GGXRD-R2/Jack-O/Combos: Difference between revisions

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This combo is good because it is unburstable when you start using {{clr|5|4D}}, can buy you enough time to raise K house a whole level, and (hopefully) ends on a hard knockdown.
This combo is good because it is unburstable when you start using {{clr|5|4D}}, can buy you enough time to raise K house a whole level, and (hopefully) ends on a hard knockdown.
This combo can also backfire on you because it can give the opponent back up to two letters' worth of their burst. Luckily, due to its naturally unburstable nature, if you kill your opponent with this combo, it won't matter much.


Example combos:
Example combos:


# CH {{clr|S|2S}} > {{clr|P|22P}}, {{clr|H|2H}} (P Minion will strike during the 2H) > {{clr|D|4D8}}, {{clr|D|4D8}}, {{clr|D|4D6}}
# CH {{clr|S|2S}} (Anti-air) > {{clr|P|22P}}, {{clr|H|2H}} (P Minion will strike during the 2H) > {{clr|D|4D8}}, {{clr|D|4D8}}, {{clr|D|4D6}}
#* This combo needs to end early against most characters (this is the version that ends early) because P minion will begin trying to interfere with the combo due to the fact that Jack-O is stationary during the loops.
#* This combo needs to end early against most characters (this is the version that ends early) because P minion will begin trying to interfere with the combo due to the fact that Jack-O is stationary during the loops.
# {{clr|K|2K}} > {{clr|S|f.S}} > {{clr|H|3H}} > RRC, 66 {{clr|H|2H}} > {{clr|D|4D8}}, {{clr|D|4D8}}, {{clr|D|4D8}}, {{clr|D|4D8}}, {{clr|D|4D8}}
# {{clr|K|2K}} > {{clr|S|f.S}} > {{clr|H|3H}} > RRC, 66 {{clr|H|2H}} > {{clr|D|4D8}}, {{clr|D|4D8}}, {{clr|D|4D8}}, {{clr|D|4D8}}, {{clr|D|4D8}}

Revision as of 07:39, 19 November 2022

 Jack-O
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Combo List

IMPORTANT: Jack-O' really only gets notable damage off counter hit starters that aren't easy to get, or 6P that is more of a counter poke in the vein of Sol's 6P. Minions will also often interfere with the stability of your best combos if they're around so even if you do get that great hit, your kids will probably mess it up. Most of your hits will consist of a gatling string into a 3H knockdown followed by set-ups. Playing the long game in a death by a thousand cuts manner will get you further with the character than giving up opportunities to work towards your win condition just to deal more damage.

That being said the combos below are useful to know if you're under the right conditions.

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • Some combos rely on not having minions around as they will often interfere with optimal combos.
c.S starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > f.S > 3H Anywhere 79 Everyone Very Easy 2 Summons or 1 Summon and 1 Organ after knockdown. JACK-O'S MOST IMPORTANT COMBO. LEARN IT BY HEART.
c.S > 5H(3) > 214S > j.S > djc j.S j.H > j.4D midscreen 175 Everyone Very Easy
c.S > 6P > 6H(1) > IAD > j.S > j.H > j.4D midscreen 152 Everyone Medium Corner carry combo.
c.S > 6H(2) > 214S > Blitz Attack > 66 j.K > j.S > DJC > j.S j.H > j.4D corner 213 Everyone Medium Against Baiken and May, a dash is required before c.S.
6P starter
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Example
6P > 6H(2) > jc j.S > djc j.S > j.H(2) > j.4D Corner 183 Everyone Very Easy Learn this one.
6P > 6H(1) > jc j.S > djc j.S > j.H(2) > j.4D Midscreen 140 (?) Everyone except Slayer Easy
CH 6P > 6H(2) > 22P/K/S/H Midscreen 96 Everyone Easy A combo that serves to safely set up a Ghost or deploy an organ.
6P > 6H(1) > IAD j.S > j.H(2) > j.4D Everywhere 126 Everyone Medium Corner carry combo. Example
6P > c.S (JI) > 6H(2) > hj.K > jc j.S > djc j.S > j.214S > dash j.K > j.S > djc j.S > j.H(2) > j.4D Corner 207 Everyone except Slayer Medium Jump install combo.
2S starter
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Example
AA 2S > jc > j.S > djc j.S > j.H(2) > j.4D Midscreen 135 Everyone Very Easy Important anti-air combo.
CH 2S > (jc, land OR dash) c.S > 6H(1) > jc j.S > djc j.S > j.H(2) > j.4D Midscreen 153 Everyone Easy Important anti-air combo on CH. Because of the direction that CH 2S sends, you can do a full jump cancel and land as a hit confirm.
AA CH 2S > (any house set besides S or organ command) > dl.2Hx7 > 4D, j.S > djc j.S > j.H(2) > 4D Midscreen 221 Everyone Easy Another important anti-air combo with great damage and opportunity for a set-up. Cannot set a magician house due to their projectile ruining the 4D > jump pick up. Example
CH or air-hit 2H starter
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Example
2Hx7 > 4D[8], j.S > djc j.S > j.H(2) > j.4D Anywhere 205 Everyone Easy More on the theory behind this combo here. Example
j.2D starter.
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Example
j.2D > 6H(2nd hit) > j.2D > 6H, j.S > djc j.S > j.H(2) > j.4D Corner 190~ Everyone Easy Air Zest loops. Works on normal and CH hit but on CH requires the second air Zest to hit higher in the air.
CH j.2D > air dash > dl. > 2H > 4D[8], j.S > djc j.S > j.H(2) > j.4D Midscreen 243 Everyone Medium Frame kill combo to bypass RRC scaling. Wait until they are just about to touch the ground to pick up. Waiting too long causes it to OTG so they can tech out. Example
214S extension
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Example
c.S/5H/2H > 214S, j.K/j.S > djc j.S j.H > j.4D midscreen 208 Everyone Easy Works from light starters as long as the combo counter is below 3 by the Calvados cancel. Example


You won't be converting off 6D a lot but here they are if you need a little extra damage.

6D starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
6D > dash > c.S > jc j.S > djc j.S > j.H(2) > j.4D Corner 150 Everyone Medium Link is particularly tight on I-No and Raven
6D > 5P > j.K > j.4D Midscreen 102 SO AX KU Very Hard
6D > f.S > 4D Midscreen 101 PO FA KU Hard
Servant Combos
Combo Setup Position Damage Tension Gain Works on: Difficulty Notes Video Example
2K > c.S > f.S > (!P) 5D~8 > jH > jH > jK > jS > djc > jS > jH > 4D~2 > (!P) c.S > 4D(~XD if near the corner) 3H > 22P midscreen 118 everyone medium Example
2K > c.S > 3H > !P > 5K > jc > jK > jS > djc > jS > jH(2) > j4D~5 3H > 22P anywhere 121 everyone intermediate Example
forward throw > (!S) jS > djc > jS > jH > j4D 3H > 22S > 22P/K corner 124 everyone intermediate a bit tighter on Characters with faster wake up time Example
jH > !P/K (66) > 5K > c.S > f.S > 3H 2H > 22P/K > 66 jH anywhere 126 everyone intermediate Example
jH > !P/K (66) > 6P > IAD > jS > jH(1) > j4D~1 > !P/K > c.S > 4D~2 2H > 22P/K midscreen 160/165 (Knight/Lancer) everyone intermediate Lancer Version is harder, but does more damage. Example


Combo Theory

  • You'll do a lot of staggering with things like 2K > f.S > 3H, and luckily, that all happens to combo on hit although on certain characters f.S > 3H will not combo at ranges it would on other characters (or in the case of Jam, at all.)
  • You want to spend a lot of your time spacing out your 3H so that it combos out of f.S if it hits and if it doesn't spacing it will make your blocked 3H plus.
  • In the air, her combo is j.S > djc j.S > j.H (2) > j.4D. There's very few exceptions to this, but sometimes j.K > djc j.S can be a little bit easier to connect off a jump cancel. You can combo into this from 6P > 6H (1) midscreen, 2S as an anti-air or counter hit anywhere, 6P > 6H (2) in the corner, as an air to air, 214S (Calvados), CH 6H (2nd hit only and also a high connect, on a low connect you can get j.S > j.H (2) > j.4D).
  • 2K combos into itself on counter hit. 2K is a useful move for staggering and frame trapping.
  • Once you've got a ton of minions on the screen and they're all hitting away, usually the only way to do a stable combo is to mash a lot of 5P, try to get a 3H in so that the opponent is launched, then keep mashing 5P. Eventually, if you manage to connect in a j.S or j.H, you should be able to hit a j.4D to throw them away from you.

Gravity Combo

Jack-O's most damaging combo, but more importantly longest combo, must have a certain number of hits to work correctly. Off of any hit that can get the required number of hits (recommended starters: CH 2H or CH 2S > dl.2H), mashing the H button until it reaches 14 hits will facilitate a gatling into 4D[8] to spit up lower than it usually would and leave enough untech time for you to link a jump into her standard air combo. It requires a total of 15 hits when you hit the 4D[8] on all weights. This combo will not work on a grounded, non CH 2H hit.

With magician minions around spitting the opponent directly upwards will cause the magician's projectile to hit them before you can link a jump and remove the untech time you gained from the amount of hits earlier in the combo. This is unavoidable midscreen so taking a downward or forward spitting 4D knockdown is preferable if magician minions are floating near you. In the corner you can slightly change the combo to be:

  • 4D[9], super jump > stuff > 4D.

This version works because the magician's projectile puts them in enough hitstun for you to pick up off it.

Important notes:

  • On mid, heavy and super heavyweights, it can work with less hits but just to make sure, aim for 15 if you can.
  • The number of hits the combo has when you spit them upwards includes the 2 hits from 4D so take the number of hits below and subtract two to gauge the number the combo counter should be at when you input 4D.
  • The number of hits in the combo also includes any minions that might hit during it. Keeping an eye on the combo counter with minions around is important because having too many hits hurts the combo's stability.

Gravity Combo: 4D Loop Extensions

If one can find a way to get 16 hits on all characters and up to 18 on certain characters (usually middleweights and characters with big hitboxes) when the first hit of 4D connects, Jack-O can loop a grounded 4D up to 4 more times.

This combo is good because it is unburstable when you start using 4D, can buy you enough time to raise K house a whole level, and (hopefully) ends on a hard knockdown.

This combo can also backfire on you because it can give the opponent back up to two letters' worth of their burst. Luckily, due to its naturally unburstable nature, if you kill your opponent with this combo, it won't matter much.

Example combos:

  1. CH 2S (Anti-air) > 22P, 2H (P Minion will strike during the 2H) > 4D8, 4D8, 4D6
    • This combo needs to end early against most characters (this is the version that ends early) because P minion will begin trying to interfere with the combo due to the fact that Jack-O is stationary during the loops.
  2. 2K > f.S > 3H > RRC, 66 2H > 4D8, 4D8, 4D8, 4D8, 4D8
    • This combo can end in either 8 - if you have no houses alive, 6 - if you have minions chasing at your back or want more corner carry, or 2 - if you need to immediately get the knockdown.

Servant Combo Theory

While Jack-O’s main goal is to get her minions to flood the screen and overwhelm her opponents, learning to control the servants well is important too. It’s also very fun and makes you feel smart.

  • A Servant link involves using Servant hits for getting unique extensions. Servant hits are usually written as !P/!K/!S.
  • All servants take 30f to spawn, around 15f of startup, and 45f of recovery. In practice, in point blank range, it’ll take around a second for a Servant to attack from spawn, and around two seconds to attack again.
  • Each Servant’s attack cycle is its own.
  • A Servant will hold its attack until the opponent is in its range.
  • Controlling the Servants well is difficult to do when the screen is already full of them. As such, the controlled Servant combos written here begin from a controlled situation- a setup.
  • Setups will happen after: 2H knockdown, 3H knockdown, throw, 6D, or 4D~2.
  • The Servant combos written in this page are for learning the Servants, in order to have a clearer, visual understanding of how they work. Servant Combos are NOT Jack-O's main tool, but it is one nonetheless.

The Servants

All servants are useful in both pressure and combos. However, each one has a specialized role.

  • Knights are the most useful Servants for combos. They’re quick, and will hit both airborne and grounded opponents. Their functionality remains virtually the same through every level.
  • Lancers are less suitable for combos. Their low hitbox makes it hard for them to hit airborne opponents, and their slower movement doesn’t help them either. In higher levels, they get more hits, which helps with their strongest suite- pressure setups.
  • Magicians are useless in setups, but are great for combos. Unlike the other classes, they attack only when the opponent is airborne, which is very helpful for jumping links. As their level rises, their projectile becomes larger, which doesn’t help nor does weaken combos.

Using the Servants

Using our knowledge on their attacks and attack cycles, we can manipulate combos in order to get them to attack when we need the to.

  • By using horizontal space, we can manipulate the Servants’ attack cycles.
  • By using vertical space, we can “hold” Servant attack by keeping the opponent out of their range.
  • By stacking normal hits, we can wait through an entire attack cycle.

Video Examples

Navigation

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