this happens, you ''can'' hit them again as many times as you like. The servant will only be prolonged so long as it is being hit. You may also issue one final command, but you ''cannot'' hit the servant or issue another command, forcing it to leave. It can also be picked up and thrown, but will leave Frame 1 of being released.
| | 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> |
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| ===Servant Gauge=== | | ===Servant Gauge=== |
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| 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 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. |
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| | <div class="tabber-shadows-fix"> |
| | {{clear}} |
| | <tabber> |
| | Close Range = |
| {{card | | {{card |
| |header = Close Range | | |header = Close Range |
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| | File:GGST_Jack-O_2P.png | | | File:GGST_Jack-O_2P.png |
| | '''Good {{clr|P|2P}}'''<br>5F, solid range, and good Counter Hit reward. | | | '''Good {{clr|P|2P}}'''<br>5F, solid range, and good Counter Hit reward. |
| | File:GGST_Jack-O_Servant_1.png | | | File:GGST_Jack-O_Backdash.png |
| | '''Strong Backdash'''<br>Uniquely short recovery while maintaining 5F invuln. | | | '''Strong Backdash'''<br>Uniquely short recovery while maintaining 5F invuln. |
| | File:GGST_Jack-O_Servant_1.png | | | File:GGST_Jack-O_Servant_1.png |
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| 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. | | Primarily, the difficulty of Jack-O' is not fighting at this range, but getting into it in the first place, as Jack-O' lacks reliable and threatening pokes that enable her to approach. Many of her best pokes like {{MMC|input=5H|label={{clr|H|5H}}}} are easily caught by low pokes, giving opponents little reason to not attack Jack-O' approaching besides avoiding her sluggish {{MMC|input=f.S|label={{clr|S|f.S}}}}. Combined with her poor movement speed means she can struggle to reach this range if opponents are forcefully covering with their own pokes. This can, however, work to your advantage. |
| }} | | }} |
| | | |-| |
| | Mid Range = |
| {{card | | {{card |
| |header= Mid Range | | |header= Mid Range |
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| | width = 140 | | | width = 140 |
| | height = 140 | | | height = 140 |
| | File:GGST_Jack-O_2K.png | | | File:GGST_Jack-O_5K.png |
| | '''Amazing {{clr|K|2K}}'''<br>One of the best close-range pokes in the game. | | | '''Huge {{clr|K|5K}}'''<br>Quick and easy poke, great for catching jumps. |
| | File:GGST_Jack-O_2P.png | | | File:GGST_Jack-O_fS.png |
| | '''Good {{clr|P|2P}}'''<br>5F, solid range, and good Counter Hit reward. | | | '''Standard {{clr|S|f.S}}'''<br>Reliable poke and gets the job done. |
| | File:GGST_Jack-O_Servant_1.png | | | File:GGST_Jack-O_5H.png |
| | '''Strong Backdash'''<br>Uniquely short recovery while maintaining 5F invuln. | | | '''Powerful {{clr|H|5H}}'''<br>Far-reaching and safe on block. |
| | File:GGST_Jack-O_Servant_1.png | | | File:GGST_Jack-O_2D.png |
| | '''Bad Approach'''<br>An otherwise amazing kit hindered by little threat to enable approaching. | | | '''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. |
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| 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 | | {{card |
| |header = Far Range | | |header = Far Range |
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| 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> |
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| === 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. |
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| | <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. |
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| 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. |
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| {{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 =
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| 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.
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| '''{{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}}. |
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| '''{{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. |
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| 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. |
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| 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> |
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| === 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. |
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| '''{{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 |
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| | | 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. |
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| '''{{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 {{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. |
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| 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|hs.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> |
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| ===Zoning=== | | ===Zoning=== |
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| * {{clr|H|6H}}(1) will not perform the second hit. | | * {{clr|H|6H}}(1) will not perform the second hit. |
| * {{clr|D|2D}} will stop moving forward. | | * {{clr|D|2D}} will stop moving forward. |
| | }} |
| | |-| |
| | Blocked Servant RPS = |
| | {{Card |
| | |header=Blocked Servant RPS |
| | |content= |
| | Though fairly subtle, when an opponent blocks a servant, there is an implicit RPS that can happen. The opponent is likely to either jump out, run past, or hit the servant with a very fast jab, however Jack-O' is plus enough to frametrap with Attack Command. It wastes a lot of resources to use an Attack Command needlessly, but on hit knocks down for a chance to get okizeme, especially near the corner. There are a variety of options available. |
| | |
| | {{Gallery |
| | | align = center |
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| | | 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. |
| | }} |
| | |
| | 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. |
| }} | | }} |
| |-| | | |-| |
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| 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. | | Generally speaking you do not need to use or know all of Jack-O's okizeme, however she can score decent okizeme off almost any situation, making it worthwhile to recognise at least one available route for each attack. You also do not require optimal okizeme to establish a strong threat, therefore you can be selective for okizeme you can perform consistently. For example it is perfectly functional to use a safejump with imperfect timing to hit meaty, you do not need to have it safejump to be useful. |
| {{clear}} | | {{clear}} |
|
| |
| ===Pressure Tech===
| |
| ----
| |
| 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.
| |
|
| |
| ; Pressure Mixups
| |
| 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.
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| |
| {{TheoryBox
| |
| | Title = F-Shiki {{clr|P|j.P}} Mixup
| |
| | Anchor = F-Shiki Mixup
| |
| | Oneliner = A pseudo-High-Low mixup usable when a servant is nearby.
| |
| | Recipe = ... > {{clr|S|j.S}} or {{clr|H|j.H}}) > Jump Cancel > {{clr|P|j.P}} > {{clr|K|j.214K}}
| |
| | Difficulty = {{clr|4|Hard}} (Variable)
| |
| | Video =
| |
| | 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}}.
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| 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.
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| 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.
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| 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.
| |
| }}
| |
|
| |
|
| ===Servantless Pressure=== | | ===Servantless Pressure=== |
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| |header={{clr|K|K}} Normals Blockstring | | |header={{clr|K|K}} Normals Blockstring |
| |content= | | |content= |
| A much weaker string for {{clr|K|K}} normals, it is very weak but sometimes nessecary. The core string is {{ComboText|({{clr|K|5K}} or {{clr|K|2K}}) > {{clr|D|2D}} > {{clr|K|236K}} }}. The string is wrought with problems and is quickly forced into a [[#Ending_Blockstring_RPS|dangerous RPS]]. | | 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]]. |
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| |
|
| 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. | | 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. |
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| 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]]. | | This is not your only option. The {{clr|D|2D}} should be treated similar to {{clr|K|236K}}, and also use a variety of options from [[#Ending_Blockstring_RPS|Jack-O's defensive RPS]]. |
| }} | | }} |
| |-|
| | </tabber> |
| | </div> |
| | |
| | ===Summon 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. |
| | |
| | <div class="tabber-shadows-fix"> |
| | {{clear}} |
| | <tabber> |
| Wild Assault = | | Wild Assault = |
| {{Card | | {{Card |
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| 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. | | 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. |
| | |
| | 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}}}}. |
| }} | | }} |
| |-| | | |-| |
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| * Tick throw is very easy even against Faultless Defense. | | * 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. | | * 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_Mixup|F-Shiki {{clr|P|j.P}} mixup]]. | | * 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. | | * Dash Cancel can be used to counter Deflect Shield while staying +3 on block. |
| }} | | }} |
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| {{!}} {{Character Label|GGST|Sol Badguy|label=Sol}} {{Character Label|GGST|Leo Whitefang|label=Leo}} {{Character Label|GGST|Chipp Zanuff|label=Chipp}} {{Character Label|GGST|Baiken|label=Baiken}} {{Character Label|GGST|Bridget|label=Bridget}} {{Character Label|GGST|Sin Kiske|label=Sin}} | | {{!}} {{Character Label|GGST|Sol Badguy|label=Sol}} {{Character Label|GGST|Leo Whitefang|label=Leo}} {{Character Label|GGST|Chipp Zanuff|label=Chipp}} {{Character Label|GGST|Baiken|label=Baiken}} {{Character Label|GGST|Bridget|label=Bridget}} {{Character Label|GGST|Sin Kiske|label=Sin}} |
| {{!}} {{Character Label|GGST|Ky Kiske|label=Ky}} {{Character Label|GGST|May|label=May}} {{Character Label|GGST|Giovanna|label=Giovanna}} {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} {{Character Label|GGST|Millia Rage|label=Millia}} {{Character Label|GGST|I-No|label=I-No}} {{Character Label|GGST|Anji Mito|label=Anji}} | | {{!}} {{Character Label|GGST|Ky Kiske|label=Ky}} {{Character Label|GGST|May|label=May}} {{Character Label|GGST|Giovanna|label=Giovanna}} {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} {{Character Label|GGST|Millia Rage|label=Millia}} {{Character Label|GGST|I-No|label=I-No}} {{Character Label|GGST|Anji Mito|label=Anji}} |
| {{!}} {{Character Label|GGST|Axl Low|label=Axl}} {{Character Label|GGST|Potemkin|label=Potemkin}} {{Character Label|GGST|Faust|label=Faust}} {{Character Label|GGST|Zato-1|label=Zato}} {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} {{Character Label|GGST|Jack-O|label=Jack-O'}} {{Character Label|GGST|Happy Chaos|label=Chaos}} {{Character Label|GGST|Testament|label=Testament}} {{Character Label|GGST|Bedman|label=Bedman?}} {{Character Label|GGST|Asuka R|label=Asuka}} {{Character Label|GGST|Johnny|label=Johnny}} | | {{!}} {{Character Label|GGST|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}} |
| {{!}}- | | {{!}}- |
| {{!}}} | | {{!}}} |
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| ! Punished by {{clr|P|6P}} !! Can block {{clr|P|6P}} !! Can throw {{clr|P|6P}} | | ! 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|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|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}} | | {{!}} {{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}} |
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| ===Counter-pokes=== | | ===Counter-pokes=== |
| ===Abare=== | | === 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. |
| | |
| | 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. |
| | |
| | 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> |
|
| |
|
| ==Additional Info== | | ==Additional Info== |
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| ! 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 |
Line 1,118: |
Line 1,358: |
| |- | | |- |
| ! Highest hit on characters 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'}} {{Character Label|GGST|May|label=May}} {{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}} {{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|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}} {{Character Label|GGST|Faust|label=Faust}} {{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}} {{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|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}} {{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}} |
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| |- | | |- |
| ! 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}}.'' |
| |} | | |} |
|
| |
|
Line 1,142: |
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| * {{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}} 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}}}}. | | * {{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}}}}. |
|
| |
| ===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> ''{{clr|3|Medium}}''
| |
| |-
| |
| ! 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 1,185: |
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| * [[{{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== |
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| 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. |
|
| |
|
| ===Non-Wallbreak FED=== | | ===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. |
| | {{Card |
| | | header = F-Shiki {{clr|P|j.P}} Mixup |
| | | content = |
| | 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. |
|
| |
|
| 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.
| | 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. |
|
| |
|
| 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.
| | 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. |
| | ---- |
| | The difficulty varies by opponent, as character's standing height makes for differences in how viable it is against them, and the timing of your attack before a jump cancel will determine how high the {{clr|P|j.P}} will hit. In addition a jump cancel {{clr|P|j.P}} at the lowest height is not the same as a rising {{clr|P|j.P}} from the ground. |
|
| |
|
| A 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.
| | {{{!}} 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}} |
| | {{!}}} |
| | }} |
|
| |
|
| ====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.
| | ===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. |
|
| |
|
| 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.
| | {{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. |
|
| |
|
| ; <code>{{clr|P|632146P}}, {{clr|P|236[P]}} > 9 > {{clr|D|j.hs.D}} > dl {{clr|S|j.S}}</code>.
| | 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 |
|
| |
|
| : '''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. | | [[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.]] |
| | | }} |
| : 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=== |