Squad Goals: Advanced Combos and Tactics for Jack-O in Guilty Gear Xrd -REVELATOR-

Jack-O is a wild character design. She employs several types of minions simultaneously to whittle you down. Almost like a new level of previous “puppet” style characters, but she does not directly control the minions. She’s underwhelming on her own, but if she gets going with a full squad she quickly becomes one of the most obnoxious characters to fight against.

6K (overhead) RC combo on Pot. The combo can be ended earlier for a setup, rather than max damage:

 

Close slash being +frames (hit or block) allows for links. This optimizes options against Haehyun & Potemkin, showing two oki routes off a 6P knockdown:

 

The instant air dash loop on Bedman:

 

Speaking of 6P knockdowns, a common approach is to cancel to a ghost set (minion house), pick it up, airdash and throw it. Since at many ranges the house goes over the opponent, this leaves Jack-O open. Fake ’em out with recalling the ghost in mid-air, and come down with a meaty j.K. It even functions as a safe jump in the mirror match:

We then see a strong almost-setplay sequence following it. Using 5D6 is a great way to extend combos, but beware of using it if minions are already in play. They often hit at inopportune times and interrupt your combo.

Counter-hit 6P doesn’t net much of anything midscreen, but Silva shows here that you can—given you have enough meter for several uses of 4D—waste enough time with a combo to get S and K ghosts to level 2:

 

Sometimes you don’t want to commit to a combo that will only work on counter hit (CH). This shows how CH 2S will mess up your normal combo, but can still be converted on reaction:

 

If you’re confident in the counter-hit, however, a cancel to ghost set can allow from some insane combos:

 

If you land a successful reversal with Burst Calvados, here’s how you can extend the combo to level up your ghost:

 

4D loop shown on Millia:

This is very meter-intensive, but again sometimes it’s about wasting time so that minions can approach and/or level up.
Another example of 4D/j.4D loops, good for wasting time to allow better positioning and stronger minions:

 

Tricky left-right mixup off a 2H knockdown. Don’t forget you need a little more than 25% meter because the initial j.D projectile uses meter:

 

Last but not least, don’t forget that your ghosts when recalled, keep their current level. If you get the lancers (K-version of ghosts) to level 3, the combo opportunities are insane.

For instance, a 104-hit OTG combo:


Sources: Saiga_J, Silva, dot Nova, Purepure, Min


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