GGXRD-R2/Jack-O/Combos

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< GGXRD-R2‎ | Jack-O
Revision as of 06:55, 18 May 2022 by Oxyacetylene (talk | contribs) (→‎Combo List: More formatting)
 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

  • 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.
cS 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.
c.S > 2H(7) > 214S > 66 j.K > j.S > DJC > j.S j.H > j.4D midscreen 208 Everyone Easy
c.S > 6P > 6H(1) > IAD > j.S > j.H > j.4D midscreen 152 Everyone Medium
c.S > 5H(3) > 214S > j.S > DJC > j.S j.H > j.4D midscreen 175 Everyone Very Easy
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 is an anti-air in the vein of Sol's 6P. It's more of a counterpoke tool, but it's good to know some corner combos for her.

6P starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
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 > 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
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


2S is a notable anti-air.

2S starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
AA 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. Because of the direction that CH 2S sends, you can do a full jump cancel and land as a hitconfirm.
AA 2S > jc > j.S > djc j.S > j.H(2) > j.4D Midscreen 135 Everyone Very Easy Important anti-air combo, this time without the counter hit.


6D isn't a move you'll be hitting without Servants a lot, but learning to connect it into your air combo can be useful.

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 > 5P > j.K > j.K Midscreen 110 AX KU Very Hard Mostly useless in normal play
6D > f.S > 4D Midscreen 101 PO FA KU Hard

Combo Theory

(Note: The following listings may differ depending on an opponent’s wakeup timing)

Common Enders:

   3H – 1 Summon/Organ and a grounded meaty
   2H – 2 Summon/Organ and a grounded meaty
   Low to ground 4D – 1 Summon/Organ and grounded meaty
   High in the air 4D – 2 Summon/Organ or 1 and a grounded meaty

General 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.

Jack-O' wants to end her combos on the ground in 2H or 3H. You can connect into 3H with f.S at MOST ranges.

You want to spend a lot of your time spacing out your 3H so that it combos out of f.S if it hits.

In the air, her combo is j.S > djc j.S > j.H (2) > j.4D. There's very few exceptions to this. You can combo into this from 6P > 6H (1) midscreen, 2S as an anti-air or counterhit 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 frametrapping.

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.

Video Examples

Navigation

 Jack-O

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