GGXRD-R2/Jack-O'

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Jack-O'
GGXRD-R JackO Portrait.png

Defense Modifier: x1.03

Guts Rating: 2

Weight: [105] Light

Stun Resistance: 60

Jump Startup: 3F

Backdash Time 13F / Invul: 9F

Wakeup (Face Up/Down): 25F / 23F

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Play-style
Pressure, Mix-Up, Summons
Colors
Color 1 Color 2 Color 3 Color 4 Color 5 Color 6
Jack-O colo 1.png
Jack-O colo 2.png
Jack-O colo 3.png
Jack-O colo 4.png
Jack-O colo 5.png
Jack-O colo 6.png
Color 7 Color 8 Color 9 Color 10 Color 11 Color 12
Jack-O colo 7.png
Jack-O colo 8.png
Jack-O colo 9.png
Jack-O colo 10.png
Jack-O colo 11.png
Jack-O colo 12.png
Color 13 Color 14 Color 15 Color 16 Color 17 Color 18
Jack-O colo 13.png
Jack-O colo 14.png
Jack-O colo 15.png
Jack-O colo 16.png
Jack-O colo 17.png
Jack-O colo 18.png
Color 19 Color 20 Color 21 Color 22 Color 23 Mirror
Jack-O colo 19.png
Jack-O colo 20.png
Jack-O colo 21.png
Jack-O colo 22.png
Jack-O colo 23.png
Jack-O colo 00.png

Overview[edit]

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 and Weaknesses[edit]


Strengths Weaknesses
  • 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 by standing near stationary Ghosts and from Servants attacking the opponent
  • Can be a good choice for players new to FGs, due to her generally simplified inputs & overall different playstyle
  • 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 interfere with your combos and pressure if you aren't paying attention to their position
  • Loses a LOT of momentum when servants leave (by hit or time) and when Ghosts are destroyed

Unique Mechanics[edit]


Servants and Ghosts[edit]

Jack-O has access to "minions" known as Servants which spawn from "houses" (Ghosts) which she can place on the stage.

Jack-O can place, pick up, throw, and recall (using Organ) the houses. When houses are place on the stage, they will continue to build a hidden timer. When the timer is filled, the house will "level up" from level 1 to level 2 or 3. When a house levels up, the minions spawned from it will become increasingly more powerful and useful. Additionally the houses themselves require a number of hits to kill proportional to the level of the house. The more leveled up the house is, the more difficult it is for the enemy to dislodge. Servants are the minions which spawn from Jack-O's houses. Minions will attempt to slowly move towards the enemy and attack. Minions will attack once every 2 seconds, and each minion acts independently from the others. Minions can be killed by one attack from an enemy. If Jack-O is hit all of her minions will be killed at once.

Organ[edit]

Jack-O can activate a "stance" called Organ which allows her to use one of four "skills" which have their own cooldowns. One skill allows Jack-O to return all of her houses to her possession at once. If the houses are returned in this way they regain all of their lost health and retain whatever levels they had gained before they were recalled. Another skill allows Jack-O to set all of her minions and houses to explode after a three second timer. Her next skill allows her to buff the movement and attack speed of all of her minions. The last ability summons Aegis Shield, which nullifies all projectiles which come within a proximity of Jack-O.

Metered Dust Moves[edit]

Dust moves performed by Jack-O will automatically use 10-15% of her Tension Meter.

When a dust move is performed with the appropriate amount of tension, the frame data and properties of the move are significantly improved. Because the user has no choice but to use the meter, it is important that the user remembers to conserve their meter in case of an emergency.



Normal Moves[edit]

5P[edit]
5P
GGXRD-R JackO 5P.png
Damage Guard Startup Active Recovery Frame Adv.
10 Mid 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[edit]
5K
GGXRD-R JackO 5K.png
Damage Guard Startup Active Recovery Frame Adv.
26 Mid 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[edit]
c.S
GGXRD-R JackO cS.png
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 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[edit]
f.S
GGXRD-R JackO fS.png
Damage Guard Startup Active Recovery Frame Adv.
30 Mid 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[edit]
5H
GGXRD-R JackO 5H.png
FREESTYLE
Damage Guard Startup Active Recovery Frame Adv.
36, 16x2 Mid 10 3(2)2(2)2(4)2(2)2(4)2(2)2 24 -13
  • Jump-cancellable on the first hit.


6P[edit]
6P
GGXRD-R JackO 6P.png
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 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[edit]
6K
GGXRD-R JackO 6K.png
Damage Guard Startup Active Recovery Frame Adv.
20x2 High / Air 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[edit]
6H
GGXRD-R JackO 6H.png
Damage Guard Startup Active Recovery Frame Adv.
30, 50 Mid 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[edit]
3H
GGXRD-R JackO 3H.png
whirrrrr...
Damage Guard Startup Active Recovery Frame Adv.
30 Low 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[edit]
5D
5D
GGXRD-R JackO 5D.png
Damage Guard 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. Do 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[edit]
Hunger of Dopoulos
4D (air OK)
GGXRD-R JackO HungerOfDopoulos.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 10, 40 All 11 [13] 9 26 [31] -11 [-16]
Air 10, 40 All 10 [12] 6 Until Landing + 8 -
  • 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.

Do 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.

  • As of 2.10, the meterless version's direction and the timing the opponent gets knocked back on hit cannot be controlled


6D[edit]
Elysion Driver
6D (air OK)
GGXRD-R JackO ElysionDriver1.png
On hit
GGXRD-R JackO ElysionDriver2.png
On whiff
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 90 Ground Throw: 157500 [90000] 17 [22] 4 43
[48]
+66
Air 0,90,0 Air Throw: 157500 [110000] 10 [15] 4 Total:Until Landing + 9 -
  • 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 can be used to catch the opponent trying to air tech or Burst, although it is very risky to try so it isn't recommended unless you are certain that the opponent will burst into it.

Do 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[edit]
2P
GGXRD-R JackO 2P.png
Damage Guard Startup Active Recovery Frame Adv.
12 Mid 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[edit]
2K
GGXRD-R JackO 2K.png
Damage Guard Startup Active Recovery Frame Adv.
14 Low 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
  • 80% initial proration

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[edit]
2S
GGXRD-R JackO 2S.png
dab
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 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[edit]
2H
GGXRD-R JackO 2H.png
Damage Guard Startup Active Recovery Frame Adv.
8xN,26 Mid 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[edit]
Zest
2D (air OK)
GGXRD-R JackO Zest.png
Damage Guard Startup Active Recovery Frame Adv.
30, 25 Mid 9 [14] 3(6)9 Total: 26+15 -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. Do 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[edit]
j.P
GGXRD-R JackO j.P.png
Damage Guard Startup Active Recovery Frame Adv.
8 High / Air 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[edit]
j.K
GGXRD-R JackO j.K.png
Damage Guard Startup Active Recovery Frame Adv.
16 High / Air 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[edit]
j.S
GGXRD-R JackO j.S.png
Damage Guard Startup Active Recovery Frame Adv.
28 High / Air 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[edit]
j.H
GGXRD-R JackO j.H.png
Damage Guard Startup Active Recovery Frame Adv.
26x2 High / Air 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[edit]
Remove the Chain of Chiron
j.D
GGXRD-R JackO Remove the Chain of Chiron.png
Deadly Spitballs of Fire
Damage Guard Startup Active Recovery Frame Adv.
24x3 [24] All 21 12 After Landing Total: 32+10 After Landing
[Total: 51+10 After Landing]
[-8]
  • 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[edit]
Air Zest
j.2D
GGXRD-R JackO AirZest.png
2D in reverse
Damage Guard Startup Active Recovery Frame Adv.
50 Mid 17 [20] Until Landing Total: Until Landing + 13 After 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[edit]

Ground Throw[edit]
Ground Throw
GGXRD-R JackO GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0, 60 Ground Throw 63000 1 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[edit]
Air Throw
GGXRD-R JackO GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0, 60 Air Throw 192500 1 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[edit]
Dead Angle Attack
GGXRD-R JackO 6P.png
Damage Guard Startup Active Recovery Frame Adv.
25 All 13 6 20 -12

Same animation as her 6P.


Blitz Shield Charge Attack[edit]
Blitz Attack
GGXRD-R Jack-O BlitzAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 50 Mid (15-48)+13 3 20 -2
Max Charge 50 Mid 50+13 3 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[edit]

Ghost Set[edit]
Ghost Set
22P/K/S
GGXRD-R JackO GhostSet.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - Total: 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. Meter is passively gained while standing near Ghosts.


Ghost Pick Up[edit]
Ghost Pick Up
2P near a Ghost
GGXRD-R JackO GhostPickUp.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - Total: 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!

  • As of 2.10, Jack-O builds meter passively (like she does when she stands over the ghosts) while holding them. After a certain amount of time, the ghost you are holding starts to regenerate health. The time until the next servant spawns for the ghost you're holding is decreased.


Ghost Place[edit]
Ghost Place
Ghost Pick Up > 2P/K/S
GGXRD-R JackO GhostPlace.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - Total: 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[edit]
Ghost Put Away
Ghost Pick Up > 4P/K/S
GGXRD-R JackO GhostPutAway.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - Total: 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 IADB Put Away Ghost can be a nice tactic to use in emergencies.


Ghost Throw[edit]
Ghost Throw
Ghost Pick Up > 5P/K/S (Air OK)
GGXRD-R JackO GhostThrow.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 35
40
45
- 12 32 Total: 32 -7
35 - 12 Until Landing Total: 32 -
  • Picked up Ghost is thrown forward.
  • As of 2.10, Damage increases with Ghost levels. After throwing the ghost, the time until the next servant spawns is increased.


Organ Deployment[edit]
Organ Deployment
22H
GGXRD-R JackO OrganDeployment.png
Damage Guard Startup Active Recovery Frame Adv.
- - 13 - Total: 24 -
  • 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.
  • As of 2.10, if you press a button corresponding to a move that is on cooldown, you will regenerate a set amount of that moves cooldown meter


Recover All[edit]
Recover All
Organ Deployment > P
GGXRD-R JackO RecoverAll.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - 12 -
  • 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[edit]
Clock Up
Organ Deployment > K
GGXRD-R JackO ClockUp.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - 12 -
  • Servant buff. Movement and Attack Speed increased.
  • 1100F 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[edit]
Explode
Organ Deployment > S
GGXRD-R JackO Explode.png
Damage Guard Startup Active Recovery Frame Adv.
See notes - 192 19 12 -
  • After a 3 second countdown, all Ghosts and Servants explode, dealing damage and resetting their levels back to 1.
  • 600F 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[edit]
Aegis Field
Organ Deployment > H
GGXRD-R JackO AegisField.png
Damage Guard Startup Active Recovery Frame Adv.
- - - 360 12 -
  • 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.
  • 1400F cooldown


Organ Deployment~D[edit]
Release
Organ Deployment > D
Damage Guard Startup Active Recovery Frame Adv.
- - - - 12 -
  • Cancels the Organ Deployment animation.


Servants[edit]

P Servant[edit]
Knight
GGXRD-R JackO Knight.png
Level 1/2/3
Version Damage Guard Startup Active Recovery Frame Adv.
Level 1 10 All 15[108] 6 Total: 45 -
Level 2 15 All 15[108] 6 Total: 45 -
Level 3 20 All 15[108] 6 Total: 45 -
  • [] = Startup value from spawning from a Ghost, includes placing the Ghost.
  • Knights glide fairly quickly just above the ground towards the opponent.


K Servant[edit]
Lancer
GGXRD-R JackO Lancer.png
Level 1/2/3
Version Damage Guard Startup Active Recovery Frame Adv.
Level 1 10 All 12[105] 3 - -
Level 2 10 * 2 All 12[105] 3(3)3 - -
Level 3 10 * 4 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[edit]
Magician
GGXRD-R JackO Magician.png
Level 1/2/3
Version Damage Guard 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[edit]

Calvados[edit]
Calvados
214S (air OK)
GGXRD-R JackO Calvados1.png
GGXRD-R JackO Calvados2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 40, 25x3
[50, 31x3]
All 7+5 10, 5, 5, 35 Until Landing + 12 After +9
Air 40, 25x3
[50, 31x3]
All 7+5 Until it hits the 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[edit]
Forever Elysion Driver
360P (Air OK)
GGXRD-R JackO ForeverElysionDriver2.png
GGXRD-R JackO ForeverElysionDriver.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 0, 150, 0*2 Ground Throw 5+2 3 42 +70
Air 0, 150, 0*2 Air Throw 5+2 3 Until Landing + 9 After +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[edit]

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 Startup Active Recovery Frame Adv.
DESTROY Mid / Air 9+8
[5+8]
2 34 -19
  • [ ] Indicates during Hell Fire
  • Uses the animation of her 5H.

Filling your opponent's face with servants can bring ways to combo it semi-easily. Otherwise most of her combos aren't appropriate to end in IK.


Roadmap[edit]

66% complete
Page Status Completion Score
Overview TODO: hitboxes, gatling options, 16/24
Combos TODO: Theory, Move Notations, Video Examples, Character Specific Notation 2/10
Okizeme 0/10
Strategy TODO:MU information, Counter-Strategy, misc information 4/12
Frame Data 44/44

For a list of criteria for appraising character pages see this page.

Navigation[edit]


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Guilty Gear Xrd REV 2e
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