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- On Round Start, be mindful of Jack-O's 2D, you cannot be doing 5K or 6K on it, you will need to either 2K it or backdash 214H (or back Fukyo but this costs blood). 623H does not beat it.
- When blocking her 236K Servant Shoot it's an RPS that is in your favour. You can use 2K to punish her Recover Servant (can be done on reaction), you can 214H to catch her running away and be relatively safe if she jumped, 2H to catch her jumping, etc. You can also really challenge 2D with reverasal super, as Jack-O' has to call it out with Recover Servant, any summoning is going to get her punished. Also also, if she does Dash 2D and you block it relatively close, you can throw her even if she tries to frametrap, a Nagoriyuki/Potemkin unique option here.
- If she is throwing servants at you, you can usually 5P or 2P them, try to avoid 6P as this will leave you punishable more often and lose you time from advancing on Jack-O'. Be aware you can cancel off servants to challenge her next action.
- 5H is a really good space control tool, it naturally catches her trying to send a servant with 236K from nearly max distance and she doesn't have a whole lot of ways to punish it on reaction, usually resetting the situation to your favour. Conversely, I don't think 2H is as good. While Jack-O' is liable to jump a lot, she's almost certainly trying to avoid the 2H range (backjumping), as she has no reason to jump into it, you would likely need to Fukyo in with it. If she blocks either, she loses her servants, so it's good for you.
- Blood management as usual matters, Jack-O' can absolutely zone you and flex on you when your blood is at lv 3, you haven't got good options for dealing with servants. At Lv 1 things are comfortable, as Fukyo threatens her a lot more, especially as 236K can allow catching her trying to summon, get underneath her throwing servants, get underneath j.D, etc. and 236S~236K can easily shut her down if you have the blood to spend.