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* Good jump in | * Good jump in | ||
Most just used in combos but j.S's downward hitbox does give it some usefulness as a jump in | Most just used in combos but j.S's downward hitbox does give it some usefulness as a jump in. Use as an air-to-ground strike. | ||
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*Without sufficient tension= 1 shot, With sufficient tension= 3 shots | *Without sufficient tension= 1 shot, With sufficient tension= 3 shots | ||
The version that doesn't use tension hasn't seen much use but the metered version of j.D can be good in two situations. The first situation is when you have the opponent in the corner and you need to buy time for your servants to catch up and lock down the opponent. In this situation, jumping into the air and forcing them to block the 3 fireballs from the metered version of j.D can be helpful when varying your tactics to buy time to keep your opponent guessing. | The version that doesn't use tension hasn't seen much use but the metered version of j.D can be good in two situations. The first situation is when you have the opponent in the corner and you need to buy time for your servants to catch up and lock down the opponent. In this situation, jumping into the air and forcing them to block the 3 fireballs from the metered version of j.D can be helpful when varying your tactics to buy time to keep your opponent guessing. The tension version is a block-stun nightmare. | ||
The second situation that the metered version comes in handy is when you are in the air above the opponent. In this situation, the 3 fireballs can be useful to cover your landing against opponents trying to wait down below to Anti Air you. If the fireballs miss and you still have unused air options such as an air dash, be sure to use them to try and get yourself to safety. | The second situation that the metered version comes in handy is when you are in the air above the opponent. In this situation, the 3 fireballs can be useful to cover your landing against opponents trying to wait down below to Anti Air you. If the fireballs miss and you still have unused air options such as an air dash, be sure to use them to try and get yourself to safety. | ||
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Picks up a nearby ghost. You can then either throw the ghost or put it away once you've picked it up. Useful to special cancel into during pressure so you can throw a ghost or retreat with a ghost ready to throw to help your retreat. | Picks up a nearby ghost. You can then either throw the ghost or put it away once you've picked it up. Useful to special cancel into during pressure so you can throw a ghost or retreat with a ghost ready to throw to help your retreat. It's like playing a game of Wario's Woods! | ||
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*A transparent sphere surrounds Jack-O granting her projectile invulnerability for 6 seconds | *A transparent sphere surrounds Jack-O granting her projectile invulnerability for 6 seconds. | ||
*Protects Jack-O from her own Ghosts/Servants explosion. | *Protects Jack-O from her own Ghosts/Servants explosion. | ||
*Any Ghosts/Servants within the sphere are also protected. | *Any Ghosts/Servants within the sphere are also protected. | ||
*30 second cooldown (estimated) | *30 second cooldown (estimated) | ||
* | |||
*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
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Revision as of 18:09, 27 June 2016
Jack-O |
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Defense Modifier: 1.03 Guts Rating: 2 Stun Resistance: 60 Jump Startup: 3F Backdash Time 13F / Invul: 9F
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Overview
Jack-O brings a new and unique fighting style to Guilty Gear. Her gameplay revolves around the summoning of three types of Servants that gravitate their way towards the opponent attacking them when in range. These Servants begin at the base level of 1 where their attacks are weak and have short range, but throughout the round there will be opportunities to level them up to their max level of 3. At level 3 the Servants have increased range, damage, and some Servants even attack multiple times in a single strike. Utilizing their various attacks and special abilities combined with Jack-O's own make for a formidable pressure game that can overwhelm the opponent.
Strengths
Weaknesses
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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6P
6P |
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6K
6K |
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6H
6H |
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3H
3H |
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5D
5D 5D |
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4D
Hunger of Dopoulos 4D (air OK) |
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6D
Elysion Driver 6D (air OK) |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
Zest 2D (air OK) |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
Remove the Chain of Chiron j.D |
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j.2D
Air Zest j.2D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Ghost Set
Ghost Set 22P/K/S |
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Ghost Pick Up
Ghost Pick Up 2P/K/S near a Ghost |
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Ghost Place
Ghost Place Ghost Pick Up > 2P/K/S |
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Ghost Put Away
Ghost Put Away Ghost Pick Up > 4P/K/S |
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Ghost Throw
Ghost Throw Ghost Pick Up > 6P/K/S |
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Organ Deployment
Organ Deployment 22H |
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Recover All
Recover All Organ Deployment > P |
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Clock Up
Clock Up Organ Deplyment > K |
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Explode
Explode Organ Deployment > S |
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Aegis Field
Aegis Field Organ Deployment > H |
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Organ Deployment~D
Release Organ Deployment > D |
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Servants
P Servant
Knight |
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K Servant
Lancer |
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S Ghost
Magician |
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Overdrives
Calvados
Calvados 214S (air OK) |
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Forever Elysion Driver
Forever Elysion Driver 360P |
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Instant Kill
I Want Out 236236H |
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