|
|
(17 intermediate revisions by 2 users not shown) |
Line 96: |
Line 96: |
| 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. |
|
| |
|
| ===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 |
Line 107: |
Line 112: |
| | 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. |
| | |
| | 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. |
|
| |
|
| 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. |
|
| |
|
| ===Servant Duration===
| | 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 = |
| {{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 |
Line 130: |
Line 173: |
| | 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. |
|
| |
|
| 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 |
Line 157: |
Line 201: |
| | 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. |
|
| |
|
| 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> |
|
| |
|
| ===Servant Gauge=== | | ===Servant Gauge=== |
Line 405: |
Line 451: |
| | 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 |
Line 763: |
Line 809: |
| 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.
| |
|
| |
| {{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}}.
| |
|
| |
| 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.
| |
|
| |
| 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.
| |
|
| |
| 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=== |
Line 811: |
Line 833: |
| |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]]. |
|
| |
|
| 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. |
Line 967: |
Line 989: |
| * 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. |
| }} | | }} |
Line 1,146: |
Line 1,168: |
| {{!}} {{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}} |
| {{!}}- | | {{!}}- |
| {{!}}} | | {{!}}} |
Line 1,157: |
Line 1,179: |
| ! 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}} |
Line 1,251: |
Line 1,273: |
| {{clear}} | | {{clear}} |
| <tabber> | | <tabber> |
| Defensive Normals =
| | Abare Normals = |
| {{Card | | {{Card |
| |header=Defensive Normals | | |header=Abare Normals |
| |content= | | |content= |
| {{Gallery | | {{Gallery |
Line 1,265: |
Line 1,287: |
| | File:GGST_Jack-O_6P.png | | | File:GGST_Jack-O_6P.png |
| | '''{{clr|P|6P}}'''<br>Crushes mid-height attacks with its extremely fast upper-body invulnerability. | | | '''{{clr|P|6P}}'''<br>Crushes mid-height attacks with its extremely fast upper-body invulnerability. |
| | File:GGST_Jack-O_jD.png
| |
| | '''{{clr|D|j.D}}'''<br>If you jump out, you can stop an opponent chasing you by shooting down.
| |
| }} | | }} |
| None of Jack-O's normals will outright disrespect a ''good frametrap'', as expected, 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. | | 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. | | 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. |
|
| |
| It can also be worth simply jumping out. Unlike most, Jack-O' can stall heavily using her {{clr|D|j.D}} to break the opponent's offense, giving her space to RPS around the opponent more freely. This is very risky if the opponent runs under you, however.
| |
| }} | | }} |
| |-| | | |-| |
| Other Defensive Mechanics = | | Other Defensive Mechanics = |
| {{Card | | {{Card |
| |header=Universal Defensive Mechanics | | |header=Other Defensive Mechanics |
| |content= | | |content= |
| {{Gallery | | {{Gallery |
Line 1,283: |
Line 1,301: |
| | noborder = yes | | | noborder = yes |
| | whitebg = no | | | whitebg = no |
| | File:GGST_Jack-O_Servant_1.png | | | File:GGST_Jack-O_Strategy_FaultlessDefense.png |
| | '''Faultless Defense'''<br>Push opponents away from you on block. | | | '''Faultless Defense'''<br>Abundant Tension to spend as you like. |
| | File:GGST_Jack-O_Servant_2.png | | | File:GGST_Jack-O_Backdash.png |
| | '''Backdash'''<br>Evade attacks, gain space, and return to neutral. | | | '''Backdash'''<br>Fast recovery for a backdash, great for evasion midscreen. |
| | File:GGST_Jack-O_Servant_3.png | | | File:GGST_Jack-O_Jump.png |
| | '''Backward Jump'''<br>Evade or block attacks, keeping you ready to react. | | | '''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 many attacks call out her invulnerable reversal. 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. | | 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'', which combined with the pushback of Faultless Defense often allows her to trivially escape pressure through spacing, while being very hard to punish, sometimes getting unique backdash opportunities not available to other characters. | | 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. |
|
| |
|
| There are other standard options, such as simply jumping back, only being in a hittable for 4 frames if you hold block, then reacting to the situation with Airdash or {{clr|D|j.D}} to escape pressure.
| | 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. |
| }} | | }} |
| |-| | | |-| |
Line 1,301: |
Line 1,323: |
| |header=Forever Elysion Driver | | |header=Forever Elysion Driver |
| |content= | | |content= |
| 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. | | [[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. | | * If the opponent is too far forward ''above'' Jack-O', she will advance past the opponent and whiff. |
Line 1,309: |
Line 1,332: |
|
| |
|
| 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. | | 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. |
|
| |
|
| However unlike most supers, 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. Because Jack-O' can potentially mix-up from this position, 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> | | </tabber> |
Line 1,354: |
Line 1,382: |
| * {{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 1,397: |
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 1,459: |
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. |
|
| |
|
| ===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=== |