Her wall combos can be rude sometimes lmao #PS5Share, #GuiltyGearStrive #GGST_JC pic.twitter.com/YwT0Ka8G4E— 🅷🅰🅼🅰🅽🅸 as 🄽🄾🅅🄺🄾🅅 (@novkovboy) September 17, 2021
Wondering about the damage if I summoned 3 servants #PS5Share, #GuiltyGearStrive #GGST #GGST_JC pic.twitter.com/n7HfNT1C1P— 🅷🅰🅼🅰🅽🅸 as 🄽🄾🅅🄺🄾🅅 (@novkovboy) September 16, 2021
Might see if I can post a clip later, but FYI: on Jack-O, cS -> TK 236K is frame trap that leaves a 3 frame gap, and if you have a minion out, you can 214K afterwards for shmix. Slightly delay 214K for frame trap, and better high/low #GGST_JC— Ketchupkamisama (@ketchupkamisama) September 16, 2021
Yo ningens what's good today I'll be going over a some tips & tricks for Jack-o. If you enjoy this video make sure to leave a like to let me know you want to see more, comment to let me know what you thought, and if you're new subscribe. #Jack-o #GuiltyGearStrive #GuiltyGearStriveGuide
JACK-O' - Pick Up Servant Whiff Proof of Concept - Guilty Gear -STRIVE- [Patch 1.09]
First of all sorry if this is old tech but here is a fun and NOT universally useful "tech" for Jack-O'. This might be a feature or a bug, but here we go.
Jack-O' can whiff her Pick Up Servant move if the servant is too far to pick after initiating the move.
Basically you immediately attempt to pick it up after hitting it with a cancellable move. If you are at the correct distance you can move as soon as she raises her arms up, effectively cancelling the a move with no costs to frames or servant/tension gauges.
The servants bounce back in different ways depending on what move Jack-O' uses to hit the servant and if the servant hits or is blocked, making it difficult for the user to predict the outcome at close range - If the servant bounces back to soon you end up actually picking it up.
Use this to recover faster from slower moves, when you lack resources or to surprise an unsuspecting foe with moves done in a weird order.
If this is unintended have fun while it lasts!
#GGST_JO just an idea to try to catch a jump or to cover both air and ground after knockdown #PS4share pic.twitter.com/zqXU5IDdUc— ISR (@isrgamingYT) September 16, 2021
#GGST_JO finally getting a chance to lab jack-o, corner pressure idea using explosion #PS4share pic.twitter.com/rIg1RTN1lH— ISR (@isrgamingYT) September 16, 2021
Alil Fast PRC setups i have been messing around with #GGST_JC #PS4sharehttps://t.co/wykOJ0r4r5 pic.twitter.com/OPGNfew6Fm— Jefftopia (@JeffreyBoz247) September 15, 2021
A common meaty setup after throw is 236[P], ws.5D, 5K, jump cancel IAD j.H/S. What about those DPs, though?
Here's a decent O/S. After a midscreen throw, 236[P], ws.5D, 5K, jump cancel 214S.
Jump cancel 5K immediately and slightly delay the 214S enough for the servant to hit meaty first. It'll catch anything invincible including jump frames and block. The 214S barrier will catch any invincible reversal except supers. It gives a situational corner walk block string, high/low mixup, and a KY SPECIFIC NOT RECORDED HERE left/right mixup. (Positioning the servant correctly pushes Ky toward you in a jumping guard break. You can walk under him.)
Example followups except for Ky DP:
- (every situation) 2K, 2D, 214K, c.S, tick throw
- (on guard break with servant on the other side) c.S&, 236236H, c.S, 214K, (c.S&, 2K, 2D, 214K)
- j.K/S/H, 214K, dash c.S etc. (changes depending on hit or block)
- can also try activating 214H just before hitting the ground and following up with whatever.
- (during guard break) just 632146P super.
(Corner version: https://www.youtube.com/watch?v=tXNFRWTBF-g&ab_channel=SalamanderLights)