Glossary
System Data Glossary | |
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Defense | The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections. |
Guts | The amount of damage that characters take decreases as their life lowers. For more info, see here. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
Weight | The character's weight class, which determines how fast they fall when being hit in the air. |
Backdash | The total duration, invincibility window and airborne duration of a backdash in frames. |
Forward Dash | The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step. |
R.I.S.C. Gain Modifier | The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections. |
Jump Duration | The total duration of a jump in frames, if uncanceled. |
Jump Height | The maximum height of a jump in in-game units of distance. |
High Jump Duration | The total duration of a high jump in frames, if uncanceled. |
High Jump Height | The maximum height of a high jump in in-game units of distance. |
Earliest Forward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed. |
Earliest Backward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed. |
Forward Air Dash Duration | The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense. |
Backward Air Dash Duration | The total duration of a backward air dash in frames, if uncanceled. |
Forward Air Dash Attack Transition | The minimum amount of frames after a forward air dash that an attack can be performed. |
Backward Air Dash Attack Transition | The minimum amount of frames after a backward air dash that an attack can be performed. |
Movement Tension Gain | The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up. |
Jumping Tension Gain | The amount of Tension gained per frame of a forward jump, and for how many frames it is gained. |
Air Dash Tension Gain | The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained. |
Walk Speed | The speed the character walks forward. |
Backwalk Speed | The speed the character walks backward. |
Initial Dash Speed | The starting speed of the character's forward dash. |
Dash Acceleration | The amount of speed gained per frame of forward dashing, prior to friction calculations. |
Friction | The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration. |
Frame Data Glossary | |
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guard | How this attack can be guarded. All non-throws can be air blocked unless otherwise stated. |
startup | Number of frames for this move to reach its first active frame (includes the first active frame). |
active | Number of active frames in this attack. Values in () are for gaps between hits of an attack. |
recovery | Number of frames this move is in a recovery state before returning to neutral. |
onBlock | After blocking this attack, how soon the attacker can act compared to the defender.
Assumes that the attack connects as soon as possible against a grounded opponent, and that the attacker does not cancel the attack into anything else. |
onHit | After getting hit by this attack, how soon the attacker can act compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. |
riscGain | How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level. |
riscLoss | How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level. |
level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions. |
counter | The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large. |
invuln | Attribute and hitbox invincibility for this move. |
prorate | How much additional damage proration this attack has. There are two types of proration: Initial and Forced. |
wallDamage | The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects. |
inputTension | The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level. |
Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||
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※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery. | ||||||||||||||||||||||||||||||||||||||||||
For more values, see GGST/Frame Data |
System Data
- Core Data
Name | Defense | Guts | Prejump | Weight | Backdash | Forward Dash | Unique movement options | R.I.S.C. Multiplier | Movement Tension Gain |
---|---|---|---|---|---|---|---|---|---|
Jack-O | 30 | 2 | 4 | Light | 18/1~5 strike invuln/1~13 airborne | 28.0 | 10 |
- Jump Data
Jump duration | Jump height | High Jump duration | High Jump height | Earliest airdash | Earliest air backdash | Airdash duration | Air backdash duration | Airdash cancel | Air backdash cancel | Jumping Tension Gain | Airdash Tension Gain |
---|---|---|---|---|---|---|---|---|---|---|---|
42 | 420.0 | 48 | 522.5 | 3 | 3 | 25/19 | 12 | 18 | 6 | 3 | 5 |
Normal Moves
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
5P | 23 | All | 5 | 4 | 8 | -2 | +1 | 0 | Small | none | 80% | 500 | 1500 | |
5K | 27 | All | 7 | 6 | 10 | -4 | -1 | 1 | Small | none | 90% | 1000 | 1000 | |
c.S | 39 | All | 7 | 6 | 10 | +1 | +4 | 3 | Mid | none | 100% | 2000 | 1000 | |
f.S | 32 | All | 11 | 6 | 17 | -9 | -6 | 2 | Mid | none | 90% | 1500 | 1000 | |
5H | 24×2 | All | 10 | 3(3)2 | 23 | -6 | KD | 4 | Large×2 | none | 90% | 1200×2 | 1000 | |
2P | 21 | All | 5 | 4 | 9 | -3 | 0 | 0 | Small | none | 80% | 500 | 1500 | |
2K | 24 | Low | 6 | 3 | 12 | -3 | +0 | 1 | Small | F6~20 Low-profile | 70% | 750 | 1000 | |
2S | 31 | All | 9 | 7 | 22 | -15 | -12 | 2 | Mid | none | 90% | 1500 | 1000 | |
2H | 41 | All | 15 | 6 | 18 | -5 | KD | 4 | Large | none | 90% | 2500 | 1000 | |
j.P | 19 | High | 6 | 4 | 6 | 0 | Small | none | 80% | 375 | 1000 | |||
j.K | 23 | High | 7 | 6 | 12 | 1 | Small | none | 80% | 750 | 1000 | |||
j.S | 28 | High | 11 | 5 | 21 | +3 (IAD) | +6 (IAD) | 2 | Mid | none | 80% | 1125 | 1000 | |
j.H | 20, 15 | High | 11 | 3,3 | 32 | +5 (IAD) | +8 (IAD) | 2 | Mid×2 | none | 80% | 525×2 | 1000 | |
j.D | 30 | All | 21 | - | Total 44 | 1 | Very Small | none | 80% | 500 | 1000 | |||
6P | 28 | All | 10 | 6 | 20 | -12 | KD | 2 | Mid | 1~2 Upper Body 3~12 Above Knees | 90% | 1500 | 1000 | |
6H | 20, 40 | All | 8,19 | 2(9)11 | 14 | -6 | KD/-3 | 3, 4 | Large×2 | none | 90% | 1000, 1200 | 1000 | |
2D | 29 | Low | 10 | 15 | 18 | -19 | HKD | 2 | Large | F10~33 Low-profile | 90% | 1125 | 1000 | |
5D | 45 | High | 20 | 3 | 26 | -15 | 0 | 2 | Mid | none | 80% | 1125 | 3000 | |
5[D] | 56 | High | 28 | 3 | 26 | -10 | KD | 2 | Mid | none | 100% | 1875 | 1500 |
Special Moves
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
236P | Summon Servant | - | 10 | Total 25 | none | ||||||||||
236[P] | Summon Servant | - | Total 14 | none | |||||||||||
2P (near Servant) | Pick Up Servant | - | Total 14 | none | |||||||||||
6P/6K/6S/6H/6D while holding Servant | Throw Servant | 30 | All | 12 | Total 27 | +5 | +8 | 0 | Very Small | none | 70% | 500 | 1000 | ||
D while holding Servant | Release Servant | - | Total 11 | none | |||||||||||
214P | Recover Servant | - | 3+7 | Total 19 | none | ||||||||||
214K | Attack Command | 50 | All | 3+9 | 6 | Total 23 | +15 | KD | 2 | Very Small | none | 80% | 500 | 2000 | |
214S | Defend Command | 33 | - | 3+1 | 34 | Total 24 | +31 | none | 80% | 1000 | |||||
S while holding Servant | Held Defend Command | 33 | - | 3+1 | 28 | Total 24 | +31 | none | 80% | 1000 | |||||
214H | Countdown | 80 | All | 3+180+26 | 19 | Total 24 | KD | 3 | Very Small | none | 80% | 500 | 1000 | ||
236K | Servant Shoot | 31 | All | 15 | 4 | 25 | -12 | KD | 3 | Mid | none | 90% | 2000 | 1000 | |
Bounced Servant | Servant | 30 | All | 5+1 | 0 | Very Small | none | 80% | 500 | 1000 | |||||
Launched Servant | Servant | 45 [50] | All | 5+1 | -6 | -3 | 0 | Very Small | none | 80% | 500 | 1000 |
Overdrives
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
632146P | Forever Elysion Driver | 179 | Throw | 10+1 | 2 | 58 | - | HKD | 1~12F All, 1~55F Throw | 100% | 1000 | ||||
236236S | Cheer Servant On (S) | - | 3 | 12 | See Notes | - | Jack-O: None Servants: 4~14F Full | ||||||||
236236H | Cheer Servant On (H) | - | 3 | 12 | See Notes | - | Jack-O: None Servants: 4~14F Full |
Other
Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
Ground Throw | 80 | Ground Throw | 2 | 3 | 38 | HKD +60 | none | 50% | 2500 | |||||
Air Throw | 80 | Air Throw | 2 | 3 | Until L+10 | HKD | none | 50% | 2500 | |||||
Finish Blow | 80 | 12 | 2 | HKD +23 | 4 | 1000 | ||||||||
Dash Cancel | Total 22 |
Servant Gauge
The servant gauge is measured at a total capacity of 3000, with 1 bar being equivalent to 1000 units. By default, the recharge rate is 10 units per frame (600 per second). This amount is lowered by 2 for every bar (1000 units) already gained, and lowered by a further 2 if any servants are active. These values are overriden during Cheer Servant On H with a continous 20 per frame (1200 per second). These are calculated for the Summon Gauge and Command Guage independently, and may recharge at different rates.
On-Block Cancel Data
Jack-O' has a lot of fast, non-attacking moves that alter her effective on-block values when cancelled into. Each possible outcome is given below in a table.
Note: Servant bounce cancelling assumes it is performed at point-blank range, instantly striking the opponent. Values will be higher the further the servant was from the opponent, and the more meaty the servant was hit.
Hitstop Cancel Data
The effective framedata of performing an attack that simultaneously strikes a Servant and the opponent. If the servant does not hit (i.e. the servant was positioned behind the opponent), only the hitstop is reduced. If the servant is immediately launched into the opponent (i.e. the servant was positioned between Jack-O' and the opponent), the hitstop will be reduced but the blockstun will be overriden 6 frames later, altering the framedata further.
Mutli-hit attacks only benefit if the final hit strikes the servant, or the follow-up hit whiffs the opponent, otherwise it will have no effect on the frame data.
Note: values will be higher the further the servant was from the opponent, and the more meaty the servant was hit.
Gatling Table
- X = X is available on hit or block