Join our Discord Server
Join the official community
           Join the Discord →
Human Rights
Support Human Rights
           Learn More →
Despera
Check out the Despera & Yotsuba Fan Project
           See Project →
Support Us
Support the wiki directly
About Page
Please check The Codex:About page to see what to do to help.
           See About page

Jack-O' Valentine

From The Codex
(Redirected from Guilty Gear/Jack-O' Valentine)
Guilty Gear/Jack-O Valentine
Jump to navigationJump to search



Jack-O' Valentine is a recurring figure in the Guilty Gear series, debuting in Guilty Gear Xrd. She serves as one of the three subordinates of That Man, working alongside Raven and I-No. Unlike her peers, however, Jack-O’s existence is unusual — her origin and purpose are wrapped in secrecy, and even she lacks full awareness of who or what she truly is. Her memories are fragmented and incomplete, leaving her with only faint impressions of her past self.

Jack-O’s body and mind were prematurely awakened before her fusion could be completed, resulting in an unstable personality that constantly shifts between a playful, childlike nature and moments of deeper awareness. Because of this instability, she depends on her mask and the special candy she carries to regulate her soul and prevent it from dissipating. Though outwardly cheerful and eccentric, her creation ties her to a much larger purpose in That Man’s design — one linked to the rebirth of a soul that once played a central role in his life.

"Mature Content"
This character has mature themes and concepts, thus those of young age are ill-advised to look through these.
Jack-O Valentine
So it was a question of loss and gain after all. Which should disappear: the world, or me?
~ Jack-O to Sol Badguy
Nothing is mine, nor yours. The world is simply... the world.
~ Jack-O to I-No
Origin
Origin Guilty Gear Xrd
Creator Daisuke Ishiwatari
First Appearance Guilty Gear Xrd
Voiced by Hiromi Igarashi (Japanese), Ah-yeong Yoon (Korean), Nicole Tompkins (English)
Characteristics
Species Human-God Hybrid
Gender Female
Pronouns She/Her
Sexuality Heterosexual
Age Not fully born yet
Birthday Not fully born yet
Height 5'5"
Weight 90 lbs
Ethnicity AI
Status Alive
Alignment Lawful Good
Archetype Jack of All Trades / The Heart
Occupation Bounty Hunter
Time Period 22nd Century
Language English
Homeworld Earth
Relationships
Affiliations Sol Badguy, Sin Kiske, Baiken, That Man
Enemies Universal Will, Happy Chaos, I-No

Background

This dropdown contains the synopsis of Jack-O's story. Read at your own risk as you may be spoiled otherwise!

Background

In 2073, Aria Hale was transformed into the Gear known as "Justice", designed with the ability to command all other Gears to prevent their use as weapons of war. However, during her activation test in 2074, her body and mind were overtaken by the Universal Will. When the entity’s attempt to seize total control of Justice failed, it instead infected the people of Japan to manifest itself from the Backyard. In order to halt its emergence, That Man initiated an override command that transferred Justice’s systems under his control, forcing her to unleash a Gamma Ray that annihilated the island.

As a result of the incident, Justice’s memories were lost and her mind was distorted, leading her to turn against humanity. In an effort to restore her, That Man later created Jack-O’, a “half-Aria” born from fragments of Aria’s soul and memories. Jack-O’ functioned as a living patch capable of rewriting Justice’s corrupted data, serving as the final and fully compatible model of the Valentine series. Her purpose was to merge with Justice to restore Aria as a complete human being. As an additional safeguard—and to potentially save I-No—That Man also developed another Jack-O’ unit meant to restore I-No’s humanity, though this model was never completed.

Guilty Gear X

Jack-O' accompanies That Man and I-No after Raven completes his mission in London. In one of Sol Badguy’s possible endings, both Jack-O’ and I-No appear alongside That Man as he discovers that Justice once had a daughter, instructing Raven to monitor her movements. Afterward, Jack-O’ is presumed to be placed into stasis within the Sanctuary until the time comes for Justice’s reawakening.

Guilty Gear Xrd

On November 6, 2187, I-No awakens Jack-O’, though her childlike curiosity leads her to flee to the outside world for fresh air. During her wanderings, Bedman recognizes her as a potential threat and injures her left leg. She later spends time with Jam Kuradoberi, whose encouragement helps her regain her confidence. When I-No tracks her to Heaven’s Edge, Jack-O’ reveals the truth of their origins to both I-No and Axl Low.

On November 17, Jack-O’ is captured by Sol Badguy, Sin Kiske, and Ramlethal Valentine. Upon being unmasked, Sol is shocked by her resemblance to Aria. Jack-O’ explains her nature and apologizes for being unable to remember him before teleporting away with Raven, who scolds her for disobeying That Man and leaving her post. She remains in standby until That Man can escape Bedman’s confinement.

While keeping remote watch over Sol, Raven tends to Jack-O’s injury. Surprised by his uncharacteristic kindness, she asks why he’s being gentle, to which Raven confesses he can no longer recall his last normal human conversation. Jack-O’ teasingly calls him a “softie.” After That Man escapes through Chronus’s help, he and Jack-O’ teleport to Illyria Castle to forge an uneasy alliance with Sol, Ky Kiske, Dr. Paradigm, and Leo Whitefang. There, they reveal the truth about Sol’s Gear conversion, Justice’s original mission, Ariels’ role as the Universal Will, and the creation of the Absolute World.

During the strategy session, Jack-O’ smiles when Sol sets his grudges aside and offers advice on improving the Saint Oratorio, the device needed for the fusion process. Once Ariels, Elphelt Valentine, and Justice are located, Jack-O’, Sol, Ky, and Sin travel aboard Johnny’s Gullinkambi Dark. During the flight, Sin asks about his mother’s connection to Sol, but Sol dismisses the topic. Later, Ky asks Jack-O’ for her view on humanity’s fate; she replies that every person should have the freedom to choose their own path.

As the others engage Ariels, Jack-O’ positions herself over Elphelt to begin the merging process with Justice. With help from Raven and Ramlethal, she receives the Saint Oratorio and starts to fuse, freeing Elphelt in the process. However, the traumatized Justice resists, unable to face her past destruction. Jack-O’ tells Sol that more energy is needed, prompting him to overcharge the Saint Oratorio using his Junkyard Dog. Just then, Daryl’s fleet intervenes, intending to eliminate Justice before her completion. With Axl Low’s time manipulation, Jack-O’ absorbs the required energy, overrides Justice’s consciousness, and unites with Aria’s soul. Both Jack-O’ and Sol survive, protected by Ariels’ weakened barrier. When Jack-O’ awakens, her halo vanishes, her hair turns red, and Aria is finally restored.

Guilty Gear -Strive-
Though Aria’s soul has fully returned, her consciousness remains dormant within Jack-O’. Three weeks later, Jack-O’, still wearing her halo out of habit, begins working alongside Sol as a bounty hunter. After completing a successful mission, Sol is summoned by Ky Kiske to the castle, where they learn that I-No has taken something from Ariels. Before investigating, Sol takes Jack-O’ on a brief vacation to Iseo, but their plans are disrupted when Axl Low delivers a warning and a battle erupts on the highway involving Happy Chaos, Nagoriyuki, Chipp Zanuff, and Anji Mito. Upon returning to the castle, Sol and Ky interrogate I-No, though she refuses to cooperate.

Jack-O’ explains to them that I-No originated as a Magical Foci and is incomplete, suggesting she may be pursuing Asuka’s Tome of Origin. Sol accepts President Vernon’s proposal to serve as a knight at the G4 summit, while Jack-O’ stays behind to confront I-No if necessary. In truth, she feels drawn to I-No, seeing parts of herself reflected in her. “Aria” warns Jack-O’ to value her own existence or risk fading away entirely. As the summit begins, Jack-O’ asks I-No what she truly desires, and I-No admits she longs to escape her “empty cage,” causing Jack-O’ to question her own place in the world. Hearing their conversation, Ky invites Jack-O’ to accompany him to G4 aboard his airship. During the flight, Ky discusses the importance of humanity’s “necessary frivolities.”

They arrive shortly after Sol, Vernon, Asuka, and their allies reclaim control of the airborne White House and eject Chaos in an escape pod. Asuka announces his intent to travel to the moon, removing the divine seed from Sol and restoring his humanity. However, Chaos remains aboard and seizes Asuka—who is fused with the Tome of Origin—then merges with I-No, elevating her to godhood. When I-No renders Sol unconscious and begins granting “freedom” to humanity, Ky urges caution, but Jack-O’ takes one final look at Sol’s face and willingly fuses with I-No to restore her humanity, sacrificing herself to protect the world despite the protests of Ky, Axl, and Asuka.

Before completing the process, Sol pleads with her not to continue, even if it means saving the world. Tearfully, Jack-O’ confesses that she believes Aria will never return, thinking Sol’s feelings lie only with her former self. Sol tells her that it doesn’t matter—he refuses to lose Jack-O’. Realizing she wants to live beside him, she withdraws from I-No. With her safe, Sol and Ky coordinate their final attack; Sol fires his Outrage with Nagoriyuki’s assistance, striking I-No’s weak point and ending her reign. In the aftermath, Jack-O’ removes her halo and chooses to live peacefully with Sol—now simply Frederick—at Iseo.

Appearance

Jack-O' Valentine in Guilty Gear -Strive-

General Description: Jack-O' Valentine is a slender young woman with fair skin, long white hair with red highlights on the underside that extends past her hips, and red eyes. A pale yellow, compass-like halo hovers above her head, serving as one of her most distinctive features.

Facial Features: She has fair skin, red eyes, and long hair that transitions into red highlights underneath. Her expression is usually calm and composed.

Clothing/Outfit: Jack-O' wears a white, skin-tight one-piece outfit with loose sections and slits along her forearms and calves. She accessorizes with a black belt featuring a gold skull buckle, additional smaller belts around her arms, black and red gloves, and matching heels. She also wears an ankh pendant around her neck.

Special Features: She carries a black Jack-o'-lantern-shaped mask and a prison weight attached to her left ankle by a chain. Both items emit a light green glow from their skull-like openings.

Alternate Forms/Disguises: By the end of Guilty Gear Xrd -Revelator-, her hair becomes fully red. In Guilty Gear -Strive-, her hair color changes to predominantly red with white highlights underneath, her eyes become green, and her halo appears cracked.

Personality

  • Fragmented Nature: Due to awakening before her soul was fully restored, Jack-O’ exhibits fragmented memories and an unstable personality. This manifests as two alternating sides—a calm, composed adult and a playful, child-like persona. Her voice, mannerisms, and use of honorifics change accordingly, though she remains mentally mature despite her shifts in tone.
  • Self-Aware but Detached: Jack-O’ recognizes herself as a temporary personality created from part of Aria’s soul. She views Aria as the body’s original owner and sees her own existence as artificial and incomplete. Despite this, she is conscious of her purpose and accepts her role in protecting the world, even at the expense of her individuality.
  • Emotionally Conflicted: While she initially believes she lacks genuine emotion, Jack-O’ experiences feelings she cannot fully process, particularly toward Sol. These emotions create an internal conflict between her self-perception as a constructed being and her growing sense of identity.
  • Developing Independence: Over time, Jack-O’s sense of self becomes more defined. Her decision to keep her halo after becoming human symbolizes her desire for autonomy and acceptance of her own existence.
  • Calm but Unstable: Although she maintains a composed demeanor, strong emotions can cause her child-like traits to resurface, reflecting the lingering instability within her soul. She uses her mask to maintain focus and emotional balance during moments of stress.

General Information

Name: Jack-O Valentine

Other Names: Aria

Origin: Guilty Gear Xrd

Overall Franchise: Guilty Gear

First Appearance: Guilty Gear Xrd

Company: Arc System Works

Creator: Daisuke Ishiwatari

Actor

  • Japanese Voice Actor: Hiromi Igarashi (Guilty Gear Xrd: -REVELATOR-, Guilty Gear Strive)
  • Korean Voice Actor: Ah-yeong Yoon (Guilty Gear Strive)
  • English Voice Actor: Nicole Tompkins (Guilty Gear Strive)

Gender: Female

Sexuality: Heterosexual

Pronouns: She/Her

Handedness: Ambidextrous

Age: Not fully born yet[1]

Blood Type: O[2]

Birthday: Not fully born yet[3]

Time Period: 22nd Century[4]:

Timeline: Main Timeline

Homeworld: Earth

Residence: Sol Badguy's house

Story Role: Protagonist, AI Helper

Legacy: Global Legacy (Jack-O alongside Sol is known around the world by the time of Guilty Gear Strive as a hero that's saved the world)

Influence: Event Influence

Language: English

Ethnicity: AI

Religion: N/A

Classification: Half of Aria's Soul[9], AI Replacement of Aria[10]

Species: Human-God Hybrid[11]

State of Being: Regular

Physiology: Hybrid Physiology

In-Universe Creator: That Man

Occupation: Bounty Hunter

Affiliations: "That Man" (Advisor[12]), Sol Badguy (Lover), Sin Kiske, Baiken

Enemies: Universal Will, Happy Chaos, I-No

Height: 5'5"[13]

Weight: 90 lbs[14]

Status: Alive

Alignment: Lawful Good (Jack-O notes that her role is protecting the world[15]. Views the Universal Will's attempt to create the perfect human as something that could cause happiness, as she notes: "If humans could be happy with a single injection. Say, you don't need to eat, or think... or anything, really. Would you call that happiness?"[16], though she believes people have the freedom to choose[17]. Notes at her very core that her goal is to protect the world[18])

Protection Level: Global Protector (Jack-O notes that her role is protecting the world[19])

Potential

Archetypal Tiering Jack of All Trades/The Heart

Codex Statistics

Key: With Gear Cells | Without Gear Cells

Key Information

  • With Gear Cells: This key covers Jack-O while she still has his gear cells.
  • Without Gear Cells: This key covers Jack-O after her gear cells are removed when merging with I-No.

Grade: S | S

Tier: At least 8-B, Higher with Output Charge, Far Higher Dragon Install, Much Higher through Magic of the Backyard | 8-B, Far Higher with with Zeal-Powered Outrage, Much Higher through Magic of the Backyard

Cardinality: Finite

Dimensionality: 3-D

Power Source: Magic (Mankind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[21]. This is further supported in the memoirs of Eripmavs D Yraid where a band of mages calling themselves "Apostles" taught magic to the people[22]. Magic is described as a scientific impossibility, a power close to omnipotence, with all of its information being of an unknown origin[23])

Attack Potency: At least City Block level (Potency) (Noted to have fought Bedman and only came out of the fight with a leg injury[24], where in his fight with Slayer, caused a massive cavern across the entire terrain[25]. Jack-O is a perfect congruent organism with Justice[26]. Noted by Merged I-No herself that the only things that could stop her were the Flame of Corruption or the Scales of Juno[27]), Much Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[28] to carry more energy than anything on this planet is capable of producing[29], however without an intermediary, this energy would destroy the planet[30]). Can ignore durability with Magic (The Backyard is the term used to give reason to the five element configuration[31], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[32], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[33], being described as an obscure world that magic users temporarily access to gain power[34]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[35]) | City Block level (Potency) (Despite losing much of her strength, fought together with Sin Kiske against Monster Nerville[36]), Much Higher through Magic of the Backyard. Can ignore durability with Magic

Durability: At least City Block level, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[37]) | City Block level, Far Higher through Magic of the Backyard

Striking Strength: At least City Block Class (Potency), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[38], to where even a single strike or punch from them carries more energy than anything on the planet is capable of producing[39]) | City Block Class (Potency) (Physically punched and kicked away Unika's monsters even after his gear stopped working[40]), Far Higher through Magic of the Backyard

Lifting Strength: At least Class M (Comparable to Sol Badguy, who supported the chain to keep Justice from collapsing, who was mountain-sized[41]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[42]) | At least Class 1 (Should be comparable to Bridget, who with her instant kill can lift the likes of Potemkin casually[43], who weighs 1446 lbs[44]), Far Higher through Magic of the Backyard

Travel Speed: Regular Human, Superhuman with Blast Drive (Blast Drive allows the fighter to move like the wind[45], running far faster then the fighter normally moves[46]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[47]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[48])

Attack Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[49]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[50])

Reaction Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[51]. Can avoid sword slashes from Johnny[52] where it's noted that Johnny's attacks move at the speed of light[53])

Stamina: Superhuman, Limitless Magic (Makind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[54])

Range: Standard Melee, Several Meters with her Helper Bots, Planetary with Explosion Manipulation (Jack-O's instant kill has her do a massive falling kick into the opponent, causing an explosion that can be seen from outside the planet[55]), Multiversal with Magic (The Backyard is the term used to give reason to the five element configuration[56], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[57], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[58], being described as an obscure world that magic users temporarily access to gain power[59], with it being larger then the universe[60])

Intelligence: Genius Intelligence (Instantly calculated the full recovery of a multi dimensional being to be nine hours, eighteen minutes, and forty seconds[61]. Jack-O views a ship that can cover 3,600 kilometers in 40 minutes an antique and is able to instantly tell what they used to make the ship[62]. Can cause parallel computations splitting personalities from one to infinity[63])

Knowledge: Grandmaster level


Powers and Techniques





Noted by Testament that Sol is also a gear[135], which gives him:







Equipment

Iron pumpkin

A ball and chain weapon that Jack-O uses in her attacks.


Notable Techniques


Gatling Combo System

Gatling Combos involve chaining together normal attacks, always increases or staying the same level of strength. After a Gatling Combo, the fighter can then usually cancel, or two-in-one, into a Special Move.

Charge Attack

Fighters have a special move that can be charged up for increased power, this is accomplished by charging their special in order to use an enhanced version of an attack that reaches all the way to level 3.

Instant Kill System

Instant Kill moves are moves that are a fighter's most powerful technique. Defeating an opponent with the Instant Kill will end the match immediately, regardless of the round the fighters are on.

Chaos Moves

Chaos Moves are super-powerful attacks that takes a completely full Chaos Bar to use. These moves do far more damage then a fighters standard attacks.

Dash / Back-Dash / Air Dash

Fighters can dash forward, do a back dash, and dash even in mid air, allowing for greater mobility of moving around their opponents during fights.

High Jump

A high jump is much higher then a regular jump, and a forward or backward High Jump travels all the way across the screen. A Double Jump cannot be performed during a High Jump.

Knockdown Evasion

When a fighter gets hit with an attack that knocks down, they will flip out of the hit immediately, ready to retaliate.

Double Jump

A fighter can jump once on the ground and once again in the air, allowing them to reach higher and out of reach spots from other fighters.

Throws

Fighters can grab opponents to throw them, being able to throw them either forward or backwards.

Mid-Air Turn

Through pressing the Taunt Button when in mid-air, the fighter can turn around and face the opposite direction, this technique can be useful to attack from behind.

Aerial Combos

Fighters have an Aerial Combo Launcher, which allows them to launch the opponent into the air, they can follow with a Chase Jump where they can attack the opponent with a multi-hit, mid-air Gatling Combo.

Dead-Angle Attack

When blocking an opponent's attacks, the fighter can quickly input a Special Move command to cancel their block animation and strike the enemy while they're still attacking.

Perfect Guard

Unlike normal blocking which drains a small amount of life when blocking against a special move or Chaos Move, the Perfect Guard can block without losing any life at all. Though the Perfect Guard will drain the fighter's Chaos Bar, and if they have no Chaos Energy at all, they will not be able to use Perfect Guard.


Faultess Defense

Through inputing the punch and kick simultaneously while pushgin the directional button for a guard position, the fighter enters a special guard condition that creates a barrier around them. This prevents opponents from shaving away at their strength with deadly attacks and the knock back is greater than when using normal guards, giving the fighter more time to ready an attack against their opponent. This also enables the ability to guard against attacks that cannot be guarded against during jumps. However, while performing Faultess Defense the Tension Gauge decreases, once it is fully depleted the fighter can no longer use Fautless Defense.

Roman Cancel

While hitting an opponent with an attack, pushing any of the attack buttons will forcefully stop attack actions and return the character to a normal standing pose. This allows the fighter to create their own original combo moves and hit unique attacks the opponent was not expecting.

Jump Cancel

There are certain attacks that can be cancelled mid-move into a jump, being called a Jump Cancel. When hitting an opponent with, or guarding against certain attacks, press the Directional button UP to cancel into a jump. Successful use of this can help to enhance their combo techniques.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks, because the opponent's time off balance is increased, this move allows for use of combo attacks that normally couldn't be used.

Recovery Direction

When using a recovery move by pushing a directional button, the fighter can recover from a knock down in the direction pressed, this can provide with a chance for a counterattack if used correctly.

Instant Kill Technique

As the name implies, these are the ultimate deadly attack that can do away with opponents with a single blast. Due to the sheer power of these moves, they take a long time to unleash. Unleashing an Instant Kill attack, completely depletes the Tension Gauge, thus missing this move at all makes the fighter struggle worse as they won't be able to use various actions that require the Tension Gauge.

Guard

Push the directional button opposite of the direction of the fighter's opponent to guard against attacks. There are standing and crouching guards which guard against the respective areas, with standard guard defending against high and mid-level attacks while crouch guarding defends against low attacks. Fighters can even guard during jumps to protect against attacks in the air.

Two-Level Jumps

Fighters can jump again while in the air.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment a fighter hits an opponent with a normal attack, they proceed to enter commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

Over Drive attacks are powerful attacks that use up 50% of the Tension Gauge. The commands for the move vary with each character.

High Jump

Press the down then up directional buttons quickly to jump higher than the usual jumps, though a Two-Level jump cannot be used after a High Jump.

Forward Thrust Attack

With a Punch or Heavy Attack common to all characters, keep the right directional button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter has guarded against an opponent's attack, push two attack buttons simultaneously while pushing down on the right directional button to counterattack from the guard position. The Tension Gauge needs to be at 50% or above for this move.

Dust Attack

By pushing a Slash and Heavy Slash button, the fighter can use attacks that break crouching guards. Opponents attacked with this move will be spun around and knocked down, becoming temporarily defenseless. At this time, push up on the directional button for the fighter to pounce on the opponent and have a perfect chance to strike back with a combo attack.

Sweep

Push a Slash and Heavy Slash button while in crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a recovery move.

Tension Gauge

The Tension Gauge is a gauge that shows a character's hostility, which holds the key to victory. The power of this gauge increases when the fighter uses aggressive moves like moving forward, dashing, forward jumps, and attacks. As the power of this gauge increases more moves can be used.

Recovery

When knocked down after being attacked, push any 2 attack buttons simultaneously while in the air to regain balance. This moves enables the fighter to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push the Heavy Slash button to activate this special attack. It's a risky move as the fighter needs to be near an opponent, though the opponent cannot guard against this, making it an effective move to mix in with normal attacks.



Psych Burst

Allows the fighter to not only knock back enemies but also increase the Tension Gauge to "MAX" b meeting certain conditions. The Pysch Burst can only be used when the Burst Gauge reaches "MAX" and it redners them invulnerable for a set tie when activated, but it cannot be activated while the fighter s hit by an Overdrive Attack or when being thrown.

Two-Level Jumps

Lets the fighter jump again while in the air.

High Jump

Press down then up on the directional buttons quickly to jump higher then a usual jump.

Forward Thrust Attack

With a Punch or Heavy Slash common to all characters, keep the right direction button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter guarded against an opponent's attack, push any two attack buttons simultaneously while pushing the right directional button to counterattack from the guard position.

The Tension Gauge must be at 50% or above for this move.

Dust Attack

By pushing the Dust button, fighters can use attacks that spin around and knock down the opponents. This causes them to become temporarily defenseless. At this time, push up on the directional button to pounce on the opponent. It's a perfect chance to strike back with a combo attack.

Sweep

Push a Dust button while in a crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a Recovery move.

Recovery

When knocked down after being attacked, push any two attack buttons simultaneously while in the air to regain their balance. This move enables them to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push a Heavy Slash button to actiavte this special attack.

Approach an opponent during a jump while pushing the directional button in the direction of their approach and push the heavy slash button to be able to body toss the enemy during a jump.

During a Dash or Backstep, the fighter can not use a throw move.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment they hit an opponent with a normal attack, enter the commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

These are very powerful attacks that use up 50% of the Tension Gauge. The command for this move varies on the fighter.

Instant Kill

As the name implies, this is the ultimate deadly attack that can do away with opponents in a single blast. As these moves are very powerful, they take a long tme to unleash.

Faultless Defense

Push the punch and kick button simultaneously while pushing the directional button for a guard position to enter a special guard condition that creates a special barrier around the fighter. This prevents opponents from shaving away through a fighter's strength with deadly attacks, and the knock back is greater than when a fighter uses normal guards, giving them more time to ready an attack against the opponent. They can also guard against attacks that cannot be guarded against during jumps.

While performing the Faultless Defense, the tension gauge decreases in real time, when the Tension Gauge powr is depleted, this guard can no longer be used.

Jump Cancel

There are certain normal moves where fighters can forcibly stop hitting an opponent with an attack or stop guarding against an attack and link it to a jump. By using these attacks, the fighter can combine these with attacks to widen their repertoire of combo attacks.

Roman Cancel

While hitting your opponent with an attack, push any three of the attack buttons except Dust button to forcefully stop attack actions and return the character to a normal standing pose. With the application of the move, fighters can create their own original combo attack. In order to perform a Roman Cancel, the Tension Gauge must be at least 50% full.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks. Because the opponent's time off balance is increased, the move allows the fighter to use combo attacks that they normally couldn't use.

Recovery Direction

When the fighter uses a Recovery move, they can recover from a knock down in the direction pressed. A recovery can provide the chance to counterattack if used correctly.

Slip

Specific Normal Moves, Special Moves, and Overdrive Attacks have the special ability to put opponents into a "slip" condition. When the fighter hits an opponent with these moves, they render enemies defenseless for a set time.


Two-Level Jumps

The fighter can jump again while in mid-air.

High Jump

The fighter can jump higher than usual by quickly pressing the directional input down and up. However, Two-Level jumps cannot be used after a High Jump.

Forward Thrust Attack

Through pressing the directional button while pressing the Punch or Heavy Slash buttons, the fighter can transform attacks.

Psych Burst

The fighter becomes temporarily invincible and knocks away the opponent when the Burst Gauge is at max. This technique cannot be used while taking damage from an Overdrive Attack or while being thrown. The Tension Gauge also maxes out whenever the fighter hits an opponent with a move.

Dust Attack

A fighter launches a Dust Attack by pressing Dust while standing. It's impossible to guard against a Dust Attack by crouching. After hitting the opponent with a Dust Attack, press the directional button to chase the opponent and him them with a combo attack while in the air.

Sweep

The fighter uses the Sweep move on the opponent by pressing the Dust button while crouching. A swept opponent cannot use a Recovery move.

Recovery

The fighter can regain balance when knocked down by pressing any attack button in midair.

Throws

The fighter can throw their opponent by pressing the directional button while pressing Heavy Slash when near the opponent. The opponent can also be thrown while in midair using the same method.

Throw Escape

The fighter can escape the opponent's throw while they are on the ground or in mid air through pressing the directional button while pressing Heavy Slash. This technique cannot be used while unconscious or launching an attack.

Gatling Combos

The fighter can create a combo out of a series of Normal Moves, launching a second attack as soon as the opponent is hit with the first attack. The number of moves that can be used for this technique are different for each fighter.

Force Break

It's a unique Special Move that consumes 25% of the Tension Gauge. Commands for this technique vary for each character.

Overdrive Attacks

These are extremely powerful attacks that consume 50% of the Tension Gauge. Commands for this technique vary for each character.

Instant Kills

As the name suggests, this is the ultimate attack that can knockout the opponent in one blow. Although these moves are extremely powerful, it takes time to successfully execute them.

Faultless Defense

While simultaneously holding down any two attack buttons except Dust, press a directional button in the direction the fighter wants to defend in order to enter a special guard called "Faultless Defense". In this state, fighters life won't be consumed when guarding against opponents Special Moves, but the opponent will knock the fighter back further than usual. This technique can be used to guard an attack which normally cannot be defended in mid-air.

Jump Cancel

The fighter can override certain moves, such as hitting the opponent or being blocked by the opponent by jumping out of a move when the fighter is midway through it. This technique can create great varieties in attacks and combos.

Counter Hit

By hitting the opponent in the middle of a move, the fighter can counterattack the opponent's attacks. A counter hit staggers an opponent longer than usual, so it gives a fighter a great chance to try combos they wouldn't normally pull off.

Recovery Direction

Press any directional button while recovering to move towards that direction as the fighter recovers.

Staggering

Certain Normal Moves, Special Moves, and Overdrive Attacks can put the opponent in a "stagger" state after a hit. A "stagger" opponent is temporarily defenseless.

Instant Block

Guarding against the opponent's attack right before it hits activates the "Instant Block". This will cause the fighter to start shining white with a bright light. Unlike a normal guard, which has a period where the fighter cannot move or attack, this time frame is shorter for Instant Block. Thi technique is helpful for guarding against attacks from close range.

Slash Back

Simultaneously pressing Slash, Heavly Slash, and the directional button in the direction the fighter guards against creates a yellow effect.

If successful, the yellow effect flashes and will dramatically cut the stun time after a guard; however, the fighter becomes temporarily defenseless if it fails.

Roman Cancel

While hitting the opponent with an attack, simultaneously press any three attack buttons, except Dust, to cancel the attack move. This technique allows the fighter to create their own original combo attacks. However, it consumes 50% of the Tension Gauge.

Force Roman Cancel

Each fighter has several attack moves that are compatible with this technique, while using one of those attacks, simultaneously press any three attack buttons except Dust of a certain timing to cancel the attack move and return to a standing pose. The best timing to input the command varies for each attack move, and if the timing is missed, it fails. When it's successfully activated, the technique consumes 25% of the Tension Gauge.


Free Mode & Lock-on Mode

Free Mode

It's a normal mode where a fighter can freely move around the battlefield, in this mode fighters can unleash attacks that cover a wide-range to hit multiple foes, but the power of the attacks are rather weak.

Lock-On Mode

Lock-on Mode is an effective technique for one-on-one skirmishes or situations where a fighter would like to target a single foe. Through holding a lock-on on a target, attacks are far more powerful, catering to one-on-one battles, combined with directional input, they can use vertical or horizontal attacks on enemies to shake them up.

Aerial Dash

During a jump, press A to perform a forward dash in mid-air. The fighter uses aerial dashes to jump over units or shortening the gap during aerial combos.

Step

Use the directional input and A while locking on to use a step movement. The distance it covers may be short, but through taking advantage of its speed, one can avoid attacks from enemies or shake them up during an attack.

Blast Drive

Through usage of the left stick button, the fighter is able to run like the wind, being able to accelerated and decelerate respectively.

Drift

During a blast drive, a fighter can perform sharp turns, allowing them to keep their momentum.

Auto Guard

If a fighter is not performing an action, they will automatically guard head-on attacks. However, auto-guard does not block attacks from behind or while the fighter is performing attacks. Along with this, guarding opponent's attacks too much will cause a guard crash, making them defenseless.

Modern Cancel

A technique that skips the recover animation of attacks, allowing the fighter to immediately perform another. With Modern Cancels, the fighter cna combine attacks that normally do not combo to forcibly create a combo, or completely bypass the defenseless state of their attacks during their recovery animation.

Cyclone Blast

It's an emergency-evasion technique that releases a sphere-shaped energy when the fighter is attacked to knock enemies away. This move is effective for escaping an attack from a group of enemies, however it requires a lot of tension.

Short Dash

While in lock-on the fighter can quickly move a short distance, being able to quickly shorten the gap between themself and the opponent.

Power Attack

The fighter unleashes a powerful attack that has a slow start animation. It has a high guard crash rate.

Avoid Knockdown and Falling Techniques

When the fighter takes damage from an enemy and are knocked down as a result, press A in mid-air at an appropriate time to use "Avoid Knockdown" to quickly regain their balance.

By pressing A right before the fighter hits the ground, the fighter will be able to use "Falling Techniques" to quickly get up.

Super Backstep

Allows the fighter to travel a longer distance than a normal backstep, an important technique to quickly distance oneself from the enemy.

Homing Jump

Press A while locking on to jump toward the target. They can also use an air dash to charge toward their target.


Other

Standard Tactics: Jack-O utilizes CQC along with her ball & chain, helper robots, and magic.

Weaknesses

Explanations

The Backyard

When studying the energy that shouldn't exist (magic), a theory arose: that being the Backyard, a superior dimension[209]. The Backyard is described by Sol as a virtual space though is refuted as the other way around, where the main world is the one that's a virtual space[210]. The Backyard is the term used to give reason to the five element configuration[211], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[212]. The magic people like Sol and Sin use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[213], being described as an obscure world that magic users temporarily access to gain power[214]. Just as the Earth can't exist if there's no universe, this world cannot exist unless they have that "something"[215], being larger then the universe[216]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[217]. The Backyard can be explained as a book or library that has the theory of the world written on it[218]. It's responsible for the usage of irregular magic even scientists such as Sol have never seen before[219], allowing people to use magic that disproves the fundamentals of magic[220]. The Backyard was discovered by a Philosopher, being described to rule all things in the universe and from within it, one could understand any truth or even bend the world as they please[221]. Sol notes that if Valentine could freely access the Backyard, then she can also mess with the world's fate[222]. Asuka Kreutz notes that if someone strays too far into the Backyard, their soul breaks down under the pressure of the information's density[223]. In Guilty Gear Xrd -Sign-, the Backyard is defined as a world separate from our own, yet somehow controlling it, what's hidden behind its gates are the eternal truths, including good & evil, creation & destruction, and of chaos the likes of which mankind has never seen[224]. The Backyard is a space connected by people's dreams[225]. Axl traveling in the Backyard with I-No noted how his body felt heavy and his head felt weird, with I-No noting they're in a field created by That Man so they could exist in the Backyard in the flesh[226]. When a normal life form enters the Backyard they turn to dust, the Backyard is composed of high-density information which governs all of creation, any normal creature is instantly crushed by that wealth of data[227]. The Backyard has no effect on any non-living matter[228]. RoboMay explains the Backyard as composed of extremely dense information that governs the creation of all material things and by adding new information to it, one could easily deform the world itself[229]. Noting that it is a dangerous place that could literally cause the world to break[230].

Trivia

  • Jack-O's hobbies are creating new rules[231].
  • Jack-O's values are candy, memories, and liberal arts ideas[232].
  • Jack-O's dislikes are scientific ideas[233].
  • Jack-O' and her mask are inspired by the carved pumpkin "Jack-O' Lantern", commonly associated with Halloween, as well as the German power metal band Helloween, whose mascot is also named Jack O.
  • Her Instant Kill move is titled "I Want Out", a reference to a Helloween song.
  • The phrase "Gallow's Eve" on her pant leg references the former Canadian metal band Gallows Eve.
  • Her design incorporates the ankh, particularly the circular-headed crux ansata symbol, traditionally representing life.
  • In one round win pose, she hangs upside down with one leg crossed over the other, echoing the Hanged Man tarot card, symbolizing self-sacrifice and altered perspective.
  • Labels on her outfit include "Jack-in-the-Box", a nod to the classic crank toy, and "Gallow's Eve", referencing both the Canadian band and an alternate name for Halloween or All Hallows' Eve.
  • The surname Papadopoulos means "son of a priest" in Greek, with "-opoulos" indicating descendant; this may reference Lucifero’s gentlemanly traits.
  • Her "Chains of Charon" move alludes to the mythological Ferryman Charon, who guides souls across the River Styx, and possibly to Prometheus, whose chains were crafted by Hephaistos at Zeus’ command.
  • Zeus’ wife, Juno (Hera), is also referenced; several move names (Cassius, Judas, Brutus) parallel traitors from Dante Alighieri's Divine Comedy: Inferno.
  • Jack-O’’s appearance draws inspiration from Helloween, known for featuring carved pumpkins on album covers.
  • Her namesake originates from the legend of Stingy Jack, who tricked the Devil and was condemned to wander the Netherworld with a lantern made from a gourd; this ties to her past as Justice, the Herald of Destruction.
  • The Instant Kill "I WANT OUT!" additionally references Justice's Boss Intro "Death and Republic".
  • The kick in her Instant Kill is inspired by "Super Inazuma Kick" from Gainax's anime Aim for the Top: Gunbuster and Diebuster.
  • Like the original Valentine, Jack-O' has Type O blood, whereas Ramlethal and Elphelt’s blood cannot be analyzed due to their Valentine enhancements.
  • While identified as part of the Valentine Series, she is generally referred to simply as Jack-O' in materials and in-game references.
  • Her gameplay style mirrors real-time strategy mechanics from Guilty Gear 2 -Overture-.
  • Jack-O's hair shifted from red at the end of Revelator's Story Mode to having white highlights in Strive as a result of Aria's unstable spirit[234].
  • In -Strive-, when her servants toss her during her victory animation, their cheers sound like "Aria".
  • A costume based on her Strive appearance, for Magilou, appears in Tales of the Rays.
  • Jack-O' has appeared as a guest character in the following games: Seven Knights, Crusaders Quest, Brave Frontier, Chain Chronicle 3, Last Period, Elemental Story, Code Shifter, and Epic Seven.

Codex Statistics Questions

Q: Shouldn't they scale to the higher levels of magic naturally?

A: This would not make much senses as it there are scenes that showcase the cast do not regularly produce those levels of energy, Ramlethal was going to destroy the ship they (Sol Badguy, Ky Kiske, Sin Kiske, & Elphelt Vaentine) were flying on, claiming "We're thirty-four thousand feet up. If this ship goes down, I doubt anyone will survive"[235], Dizzy's instant kill is a massive explosion that the explosion alone scares all fighters into surrendering[236], Jack-O's instant kill causes an explosion so wide it can be seen from the planet, however the planet is overall fine[237], etcetera. It makes much more sense that they are at far lower levels normally and can reach or even ignore higher levels through tapping into the Backyard.

Battle Records

2 - 1 - 0


  • Future Nerville Hammer Clones - Fight[238]
    • Conditions: Sin, Johnny, Jack-O, Unika, Sol Badguy, & Baiken all fought together.
    • Location: Unknown Mansion
  • Future Nerville Hammer - Fight[239]
    • Conditions: Sin, Johnny, Jack-O, Unika, Sol Badguy, Baiken, Ky Kiske, Dizzy, Ramlethal & Elphelt all fought to defeat him.
    • Location: Outer Space


  • Sin Kiske - [240]
    • Conditions: Sin Kiske was in a beserk state. Johnny, Jack-O, Sol Badguy & Baiken all tried to subdue him.
    • Location: Unknown Mansion

None.

References

  1. Guilty Gear Xrd Visual Book Page 50
  2. Guilty Gear Xrd Visual Book Page 50
  3. Guilty Gear Xrd Visual Book Page 50
  4. Guilty Gear (1998) Game Manual Page 2
  5. Guilty Gear Xrd Visual Book Page 2
  6. Guilty Gear Xrd Visual Book Page 2
  7. Guilty Gear Xrd -Revelator- Chapter 01 Revelator A
  8. Guilty Gear -Strive- Chapter 1
  9. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  10. Guilty Gear -Strive- Chapter 1
  11. Guilty Gear Xrd -Sign- Chapter 08 Wall B
  12. Guilty Gear Xrd Visual Book Page 51
  13. Guilty Gear Xrd Visual Book Page 50
  14. Guilty Gear Xrd Visual Book Page 50
  15. Guilty Gear -Strive- Chapter 2
  16. Guilty Gear Xrd -Sign- Chapter 08 Wall B
  17. Guilty Gear Xrd -Sign- Chapter 08 Wall B
  18. Guilty Gear -Strive- Chapter 5
  19. Guilty Gear -Strive- Chapter 2
  20. Guilty Gear 2 Overture
  21. Guilty Gear (1998) Game Manual Page 2
  22. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  23. Guilty Gear 2 Overture
  24. Guilty Gear Xrd Chapter 03 Sense B
  25. Guilty Gear Xrd Revelator Chapter 03 Sense B
  26. Guilty Gear Xrd -Revelator- Chapter 01 Revelator A
  27. Guilty Gear -Strive- Final Chapter
  28. Guilty Gear Xrd Sign Chapter 7 Showdown B
  29. Guilty Gear Xrd Sign Chapter 7 Showdown B
  30. Guilty Gear Xrd Sign Chapter 7 Showdown B
  31. Guilty Gear 2 Overture
  32. Guilty Gear 2 Overture
  33. Guilty Gear 2 Overture
  34. Guilty Gear 2 Overture
  35. Guilty Gear 2 Overture
  36. Guilty Gear Strive: Dual Riders Episodes 6-7
  37. Guilty Gear Xrd Sign Chapter 7 Showdown B
  38. Guilty Gear Xrd Sign Chapter 7 Showdown B
  39. Guilty Gear Xrd Sign Chapter 7 Showdown B
  40. Guilty Gear Strive: Dual Riders Episode 2
  41. Guilty Gear Xrd -Revelator- Final Chapter Fireworks
  42. Guilty Gear Xrd Sign Chapter 7 Showdown B
  43. Guilty Gear XX Λ Core Plus Bridget Instant Kill
  44. Guilty Gear (1998) Game Manual Page 14
  45. Guilty Gear 2 Overture Page 19
  46. Guilty Gear 2 Overture
  47. Guilty Gear Xrd Sign Chapter 7 Showdown B
  48. Guilty Gear Strive Sliding Roman Cancel
  49. Guilty Gear Xrd Sign Chapter 7 Showdown B
  50. Guilty Gear Strive Sliding Roman Cancel
  51. Guilty Gear Xrd Sign Chapter 7 Showdown B
  52. Guilty Gear X2 Testament Arcade Mode
  53. Guilty Gear Xrd Revelator Zato-1 vs. Johnny
  54. Guilty Gear (1998) Story Prologue
  55. Guilty Gear Xrd REV 2 Jack-O Overdrive
  56. Guilty Gear 2 Overture
  57. Guilty Gear 2 Overture
  58. Guilty Gear 2 Overture
  59. Guilty Gear 2 Overture
  60. Guilty Gear 2 Overture
  61. Guilty Gear Strive: Dual Riders Episode 7
  62. Guilty Gear Xrd -Sign- Chapter 08 Wall A
  63. Guilty Gear Strive: Dual Riders Episode 7
  64. Guilty Gear (1998) Game Manual Page 28
  65. Guilty Gear (1998) Game Manual Page 28
  66. Guilty Gear (1998) Game Manual Page 28
  67. Guilty Gear (1998) Game Manual Page 28
  68. Guilty Gear X Game Manual Page 2
  69. Guilty Gear (1998) Game Manual Page 27
  70. Guilty Gear (1998) Game Manual Page 29
  71. Guilty Gear X Game Manual Page 2
  72. Guilty Gear Strive
  73. Guilty Gear Strive
  74. Guilty Gear X Game Manual Page 36
  75. Guilty Gear 2 Overture Page 21
  76. Guilty Gear 2 Overture Page 20
  77. Guilty Gear X Game Manual Page 36
  78. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol 10B, Path 2 (End 2)
  79. Guilty Gear (1998) Game Manual Page 2
  80. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  81. Guilty Gear 2 Overture
  82. Guilty Gear 2 Overture
  83. Guilty Gear 2 Overture
  84. Guilty Gear 2 Overture
  85. Guilty Gear 2 Overture
  86. Guilty Gear 2 Overture
  87. Guilty Gear -Strive- Final Chapter
  88. Guilty Gear Xrd Sign Chapter 7 Showdown B
  89. Guilty Gear Xrd Sign Chapter 7 Showdown B
  90. Guilty Gear Xrd Sign Chapter 7 Showdown B
  91. Guilty Gear Xrd Sign Chapter 7 Showdown B
  92. Guilty Gear Xrd Sign Chapter 7 Showdown B
  93. Guilty Gear Xrd Sign Chapter 7 Showdown B
  94. Guilty Gear Xrd Sign Chapter 7 Showdown B
  95. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  96. ExplaMaytions with May! Episode 1 - What is Magic?
  97. Guilty Gear 2: Overture Game Manual Pages 10-15
  98. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  99. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  100. Guilty Gear Xrd -Revelator- Raven vs. Kum Haehyun win quote
  101. Guilty Gear Xrd -Sign- Chapter 02 Struggle B
  102. Guilty Gear 2 Overture Page 18
  103. Guilty Gear 2 Overture Page 18
  104. Guilty Gear (1998) Game Manual Page 25
  105. Guilty Gear 2 Overture
  106. Guilty Gear (1998) Game Manual Page 29
  107. Guilty Gear (1998) Game Manual Page 28
  108. Guilty Gear (1998) Game Manual Page 29
  109. Guilty Gear (1998) Game Manual Page 29
  110. Guilty Gear X Game Manual Page 2
  111. Guilty Gear Strive Roman Cancel
  112. Guilty Gear Strive Sliding Roman Cancel
  113. Guilty Gear Strive Red Roman Cancel
  114. Guilty Gear Strive Blue Roman Cancel
  115. Guilty Gear Strive Purple Roman Cancel
  116. Guilty Gear Strive Yellow Roman Cancel
  117. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol vs I-No (Gold) Cutscene
  118. Guilty Gear (1998) Sol Badguy
  119. Guilty Gear XX Λ Core Plus Axl Overdrive
  120. Guilty Gear (1998) Justice Boss
  121. Guilty Gear (1998) Justice Boss
  122. Guilty Gear Xrd REV 2 Zato=1 Overdrive
  123. Guilty Gear Xrd REV 2 Zato=1 Instant Kill
  124. Guilty Gear (1998) Testament Overdrive
  125. Guilty Gear 2 Overture
  126. Guilty Gear 2 Short Stories: "Minutes later, Paradigm was inside an aquarium... or rather, his private room. It was a room designed especially for his body that could only breathe in water. His assistants were sitting on the desk, wondering about the state of their master, who was reading the data. From his face, it looked like he was somewhat tense.
    —"What’s wrong, Doctor?"
    —"H-Hmm..., I’ll explain to you what I could read from the output data..."
    —"Y-Yes."
    —"It seems that the sphere recently was a kind of boundary that connects this world with the Backyard. The magical light waves optimized for the Backyard’s observation, emitted toward the center of the sphere, sent back values that cannot be quantified. On the other hand, the magical light waves of this world sent back real numbers. In other words, the interior of that sphere is this world, and the molecules that make up that 'door' seem to have been subjected to a special magical process. Seeing the absorption rate of the magical light waves, there is no doubt about it."
    —"U-Umm, then, what does that mean?"
    —"That is... it closely resembles the special chord I use for the observation of the Backyard."
    —"Doctor, forgive me, but I don’t know how you can observe the Backyard"
    —"Oh, that’s right... I haven’t taught you that. Simply put, we observe the Backyard from this world by ‘substituting’ the world’s theorem partially with the Backyard’s theorem. It’s the best I could do to send real numbers to the Backyard — I cannot do physical interferences... However, that sphere was made by a physical interference in the Backyard from this world. Which means... someone before me was successful in making physical contact with the Backyard."
    *[A reference to “chord substitution” in music theory]*
    —"Ha... then, does that mean there are people who are smarter than you, Doctor?"
    —"It’s frustrating, but that may be so. But leaving that issue aside, the problem is..."
    —"...Problem?"
    —"Is who it is...Although it is somewhat unlikely, only one person comes to mind."
    —"Eh, who!?"
    —"As I mentioned earlier, we use a 'substitute' chord to observe the Backyard from this world. But actually, this chord didn’t originate from me. It is a part of the source extracted from the genetic information contained in Gear Cells, which I modified and decoded."
    —"Gear Cells?"
    —"Yes...The molecular binding that made up the sphere from earlier had a chord habit commonly found in Gear Cells. It’s unpleasant, but that sphere was probably created by... ‘That Man’."
    —"That Man... the GEAR MAKER!?"
    —"Yes, the GEAR MAKER. The villain that caused the Crusades.""
  127. Guilty Gear 2 Overture
  128. Guilty Gear 2 Overture
  129. Guilty Gear 2 Overture
  130. Guilty Gear 2 Overture
  131. Guilty Gear 2 Overture
  132. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  133. Guilty Gear 2 Overture
  134. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  135. Guilty Gear (1998) Sol Badguy Story Testament Boss
  136. Guilty Gear (1998) Game Manual Page 2
  137. Guilty Gear 2: Overture Game Manual Pages 4-5
  138. ExplaMaytions with May! Episode 2 - Worldwide Development and Gears
  139. Guilty Gear Xrd -SIGN- Chapter 8 Hope A
  140. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  141. Guilty Gear X Game Manual Page 30
  142. ExplaMaytions with May! Episode 2 - Worldwide Development and Gears
  143. Guilty Gear -Strive- Chapter 1
  144. Guilty Gear -Strive- Chapter 1
  145. Guilty Gear (1998) Game Manual Page 2
  146. Guilty Gear 2 Overture
  147. Guilty Gear 2 Overture
  148. Guilty Gear 2 Overture
  149. Guilty Gear (1998) Axl Low Story Testament Boss
  150. Guilty Gear (1998) May Story Ending
  151. Guilty Gear (1998) Kliff Undersn's Story Testament Boss
  152. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  153. Guilty Gear 2 Overture
  154. Guilty Gear 2 Overture
  155. Guilty Gear 2: Overture Game Manual Pages 4-5
  156. Guilty Gear 2 Overture
  157. Guilty Gear 2 Overture
  158. Guilty Gear 2 Overture
  159. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  160. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  161. Guilty Gear 2 Short Stories: "Minutes later, Paradigm was inside an aquarium... or rather, his private room. It was a room designed especially for his body that could only breathe in water. His assistants were sitting on the desk, wondering about the state of their master, who was reading the data. From his face, it looked like he was somewhat tense.
    —"What’s wrong, Doctor?"
    —"H-Hmm..., I’ll explain to you what I could read from the output data..."
    —"Y-Yes."
    —"It seems that the sphere recently was a kind of boundary that connects this world with the Backyard. The magical light waves optimized for the Backyard’s observation, emitted toward the center of the sphere, sent back values that cannot be quantified. On the other hand, the magical light waves of this world sent back real numbers. In other words, the interior of that sphere is this world, and the molecules that make up that 'door' seem to have been subjected to a special magical process. Seeing the absorption rate of the magical light waves, there is no doubt about it."
    —"U-Umm, then, what does that mean?"
    —"That is... it closely resembles the special chord I use for the observation of the Backyard."
    —"Doctor, forgive me, but I don’t know how you can observe the Backyard"
    —"Oh, that’s right... I haven’t taught you that. Simply put, we observe the Backyard from this world by ‘substituting’ the world’s theorem partially with the Backyard’s theorem. It’s the best I could do to send real numbers to the Backyard — I cannot do physical interferences... However, that sphere was made by a physical interference in the Backyard from this world. Which means... someone before me was successful in making physical contact with the Backyard."
    *[A reference to “chord substitution” in music theory]*
    —"Ha... then, does that mean there are people who are smarter than you, Doctor?"
    —"It’s frustrating, but that may be so. But leaving that issue aside, the problem is..."
    —"...Problem?"
    —"Is who it is...Although it is somewhat unlikely, only one person comes to mind."
    —"Eh, who!?"
    —"As I mentioned earlier, we use a 'substitute' chord to observe the Backyard from this world. But actually, this chord didn’t originate from me. It is a part of the source extracted from the genetic information contained in Gear Cells, which I modified and decoded."
    —"Gear Cells?"
    —"Yes...The molecular binding that made up the sphere from earlier had a chord habit commonly found in Gear Cells. It’s unpleasant, but that sphere was probably created by... ‘That Man’."
    —"That Man... the GEAR MAKER!?"
    —"Yes, the GEAR MAKER. The villain that caused the Crusades.""
  162. Guilty Gear 2 Overture
  163. Guilty Gear 2 Overture
  164. Guilty Gear 2 Overture
  165. Guilty Gear 2 Overture
  166. Guilty Gear 2 Overture
  167. Guilty Gear X2 Testament Arcade Mode
  168. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  169. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  170. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  171. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  172. Guilty Gear -Strive- Chapter 4
  173. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  174. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  175. Guilty Gear Xrd -Revelator- Final Chapter Fireworks
  176. Bedman Arcade Mode [Guilty Gear Xrd Revelator]
  177. Guilty Gear Xrd Chapter 03 Sense B
  178. Guilty Gear Strive Jack-O Overdrive
  179. Guilty Gear Xrd -Revelator- Chapter 02 Contact B
  180. Bedman Arcade Mode [Guilty Gear Xrd Revelator]
  181. Guilty Gear Strive Jack-O Overdrive
  182. Guilty Gear Xrd REV 2 Jack-O Overdrive
  183. Guilty Gear Strive Ky Kiske Overdrive
  184. Guilty Gear -Strive- Chapter 5
  185. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  186. Guilty Gear -Strive- Final Chapter
  187. Guilty Gear Xrd REV 2 Jack-O Overdrive
  188. Guilty Gear Xrd -Revelator- Final Chapter Fireworks
  189. Guilty Gear Strive: Dual Riders Episode 7
  190. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  191. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  192. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  193. Guilty Gear Xrd -Revelator- Chapter 06 Cause B
  194. Guilty Gear Xrd REV 2 Jack-O Overdrive
  195. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  196. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  197. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  198. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  199. Guilty Gear Xrd -Revelator- Chapter 06 Cause B
  200. Guilty Gear Strive: Dual Riders Episode 1
  201. Guilty Gear -Strive- Powers/Skills Womanhood
  202. Guilty Gear -Strive- Powers/Skills Womanhood
  203. Guilty Gear Xrd -SIGN- Chapter 8 Hope A
  204. Guilty Gear XX Game Manual page 5
  205. Guilty Gear 2 Overture
  206. Guilty Gear Strive Glossary Weapons / Items Gear Cell Suppressor
  207. Guilty Gear (1998) Game Manual Page 29
  208. Guilty Gear X Game Manual Page 2
  209. Guilty Gear 2 Overture
  210. Guilty Gear 2 Overture
  211. Guilty Gear 2 Overture
  212. Guilty Gear 2 Overture
  213. Guilty Gear 2 Overture
  214. Guilty Gear 2 Overture
  215. Guilty Gear 2 Overture
  216. Guilty Gear 2 Overture
  217. Guilty Gear 2 Overture
  218. Guilty Gear 2 Overture
  219. Guilty Gear 2 Overture
  220. Guilty Gear 2 Overture
  221. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  222. Guilty Gear 2 Overture
  223. Guilty Gear 2 Overture
  224. Guilty Gear Xrd -Sign- Opening
  225. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  226. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope A
  227. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  228. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  229. ExplaMaytions with May! Episode 6 - Another Threat Looms
  230. ExplaMaytions with May! Episode 6 - Another Threat Looms
  231. Guilty Gear Xrd Visual Book Page 50
  232. Guilty Gear Xrd Visual Book Page 50
  233. Guilty Gear Xrd Visual Book Page 50
  234. 【ネタバレ注意】『ギルティギア ストライヴ』インタビュー。カイのドライン、イノの目的、ファウストの変貌……などなど、気になることを聞いてきました | ゲーム・エンタメ最新情報のファミ通.com
  235. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  236. Guilty Gear Xrd Rev 2 Dizzy Instant Kill
  237. Guilty Gear Xrd Rev 2 Jack-O Instant Kill
  238. Guilty Gear Strive: Dual Riders Episodes 6-7
  239. Guilty Gear Strive: Dual Riders Episodes 7-8
  240. Guilty Gear Strive: Dual Riders Episodes 6-7