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* Good option to deal | * Good option to deal with air approaches 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. |
Revision as of 18:47, 7 December 2017
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 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 |
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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 (Air OK) |
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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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