GGXRD-R2/Jack-O

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Overview
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.


Lore:"Aria isn't dead. When Justice ran amok, we were able to save Aria's soul. Well. Half of it.... And if your close to the cornerthat is me. Half of Aria. And when I can return to my vessel, Justice will revive, not as a Gear... but a bonafide human."
Voice:Hiromi Igarashi
Playstyle
GGXRD-R2 Jack-O Icon.png Jack-O summons minions to help fight her opponent. Over time, these minions become stronger until they swarm an opponent and trap them in blockstun while Jack-O' can run any mixup she wants.
Pros Cons
  • Minion Pressure: Extreme corner pressure with Servants that can eliminate many options for retaliation
  • Rewarding Setup: Many moves to keep the opponent in the corner, and to buy time so Servants can level up
  • Mixup Queen: A variety of high/low/unblockable moves to keep the opponent guessing
  • Neutral Queen: Normal attacks can be used for serious frame-traps and space control (neutral)
  • Swarm Queen: Her Servants can be a major distraction to the opponent's game plan if placed correctly (especially when they are clocked-up)
  • Battery: Gains serious amounts of Tension by standing near stationary Ghosts and from Servants attacking the opponent
  • Nontraditional: Can be a good choice for players new to FGs, due to her generally simplified inputs & overall different playstyle
  • Some Setup Required: NEEDS servants for safe corner pressure
  • Tension-linked Dust: Her D attacks automatically consume a small amount of Tension to enhance themselves, making her heavily meter-reliant
  • Needs Meter: Tension is needed to get out of oppressive situations
  • Stop Helping So Much: Servants can interfere with your combos and pressure if you aren't paying attention to their position
  • Vulnerable Without Setup: Loses a LOT of momentum when servants leave (by hit or time) and when Ghosts are destroyed
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

c.S

f.S

5H

6P

6K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
20x2 High / Air 24 2(3)3 11 ±0 1-23 Throw
10-end Foot
12-end Low Body

  • Good Overhead
  • Good for beating wakeup throw attempts

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
30, 50 Mid 7 2(9)8 19 -8 -

  • Situational long range anti-air
  • Good for standing loop combos

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
30 Low 11 15 9 -10 11F-30F Low Profile

  • Jack-O's sweep
  • Sometimes good round start option
  • Low profiles.

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
22 High 26 [31] 4 16 [21] -6 [-11] 9-14 Above Knee [12-19 Above Knee]

  • Good overhead when opponent is being locked down by Clocked Up Servants
  • Low profiles at the middle of the animation
  • Uses 10-15% Tension if you have the Tension

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.

Hunger of Dopoulos

4D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Ground 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
Air 10, 40 All 10 [12] 6 Until Landing + 8 - -

  • Uses 10-15% Tension if you have the Tension
  • Alternate ground combo ender, staple air combo ender
  • Strike Grab that can be combo'd into
  • You can determine the direction the opponent will be sent flying by inputting it on your stick/controller during animation
  • Can be a (cheeky) opener depending on matchup

An alternate way to end your ground combos. Mostly used when you want to throw the opponent to the other side of the screen away from Jack-O or sideswap them into the corner. Be sure to confirm the current situation of your servants before attempting to use this in a combo. If they're too close to you and their next attack is timed just right, it could mess up trying to throw them away and instead force the opponent to air tech near you.

This is the usual air combo ender for Jack-O combos. When determining which direction to have the opponent spit out, be sure to verify the current situation. For instance, if you're close to the corner, you'll probably want to toss them into the corner and proceed to try and have your servants lockdown the opponent. Other times if the right servants are nearby, it might be best to have the opponent spit out towards them to try and extend your combo.

It does need to be emphasized that, despite the move behaving in most regards like a throw, the initial hit behaves like a normal mid attack, meaning it can be blocked and punished from all positions.

It can also be used a somewhat cheeky opener, depending on the matchup and what the opponent chooses to lead with. If it does strike, it puts you in an excellent position as you absolutely have time to set down at least one Ghost and get Aegis Field up if the matchup calls for it. It is a risky opening, however, as a number of opposing openings will beat it in frames handily.

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.

  • As of 2.10, the meterless version's direction and the timing the opponent gets knocked back on hit cannot be controlled

Elysion Driver

6D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Ground 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
Air 0,90,0 Air Throw: 157500 [110000] 10 [15] 4 Total:Until Landing + 9 - 1-9 [1-14] Throw

  • Can be a good mixup from time to time
  • Uses 10-15% Tension if you have the Tension

Command grab. Rarely used as a mixup due to a combination of the unorthodox structure of Jack-O's pressure and the risks of getting punished when people jump out, but it's still good to use every now and then. It can't be converted into a combo normally midscreen, but its damage on its own is pretty good.

Air version can be used to catch the opponent trying to air tech or Burst, although it is very risky to try so it isn't recommended unless you are certain that the opponent will burst into it.

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, along with increased range.

2P

2K

2S

2H

Zest

2D (air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
30, 25 Mid 9 [14] 3(6)9 Total: 26+15 -45 1-17 [1-22] Strike
18 [23] onwards Airborne

  • Good "meterless" reversal
  • Uses 10-15% Tension if you have the Tension

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.K

j.S

j.H

Remove the Chain of Chiron

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
24x3 [24] All 21 12 After Landing Total: 32+10 After Landing
[Total: 51+10 After Landing]
[-8] -

  • Uses 10-15% Tension if you have the Tension
  • Without sufficient Tension = 1 shot, With sufficient Tension = 3 shots
  • Metered version is good for buying time for servants to catch up and lock down
  • Metered version is good for creating a safer way to land

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.

Air Zest

j.2D

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
0, 60 Ground Throw 63000 1 1 - +54 -

  • Sometimes a good mixup when combined with IAD Ghost Throw
  • Solid defensive option

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

Dead Angle Attack

Blitz Attack

Special Moves

Ghost Set

22P/K/S

Ghost Pick Up

2P near a Ghost

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
- - - - Total: 18 - -

Picks up a nearby Ghost. You can then either throw the Ghost, 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 Ghost or retreat with a Ghost ready to throw to help your retreat. It's like playing a game of Wario's Woods!

  • As of 2.10, Jack-O builds meter passively (like she does when she stands over the ghosts) while holding them. After a certain amount of time, the ghost you are holding starts to regenerate health. The time until the next servant spawns for the ghost you're holding is decreased.

Ghost Place

Ghost Pick Up > 2P/K/S

Ghost Put Away

Ghost Pick Up > 4P/K/S

Ghost Throw

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

Organ Deployment

22H

Recover All

Organ Deployment > P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
- - - - 12 - -

  • Can be activated after the Explode command, which will still make the Servants explode, but Ghosts will not lose their level!
  • 15 second cooldown

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

Organ Deployment > K

Explode

Organ Deployment > S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
See notes - 192 19 12 - -

  • After a 3 second countdown, all Ghosts and Servants explode, dealing damage and resetting their levels back to 1.
  • 600F cooldown
  • Damage of the explosions vary by both whether the source of the explosion was a Ghost or servant as well as their level
  • Damage for Servants: Level 1 = 30, Level 2 = 45, Level 3 = 60
  • Damage for Ghosts: Level 1 = 50, Level 2 = 65, Level 3 = 80

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

Organ Deployment > H

Release

Organ Deployment > D

Servants

Knight

Lancer

Magician

Overdrives

Calvados

214S (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Ground 40, 25x3
[50, 31x3]
All 7+5 10, 5, 5, 35 Until Landing + 12 After +9 [1-7 Full]
3-End Feet
7 Strike
Air 40, 25x3
[50, 31x3]
All 7+5 Until it hits the ground,5,5,35 Until Landing + 12 After Landing - [1-7 Full]
7-End Strike

  • Great combo extender
  • Can be good to buy time for servants to catch up
  • Burst version is a Good reversal to turn the tides but pricy (consumes Burst)

Because of its large amount of hitstun, Calvados gets most of its use as a combo extender. If your opponent is near death, consider extending a basic combo by using Calvados and then going into an air combo. Alternatively, in corner situations where your servants are lagging behind, throwing in Calvados into your blockstring can buy you some time for them to catch up. This works especially well when combined with mashing 2HS for additional hits.

Like most Burst-enhanced supers, the Burst-enhanced version of Calvados is 1f invuln 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.

Forever Elysion Driver

360P (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Ground 0, 150, 0*2 Ground Throw 5+2 3 42 +70 1-6 Full
Air 0, 150, 0*2 Air Throw 5+2 3 Until Landing + 9 After +70 1-6 Full

  • Good metered reversal

Command Grab super. It isn't useful for mixups because it has 2 frames of startup after the super flash for the opponent to jump out of on reaction. However, Forever Elysion Driver is 1f invuln and can also be used as a 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. It also does a lot of damage. If you have 75 meter when attempting to use this as a reversal, be sure to react to what the opponent is doing during the super flash and YRC if necessary to save yourself from whiffing and getting punished.

Uniquely, despite being a grab, it can be combo'd into on certain situations, and can also be used as an air combo ender.

Instant Kill

I Want Out

In IK Mode: 236236H


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


External References

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Jack-O'/Data.