GGXRD-R2/Jack-O

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< GGXRD-R2(Redirected from GGXRD-R2/Jack-O')

Overview

Overview

Jack-O is an oddball character who combines great footsies and automatic meter management with tower defense mechanics inspired by Guilty Gear Overture. Yes, really.

By herself, Jack-O has solid if unrewarding footsies: 5KGGXRD-R JackO 5K.pngGuardMidStartup6Recovery13Advantage-7, 2KGGXRD-R JackO 2K.pngGuardLowStartup6Recovery6Advantage+3, f.SGGXRD-R JackO fS.pngGuardMidStartup8Recovery20Advantage-12, 3HGGXRD-R JackO 3H.pngGuardLowStartup11Recovery9Advantage-10 are solid pokes, and 2SGGXRD-R JackO 2S.pngGuardMidStartup8Recovery22Advantage-15 is a great, cross-up-proof anti-air. Once she buys some breathing room in neutral, Jack-O can set a houseGGXRD-R JackO GhostSet.pngGuardStartupRecoveryTotal: 24Advantage- and the real game begins. She has three houses, each of which will spawn a different type of servant at regular intervals. Servants advance and attack automatically, and houses will level up over time, creating stronger servants.

Jack-O's opponent can damage and destroy houses and servants by attacking them, and she gains tension from standing near her houses. Jack-O also has a handful of skills that are restricted by heavy cooldowns but which give her powerful control over her houses and servants (see below). Buy enough time, and a horde of buffed level 3 servants will break your opponent's kneecaps with ease.

Jack-O's Dust moves function like special moves, giving her access to a low-profile overheadGGXRD-R JackO 5D.pngGuardHighStartup26 [31]Recovery16 [21]Advantage-6 [-11], a reversalGGXRD-R JackO Zest.pngGuardMidStartup9 [14]RecoveryTotal: 26+15Advantage-45, a command grabGGXRD-R JackO ElysionDriver1.pngGuardGround Throw: 157500 [90000]Startup17 [22]Recovery43
[48]
Advantage+66
, a divekickGGXRD-R JackO AirZest.pngGuardMidStartup17 [20]RecoveryTotal: Until Landing + 13 AfterAdvantage0, an airborne projectileGGXRD-R JackO Remove the Chain of Chiron.pngGuardAllStartup21RecoveryTotal: 32+10 After LandingAdvantage-, and a hitgrabGGXRD-R JackO HungerOfDopoulos.pngGuardAllStartup11 [13]Recovery26 [31]Advantage-11 [-16] that lets her end combos by placing her opponent anywhere on the screen. These will automatically consume spare tension to power themselves up.

For all her good neutral and incredible snowball potential, Jack-O is a pretty plain character without her houses: her pokes don't lead to much, her mixups aren't very threatening or hard to escape, and when she does get a knockdown she's almost always better off setting a house and OTGing her opponent to waste time instead of running standard okizeme.

Jack-O is one of the most polarizing characters on the roster and can struggle immensely in some matchups, but when she wins, she wins big. If you want to turn Guilty Gear into a SimCity subgame and zerg rush your opponent like it's 1998, Jack-O is the character for you.
Jack-O
GGXRD-R JackO Portrait.png
Defense
x1.03
Guts Rating
2
Weight
[105] Light
Stun Resistance
60
Prejump
3F
Backdash
13F (1~9F invuln)
Wakeup Timing
25F (Face Up)/ 23F (Face Down)
Fastest Attack
5P (4F)
Reversals
2D (9F). 360P (5+2F)

 Jack-O summons servants to help fight her opponent. Over time, these servants become stronger until they swarm an opponent and trap them in blockstun while Jack-O' can run any mixup she wants.

Pros
Cons
  • Servant Pressure: Once Jack-O' is set up, she gains access to suffocating corner pressure with servants that can force an opponent into multiple "guess right or die" situations. Fighting Jack-O' when she has multiple level 3 houses is one of the scariest situations in the game.
  • Mixup Queen: Two grounded overheads (one of which low profiles), j.H cross-ups, and a command grab let Jack-O' keep her opponent guessing.
  • Neutral Queen: 5K, 2K, f.S, 3H, and 6H give Jack-O great command of the screen. Her servants are great distractions in neutral if placed correctly, especially when clocked up.
  • Battery: Gains serious meter by standing near stationary houses and from servants attacking her opponent.
  • Theorycrafter: A very low execution barrier and an automatic win condition means you can spend more mental energy on adapting to your opponent.
  • Some Assembly Required: NEEDS servants for safe corner pressure, or to extend pressure meterlessly. Opponents who are aware of how much setup Jack-O' needs will mercilessly approach her, which can be difficult to stop depending on the match up.
  • Situational Damage: Without servants only certain, uncommon hits for Jack-O' lead to meaningfully damaging combos.
  • Feed Me Meter: Dust specials use meter automatically which makes her a meter hungry character in a game where meter is king.
  • Uniquely Punishing: Because all active servants go away whenever Jack-O' gets hit, one miscalculation can very well cost you the round. This compounded with uncontrollable nature of servant behavior means you live and die by situational awareness and adept defense.

Unique Mechanics

Servants and Ghosts

Jack-O has access to Servants ("minions") which spawn from Ghosts ("houses"), which she can place on the stage. Jack-O can place, pick up, throw, and recall these houses. When houses are placed on the stage, they start at level 1 and level up after a set time, to a max of level 3. When a house levels up, the servants spawned from it will become stronger and more useful. Additionally, the house's health increases (3 / 5 / 7 hits). All houses are good for Jack-O, but the difference between a level 1 and level 3 house is immense.

Once spawned, a servant will slowly move towards the enemy and attack. Servants will attack once every 2 seconds, and each servant acts independently from the others. Servants can be killed by one hit from an enemy. If Jack-O is hit by anything, including a burst or dead angle, all of her servants will be killed at once.

Organ

Jack-O can activate a stance called Organ Deployment which allows her to use one of four "skills" which have their own cooldowns. These skills are generally used to manage and protect all houses at once: Jack-O can activate a bubble shield that negates all projectiles, recall and heal every house on the stage, buff the movement and attack speed of all servants, or set all the servants and houses to detonate after a short delay.
Metered Dust Moves

Dust moves performed by Jack-O will automatically use 10%Exactly 1000 Tension (internally), but the amount gained and lost effectively depends on Tension Pulse. 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. This meter use is mandatory, so it is important that Jack-O conserves her meter in case of an emergency.

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 Mid 4 4 6 ±0

Primary uses: a quick and non committal anti-air that leads into knockdown, tick throws, minion juggle extensions, situational close quarters abare where 2P would be too slow.

All of 5P’s flexible gatlings and cancels means it can help keep the opponent occupied at close range all while staying burst safe and buying time for houses to level up and minions to roll up.

  • Special and jump cancelable.
  • Chains into itself up to 5 times.

Gatling options: 5P, 2P, 6P, 5K, 2K, c.S, 2S, 5H, 2H, 6H, 5D, 2D, 4D, 6D

5K

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 7 5 6 +3

Primary uses: stagger and frame trap pressure, strike/throw situations, meaty that is easier to time than 2K but can be thrown if misspaced.

The generous plus frames make this button versatile when frame trapping from it or staggering into itself. Combine this with tick throws and her command throw (6D) and smart use of c.S can be critical for getting the ball rolling and maintaining momentum.

  • Special and jump cancelable.

Gatlings options: 6P, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D, 4D, 6D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Mid 8 6 20 -12

Primary uses: as a long range poke, spacing for 3H to be plus in a pressure string, frame trapping into heavy buttons.

Giant poke that can check an opponent's advancement from very far away. Caution is advised when using as a go-to poke due to its lengthy recovery and the full hitbox not coming out until the later active frames. In pressure, hitting with the tip usually guarantees a 3H gatling will be plus.

  • Special and jump cancelable.

Gatlings options: 5H, 6H, 3H, 5D, 2D, 4D, 6D

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36, 16×2 Mid 10 3(2)2(2)2(4)2(2)2(4)2(2)2 24 -13 8-60 Feet

Primary uses: as a forward advancing hitbox in neutral, anti-airing during scrambles, ending gatling strings with an opportunity to reset pressure.

Sees a lot of use in neutral due to advancing Jack-O’ about 1/4th of the screen forward and low crushing for nearly the entire duration. Good for anti-airing during scrambles due to the high and slightly disjointed hitbox on her feet and a nice button to pepper throughout your pressure because of the ability to cancel between any of its multiple hits.

  • Hits a total of 3 times.
  • Jump cancelable only after the first hit.
  • Special cancelable throughout.

Gatlings options: 5D, 2D, 4D, 6D

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 High 26 [31] 4 16 [21] -6 [-11] 9-14 Above Knee [12-19 Above Knee]

Primary uses: a deceptively animated overhead check during pressure, hard to see overhead during minion swarms.

Won’t see much use in the early round but becomes a useful mix up tool once minions are clocked up and swarming. If minions are on top of the opponent and their attack is timed to hit after a blocked 5D you can usually continue your turn despite being minus.

  • Uses 10-15% meter if available.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 10 6 20 -12 1-7 Upper Body
8-15 Above Knee

Primary uses: as a slow but rewarding anti-air, neutral poke, popping the opponent up in combos, gatling to create space to set up in neutral.

Because it knocks the opponent about half a screen away on normal hit and full screen on CH as well as being a pretty good combo starter, 6P is a desirable button to use if you need space to set up or want some damage with knockdown. Long recovery on whiff so consider other options if you’re unsure it will connect.


Gatlings options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D, 4D, 6D

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×2 High / Air 24 2(3)3 11 ±0 1-23 Throw
10-end Foot
12-end Low Body

Primary uses: checking opponent’s reactions, comboing off an overhead during minion swarm situations, RC to air dash and do multiple overheads in a row, beating reversal throw attempts and low crushing in general.

A slow, double hitting overhead attack that has no gatlings or cancels and does not combo without meter or minion assistance. Despite how it may seem flawed, 6K combined with Jack-O’s lows and other overhead in 5D helps facilitate her dynamic pressure sequences, especially with minions on top of the opponent.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30, 50 Mid 7 2(9)8 19 -8

Primary uses: as a situational long range anti-air, combo starter, canceling first hit into house set or pick up during pressure strings.

Gigantic, disjointed button. As a long range anti-air it’s a good option to keep in your rotation but the lengthy recovery leaves you wide open for a punish if you whiff.

  • Special cancelable after the first hit, jump cancelable after both hits.
  • If only second hit connects will wall bounce and wall stick on CH.

Gatlings options: 5D, 2D, 4D, 6D

3H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 11 15 9 -10 11F-30F Low Profile

Primary uses: ending most grounded combos, ending pressure strings in plus frames, neutral low poke, contesting after an opponent has pushed themselves out during pressure, cooking your dinner, doing your taxes.

Because 2D is Jack-O’s DP, 3H serves as her sweep.

Advances very far forward while low profiling throughout the entire duration. Despite how active it is, whiffing this is unfavorable so using it when you’re relatively sure it will connect is advised. If spaced correctly, 3H becomes varying amounts of plus depending on how far away from the opponent you are when the active frames end. This is an important part of pressuring with Jack-O' so learning the spacing when you're plus on it is crucial.

  • House sets and organ commands must be linked from a 3H knockdown as it has no gatlings or cancels.
  • If instant blocked Jack-O' loses any plus frames she may have had from spacing it.

Hunger of Dopros

4D (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
4D 10, 40 All 11 [13] 9 26 [31] -11 [-16] 11-15, 20-35 [16-20, 25-41] Feet
16-19 [21-24] Lower Body
j.4D 10, 40 All 10 [12] 6 Until Landing + 8

Primary uses: as an alternative ender to ground strings, continuing combos through juggles if minions are nearby, ender for most air combos, cheeky call out or risky anti-air due to large disjointed hitbox.

Very important move for Jack-O’ as it facilitates hard knockdown off nearly any confirm. Despite seeming like a throw, on block 4D behaves like a normal strike. Very disadvantageous on block and whiff so try not to autopilot into it in pressure or use it as a call out too often.

4D is also an essential part of Jack-O’s gravity combo.

  • Uses 10-15% meter if available.
  • With meter you can spit the opponent in any direction by inputting and holding the desired direction after the first hit. You can also choose when to spit the opponent by pressing D again which makes it easier to time comboing off it with minions. If D is not pressed again the opponent will be spit out after a short pause.
  • Without meter Dopros will automatically spit the opponent forward.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
4D 4,0 20 6,8
j.4D 4,0 20 6,8

4D:

  • [ ] values are when done without Tension
  • Hold direction to throw opponent in that direction
  • Press D to throw opponent sooner (58-93F)
  • Untechable for 46F
  • Jack-O' has 33F recovery after throwing opponent
  • Frame advantage listed is against crouching Sol

j.4D:

  • [ ] values are when done without Tension
  • Hold direction to throw opponent in that direction
  • Press D to throw opponent sooner (58-93F)
  • Untechable for 46F
  • Jack-O' has 33F recovery after throwing opponent

Elysion Driver

6D (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6D 90 Ground Throw: 157500 [90000] 17 [22] 4 43
[48]
+66 1-16 [1-21] Throw
3-20 [5-25] Lower Body
21-51 [26-57] Feet
j.6D 0,90,0 Air Throw: 157500 [110000] 10 [15] 4 Total:Until Landing + 9 1-9 [1-14] Throw

Primary uses: as a mix up, catching back dashes, tech traps, punishing sloppy attempts at advancement, situational low crushes.

Jack-O’s command throw. An important part of her kit when used in conjunction with her fast plus buttons like c.S and 2K to create scary strike throw situations. Low crushes very early in the animation and does good damage but comes with lengthy whiff recovery. Because of the prolonged nature of minion swarm pressure, going for this while minions surrounded the opponent is ill advised due to how throw protection out of blockstun works. Can be OTG'd into a combo in the corner or with minions around.

  • Uses 10-15% meter if available.
  • Really great left/right tracking.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
6D Initial: 50% 0 6,8×2
j.6D Initial: 50% 0 6,8×2

6D:

  • [ ] values are when done without Tension
  • Jack-O' is considered airborne during the move
  • 1-17F travels towards opponent
  • Stun value: 45

j.6D:

  • [ ] values are when done without Tension
  • Jack-O' is considered airborne during the move
  • 1-17F travels towards opponent
  • Stun value: 45

2P

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14 Low 6 3 6 +3 6-14 Low Profile

Primary uses: for stagger and frame trap pressure, fast and all purpose low check, meaty low, when you just feel like being +3.

Your go-to low. Due to its range it can be more reliable as a plus button for stagger pressure than c.S but the two are best used in conjunction. Shrinks her hurtbox when active frames begin so can be used as a low profile when 3H would be too committal. Not very active so timing it to be meaty is tricky but effective.

  • Special cancelable.

Gatlings options: 5P, 5K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D, 4D, 6D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 8 7 22 -15 1-14F Upper Body

Primary uses: a cross up proof anti-air with big reward.

Because it shrinks her hurtbox and has great reward on normal and CH hit, this button makes interrupting any kind of IAD rebuy attempt by the opponent very easy and facilitates her game plan by allowing her to block for a very long time while houses level up and minions multiply without fear of getting hit by an overhead. Lots of recovery on whiff so use other options as a preemptive anti-air.

  • Jump and special cancelable.
  • Pops up on grounded CH.
  • Untech until ground on airborne and grounded CH.

Gatlings option: 5H, 2H, 6H, 5D, 2D, 4D, 6D

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
8xN,26 Mid 13 3(3)3(3)3(3)3(9)3 18 -2

Primary uses: to frame trap into, ending block strings, party starter on CH, switching up the amount you mash it to throw off opponent’s reversal attempts.

Not as multi-purpose as some of her other buttons but has its place. Switching up the timing of how long you mash it on block is useful to throw off opponent’s trying to take their turn back after it and the knockdown from the unmashed version is one of her best because it gives you time for a house set or organ command and a safe jump.

2H generally sees most of its use in her gravity combo.

  • Hits a total of 4 times.
  • Mash H for up to 7 more hits.
  • Pops up for a juggle on CH.
  • Special cancel window right before the final hit.

Gatlings options: 5D, 2D, 4D, 6D

Zest

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30, 25 Mid 9 [14] 3(6)9 Total: 26+15 -45 1-17 [1-22] Strike
18 [23] onwards Airborne

Primary uses: Cooltext449917186144051.gif

A unique invincible reversal with pros and cons that traditional DPs don’t possess. While it’s technically meterless, it will use meter if available and the unmetered version is much slower. Both versions have limited horizontal range and can be thrown during their startup. Neither version will knock down on normal hit, which means Jack-O' doesn't get a lot of breathing room even if Zest connects.

Thanks to the single input, Jack-O can easily buffer Zest during blockstun or when waking up.

  • Uses 10-15% meter if available.
  • Causes knockdown if ONLY the second hit CH's.

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26×2 High / Air 11 3,3 32

Primary uses: as your go-to safe jump button, double hitting jump-in, combo filler.

j.H's multiple hits mean it will usually be plus if you jump in with it, and the generous cross-up hitbox helps too. j.H is Jack-O's highest damage air normal if both hits connect (and only 2 points less than j.S) so it's also good combo filler where possible - commonly after 5D8.

Because an opponent will need to get past Jack-O's legs to throw her, j.H can also work as a hard-to-throw air-to-air, but her other good air normals are generally better for meeting an airborne opponent.

  • Vacuums on second hit.

Gatling options: j.D, j.2D, j.4D, j.6D

Remove the Chain of Chiron

j.D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D 24×3 All 21 12 After Landing Total: 32+10 After Landing
j.D No Tension 24 All 21 12 After Landing Total: 51+10 After Landing -8

Primary uses: air-stalling, hindering opponent’s movement in neutral, lock the opponent in blockstun during pressure.

The metered version will be the one that’s primarily used due to having more versatility. Puts opponent in a large amount of blockstun and can even be done directly after itself to lock the opponent into even more. Good for buying time for minions to catch up. In neutral, jumping and throwing this out puts up a wall that can be hard for some characters to navigate.

Using j.D as an air-stall to bait and punish an opponent's anti-air attempts can bail you out of a bad situation if you’ve already used all your air actions but she also maintains her air actions afterwards so if projectiles miss you can still make an escape. Alternating between j.D and j.2D is a good way to keep your descent tricky to read.

  • Uses 10-15% meter if available.
  • With meter shoots 3 fireballs at a steep angle below Jack-O’
  • Without meter shoots 1 fireball at a more sloped angle than the metered version.
  • Has no minimum height.

Air Zest

j.2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Mid 17 [20] Until Landing Total: Until Landing + 13 After 0

Primary uses: for baiting or punishing anti-air attempts, good combo starter.

Jack-O’s dive kick. Best used when alternated with the air-stall properties of j.D to throw off opponents trying to anti-air or air-to-air. When performed from the lowest possible height it’s neutral on block so if it gets blocked at best it's no longer your turn and at worst you’ll be punished for it. Nets big damage midscreen with meter and 6H loops in the corner without meter so it's a good thing to go for if you have a swarm of minions to cover you if it gets blocked.

  • Uses 10-15% meter if available.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 60 Ground Throw 63000 1 1 +54

Standard throw that leaves the opponent at a distance to allow two set ups and no oki, one set up and a meaty, or a safe jump. Mix between tick throws with this and her command throw (6D) to keep the opponent guessing. Occasionally, while holding a house, IAD house toss into grounded throw can be a cheeky mix-up but it requires you to be spaced so the house lands behind the opponent, not in front of or on top of them.

  • Like everyone's throw it's a good defensive option.

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz
  • Horizontal blowback on hit, wall sticks in corner.
  • Crumples on ground Counter Hit, floats and wall sticks in corner on air hit.
  • Steals a small amount of Burst Gauge on hit.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Ghost Set

22P/K/S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 24

Sets a house on the stage that will passively spawn minions and level up over time. There are three types of houses that spawn three different types of minions which all cover various parts of the screen and perform different actions. The type of minion that spawns from the house that is set is determined by what attack button is pressed when setting the house. While the end goal is to have three houses out and at level 3, different houses help more in various match-ups so paying attention to which house you set first is important.

Houses have a health bar indicated above them that depletes as they are hit by physical strikes or projectiles and once the health bar is at 0 the house disappears all together. There is a brief cooldown between each time an opponent hits a house where the house cannot take additional damage to protect from opponents mashing jab and getting rid of houses very quickly.

  • First minion will materialize after 93F.
  • Only 2 of each type of minion can be on screen at a time.
  • Jack-O' passively gains meter while standing or acting near houses.

Ghost Pick Up

2P near a house

Ghost Place

Ghost Pick Up > 2P/K/S

Ghost Put Away

Ghost Pick Up > 4P/K/S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 12

Absorbs a currently held house into "inventory" while restoring its health and maintaining its levels. A very important part of house management is to pick it up and recall if its health is low so when you place it again it will have the same level but full health. In dangerous situations where you're already holding a house, recalling it is usually the safest action to preform.

  • Can be done in the air.
  • If a house has been absorbed, its place in Jack-O's house HUD (located under her character portrait next to the life bar) will be greyed out.

Ghost Throw

Ghost Pick Up > 5P/K/S (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ghost Throw 35
40
45
12 32 Total: 32 +6
Air Ghost Throw 35 12 Until Landing Total: 32

Launches a currently held house in an arc in front of Jack-O'. The house is considered a projectile so it can absorb one hit of any other projectile (including summons like Dizzy's fish and Zato's puppet, Eddie) but still takes damage from the projectile's hit. In neutral it's useful to cover your approach due to having a large moving hitbox in front of you and after special canceling into house pick up to continue pressure.

Nice to use in conjunction with IAD or while jumping to get a house in a good position behind the opponent. Can be YRC'd like other projectiles to cancel recovery. Throwing a house can be a reversal safe meaty depending on the reversal.

  • Damage a house throw hit does increases as its level does.
  • After throwing a house the next minion will take longer to spawn.
  • In the corner, the house will bounce off the wall.

Organ Deployment

22H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
13 Total: 24

Jack-O' enters a stance. From this, she can input various commands to the houses/minions that are in play but cannot move or preform any other actions until leaving the stance. She will leave the stance after inputting a command or after a period of time without inputting anything.

  • Entirely counter hit state.
  • Inputting a command that is on cooldown will lock her into the animation for a short period of time and regenerate a small amount of the move's cooldown. Not nearly as useful as it sounds.

Recover All

Organ Deployment > P

Clock Up

Organ Deployment > K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12

Buffs the minions currently on the stage's attack and movement speed.

An important part of the late round game after you've successfully leveled up your houses. Having minions clocked up and swarming while the opponent is low on life can be a checkmate situation. Using it in neutral can be good to hinder opponent's movement but do keep in mind the cooldown.

  • About 18 seconds of cooldown.
  • If new houses are set the minions that spawn from them will not be buffed.

Explode

Organ Deployment > S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
See notes 192 19 12

After a 3 second countdown, all houses and minions explode, dealing damaging and resetting their levels back to 1. A rare command to intentionally input, but has its uses. At the very end of the round it's good to force the opponent to make a decision, especially in match-ups where the opponent's character relies on taking risks to close the gap. Can also sometimes be used to extend combos.

  • Jack-O' can be damaged by the explosion except if Aegis Field is currently up.
  • Damage of the explosions vary by both whether the source of the explosion was a house or servant as well as their level.
  • After activating the Organ > P command can be used to call back and protect all houses, leaving only the currently deployed servants to explode.
  • 6 second cooldown.

Aegis Field

Organ Deployment > H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
360 12

An extremely strong defensive option for protecting houses and/or servants, or just laughing at your opponent's attempts to zone. Despite its primary use for anti-zoning, it's useful in match-ups where the opponent doesn't have any zoning option because any house or servant inside of it will not be taking damage over its duration (although your opponent can still knock servants back). Aegis Field has the longest cooldown of any organ command so be intentional when you choose to use it because you won't be getting it back before a while.

Note that Aegis Field's projectile invulnerability is not restricted to traditional projectiles. It also nullifies atypical things like Slayer's Helter Skelter, Elphelt's shotgun shot, almost all of Dizzy's summons, all of Eddie's attacks, all projectile supers, and even Jack-O's own servants in the mirror.

  • If Jack-O' is knocked down while Aegis is up, it will not come back for a short period of time after she gets up, meaning the opponent can still do projectile set-up okizeme most of the time.
  • Protects Jack-O' from her own houses/servants explosion.
  • Stays up for a total of 6 seconds.
  • 21 second cooldown.

Release

Organ Deployment > D

Servants

Knight

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Knight Level 1 10 All 15[108] 6 Total: 45
Knight Level 2 15 All 15[108] 6 Total: 45
Knight Level 3 20 All 15[108] 6 Total: 45

Multipurpose ground control servant. Glides across the stage quickly towards the opponent and swings its sword when in range of the opponet or on a 2 second interval when already near (unless clock up is currently active.) Their attack lunging them forward gives them good range that can often hinder the opponents advancement. Additionally, Knight servant is the best for set play both on okizeme and in combos due to having the fastest attack start up and fastest movement speed so they'll almost always be nearby for pressure and extensions. At higher levels their attacks move them further forward and do more damage but their utility stays mostly the same no matter the house level they spawned from.

A flexible and reliable homie that will (almost) always be there when you need them.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Knight Level 1 0 2 6
Knight Level 2 1 2 6
Knight Level 3 2 2 6

P Servant Level 1:

  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)

P Servant Level 2:

  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)

P Servant Level 3:

  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)

Lancer

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Lancer Level 1 10 All 12[105] 3
Lancer Level 2 10×2 All 12[105] 3(3)3
Lancer Level 3 10×4 All 12[105] 3(3)3(3)3(3)6

Ground control servant that gets scarier the higher its level. Lancers walk along the floor slowly towards the opponent and stab their weapon when they get close or on a 2 second timer when already nearby (unless clock up is currently active.) At level 1, Lancers are pretty hard to work with due to their slow movement speed, sluggish attack start-up and minimal range. However, these servants really shine once the houses they spawn from are leveled up: they then stab multiple times and have increased range. Level 3 Lancers have a whopping 7 hits that crank massive risc and are nothing short of a blockstun nightmare, leaving Jack-O' free to hit the opponent with one of her two standing overheads or, if there's multiples attacking at once, issue an organ command.

A slow going homie who pays in dividends when you give him time to do his thing.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Lancer Level 1 0 2 6
Lancer Level 2 0 2 4
Lancer Level 3 0 2 3

K Servant Level 1:

  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)

K Servant Level 2:

  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)

K Servant Level 3:

  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)

Magician

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Magician Level 1 10 All 15[108]
Magician Level 2 10 All 15[108]
Magician Level 3 10 All 15[108]

Air control servants. Magicians fly through the air extremely quickly towards the opponent and shoot a projectile as soon as the opponent goes airborne or gets near them in the air once in range. Unlike Knights and Lancers these servants do not attack on a timer and instead only attack when the opponent is in the air near them. Generally the most meddlesome of the servants as they're a bit too good at their jobs and can ruin certain damaging confirms with their tracking projectiles. The projectile gets bigger and travels faster the higher the level of house they spawned from. Alone Magicians are easily avoidable and non threatening to the opponent but combined with their brethren they can make the stage extremely hard to navigate around. Additionally, their utility does vary by match up. Characters who spend a lot of time in the air like Millia, I-no and Bedman can have a hard time dealing with them.

A clutch homie who protects the skies.

  • Projectile causes HKD on CH.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Magician Level 1 0 2 6
Magician Level 2 1 2 6
Magician Level 3 2 2 6

S Servant Level 1:

  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)
  • Untechable for 20F
  • Does not attack until opponent becomes airborne

S Servant Level 2:

  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)
  • Untechable for 22F
  • Does not attack until opponent becomes airborne

S Servant Level 3:

  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)
  • Untechable for 24F
  • Does not attack until opponent becomes airborne

Overdrives

Calvados

214S (Air OK) or 214D (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214S 40, 25×3
[50, 31×3]
All 7+5 10, 5, 5, 35 Until Landing + 12 After +9 [1~7F Full]
3~End Feet
7F Strike
j.214S 40, 25×3
[50, 31×3]
All 7+5 Until it hits the ground,5,5,35 Until Landing + 12 After Landing [1~7F Full]
7~End Strike

Calvados is an excellent combo extender off of many of Jack-O's super cancelable buttons. Spikes up on hit to be followed up with an air combo ending in knockdown with 4D. Because of its generous plus frames, it's also used during pressure in swarm situations where the meter spent is made up for by the meter gained standing near houses. After throwing it out anywhere, on block you have enough time for a set up or an organ command.

Like most Burst-enhanced supers, the Burst-enhanced version is 1f invulnerable 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. If the Burst version is YRC'd before the super flash, Jack-O' keeps the momentum and invulnerability but doesn't consume burst and only costs 25 meter. Useful technique for getting out of scary oki set-ups.

Forever Elysion Driver

360P (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
360P 0, 150, 0×2 Ground Throw 5+2 3 42 +70 1-6 Full
j.360P 0, 150, 0×2 Air Throw 5+2 3 Until Landing + 9 After +70 1-6 Full

Command Grab super. It isn't useful as a mix-up due to be 2f after flash so the opponent can jump out on reaction. However, it is invincible making it a true 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.

Does a surprising amount of damage, even scaled and can be comboed into on the ground or in the air making it useful for finishing off the opponent which Jack-O' often has a hard time doing.

Despite what the input says, the move can be performed by only doing three quarters of a circle motion, which can help perform it on the ground without jumping.

Instant Kill

I Want Out

During IK Mode: 236236H

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGXRD-R2 Jack-O color 1.png
GGXRD-R2 Jack-O color 2.png
GGXRD-R2 Jack-O color 3.png
GGXRD-R2 Jack-O color 4.png
GGXRD-R2 Jack-O color 5.png
GGXRD-R2 Jack-O color 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGXRD-R2 Jack-O color 7.png
GGXRD-R2 Jack-O color 8.png
GGXRD-R2 Jack-O color 9.png
GGXRD-R2 Jack-O color 10.png
GGXRD-R2 Jack-O color 11.png
GGXRD-R2 Jack-O color 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
GGXRD-R2 Jack-O color 13.png
GGXRD-R2 Jack-O color 14.png
GGXRD-R2 Jack-O color 15.png
GGXRD-R2 Jack-O color 16.png
GGXRD-R2 Jack-O color 17.png
GGXRD-R2 Jack-O color 18.png
Color 19
Color 20
Color 21
Color 22
Color 23
Mirror
GGXRD-R2 Jack-O color 19.png
GGXRD-R2 Jack-O color 20.png
GGXRD-R2 Jack-O color 21.png
GGXRD-R2 Jack-O color 22.png
GGXRD-R2 Jack-O color 23.png
GGXRD-R2 Jack-O color 00.png

Navigation

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