GGXRD-R2/Jack-O: Difference between revisions

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'''Primary uses:''' for stagger and frame trap pressure, fast and all purpose low check, meaty low, when you just feel like being +3.
'''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 {{clr|3|c.S}} but the two are best used in tandem. Shrinks her hurtbox when active frames begin so can be used as a low profile when {{clr|4|3H}} would be too committal. Not very active so timing it to be meaty is tricky but effective.
Your go-to low. Due to its range it can be more reliable as a plus button for stagger pressure than {{clr|3|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 {{clr|4|3H}} would be too committal. Not very active so timing it to be meaty is tricky but effective.


*80% initial proration.
*80% initial proration.

Revision as of 20:46, 25 September 2022

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.pngGuardMidStartup6Recovery13Advantage-7, 2KGGXRD-R JackO 2K.pngGuardLowStartup6Recovery6Advantage+3, f.SGGXRD-R JackO fS.pngGuardMidStartup8Recovery20Advantage-12, 3HGGXRD-R JackO 3H.pngGuardLowStartup11Recovery9Advantage-10 are solid pokes, and 2SGGXRD-R JackO 2S.pngGuardMidStartup8Recovery22Advantage-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.pngGuardStartupRecoveryTotal: 24Advantage- 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.pngGuardHighStartup26 [31]Recovery16 [21]Advantage-6 [-11], a reversalGGXRD-R JackO Zest.pngGuardMidStartup9 [14]RecoveryTotal: 26+15Advantage-45, a command grabGGXRD-R JackO ElysionDriver1.pngGuardGround Throw: 157500 [90000]Startup17 [22]Recovery43
[48]
Advantage+66
, a divekickGGXRD-R JackO AirZest.pngGuardMidStartup17 [20]RecoveryTotal: Until Landing + 13 AfterAdvantage0, an airborne projectileGGXRD-R JackO Remove the Chain of Chiron.pngGuardAllStartup21RecoveryTotal: 32+10 After LandingAdvantage-, and a hitgrabGGXRD-R JackO HungerOfDopoulos.pngGuardAllStartup11 [13]Recovery26 [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.

 Jack-O  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: Suffocating corner pressure with servants that can force an opponent into multiple "guess right or die" situations.
  • Endgame: Fighting Jack-O when she has multiple level 3 houses is one of the scariest situations in the game. Her opponents will often be forced to approach just to stop houses from getting to level 3.
  • 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.
  • Swarm Queen: Her servants are great distractions if placed correctly, especially when clocked up.
  • Battery: Gains serious meter by standing near stationary houses and from servants attacking her opponent.
  • Theorycraft: 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.
  • Insert Meter to Play: Her D attacks automatically consume tension to enhance themselves, making her very meter-hungry.
  • "Meterless" Reversal: Zest, Jack-O's reversal, has short horizontal range and is very slow when not enhanced.
  • Stop Helping So Much: Servants can interfere with 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 houses are destroyed.
Jack-O
GGXRD-R JackO Portrait.png
Defense
x1.03
Guts Rating
2
Weight
[105] Light
Stun Resistance
60
Prejump
3F
Backdash
13F (1~9F invuln)
Wakeup Timing
25F (Face Up)/ 23F (Face Down)
Fastest Attack
Reversals
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.
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.

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 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
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

5K

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
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

c.S

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
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

f.S

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
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

5H

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
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

6P

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
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.

  • Special cancelable.

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

6K

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
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.

6H

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
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

3H

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
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.

5D

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
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% tension if available.
  • [] refers to frame data of unmetered version.


Hunger of Dopros

4D (air OK)

Version 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
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.
  • [] refers to frame data of unmetered version.
  • 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.

Elysion Driver

6D (air OK)

Version 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
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.
  • [] refers to frame data of unmetered version.
  • Really great left/right tracking.

2P

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
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

2K

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
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.

  • 80% initial proration.
  • Special cancelable.

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

2S

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
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

2H

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
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.

  • 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

Zest

2D

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
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.
  • [] refers to frame data of unmetered version.

j.P

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
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.

  • Chains into itself.
  • Special cancelable.

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

j.K

j.S

j.H

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
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 that makes it a good option to jump in with and 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, 4D, 6D

Remove the Chain of Chiron

j.D

Version 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
j.D 24×3 All 21 12 After Landing Total: 32+10 After Landing
No Tension

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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.

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

Air Zest

j.2D

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
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.
  • [] refers to frame data of unmetered version.

Universal Mechanics

Ground Throw

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
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

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
0, 60 Air Throw 192500 1 1

  • Good option to deal wtih air appraoches up close

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, you should have time to either set a Ghost, pick up a Ghost to throw, retreat back behind advancing servants, etc.

Dead Angle Attack

Blitz Attack

Special Moves

Ghost Set

22P/K/S

Ghost Pick Up

2P near a house

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
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 to help your retreat. It's like playing a game of Wario's Woods!

  • ack-O builds meter passively (like she does when she stands over the houses) while holding them. After a certain amount of time, the house she is holding starts to regenerate health. The time until the next servant spawns for the house being held 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 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
12

  • Can be activated after the Explode command, which will still make the Servants explode, but protect the houses and preserve their levels.
  • 15 second cooldown

Retrieves and restores all houses/Servants from play while maintaining their level. Doesn't get much use but it's mainly used when the current positioning of the houses doesn't really give you the option to pick up and throw houses nearby. This can be especially troublesome in situations when you want to lock down an opponent with servants by throwing a house. In these situations, retrieving your houses so that you can place them again can be quite helpful.

Clock Up

Organ Deployment > K

Explode

Organ Deployment > S

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
See notes 192 19 12

  • After a 3 second countdown, all houses and Servants explode, dealing damage and resetting their levels back to 1.
  • 600F (10 second) cooldown
  • Damage of the explosions vary by both whether the source of the explosion was a houses or servant as well as their level
  • Damage for Servants: Level 1 = 30, Level 2 = 45, Level 3 = 60
  • Damage for houses: 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

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
360 12

  • A bubble surrounds Jack-O, granting her projectile invulnerability for 6 seconds.
  • Protects Jack-O from her own houses/Servants explosion.
  • Any houses/Servants within the bubble will not take damage from any source (not just projectiles), although Servants can still be knocked back.
  • 1400F (~23 second) cooldown

An extremely strong defensive option for protecting houses and/or Servants, or just laughing at your opponent's attempts to zone. Bubbling up and sitting on a stack of houses can be a viable strategy in some matchups/situations, but don't play too passively.

Note that Aegis Field's projectlile invulnerability is not restricted to certain types of projectiles like other moves. The field will negate supers, puppets, summons, projectiles with weird angles/hitboxes, and basically make any projectile-focused character cry for its duration. Use it. Love it.

Release

Organ Deployment > D

Servants

Knight

Lancer

Magician

Overdrives

Calvados

214S (air OK)

Version 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
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

  • 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 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
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

  • 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 invincible on startup and can 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.

Forever Elysion Driver 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 comboed 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
GGXRD-R2 Jack-O color 1.png
GGXRD-R2 Jack-O color 2.png
GGXRD-R2 Jack-O color 3.png
GGXRD-R2 Jack-O color 4.png
GGXRD-R2 Jack-O color 5.png
GGXRD-R2 Jack-O color 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGXRD-R2 Jack-O color 7.png
GGXRD-R2 Jack-O color 8.png
GGXRD-R2 Jack-O color 9.png
GGXRD-R2 Jack-O color 10.png
GGXRD-R2 Jack-O color 11.png
GGXRD-R2 Jack-O color 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
GGXRD-R2 Jack-O color 13.png
GGXRD-R2 Jack-O color 14.png
GGXRD-R2 Jack-O color 15.png
GGXRD-R2 Jack-O color 16.png
GGXRD-R2 Jack-O color 17.png
GGXRD-R2 Jack-O color 18.png
Color 19
Color 20
Color 21
Color 22
Color 23
Mirror
GGXRD-R2 Jack-O color 19.png
GGXRD-R2 Jack-O color 20.png
GGXRD-R2 Jack-O color 21.png
GGXRD-R2 Jack-O color 22.png
GGXRD-R2 Jack-O color 23.png
GGXRD-R2 Jack-O color 00.png


External References

Navigation

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

GGXRD-R2/Navigation