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==[[GGXRD-R2/Frame Data|System Data]]== | ==[[GGXRD-R2/Frame Data|System Data]]== | ||
{{#lsth:GGXRD-R2/Jack-O'/Data|SystemData}} | {{#lsth:GGXRD-R2/Jack-O'/Data|SystemData}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== |
Revision as of 01:21, 29 May 2019
System Data
Normal Moves
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 | |||||||
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5P | |||||||||||||
5K | |||||||||||||
c.S | |||||||||||||
f.S | |||||||||||||
5H | |||||||||||||
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5D | |||||||||||||
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6P | |||||||||||||
6K | |||||||||||||
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6H | |||||||||||||
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2P | |||||||||||||
2K | |||||||||||||
2S | |||||||||||||
2H | |||||||||||||
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3H | |||||||||||||
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j.P | |||||||||||||
j.K | |||||||||||||
j.S | |||||||||||||
j.H | |||||||||||||
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Universal Mechanics
Special Moves
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 | |||||||
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Remove the Chain of Chiron j.D | |||||||||||||
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Elysion Driver 6D | |||||||||||||
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Air Elysion Driver j.6D | |||||||||||||
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Hunger of Dopros 4D | |||||||||||||
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Air Hunger of Dopros j.4D | |||||||||||||
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Zest 2D | |||||||||||||
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Air Zest j.2D | |||||||||||||
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Organ Deploy 22H | |||||||||||||
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Ghost Return Organ > P | |||||||||||||
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Clock Up Organ > K | |||||||||||||
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Explode Organ > S | |||||||||||||
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Aegis Field Organ > H | |||||||||||||
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Cancel Organ > D |
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
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 | |||||||
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Set Ghost 22P/K/S | |||||||||||||
Pick Up Ghost 2P near Ghost | |||||||||||||
Place Ghost 2P/K/S while holding Ghost | |||||||||||||
Put Away Ghost 4P/K/S while holding Ghost | |||||||||||||
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Throw Ghost 5P/K/S while holding Ghost | |||||||||||||
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Throw Ghost (Air) j.5P/K/S while holding Ghost | |||||||||||||
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Knight P Servant Level 1/2/3 | |||||||||||||
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Lancer K Servant Level 1/2/3 | |||||||||||||
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Magician S Servant Level 1/2/3 | |||||||||||||
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Overdrives
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 | |||||||
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Calvados 214S [214D] | |||||||||||||
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Air Calvados j.214S [j.214D] | |||||||||||||
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Forever Elysion Driver 360P | |||||||||||||
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Air Forever Elysion Driver j.360P | |||||||||||||
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Instant Kill
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 | |||||||
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I Want Out During IK Mode: 236236H | |||||||||||||
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Gatling Table
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | Cancel | |
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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)
To edit frame data, edit values in GGXRD-R2/Jack-O'/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.