GGXRD-R2/Jack-O/Frame Data

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 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 Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 ±0 4 4 6 144 10 3 8
5K Mid 1 -7 6 6 13 264 26 6 7
c.S Mid 2 +3 7 5 6 264 28 10 7
f.S Mid 2 -12 8 6 20 264 30 10 7
5H Mid 4, 3, 3 -13 10 3(2)2(2)2(4)2(2)2(4)2(2)2 24 8-60 Feet 384 36, 16×2 -6×3/+20,+14×2
5D High 2 -6 [-11] 26 [31] 4 16 [21] 9-14 Above Knee [12-19 Above Knee] Initial: 80% -1000/720 [-/720] 22 10 20
6P Mid 2 -12 10 6 20 1-7 Upper Body
8-15 Above Knee
264 28 10 7
6K High / Air 2 ±0 24 2(3)3 11 1-23 Throw
10-end Foot
12-end Low Body
264 20×2 10 7
6H Mid 3, 4 -8 7 2(9)8 19 384 30, 50 -6×2 / +14,+20
3H Low 2 -10 11 15 9 11F-30F Low Profile 264 30 10 7
2P Mid 0 ±0 5 4 6 144 12 3 8
2K Low 1 +3 6 3 6 6-14 Low Profile 264 14 6 7
2S Mid 2 -15 8 7 22 1-14F Upper Body 264 28 10 7
2H Mid 4 -2 13 3(3)3(3)3(3)3(9)3 18 384 8xN,26 6 1
j.P High / Air 0 6 4 6 144 8 3 8
j.K High / Air 1 5 6 12 264 16 6 7
j.S High / Air 2 9 5 21 264 28 10 7
j.H High / Air 2 11 3,3 32 264 26×2 10 7

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw 63000 +54 1 1 Forced: 65% 0,480 0, 60 -6,0/NA R
Air Throw Air Throw 192500 1 1 Forced: 65% 0,480 0, 60 -6,0/NA R
DAA All 2 -12 13 6 20 1-18 All Initial: 50% -5000/264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 1~Button release: Blitz Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 1~50: Blitz 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
4D All 4,0 -11 [-16] 11 [13] 9 26 [31] 11-15, 20-35 [16-20, 25-41] Feet
16-19 [21-24] Lower Body
-1000/720,480 [-/720,480] 10, 40 20 6,8
j.4D All 4,0 10 [12] 6 Until Landing + 8 -1000/720,480 [-/720,480] 10, 40 20 6,8
6D Ground Throw: 157500 [90000] 0 +66 17 [22] 4 43
[48]
1-16 [1-21] Throw
3-20 [5-25] Lower Body
21-51 [26-57] Feet
Initial: 50% -1000/360,345 [-/360,345] 90 6,8×2
j.6D Air Throw: 157500 [110000] 0 10 [15] 4 Total:Until Landing + 9 1-9 [1-14] Throw Initial: 50% -1000/360,345 [-/360,345] 0,90,0 6,8×2
2D Mid 2 -45 9 [14] 3(6)9 Total: 26+15 1-17 [1-22] Strike
18 [23] onwards Airborne
Initial: 80% -1000/720 [-/720] 30, 25 10 7
j.2D Mid 2 0 17 [20] Until Landing Total: Until Landing + 13 After -1000/720 [-/720] 50 10 7
j.D All 2 21 12 After Landing Total: 32+10 After Landing -1000/120 24×3 2 7 YRP
j.D No Tension All 2 -8 21 12 After Landing Total: 51+10 After Landing 0/120 24 2 7 YRP
22H 13 Total: 24 -/120
Organ > P 12
Organ > K 12
Organ > S 192 19 12 -/120 See notes
Organ > H 360 12
Organ > D 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 guard level onBlock startup active recovery tension damage riscp riscm
input guard level onBlock startup active recovery tension damage riscp riscm
22P/K/S Total: 24
Near Ghost 2P Total: 18
Ghost 2P/K/S Total: 24
Ghost 4P/K/S Total: 12
Ghost 5P/K/S 2 +6 12 32 Total: 32 -/120 35
40
45
2 7
Ghost j.5P/K/S 2 12 Until Landing Total: 32 -/120 35 2 7
P Servant Level 1 All 0 15[108] 6 Total: 45 -/120 10 2 6
P Servant Level 2 All 1 15[108] 6 Total: 45 -/120 15 2 6
P Servant Level 3 All 2 15[108] 6 Total: 45 -/120 20 2 6
K Servant Level 1 All 0 12[105] 3 -/120 10 2 6
K Servant Level 2 All 0 12[105] 3(3)3 -/120 10×2 2 4
K Servant Level 3 All 0 12[105] 3(3)3(3)3(3)6 -/120 10×4 2 3
S Servant Level 1 All 0 15[108] -/120 10 2 6
S Servant Level 2 All 1 15[108] -/120 10 2 6
S Servant Level 3 All 2 15[108] -/120 10 2 6

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
214S All 0 +9 7+5 10, 5, 5, 35 Until Landing + 12 After [1~7F Full]
3~End Feet
7F Strike
-5000/0 40, 25×3
[50, 31×3]
2 8 YRP
j.214S All 0 7+5 Until it hits the ground,5,5,35 Until Landing + 12 After Landing [1~7F Full]
7~End Strike
-5000/0 40, 25×3
[50, 31×3]
2 8 YRP
360P Ground Throw 0 +70 5+2 3 42 1-6 Full Initial 50% -5000/0 0, 150, 0×2 6, 8×2 YRP
j.360P Air Throw +70 5+2 3 Until Landing + 9 After 1-6 Full Initial 50% -5000/0 0, 150, 0×2 6, 8×2 YRP

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H Mid / Air 3 -19 9+8
[5+8]
2 34 9-18 Full [5-14 Full] DESTROY 14 6

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.
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