GGXRD-R2/Jack-O: Difference between revisions

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{{GGWikiBanner}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{Overview
{{Overview/navigation|okizeme=true}}
|overview= Jack-O is an oddball character who combines great footsies and automatic meter management with tower defense mechanics inspired by Guilty Gear Overture.  Yes, really.
<div id="home-content" class="home-grid">
{{card|width=4|height=1
|header=Overview
|content= 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: {{MiniMoveCard|chara=Jack-O|input=5K|label={{clr|2|5K}}}}, {{MiniMoveCard|chara=Jack-O|input=2K|label={{clr|2|2K}}}}, {{MiniMoveCard|chara=Jack-O|input=f.S|label={{clr|3|f.S}}}}, {{MiniMoveCard|chara=Jack-O|input=3H|label={{clr|4|3H}}}} are solid pokes, and {{MiniMoveCard|chara=Jack-O|input=2S|label={{clr|3|2S}}}} is a great, cross-up-proof anti-air.  Once she buys some breathing room in neutral, Jack-O can {{MiniMoveCard|chara=Jack-O|input=22P/K/S|label=set a house}} 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.
By herself, Jack-O has solid if unrewarding footsies: {{MiniMoveCard|chara=Jack-O|input=5K|label={{clr|2|5K}}}}, {{MiniMoveCard|chara=Jack-O|input=2K|label={{clr|2|2K}}}}, {{MiniMoveCard|chara=Jack-O|input=f.S|label={{clr|3|f.S}}}}, {{MiniMoveCard|chara=Jack-O|input=3H|label={{clr|4|3H}}}} are solid pokes, and {{MiniMoveCard|chara=Jack-O|input=2S|label={{clr|3|2S}}}} is a great, cross-up-proof anti-air.  Once she buys some breathing room in neutral, Jack-O can {{MiniMoveCard|chara=Jack-O|input=22P/K/S|label=set a house}} 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.
Line 13: Line 16:


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 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.
 
}}
|lore= "Aria isn't dead. When Justice ran amok, we were able to save Aria's soul. Well. Half of it.... And if your close to the cornerthat is me. Half of Aria. And when I can return to my vessel, Justice will revive, not as a Gear... but a bonafide human."
{{GGXRD-R2/Infobox
|quote=  
| fastestAttack = [[#5P|5P]] (4F)
|voice_actor= Hiromi Igarashi
| reversal = [[#2D|2D]] (9F). [[#Forever Elysion Driver|360P]] (5+2F)
|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.
}}
{{ProsAndCons
|intro= 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:''' Suffocating corner pressure with servants that can force an opponent into multiple "guess right or die" situations.
*'''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.
*'''Endgame:''' Fighting Jack-O when she has multiple level 3 houses is one of the scariest situations in the game. Her opponents will often be forced to approach just to stop houses from getting to level 3.
*''' Mixup Queen:''' Two grounded overheads (one of which low profiles), {{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. Her servants are great distractions in neutral if placed correctly, especially when clocked up.
*''' 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.
*''' Swarm Queen:''' Her servants are great distractions if placed correctly, especially when clocked up.
*''' Battery:''' Gains serious meter by standing near stationary houses and from servants attacking her opponent.
*''' Battery:''' Gains serious meter by standing near stationary houses and from servants attacking her opponent.
*''' Theorycraft:''' A very low execution barrier and an automatic win condition means you can spend more mental energy on adapting to your opponent.
*''' 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 mercilessly approach her, which can be difficult to stop depending on the match up.  
*''' Insert Meter to Play:''' Her D attacks automatically consume tension to enhance themselves, making her very meter-hungry.
*''' Situational Damage:''' Without servants only certain, uncommon hits for Jack-O' lead to meaningfully damaging combos.  
*''' "Meterless" Reversal:''' [[GGXRD-R2/Jack-O#Zest|Zest]], Jack-O's reversal, has short horizontal range and is very slow when not enhanced.
*''' Feed Me Meter:''' {{clr|5|Dust}} specials use meter automatically which makes her a meter hungry character in a game where meter is king.
*''' Stop Helping So Much:''' Servants can interfere with combos and pressure if you aren't paying attention to their position.
*''' Uniquely Punishing:''' Because all active servants go away whenever Jack-O' gets hit, one miscalculation can very well cost you the round. This compounded with uncontrollable nature of servant behavior means you live and die by situational awareness and adept defense.
*''' Vulnerable Without Setup:''' Loses a LOT of momentum when servants leave (by hit or time) and when houses are destroyed.
}}
}}
{{FP_Box
</div>
 
===Unique Mechanics===
{{card|width=4
|header= Servants and Ghosts
|header= Servants and Ghosts
|content=
|content=
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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
 
|content2=
===[[#Organ Deployment|Organ]]===
 
Jack-O can activate a stance called Organ Deployment which allows her to use one of four "skills" which have their own cooldowns.  These skills are generally used to manage and protect all houses at once: Jack-O can activate a bubble shield that negates all projectiles, recall and heal every house on the stage, buff the movement and attack speed of all servants, or set all the servants and houses to detonate after a short delay.
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.


|subheader2= Metered Dust Moves
|header2=Metered Dust Moves
|content3=
|content2=
Dust moves performed by Jack-O will automatically use 10-15% of her Tension Meter.
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>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=5P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_5P.png | Your pizza, sir
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_5P_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
'''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.


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}}
[[/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}}
 
}}
{{CloseCard}}


===<big>{{clr|2|5K}}</big>===
===<big>{{clr|2|5K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=5K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_5K.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_5K_hitbox1.png |
GGXRD-R_JackO_5K_hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
'''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.  


Gatlings into: {{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}}
[[/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}}
 
}}
{{CloseCard}}


===<big>{{clr|3|c.S}}</big>===
===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=c.S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_cS.png | The c.S you wish your main had.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_cS_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
'''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.


Gatlings into: {{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}}
[[/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}}
 
}}
{{CloseCard}}


===<big>{{clr|3|f.S}}</big>===
===<big>{{clr|3|f.S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=f.S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_fS.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_fS_hitbox1.png |
GGXRD-R_JackO_fS_hitbox2.png |
GGXRD-R_JackO_fS_hitbox3.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
'''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.  


Gatlings into: {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}}
[[/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}}
 
}}
{{CloseCard}}


===<big>{{clr|4|5H}}</big>===
===<big>{{clr|4|5H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=5H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_5H.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_5H_hitbox1.png |
GGXRD-R_JackO_5H_hitbox2.png |
GGXRD-R_JackO_5H_hitbox3.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
'''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.


Gatlings into: {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}}
[[/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.


{{CloseCard}}
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>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=6P
<tabber>
|description=
Images=
'''Primary uses:''' as a slow but rewarding anti-air, neutral poke, popping the opponent up in combos, gatling to create space to set up in neutral.
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_6P.png | Not as good as it is in Strive.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_6P_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
'''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.


*Special cancelable.


Gatlings into: {{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}}
[[/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}}
{{CloseCard}}
}}


===<big>{{clr|2|6K}}</big>===
===<big>{{clr|2|6K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=6K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_6K.png | Boomer check 'til it isn't.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_6K_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
'''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.
 
}}
{{CloseCard}}


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=6H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_6H.png | Bridget 6S is that you?
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_6H_hitbox1.png | First hit
GGXRD-R_JackO_6H_hitbox2.png | First active frame of second hit
GGXRD-R_JackO_6H_hitbox3.png | Max range of second hit
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
'''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 cancelable after the first hit, jump cancelable after both hits.
*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.


Gatlings into: {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}}
[[/Frame_Data#Gatling_Table|Gatlings options]]: {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}}
 
}}
{{CloseCard}}


===<big>{{clr|4|3H}}</big>===
===<big>{{clr|4|3H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=3H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_3H.png | Your best friend and your opponent's biggest headache.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_3H_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="3H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
'''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.


Because {{clr|5|2D}} is Jack-O’s DP, {{clr|4|3H}} serves as her sweep.  
Because {{clr|5|2D}} is Jack-O’s DP, {{clr|4|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.  
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.
 
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. It is also common on a successful {{clr|4|3H}} to OTG with {{clr|2|2K}} to knock the opponent away but choosing when to do this is highly situational.
 
*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.
{{CloseCard}}
===<big>{{clr|5|5D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_5D.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_5D_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
'''Primary uses:''' a deceptively animated overhead check during pressure, hard to see overhead during minion swarms.
Won’t see much use in the early round but becomes a useful mix up tool once minions are clocked up and swarming. If minions are on top of the opponent and their attack is timed to hit after a blocked 5D you can usually continue your turn despite being minus.
*Uses 10-15% tension if available.
*[] refers to frame data of unmetered version.
{{CloseCard}}


===<big>Hunger of Dopros</big>===
===<big>Hunger of Dopros</big>===
<span class="input-badge">'''{{clr|5|4D}} (air OK)'''</span>
{{InputBadge|{{clr|5|4D}} (Air OK)}}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=4D,j.4D|versioned=input
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_HungerOfDopoulos.png | The only time her familiar has ever been named in-game.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_HungerOfDopoulos_hitbox1.png |
GGXRD-R_JackO_HungerOfDopoulos_hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="j.4D")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
'''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 [[/Combos#Gravity_Combo|gravity combo]].


*Uses 10-15% meter if available.  
*Uses 10-15% meter if available.  
*[] refers to frame data of unmetered version.
*With meter you can spit the opponent in any direction by inputting and holding the desired direction after the first hit. You can also choose when to spit the opponent by pressing {{clr|D|D}} again which makes it easier to time comboing off it with minions. If {{clr|D|D}} is not pressed again the opponent will be spit out after a short pause.
*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.
}}


{{CloseCard}}
===<big>Elysion Driver</big>===
{{InputBadge|{{clr|5|6D}} (Air OK)}}
{{GGXRD-R2 Move Card
|input=6D,j.6D|versioned=input
|description=
'''Primary uses:''' as a mix up, catching back dashes, tech traps, punishing sloppy attempts at advancement, situational low crushes.


===<big>Elysion Driver</big>===
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.
<span class="input-badge">'''{{clr|5|6D}} (air OK)'''</span>
*Uses 10-15% meter if available.
<div class="attack-container">
*Really great left/right tracking.
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_ElysionDriver1.png |On hit
GGXRD-R_JackO_ElysionDriver2.png |On whiff
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_ElysionDriver_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="j.6D")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|-
|}
==== ====
* Can be a good mixup from time to time
* Uses 10-15% Tension if you have the Tension


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


Air version can be used to catch the opponent trying to air tech or Burst, although it is very risky to try so it isn't recommended unless you are certain that the opponent will burst into it.
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.
Do note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version, along with increased range.
*Special cancelable.
{{CloseCard}}


===<big>{{clr|1|2P}}</big>===
[[/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}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_2P.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_2P_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Crouching jab, mostly used to mash out of pressure gaps. Can be used near a house without picking it up if inputted as 1P/3P.
{{CloseCard}}


===<big>{{clr|2|2K}}</big>===
===<big>{{clr|2|2K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=2K
<tabber>
|description=
Images=
'''Primary uses:''' for stagger and frame trap pressure, fast and all purpose low check, meaty low, when you just feel like being +3.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD-R_JackO_2K.png |This yoga practice must be paying off
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.
</gallery>
*Special cancelable.  
|-|
 
Hitboxes=
[[/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}}
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_2K_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Go to low in mixups
* Good for stagger pressure to buy time for servants to catch up and lockdown the opponent
* 80% initial proration
The move you'll use when you want to open people up with a low. It's also +3 on block so it's great to use in stagger pressure to help give your servants time to catch up and lockdown the opponent. Combine it with varying resetting pressure with c.S (also +3) during your stagger pressure to maximize its effectiveness.
{{CloseCard}}


===<big>{{clr|3|2S}}</big>===
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=2S
<tabber>
|description=
Images=
'''Primary uses:''' a cross up proof anti-air with big reward.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD-R_JackO_2S.png | And s-t-r-e-t-c-h those hamstrings
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.
</gallery>
*Jump and special cancelable.
|-|
*Pops up on grounded CH.  
Hitboxes=
*Untech until ground on airborne and grounded CH.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD-R_JackO_2S_hitbox1.png |
[[/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}}
GGXRD-R_JackO_2S_hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Good Anti-Air used to cover space directly above Jack-O. Similar to Dizzy's 2S from previous Guilty Gear games.


Jack-O's go-to anti air. While it isn't 1f upper body invuln like 6P, her hurtbox is pretty low to the ground and the upward vertical kick has good vertical range (but limited horizontal range!). On CH, you can convert it into a full combo.
===<big>{{clr|4|2H}}</big>===
{{CloseCard}}
{{GGXRD-R2 Move Card
|input=2H
|description=
'''Primary uses:''' to frame trap into, ending block strings, 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.
 
{{clr|4|2H}} generally sees most of its use in her [[/Combos|gravity combo]].
*Hits a total of 4 times.
*Mash {{clr|4|H}} for up to 7 more hits.
*Pops up for a juggle on CH.
*Special cancel window right before the final hit.


===<big>{{clr|4|2H}}</big>===
[[/Frame_Data#Gatling_Table|Gatlings options]]: {{clr|5|5D}}, {{clr|5|2D}}, {{clr|5|4D}}, {{clr|5|6D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_2H.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_2H_hitbox1.png |
GGXRD-R_JackO_2H_hitbox2.png |
GGXRD-R_JackO_2H_hitbox3.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Sometimes good for buying time for servants to swarm
* Mash HS to make more hits come out
* Causes knockdown if the last hit lands, can be canceled into {{clr|5|4D}} in most cases for your choice of directional ender
* Buys enough time on full connect for 2 sets or buffs


Mostly sees use in the Slayer matchup and as an ender, but is otherwise rare. However, in some situations, the many hits 2HS can trap an opponent in blockstun or prolong a ground combo long enough to give time for her servants to swarm the opponent so you'll want to be on the look out for these situations and use this normal accordingly
===<big>Zest</big>===
{{CloseCard}}
{{InputBadge|{{clr|5|2D}}}}
{{GGXRD-R2 Move Card
|input=2D
|description=
'''Primary uses:'''
[[File:Cooltext449917186144051.gif]]
 
A unique invincible reversal with pros and cons that traditional DPs 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 during their startup.  Neither version will knock down on normal hit, which means Jack-O' doesn't get a lot of breathing room even if Zest connects.
 
Thanks to the single input, Jack-O can easily buffer Zest during blockstun or when waking up.
*Uses 10-15% meter if available.
*Causes knockdown if ONLY the second hit CH's.


===<big>Zest</big>===
<span class="input-badge">'''{{clr|5|2D}} (air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_Zest.png |We have liftoff!
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_Zest_hitbox1.png |
GGXRD-R_JackO_Zest_hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Good "meterless" reversal
* Uses 10-15% Tension if you have the Tension


Zest is 1f strike invuln and can be used like a regular DP, though it will lose to well-timed throws. Do note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version. Also, you should keep in mind that 2D's horizontal range is limited, and it can be outspaced by characters with good range.  
===<big>{{clr|1|j.P}}</big>===
{{CloseCard}}
{{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.  


===<big>{{clr|1|j.P}}</big>===
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.
<div class="attack-container">
 
<div class="attack-gallery">
[[/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}}
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_j.P.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_j.P_hitbox1.png |
GGXRD-R_JackO_j.P_hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Can cancel into itself


Can be good in some jump-in or air-to-air situations to keep the opponent in blockstun so that you can safely land and continue pressure.
===<big>{{clr|2|j.K}}</big>===
{{CloseCard}}
{{GGXRD-R2 Move Card
|input=j.K
|description=
'''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.
*Jump cancelable.


===<big>{{clr|2|j.K}}</big>===
[[/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}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_j.K.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_j.K_hitbox1.png |
GGXRD-R_JackO_j.K_hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Good air to air


Usually used in air combos, but it can be a good air-to-air sometimes as well since while it doesn't have much vertical range, it does have good horizontal range.
===<big>{{clr|3|j.S}}</big>===
{{CloseCard}}
{{GGXRD-R2 Move Card
|input=j.S
|description=
'''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.
*Jump cancelable.


===<big>{{clr|3|j.S}}</big>===
[[/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}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_j.S.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_j.S_hitbox1.png |
GGXRD-R_JackO_j.S_hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Good jump in


Mostly just used in combos, but j.S's downward hitbox does give it some usefulness as a jump in. Use as an air-to-ground strike.
===<big>{{clr|4|j.H}}</big>===
{{CloseCard}}
{{GGXRD-R2 Move Card
|input=j.H
|description=
'''Primary uses:''' as your go-to safe jump button, double hitting jump-in, combo filler.
 
{{clr|4|j.H}}'s multiple hits mean it will usually be plus if you jump in with it, and the generous cross-up hitbox helps too.  {{clr|4|j.H}} is Jack-O's highest damage air normal if both hits connect (and only 2 points less than {{clr|3|j.S}}) so it's also good combo filler where possible - commonly after {{clr|5|5D}}8.
 
Because an opponent will need to get past Jack-O's legs to throw her, {{clr|4|j.H}} can also work as a hard-to-throw air-to-air, but her other good air normals are generally better for meeting an airborne opponent.


===<big>{{clr|4|j.H}}</big>===
*Vacuums on second hit.
<div class="attack-container">
 
<div class="attack-gallery">
[[/Frame_Data#Gatling_Table|Gatling options]]: {{clr|5|j.D}}, {{clr|5|j.2D}}, {{clr|5|j.4D}}, {{clr|5|j.6D}}
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_j.H.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_j.H_hitbox1.png |
GGXRD-R_JackO_j.H_hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Good jump in
* Good for cross-ups


j.HS has a lot of blockstun/hitstun and a great hitbox that hits both sides, making it great for both combos and jump-ins. 
===<big>Remove the Chain of Chiron</big>===
{{CloseCard}}
{{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.


===<big>Remove the Chain of Chiron</big>===
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.
<span class="input-badge">'''{{clr|5|j.D}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_Remove the Chain of Chiron.png |Deadly Spitballs of Fire
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_Remove the Chain of Chiron_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
* Uses 10-15% Tension if you have the Tension
* Without sufficient Tension = 1 shot, With sufficient Tension = 3 shots
* Metered version is good for buying time for servants to catch up and lock down
* Metered version is good for creating a safer way to land


The version that doesn't use Tension hasn't seen much use, but the metered version of j.D can be good in two situations. The first situation is when you have the opponent in the corner and you need to buy time for your servants to catch up and lock down the opponent. In this situation, jumping into the air and forcing them to block the 3 fireballs from the metered version of j.D can be helpful when varying your tactics to buy time to keep your opponent guessing. The tension version is a block-stun nightmare.
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.  
*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.


The second situation that the metered version comes in handy is when you are in the air above the opponent. In this situation, the 3 fireballs can be useful to cover your landing against opponents trying to wait down below to Anti Air you. If the fireballs miss and you still have unused air options such as an air dash, be sure to use them to try and get yourself to safety.  
<!---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}}-->
{{CloseCard}}
}}


===<big>Air Zest </big>===
===<big>Air Zest </big>===
<span class="input-badge">'''{{clr|5|j.2D}}'''</span>
{{InputBadge|{{clr|5|j.2D}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=j.2D
<tabber>
|description=
Images=
'''Primary uses:''' for baiting or punishing anti-air attempts, good combo starter.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD-R_JackO_AirZest.png |2D but in reverse
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.  
</gallery>
*Uses 10-15% meter if available.
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_AirZest_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.2D "
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Can be good for baiting Anti-Airs
* Uses 10-15% Tension if you have the Tension
* Frame Advantage is from lowest possible Zest
Jack-O's dive kick. Like most dive kicks, it can be used to beat out people trying to anti-air you. However, it might be safer to use the meter version of j.D instead since a blocked j.2D will likely end in a punish or being forced to block.
{{CloseCard}}


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=Ground Throw
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGXRD-R_JackO_GroundThrow.png |
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.
</gallery>
*Like everyone's throw it's a good defensive option.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Sometimes a good mixup when combined with IAD Ghost Throw
* Solid defensive option
A good mixup to go for sometimes when combined with IAD Ghost Throw. The key here is to have a good understanding of your spacing when you do IAD Ghost Throw so that you know before hand that the Ghost will actually whiff over your opponent slightly so that you can throw them when you land. In general in Guilty Gear, ground throws can be good defensive options to deal with certain situations because of how quick they are. After a ground throw, you should have time to either set a Ghost, pick up a Ghost to throw, retreat back behind advancing servants, etc.
{{CloseCard}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=Air Throw
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGXRD-R_JackO_AirThrow.png |
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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Good option to deal wtih air appraoches up close
In situations where 2S won't reach horizontally and 6P won't hit high enough vertically, jumping up and air throwing the opponent can be your best option to deal with an air approach up close. After an air throw, you should have time to either set a Ghost, pick up a Ghost to throw, retreat back behind advancing servants, etc.
{{CloseCard}}


===<big>Dead Angle Attack</big>===
===<big>Dead Angle Attack</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=DAA
<tabber>
|description=
Images=
Uses her {{clr|1|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.
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_6P.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_6P_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="DAA"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Same animation as her 6P.
{{CloseCard}}


===<big>Blitz Attack</big>===
===<big>Blitz Attack</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=Blitz,[Blitz]|versioned=name
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_Jack-O_BlitzAttack.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_Jack-O_BlitzAttack_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Uncharged }}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Blitz"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Max Charge}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="[Blitz]"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*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.
*Partial charge has 55% proration.
}}
{{CloseCard}}


==Special Moves==
==Special Moves==
===<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 perform 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.


===<big>Ghost Set</big>===
*First minion will materialize after 93F.
<span class="input-badge">'''{{clr|1|22P}}/{{clr|2|K}}/{{clr|3|S}}'''</span>
*Only 2 of each type of minion can be on screen at a time.  
<div class="attack-container">
*Jack-O' passively gains meter while standing or acting near houses.  
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_GhostSet.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_GhostSet_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="22P/K/S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Can only place one of each house
*First Servant will materialize after 93F


Places a house on the screen, which will later spawn a servant. Up to a maximum of 2 of the respective Servant can be on the field. Meter is passively gained while standing near houses.
===<big>Ghost Pick Up</big>===
{{CloseCard}}
{{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!''


===<big>Ghost Pick Up</big>===
*Jack-O' passively gains meter while holding a house.
<span class="input-badge">'''{{clr|1|2P}} near a house'''</span>
*Following a brief period of time after picking up the house it will start to regenerate health.  
<div class="attack-container">
*Minions cannot spawn while the house is being held.  
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_GhostPickUp.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_GhostPickUp_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Near Ghost 2P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Picks up a nearby house. You can then either throw the house, put it away or place it down once you've picked it up. Useful to special-cancel into during pressure so you can throw a house or retreat with a house ready to throw to help your retreat. It's like playing a game of ''Wario's Woods!''
*ack-O builds meter passively (like she does when she stands over the houses) while holding them. After a certain amount of time, the house she is holding starts to regenerate health. The time until the next servant spawns for the house being held is decreased.
{{CloseCard}}


===<big>Ghost Place</big>===
===<big>Ghost Place</big>===
<span class="input-badge">'''Ghost Pick Up > {{clr|1|2P}}/{{clr|2|K}}/{{clr|3|S}}'''</span>
{{InputBadge|Ghost Pick Up > {{clr|1|2P}}/{{clr|2|K}}/{{clr|3|S}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=Ghost 2P/K/S
<tabber>
|description=
Images=
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.
<gallery widths="210px" heights="210px" mode="nolines">
*Time until next minion is spawned is decreased after placing.
GGXRD-R_JackO_GhostPlace.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R JackO GhostPickUp hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Ghost 2P/K/S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Jack-O places the house at her feet. Not usually used since you usually end up throwing it or in dangerous situations, you'll end up putting it away.
{{CloseCard}}


===<big>Ghost Put Away</big>===
===<big>Ghost Put Away</big>===
<span class="input-badge">'''Ghost Pick Up > {{clr|1|4P}}/{{clr|2|K}}/{{clr|3|S}}'''</span>
{{InputBadge|Ghost Pick Up > {{clr|1|4P}}/{{clr|2|K}}/{{clr|3|S}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=Ghost 4P/K/S
<tabber>
|description=
Images=
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.
<gallery widths="210px" heights="210px" mode="nolines">
*Can be done in the air.
GGXRD-R_JackO_GhostPutAway.png |
*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.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_GhostPutAway_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Ghost 4P/K/S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Jack-O absorbs and removes the house she's carrying from play while restoring its health and maintaining its levels. Putting away the house can be done in the air as well, so airdash back > put away can be useful on defense.
{{CloseCard}}


===<big>Ghost Throw</big>===
===<big>Ghost Throw</big>===
<span class="input-badge">'''Ghost Pick Up > {{clr|1|5P}}/{{clr|2|K}}/{{clr|3|S}} (Air OK)'''</span>
{{InputBadge|Ghost Pick Up > {{clr|1|5P}}/{{clr|2|K}}/{{clr|3|S}} (Air OK)}}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=Ghost 5P/K/S,Ghost j.5P/K/S|versioned=name
<tabber>
|description=
Images=
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.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD-R_JackO_GhostThrow.png |
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.
</gallery>
*Damage a house throw hit does increases as its level does.
|-|
*After throwing a house the next minion will take longer to spawn.
Hitboxes=
*In the corner, the house will bounce off the wall.
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_GhostThrow_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Ground }}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Ghost 5P/K/S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|-
{{AttackVersion|name=Air}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Ghost j.5P/K/S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Jack-O throws the house she's holding.
*Damage increases with house levels.
*After throwing the house, the next servant will take longer to spawn.
{{CloseCard}}


===<big>Organ Deployment</big>===
===<big>Organ Deployment</big>===
<span class="input-badge">'''{{clr|4|22H}}'''</span>
{{InputBadge|{{clr|4|22H}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=22H
<tabber>
|description=
Images=
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.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD-R_JackO_OrganDeployment.png |
*Entirely counter hit state.
</gallery>
*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.
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_OrganDeployment_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="22H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Jack-O enters a state that looks like she is playing an Organ.
*From this, Jack-O can input various commands to the houses/Servants that are in play.
*If a button is pressed corresponding to a move that is on cooldown, Jack-O will regenerate a sliver of that move's cooldown. Not nearly as useful as it may sound.
{{CloseCard}}


===<big>Recover All</big>===
===<big>Recover All</big>===
<span class="input-badge">'''Organ Deployment > {{clr|1|P}}'''</span>
{{InputBadge|Organ Deployment > {{clr|1|P}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=Organ > P
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGXRD-R_JackO_RecoverAll.png |
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.
</gallery>
 
</div>
*Only applies to the houses, minions on the stage already will remain there.
<div class="attack-info">
*Can be activated after the Explode command, which will still make the minions detonate, but protect the houses and preserve their levels.
{| class="wikitable attack-data"
*15 second cooldown.
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Organ > P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Can be activated after the Explode command, which will still make the Servants explode, but protect the houses and preserve their levels.
*15 second cooldown


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


===<big>Clock Up</big>===
*About 18 seconds of cooldown.
<span class="input-badge">'''Organ Deployment > {{clr|2|K}}'''</span>
*If new houses are set the minions that spawn from them will not be buffed.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_ClockUp.png |Double Time!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Organ > K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Servant buff. Movement and Attack Speed increased.
*1100F (~18 second) cooldown


Mostly used to make it easier to lock an opponent down with Servants. However, it can be used in neutral as well to make the Servants more effective at hindering the opponent's movements.  
===<big>Explode</big>===
{{CloseCard}}
{{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 its 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 house or servant as well as their level.
*After activating the Organ > {{clr|1|P}} command can be used to call back and protect all houses, leaving only the currently deployed servants to explode.
*6 second cooldown.


===<big>Explode</big>===
<span class="input-badge">'''Organ Deployment > {{clr|3|S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_Explode.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_Explode_hitbox1.png |
GGXRD-R_JackO_Explode_hitbox2.png |
GGXRD-R_JackO_Explode_hitbox3.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Organ > S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*After a 3 second countdown, all houses and Servants explode, dealing damage and resetting their levels back to 1.
*600F (10 second) cooldown
*Damage of the explosions vary by both whether the source of the explosion was a houses or servant as well as their level
*Damage for Servants: Level 1 = 30, Level 2 = 45, Level 3 = 60
*Damage for houses: Level 1 = 50, Level 2 = 65, Level 3 = 80


It's more rare to see this organ command than others used but in some rare occassions, it can be useful to pressure the opponent into action. When the timing of the explosions syncs up just right, it can also extend a combo.
===<big>Aegis Field</big>===
{{CloseCard}}
{{InputBadge|Organ Deployment > {{clr|4|H}}}}
{{GGXRD-R2 Move Card
|input=Organ > H
|description=


===<big>Aegis Field</big>===
An '''extremely''' strong defensive option for protecting houses and/or servants, 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 zoning option because any house or servant inside of it will not be taking damage over its duration (although your opponent can still knock servants back). Aegis Field has the longest cooldown of any organ command so be intentional when you choose to use it because you won't be getting it back before a while.  
<span class="input-badge">'''Organ Deployment > {{clr|4|H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_AegisField.png | It's not the reflector but it can still be useful
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_AegisField_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Organ > H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*A bubble surrounds Jack-O, granting her projectile invulnerability for 6 seconds.
*Protects Jack-O from her own houses/Servants explosion.
*Any houses/Servants within the bubble will not take damage from any source (not just projectiles), although Servants can still be knocked back.
*1400F (~23 second) cooldown


An '''extremely''' strong defensive option for protecting houses and/or Servants, or just laughing at your opponent's attempts to zone.  Bubbling up and sitting on a stack of houses can be a viable strategy in some matchups/situations, but don't play too passively.
Note that Aegis Field's projectile invulnerability is not restricted to traditional projectiles. It also nullifies atypical things like Slayer's Helter Skelter, Elphelt's shotgun shot, almost all of Dizzy's summons, '''all''' of Eddie's attacks, all projectile supers, and even Jack-O's own servants in the mirror.


Note that Aegis Field's projectlile invulnerability is not restricted to certain types of projectiles like [[GGXRD-R2/Dizzy#Don't_be_overprotective| other moves]]. The field will negate supers, puppets, summons, projectiles with weird angles/hitboxes, and basically make any projectile-focused character cry for its duration. Use it.  Love it.
*If Jack-O' is knocked down while Aegis is up, it will not come back for a short period of time after she gets up, meaning the opponent can still do projectile set-up okizeme most of the time.
{{CloseCard}}
*Protects Jack-O' from her own houses/servants explosion.
*Stays up for a total of 6 seconds.
*21 second cooldown.  
}}


===<big>Release</big>===
===<big>Release</big>===
<span class="input-badge">'''Organ Deployment > {{clr|5|D}}'''</span>
{{InputBadge|Organ Deployment > {{clr|5|D}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=Organ > D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
|
Cancels the Organ Deployment animation.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Organ > D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Cancels the Organ Deployment animation.
{{CloseCard}}


==Servants==
==Servants==
===<big>Knight</big>===
===<big>Knight</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=P Servant Level 1,P Servant Level 2,P Servant Level 3|versioned=name
<tabber>
|description=
Images=
Multipurpose ground control servant. Glides across the stage quickly towards the opponent and swings its sword when in range of the opponet or on a 2 second interval when already near (unless clock up is currently active.) Their attack lunging them forward gives them good range that can often hinder the opponents advancement. Additionally, Knight servant is the best for set play both on okizeme and in combos due to having the fastest attack start up and fastest movement speed so they'll almost always be nearby for pressure and extensions. At higher levels their attacks move them further forward and do more damage but their utility stays mostly the same no matter the house level they spawned from.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD-R_JackO_Knight.png |Level 1/2/3
A flexible and reliable homie that will (almost) always be there when you need them.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_Knight_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Level 1 }}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="P Servant Level 1"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Level 2}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="P Servant Level 2"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|-
{{AttackVersion|name=Level 3}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="P Servant Level 3"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*[] = Startup value from spawning from a Ghost, includes placing the Ghost.
*Knights glide fairly quickly just above the ground towards the opponent.
{{CloseCard}}


===<big>Lancer</big>===
===<big>Lancer</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=K Servant Level 1,K Servant Level 2,K Servant Level 3|versioned=name
<tabber>
|description=
Images=
Ground control servant that gets scarier the higher its level. Lancers walk along the floor slowly towards the opponent and stab their weapon when they get close or on a 2 second timer when already nearby (unless clock up is currently active.) At level 1, Lancers are pretty hard to work with due to their slow movement speed, sluggish attack start-up and minimal range. However, these servants really shine once the houses they spawn from are leveled up: they then stab multiple times and have increased range. Level 3 Lancers have a whopping 7 hits that crank massive risc and are nothing short of a blockstun nightmare, leaving Jack-O' free to hit the opponent with one of her two standing overheads or, if there's multiples attacking at once, issue an organ command.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD-R_JackO_Lancer.png |Level 1/2/3
A slow going homie who pays in dividends when you give him time to do his thing.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_Lancer_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Level 1 }}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="K Servant Level 1"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Level 2}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="K Servant Level 2"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Level 3}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="K Servant Level 3"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[] = Startup from a Ghost being placed, includes the time it takes to place the Ghost.
*Lancers move along the ground towards the opponent.
{{CloseCard}}


===<big>Magician</big>===
===<big>Magician</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=S Servant Level 1,S Servant Level 2,S Servant Level 3|versioned=name
<tabber>
|description=
Images=
Air control servants. Magicians fly through the air extremely quickly towards the opponent and shoot a projectile as soon as the opponent goes airborne or gets near them in the air once in range. Unlike Knights and Lancers these servants do not attack on a timer and instead only attack when the opponent is in the air near them. Generally the most meddlesome of the servants as they're a bit too good at their jobs and can ruin certain damaging confirms with their tracking projectiles. The projectile gets bigger and travels faster the higher the level of house they spawned from. Alone Magicians are easily avoidable and non threatening to the opponent but combined with their brethren they can make the stage extremely hard to navigate around. Additionally, their utility does vary by match up. Characters who spend a lot of time in the air like Millia, I-no and Bedman can have a hard time dealing with them.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD-R_JackO_Magician.png |Level 1/2/3
A clutch homie who protects the skies.
</gallery>
 
|-|
*Projectile causes HKD on CH.
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_Magician_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Level 1 }}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="S Servant Level 1"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Level 2}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="S Servant Level 2"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|-
{{AttackVersion|name=Level 3}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="S Servant Level 3"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*[] = Startup from a Ghost being placed, includes the time it takes to place the Ghost.
*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.
{{CloseCard}}


==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.


===<big>Calvados</big>===
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.
<span class="input-badge">'''{{clr|3|214S}} (air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_Calvados1.png |Set and...
GGXRD-R_JackO_Calvados2.png |SPIKE!
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_Calvados_hitbox1.png |
GGXRD-R_JackO_Calvados_hitbox2.png |
GGXRD-R_JackO_Calvados_hitbox3.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214S" or input="j.214S")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* Great combo extender
* Can be good to buy time for servants to catch up
* Burst version is a Good reversal to turn the tides but pricy (consumes Burst)
Because of its large amount of hitstun, Calvados gets most of its use as a combo extender. If your opponent is near death, consider extending a basic combo by using Calvados and then going into an air combo. Alternatively, in corner situations where your servants are lagging behind, throwing in Calvados into your blockstring can buy you some time for them to catch up. This works especially well when combined with mashing 2HS for additional hits. 
Like most Burst-enhanced supers, the Burst-enhanced version of Calvados is 1f invuln and can be used as a reversal. More pricey than your other options since it'll cost both 50 meter and a Burst, but Calvados has a lot of blockstun/hitstun and can be safe-ish on block while converting into a full combo on hit.
{{CloseCard}}


===<big>Forever Elysion Driver</big>===
===<big>Forever Elysion Driver</big>===
<span class="input-badge">'''{{clr|1|360P}} (Air OK)'''</span>
{{InputBadge|{{clr|1|360P}} (Air OK)}}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=360P,j.360P|versioned=input
<tabber>
|description=
Images=
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.
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_ForeverElysionDriver2.png|
GGXRD-R_JackO_ForeverElysionDriver.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_ForeverElysionDriver_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="360P" or input="j.360P")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Good metered reversal


Command Grab super. It isn't useful for mixups because it has 2 frames of startup after the super flash for the opponent to jump out of on reaction. However, Forever Elysion Driver is invincible on startup and can be used as a reversal. Compared to {{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.


Forever Elysion Driver also does a lot of damage. If you have 75 meter when attempting to use this as a reversal, be sure to react to what the opponent is doing during the super flash and YRC if necessary to save yourself from whiffing and getting punished.
Despite what the input says, the move can be performed by only doing three quarters of a circle motion, which can help perform it on the ground without jumping.


Uniquely, despite being a grab, it can be comboed into on certain situations, and can also be used as an air combo ender.
}}
{{CloseCard}}


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
===<big>I Want Out</big>===
===<big>I Want Out</big>===
<span class="input-badge">'''In IK Mode: 236236H'''</span>
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=236236H
<tabber>
|description=
Images=
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.
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_IWantOut1.png|
GGXRD-R_JackO_IWantOut2.png|
GGXRD-R_JackO_IWantOut3.png|"''RIDER KIIIICK!''"
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_JackO_IWantOut_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[ ] Indicates during Hell Fire
*Uses the animation of her 5H.
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.
{{CloseCard}}


==Colors==
==Colors==
{{GGXRD-R2Colors|Size=120|Character=Jack-O}}
{{GGXRD-R2Colors|Size=120|Character=Jack-O}}
<br style="clear:both;"/>
==External References==


==Navigation==
==Navigation==
<center>{{Character Label|GGXRD-R2|Jack-O|42px}}</center>
<center>{{Character Label|GGXRD-R2|Jack-O|size=42px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{GGXRD-R2/CharacterLinks}}
{{notice|To edit frame data, edit values in [[GGXRD-R2/Jack-O'/Data]].}}
{{notice|To edit frame data, edit values in [[GGXRD-R2/Jack-O/Data]].}}
{{#lst:GGXRD-R2/Navigation}}
{{GGXRD-R2/Navigation}}
[[Category:Guilty Gear|Jack-O]]

Latest revision as of 08:42, 14 April 2024

Overview

Overview

Jack-O is an oddball character who combines great footsies and automatic meter management with tower defense mechanics inspired by Guilty Gear Overture. Yes, really.

By herself, Jack-O has solid if unrewarding footsies: 5KGGXRD-R JackO 5K.pngGuardMidStartup6Recovery13Advantage-7, 2KGGXRD-R JackO 2K.pngGuardLowStartup6Recovery6Advantage+3, f.SGGXRD-R JackO fS.pngGuardMidStartup8Recovery20Advantage-12, 3HGGXRD-R JackO 3H.pngGuardLowStartup11Recovery9Advantage-10 are solid pokes, and 2SGGXRD-R JackO 2S.pngGuardMidStartup8Recovery22Advantage-15 is a great, cross-up-proof anti-air. Once she buys some breathing room in neutral, Jack-O can set a houseGGXRD-R JackO GhostSet.pngGuardStartupRecoveryTotal: 24Advantage- and the real game begins. She has three houses, each of which will spawn a different type of servant at regular intervals. Servants advance and attack automatically, and houses will level up over time, creating stronger servants.

Jack-O's opponent can damage and destroy houses and servants by attacking them, and she gains tension from standing near her houses. Jack-O also has a handful of skills that are restricted by heavy cooldowns but which give her powerful control over her houses and servants (see below). Buy enough time, and a horde of buffed level 3 servants will break your opponent's kneecaps with ease.

Jack-O's Dust moves function like special moves, giving her access to a low-profile overheadGGXRD-R JackO 5D.pngGuardHighStartup26 [31]Recovery16 [21]Advantage-6 [-11], a reversalGGXRD-R JackO Zest.pngGuardMidStartup9 [14]RecoveryTotal: 26+15Advantage-45, a command grabGGXRD-R JackO ElysionDriver1.pngGuardGround Throw: 157500 [90000]Startup17 [22]Recovery43
[48]
Advantage+66
, a divekickGGXRD-R JackO AirZest.pngGuardMidStartup17 [20]RecoveryTotal: Until Landing + 13 AfterAdvantage0, an airborne projectileGGXRD-R JackO Remove the Chain of Chiron.pngGuardAllStartup21RecoveryTotal: 32+10 After LandingAdvantage-, and a hitgrabGGXRD-R JackO HungerOfDopoulos.pngGuardAllStartup11 [13]Recovery26 [31]Advantage-11 [-16] that lets her end combos by placing her opponent anywhere on the screen. These will automatically consume spare tension to power themselves up.

For all her good neutral and incredible snowball potential, Jack-O is a pretty plain character without her houses: her pokes don't lead to much, her mixups aren't very threatening or hard to escape, and when she does get a knockdown she's almost always better off setting a house and OTGing her opponent to waste time instead of running standard okizeme.

Jack-O is one of the most polarizing characters on the roster and can struggle immensely in some matchups, but when she wins, she wins big. If you want to turn Guilty Gear into a SimCity subgame and zerg rush your opponent like it's 1998, Jack-O is the character for you.
Jack-O
GGXRD-R JackO Portrait.png
Defense
x1.03
Guts Rating
2
Weight
[105] Light
Stun Resistance
60
Prejump
3F
Backdash
13F (1~9F invuln)
Wakeup Timing
25F (Face Up)/ 23F (Face Down)
Fastest Attack
5P (4F)
Reversals
2D (9F). 360P (5+2F)

Jack-O summons servants to help fight her opponent. Over time, these servants become stronger until they swarm an opponent and trap them in blockstun while Jack-O' can run any mixup she wants.

Pros
Cons
  • Servant Pressure: Once Jack-O' is set up, she gains access to suffocating corner pressure with servants that can force an opponent into multiple "guess right or die" situations. Fighting Jack-O' when she has multiple level 3 houses is one of the scariest situations in the game.
  • Mixup Queen: Two grounded overheads (one of which low profiles), j.H cross-ups, and a command grab let Jack-O' keep her opponent guessing.
  • Neutral Queen: 5K, 2K, f.S, 3H, and 6H give Jack-O great command of the screen. Her servants are great distractions in neutral if placed correctly, especially when clocked up.
  • Battery: Gains serious meter by standing near stationary houses and from servants attacking her opponent.
  • Theorycrafter: A very low execution barrier and an automatic win condition means you can spend more mental energy on adapting to your opponent.
  • Some Assembly Required: NEEDS servants for safe corner pressure, or to extend pressure meterlessly. Opponents who are aware of how much setup Jack-O' needs will mercilessly approach her, which can be difficult to stop depending on the match up.
  • Situational Damage: Without servants only certain, uncommon hits for Jack-O' lead to meaningfully damaging combos.
  • Feed Me Meter: Dust specials use meter automatically which makes her a meter hungry character in a game where meter is king.
  • Uniquely Punishing: Because all active servants go away whenever Jack-O' gets hit, one miscalculation can very well cost you the round. This compounded with uncontrollable nature of servant behavior means you live and die by situational awareness and adept defense.

Unique Mechanics

Servants and Ghosts

Jack-O has access to Servants ("minions") which spawn from Ghosts ("houses"), which she can place on the stage. Jack-O can place, pick up, throw, and recall these houses. When houses are placed on the stage, they start at level 1 and level up after a set time, to a max of level 3. When a house levels up, the servants spawned from it will become stronger and more useful. Additionally, the house's health increases (3 / 5 / 7 hits). All houses are good for Jack-O, but the difference between a level 1 and level 3 house is immense.

Once spawned, a servant will slowly move towards the enemy and attack. Servants will attack once every 2 seconds, and each servant acts independently from the others. Servants can be killed by one hit from an enemy. If Jack-O is hit by anything, including a burst or dead angle, all of her servants will be killed at once.

Organ

Jack-O can activate a stance called Organ Deployment which allows her to use one of four "skills" which have their own cooldowns. These skills are generally used to manage and protect all houses at once: Jack-O can activate a bubble shield that negates all projectiles, recall and heal every house on the stage, buff the movement and attack speed of all servants, or set all the servants and houses to detonate after a short delay.
Metered Dust Moves

Dust moves performed by Jack-O will automatically use 10%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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 Mid 4 4 6 ±0

Primary uses: a quick and non committal anti-air that leads into knockdown, tick throws, minion juggle extensions, situational close quarters abare where 2P would be too slow.

All of 5P’s flexible gatlings and cancels means it can help keep the opponent occupied at close range all while staying burst safe and buying time for houses to level up and minions to roll up.

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

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

5K

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 7 5 6 +3

Primary uses: stagger and frame trap pressure, strike/throw situations, meaty that is easier to time than 2K but can be thrown if misspaced.

The generous plus frames make this button versatile when frame trapping from it or staggering into itself. Combine this with tick throws and her command throw (6D) and smart use of c.S can be critical for getting the ball rolling and maintaining momentum.

  • Special and jump cancelable.

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

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Mid 8 6 20 -12

Primary uses: as a long range poke, spacing for 3H to be plus in a pressure string, frame trapping into heavy buttons.

Giant poke that can check an opponent's advancement from very far away. Caution is advised when using as a go-to poke due to its lengthy recovery and the full hitbox not coming out until the later active frames. In pressure, hitting with the tip usually guarantees a 3H gatling will be plus.

  • Special and jump cancelable.

Gatlings options: 5H, 6H, 3H, 5D, 2D, 4D, 6D

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36, 16×2 Mid 10 3(2)2(2)2(4)2(2)2(4)2(2)2 24 -13 8-60 Feet

Primary uses: as a forward advancing hitbox in neutral, anti-airing during scrambles, ending gatling strings with an opportunity to reset pressure.

Sees a lot of use in neutral due to advancing Jack-O’ about 1/4th of the screen forward and low crushing for nearly the entire duration. Good for anti-airing during scrambles due to the high and slightly disjointed hitbox on her feet and a nice button to pepper throughout your pressure because of the ability to cancel between any of its multiple hits.

  • Hits a total of 3 times.
  • Jump cancelable only after the first hit.
  • Special cancelable throughout.

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

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.

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, popping the opponent up in combos, 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

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×2 High / Air 24 2(3)3 11 ±0 1-23 Throw
10-end Foot
12-end Low Body

Primary uses: checking opponent’s reactions, comboing off an overhead during minion swarm situations, RC to air dash and do multiple overheads in a row, beating reversal throw attempts and low crushing in general.

A slow, double hitting overhead attack that has no gatlings or cancels and does not combo without meter or minion assistance. Despite how it may seem flawed, 6K combined with Jack-O’s lows and other overhead in 5D helps facilitate her dynamic pressure sequences, especially with minions on top of the opponent.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30, 50 Mid 7 2(9)8 19 -8

Primary uses: as a situational long range anti-air, combo starter, canceling first hit into house set or pick up during pressure strings.

Gigantic, disjointed button. As a long range anti-air it’s a good option to keep in your rotation but the lengthy recovery leaves you wide open for a punish if you whiff.

  • Special cancelable after the first hit, jump cancelable after both hits.
  • If only second hit connects will wall bounce and wall stick on CH.

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

3H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 11 15 9 -10 11F-30F Low Profile

Primary uses: ending most grounded combos, ending pressure strings in plus frames, neutral low poke, contesting after an opponent has pushed themselves out during pressure, cooking your dinner, doing your taxes.

Because 2D is Jack-O’s DP, 3H serves as her sweep.

Advances very far forward while low profiling throughout the entire duration. Despite how active it is, whiffing this is unfavorable so using it when you’re relatively sure it will connect is advised. If spaced correctly, 3H becomes varying amounts of plus depending on how far away from the opponent you are when the active frames end. This is an important part of pressuring with Jack-O' so learning the spacing when you're plus on it is crucial.

  • House sets and organ commands must be linked from a 3H knockdown as it has no gatlings or cancels.
  • If instant blocked Jack-O' loses any plus frames she may have had from spacing it.

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. You can also choose when to spit the opponent by pressing D again which makes it easier to time comboing off it with minions. If D is not pressed again the opponent will be spit out after a short pause.
  • 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
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
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
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
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

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

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 8 7 22 -15 1-14F Upper Body

Primary uses: a cross up proof anti-air with big reward.

Because it shrinks her hurtbox and has great reward on normal and CH hit, this button makes interrupting any kind of IAD rebuy attempt by the opponent very easy and facilitates her game plan by allowing her to block for a very long time while houses level up and minions multiply without fear of getting hit by an overhead. Lots of recovery on whiff so use other options as a preemptive anti-air.

  • Jump and special cancelable.
  • Pops up on grounded CH.
  • Untech until ground on airborne and grounded CH.

Gatlings option: 5H, 2H, 6H, 5D, 2D, 4D, 6D

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
8xN,26 Mid 13 3(3)3(3)3(3)3(9)3 18 -2

Primary uses: to frame trap into, ending block strings, 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

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: Cooltext449917186144051.gif

A unique invincible reversal with pros and cons that traditional DPs 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 during their startup. Neither version will knock down on normal hit, which means Jack-O' doesn't get a lot of breathing room even if Zest connects.

Thanks to the single input, Jack-O can easily buffer Zest during blockstun or when waking up.

  • Uses 10-15% meter if available.
  • Causes knockdown if ONLY the second hit CH's.

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26×2 High / Air 11 3,3 32

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

j.H's multiple hits mean it will usually be plus if you jump in with it, and the generous cross-up hitbox helps too. j.H is Jack-O's highest damage air normal if both hits connect (and only 2 points less than j.S) so it's also good combo filler where possible - commonly after 5D8.

Because an opponent will need to get past Jack-O's legs to throw her, j.H can also work as a hard-to-throw air-to-air, but her other good air normals are generally better for meeting an airborne opponent.

  • Vacuums on second hit.

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

Remove the Chain of Chiron

j.D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D 24×3 All 21 12 After Landing Total: 32+10 After Landing
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.

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.

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.

Air Throw

Dead Angle Attack

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
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
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 perform 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.

Ghost Pick Up

2P near a house

Ghost Place

Ghost Pick Up > 2P/K/S

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.

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.

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.

Recover All

Organ Deployment > P

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.

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 its 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 house or servant as well as their level.
  • After activating the Organ > P command can be used to call back and protect all houses, leaving only the currently deployed servants to explode.
  • 6 second cooldown.

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 servants, 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 zoning option because any house or servant inside of it will not be taking damage over its duration (although your opponent can still knock servants back). Aegis Field has the longest cooldown of any organ command so be intentional when you choose to use it because you won't be getting it back before a while.

Note that Aegis Field's projectile invulnerability is not restricted to traditional projectiles. It also nullifies atypical things like Slayer's Helter Skelter, Elphelt's shotgun shot, almost all of Dizzy's summons, all of Eddie's attacks, all projectile supers, and even Jack-O's own servants in the mirror.

  • If Jack-O' is knocked down while Aegis is up, it will not come back for a short period of time after she gets up, meaning the opponent can still do projectile set-up okizeme most of the time.
  • Protects Jack-O' from her own houses/servants explosion.
  • Stays up for a total of 6 seconds.
  • 21 second cooldown.

Release

Organ Deployment > D

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

Multipurpose ground control servant. Glides across the stage quickly towards the opponent and swings its sword when in range of the opponet or on a 2 second interval when already near (unless clock up is currently active.) Their attack lunging them forward gives them good range that can often hinder the opponents advancement. Additionally, Knight servant is the best for set play both on okizeme and in combos due to having the fastest attack start up and fastest movement speed so they'll almost always be nearby for pressure and extensions. At higher levels their attacks move them further forward and do more damage but their utility stays mostly the same no matter the house level they spawned from.

A flexible and reliable homie that will (almost) always be there when you need them.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
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

Ground control servant that gets scarier the higher its level. Lancers walk along the floor slowly towards the opponent and stab their weapon when they get close or on a 2 second timer when already nearby (unless clock up is currently active.) At level 1, Lancers are pretty hard to work with due to their slow movement speed, sluggish attack start-up and minimal range. However, these servants really shine once the houses they spawn from are leveled up: they then stab multiple times and have increased range. Level 3 Lancers have a whopping 7 hits that crank massive risc and are nothing short of a blockstun nightmare, leaving Jack-O' free to hit the opponent with one of her two standing overheads or, if there's multiples attacking at once, issue an organ command.

A slow going homie who pays in dividends when you give him time to do his thing.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
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]

Air control servants. Magicians fly through the air extremely quickly towards the opponent and shoot a projectile as soon as the opponent goes airborne or gets near them in the air once in range. Unlike Knights and Lancers these servants do not attack on a timer and instead only attack when the opponent is in the air near them. Generally the most meddlesome of the servants as they're a bit too good at their jobs and can ruin certain damaging confirms with their tracking projectiles. The projectile gets bigger and travels faster the higher the level of house they spawned from. Alone Magicians are easily avoidable and non threatening to the opponent but combined with their brethren they can make the stage extremely hard to navigate around. Additionally, their utility does vary by match up. Characters who spend a lot of time in the air like Millia, I-no and Bedman can have a hard time dealing with them.

A clutch homie who protects the skies.

  • Projectile causes HKD on CH.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
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.

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.

Despite what the input says, the move can be performed by only doing three quarters of a circle motion, which can help perform it on the ground without jumping.

Instant Kill

I Want Out

During IK Mode: 236236H

Colors

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

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Jack-O


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