GGXRD-R/Jack-O': Difference between revisions

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|guts=2
|guts=2
|stun=60
|stun=60
|weight=Light
|jumpStartup=3F
|jumpStartup=3F
|backdashTime=13F
|backdashTime=13F
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</div>
</div>
==Overview==
==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.
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===
===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 Ghosts 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===
===Weaknesses===
 
*NEEDS servants for safe corner pressure
*Her D attacks automatically consume a small amount of Tension to enhance themselves, making her heavily meter-reliant
*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 Ghosts are destroyed
<br clear=all/>
<br clear=all/>
==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden" size="0">5P</font>======
======<font style="visibility:hidden" size="0">5P</font>======
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  |description=
  |description=
Standard jab. Mostly used in OTG combos that'll end the round but it can be useful in tight situations to jab out of holes in pressure or awkward situations in neutral   
Standard jab. Mostly used in OTG combos that'll end the round but it can be useful in tight situations to jab out of holes in pressure or awkward situations in neutral   
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  {{AttackData-GGXRD-R
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* Good ender for OTG combos to push the opponent away
* Good ender for OTG combos to push the opponent away


Has decent recent and can be good for a poke. Because it hits more upward, it can be better than fS to catch people trying to jump. Also good at the end of OTG combos to kick the opponent away.  
Has decent range and can be good for a poke. Because it hits more upward, it can be better than fS to catch people trying to jump. Also good at the end of OTG combos to kick the opponent away.  
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Mostly used in stagger pressure or combos. It's +3 on block so it's great to use in stagger pressure to help give your servants time to catch up and lockdown the opponent. Combine it with varying resetting pressure with 2K (Also +3) during your stagger pressure to maximize it's effectiveness.  
Mostly used in stagger pressure or combos. It's +3 on block so it's great to use in stagger pressure to help give your servants time to catch up and lockdown the opponent. Combine it with varying resetting pressure with 2K (Also +3) during your stagger pressure to maximize it's effectiveness.  
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* Good point for varying your pressure
* Good point for varying your pressure


Jack-O's best ground poke. Pretty good option at round start. Has good range to challenge what other characters can do at round start and even on block, it'll still let you set up a ghost. Though not used often because of Jack-O's more unorthodox pressure and mixup structure, it can still be a good place of variation in a blockstring due to its ability to be normal, special and jump cancelled.
Jack-O's best ground poke. Pretty good option at round start. Has good range to challenge what other characters can do at round start and even on block, it'll still let you set up a Ghost. Though not used often because of Jack-O's more unorthodox pressure and mixup structure, it can still be a good place of variation in a blockstring due to its ability to be normal, special and jump cancelled.
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  |inv=
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*List what the move is used for
*Jump-cancellable on the first hit.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
}}
Follow the [[Help:Writing_Character_Pages]] guidelines
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Not as desirable to use as an anti air as 2S because on CH, it'll blow back full screen instead of giving you a full combo. However, it's very useful as an anti-air in tight situations because of the usual 6P 1F upper body invuln.  
Not as desirable to use as an anti air as 2S because on CH, it'll blow back full screen instead of giving you a full combo. However, it's very useful as an anti-air in tight situations because of the usual 6P 1F upper body invuln.  
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Because 6K makes Jack-O airborne, it's also good for beating and punishing an opponent's attempts to throw on wakeup.
Because 6K makes Jack-O airborne, it's also good for beating and punishing an opponent's attempts to throw on wakeup.
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Can be a good long range anti-air or prevent people from jumping out of getting locked down by servants in some situations. The tricky part with using this is that whiffing it can end with you eating a full combo because of the recovery. You mostly want to use this either when you're dealing with opponent's with a lack of air options or sluggish air movement or when you have knights and lancers covering the ground to minimize the risks of getting whiff punished. For the most part though, 6HS will see most of its use in Jack-O's standing loop combo that does pretty nice damage.
Can be a good long range anti-air or prevent people from jumping out of getting locked down by servants in some situations. The tricky part with using this is that whiffing it can end with you eating a full combo because of the recovery. You mostly want to use this either when you're dealing with opponent's with a lack of air options or sluggish air movement or when you have knights and lancers covering the ground to minimize the risks of getting whiff punished. For the most part though, 6HS will see most of its use in Jack-O's standing loop combo that does pretty nice damage.
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|name=3H
|name=3H
|image=GGXRD-R_JackO_3H.png
|image=GGXRD-R_JackO_3H.png
|caption=
|caption=whirrrrr...
|data=
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  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
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* Low profiles.
* Low profiles.


A standard way to end most ground combos since it gives knockdown in front of you and allows you to set ghosts, pick up ghosts to throw, reposiiton yourself to hide behind advancing servants or just go in for a regular blockstring. However, you should keep in mind servants in the area and whether they're likely to attack next. A knight or lancer could help you extend your combo if their attack timing is in sync with your combo just right but they could also hit the opponent OTG and ruin a hard knockdown setup. You'll need to be able to know in advance which one it'll be and act accordingly
A standard way to end most ground combos since it gives knockdown in front of you and allows you to set Ghosts, pick up Ghosts to throw, reposiiton yourself to hide behind advancing servants or just go in for a regular blockstring. However, you should keep in mind servants in the area and whether they're likely to attack next. A knight or lancer could help you extend your combo if their attack timing is in sync with your combo just right but they could also hit the opponent OTG and ruin a hard knockdown setup. You'll need to be able to know in advance which one it'll be and act accordingly


3HS can sometimes be a good option at round start due to its ability to low profile some of your opponent's round start options. On hit, it'll let you set up a ghost or two. On block, it's usually safeish because of the distance away from the opponent you'll be doing it from. The biggest danger here is whiffing 3HS entirely can lead to punishes or putting you in undesirable situations, which is why you probably won't be using this option as much as others.   
3HS can sometimes be a good option at round start due to its ability to low profile some of your opponent's round start options. On hit, it'll let you set up a Ghost or two. On block, it's usually safe-ish because of the distance away from the opponent you'll be doing it from. The biggest danger here is whiffing 3HS entirely can lead to punishes or putting you in undesirable situations, which is why you probably won't be using this option as much as others.   
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  |inv=
  |inv=
  |description=
  |description=
* Good overhead when opponent is being locked down by Clocked Up Servants
* Good overhead when opponent is being locked down by Clocked Up Servants
* low profiles at the middle of the animation
* Low profiles at the middle of the animation
* Uses 10-15% tension if you have the tension
* Uses 10-15% Tension if you have the Tension


Jack-O's Dust tends to get more mileage than your typical dust. In situations where you have the opponent locked down with Clocked Up servants, 5D can be a good overhead option because of the red glow of the servants can make it hard to see the usual red flash that a dust makes. Also because of it's ability to low profile, it can also to beat a poke when used sparingly.  
Jack-O's Dust tends to get more mileage than your typical Dust. In situations where you have the opponent locked down with Clocked Up servants, 5D can be a good overhead option because of the red glow of the servants can make it hard to see the usual red flash that a dust makes. Also because of its ability to low profile, it can also to beat a poke when used sparingly. Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version.
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  |startup=11[16]
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  |inv=
  |inv=
  |description=
  |description=
* Uses 10-15% Tension if you have the Tension
* Alternate ground combo ender, staple air combo ender
* Alternate ground combo ender, staple air combo ender
* Strike Grab that can be combo'd into.
* Strike Grab that can be combo'd into
* You can determine the direction the opponent will be sent flying by inputting it on your stick/controller during animation
* You can determine the direction the opponent will be sent flying by inputting it on your stick/controller during animation
* Can be a (cheeky) opener depending on matchup


An alternate way to end your ground combos. Mostly used when you want to throw the opponent to the other side of the screen away from Jack-O or sideswap them into the corner. Be sure to confirm the current situation of your servants before attempting to use this in a combo. If they're too close to you and their next attack is timed just right, it could mess up trying to throw them away and instead force the opponent to air tech near you.  
An alternate way to end your ground combos. Mostly used when you want to throw the opponent to the other side of the screen away from Jack-O or sideswap them into the corner. Be sure to confirm the current situation of your servants before attempting to use this in a combo. If they're too close to you and their next attack is timed just right, it could mess up trying to throw them away and instead force the opponent to air tech near you.  


This is the usual air combo ender for Jack-O combos. When determining which direction to have the opponent spit out, be sure to verify the current situation. For instance, if your close to the corner, you'll probably want to toss them into the corner and proceed to try and have your servants lockdown the opponent. Other times if the right servants are nearby, it might be best to have the opponent spit out towards them to try and extend your combo.  
This is the usual air combo ender for Jack-O combos. When determining which direction to have the opponent spit out, be sure to verify the current situation. For instance, if your close to the corner, you'll probably want to toss them into the corner and proceed to try and have your servants lockdown the opponent. Other times if the right servants are nearby, it might be best to have the opponent spit out towards them to try and extend your combo.  
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It does need to be emphasized that, despite the move behaving in most regards like a throw, the initial hit behaves like a normal mid attack, meaning it can be blocked and punished from all positions.
 
It can also be used a somewhat cheeky opener, depending on the matchup and what the opponent chooses to lead with. If it does strike, it puts you in an excellent position as you absolutely have time to set down at least one Ghost and get Aegis Field up if the matchup calls for it. It is a risky opening, however, as a number of opposing openings will beat it in frames handily.
 
Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version.
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  |guard=Ground Throw: 157500[90000]
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  |description=
  |description=
* Can be a good mixup from time to time
* Can be a good mixup from time to time
* Uses 10-15% Tension if you have the Tension


Command grab. Rarely used as a mixup due to a combination of the unorthodox structure of Jack-O's pressure and the risks of getting punished when people jump out but it's still good to use every now and then. It can't be converted into a combo normally midscreen but its damage on its own is pretty good.  
Command grab. Rarely used as a mixup due to a combination of the unorthodox structure of Jack-O's pressure and the risks of getting punished when people jump out but it's still good to use every now and then. It can't be converted into a combo normally midscreen but its damage on its own is pretty good.  


Air version doesn't really get used
Air version doesn't really get used.
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Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version, along with increased range.
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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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* Good for stagger pressure to buy time for servants to catch up and lockdown the opponent
* Good for stagger pressure to buy time for servants to catch up and lockdown the opponent


The move you'll use when you want to open people up with a low. It's also +3 on block so it's great to use in stagger pressure to help give your servants time to catch up and lockdown the opponent. Combine it with varying resetting pressure with c.S (Also +3) during your stagger pressure to maximize it's effectiveness.  
The move you'll use when you want to open people up with a low. It's also +3 on block so it's great to use in stagger pressure to help give your servants time to catch up and lockdown the opponent. Combine it with varying resetting pressure with c.S (also +3) during your stagger pressure to maximize its effectiveness.  
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  |inv=
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  |description=
*Good Anti-Air used to cover space directly above Jack-O. Similar to Dizzy's 2S from previous Guilty Gear games.
*Good Anti-Air used to cover space directly above Jack-O. Similar to Dizzy's 2S from previous Guilty Gear games.


Jack-O's go to anti air. While it isn't 1f upper body invuln like 6P, her hurtbox is pretty low to the ground and the upward vertical kick has good vertical range (But limited horizontal range!) On CH, you can convert it into a full combo
Jack-O's go-to anti air. While it isn't 1f upper body invuln like 6P, her hurtbox is pretty low to the ground and the upward vertical kick has good vertical range (but limited horizontal range!). On CH, you can convert it into a full combo.
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This normal typically doesn't get much use. However, in some situations, the many hits 2HS can trap an opponent in blockstun or prolong a ground combo long enough to give time for her servants to swarm the opponent so you'll want to be on the look out for these situations and use this normal accordingly
This normal typically doesn't get much use. However, in some situations, the many hits 2HS can trap an opponent in blockstun or prolong a ground combo long enough to give time for her servants to swarm the opponent so you'll want to be on the look out for these situations and use this normal accordingly
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  |startup=9[14]
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  |description=
  |description=
* Good meterless reversal
* Good meterless reversal
* Uses 10-15% tension if you have the tension
* Uses 10-15% Tension if you have the Tension


Zest is 1f strike invuln and can be used like a regular DP, though it will lose to well timed throws. Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version. Also, you should keep in mind that 2D's horizontal range is limited and it can be outspaced by characters with good range.  
Zest is 1f strike invuln and can be used like a regular DP, though it will lose to well-timed throws. Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version. Also, you should keep in mind that 2D's horizontal range is limited, and it can be outspaced by characters with good range.  
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*Can cancel into itself
*Can cancel into itself


Can be good in some jump in or air to air situations to keep the opponent in blockstun so that you can safely land and continue pressure
Can be good in some jump-in or air-to-air situations to keep the opponent in blockstun so that you can safely land and continue pressure.
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* Good air to air
* Good air to air


Usually used in air combos but it can be a good air to air sometimes as well since while it doesn't have much vertical range, it does have good horizontal range
Usually used in air combos, but it can be a good air-to-air sometimes as well since while it doesn't have much vertical range, it does have good horizontal range.
 
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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
Mostly 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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  |level=
  |guard=
  |guard=High
  |cancel=
  |cancel=S
  |roman=
  |roman=
  |startup=
  |startup=11
  |active=
  |active=3,3
  |recovery=
  |recovery=32
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
  |description=
  |description=
* Good jump in
* Good jump in
* Good for cross ups
* Good for cross-ups


j.HS has a lot of blockstun/hitstun and a great hitbox that hits both sides, making it great for both combos and jump ins.   
j.HS has a lot of blockstun/hitstun and a great hitbox that hits both sides, making it great for both combos and jump-ins.   
}}
}}
}}
}}


Line 658: Line 676:
|name=Remove the Chain of Chiron
|name=Remove the Chain of Chiron
|image=GGXRD-R_JackO_Remove the Chain of Chiron.png
|image=GGXRD-R_JackO_Remove the Chain of Chiron.png
|caption=
|caption=Deadly Spitballs of Fire
|input=j.D
|input=j.D
|data=
|data=
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
  |damage=-
  |damage=24x3[24]
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=No
  |roman=
  |roman=
  |startup=
  |startup=21
  |active=
  |active=
  |recovery=
  |recovery=Total 32 + 10 After Landing <br> [51 + 10 After Landing]
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
  |description=
  |description=
* Uses 10-15% Tension if you have the Tension
* Without sufficient Tension = 1 shot, With sufficient Tension = 3 shots
* Metered version is good for buying time for servants to catch up and lock down
* Metered version is good for buying time for servants to catch up and lock down
* Metered veresion is good for creating a safer way to land
* Metered version is good for creating a safer way to land
*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.  
}}
}}
}}
}}


Line 694: Line 713:
|data=
|data=
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
  |damage=-
  |damage=50
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=No
  |roman=
  |roman=
  |startup=
  |startup=17[22]
  |active=
  |active=Until Landing
  |recovery=
  |recovery=13 After Landing
  |frameAdv=
  |frameAdv=0
  |inv=
  |inv=
  |description=
  |description=
* Can be good for baiting Anti-Airs
* Can be good for baiting Anti-Airs
* Uses 10-15 tension if you have the tension.
* Uses 10-15% Tension if you have the Tension
* Frame Advantage is from lowest possible Zest


Jack-O's dive kick. Like most dive kicks, it can be used to beat out people trying to Anti-Air you. However, it might be safer to use the meter version of j.D instead since a blocked j.2D will likely end in a punish or being forced to block.  
Jack-O's dive kick. Like most dive kicks, it can be used to beat out people trying to anti-air you. However, it might be safer to use the meter version of j.D instead since a blocked j.2D will likely end in a punish or being forced to block.  
}}
}}
}}
}}
<br clear=all/>
<br clear=all/>
==Universal Mechanics==
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
======<font style="visibility:hidden" size="0">Ground Throw</font>======
Line 725: Line 743:
|data=
|data=
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
  |damage=
  |damage=0,60
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard
  |guard=Ground Throw: 63000
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=1
  |active=
  |active=
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=+54
  |inv=
  |inv=
  |description=  
  |description=  
Line 742: Line 760:
* Solid defensive option
* Solid defensive option


A good mixup to go for sometimes when combined with IAD Ghost Throw. The key here is to have a good understanding of your spacing when you do IAD Ghost Throw so that you know before hand that the Ghost will actually whiff over your opponent slightly so that you can throw them when you land. In general in Guilty Gear, ground throws can be good defensive options to deal with certain situations because of how quick they are. After a ground throw, you should have time to either set a ghost, pick up a ghost to throw, retreat back behind advancing servants, etc.  
A good mixup to go for sometimes when combined with IAD Ghost Throw. The key here is to have a good understanding of your spacing when you do IAD Ghost Throw so that you know before hand that the Ghost will actually whiff over your opponent slightly so that you can throw them when you land. In general in Guilty Gear, ground throws can be good defensive options to deal with certain situations because of how quick they are. After a ground throw, you should have time to either set a Ghost, pick up a Ghost to throw, retreat back behind advancing servants, etc.  
}}
}}
}}
}}


Line 753: Line 771:
|data=
|data=
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
  |damage=
  |damage=0,60
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard
  |guard=Air Throw: 192500
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=1
  |active=
  |active=
  |recovery=
  |recovery=
Line 769: Line 787:
* Good option to deal wtih air appraoches up close
* Good option to deal wtih air appraoches up close


In situations where 2S won't reach horizontally and 6P won't hit high enough vertically, jumping up and air throwing the opponent can be your best option to deal with an air approach up close. After an air throw, you should have time to either set a ghost, pick up a ghost to throw, retreat back behind advancing servants, etc.
In situations where 2S won't reach horizontally and 6P won't hit high enough vertically, jumping up and air throwing the opponent can be your best option to deal with an air approach up close. After an air throw, you should have time to either set a Ghost, pick up a Ghost to throw, retreat back behind advancing servants, etc.


}}
}}
}}
}}


Line 781: Line 799:
|data=
|data=
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
  |damage=
  |damage=25
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard
  |guard=All
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=13
  |active=
  |active=6
  |recovery=
  |recovery=20
  |frameAdv=
  |frameAdv=-12
  |inv=
  |inv=
  |description=  
  |description=  
Same animation as her 6P.
Same animation as her 6P.
}}
}}
}}
}}


Line 820: Line 838:
  |frameAdv=-2
  |frameAdv=-2
  |inv=
  |inv=
}}
}}
{{AttackData-GGXRD-R
{{AttackData-GGXRD-R
  |header=no
  |header=no
Line 841: Line 859:
*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.
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
<br clear=all/>
<br clear=all/>
==Special Moves==
==Special Moves==
======<font style="visibility:hidden" size="0">Ghost Set</font>======
======<font style="visibility:hidden" size="0">Ghost Set</font>======
Line 859: Line 876:
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=None
  |cancel=
  |cancel=No
  |roman=
  |roman=Yes
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=24
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
  |description=
  |description=
*Can only place one of each ghost
*Can only place one of each Ghost
*First Servant will materialize after 93F


Places a ghost on the screen, which will later spawn a servant up to maximum of 2 of the respective servant on screen.
Places a Ghost on the screen, which will later spawn a Servant. Up to a maximum of 2 of the respective Servant can be on the field.
}}
}}
}}
}}


Line 879: Line 897:
|image=GGXRD-R_JackO_GhostPickUp.png
|image=GGXRD-R_JackO_GhostPickUp.png
|caption=
|caption=
|input=2P/K/S near a Ghost
|input=2P near a Ghost
|data=
|data=
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
Line 887: Line 905:
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=None
  |cancel=
  |cancel=No
  |roman=
  |roman=Yes
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=18
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
  |description=
  |description=
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, put it away or place it down 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!''
}}
}}
}}
}}


Line 913: Line 931:
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=None
  |cancel=
  |cancel=No
  |roman=
  |roman=Yes
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=24
  |inv=
  |inv=
  |description=
  |description=
Jack-O places the Ghost at her feet. Not usually used since you usually end up throwing it or in dangerous situations, you'll end up putting it away.  
Jack-O places the Ghost at her feet. Not usually used since you usually end up throwing it or in dangerous situations, you'll end up putting it away.  
}}
}}
}}
}}


Line 939: Line 957:
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=None
  |cancel=
  |cancel=No
  |roman=
  |roman=Yes
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=12
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
  |description=
  |description=
Jack-O absorbs and removes any Ghosts from play while restoring their health and maintaining their levels. Putting away the ghost can be done in the air as well so IABD Put Away Ghost can be a nice tactic to use in emergencies.
Jack-O absorbs and removes any Ghosts from play while restoring their health and maintaining their levels. Putting away the Ghost can be done in the air as well so IABD Put Away Ghost can be a nice tactic to use in emergencies.
}}
}}
}}
}}


Line 957: Line 975:
|image=GGXRD-R_JackO_GhostThrow.png
|image=GGXRD-R_JackO_GhostThrow.png
|caption=
|caption=
|input=Ghost Pick Up > 6P/K/S
|input=Ghost Pick Up > 5P/K/S (Air OK)
|data=
|data=
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
  |damage=
|version=Ground
|damage=35
|tension=
|risc=
|prorate=
|level=
|guard=All
|cancel=No
|roman=Yes
|startup=12
|active=32
|recovery=32 Total
|frameAdv=-7
|inv=
|description=
}}
{{AttackData-GGXRD-R
|header=no
|version=Air
  |damage=35
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=No
  |roman=
  |roman=Yes
  |startup=
  |startup=12
  |active=
  |active=Until Landing
  |recovery=
  |recovery=32 Total
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
  |description=
  |description=
*Picked up Ghost is thrown forward. Air OK.  
*Picked up Ghost is thrown forward.
*List what the move is used for
}}
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


Line 994: Line 1,028:
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=None
  |cancel=
  |cancel=No
  |roman=
  |roman=Yes
  |startup=
  |startup=
  |active=
  |active=
Line 1,004: Line 1,038:
  |description=
  |description=
*Jack-O enters a state that looks like she is playing an Organ.
*Jack-O enters a state that looks like she is playing an Organ.
*From this Jack-O can input various commands to the Ghosts/Servants that are in play.
*From this, Jack-O can input various commands to the Ghosts/Servants that are in play.
*List what the move is used for
}}
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


Line 1,024: Line 1,055:
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=None
  |cancel=
  |cancel=No
  |roman=
  |roman=Yes
  |startup=
  |startup=
  |active=
  |active=
Line 1,033: Line 1,064:
  |inv=
  |inv=
  |description=
  |description=
*Can be activated after the Explode command which will make the Ghosts/Servants still explode but not lose their level!
*Can be activated after the Explode command, which will still make the Servants explode, but Ghosts will not lose their level!
*15 second cooldown  
*15 second cooldown
Retrieves are restores all Ghost/Servants from play while maintaining their Level. Doesn't get much use but it's mainly used when the current positioning of the ghosts doesn't really give you the option to pick up and throw ghosts nearby. This can be especially problematic in situations when you want to attempt to lockdown an opponent with servants by hindering their movement and options by throwing ghosts. In these situations, you might consider retrieving your ghosts so that you can place them down again for better positioning.  
 
}}
Retrieves and restores all Ghost/Servants from play while maintaining their Level. Doesn't get much use but it's mainly used when the current positioning of the Ghosts doesn't really give you the option to pick up and throw Ghosts nearby. This can be especially problematic in situations when you want to attempt to lock down an opponent with servants by hindering their movement and options by throwing Ghosts. In these situations, you might consider retrieving your Ghosts so that you can place them down again for better positioning.  
}}
}}
}}


Line 1,052: Line 1,084:
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=None
  |cancel=
  |cancel=
  |roman=
  |roman=
Line 1,062: Line 1,094:
  |description=
  |description=
*Servant buff. Movement and Attack Speed increased.
*Servant buff. Movement and Attack Speed increased.
*25 second cooldown  
*25 second cooldown
Mostly used to make it easier to lockdown an opponent with servants. However, it can be used in neutral as well to make the servants more effective at hindering the opponent's movements.  
 
}}
Mostly used to make it easier to lock an opponent down with Servants. However, it can be used in neutral as well to make the Servants more effective at hindering the opponent's movements.  
}}
}}
}}


Line 1,080: Line 1,113:
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=None
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=192
  |active=
  |active=19
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
  |description=
  |description=
*After a 3 second countdown all Ghosts and Servants explode dealing damage and resetting their levels back to 1.
*After a 3 second countdown, all Ghosts and Servants explode, dealing damage and resetting their levels back to 1.
*15 second cooldown  
*15 second cooldown  
*Damage of the explosions vary by both whether the source of the explosion was a ghost or servant as well as their level
*Damage of the explosions vary by both whether the source of the explosion was a Ghost or servant as well as their level
It's more rare to see this organ command than others used but in some rare occassions, it can be useful to pressure the opponent into action or when the timing of the explosions syncs up just right, it can also extend a combo
*Damage for Servants: Level 1 = 30, Level 2 = 45, Level 3 = 60
}}
*Damage for Ghosts: Level 1 = 50, Level 2 = 65, Level 3 = 80
 
It's more rare to see this organ command than others used but in some rare occassions, it can be useful to pressure the opponent into action. When the timing of the explosions syncs up just right, it can also extend a combo.
}}
}}
}}


Line 1,109: Line 1,145:
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=None
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=
  |active=
  |active=360
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
  |description=
  |description=
*A transparent sphere surrounds Jack-O granting her projectile invulnerability for a short time. (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 interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


Line 1,141: Line 1,174:
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=None
  |cancel=
  |cancel=
  |roman=
  |roman=
Line 1,151: Line 1,184:
  |description=
  |description=
*Cancels the Organ Deployment animation.
*Cancels the Organ Deployment animation.
*List what the move is used for
}}
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


Line 1,167: Line 1,197:
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
  |version=Level 1
  |version=Level 1
  |damage=
  |damage=10
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=15[108]
  |active=
  |active=6
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
Line 1,184: Line 1,214:
  |header=no
  |header=no
  |version=Level 2
  |version=Level 2
  |damage=
  |damage=15
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=15[108]
  |active=
  |active=6
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
Line 1,201: Line 1,231:
  |header=no
  |header=no
  |version=Level 3
  |version=Level 3
  |damage=
  |damage=20
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=15[108]
  |active=
  |active=6
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
  |description=
  |description=
*[] = Startup value from spawning from a Ghost, includes placing the Ghost.
*Knights glide fairly quickly just above the ground towards the opponent.
*Knights glide fairly quickly just above the ground towards the opponent.
Summon Properties
}}
*Knights are summoned every 5 seconds with a maximum of two Knights allowed in play.
*Lasts for 15 seconds without taking critical damage. (estimated)
Attack Properties
*Hits Mid
*Attacks every 3 seconds (estimated)
Defense Properties
*HP?
Clock Up Properties
*Attacks faster/stronger/etc. (???)
 
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guideline
 
(This layout is a work in progress)
 
}}
}}
}}


Line 1,245: Line 1,259:
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
  |version=Level 1
  |version=Level 1
  |damage=
  |damage=10
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=12[105]
  |active=
  |active=3
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
Line 1,262: Line 1,276:
  |header=no
  |header=no
  |version=Level 2
  |version=Level 2
  |damage=
  |damage=10x2
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=12[105]
  |active=
  |active=3(3)3
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
Line 1,279: Line 1,293:
  |header=no
  |header=no
  |version=Level 3
  |version=Level 3
  |damage=
  |damage=10x4
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=12[105]
  |active=
  |active=3(3)3(3)3(3)6
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
  |description=
  |description=
*List what the move is used for
*[] = Startup from a Ghost being placed, includes the time it takes to place the Ghost.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Lancers move along the ground towards the opponent.
Follow the [[Help:Writing_Character_Pages]] guideline
}}
 
}}
}}
}}


Line 1,309: Line 1,321:
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
  |version=Level 1
  |version=Level 1
  |damage=
  |damage=10
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=15[108]
  |active=
  |active=
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
}}
}}
{{AttackData-GGXRD-R
{{AttackData-GGXRD-R
  |header=no
  |header=no
  |version=Level 2  
  |version=Level 2  
  |damage=
  |damage=10
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=15[108]
  |active=
  |active=
  |recovery=
  |recovery=
Line 1,343: Line 1,355:
  |header=no
  |header=no
  |version=Level 3
  |version=Level 3
  |damage=
  |damage=10
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=15[108]
  |active=
  |active=
  |recovery=
  |recovery=
Line 1,357: Line 1,369:
  |inv=
  |inv=
  |description=
  |description=
*List what the move is used for
*[] = Startup from a Ghost being placed, includes the time it takes to place the Ghost.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Magicians will shoot a projectile at the opponent if the opponent attempts to jump while near them. The projectile is larger with each increasing level.
Follow the [[Help:Writing_Character_Pages]] guideline
}}
 
}}
}}
}}
<br clear=all/>
<br clear=all/>
==Overdrives==
==Overdrives==
======<font style="visibility:hidden" size="0">Calvados</font>======
======<font style="visibility:hidden" size="0">Calvados</font>======
Line 1,378: Line 1,387:
  |version=Normal
  |version=Normal
  |subtitle=214S
  |subtitle=214S
  |damage=
  |damage=40,25x3 <br> [50,31x3]
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=7+5
  |active=
  |active=10,5,5,35
  |recovery=
  |recovery=37 Total
  |frameAdv=
  |frameAdv=+9
  |inv=
  |inv=?
}}
}}
  {{AttackData-GGXRD
  {{AttackData-GGXRD
  |header=no
  |header=no
  |version=Burst
  |version=Air
  |subtitle=214D
  |subtitle=j.214S
  |damage=
  |damage=40,25x3 <br> [50,31x3]
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=7+5
  |active=
  |active=Until Ground,5,5,35
  |recovery=
  |recovery=Until Landing + 12 After Landing
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=?
  |description=
  |description=
* Great combo extender
* Great combo extender
Line 1,414: Line 1,423:
* Burst version is a Good reversal to turn the tides but pricy (consumes Burst)
* Burst version is a Good reversal to turn the tides but pricy (consumes Burst)


Because of it's large amount of hitstun, Calvados gets most of its use as a combo extender. If your opponent is near death, consider extending a basic combo by using Calvados and then going into an air combo. Alternatively, in corner situations where your servants are lagging behind, throwing in Calvados into your blockstring can buy you some time for them to catch up. This works especially well when combined with mashing 2HS for additional hits.   
Because of its large amount of hitstun, Calvados gets most of its use as a combo extender. If your opponent is near death, consider extending a basic combo by using Calvados and then going into an air combo. Alternatively, in corner situations where your servants are lagging behind, throwing in Calvados into your blockstring can buy you some time for them to catch up. This works especially well when combined with mashing 2HS for additional hits.   


Like most burst enhanced supers, the burst enhanced version of Calvados is 1f invuln and can be used as a reversal. More pricey than your other options since it'll cost both 50 meter and a burst but Calvados has a lot of blockstun/hitstun and can be safeish on block while converting into a full combo on hit.  
Like most Burst-enhanced supers, the Burst-enhanced version of Calvados is 1f invuln and can be used as a reversal. More pricey than your other options since it'll cost both 50 meter and a Burst, but Calvados has a lot of blockstun/hitstun and can be safe-ish on block while converting into a full combo on hit.  
 
}}
}}
}}
}}


Line 1,424: Line 1,432:
{{MoveData
{{MoveData
|name=Forever Elysion Driver
|name=Forever Elysion Driver
|input=360P
|input=360P (Air OK)
|image=GGXRD-R_JackO_ForeverElysionDriver.png
|image=GGXRD-R_JackO_ForeverElysionDriver2.png
|image2=GGXRD-R_JackO_ForeverElysionDriver2.png
|image2=GGXRD-R_JackO_ForeverElysionDriver.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
  |damage=
  |damage=0,150,0
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=Unblockable
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=5+2
  |active=
  |active=3
  |recovery=
  |recovery=42
  |frameAdv=
  |frameAdv=+70
  |inv=
  |inv=
  |description=
  |description=
* 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.
}}
 
Uniquely, despite being a grab, it can be combo'd into on certain situations, and can also be used as an air combo ender.
}}
}}
}}
 
<br clear=all/>
==[[GGXRD/Offense#Instant Kill|Instant Kill]]==
==[[GGXRD/Offense#Instant Kill|Instant Kill]]==
{{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
|image3=GGXRD-R_JackO_IWantOut3.png
|image3=GGXRD-R_JackO_IWantOut3.png
|caption=
|caption3="''RIDER KIIIICK!''"
|data=
|data=
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
  |damage=
  |damage=DESTROY
  |subtitle=
  |subtitle=
  |tension=
  |tension=
Line 1,466: Line 1,476:
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=
  |guard=All
  |cancel=
  |cancel=No
  |roman=
  |roman=
  |startup=
  |startup=9+8 <br> [5+8]
  |active=
  |active=2
  |recovery=
  |recovery=34
  |frameAdv=
  |frameAdv=-19
  |inv=
  |inv=
  |description=
  |description=
*List what the move is used for
*[ ] Indicates during Hell Fire
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Uses the animation of her 5H.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
<br clear=all/>
<br clear=all/>

Revision as of 08:46, 19 April 2017

Jack-O
GGXRD-R JackO Portrait.png

Defense Modifier: 1.03

Guts Rating: 2

Weight: Light

Stun Resistance: 60

Jump Startup: 3F

Backdash Time 13F / Invul: 9F

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
  

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 Ghosts 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
  • Her D attacks automatically consume a small amount of Tension to enhance themselves, making her heavily meter-reliant
  • 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 Ghosts are destroyed


Normal Moves

5P
5P
GGXRD-R JackO 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 All JS - 4 4 6 0

Standard jab. Mostly used in OTG combos that'll end the round but it can be useful in tight situations to jab out of holes in pressure or awkward situations in neutral

5K
5K
GGXRD-R JackO 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 All JS - 6 6 13 -7
  • Somewhat good poke for catching people trying to jump
  • Good ender for OTG combos to push the opponent away

Has decent range and can be good for a poke. Because it hits more upward, it can be better than fS to catch people trying to jump. Also good at the end of OTG combos to kick the opponent away.

c.S
c.S
GGXRD-R JackO cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 All JS - 7 5 6 +3
  • Good for stagger pressure to buy time for servants to catch up and lockdown the opponent

Mostly used in stagger pressure or combos. It's +3 on block so it's great to use in stagger pressure to help give your servants time to catch up and lockdown the opponent. Combine it with varying resetting pressure with 2K (Also +3) during your stagger pressure to maximize it's effectiveness.

f.S
f.S
GGXRD-R JackO fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 All JS - 8 6 20 -12
  • Good poke
  • Good round start option
  • Good point for varying your pressure

Jack-O's best ground poke. Pretty good option at round start. Has good range to challenge what other characters can do at round start and even on block, it'll still let you set up a Ghost. Though not used often because of Jack-O's more unorthodox pressure and mixup structure, it can still be a good place of variation in a blockstring due to its ability to be normal, special and jump cancelled.

5H
5H
GGXRD-R JackO 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36, 16×2 All S - 10 3(2)2(2)2(4)2(2)2(4)2(2)2 24 -13
  • Jump-cancellable on the first hit.
6P
6P
GGXRD-R JackO 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 All S - 10 6 20 -12
  • Emergency anti-air
  • On CH, blows back full screen

Not as desirable to use as an anti air as 2S because on CH, it'll blow back full screen instead of giving you a full combo. However, it's very useful as an anti-air in tight situations because of the usual 6P 1F upper body invuln.

6K
6K
GGXRD-R JackO 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20x2 High - - 24 2(3)3 11 0
  • Good Overhead
  • Good for beating wakeup throw attempts

An overhead. Under normal circumstances, you can't convert it into a combo meterless unless a Knight or Lancer attack happens to be timed to attack at just the right moment. Usually to convert this into a combo meterless, you'll have to your servants constantly attacking while they're already locking down the opponent. That said, if you have 50 meter, you can always convert this into a full combo by doing 6K RC > Air dash j.S > j.HS.

Because 6K makes Jack-O airborne, it's also good for beating and punishing an opponent's attempts to throw on wakeup.

6H
6H
GGXRD-R JackO 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30,50 All JS - 7 2(9)8 19 -8
  • Situational long range anti-air
  • Good for standing loop combos

Can be a good long range anti-air or prevent people from jumping out of getting locked down by servants in some situations. The tricky part with using this is that whiffing it can end with you eating a full combo because of the recovery. You mostly want to use this either when you're dealing with opponent's with a lack of air options or sluggish air movement or when you have knights and lancers covering the ground to minimize the risks of getting whiff punished. For the most part though, 6HS will see most of its use in Jack-O's standing loop combo that does pretty nice damage.

3H
3H
GGXRD-R JackO 3H.png
whirrrrr...
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low No - 11 15 9 -10
  • Jack-O's sweep
  • Sometimes good round start option
  • Low profiles.

A standard way to end most ground combos since it gives knockdown in front of you and allows you to set Ghosts, pick up Ghosts to throw, reposiiton yourself to hide behind advancing servants or just go in for a regular blockstring. However, you should keep in mind servants in the area and whether they're likely to attack next. A knight or lancer could help you extend your combo if their attack timing is in sync with your combo just right but they could also hit the opponent OTG and ruin a hard knockdown setup. You'll need to be able to know in advance which one it'll be and act accordingly

3HS can sometimes be a good option at round start due to its ability to low profile some of your opponent's round start options. On hit, it'll let you set up a Ghost or two. On block, it's usually safe-ish because of the distance away from the opponent you'll be doing it from. The biggest danger here is whiffing 3HS entirely can lead to punishes or putting you in undesirable situations, which is why you probably won't be using this option as much as others.

5D
5D
5D
GGXRD-R JackO 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High - - 26[31] 4 16[21] -6[-11]
  • Good overhead when opponent is being locked down by Clocked Up Servants
  • Low profiles at the middle of the animation
  • Uses 10-15% Tension if you have the Tension

Jack-O's Dust tends to get more mileage than your typical Dust. In situations where you have the opponent locked down with Clocked Up servants, 5D can be a good overhead option because of the red glow of the servants can make it hard to see the usual red flash that a dust makes. Also because of its ability to low profile, it can also to beat a poke when used sparingly. Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version.

4D
Hunger of Dopoulos
4D (air OK)
GGXRD-R JackO HungerOfDopoulos.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10,40 All No - 11[16] 9 26[31] -11[-16]
  • Uses 10-15% Tension if you have the Tension
  • Alternate ground combo ender, staple air combo ender
  • Strike Grab that can be combo'd into
  • You can determine the direction the opponent will be sent flying by inputting it on your stick/controller during animation
  • Can be a (cheeky) opener depending on matchup

An alternate way to end your ground combos. Mostly used when you want to throw the opponent to the other side of the screen away from Jack-O or sideswap them into the corner. Be sure to confirm the current situation of your servants before attempting to use this in a combo. If they're too close to you and their next attack is timed just right, it could mess up trying to throw them away and instead force the opponent to air tech near you.

This is the usual air combo ender for Jack-O combos. When determining which direction to have the opponent spit out, be sure to verify the current situation. For instance, if your close to the corner, you'll probably want to toss them into the corner and proceed to try and have your servants lockdown the opponent. Other times if the right servants are nearby, it might be best to have the opponent spit out towards them to try and extend your combo.

It does need to be emphasized that, despite the move behaving in most regards like a throw, the initial hit behaves like a normal mid attack, meaning it can be blocked and punished from all positions.

It can also be used a somewhat cheeky opener, depending on the matchup and what the opponent chooses to lead with. If it does strike, it puts you in an excellent position as you absolutely have time to set down at least one Ghost and get Aegis Field up if the matchup calls for it. It is a risky opening, however, as a number of opposing openings will beat it in frames handily.

Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version.

6D
Elysion Driver
6D (air OK)
GGXRD-R JackO ElysionDriver1.png
On hit
GGXRD-R JackO ElysionDriver2.png
On whiff
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 0,90,0 Ground Throw: 157500[90000] No Yellow 17[22] 4 43[48] +66
Air 0,90,0 Air Throw: 157500[110000] - - 10[15] 4 Until Landing + 9 After Landing +66
  • Can be a good mixup from time to time
  • Uses 10-15% Tension if you have the Tension

Command grab. Rarely used as a mixup due to a combination of the unorthodox structure of Jack-O's pressure and the risks of getting punished when people jump out but it's still good to use every now and then. It can't be converted into a combo normally midscreen but its damage on its own is pretty good.

Air version doesn't really get used.

Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version, along with increased range.

2P
2P
GGXRD-R JackO 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 All S - 5 4 6 0

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.

2K
2K
GGXRD-R JackO 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14 Low S - 6 3 6 +3
  • Go to low in mixups
  • Good for stagger pressure to buy time for servants to catch up and lockdown the opponent

The move you'll use when you want to open people up with a low. It's also +3 on block so it's great to use in stagger pressure to help give your servants time to catch up and lockdown the opponent. Combine it with varying resetting pressure with c.S (also +3) during your stagger pressure to maximize its effectiveness.

2S
2S
GGXRD-R JackO 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 All JS - 8 7 22 -15
  • Good Anti-Air used to cover space directly above Jack-O. Similar to Dizzy's 2S from previous Guilty Gear games.

Jack-O's go-to anti air. While it isn't 1f upper body invuln like 6P, her hurtbox is pretty low to the ground and the upward vertical kick has good vertical range (but limited horizontal range!). On CH, you can convert it into a full combo.

2H
2H
GGXRD-R JackO 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8×(3-15), 26-34 All S - 13 3(3)3(3)3(3)3(9)3 18 -2
  • Sometimes good for buying time for servants to swarm
  • Mash HS to make more hits come out

This normal typically doesn't get much use. However, in some situations, the many hits 2HS can trap an opponent in blockstun or prolong a ground combo long enough to give time for her servants to swarm the opponent so you'll want to be on the look out for these situations and use this normal accordingly

2D
Zest
2D (air OK)
GGXRD-R JackO Zest.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30,25 All No - 9[14] 3(6)9 - -45
  • Good meterless reversal
  • Uses 10-15% Tension if you have the Tension

Zest is 1f strike invuln and can be used like a regular DP, though it will lose to well-timed throws. Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version. Also, you should keep in mind that 2D's horizontal range is limited, and it can be outspaced by characters with good range.

j.P
j.P
GGXRD-R JackO j.P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 High S - 6 4 6 -
  • Can cancel into itself

Can be good in some jump-in or air-to-air situations to keep the opponent in blockstun so that you can safely land and continue pressure.

j.K
j.K
GGXRD-R JackO j.K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 High JS - 5 6 12 -
  • Good air to air

Usually used in air combos, but it can be a good air-to-air sometimes as well since while it doesn't have much vertical range, it does have good horizontal range.

j.S
j.S
GGXRD-R JackO j.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 High JS - 9 5 21 -
  • Good jump in

Mostly 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.

j.H
j.H
GGXRD-R JackO j.H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26x2 High S - 11 3,3 32 -
  • Good jump in
  • Good for cross-ups

j.HS has a lot of blockstun/hitstun and a great hitbox that hits both sides, making it great for both combos and jump-ins.

j.D
Remove the Chain of Chiron
j.D
GGXRD-R JackO Remove the Chain of Chiron.png
Deadly Spitballs of Fire
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24x3[24] All No - 21 - Total 32 + 10 After Landing
[51 + 10 After Landing]
-
  • Uses 10-15% Tension if you have the Tension
  • Without sufficient Tension = 1 shot, With sufficient Tension = 3 shots
  • Metered version is good for buying time for servants to catch up and lock down
  • Metered version is good for creating a safer way to land

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.

j.2D
Air Zest
j.2D
GGXRD-R JackO AirZest.png
2D in reverse
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 All No - 17[22] Until Landing 13 After Landing 0
  • Can be good for baiting Anti-Airs
  • Uses 10-15% Tension if you have the Tension
  • Frame Advantage is from lowest possible Zest

Jack-O's dive kick. Like most dive kicks, it can be used to beat out people trying to anti-air you. However, it might be safer to use the meter version of j.D instead since a blocked j.2D will likely end in a punish or being forced to block.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD-R JackO GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Ground Throw: 63000 - - 1 - - +54
  • Sometimes a good mixup when combined with IAD Ghost Throw
  • Solid defensive option

A good mixup to go for sometimes when combined with IAD Ghost Throw. The key here is to have a good understanding of your spacing when you do IAD Ghost Throw so that you know before hand that the Ghost will actually whiff over your opponent slightly so that you can throw them when you land. In general in Guilty Gear, ground throws can be good defensive options to deal with certain situations because of how quick they are. After a ground throw, you should have time to either set a Ghost, pick up a Ghost to throw, retreat back behind advancing servants, etc.

Air Throw
Air Throw
GGXRD-R JackO AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 - - 1 - - -
  • Good option to deal wtih air appraoches up close

In situations where 2S won't reach horizontally and 6P won't hit high enough vertically, jumping up and air throwing the opponent can be your best option to deal with an air approach up close. After an air throw, you should have time to either set a Ghost, pick up a Ghost to throw, retreat back behind advancing servants, etc.

Dead Angle Attack
Dead Angle Attack
GGXRD-R JackO 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 13 6 20 -12

Same animation as her 6P.

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Jack-O BlitzAttack.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Uncharged 50 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2
Max Charge 50 Mid - R 50+13 3 Hit: 11
Whiff: 20
-+5
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Special Moves

Ghost Set
Ghost Set
22P/K/S
GGXRD-R JackO GhostSet.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- None No Yes - - 24 -
  • Can only place one of each Ghost
  • First Servant will materialize after 93F

Places a Ghost on the screen, which will later spawn a Servant. Up to a maximum of 2 of the respective Servant can be on the field.

Ghost Pick Up
Ghost Pick Up
2P near a Ghost
GGXRD-R JackO GhostPickUp.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- None No Yes - - 18 -

Picks up a nearby Ghost. You can then either throw the Ghost, put it away or place it down 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!

Ghost Place
Ghost Place
Ghost Pick Up > 2P/K/S
GGXRD-R JackO GhostPlace.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- None No Yes - - - 24

Jack-O places the Ghost at her feet. Not usually used since you usually end up throwing it or in dangerous situations, you'll end up putting it away.

Ghost Put Away
Ghost Put Away
Ghost Pick Up > 4P/K/S
GGXRD-R JackO GhostPutAway.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- None No Yes - - 12 -

Jack-O absorbs and removes any Ghosts from play while restoring their health and maintaining their levels. Putting away the Ghost can be done in the air as well so IABD Put Away Ghost can be a nice tactic to use in emergencies.

Ghost Throw
Ghost Throw
Ghost Pick Up > 5P/K/S (Air OK)
GGXRD-R JackO GhostThrow.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 35 All No Yes 12 32 32 Total -7
Air 35 All No Yes 12 Until Landing 32 Total -
  • Picked up Ghost is thrown forward.
Organ Deployment
Organ Deployment
22H
GGXRD-R JackO OrganDeployment.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- None No Yes - - - -
  • Jack-O enters a state that looks like she is playing an Organ.
  • From this, Jack-O can input various commands to the Ghosts/Servants that are in play.
Recover All
Recover All
Organ Deployment > P
GGXRD-R JackO RecoverAll.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- None No Yes - - - -
  • Can be activated after the Explode command, which will still make the Servants explode, but Ghosts will not lose their level!
  • 15 second cooldown

Retrieves and restores all Ghost/Servants from play while maintaining their Level. Doesn't get much use but it's mainly used when the current positioning of the Ghosts doesn't really give you the option to pick up and throw Ghosts nearby. This can be especially problematic in situations when you want to attempt to lock down an opponent with servants by hindering their movement and options by throwing Ghosts. In these situations, you might consider retrieving your Ghosts so that you can place them down again for better positioning.

Clock Up
Clock Up
Organ Deplyment > K
GGXRD-R JackO ClockUp.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- None - - - - - -
  • Servant buff. Movement and Attack Speed increased.
  • 25 second cooldown

Mostly used to make it easier to lock an opponent down with Servants. However, it can be used in neutral as well to make the Servants more effective at hindering the opponent's movements.

Explode
Explode
Organ Deployment > S
GGXRD-R JackO Explode.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- None - - 192 19 - -
  • After a 3 second countdown, all Ghosts and Servants explode, dealing damage and resetting their levels back to 1.
  • 15 second cooldown
  • Damage of the explosions vary by both whether the source of the explosion was a Ghost or servant as well as their level
  • Damage for Servants: Level 1 = 30, Level 2 = 45, Level 3 = 60
  • Damage for Ghosts: Level 1 = 50, Level 2 = 65, Level 3 = 80

It's more rare to see this organ command than others used but in some rare occassions, it can be useful to pressure the opponent into action. When the timing of the explosions syncs up just right, it can also extend a combo.

Aegis Field
Aegis Field
Organ Deployment > H
GGXRD-R JackO AegisField.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- None - - - 360 - -
  • A transparent sphere surrounds Jack-O granting her projectile invulnerability for 6 seconds.
  • Protects Jack-O from her own Ghosts/Servants explosion.
  • Any Ghosts/Servants within the sphere are also protected.
  • 30 second cooldown (estimated)
Organ Deployment~D
Release
Organ Deployment > D
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- None - - - - - -
  • Cancels the Organ Deployment animation.

Servants

P Servant
Knight
GGXRD-R JackO Knight.png
Level 1/2/3
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Level 1 10 All - - 15[108] 6 - -
Level 2 15 All - - 15[108] 6 - -
Level 3 20 All - - 15[108] 6 - -
  • [] = Startup value from spawning from a Ghost, includes placing the Ghost.
  • Knights glide fairly quickly just above the ground towards the opponent.
K Servant
Lancer
GGXRD-R JackO Lancer.png
Level 1/2/3
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Level 1 10 All - - 12[105] 3 - -
Level 2 10x2 All - - 12[105] 3(3)3 - -
Level 3 10x4 All - - 12[105] 3(3)3(3)3(3)6 - -
  • [] = Startup from a Ghost being placed, includes the time it takes to place the Ghost.
  • Lancers move along the ground towards the opponent.
S Ghost
Magician
GGXRD-R JackO Magician.png
Level 1/2/3
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Level 1 10 All - - 15[108] - - -
Level 2 10 All - - 15[108] - - -
Level 3 10 All - - 15[108] - - -
  • [] = Startup from a Ghost being placed, includes the time it takes to place the Ghost.
  • Magicians will shoot a projectile at the opponent if the opponent attempts to jump while near them. The projectile is larger with each increasing level.


Overdrives

Calvados
Calvados
214S (air OK)
GGXRD-R JackO Calvados1.png
GGXRD-R JackO Calvados2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal
214S
40,25x3
[50,31x3]
All - - 7+5 10,5,5,35 37 Total +9
Air
j.214S
40,25x3
[50,31x3]
All - - 7+5 Until Ground,5,5,35 Until Landing + 12 After Landing -
  • Great combo extender
  • Can be good to buy time for servants to catch up
  • Burst version is a Good reversal to turn the tides but pricy (consumes Burst)

Because of its large amount of hitstun, Calvados gets most of its use as a combo extender. If your opponent is near death, consider extending a basic combo by using Calvados and then going into an air combo. Alternatively, in corner situations where your servants are lagging behind, throwing in Calvados into your blockstring can buy you some time for them to catch up. This works especially well when combined with mashing 2HS for additional hits.

Like most Burst-enhanced supers, the Burst-enhanced version of Calvados is 1f invuln and can be used as a reversal. More pricey than your other options since it'll cost both 50 meter and a Burst, but Calvados has a lot of blockstun/hitstun and can be safe-ish on block while converting into a full combo on hit.

Forever Elysion Driver
Forever Elysion Driver
360P (Air OK)
GGXRD-R JackO ForeverElysionDriver2.png
GGXRD-R JackO ForeverElysionDriver.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,150,0 Unblockable - - 5+2 3 42 +70
  • 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.

Uniquely, despite being a grab, it can be combo'd into on certain situations, and can also be used as an air combo ender.


Instant Kill

I Want Out
In IK Mode: 236236H
GGXRD-R JackO IWantOut1.png
GGXRD-R JackO IWantOut2.png
GGXRD-R JackO IWantOut3.png
"RIDER KIIIICK!"
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All No - 9+8
[5+8]
2 34 -19
  • [ ] Indicates during Hell Fire
  • Uses the animation of her 5H.



Guilty Gear Xrd -REVELATOR-e
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System Explanations

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