Jack-O is a wild character design. She employs several types of minions simultaneously to whittle you down. Almost like a new level of previous “puppet” style characters, but she does not directly control the minions. She’s underwhelming on her own, but if she gets going with a full squad she quickly becomes one of the most obnoxious characters to fight against.
6K (overhead) RC combo on Pot. The combo can be ended earlier for a setup, rather than max damage:
6K(1) RC combo vs Potemkin. You can end it earlier to get a setup, but I wanted to show max dmg #GGXrd_JC #ジャックオー攻略 pic.twitter.com/pdWoUE1y4w
— Silva (シルバ) (@VioletSniper) August 30, 2016
Close slash being +frames (hit or block) allows for links. This optimizes options against Haehyun & Potemkin, showing two oki routes off a 6P knockdown:
Haehyun/Potemkin combo off 2K… the 6P KD setup works on others but the 6K combo needs to be adjusted. #ジャックオー攻略 pic.twitter.com/IvjDiP42E5
— Silva (シルバ) (@VioletSniper) August 22, 2016
The instant air dash loop on Bedman:
#PS4sharehttps://t.co/jfPG7inKXS pic.twitter.com/sDbq8t4EJt
— 雑貨屋さん (@Saiga_J) December 26, 2016
Speaking of 6P knockdowns, a common approach is to cancel to a ghost set (minion house), pick it up, airdash and throw it. Since at many ranges the house goes over the opponent, this leaves Jack-O open. Fake ’em out with recalling the ghost in mid-air, and come down with a meaty j.K. It even functions as a safe jump in the mirror match:
中央6p滑空家投げは上いれ通るけど
滑空回収jkにすると上いれ駄目な詐欺重ね最近rcダストお気に入り #PS4sharehttps://t.co/73fuRH7Zdh pic.twitter.com/guORiSDWSM
— ぷれぷれPurepure/Es陥没プリン (@77_pretzel) December 2, 2016
We then see a strong almost-setplay sequence following it. Using 5D6 is a great way to extend combos, but beware of using it if minions are already in play. They often hit at inopportune times and interrupt your combo.
Counter-hit 6P doesn’t net much of anything midscreen, but Silva shows here that you can—given you have enough meter for several uses of 4D—waste enough time with a combo to get S and K ghosts to level 2:
Jack-O’ corner CH 6P combo I made. Gives lv2 Lancer+lv2 Magician! #ジャックオー攻略 pic.twitter.com/lTpDelI0Yo
— Silva (シルバ) (@VioletSniper) August 15, 2016
Sometimes you don’t want to commit to a combo that will only work on counter hit (CH). This shows how CH 2S will mess up your normal combo, but can still be converted on reaction:
2S hit confirm OS #GGXrd_JChttps://t.co/KVOzYdiaAw pic.twitter.com/mq0U4yPYqK
— Silva (シルバ) (@VioletSniper) September 26, 2016
If you’re confident in the counter-hit, however, a cancel to ghost set can allow from some insane combos:
2Sつおい
#PS4sharehttps://t.co/jfPG7inKXS pic.twitter.com/Sq82AiJQ0E— 雑貨屋さん (@Saiga_J) December 22, 2016
If you land a successful reversal with Burst Calvados, here’s how you can extend the combo to level up your ghost:
暗転後デミミ返し
#PS4sharehttps://t.co/jfPG7inKXS pic.twitter.com/vKr5vVbn4A— 雑貨屋さん (@Saiga_J) December 22, 2016
4D loop shown on Millia:
キャラ限
2Kからノーゲージで4Dループ
鯖の出現までの時間稼ぎなんかに#PS4share pic.twitter.com/9LwGJqjlZ5
— 雑貨屋さん (@Saiga_J) December 22, 2016
This is very meter-intensive, but again sometimes it’s about wasting time so that minions can approach and/or level up.
Another example of 4D/j.4D loops, good for wasting time to allow better positioning and stronger minions:
さっきの応用
拾い方は色々
実戦だと他の鯖に邪魔されやすい
#PS4sharehttps://t.co/jfPG7inKXS pic.twitter.com/PKXTG2DZsX— 雑貨屋さん (@Saiga_J) December 22, 2016
Tricky left-right mixup off a 2H knockdown. Don’t forget you need a little more than 25% meter because the initial j.D projectile uses meter:
2HS crossup oki #GGXRD_JChttps://t.co/wQSEEmXHIJ pic.twitter.com/YDwKSmObVV
— dotSuperKamiGuru@TSB (@dot_Nova) August 31, 2016
Last but not least, don’t forget that your ghosts when recalled, keep their current level. If you get the lancers (K-version of ghosts) to level 3, the combo opportunities are insane.
For instance, a 104-hit OTG combo:
ダウン追い打ち100HIT出来ました
投げからノーゲージ4割…#ジャックオー pic.twitter.com/k2RKvtsXg2— GGR | min (@d2ftaxi) August 1, 2016