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|inv= | |inv= | ||
|description= | |description= | ||
Crouching jab. You can use it to poke out of holes in pressure | Crouching jab. You can use it to poke out of holes in pressure. Can be used when near a Ghost without picking it up if inputted as 1P/3P. | ||
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{{MoveData | {{MoveData | ||
|name=Forever Elysion Driver | |name=Forever Elysion Driver | ||
|input=360P | |input=360P (Air OK) | ||
|image=GGXRD-R_JackO_ForeverElysionDriver2.png | |image=GGXRD-R_JackO_ForeverElysionDriver2.png | ||
|image2=GGXRD-R_JackO_ForeverElysionDriver.png | |image2=GGXRD-R_JackO_ForeverElysionDriver.png | ||
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* Good metered reversal | * Good metered reversal | ||
Command Grab super. It isn't useful for mixups because it has 3 frames of startup after the super flash for the opponent to jump out of on reaction to seeing the super flash. However, Forever Elysion Driver is 1f invuln and can also be used as a reversal. Compared to 2D , it costs a lot more meter but the jump forward gives it more horizontal range though it'll lose to airborne opponents since it's a grab. It also does a lot of damage. If you have 75 meter when attempting to use this as a reversal, be sure to react to what the opponent is doing during the super flash and YRC if necessary to save yourself from whiffing and getting punished | Command Grab super. It isn't useful for mixups because it has 3 frames of startup after the super flash for the opponent to jump out of on reaction to seeing the super flash. However, Forever Elysion Driver is 1f invuln and can also be used as a reversal. Compared to 2D , it costs a lot more meter but the jump forward gives it more horizontal range though it'll lose to airborne opponents since it's a grab. It also does a lot of damage. If you have 75 meter when attempting to use this as a reversal, be sure to react to what the opponent is doing during the super flash and YRC if necessary to save yourself from whiffing and getting punished. | ||
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{{MoveData | {{MoveData | ||
|name=I Want Out | |name=I Want Out | ||
|input=236236H | |input=In IK Mode: 236236H | ||
|image=GGXRD-R_JackO_IWantOut1.png | |image=GGXRD-R_JackO_IWantOut1.png | ||
|image2=GGXRD-R_JackO_IWantOut2.png | |image2=GGXRD-R_JackO_IWantOut2.png | ||
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|description=*[ ] Indicates during Hell Fire | |description=*[ ] Indicates during Hell Fire | ||
*Uses the animation of her 5H. | *Uses the animation of her 5H. | ||
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}} | }} | ||
<br clear=all/> | <br clear=all/> |
Revision as of 19:19, 10 December 2016
Jack-O |
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Defense Modifier: 1.03 Guts Rating: 2 Weight: Light 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
- Extreme corner pressure with servants that can eliminate many options for retaliation
- Many moves to keep the opponent in the corner and to buy time so servants can level up
- A variety of high/low/unblockable moves to keep the opponent guessing
- Normal attacks can be used for serious frame-traps and space-control (neutral)
- Her servants can be a major distraction to the opponent's game plan if placed correctly (especially when they are clocked-up)
- Gains serious amounts of tension when standing near stationary ghost and also from servants attacking the opponent
- Can be a good choice for players new to FGs or players who are "not FG players" otherwise, due to her generally simplified inputs & overall different playstyle
Weaknesses
- NEEDS servants for safe corner pressure
- Heavily reliant on tension for effective D attack/s use
- Tension is needed to get out of oppressive situations
- Servants can sometimes interfere with progress if you're not careful (random hit/s aspect)
- Loses a LOT of momentum when servants leave (by hit or time) and ghost are destroyed
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 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 > 5P/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 (Air OK) |
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Instant Kill
I Want Out In IK Mode: 236236H |
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