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

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Revision as of 14:14, 28 July 2020

  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Forums   Videos    

General Tactics

(credit to @dot_nova for the basic write-up)

Jack-O’ is an unorthodox character with strong ground normals, a versatile set of specials, and a very unique win condition, involving the creation of ‘servants’ which attack independently. The general goal is to successfully place 3 houses (which create servants), protect and maintain them, and eventually win by overwhelming the opponent. When, where, and which houses are placed will vary depending on the matchup.

In most matchups, the goal of neutral is to look for opportunities that allow Jack-O’ to safely set a house. Look for a chance to begin offense to force a rock-paper-scissors situation (RPS) to set a house, score a knockdown for a safe house set, or be at a position/situation in which the opponent cannot immediately respond to a house set.

Once houses and servants are a factor, the goal is to protect the houses and stay nearby or behind servants to maintain momentum. As houses level over time, it forces the opponent to take risks and make decisions on whether it’s best to focus on destroying houses, servants, or focusing on Jack-O’. The same applies to Jack-O’ as the decision to take a risk to protect a particular house lies within the player.


After knocking down an opponent and depending on the special/normal used, Jack-O can:

   Set a house
   Pickup and throw a house
   Safe jump meaty
   Organ command

Tips and Tricks

Video Primer for Minions: https://youtu.be/iJUgEfbaZCA


You can YRC normals and house pickup/house set/house throw/organ command to avoid being punished.

Using Calvados to make blockstrings safe is also useful as tension pulse is not affected (RC/YRC/PRC affect tension pulse for an extended period of time).

Fighting Jack-O'

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