GGXRD-R2/Jack-O/Frame Data

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< GGXRD-R2‎ | Jack-O
Revision as of 01:21, 29 May 2019 by Shtkn (talk | contribs)

System Data


Normal Moves

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
5P
5K
c.S
f.S
5H
  • Max 3 hits
  • 2nd hit startup is 25F, 3rd hit startup 35F
5D
  • [ ] values are when done without Tension
6P
6K
  • Hits crouching opponent on 24F (tested on Sol)
6H
  • 2nd hit startup 29F, Attack Lv 4
2P
2K
2S
2H
  • Mash H for more hits, max 13
  • Active frames for max hits is [3(3)]*11,3(9)3
3H
  • Knocks down opponent on ground hit
j.P
j.K
j.S
j.H
  • 2nd hit has startup 14F

Universal Mechanics

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Ground Throw
  • Stun 30
Air Throw
  • Stun 30
Dead Angle Attack
Blitz Attack
  • 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 Attack
Max Charge
  • 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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Remove the Chain of Chiron
j.D
  • [ ] values are when done without Tension
  • 2nd hit has startup 30F, 3rd hit 39F
Elysion Driver
6D
  • [ ] values are when done without Tension
  • Jack-O' is considered airborne during the move
  • 1-17F travels towards opponent
  • Stun value: 45
Air Elysion Driver
j.6D
  • [ ] values are when done without Tension
  • Jack-O' is considered airborne during the move
  • 1-17F travels towards opponent
  • Stun value: 45
Hunger of Dopros
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
Air Hunger of Dopros
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
Zest
2D
  • [ ] values are when done without Tension
  • 2nd hit startup 18F [23F], untechable for 36F
Air Zest
j.2D
  • [ ] values are when done without Tension
  • Ground bounces opponent on hit
  • Frame Advantage is computed from the lowest possible Air Zest
Organ Deploy
22H
  • 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
Ghost Return
Organ > P
  • Retrieves all Ghosts
  • Cooldown 900F
Clock Up
Organ > K
  • Reduces attack cooldown for Servants by ??F
  • Cooldown 1100F
Explode
Organ > S
  • 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 > H
  • Creates a Shield around Jack-O' that nullifies all projectiles
  • Cooldown 1400F
Cancel
Organ > D

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
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Set Ghost
22P/K/S
Pick Up Ghost
2P near Ghost
Place Ghost
2P/K/S while holding Ghost
Put Away Ghost
4P/K/S while holding Ghost
  • Ghost health restored to max after putting away
Throw Ghost
5P/K/S while holding Ghost
  • Untechable for 19F
  • Frame Adv listed is when done right next to opponent
Throw Ghost (Air)
j.5P/K/S while holding Ghost
  • S version is untechable for 20F
Knight
P Servant Level 1/2/3
  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)
Lancer
K Servant Level 1/2/3
  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)
Magician
S Servant Level 1/2/3
  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)
  • Untechable for 20F / 22F / 24F
  • Does not attack until opponent becomes airborne

Overdrives

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Calvados
214S
[214D]
  • [ ] Values are for the Burst version
Air Calvados
j.214S
[j.214D]
  • [ ] Values are for the Burst version
Forever Elysion Driver
360P
  • 21F window until opponent lands
  • Stun value: 75
Air Forever Elysion Driver
j.360P
  • 21F window until opponent lands
  • Stun value: 75

Instant Kill

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
I Want Out
During IK Mode: 236236H
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 2H, 6H, 3H 5D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H, 3H 5D Sp
5K 6P - c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Sp
2K 5P, 6P 5K c.S, f.S, 2S 2H, 6H, 3H 5D Sp
6K - - - - - -
c.S 6P - f.S, 2S 5H, 2H, 6H, 3H 5D Jump, Sp
f.S 6P - 2S 5H, 2H, 6H, 3H 5D Jump, Sp
2S - - - 5H, 2H, 6H, 3H 5D Jump, Sp
5H - - - - 5D Jump (1st hit), Sp
2H - - - - 5D Sp (last hit)
6H - - - - 5D Jump, Sp
3H - - - - - -
5D - - - - - Homing Jump, Homing Dash
Air Gatlings
P K S H Cancel
j.P j.P j.K j.S j.H Sp
j.K j.P - j.S j.H Jump, Sp
j.S j.P - - j.H Jump, Sp
j.H - - - - Sp
  • 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 whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGXRD-R2/Jack-O'/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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