GGXRD-R2/Jack-O

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Revision as of 19:54, 10 January 2022 by Emo Tarquin (talk | contribs) (→‎Hunger of Dopros: New caption, more amusing trivia over generic onomatopoeia)
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: 5K, 2K, f.S, 3H are solid pokes, and 2S is a great, cross-up-proof anti-air. Once she buys some breathing room in neutral, Jack-O can set a house and the real game begins. She has three houses, each of which will spawn a different type of minion at regular intervals. Minions advance and attack automatically, and houses will level up over time, creating stronger minions.

Jack-O's opponent can damage and destroy houses and minions 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 minions (see below). Buy enough time, and a horde of buffed level 3 minions will break your opponent's kneecaps with ease.

Jack-O's Dust moves function like special moves, giving her access to a low-profile overhead, a reversal, a command grab, a divekick, an airborne projectile, and a hitgrab that lets her end combos by placing her opponent anywhere on the screen. These will automatically consume spare tension to power themselves up.

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

Jack-O is one of the most polarizing characters on the roster and can struggle immensely in some matchups, but when she wins, she wins big. If you want to turn Guilty Gear into a SimCity subgame and zerg rush your opponent like it's 1998, Jack-O is the character for you.

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

Pros
Cons
  • Minion Pressure: Suffocating corner pressure with minions that can force an opponent into multiple "guess right or die" situations.
  • Endgame: Fighting Jack-O when she has multiple level 3 houses is one of the scariest situations in the game. Her opponents will often be forced to approach just to stop houses from getting to level 3.
  • Mixup Queen: Two grounded overheads (one of which low profiles), j.H cross-ups, and a command grab let Jack-O keep her opponent guessing.
  • Neutral Queen: 5K, 2K, f.S, 3H, and 6H give Jack-O great command of the screen.
  • Swarm Queen: Her minions are great distractions if placed correctly, especially when clocked up.
  • Battery: Gains serious meter by standing near stationary houses and from minions attacking her opponent.
  • Theorycraft: A very low execution barrier and an automatic win condition means you can spend more mental energy on adapting to your opponent.
  • Some Assembly Required: NEEDS minions for safe corner pressure, or to extend pressure meterlessly.
  • Insert Meter to Play: Her D attacks automatically consume tension to enhance themselves, making her very meter-hungry.
  • "Meterless" Reversal: Zest, Jack-O's reversal, has short horizontal range and is very slow when not enhanced.
  • Stop Helping So Much: Minions can interfere with combos and pressure if you aren't paying attention to their position.
  • Vulnerable Without Setup: Loses a LOT of momentum when minions leave (by hit or time) and when houses are destroyed.
Jack-O
GGXRD-R JackO Portrait.png
Defense
x1.03
Guts Rating
2
Weight
[105] Light
Stun Resistance
60
Prejump
3F
Backdash
13F (1~9F invuln)
Wakeup Timing
25F (Face Up)/ 23F (Face Down)
Fastest Attack
Reversals
Servants and Ghosts

Jack-O has access to Servants ("minions") which spawn from Ghosts ("houses"), which she can place on the stage. Jack-O can place, pick up, throw, and recall these houses. When houses are placed on the stage, they start at level 1 and level up after a set time, to a max of level 3. When a house levels up, the minions 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 minion will slowly move towards the enemy and attack. Minions will attack once every 2 seconds, and each minion acts independently from the others. Minions can be killed by one hit from an enemy. If Jack-O is hit by anything, including a burst or dead angle, all of her minions will be killed at once.
Jack-O can activate a stance called Organ Deployment which allows her to use one of four "skills" which have their own cooldowns. These skills are generally used to manage and protect all houses at once: Jack-O can activate a bubble shield that negates all projectiles, recall and heal every house on the stage, buff the movement and attack speed of all minions, or set all the minions and houses to detonate after a short delay.

Dust moves performed by Jack-O will automatically use 10-15% of her Tension Meter.

When a dust move is performed with the appropriate amount of tension, the frame data and properties of the move are significantly improved. This meter use is mandatory, so it is important that Jack-O conserves her meter in case of an emergency.

Normal Moves

5P

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

  • Good for stagger pressure to buy time for servants to catch up and lockdown the opponent

Mostly used in stagger pressure or combos. It's +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 2K (Also +3) during your stagger pressure to maximize it's effectiveness.

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

  • Good poke
  • Good round start option
  • Good point for varying your pressure

Jack-O's best ground poke. Pretty good option at round start. Has good range to challenge what other characters can do at round start and even on block, it'll still let you set up a Ghost. Though not used often because of Jack-O's more unorthodox pressure and mixup structure, it can still be a good place of variation in a blockstring due to its ability to be normal, special and jump cancelled.

5H

6P

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

  • Good Overhead
  • Good for beating wakeup throw attempts

An overhead. Under normal circumstances, you can't convert it into a combo meterless unless a Knight or Lancer attack happens to be timed to attack at just the right moment. Usually to convert this into a combo meterless, you'll have to your servants constantly attacking while they're already locking down the opponent. That said, if you have 50 meter, you can always convert this into a full combo by doing 6K RC > Air dash j.S > j.HS.

Because 6K makes Jack-O airborne, it's also good for beating and punishing an opponent's attempts to throw on wakeup.

6H

Damage GuardHow this attack can be 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

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

Can be a good long range anti-air or prevent people from jumping out of getting locked down by servants in some situations. The tricky part with using this is that whiffing it can end with you eating a full combo because of the recovery. You mostly want to use this either when you're dealing with opponent's with a lack of air options or sluggish air movement or when you have knights and lancers covering the ground to minimize the risks of getting whiff punished. For the most part though, 6HS will see most of its use in Jack-O's standing loop combo that does pretty nice damage.

3H

Damage GuardHow this attack can be 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

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

A standard way to end most ground combos since it gives knockdown in front of you and allows you to set or pick up houses, reposiiton yourself to hide behind advancing servants or just go in for a regular blockstring. However, you should keep in mind servants in the area and whether they're likely to attack next. A knight or lancer could help you extend your combo if their attack timing is in sync with your combo just right but they could also hit the opponent OTG and ruin a hard knockdown setup. You'll need to be able to know in advance which one it'll be and act accordingly

3HS can sometimes be a good option at round start due to its ability to low profile some of your opponent's round start options. On hit, it'll let you set up a Ghost or two. On block, it's usually safe-ish because of the distance away from the opponent you'll be doing it from. The biggest danger here is whiffing 3HS entirely can lead to punishes or putting you in undesirable situations, which is why you probably won't be using this option as much as others.

5D

Damage GuardHow this attack can be 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]

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

Jack-O's Dust tends to get more mileage than your typical Dust. In situations where you have the opponent locked down with Clocked Up servants, 5D can be a good overhead option because of the red glow of the servants can make it hard to see the usual red flash that a dust makes. Also because of its ability to low profile, it can also to beat a poke when used sparingly. Do note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version.

Hunger of 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

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

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

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

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

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

Do note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version.

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

Elysion Driver

6D (air OK)

Version Damage GuardHow this attack can be 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

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

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

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

Do note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version, along with increased range.

2P

2K

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

  • 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.

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

  • 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.

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

  • Sometimes good for buying time for servants to swarm
  • Mash HS to make more hits come out

This normal typically doesn't get much use. 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

Zest

2D (air OK)

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

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

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

j.P

j.K

j.S

j.H

Remove the Chain of Chiron

j.D

Damage GuardHow this attack can be 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
24×3 All 21 12 After Landing Total: 32+10 After Landing

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

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

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

Air Zest

j.2D

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

  • 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.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 60 Ground Throw 63000 1 1 +54

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

A good mixup to go for sometimes when combined with IAD Ghost Throw. The key here is to have a good understanding of your spacing when you do IAD Ghost Throw so that you know before hand that the Ghost will actually whiff over your opponent slightly so that you can throw them when you land. In general in Guilty Gear, ground throws can be good defensive options to deal with certain situations because of how quick they are. After a ground throw, you should have time to either set a Ghost, pick up a Ghost to throw, retreat back behind advancing servants, etc.

Air Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 60 Air Throw 192500 1 1

  • Good option to deal wtih air appraoches up close

In situations where 2S won't reach horizontally and 6P won't hit high enough vertically, jumping up and air throwing the opponent can be your best option to deal with an air approach up close. After an air throw, you should have time to either set a Ghost, pick up a Ghost to throw, retreat back behind advancing servants, etc.

Dead Angle Attack

Blitz Attack

Special Moves

Ghost Set

22P/K/S

Ghost Pick Up

2P near a house

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

Picks up a nearby house. You can then either throw the house, put it away or place it down once you've picked it up. Useful to special-cancel into during pressure so you can throw a house or retreat with a house ready to throw to help your retreat. It's like playing a game of Wario's Woods!

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

Ghost Place

Ghost Pick Up > 2P/K/S

Ghost Put Away

Ghost Pick Up > 4P/K/S

Ghost Throw

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

Organ Deployment

22H

Recover All

Organ Deployment > P

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

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

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

Clock Up

Organ Deployment > K

Explode

Organ Deployment > S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
See notes 192 19 12

  • After a 3 second countdown, all houses and Servants explode, dealing damage and resetting their levels back to 1.
  • 600F (10 second) cooldown
  • Damage of the explosions vary by both whether the source of the explosion was a houses or servant as well as their level
  • Damage for Servants: Level 1 = 30, Level 2 = 45, Level 3 = 60
  • Damage for houses: Level 1 = 50, Level 2 = 65, Level 3 = 80

It's more rare to see this organ command than others used but in some rare occassions, it can be useful to pressure the opponent into action. When the timing of the explosions syncs up just right, it can also extend a combo.

Aegis Field

Organ Deployment > H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
360 12

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

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

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

Release

Organ Deployment > D

Servants

Knight

Lancer

Magician

Overdrives

Calvados

214S (air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214S 40, 25×3
[50, 31×3]
All 7+5 10, 5, 5, 35 Until Landing + 12 After +9 [1~7F Full]
3~End Feet
7F Strike
j.214S 40, 25×3
[50, 31×3]
All 7+5 Until it hits the ground,5,5,35 Until Landing + 12 After Landing [1~7F Full]
7~End Strike

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

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

Like most Burst-enhanced supers, the Burst-enhanced version of Calvados is 1f invuln and can be used as a reversal. More pricey than your other options since it'll cost both 50 meter and a Burst, but Calvados has a lot of blockstun/hitstun and can be safe-ish on block while converting into a full combo on hit.

Forever Elysion Driver

360P (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
360P 0, 150, 0×2 Ground Throw 5+2 3 42 +70 1-6 Full
j.360P 0, 150, 0×2 Air Throw 5+2 3 Until Landing + 9 After +70 1-6 Full

  • Good metered reversal

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

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

Instant Kill

I Want Out

In IK Mode: 236236H


Colors

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GGXRD-R2 Jack-O color 1.png
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Mirror
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GGXRD-R2 Jack-O color 23.png
GGXRD-R2 Jack-O color 00.png


External References

Navigation

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

GGXRD-R2/Navigation