GGXRD-R2/Jack-O

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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.pngGuard:
Mid
Startup:
6
Recovery:
13
Advantage:
-7
, 2KGGXRD-R JackO 2K.pngGuard:
Low
Startup:
6
Recovery:
6
Advantage:
+3
, f.SGGXRD-R JackO fS.pngGuard:
Mid
Startup:
8
Recovery:
20
Advantage:
-12
, 3HGGXRD-R JackO 3H.pngGuard:
Low
Startup:
11
Recovery:
9
Advantage:
-10
are solid pokes, and 2SGGXRD-R JackO 2S.pngGuard:
Mid
Startup:
8
Recovery:
22
Advantage:
-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.pngGuard:
-
Startup:
-
Recovery:
Total: 24
Advantage:
-
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.pngGuard:
High
Startup:
26 [31]
Recovery:
16 [21]
Advantage:
-6 [-11]
, a reversalGGXRD-R JackO Zest.pngGuard:
Mid
Startup:
9 [14]
Recovery:
Total: 26+15
Advantage:
-45
, a command grabGGXRD-R JackO ElysionDriver1.pngGuard:
Ground Throw: 157500 [90000]
Startup:
17 [22]
Recovery:
43
[48]
Advantage:
+66
, a divekickGGXRD-R JackO AirZest.pngGuard:
Mid
Startup:
17 [20]
Recovery:
Total: Until Landing + 13 After
Advantage:
0
, an airborne projectileGGXRD-R JackO Remove the Chain of Chiron.pngGuard:
All
Startup:
21
Recovery:
Total: 32+10 After Landing
Advantage:
-
, and a hitgrabGGXRD-R JackO HungerOfDopoulos.pngGuard:
All
Startup:
11 [13]
Recovery:
26 [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.
Playstyle
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 merciless approach her, which can be difficult to stop depending on the matchup.
  • Poor "Meterless" Reversal: Zest, Jack-O's reversal, has short horizontal range and is very slow when not enhanced.
  • Fickle Servants Servants can interfere with combos and pressure if you aren't paying attention to their position. As well, losing servants or their houses can cause Jack-O to lose a lot of her momentum.

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 10-15% 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. This meter use is mandatory, so it is important that Jack-O conserves her meter in case of an emergency.

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block 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

Level Proration RISC+ RISC-
0 3 8

5K

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 6 6 13 -7

Primary uses: a quick but short range poke in neutral, a situational anti-air that ends in knockdown, catching jump outs, ending 3H OTG combos to kick the opponent away as far as possible.

A great all purpose button that can be treated like a faster f.S with shorter range. Hits at a slight upward angle so it can be more reliable than 6P or 2S as an anti-air at awkward distances.

  • Special and jump cancelable.

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

Level Proration RISC+ RISC-
1 6 7

c.S

Damage Guard Startup Active Recovery On-Block 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

Level Proration RISC+ RISC-
2 10 7

f.S

Damage Guard Startup Active Recovery On-Block 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

Level Proration RISC+ RISC-
2 10 7

5H

Damage Guard Startup Active Recovery On-Block 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

Level Proration RISC+ RISC-
4, 3, 3 -6×3/+20,+14×2
  • Max 3 hits
  • 2nd hit startup is 25F, 3rd hit startup 35F

5D

Damage Guard Startup Active Recovery On-Block 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.
Level Proration RISC+ RISC-
2 Initial: 80% 10 20
  • [ ] values are when done without Tension

6P

Damage Guard Startup Active Recovery On-Block 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, 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

Level Proration RISC+ RISC-
2 10 7

6K

Damage Guard Startup Active Recovery On-Block 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.

Level Proration RISC+ RISC-
2 10 7
  • Hits crouching opponent on 24F (tested on Sol)

6H

Damage Guard Startup Active Recovery On-Block 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 and jump cancelable after first hit.
  • If only second hit connects will wall bounce and wall stick on CH.

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

Level Proration RISC+ RISC-
3, 4 -6×2 / +14,+20
  • 2nd hit startup 29F, Attack Lv 4

3H

Damage Guard Startup Active Recovery On-Block 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.
Level Proration RISC+ RISC-
2 10 7
  • Knocks down opponent on ground hit

Hunger of Dopros

4D (Air OK)

Version Damage Guard Startup Active Recovery On-Block 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.
  • Without meter Dopros will automatically spit the opponent forward.
Version Level Proration RISC+ RISC-
4D 4,0 20 6,8
j.4D 4,0 20

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 Guard Startup Active Recovery On-Block 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 Level Proration RISC+ RISC-
6D 0 Initial: 50% 6,8×2
j.6D 0 Initial: 50% 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

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 5 4 6 ±0

Primary uses: an abare with good range, very tight frame traps, low to the ground neutral poke.

For a 2P, Jack-O’s is relatively large and nearly as good as other crouching jabs of its speed. If you want to use it while near a house without picking the house up input 1P or 3P.

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

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

Level Proration RISC+ RISC-
0 3 8

2K

Damage Guard Startup Active Recovery On-Block 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

Level Proration RISC+ RISC-
1 6 7

2S

Damage Guard Startup Active Recovery On-Block 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

Level Proration RISC+ RISC-
2 10 7

2H

Damage Guard Startup Active Recovery On-Block Invuln
8xN,26 Mid 13 3(3)3(3)3(3)3(9)3 18 -2

Primary uses: to frame trap into, 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

Level Proration RISC+ RISC-
4 6 1
  • Mash H for more hits, max 13
  • Active frames for max hits is [3(3)]*11,3(9)3

Zest

2D

Damage Guard Startup Active Recovery On-Block Invuln
30, 25 Mid 9 [14] 3(6)9 Total: 26+15 -45 1-17 [1-22] Strike
18 [23] onwards Airborne

Primary uses: as an invincible reversal.

A unique invincible reversal with pros and cons that traditional DP’s 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 on start-up.

Unlike other DP’s on a 623 motion, because Jack-O’s is a 2 input she can buffer it during blockstun to come out on the first frame a gap appears.

  • Uses 10-15% meter if available.
Level Proration RISC+ RISC-
2 Initial: 80% 10 7
  • [ ] values are when done without Tension
  • 2nd hit startup 18F [23F], untechable for 36F

j.P

Damage Guard Startup Active Recovery On-Block Invuln
8 High / Air 6 4 6

Primary uses: air combo filler, emergency air-to-air that can be converted into knockdown, jump-ins, converting off minion juggles, staying burst safe during air combos.

Mostly used to waste time while harassing an opponent in the air. The ability to chain into itself many times means using it as filler in air strings helps her keep the opponent occupied while building her advantage and staying burst safe.

Gatlings options: j.P, j.K, j.S, j.H, j.D, j.2D, j.4D, j.6D

Level Proration RISC+ RISC-
0 3 8

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16 High / Air 5 6 12

Primary uses: horizontal air to air, combo filler.

A good air-to-air option due to having a slight disjoint around her foot and strong horizontal range. Reverse beats into j.P to help pick ups off minion juggles at awkward angles while still taking advantage of j.P’s time wasting potential.

  • Jump cancelable.

Gatling options: j.P, j.S, j.H, j.D, j.2D, j.4D, j.6D

Level Proration RISC+ RISC-
1 6 7

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High / Air 9 5 21

Primary uses: jump-ins, combo filler.

Because of its cross-up hitbox j.S is a good jump-in that covers a nice amount of space. Reverse beats into j.P to help pick ups off minion juggles at awkward distances while still taking advantage of j.P’s time wasting potential.

  • Jump cancelable.

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

Level Proration RISC+ RISC-
2 10 7

j.H

Damage Guard Startup Active Recovery On-Block Invuln
26×2 High / Air 11 3,3 32

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

j.H has a ton of blockstun and hitstun due to having two hits which makes it a good option to jump in with. Because of the hit boxes on both her feet using it as a cross-up safe jump is very potent. The throw box is directly in between the two hitboxes so it can also serve as a difficult to throw air-to-air that can be option selected with your own throw.

  • Vortexes on second hit.

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

Level Proration RISC+ RISC-
2 10 7
  • 2nd hit has startup 14F

Remove the Chain of Chiron

j.D

Version Damage Guard Startup Active Recovery On-Block 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.
Version Level Proration RISC+ RISC-
j.D 2 2 7
j.D No Tension 2 2 7

j.D:

  • 2nd hit has startup 30F, 3rd hit 39F

j.D No Tension:

Air Zest

j.2D

Damage Guard Startup Active Recovery On-Block 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.
Level Proration RISC+ RISC-
2 10 7
  • [ ] values are when done without Tension
  • Ground bounces opponent on hit
  • Frame Advantage is computed from the lowest possible Air Zest

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block 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.
Level Proration RISC+ RISC-
Forced: 65% -6,0/NA
  • Stun 30

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0, 60 Air Throw 192500 1 1

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 there's enough time for a set-up and a meaty, two set-ups and no oki, or a safe jump.

Level Proration RISC+ RISC-
Forced: 65% -6,0/NA
  • Stun 30

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 13 6 20 -12 1-18 All

Uses her 6P animation. A significantly more expensive but occasionally more reliable reversal option over 2D. Compared to other DAA's, Jack-O's is pretty good. Not the fastest but a bit more active than most with faster than average recovery.

  • If minions are around it can sometimes lead to minion juggle pick ups.
Level Proration RISC+ RISC-
2 Initial: 50% 10 7

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block 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 Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 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 Guard Startup Active Recovery On-Block 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 preform 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.
Level Proration RISC+ RISC-

Ghost Pick Up

2P near a house

Damage Guard Startup Active Recovery On-Block Invuln
Total: 18

Picks up a nearby house. You can then either throw the house, put it away or place it down once you've picked it up. Useful to special-cancel into during pressure so you can throw a house or retreat with a house ready to throw if the opponent chases. It's like playing a game of Wario's Woods!

  • Jack-O' passively gains meter while holding a house.
  • Following a brief period of time after picking up the house it will start to regenerate health.
  • Minions cannot spawn while the house is being held.
Level Proration RISC+ RISC-

Ghost Place

Ghost Pick Up > 2P/K/S

Damage Guard Startup Active Recovery On-Block Invuln
Total: 24

Places a currently held house in front of Jack-O'. Barely sees any use due to having a much longer animation than simply putting the house away and leaving her wide open without any cover like throwing it. Still, house placement on the stage is important and if the opponent is currently preoccupied with minions or destroying under leveled houses it can be useful to get a house in the perfect position.

  • Time until next minion is spawned is decreased after placing.
Level Proration RISC+ RISC-

Ghost Put Away

Ghost Pick Up > 4P/K/S

Damage Guard Startup Active Recovery On-Block 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.
Level Proration RISC+ RISC-
  • Ghost health restored to max after putting away

Ghost Throw

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

Version Damage Guard Startup Active Recovery On-Block 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.
Version Level Proration RISC+ RISC-
Ghost 5P/K/S 2 2 7
Ghost j.5P/K/S 2 2 7

Ghost 5P/K/S:

  • Untechable for 19F
  • Frame Adv listed is when done right next to opponent

Ghost j.5P/K/S:

  • S version is untechable for 20F

Organ Deployment

22H

Damage Guard Startup Active Recovery On-Block 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.
Level Proration RISC+ RISC-
  • Can cancel into followups after 13F
  • If using a Skill that is in cooldown, Jack-O goes into 62F animation and recovers 10% of the Skill's cooldown on 47F

Recover All

Organ Deployment > P

Damage Guard Startup Active Recovery On-Block Invuln
12

Retrieves and restores all houses from play while maintaining their level. Mostly used if your houses are in poor positions for the current state or to recall damaged houses faster than individually picking up and absorbing them.

  • Only applies to the houses, minions on the stage already will remain there.
  • Can be activated after the Explode command, which will still make the minions detonate, but protect the houses and preserve their levels.
  • 15 second cooldown.
Level Proration RISC+ RISC-
  • Retrieves all Ghosts
  • Cooldown 900F

Clock Up

Organ Deployment > K

Damage Guard Startup Active Recovery On-Block 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.
Level Proration RISC+ RISC-
  • Reduces attack cooldown for Servants by ??F
  • Cooldown 1100F

Explode

Organ Deployment > S

Damage Guard Startup Active Recovery On-Block 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 it's 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 houses or servant as well as their level.
  • 6 second cooldown.
Level Proration RISC+ RISC-
  • Damage for Servants: Level 1: 30, Level 2: 45, Level 3: 60
  • Damage for Ghosts: Level 1: 50, Level 2: 65, Level 3: 80
  • Cooldown 600F

Aegis Field

Organ Deployment > H

Damage Guard Startup Active Recovery On-Block Invuln
360 12

An extremely strong defensive option for protecting houses and/or minions, 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 because any house or minion inside of it will not take damage over its duration. Has the longest cooldown of any organ command so be intentional when you choose to use it because you won't have it back for a while.

Note that Aegis Field's projectile invulnerability is not restricted to only projectiles. Nullifies atypical things like Zato's puppet Eddie, Slayer's Helter Skelter, Elphelt's shotgun shot, almost all of Dizzy's summons, and even projectile supers.

  • If Jack-O' is knocked down while Aegis is up, she will have to return to a neutral state for it to return.
  • Protects Jack-O' from her own houses/minions explosion.
  • Stays up for a total of 6 seconds.
  • 21 second cooldown.
Level Proration RISC+ RISC-
  • Creates a Shield around Jack-O' that nullifies all projectiles
  • Cooldown 1400F

Release

Organ Deployment > D

Damage Guard Startup Active Recovery On-Block Invuln
12

Cancels the Organ Deployment animation.

Level Proration RISC+ RISC-

Servants

Knight

Version Damage Guard Startup Active Recovery On-Block 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

Knights glide fairly quickly just above the ground towards the opponent.

Version Level Proration RISC+ RISC-
P Servant Level 1 0 2 6
P Servant Level 2 1 2 6
P Servant 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 Guard Startup Active Recovery On-Block 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

Lancers move along the ground towards the opponent.

Version Level Proration RISC+ RISC-
K Servant Level 1 0 2 6
K Servant Level 2 0 2 4
K Servant 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 Guard Startup Active Recovery On-Block Invuln
Magician Level 1 10 All 15[108]
Magician Level 2 10 All 15[108]
Magician Level 3 10 All 15[108]

Magicians will shoot a projectile at the opponent if the opponent attempts to jump while near them. The projectile is larger with each increasing level.

Version Level Proration RISC+ RISC-
S Servant Level 1 0 2 6
S Servant Level 2 1 2 6
S Servant 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 Guard Startup Active Recovery On-Block 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.

Version Level Proration RISC+ RISC-
214S 0 2 8
j.214S 0 2 8

214S:

  • [ ] Values are for the Burst version

j.214S:

  • [ ] Values are for the Burst version

Forever Elysion Driver

360P (Air OK)

Version Damage Guard Startup Active Recovery On-Block 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.

Version Level Proration RISC+ RISC-
360P 0 Initial 50% 6, 8×2
j.360P Initial 50% 6, 8×2

360P:

  • 21F window until opponent lands
  • Stun value: 75

j.360P:

  • 21F window until opponent lands
  • Stun value: 75

Instant Kill

I Want Out

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
DESTROY Mid / Air 9+8
[5+8]
2 34 -19 9-18 Full [5-14 Full]

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

Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]

Colors

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

Navigation

Jack-O
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