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Posted

Which MOBA is closet to Jack-O's gameplay, so I can practice early?

Posted

She seems more elegant than comical, I'm guessing this is just a charade of some sort. Either way, another trap character is welcome.

Dat crouch tho

Posted

 

Collapsed: Jack-O Info:

 

Sourenga's Translation of Command List

Tokkan's Translation of Move List names

 

 

Collapsed: General:
  • The gauge above her tension gauge is the Organ gauge: As you use its moves the gauge depletes and once it's empty you can only use it again when it's fully regenerated
  • She gains a lot of tension by just setting pumpkins

 

 

 

Collapsed: Normals:
  • 6P floats on hit so you can follow it up with 5S > air combo afterwards. CH 6P makes opponent roll (?)
  • 6K is a short jump 2 hit kick downwards; Hits overhead. Can't combo from it on its own, even with a crouching confirm. But if a servant attacks immediately after hitting with 6K, you can convert it into a combo
  • 2S' reach is so short you can't even connect 2K > 2S point blank
  • 5HS looks like some capoeira move. first hit has jump cancel. Very unsafe on block
  • 2HS last hit has jump cancel. Very unsafe on block
  • 3HS is a sweep; no cancels
  • Wasn't mentioned in the loketest pdf but she has a 6HS. 6HS is 2 hits that she can combo into from S and both hits are special and jump cancelable and it wall bounce on counter hit. 
  • j.HS looks like one of KoF's Kula's moves. Can crossup.

 

 

 

Collapsed: D Attacks:
  • D attacks drain around 10-15% of her tension. Meter cost might have gone up in final loketest
  • 5D regular dust
  • 2D a shoryuken like move. 1F invuln DP 
  • j.5D a downward angle projectile. " rapid fire up to 3". If you have enough meter, it'll fire 3 projectiles. Otherwise, it'll only fire 1 projectile
  • j.2D a dive similar to Leo's and Bridal express. bounces diagonally on hit and can be followed-up afterwards (long untech time).
  • 6D a slow command grab where she put you inside a coffin like thing and suplex you.
  • 4D a command attack with a long range where she eats you with that steel pumpkin like ball then spits you. You can control the direction opponent is thrown at with a directional input.

 

 

 

Collapsed: Specials:

 

General Ghost Info:

  • All of Jack O's Minions disappear if she gets hit but not if you're blocking
  • After ghosts come out of bag, even if you pick up the bags they stay summoned;
  • Ghosts can't kill an opponent
  • apparently when ganging up on an enemy, minions attack in order, not all at once and all
  • Looks like they die on their own after a while (?).  I think they last around 15 seconds (?) Seems like 12 seconds in the final loketest

General Bag/Pumpkin Info:

  • minions auto-summon after 5 in-game seconds, up to a max of 2 of that type of minon on the field. Can't be sure about this one since bag levels might also play a factor in spawn time and minion limits
  • Ghost bags "level up" according to how long they stay on screen. Bags seem to take 10 in game seconds on the ground to level up. Level up rate slower in final loketest: 14 seconds now? The time they're being put out and Jack-O is carrying or throwing it don't seem to count towards the time it takes to level up. They also seem to save their progress towards the next level if you put them away and take them out again much like they can keep their levels. 
  • You keep the ghost bags' level if you retrieve them. You lose the levels if they're destroyed. 
  •  After their bag levels up, the Ghosts on the field do not level up
  • Bags take any 3 hits to destroy.
  • seem to have ram sword style hurtboxes where the attacker can't cancel their attacks after hitting it
  • It doesn't look like her Bags can take hits for her  (1:45) (I'm assuming it's the same with Ghosts).  It also looks like you can hit multiple Bags+Ghosts with the same attack (0:56).

General Organ info:

  • The Organ buff at (0:36) lasted about 8 seconds

Place Bag (22 P/K/S)

 

P Ghosts

  • Minions that float and travel along at about standing jab height

 

K Ghosts 

  • Minions that travel along the ground
  • Level 1 : Have wooden sticks, die in one hit
  • Level 2 : Have Spears
  • Level 3 : Have Tridents. Hit 3 times. Take 3 hits to kill (?)

 

S Ghosts

  • Minions that float and travel at air dash height
  • Level 1: Base Level S Minions are proximity triggered short range AOE shocks. Doesn't seem like they'll trigger against grounded opponents, even if they're standing (Potemkin might be an exception?). Because they die in one hit and don't trigger against grounded opponents, seems easily dispatched by grounded normals with deceptively good vertical reach
Pick up a Bag (2 + P/K/S near a Bag)
  • Place (2 + P/K/S) 
  • Put away (4 + P/K/S) - Air OK. Goes well with IABD 
  • Throw (6 + P/K/S) - Has a hitbox and can hit opponents

Organ (22HS):

  • P follow-up retrieves all bags at once and regenerates the bag icons. You also keep the bags' levels before they were retrieved.
  • K follow-up "speeds up" the bags: The ghosts come out faster and they move faster too once summoned.
  • S follow-up detonates all ghosts and bags after 5 in-game seconds; can damage yourself as well if near enough.
  • HS follow-up deploys a protection barrier around her. All projectiles are nulified if touched by it.
  • D follow-up cancels the stance

 

 

 

Collapsed: Supers:
  • 236D super: throws a bomb diagonally downards that follows up with a fire pillar; fast startup; maybe has invul; also combo part
  • 360 super: Super version of 6D; can also be used in combos. Similar to how KOF command throws work.

 

 

 

Collapsed: Gatling Chart:

P→P、K、c.S、f.S、HS、2P、2K、2S、2HS

K→c.S、f.S、HS、6HS、2S、2HS、3HS

c.S→f.S、HS、6P、6K、6HS、2S、2HS、3HS

f.S→HS、6HS、2S、2HS

HS→×

 

6P→c.S、f.S、HS、6HS、2S、2HS、3HS

6K→×

6HS→×

 

2P→P、K、c.S、f.S、6P、2P、2K、2S、2HS、3HS

2K→P、K、c.S、f.S、HS、6P、6HS、2P、2S、2HS、3HS

2S→HS、6HS、2HS、3HS

2HS→×

3HS→×

 

JP→JP、JK、JS、JHS

JK→JP、JK、JS、JHS

JS→JP、JHS

JHS→×

 

 

 

Collapsed: Early Combos:
  • 6P > 5S > aerial combo > strike throw is a thing (melty BLOOD)
  • 2K (low) > c.S > f.S > 3HS (sweep) > bag setup
  • 2K > 6P > 6HS > IAD j.HS
  • 2K > 6P > c.S > j.S > j.HS > j.4D~2
  • 2K > 6P > 6HS > IAD (> j.P) > j.HS > j.4D
  • 2K > c.S (> f.S) > 5HS 2hits > 236D (super) > j.K > j.S > dj.S > j.HS 2hits > j.4D
  • 2K > 6P > 6HS 1hit > IAD (j.P >) j.HS 2hits > j.236D (super) > land (j.K >) j.S > dj.S > dj.HS 2hits > dj.4D  -jk is char spec-
  • 2K>6P>2HS>4D9>j.K works on potemkin
  • Corner: 6P > 6HS > sj.2D > microdash j.S > dj.S > dj.HS > dj.4D

 

From Final Loketest:

  • 2K>c.S>3HS, 3HS is Jack-O's sweep, so you get a knockdown this way. In regards to the motion, it looks like May's 3K. 3HS cannot be cancelled, but it low profiles and is rather safe, so it's a dependable poke.
  • 2K>c.S>5HS>4D. You can land a 4D hit grab to end the combo from 5HS.  After the hit grab, you can send the opponent flying in any 8 lever directions, so please try out different options.  5HS is a handstand capoeira kick with low invul.
  • 2K>c.S>2HS->cancel into ghost set. You get a knockdown cancelling c.S into 2HS. By cancelling and setting a pumpkin, you can do okizeme with a servant. You can set two pumpkins and still get okizeme. You could also do 2HS>4D to get distance.
  • 2K>c.S>Calvados. Volleyball super has fast start up, so it can combo from c.S (forgive me if I'm wrong). But it can be stopped before startup, so doesn't seem to have invul.
  • 2K>c,S>6P>6HS>IAD j.P>j.S>j.4D. Character dependent midscreen, but seems universal near the corner. 6P floats the opponent so 6HS can connect. 6P is also an antiair so it's good to remember this.

 

 

 

Collapsed: Neutral impressions:

Evernote info from the final loketest

 

  • Poke with f.S or 3HS, Set ghosts when there is time. 6P or 2S are antiairs. If the opponent is getting close and you're in trouble, use 2D, which has invul. Her jump-ins are weak, but j.2D is an anti-antiair and ground bounces, so you can use it. j.S and j.HS can crossup
  • After setting pumpkins, use Organ~K to strengthen servants. Attack speed goes up and level up speed increases as well(?), so use this first. Organ~H gives projectile invul, so if the opponent is using projectiles, set this and then dash in and do a painful combo.
  • Organ~S explodes all pumpkins and servants. Jack-O also can be hit so be careful when you use it. Organ~P retrieves and restores all pumpkins, so Organ~s>Organ~P makes only the servants, which are chasing the opponent, explode, or you can just retrieve the pumpkins as well.
  • 2P picks up pumpkins, and you can throw them. You can use PKS to interact with a pumpkin you're holding, but I don't know the difference. Pumpkins you're holding do not level up, but levelling up takes about 14 counts (in game seconds?) so it's fine not to pay attention to that.

 

 

 

 

Dumping all the info from Hiago's twitter I posted in the News and Gameplay thread in here. Really looking forward to this character ^,^

 

Jack-O

  • Short reach in her normals
  • 5HS looks like some capoeira move
  • She has a ghost icon for each one of hers above her Tension gauge; can't setup same ghost until icon refills
  • S Ghost summons a floating ghost, no idea about P and K
  • 4D strike throw is used in combos
  • 3HS is a sweep; no cancels
  • Ghost gauge takes quite a while to fill
  • 2S' reach is so short you can't even connect 2K > 2S point blank
  • P Ghost is a floating sword ghost
  • 6K is a short jump 2 hit kick downwards; no idea if overhead or low
  • K Ghost is a walking spear ghost
  • j.HS looks like one of KoF's Kula's moves. Can crossup.
  • After ghosts come out of bag, even if you pick up the bags they stay summoned; bags can stay summoned for as long as gauge lasts
  • Ghost bags "level up" according to how long they stay on screen but spend more ghost gauge accordingly
  • Overhead and strike throw both look slow
  • Organ's explosion explodes both bags and ghosts
  • All of Jack O's Minions disappear if she gets hit
  • 5HS first hit has jump cancel
  • 2HS last hit has jump cancel
  • 6P > 5S > aerial combo > strike throw is a thing (melty BLOOD)
  • Wasn't mentioned in the loketest pdf but she has a 6HS
  • Rushdown attack (2D) is slow but has invul
 
Some extra stuff I saw king of heart post:
  • D attack drains around 10-15% of her tension.
  • 5D regular dust
  • 2D a shoryuken like move
  • j.5D a downward angle projectile. " rapid fire up to 3"
  • j.2D a dive similar to Leo's and Bridal express
  • 6D a command grab where she put you inside a coffin like thing and suplex you.
  • 4D a command attack with a long range where she eats you with that steel pumpkin like ball then spits you.

 

EDIT: Added some stuff I saw king of heart post

Posted (edited)

this character seems highly momentum based. with her Ghost dying when she gets hit and the fact that they can "level up" i feel like she can be dangerous. i think she resembles characters like Faust, Plat, Teddy with her item like stuff aka ghost and stuff. idk what that thing she is doing at the end of this video.

 

https://twitter.com/rebirth_baiken/status/606635546568327168

 

is that a taunt or what. i also think the fact that she gets knockdown off of air combos is huge. probably gets a couple setups as well from it

 

 

Looking at the what she is doing at the end i feel like that is a summon ghost stance. u go into it and then summon or something

Edited by Synyster17
Posted

My (theoretical, of course) understanding of this character for now (based on short footage and movelist) is as such:

22 + P/K/S places a ghost "bag". 2 + P/K/S picks up a ghost bag with the same button, and later you can press 2 + button to put it down, 4 + button to remove it (I'm guessing here, but I have no idea what else it might be) or 6 + button to throw it. 22 + HS enters a stance (it might be what appears at the end of the short clip we have, when she has a ring around herself) that allows her to interact with the ghosts and ghost bags.

The only thing I have no idea about is whether the ghosts are summoned automatically (in time intervals) or if you have to press (release?) the appropriate button for them to appear.

Still, she looks like a very dominant character, once her game is on.

Posted

The only thing I have no idea about is whether the ghosts are summoned automatically (in time intervals) or if you have to press (release?) the appropriate button for them to appear.

 

 

i think he may be right. watching the second summoning the ghost pops out before she enters the stance. i could be wrong or maybe he is pressing the button really quickly and i can't see it

Posted (edited)

Standing normals seems to be mostly jump cancelable.

 

always a good thing i guess

She gains a lot of tension by just setting pumpkins.

 

This is good cause i feel like YRC plays a big part in the summons and unsummons. i assume the summons DON'T go away on block because if they did they would have been listed

6HS is 2 hits that she can combo into from S and both hits are special and jump cancelable and it wall bounce on counter hit. 

 

WALL BOUNCE HYPE 

Edited by Synyster17
Posted

She gains a lot of tension by just setting pumpkins.

 

This is good cause i feel like YRC plays a big part in the summons and unsummons. i assume the summons DON'T go away on block because if they did they would have been listed

 

Yeah, this sounds really nice for helping get things set up. It's also pretty nice to counteract the fact that her D normals use tension. Depending on how useful D attacks turn out to be, I can see finding a good balance between setting pumpkins and using D normals becoming an important part of her game

 

A few things from Hiago's twitter I missed after I went to bed last night.

  • 6P floats on hit so you can follow it up with 5S > air combo afterwards
  • The gauge above her tension gauge is the Organ gauge: As you use its moves the gauge depletes and once it's empty you can only use it again when it's fully regenerated.
  • 2K > 6P > 6HS > IAD j.HS

 

Also, there's a lot of Jack-O screenshots on this page of the recent Famitsu article. Some things worth highlighting are

Posted

this looks like a super

 

http://www.famitsu.com/images/000/080/210/55713f0b56985.html

 

i feel like they did gold burst super and yeah there is my proof

 

 

A few things from Hiago's twitter I missed after I went to bed last night.

  • 6P floats on hit so you can follow it up with 5S > air combo afterwards
  • The gauge above her tension gauge is the Organ gauge: As you use its moves the gauge depletes and once it's empty you can only use it again when it's fully regenerated.
  • 2K > 6P > 6HS > IAD j.HS

 

Iad combos are always a + they give so much corner carry.

2k 6p into stuff seems like a sol combo

Posted

More stuff

 

Bags take around 3 hits give or take. i think probably 100 hp or something like that maybe. also the bags don't go away on hit.

Posted

just some random combos

 

2K > 6P > c.S > j.S > j.HS > j.4D~2

2K > 6P > 6HS > IAD (> j.P) > j.HS > j.4D

2K > c.S (> f.S) > 5HS 2hits > 236D (super) > j.K > j.S > dj.S > j.HS 2hits > j.4D

2K > 6P > 6HS 1hit > IAD (j.P >) j.HS 2hits > j.236D (super) > land (j.K >) j.S > dj.S > dj.HS 2hits > dj.4D

-jk is char spec-
Corner: 6P > 6HS > sj.2D > microdash j.S > dj.S > dj.HS > dj.4D
 
all of this was taken from twitter @HiagoXYZ
Posted

more from that twitter

 

6D is a slow startup throw. Can probably follow it up with a RC.

4D is a strike throw. You can control the direction opponent is thrown at with a directional input.

j.2D flies downwards like Elphelt's air Bridal; bounces diagonally on hit and can be followed-up afterwards (long untech time).

2D is a move where she flies upwards; seems to work like a reversal.

Posted

Just adding a few things from Hiago's twitter you haven't mentioned yet. This character is looking godlike right now. Finally found a GG character I love completely. The Organ is looking to play a very strategic role in her gameplan.

 

  • You keep the ghost bags' level if you retrieve them.
  • 236D super: throws a bomb diagonally donwards that follows up with a fire pillar; fast startup; maybe has invul; also combo part
  • 360 super: Super version of 6D; can also be used in combos. Similar to how KOF command throws work.

Think he's talking about the Organ for the next few tidbits

  • P follow-up retrieves all bags at once and regenerates the bag icons. You also keep the bags' levels before they were retrieved.
  • K follow-up "speeds up" the bags: The ghosts come out faster and they move faster too once summoned.
  • S follow-up detonates all ghosts and bags after 5 in-game seconds; can damage yourself as well if near enough.
  • HS follow-up deploys a protection barrier around her. All projectiles are nulified if touched by it.
     
Posted

so her organ moves (also from that twitter)

 

P follow-up retrieves all bags at once and regenerates the bag icons. You also keep the bags' levels before they were retrieved.

K follow-up "speeds up" the bags: The ghosts come out faster and they move faster too once summoned.

S follow-up detonates all ghosts and bags after 5 in-game seconds; can damage yourself as well if near enough.

HS follow-up deploys a protection barrier around her. All projectiles are nulified if touched by it.

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