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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 and Weaknesses
Strengths | Weaknesses |
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Unique Mechanics
Servants and Ghosts
- 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
- 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
- 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
5P
5K
5K |
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Has decent range and can be good for a poke. Because it hits more upward, it can be better than fS to catch people trying to jump. Also good at the end of OTG combos to kick the opponent away. |
c.S
c.S |
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Mostly used in stagger pressure or combos. It's +3 on block so it's great to use in stagger pressure to help give your servants time to catch up and lockdown the opponent. Combine it with varying resetting pressure with 2K (Also +3) during your stagger pressure to maximize it's effectiveness. |
f.S
f.S |
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Jack-O's best ground poke. Pretty good option at round start. Has good range to challenge what other characters can do at round start and even on block, it'll still let you set up a Ghost. Though not used often because of Jack-O's more unorthodox pressure and mixup structure, it can still be a good place of variation in a blockstring due to its ability to be normal, special and jump cancelled. |
5H
5H |
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6P
6P |
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Not as desirable to use as an anti air as 2S because on CH, it'll blow back full screen instead of giving you a full combo. However, it's very useful as an anti-air in tight situations because of the usual 6P 1F upper body invuln. |
6K
6K |
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An overhead. Under normal circumstances, you can't convert it into a combo meterless unless a Knight or Lancer attack happens to be timed to attack at just the right moment. Usually to convert this into a combo meterless, you'll have to your servants constantly attacking while they're already locking down the opponent. That said, if you have 50 meter, you can always convert this into a full combo by doing 6K RC > Air dash j.S > j.HS. Because 6K makes Jack-O airborne, it's also good for beating and punishing an opponent's attempts to throw on wakeup. |
6H
6H |
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Can be a good long range anti-air or prevent people from jumping out of getting locked down by servants in some situations. The tricky part with using this is that whiffing it can end with you eating a full combo because of the recovery. You mostly want to use this either when you're dealing with opponent's with a lack of air options or sluggish air movement or when you have knights and lancers covering the ground to minimize the risks of getting whiff punished. For the most part though, 6HS will see most of its use in Jack-O's standing loop combo that does pretty nice damage. |
3H
3H |
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A standard way to end most ground combos since it gives knockdown in front of you and allows you to set Ghosts, pick up Ghosts to throw, reposiiton yourself to hide behind advancing servants or just go in for a regular blockstring. However, you should keep in mind servants in the area and whether they're likely to attack next. A knight or lancer could help you extend your combo if their attack timing is in sync with your combo just right but they could also hit the opponent OTG and ruin a hard knockdown setup. You'll need to be able to know in advance which one it'll be and act accordingly 3HS can sometimes be a good option at round start due to its ability to low profile some of your opponent's round start options. On hit, it'll let you set up a Ghost or two. On block, it's usually safe-ish because of the distance away from the opponent you'll be doing it from. The biggest danger here is whiffing 3HS entirely can lead to punishes or putting you in undesirable situations, which is why you probably won't be using this option as much as others. |
5D
5D |
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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
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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Crouching jab. You can use it to poke out of holes in pressure. Can be used when near a Ghost without picking it up if inputted as 1P/3P. |
2K
2K |
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The move you'll use when you want to open people up with a low. It's also +3 on block so it's great to use in stagger pressure to help give your servants time to catch up and lockdown the opponent. Combine it with varying resetting pressure with c.S (also +3) during your stagger pressure to maximize its effectiveness. |
2S
2S |
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Jack-O's go-to anti air. While it isn't 1f upper body invuln like 6P, her hurtbox is pretty low to the ground and the upward vertical kick has good vertical range (but limited horizontal range!). On CH, you can convert it into a full combo. |
2H
2H |
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This normal typically doesn't get much use. However, in some situations, the many hits 2HS can trap an opponent in blockstun or prolong a ground combo long enough to give time for her servants to swarm the opponent so you'll want to be on the look out for these situations and use this normal accordingly |
2D
Zest 2D (air OK) |
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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
j.P |
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Can be good in some jump-in or air-to-air situations to keep the opponent in blockstun so that you can safely land and continue pressure. |
j.K
j.K |
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Usually used in air combos, but it can be a good air-to-air sometimes as well since while it doesn't have much vertical range, it does have good horizontal range. |
j.S
j.S |
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Mostly just used in combos, but j.S's downward hitbox does give it some usefulness as a jump in. Use as an air-to-ground strike. |
j.H
j.H |
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j.HS has a lot of blockstun/hitstun and a great hitbox that hits both sides, making it great for both combos and jump-ins. |
j.D
Remove the Chain of Chiron j.D |
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The version that doesn't use Tension hasn't seen much use, but the metered version of j.D can be good in two situations. The first situation is when you have the opponent in the corner and you need to buy time for your servants to catch up and lock down the opponent. In this situation, jumping into the air and forcing them to block the 3 fireballs from the metered version of j.D can be helpful when varying your tactics to buy time to keep your opponent guessing. The tension version is a block-stun nightmare. The second situation that the metered version comes in handy is when you are in the air above the opponent. In this situation, the 3 fireballs can be useful to cover your landing against opponents trying to wait down below to Anti Air you. If the fireballs miss and you still have unused air options such as an air dash, be sure to use them to try and get yourself to safety. |
j.2D
Air Zest j.2D |
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Jack-O's dive kick. Like most dive kicks, it can be used to beat out people trying to anti-air you. However, it might be safer to use the meter version of j.D instead since a blocked j.2D will likely end in a punish or being forced to block. |
Universal Mechanics
Ground Throw
Ground Throw |
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A good mixup to go for sometimes when combined with IAD Ghost Throw. The key here is to have a good understanding of your spacing when you do IAD Ghost Throw so that you know before hand that the Ghost will actually whiff over your opponent slightly so that you can throw them when you land. In general in Guilty Gear, ground throws can be good defensive options to deal with certain situations because of how quick they are. After a ground throw, you should have time to either set a Ghost, pick up a Ghost to throw, retreat back behind advancing servants, etc. |
Air Throw
Air Throw |
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In situations where 2S won't reach horizontally and 6P won't hit high enough vertically, jumping up and air throwing the opponent can be your best option to deal with an air approach up close. After an air throw, you should have time to either set a Ghost, pick up a Ghost to throw, retreat back behind advancing servants, etc. |
Dead Angle Attack
Dead Angle Attack |
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Same animation as her 6P. |
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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Retrieves and restores all Ghost/Servants from play while maintaining their Level. Doesn't get much use but it's mainly used when the current positioning of the Ghosts doesn't really give you the option to pick up and throw Ghosts nearby. This can be especially problematic in situations when you want to attempt to lock down an opponent with servants by hindering their movement and options by throwing Ghosts. In these situations, you might consider retrieving your Ghosts so that you can place them down again for better positioning. |
Clock Up
Clock Up Organ Deployment > K |
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Mostly used to make it easier to lock an opponent down with Servants. However, it can be used in neutral as well to make the Servants more effective at hindering the opponent's movements. |
Explode
Explode Organ Deployment > S |
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It's more rare to see this organ command than others used but in some rare occassions, it can be useful to pressure the opponent into action. When the timing of the explosions syncs up just right, it can also extend a combo. |
Aegis Field
Aegis Field Organ Deployment > H |
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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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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.