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|summary= 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. | |summary= 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= | |pros= | ||
*'''Servant Pressure:''' | *'''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), {{clr|4|j.H}} cross-ups, and a command grab let Jack-O keep her opponent guessing. | *''' Mixup Queen:''' Two grounded overheads (one of which low profiles), {{clr|4|j.H}} cross-ups, and a command grab let Jack-O keep her opponent guessing. | ||
*''' Neutral Queen:''' {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|f.S}}, {{clr|4|3H}}, and {{clr|4|6H}} give Jack-O great command of the screen. | *''' Neutral Queen:''' {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|f.S}}, {{clr|4|3H}}, and {{clr|4|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. | *''' 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. | ||
|cons= | |cons= | ||
*''' Some Assembly Required:''' NEEDS servants for safe corner pressure, or to extend pressure meterlessly. | *''' 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:''' [[GGXRD-R2/Jack-O#Zest|Zest]], Jack-O's reversal, has short horizontal range and is very slow when not enhanced. | |||
*''' "Meterless" Reversal:''' [[GGXRD-R2/Jack-O#Zest|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. | ||
*''' | | fastestAttack = [[#5P|5P]] (4F) | ||
| reversal = [[#2D|2D]] (9F). [[#Forever Elysion Driver|360P]] (5+2F) | |||
}} | }} | ||
{{FP_Box | {{FP_Box | ||
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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. | 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. | ||
|subheader1= Organ | |subheader1= [[{{PAGENAME}}#Organ Deployment|Organ]] | ||
|content2= | |content2= | ||
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. | 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. | ||
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|subheader2= Metered Dust Moves | |subheader2= Metered Dust Moves | ||
|content3= | |content3= | ||
Dust moves performed by Jack-O will automatically use 10 | Dust moves performed by Jack-O will automatically use {{Tt|10%|Exactly 1000 Tension (internally), but the amount gained and lost effectively depends on Tension Pulse.}} 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. | 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== | ==Normal Moves== | ||
===<big>{{clr|1|5P}}</big>=== | ===<big>{{clr|1|5P}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=5P | |||
|description= | |||
{{ | |||
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'''Primary uses:''' a quick and non committal anti-air that leads into knockdown, tick throws, minion juggle extensions, situational close quarters abare where {{clr|1|2P}} would be too slow. | '''Primary uses:''' a quick and non committal anti-air that leads into knockdown, tick throws, minion juggle extensions, situational close quarters abare where {{clr|1|2P}} would be too slow. | ||
All of {{clr|1|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. | All of {{clr|1|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. | * Special and jump cancelable. | ||
* Chains into itself up to 5 times. | * Chains into itself up to 5 times. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatling options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}} | ||
}} | |||
===<big>{{clr|2|5K}}</big>=== | ===<big>{{clr|2|5K}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=5K | |||
|description= | |||
{{ | |||
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'''Primary uses:''' a quick but short range poke in neutral, a situational anti-air that ends in knockdown, catching jump outs, ending {{clr|4|3H}} OTG combos to kick the opponent away as far as possible. | '''Primary uses:''' a quick but short range poke in neutral, a situational anti-air that ends in knockdown, catching jump outs, ending {{clr|4|3H}} OTG combos to kick the opponent away as far as possible. | ||
A great all purpose button that can be treated like a faster {{clr|3|f.S}} with shorter range. Hits at a slight upward angle so it can be more reliable than {{clr|1|6P}} or {{clr|3|2S}} as an anti-air at awkward distances. | A great all purpose button that can be treated like a faster {{clr|3|f.S}} with shorter range. Hits at a slight upward angle so it can be more reliable than {{clr|1|6P}} or {{clr|3|2S}} as an anti-air at awkward distances. | ||
*Special and jump cancelable. | *Special and jump cancelable. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatlings options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}} | ||
}} | |||
===<big>{{clr|3|c.S}}</big>=== | ===<big>{{clr|3|c.S}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=c.S | |||
|description= | |||
{{ | |||
| | |||
| | |||
'''Primary uses:''' stagger and frame trap pressure, strike/throw situations, meaty that is easier to time than {{clr|2|2K}} but can be thrown if misspaced. | '''Primary uses:''' stagger and frame trap pressure, strike/throw situations, meaty that is easier to time than {{clr|2|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 ({{clr|5|6D}}) and smart use of {{clr|3|c.S}} can be critical for getting the ball rolling and maintaining momentum. | 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 ({{clr|5|6D}}) and smart use of {{clr|3|c.S}} can be critical for getting the ball rolling and maintaining momentum. | ||
*Special and jump cancelable. | *Special and jump cancelable. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatlings options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}} | ||
}} | |||
===<big>{{clr|3|f.S}}</big>=== | ===<big>{{clr|3|f.S}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=f.S | |||
|description= | |||
{{ | |||
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'''Primary uses:''' as a long range poke, spacing for {{clr|4|3H}} to be plus in a pressure string, frame trapping into heavy buttons. | '''Primary uses:''' as a long range poke, spacing for {{clr|4|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 {{clr|4|3H}} gatling will be plus. | 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 {{clr|4|3H}} gatling will be plus. | ||
*Special and jump cancelable. | *Special and jump cancelable. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatlings options]]: {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}} | ||
}} | |||
===<big>{{clr|4|5H}}</big>=== | ===<big>{{clr|4|5H}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=5H | |||
|description= | |||
{ | |||
{ | |||
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| | |||
'''Primary uses:''' as a forward advancing hitbox in neutral, anti-airing during scrambles, ending gatling strings with an opportunity to reset pressure. | '''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. | 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. | *Hits a total of 3 times. | ||
*Jump cancelable only after the first hit. | *Jump cancelable only after the first hit. | ||
*Special cancelable throughout. | *Special cancelable throughout. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatlings options]]: {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}} | ||
}} | |||
{{ | ===<big>{{clr|5|5D}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=5D | |||
|description= | |||
'''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 {{clr|5|5D}} you can usually continue your turn despite being minus. | |||
*Uses 10-15% meter if available. | |||
}} | |||
===<big>{{clr|1|6P}}</big>=== | ===<big>{{clr|1|6P}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=6P | |||
|description= | |||
{{ | |||
| | |||
| | |||
'''Primary uses:''' as a slow but rewarding anti-air, neutral poke, gatling to create space to set up in neutral. | '''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, {{clr|1|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. | 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, {{clr|1|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. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatlings options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}} | ||
}} | |||
===<big>{{clr|2|6K}}</big>=== | ===<big>{{clr|2|6K}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=6K | |||
|description= | |||
{{ | |||
| | |||
| | |||
'''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. | '''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, {{clr|2|6K}} combined with Jack-O’s lows and other overhead in {{clr|5|5D}} helps facilitate her dynamic pressure sequences, especially with minions on top of the opponent. | 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, {{clr|2|6K}} combined with Jack-O’s lows and other overhead in {{clr|5|5D}} helps facilitate her dynamic pressure sequences, especially with minions on top of the opponent. | ||
}} | |||
===<big>{{clr|4|6H}}</big>=== | ===<big>{{clr|4|6H}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=6H | |||
|description= | |||
{ | |||
{ | |||
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'''Primary uses:''' as a situational long range anti-air, combo starter, canceling first hit into house set or pick up during pressure strings. | '''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. | 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. | *Special and jump cancelable after first hit. | ||
*If only second hit connects will wall bounce and wall stick on CH. | *If only second hit connects will wall bounce and wall stick on CH. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatlings options]]: {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}} | ||
}} | |||
===<big>{{clr|4|3H}}</big>=== | ===<big>{{clr|4|3H}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=3H | |||
|description= | |||
{{ | |||
| | |||
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'''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. | '''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. | ||
Line 377: | Line 164: | ||
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, {{clr|4|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. | 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, {{clr|4|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 {{clr|4|3H}} knockdown as it has no gatlings or cancels. | *House sets and organ commands must be linked from a {{clr|4|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. | *If instant blocked Jack-O' loses any plus frames she may have had from spacing it. | ||
}} | }} | ||
===<big>Hunger of Dopros</big>=== | ===<big>Hunger of Dopros</big>=== | ||
{{InputBadge|{{clr|5|4D}} (Air OK)}} | |||
{{GGXRD-R2 Move Card | |||
|input=4D,j.4D|versioned=input | |||
|description= | |||
{{ | |||
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'''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. | '''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 {{clr|5|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. | Very important move for Jack-O’ as it facilitates hard knockdown off nearly any confirm. Despite seeming like a throw, on block {{clr|5|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. | ||
{{clr|5|4D}} is also an essential part of Jack-O’s [[GGXRD-R2/Jack-O/Combos|gravity combo]]. | {{clr|5|4D}} is also an essential part of Jack-O’s [[GGXRD-R2/Jack-O/Combos#Gravity_Combo|gravity combo]]. | ||
*Uses 10-15% meter if available. | *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. | *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. | *Without meter Dopros will automatically spit the opponent forward. | ||
}} | |||
===<big>Elysion Driver</big>=== | ===<big>Elysion Driver</big>=== | ||
{{InputBadge|{{clr|5|6D}} (Air OK)}} | |||
{{GGXRD-R2 Move Card | |||
|input=6D,j.6D|versioned=input | |||
|description= | |||
{{ | |||
| | |||
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'''Primary uses:''' as a mix up, catching back dashes, tech traps, punishing sloppy attempts at advancement, situational low crushes. | '''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 {{clr|3|c.S}} and {{clr|2|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. | Jack-O’s command throw. An important part of her kit when used in conjunction with her fast plus buttons like {{clr|3|c.S}} and {{clr|2|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. | *Uses 10-15% meter if available. | ||
*Really great left/right tracking. | *Really great left/right tracking. | ||
}} | |||
===<big>{{clr|1|2P}}</big>=== | ===<big>{{clr|1|2P}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=2P | |||
|description= | |||
{{ | |||
| | |||
| | |||
'''Primary uses:''' an abare with good range, very tight frame traps, low to the ground neutral poke. | '''Primary uses:''' an abare with good range, very tight frame traps, low to the ground neutral poke. | ||
For a {{clr|1|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 {{clr|1|1P}} or {{clr|1|3P}}. | For a {{clr|1|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 {{clr|1|1P}} or {{clr|1|3P}}. | ||
*Chains into itself up to 5 times. | *Chains into itself up to 5 times. | ||
*Special cancelable. | *Special cancelable. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatlings options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}} | ||
}} | |||
===<big>{{clr|2|2K}}</big>=== | ===<big>{{clr|2|2K}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=2K | |||
|description= | |||
{{ | |||
| | |||
| | |||
'''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 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. | 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. | ||
*Special cancelable. | *Special cancelable. | ||
[[ | [[G/Frame_Data#Gatling_Table|Gatlings options]]: {{clr|1|5P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}} | ||
}} | |||
===<big>{{clr|3|2S}}</big>=== | ===<big>{{clr|3|2S}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=2S | |||
|description= | |||
{{ | |||
| | |||
| | |||
'''Primary uses:''' a cross up proof anti-air with big reward. | '''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. | 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. | *Jump and special cancelable. | ||
*Pops up on grounded CH. | *Pops up on grounded CH. | ||
*Untech until ground on airborne and grounded CH. | *Untech until ground on airborne and grounded CH. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatlings option]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}} | ||
}} | |||
===<big>{{clr|4|2H}}</big>=== | ===<big>{{clr|4|2H}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=2H | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
'''Primary uses:''' to frame trap into, party starter on CH, switching up the amount you mash it to throw off opponent’s reversal attempts. | '''Primary uses:''' to frame trap into, party starter on CH, switching up the amount you mash it to throw off opponent’s reversal attempts. | ||
Line 646: | Line 244: | ||
{{clr|4|2H}} generally sees most of its use in her [[GGXRD-R2/Jack-O/Combos|gravity combo]]. | {{clr|4|2H}} generally sees most of its use in her [[GGXRD-R2/Jack-O/Combos|gravity combo]]. | ||
*Hits a total of 4 times. | |||
*Mash {{clr|4|H}} for up to 7 more hits. | *Mash {{clr|4|H}} for up to 7 more hits. | ||
*Pops up for a juggle on CH. | *Pops up for a juggle on CH. | ||
*Special cancel window right before the final hit. | *Special cancel window right before the final hit. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatlings options]]: {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}} | ||
}} | |||
===<big>Zest</big>=== | ===<big>Zest</big>=== | ||
{{InputBadge|{{clr|5|2D}}}} | |||
{{GGXRD-R2 Move Card | |||
|input=2D | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
'''Primary uses:''' as an invincible reversal. | '''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. | 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. | Unlike other DP’s on a 623 motion, because Jack-O’s is a 2 input she can much easier buffer it during blockstun to come out on the first frame a gap appears. | ||
*Uses 10-15% meter if available. | |||
*Uses 10-15% meter if available. | }} | ||
===<big>{{clr|1|j.P}}</big>=== | ===<big>{{clr|1|j.P}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=j.P | |||
|description= | |||
{{ | |||
| | |||
| | |||
'''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. | '''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. | 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. | ||
[[/Frame_Data#Gatling_Table|Gatlings options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}, {{clr|5|j.2D}}, {{clr|5|j.4D}}, {{clr|5|j.6D}} | |||
}} | |||
[[ | |||
===<big>{{clr|2|j.K}}</big>=== | ===<big>{{clr|2|j.K}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=j.K | |||
|description= | |||
{{ | |||
| | |||
| | |||
'''Primary uses:''' horizontal air to air, combo filler. | '''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 {{clr|1|j.P}} to help pick ups off minion juggles at awkward angles while still taking advantage of {{clr|1|j.P}}’s time wasting potential. | A good air-to-air option due to having a slight disjoint around her foot and strong horizontal range. Reverse beats into {{clr|1|j.P}} to help pick ups off minion juggles at awkward angles while still taking advantage of {{clr|1|j.P}}’s time wasting potential. | ||
*Jump cancelable. | *Jump cancelable. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatling options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}, {{clr|5|j.2D}}, {{clr|5|j.4D}}, {{clr|5|j.6D}} | ||
}} | |||
===<big>{{clr|3|j.S}}</big>=== | ===<big>{{clr|3|j.S}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=j.S | |||
|description= | |||
{{ | |||
| | |||
| | |||
'''Primary uses:''' jump-ins, combo filler. | '''Primary uses:''' jump-ins, combo filler. | ||
Because of its cross-up hitbox {{clr|3|j.S}} is a good jump-in that covers a nice amount of space. Reverse beats into {{clr|1|j.P}} to help pick ups off minion juggles at awkward distances while still taking advantage of {{clr|1|j.P}}’s time wasting potential. | Because of its cross-up hitbox {{clr|3|j.S}} is a good jump-in that covers a nice amount of space. Reverse beats into {{clr|1|j.P}} to help pick ups off minion juggles at awkward distances while still taking advantage of {{clr|1|j.P}}’s time wasting potential. | ||
*Jump cancelable. | *Jump cancelable. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatling options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}, {{clr|5|j.2D}}, {{clr|5|j.4D}}, {{clr|5|j.6D}} | ||
}} | |||
===<big>{{clr|4|j.H}}</big>=== | ===<big>{{clr|4|j.H}}</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=j.H | |||
|description= | |||
{{ | |||
| | |||
| | |||
'''Primary uses:''' as your go-to safe jump button, hard to throw air-to-air, double hitting jump-in, combo filler. | '''Primary uses:''' as your go-to safe jump button, hard to throw air-to-air, double hitting jump-in, combo filler. | ||
{{clr|4|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. | {{clr|4|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. | *Vortexes on second hit. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatling options]]: {{clr|5|j.D}}, {{clr|5|j.2D}}, {{clr|5|j.4D}}, {{clr|5|j.6D}} | ||
}} | |||
===<big>Remove the Chain of Chiron</big>=== | ===<big>Remove the Chain of Chiron</big>=== | ||
{{InputBadge|{{clr|5|j.D}}}} | |||
{{GGXRD-R2 Move Card | |||
|input=j.D,j.D No Tension|versioned=input | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
'''Primary uses:''' air-stalling, hindering opponent’s movement in neutral, lock the opponent in blockstun during pressure. | '''Primary uses:''' air-stalling, hindering opponent’s movement in neutral, lock the opponent in blockstun during pressure. | ||
Line 881: | Line 322: | ||
Using {{clr|5|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 {{clr|5|j.D}} and {{clr|5|j.2D}} is a good way to keep your descent tricky to read. | Using {{clr|5|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 {{clr|5|j.D}} and {{clr|5|j.2D}} is a good way to keep your descent tricky to read. | ||
*Uses 10-15% meter if available. | *Uses 10-15% meter if available. | ||
*With meter shoots 3 fireballs at a steep angle below Jack-O’ | *With meter shoots 3 fireballs at a steep angle below Jack-O’ | ||
Line 887: | Line 327: | ||
*Has no minimum height. | *Has no minimum height. | ||
[[ | <!---I AM NOT SURE THIS IS TRUE PLEASE CORRECT IF I AM WRONG[[/Frame_Data#Gatling_Table|Gatling options]]: {{clr|5|j.D}}, {{clr|5|j.2D}}, {{clr|5|j.4D}}, {{clr|5|j.6D}}--> | ||
}} | |||
===<big>Air Zest </big>=== | ===<big>Air Zest </big>=== | ||
{{InputBadge|{{clr|5|j.2D}}}} | |||
{{GGXRD-R2 Move Card | |||
|input=j.2D | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
'''Primary uses:''' for baiting or punishing anti-air attempts, good combo starter. | '''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 {{clr|5|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. | Jack-O’s dive kick. Best used when alternated with the air-stall properties of {{clr|5|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. | *Uses 10-15% meter if available. | ||
}} | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=Ground Throw | |||
|description= | |||
{{ | |||
| | |||
| | |||
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 ({{clr|5|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. | 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 ({{clr|5|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. | *Like everyone's throw it's a good defensive option. | ||
}} | |||
===<big>Air Throw</big>=== | ===<big>Air Throw</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=Air Throw | |||
|description= | |||
In situations where {{clr|3|2S}} won't reach horizontally and {{clr|1|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. | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>Dead Angle Attack</big>=== | ===<big>Dead Angle Attack</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=DAA | |||
|description= | |||
Uses her 6P animation. A significantly more expensive but occasionally more reliable reversal option over {{clr|5|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. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big>Blitz Attack</big>=== | ===<big>Blitz Attack</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=Blitz,[Blitz]|versioned=name | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
*Horizontal blowback on hit, wall sticks in corner. | *Horizontal blowback on hit, wall sticks in corner. | ||
*Crumples on ground Counter Hit, floats and wall sticks in corner on air hit. | *Crumples on ground Counter Hit, floats and wall sticks in corner on air hit. | ||
*Steals a small amount of Burst Gauge on hit. | *Steals a small amount of Burst Gauge on hit. | ||
}} | |||
==Special Moves== | ==Special Moves== | ||
===<big>Ghost Set</big>=== | ===<big>Ghost Set</big>=== | ||
{{InputBadge|{{clr|1|22P}}/{{clr|2|K}}/{{clr|3|S}}}} | |||
{{GGXRD-R2 Move Card | |||
|input=22P/K/S | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
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. | 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. | ||
Line 1,078: | Line 386: | ||
*First minion will materialize after 93F. | *First minion will materialize after 93F. | ||
*Only 2 of each type of minion can be on screen at a time. | *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. | *Jack-O' passively gains meter while standing or acting near houses. | ||
}} | |||
===<big>Ghost Pick Up</big>=== | ===<big>Ghost Pick Up</big>=== | ||
{{InputBadge|{{clr|1|2P}} near a house}} | |||
{{GGXRD-R2 Move Card | |||
|input=Near Ghost 2P | |||
|description= | |||
{{ | |||
| | |||
| | |||
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!'' | 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!'' | ||
Line 1,113: | Line 399: | ||
*Following a brief period of time after picking up the house it will start to regenerate health. | *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. | *Minions cannot spawn while the house is being held. | ||
}} | |||
===<big>Ghost Place</big>=== | ===<big>Ghost Place</big>=== | ||
{{InputBadge|Ghost Pick Up > {{clr|1|2P}}/{{clr|2|K}}/{{clr|3|S}}}} | |||
{{GGXRD-R2 Move Card | |||
|input=Ghost 2P/K/S | |||
|description= | |||
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. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big>Ghost Put Away</big>=== | ===<big>Ghost Put Away</big>=== | ||
{{InputBadge|Ghost Pick Up > {{clr|1|4P}}/{{clr|2|K}}/{{clr|3|S}}}} | |||
{{GGXRD-R2 Move Card | |||
|input=Ghost 4P/K/S | |||
|description= | |||
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. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big>Ghost Throw</big>=== | ===<big>Ghost Throw</big>=== | ||
{{InputBadge|Ghost Pick Up > {{clr|1|5P}}/{{clr|2|K}}/{{clr|3|S}} (Air OK)}} | |||
{{GGXRD-R2 Move Card | |||
|input=Ghost 5P/K/S,Ghost j.5P/K/S|versioned=name | |||
|description= | |||
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. | |||
GGXRD- | 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. | |||
}} | }} | ||
===<big>Organ Deployment</big>=== | ===<big>Organ Deployment</big>=== | ||
{{InputBadge|{{clr|4|22H}}}} | |||
{{GGXRD-R2 Move Card | |||
|input=22H | |||
|description= | |||
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. | |||
GGXRD- | *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. | |||
| | |||
}} | }} | ||
===<big>Recover All</big>=== | ===<big>Recover All</big>=== | ||
{{InputBadge|Organ Deployment > {{clr|1|P}}}} | |||
{{GGXRD-R2 Move Card | |||
|input=Organ > P | |||
|description= | |||
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. | |||
}} | }} | ||
===<big>Clock Up</big>=== | |||
{{InputBadge|Organ Deployment > {{clr|2|K}}}} | |||
{{GGXRD-R2 Move Card | |||
|input=Organ > K | |||
|description= | |||
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. | |||
}} | }} | ||
===<big>Explode</big>=== | |||
{{InputBadge|Organ Deployment > {{clr|3|S}}}} | |||
{{GGXRD-R2 Move Card | |||
|input=Organ > S | |||
|description= | |||
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. | |||
}} | }} | ||
===<big>Aegis Field</big>=== | |||
{{ | {{InputBadge|Organ Deployment > {{clr|4|H}}}} | ||
{{GGXRD-R2 Move Card | |||
|input=Organ > H | |||
|description= | |||
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. | |||
}} | |||
===<big>Release</big>=== | ===<big>Release</big>=== | ||
{{InputBadge|Organ Deployment > {{clr|5|D}}}} | |||
{{GGXRD-R2 Move Card | |||
|input=Organ > D | |||
|description= | |||
Cancels the Organ Deployment animation. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
==Servants== | ==Servants== | ||
===<big>Knight</big>=== | ===<big>Knight</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=P Servant Level 1,P Servant Level 2,P Servant Level 3|versioned=name | |||
|description= | |||
Knights glide fairly quickly just above the ground towards the opponent. | |||
{ | |||
{ | |||
| | |||
}} | }} | ||
===<big>Lancer</big>=== | ===<big>Lancer</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=K Servant Level 1,K Servant Level 2,K Servant Level 3|versioned=name | |||
|description= | |||
Lancers move along the ground towards the opponent. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big>Magician</big>=== | ===<big>Magician</big>=== | ||
{{GGXRD-R2 Move Card | |||
|input=S Servant Level 1,S Servant Level 2,S Servant Level 3|versioned=name | |||
|description= | |||
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. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
==Overdrives== | ==Overdrives== | ||
===<big>Calvados</big>=== | |||
{{InputBadge|{{clr|3|214S}} (Air OK)\{{clr|5|214D}} (Air OK)}} | |||
{{GGXRD-R2 Move Card | |||
|input=214S,j.214S|versioned=input | |||
|description= | |||
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 {{clr|5|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. | |||
}} | }} | ||
===<big>Forever Elysion Driver</big>=== | |||
{{InputBadge|{{clr|1|360P}} (Air OK)}} | |||
{{GGXRD-R2 Move Card | |||
|input=360P,j.360P|versioned=input | |||
|description= | |||
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 {{clr|5|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. | |||
}} | }} | ||
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]== | ==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]== | ||
===<big>I Want Out</big>=== | ===<big>I Want Out</big>=== | ||
{{InputBadge|During IK Mode: {{clr|4|236236H}}}} | |||
{{GGXRD-R2 Move Card | |||
|input=236236H | |||
|description= | |||
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. | |||
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}} | }} | ||
==Colors== | ==Colors== | ||
{{GGXRD-R2Colors|Size=120|Character=Jack-O}} | {{GGXRD-R2Colors|Size=120|Character=Jack-O}} | ||
==Navigation== | ==Navigation== |
Revision as of 02:55, 23 November 2022
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: 5KGuardMidStartup6Recovery13Advantage-7, 2KGuardLowStartup6Recovery6Advantage+3, f.SGuardMidStartup8Recovery20Advantage-12, 3HGuardLowStartup11Recovery9Advantage-10 are solid pokes, and 2SGuardMidStartup8Recovery22Advantage-15 is a great, cross-up-proof anti-air. Once she buys some breathing room in neutral, Jack-O can set a houseGuardStartupRecoveryTotal: 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 overheadGuardHighStartup26 [31]Recovery16 [21]Advantage-6 [-11], a reversalGuardMidStartup9 [14]RecoveryTotal: 26+15Advantage-45, a command grabGuardGround Throw: 157500 [90000]Startup17 [22]Recovery43
[48]Advantage+66, a divekickGuardMidStartup17 [20]RecoveryTotal: Until Landing + 13 AfterAdvantage0, an airborne projectileGuardAllStartup21RecoveryTotal: 32+10 After LandingAdvantage-, and a hitgrabGuardAllStartup11 [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.
- 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.
Jack-O | |
---|---|
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 | |
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 5P (4F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | 2D (9F). 360P (5+2F) |
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%Exactly 1000 Tension (internally), but the amount gained and lost effectively depends on Tension Pulse. 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
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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 6 | 7 |
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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4, 3, 3 | -6×3/+20,+14×2 |
- Max 3 hits
- 2nd hit startup is 25F, 3rd hit startup 35F
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% meter if available.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 80% | 2 | 10 | 20 |
- [ ] values are when done without Tension
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.
Gatlings options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D, 4D, 6D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
- Hits crouching opponent on 24F (tested on Sol)
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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3, 4 | -6×2 / +14,+20 |
- 2nd hit startup 29F, Attack Lv 4
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
- Knocks down opponent on ground hit
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.
- 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 | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4D | 4,0 | 20 | 6,8 | |||||||||||||||||||||||||||||||||||||
j.4D | 4,0 | 20 | 6,8 |
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 | 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.
- Really great left/right tracking.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6D | Initial: 50% | 0 | 6,8×2 | |||||||||||||||||||||||||||||||||||||
j.6D | Initial: 50% | 0 | 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 | 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 3 | 8 |
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.
- Special cancelable.
Gatlings options: 5P, 5K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D, 4D, 6D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 6 | 7 |
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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
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.
- 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | 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 much easier buffer it during blockstun to come out on the first frame a gap appears.
- Uses 10-15% meter if available.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 80% | 2 | 10 | 7 |
- [ ] values are when done without Tension
- 2nd hit startup 18F [23F], untechable for 36F
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.
Gatlings options: j.P, j.K, j.S, j.H, j.D, j.2D, j.4D, j.6D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 3 | 8 |
j.K
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 |
---|---|---|---|---|---|---|
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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 6 | 7 |
j.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 | 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
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 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
- 2nd hit has startup 14F
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 | ||
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 | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | 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 |
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 65% | -6,0/NA |
- Stun 30
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 |
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 65% | -6,0/NA |
- Stun 30
Dead Angle Attack
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 |
---|---|---|---|---|---|---|
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 50% | 2 | 10 | 7 |
Blitz Attack
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 |
---|---|---|---|---|---|---|---|
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 | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Blitz Attack | Initial: 55% | 1 | ||||||||||||||||||||||||||||||||||||||
Blitz Attack Max Charge | 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 | 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: 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ghost Place
Ghost Pick Up > 2P/K/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 |
---|---|---|---|---|---|---|
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ghost Put Away
Ghost Pick Up > 4P/K/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 |
---|---|---|---|---|---|---|
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Ghost health restored to max after putting away
Ghost Throw
Ghost Pick Up > 5P/K/S (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 |
---|---|---|---|---|---|---|---|
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 | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ghost Throw | 2 | 2 | 7 | |||||||||||||||||||||||||||||||||||||
Air Ghost Throw | 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 | 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 |
---|---|---|---|---|---|---|
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- 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 | 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 |
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Retrieves all Ghosts
- Cooldown 900F
Clock Up
Organ Deployment > K
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 |
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Reduces attack cooldown for Servants by ??F
- Cooldown 1100F
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 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- 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 | 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 |
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Creates a Shield around Jack-O' that nullifies all projectiles
- Cooldown 1400F
Release
Organ Deployment > D
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 |
Cancels the Organ Deployment animation.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Servants
Knight
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 |
---|---|---|---|---|---|---|---|
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 | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Knight Level 1 | 0 | 2 | 6 | |||||||||||||||||||||||||||||||||||||
Knight Level 2 | 1 | 2 | 6 | |||||||||||||||||||||||||||||||||||||
Knight 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 | 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 |
---|---|---|---|---|---|---|---|
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 | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Lancer Level 1 | 0 | 2 | 6 | |||||||||||||||||||||||||||||||||||||
Lancer Level 2 | 0 | 2 | 4 | |||||||||||||||||||||||||||||||||||||
Lancer 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 | 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 |
---|---|---|---|---|---|---|---|
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 | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Magician Level 1 | 0 | 2 | 6 | |||||||||||||||||||||||||||||||||||||
Magician Level 2 | 1 | 2 | 6 | |||||||||||||||||||||||||||||||||||||
Magician 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 | 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 |
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 | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214S | 0 | 2 | 8 | |||||||||||||||||||||||||||||||||||||
j.214S | 0 | 2 | 8 |
214S:
- [ ] Values are for the Burst version
- Minimum damage: 20% [50%]
j.214S:
- [ ] Values are for the Burst version
- Minimum damage: 20% [50%]
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 |
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 | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
360P | Initial 50% | 0 | 6, 8×2 | |||||||||||||||||||||||||||||||||||||
j.360P | Initial 50% | 6, 8×2 |
360P:
- 21F window until opponent lands
- Stun value: 75
- Minimum damage: 20%
j.360P:
- 21F window until opponent lands
- Stun value: 75
- Minimum damage: 20%
Instant Kill
I Want Out
During IK Mode: 236236H
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 |
---|---|---|---|---|---|---|
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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]