GGXRD-R2/Jack-O/Frame Data

From Dustloop Wiki
 Jack-O


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Jack-O x1.03 2 3F [105] Light 13F (1~9F invuln) 32 25F 23F

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 10 3 8 Mid 0 144 4 4 6 ±0
5K 26 6 7 Mid 1 264 6 6 13 -7
c.S 28 10 7 Mid 2 264 7 5 6 +3
f.S 30 10 7 Mid 2 264 8 6 20 -12
5H 36, 16×2 -6×3/+20,+14×2 Mid 4, 3, 3 384 10 3(2)2(2)2(4)2(2)2(4)2(2)2 24 -13 8-60 Feet
5D 22 10 20 Initial: 80% High 2 -1000/720 [-/720] 26 [31] 4 16 [21] -6 [-11] 9-14 Above Knee [12-19 Above Knee]
6P 28 10 7 Mid 2 264 10 6 20 -12 1-7 Upper Body
8-15 Above Knee
6K 20×2 10 7 High / Air 2 264 24 2(3)3 11 ±0 1-23 Throw
10-end Foot
12-end Low Body
6H 30, 50 -6×2 / +14,+20 Mid 3, 4 384 7 2(9)8 19 -8
3H 30 10 7 Low 2 264 11 15 9 -10 11F-30F Low Profile
2P 12 3 8 Mid 0 144 5 4 6 ±0
2K 14 6 7 Low 1 264 6 3 6 +3 6-14 Low Profile
2S 28 10 7 Mid 2 264 8 7 22 -15 1-14F Upper Body
2H 8xN,26 6 1 Mid 4 384 13 3(3)3(3)3(3)3(9)3 18 -2
j.P 8 3 8 High / Air 0 144 6 4 6
j.K 16 6 7 High / Air 1 264 5 6 12
j.S 28 10 7 High / Air 2 264 9 5 21
j.H 26×2 10 7 High / Air 2 264 11 3,3 32

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0, 60 -6,0/NA Forced: 65% Ground Throw 63000 0,480 1 1 +54
Air Throw Air Throw 0, 60 -6,0/NA Forced: 65% Air Throw 192500 0,480 1 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000/264 13 6 20 -12 1-18 All
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50: Blitz

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
4D Hunger of Dopros 10, 40 20 6,8 All 4,0 -1000/720,480 [-/720,480] 11 [13] 9 26 [31] -11 [-16] 11-15, 20-35 [16-20, 25-41] Feet
16-19 [21-24] Lower Body
j.4D Air Hunger of Dopros 10, 40 20 6,8 All 4,0 -1000/720,480 [-/720,480] 10 [12] 6 Until Landing + 8
6D Elysion Driver 90 6,8×2 Initial: 50% Ground Throw: 157500 [90000] 0 -1000/360,345 [-/360,345] 17 [22] 4 43
[48]
+66 1-16 [1-21] Throw
3-20 [5-25] Lower Body
21-51 [26-57] Feet
j.6D Air Elysion Driver 0,90,0 6,8×2 Initial: 50% Air Throw: 157500 [110000] 0 -1000/360,345 [-/360,345] 10 [15] 4 Total:Until Landing + 9 1-9 [1-14] Throw
2D Zest 30, 25 10 7 Initial: 80% Mid 2 -1000/720 [-/720] 9 [14] 3(6)9 Total: 26+15 -45 1-17 [1-22] Strike
18 [23] onwards Airborne
j.2D Air Zest 50 10 7 Mid 2 -1000/720 [-/720] 17 [20] Until Landing Total: Until Landing + 13 After 0
j.D Remove the Chain of Chiron 24×3 2 7 All 2 -1000/120 21 12 After Landing Total: 32+10 After Landing
j.D No Tension Remove the Chain of Chiron (No Tension) 24 2 7 All 2 0/120 21 12 After Landing Total: 51+10 After Landing -8
22H Organ Deployment -/120 13 Total: 24
Organ > P Recover All 12
Organ > K Clock Up 12
Organ > S Explode See notes -/120 192 19 12
Organ > H Aegis Field 360 12
Organ > D Release 12

Ghost and Servant Attacks

  • Ghost Levels up to Lv 2 after 792F, Lv 3 after ??F
  • First Servant spawns after 30F, 2nd after 379F
  • Servants have 155F attack cooldown
  • some values depends on Level of Ghost. Lv 1 / Lv 2/ Lv 3
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
22P/K/S Ghost Set Total: 24
Near Ghost 2P Ghost Pick Up Total: 18
Ghost 2P/K/S Ghost Place Total: 24
Ghost 4P/K/S Ghost Put Away Total: 12
Ghost 5P/K/S Ghost Throw 35
40
45
2 7 2 -/120 12 32 Total: 32 +6
Ghost j.5P/K/S Air Ghost Throw 35 2 7 2 -/120 12 Until Landing Total: 32
P Servant Level 1 Knight Level 1 10 2 6 All 0 -/120 15[108] 6 Total: 45
P Servant Level 2 Knight Level 2 15 2 6 All 1 -/120 15[108] 6 Total: 45
P Servant Level 3 Knight Level 3 20 2 6 All 2 -/120 15[108] 6 Total: 45
K Servant Level 1 Lancer Level 1 10 2 6 All 0 -/120 12[105] 3
K Servant Level 2 Lancer Level 2 10×2 2 4 All 0 -/120 12[105] 3(3)3
K Servant Level 3 Lancer Level 3 10×4 2 3 All 0 -/120 12[105] 3(3)3(3)3(3)6
S Servant Level 1 Magician Level 1 10 2 6 All 0 -/120 15[108]
S Servant Level 2 Magician Level 2 10 2 6 All 1 -/120 15[108]
S Servant Level 3 Magician Level 3 10 2 6 All 2 -/120 15[108]

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
214S Calvados 40, 25×3
[50, 31×3]
2 8 All 0 -5000/0 7+5 10, 5, 5, 35 Until Landing + 12 After +9 [1~7F Full]
3~End Feet
7F Strike
j.214S Air Calvados 40, 25×3
[50, 31×3]
2 8 All 0 -5000/0 7+5 Until it hits the ground,5,5,35 Until Landing + 12 After Landing [1~7F Full]
7~End Strike
360P Forever Elysion Driver 0, 150, 0×2 6, 8×2 Initial 50% Ground Throw 0 -5000/0 5+2 3 42 +70 1-6 Full
j.360P Air Forever Elysion Driver 0, 150, 0×2 6, 8×2 Initial 50% Air Throw -5000/0 5+2 3 Until Landing + 9 After +70 1-6 Full

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H I Want Out DESTROY 14 6 Mid / Air 3 9+8
[5+8]
2 34 -19 9-18 Full [5-14 Full]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD-R JackO 5P.pngGuardMidStartup4Recovery6Advantage±0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Special, Super
2PGGXRD-R JackO 2P.pngGuardMidStartup5Recovery6Advantage±0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 2H, 6H, 3H 5D Special, Super
6PGGXRD-R JackO 6P.pngGuardMidStartup10Recovery20Advantage-12 - - c.S, f.S, 2S 5H, 2H, 6H, 3H 5D Special, Super
5KGGXRD-R JackO 5K.pngGuardMidStartup6Recovery13Advantage-7 6P - c.S, f.S, 2S 5H, 2H, 6H, 3H 5D Jump, Special, Super
2KGGXRD-R JackO 2K.pngGuardLowStartup6Recovery6Advantage+3 5P, 6P 5K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D Special, Super
6KGGXRD-R JackO 6K.pngGuardHigh / AirStartup24Recovery11Advantage±0 - - - - - -
c.SGGXRD-R JackO cS.pngGuardMidStartup7Recovery6Advantage+3 6P 6K f.S, 2S 5H, 2H, 6H, 3H 5D Jump, Special, Super
f.SGGXRD-R JackO fS.pngGuardMidStartup8Recovery20Advantage-12 - - 2S 5H, 2H, 6H, 3H 5D Jump, Special, Super
2SGGXRD-R JackO 2S.pngGuardMidStartup8Recovery22Advantage-15 - - - 5H, 2H, 6H, 3H 5D Jump, Special, Super
5HGGXRD-R JackO 5H.pngGuardMidStartup10Recovery24Advantage-13 - - - - 5D Jump (1st hit), Special, Super
2HGGXRD-R JackO 2H.pngGuardMidStartup13Recovery18Advantage-2 - - - - 5D (last hit) Special, Super (last hit)
6HGGXRD-R JackO 6H.pngGuardMidStartup7Recovery19Advantage-8 - - - - 5D Jump, Special, Super
3HGGXRD-R JackO 3H.pngGuardLowStartup11Recovery9Advantage-10 - - - - - -
5DGGXRD-R JackO 5D.pngGuardHighStartup26 [31]Recovery16 [21]Advantage-6 [-11] - - - - - Homing Jump, Homing Dash
Air Gatlings
P K S H Cancel
j.PGGXRD-R JackO j.P.pngGuardHigh / AirStartup6Recovery6Advantage- j.P j.K j.S j.H Special, Super
j.KGGXRD-R JackO j.K.pngGuardHigh / AirStartup5Recovery12Advantage- j.P - j.S j.H Jump, Special, Super
j.SGGXRD-R JackO j.S.pngGuardHigh / AirStartup9Recovery21Advantage- j.P - - j.H Jump, Special, Super
j.HGGXRD-R JackO j.H.pngGuardHigh / AirStartup11Recovery32Advantage- - - - - Special, Super
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

 Jack-O


To edit frame data, edit values in GGXRD-R2/Jack-O'/Data.
System Links
Mechanics
Application & Advanced Information
Archived Information