GGXRD-R2/Jack-O/Frame Data

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System Data

Defense:x1.03
Guts:2
Weight:[105] Light
Stun Resistance:60
Prejump:3F
Backdash:13F (1~9F invuln)
Wakeup Time:25F (Face Up) / 23F (Face Down)
Unique Movements:


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
5P 10 Mid 4 4 6 ±0 - -8/+3 - - - 144 0 Click!
5K 26 Mid 6 6 13 -7 - -7/+6 - - - 264 1 Click!
c.S 28 Mid 7 5 6 +3 - -7/+10 - - - 264 2 Click!
f.S 30 Mid 8 6 20 -12 - -7/+10 - - - 264 2 Click!
5H 36, 16x2 Mid 10 3(2)2(2)2(4)2(2)2(4)2(2)2 24 -13 8-60 Feet -6x3/+20,+14x2 - - - 384 4, 3, 3 Click!
  • Max 3 hits
  • 2nd hit startup is 25F, 3rd hit startup 35F
5D 22 High 26 [31] 4 16 [21] -6 [-11] 9-14 Above Knee [12-19 Above Knee] -20/+10 Initial: 80% - - -1000/720 [-/720] 2 Click!
  • [ ] values are when done without Tension
6P 28 Mid 10 6 20 -12 1-7 Upper Body
8-15 Above Knee
-7/+10 - - - 264 2 Click!
6K 20x2 High / Air 24 2(3)3 11 ±0 1-23 Throw
10-end Foot
12-end Low Body
-7/+10 - - - 264 2 Click!
  • Hits crouching opponent on 24F (tested on Sol)
6H 30, 50 Mid 7 2(9)8 19 -8 - -6x2 / +14,+20 - - - 384 3, 4 Click!
  • 2nd hit startup 29F, Attack Lv 4
2P 12 Mid 5 4 6 ±0 - -8/+3 - - - 144 0 Click!
2K 14 Low 6 3 6 +3 6-14 Low Profile -7/+6 - - - 264 1 Click!
2S 28 Mid 8 7 22 -15 1-14F Upper Body -7/+10 - - - 264 2 Click!
2H 8xN,26 Mid 13 3(3)3(3)3(3)3(9)3 18 -2 - -1/+6 - - - 384 4 Click!
  • Mash H for more hits, max 13
  • Active frames for max hits is [3(3)]*11,3(9)3
3H 30 Low 11 15 9 -10 11F-30F Low Profile -7/+10 - - - 264 2 Click!
  • Knocks down opponent on ground hit
j.P 8 High / Air 6 4 6 - - -8/+3 - - - 144 0 Click!
j.K 16 High / Air 5 6 12 - - -7/+6 - - - 264 1 Click!
j.S 28 High / Air 9 5 21 - - -7/+10 - - - 264 2 Click!
j.H 26x2 High / Air 11 3,3 32 - - -7/+10 - - - 264 2 Click!
  • 2nd hit has startup 14F

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Ground Throw 0, 60 Ground Throw 63000 1 1 - +54 - -6,0/NA Forced: 65% - R 0,480 - Click!
  • Stun 30
Air Throw 0, 60 Air Throw 192500 1 1 - - - -6,0/NA Forced: 65% - R 0,480 - Click!
  • Stun 30
Dead Angle Attack 25 All 13 6 20 -12 1-18 All -7/+10 Initial: 50% - - -5000/264 2 Click!
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz - Initial: 55% - R - 1 Click!
  • 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 Attack
Max Charge
50 Mid 50+13 3 20 +5 1~50: Blitz - - - R - 4 Click!
  • 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Remove the Chain of Chiron
j.D
24x3 [24] All 21 12 After Landing Total: 32+10 After Landing
[Total: 51+10 After Landing]
[-8] - -7/+2 - - YRP -1000/120 [0/120] 2 Click!
  • [ ] values are when done without Tension
  • 2nd hit has startup 30F, 3rd hit 39F
Elysion Driver
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
-6,-8x2 Initial: 50% - - -1000/360,345 [-/360,345] 0 Click!
  • [ ] values are when done without Tension
  • Jack-O' is considered airborne during the move
  • 1-17F travels towards opponent
  • Stun value: 45
Air Elysion Driver
j.6D
0,90,0 Air Throw: 157500 [110000] 10 [15] 4 Total:Until Landing + 9 - 1-9 [1-14] Throw -6,-8x2 Initial: 50% - - -1000/360,345 [-/360,345] 0 Click!
  • [ ] values are when done without Tension
  • Jack-O' is considered airborne during the move
  • 1-17F travels towards opponent
  • Stun value: 45
Hunger of Dopros
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
-6,-8/+20 - - - -1000/720,480 [-/720,480] 4,0 Click!
  • [ ] 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
Air Hunger of Dopros
j.4D
10, 40 All 10 [12] 6 Until Landing + 8 - - -6,-8/+20 - - - -1000/720,480 [-/720,480] 4,0 Click!
  • [ ] 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
Zest
2D
30, 25 Mid 9 [14] 3(6)9 Total: 26+15 -45 1-17 [1-22] Strike
18 [23] onwards Airborne
-7/+10 Initial: 80% - - -1000/720 [-/720] 2 Click!
  • [ ] values are when done without Tension
  • 2nd hit startup 18F [23F], untechable for 36F
Air Zest
j.2D
50 Mid 17 [20] Until Landing Total: Until Landing + 13 After 0 - -7/+10 - - - -1000/720 [-/720] 2 Click!
  • [ ] values are when done without Tension
  • Ground bounces opponent on hit
  • Frame Advantage is computed from the lowest possible Air Zest
Organ Deploy
22H
- - 13 - Total: 24 - - - - - - -/120 - Click!
  • Can cancel into followups after 13F
  • If using a Skill that is in cooldown, Jack-O goes into 62F animation and recovers 10% of the Skill's cooldown on 47F
Ghost Return
Organ > P
- - - - 12 - - - - - - - - Click!
  • Retrieves all Ghosts
  • Cooldown 900F
Clock Up
Organ > K
- - - - 12 - - - - - - - - Click!
  • Reduces attack cooldown for Servants by ??F
  • Cooldown 1100F
Explode
Organ > S
See notes - 192 19 12 - - - - - - -/120 - Click!
  • Damage for Servants: Level 1: 30, Level 2: 45, Level 3: 60
  • Damage for Ghosts: Level 1: 50, Level 2: 65, Level 3: 80
  • Cooldown 600F
Aegis Field
Organ > H
- - - 360 12 - - - - - - - - Click!
  • Creates a Shield around Jack-O' that nullifies all projectiles
  • Cooldown 1400F
Cancel
Organ > D
- - - - 12 - - - - - - - - Click!

Ghost and Servant Attacks

  • Ghost Levels up to Lv 2 after 792F, Lv 3 after ??F
  • First Servant spawns after 30F, 2nd after 379F
  • Servants have 155F attack cooldown
  • some values depends on Level of Ghost. Lv 1 / Lv 2/ Lv 3
Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Set Ghost
22P/K/S
- - - - Total: 24 - - - - - - - - Click!
Pick Up Ghost
2P near Ghost
- - - - Total: 18 - - - - - - - - Click!
Place Ghost
2P/K/S while holding Ghost
- - - - Total: 24 - - - - - - - - Click!
Put Away Ghost
4P/K/S while holding Ghost
- - - - Total: 12 - - - - - - - - Click!
  • Ghost health restored to max after putting away
Throw Ghost
5P/K/S while holding Ghost
35
40
45
- 12 32 Total: 32 -7 - -7/+2 - - - -/120 4 Click!
  • Untechable for 19F
  • Frame Adv listed is when done right next to opponent
Throw Ghost (Air)
j.5P/K/S while holding Ghost
35 - 12 Until Landing Total: 32 - - -7/+2 - - - -/120 4 Click!
  • S version is untechable for 20F
Knight
P Servant Level 1/2/3
10 All 15[108] 6 Total: 45 - - -6/+2 - - - -/120 0 Click!
15 All 15[108] 6 Total: 45 - - -6/+2 - - - -/120 1 Click!
20 All 15[108] 6 Total: 45 - - -6/+2 - - - -/120 2 Click!
  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)
Lancer
K Servant Level 1/2/3
10 All 12[105] 3 - - - -6/+2 - - - -/120 0 Click!
10 * 2 All 12[105] 3(3)3 - - - -4/+2 - - - -/120 0 Click!
10 * 4 All 12[105] 3(3)3(3)3(3)6 - - - -3/+2 - - - -/120 0 Click!
  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)
Magician
S Servant Level 1/2/3
10 All 15[108] - - - - -6/+2 - - - -/120 0 Click!
10 All 15[108] - - - - -6/+2 - - - -/120 1 Click!
10 All 15[108] - - - - -6/+2 - - - -/120 2 Click!
  • [] Startup when spawning from Ghost, includes time to place the ghost (24 Total)
  • Untechable for 20F / 22F / 24F
  • Does not attack until opponent becomes airborne

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Calvados
214S
[214D]
40, 25x3
[50, 31x3]
All 7+5 10, 5, 5, 35 Until Landing + 12 After +9 [1-7 Full]
3-End Feet
7 Strike
-8/+2 - - YRP -5000/0 0 Click!
  • [ ] Values are for the Burst version
Air Calvados
j.214S
[j.214D]
40, 25x3
[50, 31x3]
All 7+5 Until it hits the ground,5,5,35 Until Landing + 12 After Landing - [1-7 Full]
7-End Strike
-8/+2 - - YRP -5000/0 0 Click!
  • [ ] Values are for the Burst version
Forever Elysion Driver
360P
0, 150, 0*2 Ground Throw 5+2 3 42 +70 1-6 Full -6, -8x2 Initial 50% - YRP -5000/0 0 Click!
  • 21F window until opponent lands
  • Stun value: 75
Air Forever Elysion Driver
j.360P
0, 150, 0*2 Air Throw 5+2 3 Until Landing + 9 After +70 1-6 Full -6, -8x2 Initial 50% - YRP -5000/0 - Click!
  • 21F window until opponent lands
  • Stun value: 75

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
I Want Out
During IK Mode: 236236H
DESTROY Mid / Air 9+8
[5+8]
2 34 -19 9-18 Full [5-14 Full] -6/+14 - - - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 2H, 6H, 3H 5D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H, 3H 5D Sp
5K 6P - c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Sp
2K 5P, 6P 5K c.S, f.S, 2S 2H, 6H, 3H 5D Sp
6K - - - - - -
c.S 6P - f.S, 2S 5H, 2H, 6H, 3H 5D Jump, Sp
f.S 6P - 2S 5H, 2H, 6H, 3H 5D Jump, Sp
2S - - - 5H, 2H, 6H, 3H 5D Jump, Sp
5H - - - - 5D Jump (1st hit), Sp
2H - - - - 5D Sp (last hit)
6H - - - - 5D Jump, Sp
3H - - - - - -
5D - - - - - Homing Jump, Homing Dash
Air Gatlings
P K S H Cancel
j.P j.P j.K j.S j.H Sp
j.K j.P - j.S j.H Jump, Sp
j.S j.P - - j.H Jump, Sp
j.H - - - - Sp
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

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