GGST/Jack-O/Data

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Infobox Data

Portrait Icon Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Forward Dash Weight Unique Movement Options Movement Tension Gain
GGST Jack-O' Portrait.png GGST Jack-O' Icon.png Jack-O 1.11 2 0.8748 4 18/1~5 strike invuln/1~13 airborne Light 10
Jump Duration High Jump Duration Jump Height High Jump Height Earliest Forward Instant Air Dash Earliest Backward Instant Air Dash Forward Air Dash Duration Backward Air Dash Duration Forward Air Dash Attack Transition Backward Air Dash Attack Transition
42 48 420 522.5 3 3 25/19 12 18 6
Jumping Tension Gain Air Dash Tension Gain Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction Verbose Defense -
3 5 6.6 5 11.9 0.555 100 -


Portrait Icon Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Forward Dash Weight Unique Movement Options Movement Tension Gain
GGST Jack-O' Portrait.png GGST Jack-O' Icon.png Jack-O (Backward Dash) 1.11 2 0.8748 4 18/1~5 strike invuln/1~13 airborne Light 10
Jump Duration High Jump Duration Jump Height High Jump Height Earliest Forward Instant Air Dash Earliest Backward Instant Air Dash Forward Air Dash Duration Backward Air Dash Duration Forward Air Dash Attack Transition Backward Air Dash Attack Transition
42 48 420 522.5 3 3 25/19 12 18 6
Jumping Tension Gain Air Dash Tension Gain Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction Verbose Defense -
3 5 6.6 5 13 0 -125 -


Normal Moves

5P Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
5P 23 All 5 4 8 -2 +1 0 Small normal 500 1500 300 80% 80% none
GGST Jack-O 5P.png
GGST JackO 5P Hitbox.png


5K Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
5K 27 All 7 6 10 -4 -1 1 Small normal 1000 1000 300 80% 90% none
GGST Jack-O 5K.png
The Swiss Army Knife of kicks
GGST JackO 5K Hitbox.png
Frame 9 ~ 12


c.S Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
c.S 39 All 7 6 10 +1 +4 3 Mid normal 2000 1000 300 80% 100% none
GGST Jack-O cS.png
GGST JackO cS Hitbox.png
Input Proximity Range: 270


f.S Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
f.S 32 All 11 6 17 -9 -6 2 Mid normal 1500 1000 300 80% 90% none
GGST Jack-O fS.png
GGST Jack-O far Slash Hitbox 1.pngGGST Jack-O far Slash Hitbox 2.png
First active frame • Max range


5H Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
5H 24×2 All 10 3(3)2 23 -6 KD 4 Large×2 normal 1200×2 1000 150×2 80% 100% none
GGST Jack-O 5H.png
GGST JackO 5H 1 Hitbox.pngGGST JackO 5H 2 Hitbox.png
First hit, frames 10 ~ 12 • Second hit, frames 16 ~ 17


2P Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2P 21 All 5 4 9 -3 0 0 Small normal 500 1500 300 80% 80% none
GGST Jack-O 2P.png
GGST JackO 2P Hitbox.png


2K Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2K 24 Low 6 3 12 -3 +0 1 Small normal 750 1000 300 80% 70% F6~20 Low-profile
GGST Jack-O 2K.png
The queen of 2Ks
GGST JackO 2K Hitbox.png


2S Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2S 31 All 9 7 22 -15 -12 2 Mid normal 1500 1000 300 60% 90% none
GGST Jack-O 2S.png
GGST JackO 2S Hitbox.png


2H Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2H 41 All 15 6 18 -5 KD 4 Large normal 2500 1000 500 100% 100% none
GGST Jack-O 2H.png
GGST Jack-O 2H Hitbox.pngGGST Jack-O 2H Hitbox 2.png
Frames 15 ~ 17 • Frames 18 ~ 20


j.P Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
j.P 19 High 6 4 6 0 Small normal 375 1000 300 80% 80% none
GGST Jack-O jP.png
GGST JackO jP Hitbox.png


j.K Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
j.K 23 High 7 6 12 1 Small normal 750 1000 300 80% 80% none
GGST Jack-O jK.png
GGST JackO jK Hitbox.png


j.S Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
j.S 28 High 11 5 21 +3 (IAD) +6 (IAD) 2 Mid normal 1125 1000 300 100% 80% none
GGST Jack-O jS.png
Heads up, safe jump
GGST JackO jS 1 Hitbox.pngGGST JackO jS 2 Hitbox.png


j.H Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
j.H 20, 15 High 11 3,3 32 +5 (IAD) +8 (IAD) 2 Mid×2 normal 525×2 1000 150×2 80% 80% none
GGST Jack-O jH.png
GGST JackO jH 1 Hitbox.pngGGST JackO jH 2 Hitbox.png
First hit, frames 11 ~ 13 • Second hit, frames 14 ~ 16


j.D Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
j.D 30 All 21 - Total 44 1 Very Small normal 500 1000 300 100% 80% none
GGST Jack-O jD.png
Ever wondered how cancelling a projectile would work?
GGST JackO jD Hitbox.png


6P Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
6P 28 All 10 6 20 -12 KD 2 Mid normal 1500 1000 500 80% 90% 1~1 Upper Body
2~12 Above Knees
GGST Jack-O 6P.png
Smile through the pain
GGST JackO 6P Hitbox.png


6H Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
6H 20, 40 All 8,19 2(9)11 14 -6 KD/-3 3, 4 Large×2 normal 1000, 1200 1000 250×2 60%, 80% 100% none
GGST JackO 6H 1.pngGGST Jack-O 6H.png
Get used to cancelling off this hit • Nightmarish for Goldlewis in particular
GGST JackO 6H 1 Hitbox.pngGGST JackO 6H 2 short Hitbox.pngGGST JackO 6H 2 long Hitbox.png
First hit, frames 8 ~ 9 • Second hit, lowest height. • Second hit, maximum reach.


2D Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2D 29 Low 10 15 18 -19 HKD 2 Large normal 1125 1000 300 80% 90% F10~33 Low-profile
GGST Jack-O 2D.png
This is riskier than you or your opponent will think it is.
GGST Jack-O 2D Hitbox.png
Horizontal Activation Range: 400


5D Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Uncharged 5D 45 High 20 3 26 -15 0 2 Mid normal 1125 3000 700 (900) 60% 80% none
GGST Jack-O 5D.png
GGST JackO 5D Hitbox.png


5[D] Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Charged 5[D] 56 High 28 3 26 -10 KD 2 Mid normal 1875 1500 700 (900) 75% 100% none
GGST Jack-O 5D.png
GGST JackO 5D Hitbox.png


Universal Mechanics

Ground Throw Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Ground Throw 6D or 4D 80 Ground Throw 2 3 38 HKD +60 other 2500 1000 50% none
GGST JackO Ground Throw.png
Builds 1000 Tension once all damage is dealt.
If Roman Canceled before all damage is dealt: R.I.S.C. Loss: 1000, applies 25% positive R.I.S.C. reduction, Proration: Forced 75%


Air Throw Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Air Throw j.6D or j.4D 80 Air Throw 2 3 Until L+10 HKD other 2500 1000 50% none
GGST JackO Air Throw.png
Builds 1000 Tension once all damage is dealt.
If Roman Canceled before all damage is dealt: R.I.S.C. Loss: 1000, applies 25% positive R.I.S.C. reduction, Proration: Forced 75%


Finish Blow Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Finish Blow j.XX during Homing Jump 80 12 2 HKD +23 4 other 1000 0
GGST JackO Forever Elysion Driver.png
Hitstop on hit: 30F
Unburstable on hit.


Dash Cancel Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Dash Cancel 66 Total 22 other
Can be kara canceled into special moves or Overdrives on frames 1~3. If canceled on frame 1, dash cancel will not start, but momentum will still be applied.


Special Moves

236P Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Summon Servant 236P - 10 Total 25 special 100 none
GGST Jack-O Summon Servant.png
Yeah, we don't know where they come from either
GGST JackO Summon Servant Hitbox.pngGGST JackO Summon Servant 2 Hitbox.png
Does not extend hurtbox when servant is held.  • Hurtbox extends forward when placing servant with 236P
Cannot be input if 3 servants are currently active.
The servant is summoned on Frame 10 and will remain if Jack-O' Roman Cancels or is hit during Cheer Servant On S.
The servant's duration ticks down after Frame 10 even during Summon Servant's animation, giving 236[P] 4 frames less duration, and 236P 15 frames less duration.
In the mirror match, the servant that has been summoned for longer will always win in a clash. This is irrespective of their actual duration, and only depends on when it was first summoned.


236[P] Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Summon Servant 236[P] - Total 14 special 100 none
GGST Jack-O Summon Servant.png
Yeah, we don't know where they come from either
GGST JackO Summon Servant Hitbox.pngGGST JackO Summon Servant 2 Hitbox.png
Does not extend hurtbox when servant is held.  • Hurtbox extends forward when placing servant with 236P


2P (near Servant) Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Pick Up Servant 2P (near Servant) - Total 14 special 100 none
GGST JackO Pick Up Servant.png
Aw, how cute!
GGST JackO Pick Up Servant Hitbox.png


6X while holding Servant Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Throw Servant 6P/6K/6S/6H/6D while holding Servant 30 All 12 Total 27 +5 +8 0 Very Small special 500 1000 300 100 12% 40% 70% none
GGST JackO Throw Servant.png
GGST JackO Throw Servant Hitbox.png
Clash Level: 2
Horizontal Activation Range: 200
Thrown servants that hit the wall or edge of the screen will fall down, but remain active until landing.


D while holding Servant Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Release Servant D while holding Servant - Total 11 special 50 none
GGST JackO Release Servant.png
GGST JackO Release Servant Hitbox.png
Performing the air version will still receive Empty Jump landing recovery, unless Jack-O' performs another action.


214P Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Recover Servant 214P - 3+7 Total 19 See Notes special 50 none
GGST Jack-O 214P.png
Ironically, best used without servants.
GGST JackO Recover Servant Hitbox.png
Will interrupt servants during Countdown unless already detonating.
Does not pause Servant Gauge recharge like other commands.
Jack-O' has improved Servant Gauge recharge when no servants are active, making Recover Servant functionally cheaper.
Despite improved recharge, the Servant Gauge cost is still more than the amount that can be restored from a servant that has been launched (5 seconds total)
Due to the loss of Command Servant Gauge lowering the gauge limit, the Summon Servant Gauge restored will usually be lower than the potential amount.


214K Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Attack Command 214K 50 All 3+9 6 Total 23 +15 KD 2 Very Small special 500 2000 700 100 12% 80% 80% none
GGST Jack-O 214K.png
Slash! This is the entire reason you want servants.
GGST JackO Attack Command Hitbox.png
If only a held servant is active, pauses Servant Gauge for only 0.5 seconds.
When used, Servant Gauge will be regained for 1 frame before pausing it.


214S Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Defend Command 214S 33 - 3+1 34 Total 24 +31 special 1000 300 100 80% none
GGST Jack-O 214S.pngGGST JackO Defend Command Held.png
Shield! Cover yourself in neutral.
GGST JackO Defend Command Hitbox.pngGGST JackO Defend Command Held Hitbox.png
  • Smaller shield and fewer active frames only for the held servant.
Projectiles (including Zato-1's Eddie) can still cause Guard Crush if the opponent's hurtbox overlaps the servant's hitbox.
If only a held servant is active, pauses Servant Gauge for only 0.5 seconds.
When used, Servant Gauge will be regained for 1 frame before pausing it.
Unlike other Guard Crush attacks, 214S will count as the first hit in a combo, applying both R.I.S.C. scaling and proration.
If the servant is released or picked up on the same frame an enemy attacks the Defend hitbox, it will prevent the Gaurd Crush while nullifying the opponent's hitbox (See more: Hitbox Nullifying).
Hit detection is based on the Servant entity, meaning certain moves may not trigger the Defend Command if they cannot hit as a result of Activation Ranges.


Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Held Defend Command S while holding Servant 33 - 3+1 28 Total 24 +31 special 1000 300 100 80% none
GGST Jack-O 214S.pngGGST JackO Defend Command Held.png
Shield! Cover yourself in neutral.
GGST JackO Defend Command Hitbox.pngGGST JackO Defend Command Held Hitbox.png
  • Smaller shield and fewer active frames only for the held servant.


214H Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Countdown 214H 80 All 3+180+26 19 Total 24 See Notes KD 3 Very Small special 500 1000 300 100 12% 80% 80% none
GGST Jack-O 214H.png
You've probably forgotten she had this move
GGST JackO Countdown Hitbox.pngGGST JackO Countdown 2 Hitbox.png
New servants summoned during a countdown will not be affected by the countdown, and can even be issued their own countdown.
If a servant is held when the countdown hits zero, Jack-O' immediately exits her Held Servant stance.
Defend Command cannot deflect Jack-O's own Countdown explosion.
When the explosion begins, the servants are immediately removed and cannot be interrupted. They have no collision, are fully invulnerable, and do not count as an active servant for Jack-O's Servant Gauge recharge.
When used, Servant Gauge will be regained for 1 frame before pausing it.
The countdown is paused during either player's Overdrives, until the user has fully recovered.Potential bug
If the explosion hits Jack-O' before hitting the opponent, no negative R.I.S.C. scaling will affect the damage, even mid-combo (see more: Unscaled Countdown).Potential bug


236K Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Servant Shoot 236K 31 All 15 4 25 -12 KD 3 Mid special 2000 1000 300 150 25% 80% 100% none
GGST Jack-O 236K.pngGGST Jack-O 236K air.png
Good for kicking more than just servants • Physics manipulation is surprisingly practical
GGST JackO Servant Shoot Hitbox.pngGGST JackO Servant Shoot Air Hitbox.png
Ground • Air
Air Servant Shoot is +5 from an Instant Air Dash.
Air Servant Shoot will only launch servants if it strikes their collision box, not their hurtbox.Potential bug


Bounced Servant Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Servant Bounced Servant 30 All 5+1 0 Very Small special 500 1000 300 12% 80% 80% none


Launched Servant Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Servant Launched Servant 45 [50] All 5+1 -6 -3 0 Very Small special 500 1000 300 12% 80% 80% none
Clash Level: 2
Horizontal Activation Range: 200
If a servant is launched by collision from a launched servant, its damage will increase to 50, shown in []. No other properties change.


Overdrives

632146P Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Forever Elysion Driver 632146P 179 Throw 10+1 2 58 - HKD super 1000 0 100% All 1~12F, Throw 1~55F
GGST JackO Forever Elysion Driver Hit.pngGGST Jack-O 632146P Whiff.png
This either did all of their health, or none of it. • Grab some popcorn, we'll be here a while.
GGST JackO Forever Elysion Driver Hitbox.png110x110px
Total effective range.
Hits simialrly far backwards too. • Hurtbox on whiff.
Vertical Activation Range: 380 (Hit only)
Opponents in Faultless Defense cannot jump for 1 frame and therefore cannot jump out of the first frame on reaction to the Super Flash (but may still use Psych Burst to escape).
For 10 frames during the cinematic freeze, all projectiles and the opponent will be completely frozen, however Jack-O' will continue to move forward and her servants will continue to move and act during this time.


236236S Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Cheer Servant On (S) 236236S - 3 12 See Notes - super Jack-O: None
Servants: 4~14F Full
GGST JackO Cheer Servant On S.png
Neutral is for people without meter
GGST JackO Cheer Servant On Hitbox.png
Both versions can be active at the same time, providing the benefits of both simultaneously. Their durations will wear-off independently.
Opponents receive only 5F hitstop when hitting servants, similar to Jack-O' hitting her own servants.
If a Psych Burst hits Jack-O' on the same frame or any frame before it hits a servant, the servant will not be removed.


236236H Data

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Cheer Servant On (H) 236236H - 3 12 See Notes - super Jack-O: None
Servants: 4~14F Full
GGST JackO Cheer Servant On H.png
Let the onslaught begin!
GGST JackO Cheer Servant On Hitbox.png
Both versions can be active at the same time, providing the benefits of both simultaneously. Their durations will wear-off independently.
Prevents Servant Gauge recharge being paused when using a servant command.
Will not remove a Servant Gauge pause from a servant command issued prior to using Cheer Servant On H.


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